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Jason Pearson
3781
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Posted - 2014.01.05 06:13:00 -
[1] - Quote
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.
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
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Logi Bro
Greatness Achieved Through Training EoN.
2560
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Posted - 2014.01.05 06:15:00 -
[2] - Quote
Meh. I can shred things with my HMG with no proficiency, no dmg mods. TTK is low because TTK is low, not because of any one factor, and especially not just because of dmg mods.
No, I am not CCP Logibro.
Not actually a Logi Bro anymore, more like a Big Bro.
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
492
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Posted - 2014.01.05 06:16:00 -
[3] - Quote
Proficiency says "Hi" |
Piercing Serenity
Fatal Absolution
485
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Posted - 2014.01.05 06:18:00 -
[4] - Quote
Yeah. I think that the Proficiency skill should be reworked in the same way the sharpshooter skill was, and for the same reason. Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively.
I think that, relative to each other, the rifles have pretty good balance. But when suits can up their weapon damage anywhere between 28% and 35% (depending on the number of damage mods), weapon profiles, effective and optimal ranges and such get thrown out the window
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Michael Arck
Onuoto Uakan Huogaatsu
2513
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Posted - 2014.01.05 06:25:00 -
[5] - Quote
Remember when it was complex mods and a Duvolle? Woooooo. People LOATHED ARs then.
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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TechMechMeds
Swamp Marines Kleenex Inc.
1919
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Posted - 2014.01.05 06:31:00 -
[6] - 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.
Same, started stacking mods about 3 weeks ago, problem solved and revealed.
Level 1 forum warrior.
Minmatar and Gallente fw.
I sold my wife and kids to the Amarr for isk, its a valid tactic.
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Disturbingly Bored
The Strontium Asylum
1377
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Posted - 2014.01.05 06:33:00 -
[7] - Quote
Piercing Serenity wrote:Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively.
It's quite a bit more complicated than that, Piercing. You can't nerf damage mods without nerfing shield extenders, and you can't nerf shield extenders without nerfing armor plates.
You have to look at the relative balance of the module to its alternatives, and right now damage mods and shield extenders are pretty well equally effective for the slot as far as TTK is concerned.
¶Gêƒ__ Gò«
Gû¿GûêGûêGûêGòáGëíGëíGëíGû¬ « GÇó GÇó GÇó GÇó GÇó GÇó GÇó GåÆFAT GATGåÉ pÇûGûôGûôGûôGûæGûæGûæGûæGûæGûæGûæpÇùForum Warrior LV 1 (NEXT: 300/1000XP)
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Piercing Serenity
Fatal Absolution
485
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Posted - 2014.01.05 06:36:00 -
[8] - Quote
Disturbingly Bored wrote:Piercing Serenity wrote:Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively. It's quite a bit more complicated than that, Piercing. You can't nerf damage mods without nerfing shield extenders, and you can't nerf shield extenders without nerfing armor plates. You have to look at the relative balance of the module to its alternatives, and right now damage mods and shield extenders are pretty well equally effective for the slot as far as TTK is concerned.
Can you explain the relative balance between the three again? I don't get how a Damage mod nerf equals a shield extender nerf.
Alternatively, Damage mods could be reworked to give a DPS buff in some form. RoF bonuses, dispersion reductions, or something better that improved DPS without just giving a flat damage buff
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Cat Merc
Ahrendee Mercenaries EoN.
5344
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Posted - 2014.01.05 06:37:00 -
[9] - Quote
Damage mods mean your suit is more fragile. You're using the rifle with the most range where hitting you is hard.
Do 1+1
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jason Pearson
3783
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Posted - 2014.01.05 06:39:00 -
[10] - Quote
Cat Merc wrote:Damage mods mean your suit is more fragile. You're using the rifle with the most range where hitting you is hard.
Do 1+1
Um, 22hp vs 3% Damage, 3% wins. :D
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
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Ivy Zalinto
Lo-Tech Solutions Ltd
238
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Posted - 2014.01.05 06:49:00 -
[11] - Quote
I generally dont have the fitting to mount a single damage mod on my suits...then again I dont need them..If it hits your head your probably dead with the pistols i run. Wolfman was used the other day...that things just nasty XD
Dedicated Stealth Scout.
