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Cody Sietz
Unkn0wn Killers Renegade Alliance
1714
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Posted - 2013.12.05 13:59:00 -
[1] - Quote
They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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The Attorney General
ZionTCD
1538
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Posted - 2013.12.05 14:00:00 -
[2] - Quote
They already have a stacking penalty.
Mr. Hybrid Vayu.
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Kasote Denzara
A Vulture
1151
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Posted - 2013.12.05 14:00:00 -
[3] - Quote
Slower reload.
SWEET MOTHER OF TERESA ON THE HOOD OF A MERCEDES BENZ, YOU SOUND LIKE A MAJESTIC EAGLE! DO YOU SING?!
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Kierkegaard Soren
DUST University Ivy League
31
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Posted - 2013.12.05 14:00:00 -
[4] - Quote
Additional weapon kick. Trade accuracy for power, and it reigns in full auto weapons smashing your suit to pieces from 60m away. |
Heavenly Daughter
the Aurum Grinder and Company
219
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Posted - 2013.12.05 14:01:00 -
[5] - Quote
Cody Sietz wrote:They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be?
There is already a penalty on the mods, more than one reduces each subsequent mod.
. __
/.)\ Nade | Scan Attempt Prevented | 31 mill SP
\__/ 514 | NFP Prime League Winner| Longest Kill 588 Mtr
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Clips A'hoy
The Generals General Tso's Alliance
95
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Posted - 2013.12.05 14:03:00 -
[6] - Quote
The DMG mods already have a penalty, but they're not linear:
The first module is 100% effective Second module is 87% effective Third module is 57% effective Fourth module is 28% effective
I don't think the DMG mod penalty is serve enough really, it should have a side-effect.
Maybe have lesser ammo capacity the more mods you stack?
Or having a overheat function on your weapon just like the ScR, because honestly what in the world can make your weapon do more damage... Think about it...
Getting hate mail by big corps makes my heart grow fonder.
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ResistanceGTA
Valor Tactical Operations Immortal Coalition of New-Eden
59
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Posted - 2013.12.05 14:05:00 -
[7] - Quote
Kierkegaard Soren wrote:Additional weapon kick. Trade accuracy for power, and it reigns in full auto weapons smashing your suit to pieces from 60m away.
I actually really like this idea... Is that bad? |
Reav Hannari
Red Rock Outriders
2080
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Posted - 2013.12.05 14:05:00 -
[8] - Quote
Damage modules should be active with a cool down period. Shield and armor repairing should do the same thing.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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chase rowland
The Enclave Syndicate Dark Taboo
90
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Posted - 2013.12.05 14:19:00 -
[9] - Quote
Cody Sietz wrote:They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be? they already have a penalty. its called stacking penalty and takes up a slot |
taxi bastard
Minor Trueblood
35
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Posted - 2013.12.05 14:24:00 -
[10] - Quote
imo they should be ROF and damage.
so the 10% damage on a proto mod would come from 5% to ROF and 5% damage
increased ROF would mean quicker overheat and more movement when aiming. on top of that you would need to change the mag more often and use up more ammo so there is more of a trade off. |
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Atiim
Living Like Larry Schwag
1597
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Posted - 2013.12.05 14:27:00 -
[11] - Quote
How about no?
My Very First Thread About Tanks
-HAND
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Atiim
Living Like Larry Schwag
1597
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Posted - 2013.12.05 14:30:00 -
[12] - Quote
I don't think you realize this, but niche weapons rely on damage modifiers to outperform the "Jack-Of-All-Trades" weapons such as the Assault Rifle.
Not everybody runs a Duvolle or Imperial/Carthum SCR, so you'd be gimping the only things that stand in the way between DUST 514 and COD 514.
Damage mods already have penalties. They don't need another one.
My Very First Thread About Tanks
-HAND
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Jacques Cayton II
Providence Guard Templis Dragonaors
202
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Posted - 2013.12.05 14:35:00 -
[13] - Quote
Atiim wrote:I don't think you realize this, but niche weapons rely on damage modifiers to outperform the "Jack-Of-All-Trades" weapons such as the Assault Rifle.
Not everybody runs a Duvolle or Imperial/Carthum SCR, so you'd be gimping the only things that stand in the way between DUST 514 and COD 514.
Damage mods already have penalties. They don't need another one. Honestly they do all you need to do is stack 2 complex and instead of a complex for 3rd use a enhanced it'll have full use. It should have another penalty that affects gameplay like most modules do
We fight for the future of the State not our
personal goals
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1714
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Posted - 2013.12.05 14:39:00 -
[14] - Quote
Atiim wrote:I don't think you realize this, but niche weapons rely on damage modifiers to outperform the "Jack-Of-All-Trades" weapons such as the Assault Rifle.
