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![deepfried salad gilliam deepfried salad gilliam](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
deepfried salad gilliam
Sanguine Knights
328
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Posted - 2013.12.26 20:57:00 -
[1] - Quote
what if instead of being heavy light sidearm dmg mods they were hybrid plasma explosives etc
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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![PEW JACKSON PEW JACKSON](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
PEW JACKSON
s i n g u l a r i t y
143
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Posted - 2013.12.26 21:03:00 -
[2] - Quote
SP sink xCCP + busy schedule = GRIND514
Imagine grinding out all that SP if CCP decided to separate the dmg mods with skills.
Dead on the ground.... Think I made a wrong turn :/
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![HYENAKILLER X HYENAKILLER X](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
HYENAKILLER X
AGGRESSIVE TYPE
441
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Posted - 2013.12.26 21:04:00 -
[3] - Quote
deepfried salad gilliam wrote:what if instead of being heavy light sidearm dmg mods they were hybrid plasma explosives etc I think they should be universal and should have a fire rate increase mod.
2 different mods total.
You are welcome for my leadership
*Proven Aggressive Type
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![Dunk Mujunk Dunk Mujunk](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dunk Mujunk
RestlessSpirits
411
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Posted - 2013.12.26 21:05:00 -
[4] - Quote
I don't like it. People could DMG Mod both a Massdriver and a Flaylock pistol (just for example) with a single module. No bueno, in my opinion.
When asked why there was only 1 set of footprints Jesus replied "The Sand People ride single file to hide their numbers"
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![Cyrius Li-Moody Cyrius Li-Moody](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2482
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Posted - 2013.12.26 21:08:00 -
[5] - Quote
Dunk Mujunk wrote:I don't like it. People could DMG Mod both a Massdriver and a Flaylock pistol (just for example) with a single module. No bueno, in my opinion.
you also forget grenades and RE's.
Boom.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
Scions of Athra
2487
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Posted - 2013.12.26 21:09:00 -
[6] - Quote
deepfried salad gilliam wrote:what if instead of being heavy light sidearm dmg mods they were hybrid plasma explosives etc How about instead of replacing damage mods with this make them seperate modules. These damage mods would only give about +5% at complex level and apply to both sidearms and light weapons that use the same damage types. |
![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
Scions of Athra
2487
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Posted - 2013.12.26 21:10:00 -
[7] - Quote
Cyrius Li-Moody wrote:Dunk Mujunk wrote:I don't like it. People could DMG Mod both a Massdriver and a Flaylock pistol (just for example) with a single module. No bueno, in my opinion. you also forget grenades and RE's. Boom. Grenades and equipment wouldn't be effected only primarys and sidearms (Well thats what I would do if I was going to implement this). |
![Dunk Mujunk Dunk Mujunk](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dunk Mujunk
RestlessSpirits
411
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Posted - 2013.12.26 21:14:00 -
[8] - Quote
I know it's not in the spirit of the game, but I say limit every suit to 1 DMG Mod, then maybe mods other than DMG and Extenders will be used more often.
I've heard it plenty before but I went through Jim Jones' suicide tape transcript to find a good quote...jesus christ.
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![deepfried salad gilliam deepfried salad gilliam](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
deepfried salad gilliam
Sanguine Knights
329
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Posted - 2013.12.26 21:30:00 -
[9] - Quote
Kane Fyea wrote:Cyrius Li-Moody wrote:Dunk Mujunk wrote:I don't like it. People could DMG Mod both a Massdriver and a Flaylock pistol (just for example) with a single module. No bueno, in my opinion. you also forget grenades and RE's. Boom. Grenades and equipment wouldn't be effected only primarys and sidearms (Well thats what I would do if I was going to implement this). but they would also have to use a mass driver lol and flaylock lolol and i would want res and nade in there
but i would like a mimny boom fit
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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![Martyr Saboteur Martyr Saboteur](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Martyr Saboteur
Amarrtyrs
58
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Posted - 2013.12.26 21:34:00 -
[10] - Quote
Dunk Mujunk wrote:I know it's not in the spirit of the game, but I say limit every suit to 1 DMG Mod, then maybe mods other than DMG and Extenders will be used more often. Then it would just be (1 Damage Mod + X Extenders). Would kill the small amount of variety armor tankers have left. If there were more high slot options, I might agree with you...