Scout instructor; Learning Coalition
Scrambler Pistol dedication
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Bethhy
Ancient Exiles. Renegade Alliance
698
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Posted - 2014.01.05 06:52:00 -
[12] - Quote
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. |
CRYPT3C W0LF
Krullefor Organization Minmatar Republic
130
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Posted - 2014.01.05 06:55:00 -
[13] - Quote
luckily, Damage mods dont really effect me- as a scout, Im dead no mater what lol
"Whoever fights monsters should see to it that in the process he does not become a monster"
Friedrich Nietzsche-
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Lynn Beck
Granite Mercenary Division Top Men.
480
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Posted - 2014.01.05 06:55:00 -
[14] - Quote
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.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Disturbingly Bored
The Strontium Asylum
1377
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Posted - 2014.01.05 06:56:00 -
[15] - Quote
Piercing Serenity wrote: Can you explain the relative balance between the three again? I don't get how a Damage mod nerf equals a shield extender nerf.
No problem, good sir.
It's a little late for me to wade deep into the math, but in terms of TTK, a player stacking complex shield extenders will beat a player stacking complex damage mods in virtually all situations. All else being equal.
It's because shield extenders give flat HP buffs, but damage mods are stacking penalized. Any time a complex shield extender represents more than 10% of your suit's total HP, extenders win over damage mods. (That means Heavies are an exception, interestingly.)
As the game currently exists: Brick Tank > Spank
People still generally like damage mods anyway, because the difference in TTK isn't all that extreme, and brick tankers get called scrubs.
But if you nerf Damage Mods and nothing else, people will just say fuggit and brick tank 100% of the time. If you nerf shield extenders to keep the relative balance with damage mods but don't nerf armor plates, then shield vs armor is out of balance.
Having damage mods affect ROF is a neat idea though... it makes people run out of ammo faster or overhead faster, which introduces more drawbacks. That could get pretty interesting.
¶Gêƒ__ Gò«
Gû¿GûêGûêGûêGòáGëíGëíGëíGû¬ « GÇó GÇó GÇó GÇó GÇó GÇó GÇó GåÆFAT GATGåÉ pÇûGûôGûôGûôGûæGûæGûæGûæGûæGûæGûæpÇùForum Warrior LV 1 (NEXT: 300/1000XP)
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DootDoot
Da Short Buss Legacy Rising
160
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Posted - 2014.01.05 06:57:00 -
[16] - 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.
QFT. |
CommanderBolt
ACME SPECIAL FORCES
539
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Posted - 2014.01.05 07:01:00 -
[17] - Quote
Has anyone tried fitting an all shield set up recently? Of course not because its ****. That's why shield tankers end up slapping on plates and reps into the lows because putting regulators and other things in there is worthless.
Especially now shield extenders increase the time to recharge. Absolutely pointless doing anything with shields. Put in some damage mods first, then maybe a few extenders if your fit has space, then slap on plates. You dont lose much in the way of speed and you get all of that extra survivability instead. |
Lynn Beck
Granite Mercenary Division Top Men.
480
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Posted - 2014.01.05 07:02:00 -
[18] - 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.
Wow. And that's -clearly- 1.7 too! Jeez i was wondering how i can track really well pre AA yet post AA even people who can't aim my general direction are cqcing the **** out of me.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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CommanderBolt
ACME SPECIAL FORCES
539
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Posted - 2014.01.05 07:05:00 -
[19] - Quote
Disturbingly Bored wrote:Piercing Serenity wrote: Can you explain the relative balance between the three again? I don't get how a Damage mod nerf equals a shield extender nerf.
No problem, good sir. It's a little late for me to wade deep into the math, but in terms of TTK, a player stacking complex shield extenders will beat a player stacking complex damage mods in virtually all situations. All else being equal. It's because shield extenders give flat HP buffs, but damage mods are stacking penalized. Any time a complex shield extender represents more than 10% of your suit's total HP, extenders win over damage mods. (That means Heavies are an exception, interestingly.) As the game currently exists: Brick Tank > Spank People still generally like damage mods anyway, because the difference in TTK isn't all that extreme, and brick tankers get called scrubs. But if you nerf Damage Mods and nothing else, people will just say fuggit and brick tank 100% of the time. If you nerf shield extenders to keep the relative balance with damage mods but don't nerf armor plates, then shield vs armor is out of balance. Having damage mods affect ROF is a neat idea though... it makes people run out of ammo faster or overhead faster, which introduces more drawbacks. That could get pretty interesting.
