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daishi mk03
BLACK-GUARD Die Fremdenlegion
543
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Posted - 2014.01.05 10:01:00 -
[31] - Quote
lol, shield tanked caldari are like the last tards who didn't get it.
I don't put complex damage mods on to kill shield tanked caldari, don't even need the proto ScR. those damage mods are used to bring the charged shot + spam shot combo DPS above every assault rifle vs every suit.
intelligent caldari are using armor plates nowadays.
To know the true path, but yet, to never follow it. That is possibly the gravest sin.
The Scriptures,Book of Missions
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CrotchGrab 360
The Men In The Mirror
1344
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Posted - 2014.01.05 10:24:00 -
[32] - Quote
Jason Pearson wrote:So being the nub I am, I didn't understand why everyone was killing things so easy and yet I could barely break the shields on other Infantry.. Then I remembered Damage Mods > Everything and put them on, I saw an improvement, the amount of times I yelled "FOR THE STATE" with my State Rail Rifle in hand got people annoyed, and then I looked at my suit and realized, I had put basics on, not complex, now I run complex and kill a lot more things in seconds.
That's your TTK problem me thinks.
I still need to reach that upper echelon and get complex damage mods.
You are right in your suspicions, but hey, everybody's doing it and if you're not the person shooting at you is! |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1503
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Posted - 2014.01.05 12:54:00 -
[33] - Quote
Have you all forgotten that damage mods have a stacking penalty? (don't waste my time with the meaningless shield recharge penalty, it's meaningless in comparison).10% damage is better than 66hp, but 20% damage (3 dmg mods) is not better than 200hp.
Besides, If it were damage mods as the problem, why aren't people running LRs or MDs with 4 damage mods wrecking everyone? (They dont)
Or did damage mods get changed recently that I'm not aware of? (No)
Oh yes, the much vaunted shield recharge delay. (Oh wait the TTK is longer now than in 1.6....)
Red herring.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Jason Pearson
3785
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Posted - 2014.01.05 14:06:00 -
[34] - Quote
John Demonsbane wrote:Have you all forgotten that damage mods have a stacking penalty? (don't waste my time with the meaningless shield recharge penalty, it's meaningless in comparison).10% damage is better than 66hp, but 20% damage (3 dmg mods) is not better than 200hp.
Besides, If it were damage mods as the problem, why aren't people running LRs or MDs with 4 damage mods wrecking everyone? (They dont)
Or did damage mods get changed recently that I'm not aware of? (No)
Oh yes, the much vaunted shield recharge delay. (Oh wait the TTK is longer now than in 1.6....)
Red herring.
Am just saying, I go from barely doing any damage to people to rocking them with my damage mods on. Oh and Breach AR is amaaaaazing, just a heads up.
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
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Takahiro Kashuken
Red Star. EoN.
2130
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Posted - 2014.01.05 14:46:00 -
[35] - Quote
Jason Pearson wrote:So being the nub I am, I didn't understand why everyone was killing things so easy and yet I could barely break the shields on other Infantry.. Then I remembered Damage Mods > Everything and put them on, I saw an improvement, the amount of times I yelled "FOR THE STATE" with my State Rail Rifle in hand got people annoyed, and then I looked at my suit and realized, I had put basics on, not complex, now I run complex and kill a lot more things in seconds.
That's your TTK problem me thinks.
OP you shouldnt be allowed to more than 1 DMG mod on thats breaking the game
Intelligence is OP
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Daxxis KANNAH
Distinct Covert Initiative
569
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Posted - 2014.01.05 14:48:00 -
[36] - Quote
Lynn Beck wrote:Complex damage mods need a looking at. Though i'd like to see things like RoF mods for low slots, effective range mods for highs, and maybe a reload mod for low. Straight up damage needs to be nerfed or removed.
No - we need to get this stuff tied to the weapon, not blanket modules.
Proficiency and optimization skills of a weapon should unlock the mods for that weapon with an efficacy multiplier
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Arx Ardashir
Imperium Aeternum
333
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Posted - 2014.01.05 15:03:00 -
[37] - Quote
Re: People lowering the damage bonus on damage mods.
Does anyone really think that a 1% or 2% increase to DPS would ever be worth it?
Amarr HAV Speculation
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Monty Mole Clone
Shiv M
107
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Posted - 2014.01.05 15:11:00 -
[38] - Quote
Bethhy wrote:ill make a new character with no skills and still kill things in under a second. This is the problem with TTK always will be. has been since 1.4. Its the elephant in the room all the other stuff just supports it.
between this and how simplistic and powerfull the tanks are, dust is a mickey mouse cartoon shooter for lack of a better description |
Thumb Green
Titans of Phoenix Legacy Rising
632
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Posted - 2014.01.05 15:32:00 -
[39] - Quote
Jason Pearson wrote:
That's your TTK problem me thinks.
There is no TTK problem; TTK is short because because CCP wants it to be short.
CCP Remnant wrote:the TTK IGÇÖd like to see in DUST is one long enough for the differences in dropsuit fittings (be that higher damage, more HP or faster regen) to help shape the outcome, but short enough to not have to dance around my opponent until one of us is mercifully put out of our misery; that fine line where the edge given by twitch skill or a smart fitting blurs
CCP: Is it the most asinine way possible to do this? Yes. Then that's how we're doing it.
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Disturbingly Bored
The Strontium Asylum
1379
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Posted - 2014.01.05 15:36:00 -
[40] - Quote
Kristoff Atruin wrote:This might be a good point if there was a meaningful difference between 300 hp and 400 hp. The fact is there isn't. Almost all light weapons do at least 500 damage per second or more, before damage mods. What difference does 66 hp make when it vanishes in a tenth of a second?
I know it's counter-intuitive given how quickly everything dies. But there is a meaningful difference between 300 hp and 400 hp. 25% is pretty huge.
Aero Yassavi wrote: Not really. Even with the theoritical math and numbers and stuff, when people compare
22 hp vs 3% more damage 33 hp vs 5% more damage 66 hp vs 10% more damage
The damage mods win out every time, it's so stupidly obvious.
Sorry Aero, but it's only stupidly obvious when people don't compare percentage to percentage. If you take Gallente logistics, with 90 shields and 180 armor it looks more like (stacking complex extenders vs complex damage mods):
First module: +24.4% HP vs +10% damage Second module: +48.8% HP vs +19.6% damage Third module: +73.3% HP vs +26.4% damage
Sure, it's more complicated than that. But I set up a spreadsheet model that compared complete fits against complete fits, and took weapon damage type into consideration. When two equally competent players are shooting at each other, shield extenders win in almost all situations.
The new shield extender penalty doesn't change that, but it does make extenders less shiny.
There are plenty of other tactical reasons to choose damage mods over extenders right now, to the point that damage mods and extenders are relatively balanced against each other. But nerfing damage mods is going to leave shield extenders as the only viable thing to put in your hi-slots.
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