Not everybody runs a Duvolle or Imperial/Carthum SCR, so you'd be gimping the only things that stand in the way between DUST 514 and COD 514.
Damage mods already have penalties. They don't need another one. I know this, and my shotgun would suffer from this.
But their has to be another way to balance the mod without blowing it for everyone else.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Michael Cratar
Fenrir's Wolves Zero-Day
281
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Posted - 2013.12.05 14:40:00 -
[15] - Quote
Cody Sietz wrote:They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be?
There fine the way they are. All tho i think there should be a cap on how many you can use at one time. 3 possibly?
The question is not if I can or can not, but who is going to stop me?
Closed Beta Vet
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Atiim
Living Like Larry Schwag
1597
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Posted - 2013.12.05 14:41:00 -
[16] - Quote
Jacques Cayton II wrote:Atiim wrote:I don't think you realize this, but niche weapons rely on damage modifiers to outperform the "Jack-Of-All-Trades" weapons such as the Assault Rifle.
Not everybody runs a Duvolle or Imperial/Carthum SCR, so you'd be gimping the only things that stand in the way between DUST 514 and COD 514.
Damage mods already have penalties. They don't need another one. Honestly they do all you need to do is stack 2 complex and instead of a complex for 3rd use a enhanced it'll have full use. It should have another penalty that affects gameplay like most modules do -_-
I don't think you realize this, but damage mods lower how much eHP you have, and are CPU intensive. Using 3 complex damage mods and a PRO weapon can easily mean that you have to have a CPU and/or PG extender there, meaning even more lost eHP.
Just like shield tankers have a goodie in their low slots, armor tankers should also keep the goodies in their high slots.
You can't have more gank without losing tank, so it's already balanced.
And not every module needs to have a negative effect on gameplay, even though using damage mods usually does have a negative effect on gameplay.
My Very First Thread About Tanks
-HAND
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
516
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Posted - 2013.12.05 14:44:00 -
[17] - Quote
Terrible Thread is terrible. Do you even dust bro?
{:)}{3GÇó>
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Ryme Intrinseca
The Rainbow Effect
313
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Posted - 2013.12.05 14:54:00 -
[18] - Quote
Cody Sietz wrote:They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be? Next time read the description of the thing you're QQing about before you start your QQ thread, k? |
Cody Sietz
Unkn0wn Killers Renegade Alliance
1715
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Posted - 2013.12.05 14:58:00 -
[19] - Quote
Ryme Intrinseca wrote:Cody Sietz wrote:They are introducing a penalty tinkering shield mods, so maybe they should add one to dmg mods.
Question is, what should the penalty be? Next time read the description of the thing you're QQing about before you start your QQ thread, k? Uhhh, just asking a question.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Slag Emberforge
Immortal Retribution
191
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Posted - 2013.12.05 15:07:00 -
[20] - Quote
Jacques Cayton II wrote:Atiim wrote:I don't think you realize this, but niche weapons rely on damage modifiers to outperform the "Jack-Of-All-Trades" weapons such as the Assault Rifle.
Not everybody runs a Duvolle or Imperial/Carthum SCR, so you'd be gimping the only things that stand in the way between DUST 514 and COD 514.
Damage mods already have penalties. They don't need another one. Honestly they do all you need to do is stack 2 complex and instead of a complex for 3rd use a enhanced it'll have full use. It should have another penalty that affects gameplay like most modules do
This is not correct, regardless of tier, stacking penalties still apply, that third module as enhanced would receive 57% of 5% yielding only a benefit of 2.85%.
Regardless if you aren't running AV two damage mods is really as high as you go. Third module and beyond you are better adding a extender/recharger/energizer unless you are full armor tanked. |
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Cat Merc
Ahrendee Mercenaries EoN.
4370
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Posted - 2013.12.05 15:10:00 -
[21] - Quote
-Take up a slot -Take a fuckton of CPU and PG -Have a stacking penalty -Mathematically worse than shield extenders TTK wise
*Hey let's add a penalty!*
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Daxxis KANNAH
Distinct Covert Initiative
496
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Posted - 2013.12.05 15:23:00 -
[22] - Quote
Cat Merc wrote:-Take up a slot -Take a fuckton of CPU and PG -Have a stacking penalty -Mathematically worse than shield extenders TTK wise
*Hey let's add a penalty!*
Everything takes up a slot |
Cat Merc
Ahrendee Mercenaries EoN.
4372
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Posted - 2013.12.05 15:31:00 -
[23] - Quote
Daxxis KANNAH wrote:Cat Merc wrote:-Take up a slot -Take a fuckton of CPU and PG -Have a stacking penalty -Mathematically worse than shield extenders TTK wise
*Hey let's add a penalty!* Everything takes up a slot Yeah well, according to CCP, a single slot is good enough to be worth an extra 43049230420394903904293CPU on a suit :P
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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