On paper maybe but that certainly doesn't work like that in practice. For one, if you brick tank shields yes you may have more overall hp but shield evaporate so fast to most weapons they are useless. On top of that your brick tank once down, stays down even longer because of the silly penalty to regeneration time. The same could be said about armour but there are no dmg mod low slots so stacking plates is usually a lot more effective.
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1502
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Posted - 2014.01.05 07:18:00 -
[20] - Quote
Disturbingly Bored wrote:Piercing Serenity wrote: Can you explain the relative balance between the three again? I don't get how a Damage mod nerf equals a shield extender nerf.
No problem, good sir. It's a little late for me to wade deep into the math, but in terms of TTK, a player stacking complex shield extenders will beat a player stacking complex damage mods in virtually all situations. All else being equal. It's because shield extenders give flat HP buffs, but damage mods are stacking penalized. Any time a complex shield extender represents more than 10% of your suit's total HP, extenders win over damage mods. (That means Heavies are an exception, interestingly.) As the game currently exists: Brick Tank > Spank People still generally like damage mods anyway, because the difference in TTK isn't all that extreme, and brick tankers get called scrubs. But if you nerf Damage Mods and nothing else, people will just say fuggit and brick tank 100% of the time. If you nerf shield extenders to keep the relative balance with damage mods but don't nerf armor plates, then shield vs armor is out of balance. Having damage mods affect ROF is a neat idea though... it makes people run out of ammo faster or overhead faster, which introduces more drawbacks. That could get pretty interesting.
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? |
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Bethhy
Ancient Exiles. Renegade Alliance
704
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Posted - 2014.01.05 07:31:00 -
[21] - Quote
Lynn Beck wrote: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. Wow. And that's -clearly- 1.7 too! Jeez i was wondering how i can track really well pre AA yet post AA even people who can't aim my general direction are cqcing the **** out of me.
Poor scoutz, speed tanking, the Minmatar assault, open field combat, TTK, OP'ness of hitscan weapons, and actual aiming skill in DUST.
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Aero Yassavi
Yassavi House
4276
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Posted - 2014.01.05 08:05:00 -
[22] - Quote
Disturbingly Bored wrote:Piercing Serenity wrote:Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively. It's quite a bit more complicated than that, Piercing. You can't nerf damage mods without nerfing shield extenders, and you can't nerf shield extenders without nerfing armor plates. You have to look at the relative balance of the module to its alternatives, and right now damage mods and shield extenders are pretty well equally effective for the slot as far as TTK is concerned. 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. Honestly, I think Piercing is still being too generous with his reworking. It should be 1% for standard and militia, 2% for enhanced, and 3% for prototype. Then you're faced with
22 hp vs 1% more damage 33 hp vs 2% more damage 66 hp vs 3% more damage
At this point, you're in the position will people will actually consider using something besides more and more damage mods. And then in addition, proficiency needs to be reworked. Either reduce it to 1% per level (or even 0.5% per level, and trust me people would still skill into it) or change proficiency to something else entirely. Perhaps something more tailored towards each weapon like the operation skills. So for scrambler rifles it could be less time penalty for overheating. For rail rifles it could be less charge up time. And so on.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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Piercing Serenity
Fatal Absolution
488
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Posted - 2014.01.05 08:49:00 -
[23] - Quote
So, after reading the few posts above, I've done a bit of thinking.
As I recall, a lot of people said what Disturbingly Bored mentioned back in E3/Chromosome. Back when shield tanking was the way to go, I heard many of people mention that you get more survivability out of three extenders than you do out of three damage mods. And that probably goes hand in hand with grenades, snipers and other forms of alpha damage.
Bouncing off of Aero's post, changes like that are great for the rifles - what I had in mind when I made my comment - but rough for everything else. Snipers have a hard time dropping tanked out medium frames even with a damage mod or two. Without a few complex damage mods, a prototype plasma cannon does less than a prototype packed AV nade.