ABCDEFGHIJKLMNOPQTSTALLION... I AM THE STALLION
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![Dunk Mujunk Dunk Mujunk](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dunk Mujunk
RestlessSpirits
412
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Posted - 2013.12.26 21:41:00 -
[11] - Quote
Extenders were near worthless before the introduction of the stacking penalty, meaning that people would stack 2 OR MORE damage mods, taking a heavily penalizd mod over a mod that increases ehp with no penalty.
Shield extenders now have a stacking penalty, and are still near worthless. 1 dmg mod limit per suit, and I really think people will start looking at other mods, though I could be incorrect and you could be spot on.
I've heard it plenty before but I went through Jim Jones' suicide tape transcript to find a good quote...jesus christ.
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![Martyr Saboteur Martyr Saboteur](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Martyr Saboteur
Amarrtyrs
58
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Posted - 2013.12.26 22:03:00 -
[12] - Quote
Dunk Mujunk wrote:Extenders were near worthless before the introduction of the stacking penalty, meaning that people would stack 2 OR MORE damage mods, taking a heavily penalizd mod over a mod that increases ehp with no penalty.
Shield extenders now have a stacking penalty, and are still near worthless. 1 dmg mod limit per suit, and I really think people will start looking at other mods, though I could be incorrect and you could be spot on. There are only 5 high slot mods you know... 4 of which are not suited for armor tankers
1.) Extenders (quite clearly not the first choice for an armor tanker)
2.) Damage Mods (The only logical choice for an armor tanker ATM)
3.) Kin Cats (if they didn't require so much PG, they would be more viable for armor tankers) I wouldn't completely rule these out, however.
4.) Myofibril Stimulants (more melee damage has questionable use for slow moving armor tankers) Possibly useful for a few niche roles.
6.) Energizers/Rechargers (absolutely useless to armor tankers) The ONLY good thing about them is their low PG usage. Fills a slot if you have excess CPU and a high slot, but no PG left.
Limiting them to 1 would destroy variety for Amarr and Gallente Suits.
ABCDEFGHIJKLMNOPQTSTALLION... I AM THE STALLION
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![Jaysyn Larrisen Jaysyn Larrisen](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
580
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Posted - 2013.12.26 22:25:00 -
[13] - Quote
deepfried salad gilliam wrote:what if instead of being heavy light sidearm dmg mods they were hybrid plasma explosives etc
I kinda like this. It's a little more in line with how eve modular work and makes a little more sense. Particularly once the remaining sidearms get put in (Gallente and Caldari) it has the potential to make you choose some real trade offs in builds and SP allocation.
I noticed Dunk's comment about not wanting to lump in mass drivers and flaylocks...I'm actually ok with this. If a guy has poured SP into Minmatar assault, racial signature weapons, and modules that support that then I'm all for him getting a "synergy" bonus so to speak. |
![Llast 326 Llast 326](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Llast 326
An Arkhos
989
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Posted - 2013.12.26 22:29:00 -
[14] - Quote
Martyr Saboteur wrote:Dunk Mujunk wrote:Extenders were near worthless before the introduction of the stacking penalty, meaning that people would stack 2 OR MORE damage mods, taking a heavily penalizd mod over a mod that increases ehp with no penalty.
Shield extenders now have a stacking penalty, and are still near worthless. 1 dmg mod limit per suit, and I really think people will start looking at other mods, though I could be incorrect and you could be spot on. There are only 5 high slot mods you know... 4 of which are not suited for armor tankers 1.) Extenders (quite clearly not the first choice for an armor tanker) 2.) Damage Mods (The only logical choice for an armor tanker ATM) 3.) Kin Cats (if they didn't require so much PG, they would be more viable for armor tankers) I wouldn't completely rule these out, however. 4.) Myofibril Stimulants (more melee damage has questionable use for slow moving armor tankers) Possibly useful for a few niche roles. 6.) Energizers/Rechargers (absolutely useless to armor tankers) The ONLY good thing about them is their low PG usage. Fills a slot if you have excess CPU and a high slot, but no PG left. Limiting them to 1 would destroy variety for Amarr and Gallente Suits. Kins and energizers are not Highs.
KRRROOOOOOM
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![Galvan Nized Galvan Nized](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Galvan Nized
Deep Space Republic
447
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Posted - 2013.12.26 22:31:00 -
[15] - Quote
Martyr Saboteur wrote:Dunk Mujunk wrote:Extenders were near worthless before the introduction of the stacking penalty, meaning that people would stack 2 OR MORE damage mods, taking a heavily penalizd mod over a mod that increases ehp with no penalty.
