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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Banjo Robertson
 Bullet Cluster
 Legacy Rising
 
 35
 
 
      | Posted - 2014.01.15 14:27:00 -
          [1] - Quote 
 There are two things that are most important in how quickly people are able to kill other people in the game, how much HP a person is, and how fast they can do damage.
 
 Modules which increase your HP will either slow your movement or reduce your shield recharge rate. Increasing your damage does not have any downside yet.
 
 I would suggest that damage increasing modules decrease rate of fire, and increase charge up time.
 
 Something along the line of:
 
 basic weapon mod 2% penalty
 
 enhanced weapon mod 3% penalty
 
 complex weapon mod 6% penalty
 
 The penalty should still allow weapons to deal more DoT than they normally would be able to, but has even further diminishing returns from stacking more and more damage mods.
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        |  Al the destroyer
 NECROM0NGERS
 The CORVOS
 
 42
 
 
      | Posted - 2014.01.15 15:23:00 -
          [2] - Quote 
 
 Banjo Robertson wrote:There are two things that are most important in how quickly people are able to kill other people in the game, how much HP a person is, and how fast they can do damage.
 Modules which increase your HP will either slow your movement or reduce your shield recharge rate. Increasing your damage does not have any downside yet.
 
 I would suggest that damage increasing modules decrease rate of fire, and increase charge up time.
 
 Something along the line of:
 
 basic weapon mod 2% penalty
 
 enhanced weapon mod 3% penalty
 
 complex weapon mod 6% penalty
 
 The penalty should still allow weapons to deal more DoT than they normally would be able to, but has even further diminishing returns from stacking more and more damage mods.
 There is a downside you have to use a high slot to use a damage mod. This will decrease the persons overall HP potential. You have to trade off something for it.
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        |  Banjo Robertson
 Bullet Cluster
 Legacy Rising
 
 35
 
 
      | Posted - 2014.01.15 19:33:00 -
          [3] - Quote 
 Not being able to use other modules is the same downside every other module has, which is to say, that its not a downside at all.
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        |  Sev Alcatraz
 Bullet Cluster
 Legacy Rising
 
 402
 
 
      | Posted - 2014.01.15 20:25:00 -
          [4] - Quote 
 Yes damage mods need draw backs
 
 closed beta vet MAXIMUM ARMOR | 
      
      
        |  Shadow Archeus
 OSG Planetary Operations
 Covert Intervention
 
 229
 
 
      | Posted - 2014.01.15 20:31:00 -
          [5] - Quote 
 Remove them
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        |  Draco Cerberus
 BurgezzE.T.F
 Public Disorder.
 
 690
 
 
      | Posted - 2014.01.15 20:34:00 -
          [6] - Quote 
 You are entitled to your opinion, I on the other hand think you are completely wrong. Damage mods have their place.
 
 LogiGod earns his pips | 
      
      
        |  Hoover Damn
 H.A.R.V.E.S.T.
 Legacy Rising
 
 2
 
 
      | Posted - 2014.01.15 20:40:00 -
          [7] - Quote 
 I think it's a little strange that there's a generic blanket 'damage mod' that just increases damage for a particular slot. It'd make more sense if they weren't confined to a specific slot, but still more specific in their effects. For instance, a damage mod that increases damage to shields with the drawback that it reduces the weapon's effectiveness against armour (not by an equal amount, mind, so that it's still increasing overall damage per second).
 
 Or maybe they should modify rate of fire at the cost of accuracy? Accuracy at the cost of overall ammunition capacity? Stuff like that.
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        |  bogeyman m
 Learning Coalition College
 
 13
 
 
      | Posted - 2014.01.15 20:47:00 -
          [8] - Quote 
 Choosing to equip Damage Mods, or not, has a more significant impact on Shield Tankers as they must make a bigger decision regarding 'gank' vs 'tank' than an Armour Tanker.
 
 If the goal is to lengthen TTK (modestly), then I strongly believe that removing the Weapon Proficiency Skill is the best first step as it effects all players equally. (Additional corrections, if required, should be done after a pause to evaluate the first correction.)
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        |  Ghermard-ol Dizeriois
 Maphia Clan Corporation
 
 74
 
 
      | Posted - 2014.01.15 20:47:00 -
          [9] - Quote 
 Complex damage modifier has already a big request in terms of CPU/PG, it prevents you from placing a Complex Shield Extender and there is the stacking penalty too.
 
 What more do you want OP, to be shining all over the map so everybody becomes aware you're using a D.M.?
 
 If you are an hacker, a cheater o a glitcher, you deserve death. In real life. | 
      
      
        |  Hoover Damn
 H.A.R.V.E.S.T.
 Legacy Rising
 
 2
 
 
      | Posted - 2014.01.15 21:21:00 -
          [10] - Quote 
 
 Ghermard-ol Dizeriois wrote:What more do you want OP, to be shining all over the map so everybody becomes aware you're using a D.M.? 
 Actually, I'd really like to see modules modeled on the player.
 
 It's not like we're spaceships, so you can't just hand-wave it away as only taking up internal space.
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        |  Pamperin Witch
 WASTELAND JUNK REMOVAL
 Top Men.
 
 2
 
 
      | Posted - 2014.01.15 21:47:00 -
          [11] - Quote 
 
 Shadow Archeus wrote:Remove them 
 I think this is a good idea !!!
 
 +1
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        |  Eko Sol
 3dge of D4rkness
 SoulWing Alliance
 
 45
 
 
      | Posted - 2014.01.15 21:58:00 -
          [12] - Quote 
 
 Draco Cerberus wrote:You are entitled to your opinion, I on the other hand think you are completely wrong. Damage mods have their place. 
 
 I second this. Damage mods aren't really that effective to begin with. When you do the math it just isn't effective enough to fully justify a detrement. Now, I do believe that if you had variants such as a 15% mod, it should most definitely have a negative effect. But something like 5%.
 
 The only time I get a bit frustrated is the charged sniper rifle with max proficiency. You stack 3 complex mods and now you are hurting people in a crazy way. Same goes for the Thale. But I don't think it's game changing.
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        |  Banjo Robertson
 Bullet Cluster
 Legacy Rising
 
 35
 
 
      | Posted - 2014.01.15 22:43:00 -
          [13] - Quote 
 
 Ghermard-ol Dizeriois wrote:Complex damage modifier has already a big request in terms of CPU/PG, it prevents you from placing a Complex Shield Extender and there is the stacking penalty too.
 What more do you want OP, to be shining all over the map so everybody becomes aware you're using a D.M.?
 
 Even with those drawbacks, people still magically find a way to equip 3 complex damage modifiers on their suits, with high RoF weapons like HMG, AR, ACR, ARR the damage gets such that even people who are fully stacked for shield and armor HP go down very quickly.
 
 
 The very high volume of damage which can be dished out is too strong with the 'fake' drawbacks which exist right now.
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