devonus durga
P.L.A.N. B
89
|
Posted - 2014.01.15 07:34:00 -
[1] - Quote
I have ave seen snidbits of discussion regarding damage mods here and there, but rarely any actual serious discussion regardingtthem. My thoughts on the matter may seem controversial, especially considering the current tendency to stack damage mods. Most of this is based around what I consider an intrinsic issue with suit skill bonuses as well as slot layouts.
Right now the balance seems off, for to main reasons, and I'll use the caldari and gallente frames for most reference through this post since they are the two high and low slot stacked racial suits.
With the caldari suits and their numerous high slots, caldari have the highest ability to stack damage mods, however as damage mods take up the high slots, hey are also forced to choose between utilizing their racial shield focused health tanking benefits, and damage. In addition increasing ier shield tanking benefits might also result in having to use their low slots for shield regulators { which no one does really due to the underwhelming difference of utilizing them, but that is a different discussion) this in some ways in a net slot loss to fully utilize those their shield tanking abilities. They do however receive a huge bonus in the damage stacking abilities of their suits/ but lose out on their shield tanking to do so.
Gallente suits in contrast, with their high low slot configuration, are able tofully utilize their racial tendency towards armor, without having to use high slots to optimize its efficiency(unlike caldari need to use low slots for shield regulators). This allows them to use thier high slots completely for damage mods if they so choose. This also allows them to use their passive racial armor buffs to full extent, while still fully utilizing damage mods, where caldari must choose.
To better balance both parties ability to fully utilize their races shield/armor tanking tendencies, as well make different suits capable of stacking damage mods if the choose, I propose we introduce some variation in the types and slot requirements of damage mods, at least light ones.
By providing two damage mods, a projectile and energy weapon variation, we could allow both suits relatively equal effectiveness and balance, while still allowing damage heavy specialized builds.
My original thoughts were that projectile DMG mods would boost weapons such as sniper rifles and rail rifles, and utilize low slots and have higher pg then CPU rewuirements. (Lore wise this would be because of the increased power needed to increase muzzle velocity and damage, as well as caldari designer wish to increase damage while maintaining their drop suits abilities to use shield} Energy DMG mods would effect assault rifles, shotguns, and plasma canons, wold take high slots, as wlk as have higher CPU costs then pg (lore wise due to the higher number of calculations needed to maintain/increase the damage from the plasma, and BC gallente designers would not want to reduce armor capabilities of their drop suits}
Now this needs some refinement, as in contrast this would. Make the opposing race capable of pumping out more damage if they used the opposite races weapons and specialized. {A gallente sniper could stack more projectile weapon mods if properly fitted, and there for be a better sniper, and vice versa, which seems lore breaking) I think there are a few options to balance that.
Option 1. (Best in my opinion} my original thoughts on that issue are to make the mods racial dropsuit specific(only gallente suits could use energy weapon damage mods), however that seems to limitingat first. However if we introduce a 3rd generic damage mods, with equal pg and CPU, and placeable in high or low slot, that provides less of a bonus then the energy/projectile mods, and is not racial drop suit specific. Scale it so that say a gallente could stack enough to reach equivalent damage as a caldari with two projectile mods, but only by sacrificing some of their low slots. This could also partially solve the issue in regards to amarr and minmatar suits, with some refinement. The issue is however that a caldari sniper could say, if desired and capable/fitted right, stack all their slots with generic and projectile mods, resulting in a super glass canon.
Option 2: Perhaps a passive bonus on the drop suit command skills(caldari medium drop suit command for example} that effects these mods so that its more effective for that race and balances out/exceeds even if the other race is stacking them, wile still allowing other races to utilize them, if less effectively, however this may also have the effect of making highly skilled players to op {a gallente player with full armor and two damage mods, scaled up to the equivalent effect of a caldari with 5 energy damage mods stacked}
Option 3: simply balance it so that pg and CPU requirements make it difficult/impossible to stack beyond the specialized races capabilities. (A gallente proto frame would have issues stacking more then 3 projectile mods)
A fusion of all three options may be the key, but I have not quite hit the sweet spot in my head yet.
Now I am unsure of how to deal with amarr and minmitar suits due to the differences in their weaponry and slot layouts, and weather similar racial weaponry specific DMG mods could be implemented. Also how to use a similar methodology with heavy and side arms is also difficult.
Anyways thoughts comments suggestions etc on the viability of this idea, and how to improve it/balance it would be greatly appreciated!
Newbiest newberry to ever spawn a 8 page debate, and still growing!
|
devonus durga
P.L.A.N. B
89
|
Posted - 2014.01.15 07:44:00 -
[2] - Quote
The is also another option where we make it the opposite. Energy mods take low slots, projectile hi slots. This would make race specific builds have to sacrifice shield/armor to utilize DMG mods for tier racial weapons, or utilize other races weapons. This actually might be more viable, as that race could still stack more mods then the opposing race, and be more effective with their racial weapons. My worry is that the might buff caldari to much due their races increased range. (A glass canon caldari sniper/rail rifle would be much more viable then a glass canon gallente assault rifle wielding fit)
Newbiest newberry to ever spawn a 10 page debate, and still growing!
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
955
|
Posted - 2014.01.15 16:38:00 -
[5] - Quote
I-Shayz-I wrote:Damage mods are getting changed in 1.8
Instead of giving a blanket bonus to weapons, they're only going to improve the weapon's strong point. For instance, a 10% increase for a scrambler would make it do 30% to shields, but still -20% to armor.
I don't know if they will be messing with the values, but they should be balanced in 1.8
I read the post where CCP was saying that this was being done for the proficiency skill, and them saying that they were going to be tinkering with damage mods, but I don't remember them saying that they were doing the same thing to damage mods as they proficiancy skill.
Link please?
{:)}{3GÇó>
Please help me save the Gal scout!:
linky
|