I think it might be more useful to make damage mods weapon specific - at least as a temporary solution. With rifles in their current state, I don't think that bonus or combination of bonuses should exceed 10%. I use an advanced Caldari suit with one damage mod on a Boundless CR and that feels *approximately* right. Shields feel tougher than armor, even if it's just a bit. If a complex damage mod gave 3%, then two Damage mods would be a 5% bonus (5.25) and three would give you about 8% (7.875). Those numbers seems okay to me. The problem is that if we do that, we won't have enough modules to prevent everyone from brick tanking.
If these changes were made, I'd want to see range enhancers and/or stabilization mods for low slots. I believe that these mods would be more enticing for some builds than just more EHP. But I'm just spitballing now
I only play with rifles, so I cannot speak for anything else.
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Piercing Serenity
Fatal Absolution
488
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Posted - 2014.01.05 08:57:00 -
[24] - Quote
Also,
Plasma Rifle (GAR) Proficiency: Reduce Dispersion by X% per level Combat Rifle: ??? Rail Rifle: Increase scope Fidelity by X% per level Scrambler Rifle: Decreases feedback damage and cool down time by X% per level
Some other thoughts.
DUST 514 BETA VET
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
803
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Posted - 2014.01.05 08:58:00 -
[25] - 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. The TTK problem is:
Complex shield extenders > than everything =/= damage mods are better than everything.
That is why noobs can't even break the shields of more seasons players.
That's right, shield extenders are ruining this game. Nerf'em!
{:)}{3GÇó>
"I came here to chew bubblegum and kick @$$, and I'm all out of bubblegum."
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Marston VC
SVER True Blood Public Disorder.
1442
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Posted - 2014.01.05 09:23:00 -
[26] - Quote
Disturbingly Bored wrote:Piercing Serenity wrote:Damage mods should also go 1%, 2%, 3%, 5% for Militia, Standard, Advanced and Proto respectively. It's quite a bit more complicated than that, Piercing. You can't nerf damage mods without nerfing shield extenders, and you can't nerf shield extenders without nerfing armor plates. You have to look at the relative balance of the module to its alternatives, and right now damage mods and shield extenders are pretty well equally effective for the slot as far as TTK is concerned.
If someones sole purpose is to buff shield extenders then yes actually, nerfing just damage mods is a good way to do that.
Marston VC, STB Director
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Piercing Serenity
Fatal Absolution
488
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Posted - 2014.01.05 09:24:00 -
[27] - Quote
I disagree Gun.
I think that if a new player were to spec into advanced scraper rifles and hit my Advanced Caldiari suit with 500 shields, they could break them easy enough.
A (slightly educated) guess tells me that an advanced Tactical Scrambler rifle does about 68 damage.
- 68Hp (Base damage) x 1.2 (Shield Bonus) = 81.6 damage per shot
- 500Hp (Three complex shield extenders with max skills) / 82 = 6 shots
With that set up, I have 500 shields and 140 armor. So if he can hit me with 3-4 shots and catch me with a locus grenade, I'll be toast. And it just takes practice to make that work
DUST 514 BETA VET
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Piraten Hovnoret
Molon Labe. Public Disorder.
217
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Posted - 2014.01.05 09:32:00 -
[28] - 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.
hate that **** Good film bro
War never changes
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Lorhak Gannarsein
1133
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Posted - 2014.01.05 09:37:00 -
[29] - Quote
Re: proficiency - vehicle turret proficiency increases turn speed.
Just something to consider.
PRO tanker and proud.
Number of PRO-turret HAVs killed w/ my permahardened MLT Blaster Gunny - 2 (so far xD)
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
803
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Posted - 2014.01.05 09:49:00 -
[30] - Quote
Piercing Serenity wrote:I disagree Gun. I think that if a new player were to spec into advanced scraper rifles and hit my Advanced Caldiari suit with 500 shields, they could break them easy enough. A (slightly educated) guess tells me that an advanced Tactical Scrambler rifle does about 68 damage.
- 68Hp (Base damage) x 1.2 (Shield Bonus) = 81.6 damage per shot
- 500Hp (Three complex shield extenders with max skills) / 82 = 6 shots
With that set up, I have 500 shields and 140 armor. So if he can hit me with 3-4 shots and catch me with a locus grenade, I'll be toast. And it just takes practice to make that work
So, what you are saying is that ALL noob should immediately skill into the OP as **** scrambler rifle. Yah, there's variety for ya.
{:)}{3GÇó>
"I came here to chew bubblegum and kick @$$, and I'm all out of bubblegum."
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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
|
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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