Shield extenders now have a stacking penalty, and are still near worthless. 1 dmg mod limit per suit, and I really think people will start looking at other mods, though I could be incorrect and you could be spot on. There are only 5 high slot mods you know... 4 of which are not suited for armor tankers 1.) Extenders (quite clearly not the first choice for an armor tanker) 2.) Damage Mods (The only logical choice for an armor tanker ATM) 3.) Kin Cats (if they didn't require so much PG, they would be more viable for armor tankers) I wouldn't completely rule these out, however. 4.) Myofibril Stimulants (more melee damage has questionable use for slow moving armor tankers) Possibly useful for a few niche roles. 6.) Energizers/Rechargers (absolutely useless to armor tankers) The ONLY good thing about them is their low PG usage. Fills a slot if you have excess CPU and a high slot, but no PG left. Limiting them to 1 would destroy variety for Amarr and Gallente Suits.
Kin Cats are a low slot, as are cardiac regulators. Perhaps you're thinking Precision Enhancers?
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![Galvan Nized Galvan Nized](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Galvan Nized
Deep Space Republic
447
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Posted - 2013.12.26 22:33:00 -
[16] - Quote
Llast 326 wrote: Kins and energizers are not Highs.
Energizers are high slot modules, same as rechargers. |
![HYENAKILLER X HYENAKILLER X](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
HYENAKILLER X
AGGRESSIVE TYPE
441
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Posted - 2013.12.26 22:35:00 -
[17] - Quote
Also remove stacking penalty
You are welcome for my leadership
*Proven Aggressive Type
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![Llast 326 Llast 326](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Llast 326
An Arkhos
989
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Posted - 2013.12.26 22:36:00 -
[18] - Quote
Galvan Nized wrote:Llast 326 wrote: Kins and energizers are not Highs.
Energizers are high slot modules, same as rechargers. I could have sworn energizers were Low, and rechargers are HighGǪ but I never use energizers,
KRRROOOOOOM
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![Cass Caul Cass Caul](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Cass Caul
626
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Posted - 2013.12.26 23:06:00 -
[19] - Quote
I like the idea. But I think the 3 variants we have now should stay (lol actually I hate damage mods and want them removed from the game, but since I can't have that...). Rail, Explosive, Projectile, Blaster damage mods should exist but the numbers should not be equal. If category mods are 3%, 5%, and 10% than the ones that amplify categories should be slightly less. 3%, 5%, and 7%.
+ÉߦëddGêÇ -çou -Äll+É-çoGö¦
one of 47% of gamers
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![Demon Buddah Demon Buddah](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Demon Buddah
Namtar Elite Gallente Federation
112
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Posted - 2013.12.27 02:52:00 -
[20] - Quote
Remove them how about that? No? Ok :( |
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![deepfried salad gilliam deepfried salad gilliam](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
deepfried salad gilliam
Sanguine Knights
335
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Posted - 2013.12.27 03:06:00 -
[21] - Quote
HYENAKILLER X wrote:Also remove stacking penalty no
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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![Shadow Archeus Shadow Archeus](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Shadow Archeus
OSG Planetary Operations Covert Intervention
203
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Posted - 2013.12.27 03:54:00 -
[22] - Quote
Or just remove damage mods all together |
![PADDEHATPIGEN PADDEHATPIGEN](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
109
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Posted - 2013.12.27 04:08:00 -
[23] - Quote
The problem is that CCP made some mistakes with some of the modules.
Dmg mods are suppose to be for low slots, like they are in Eve. Hacking modules are suppose to be for high slots, like they are in Eve. Speed modules are suppose to be for high slots, like they are in Eve. Etc. Etc. Etc. Etc. Etc. Etc. Etc. I could name them all but baaahhh
CCP just need to get there head out of there ..... And fix it. |
![deepfried salad gilliam deepfried salad gilliam](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
deepfried salad gilliam
Sanguine Knights
335
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Posted - 2013.12.27 05:14:00 -
[24] - Quote
PADDEHATPIGEN wrote:The problem is that CCP made some mistakes with some of the modules.
Dmg mods are suppose to be for low slots, like they are in Eve. Hacking modules are suppose to be for high slots, like they are in Eve. Speed modules are suppose to be for high slots, like they are in Eve. Etc. Etc. Etc. Etc. Etc. Etc. Etc. I could name them all but baaahhh
CCP just need to get there head out of there ..... And fix it. id love this, mimnatar could speed tank armor could speed up and i could find something useful for my lows
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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