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Zekain K
Expert Intervention Caldari State
1041
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Posted - 2014.01.16 20:20:00 -
[1] - Quote
With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits.
Armor dam mods are low slots, and shield dam mods are high slots.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Fire of Prometheus
DUST University Ivy League
2988
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Posted - 2014.01.16 20:23:00 -
[2] - Quote
I'd rather have 0 Dmg mods....but that's just me
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
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Zekain K
Expert Intervention Caldari State
1041
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Posted - 2014.01.16 20:24:00 -
[3] - Quote
Fire of Prometheus wrote:I'd rather have 0 Dmg mods....but that's just me Negative Nancy
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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Chaos Scum
Warcaste
18
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Posted - 2014.01.16 20:25:00 -
[4] - Quote
AP damage modifiers that allow small arms damage to be applied to vehicles but reduce ROF.
yeah I know, im a genius
Don't hate me because I'm dutiful.
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Zekain K
Expert Intervention Caldari State
1041
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Posted - 2014.01.16 20:26:00 -
[5] - Quote
Chaos Scum wrote:AP damage modifiers that allow small arms damage to be applied to vehicles but reduce ROF.
yeah I know, im a genius I had a similar idea, but decided not to add it.
CALDARI not so MASTER RACE
Forum Warrior Level: 10
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NAV HIV
The Generals General Tso's Alliance
799
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Posted - 2014.01.16 20:27:00 -
[6] - Quote
Zekain K wrote:With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits.
You must be a Shield tanker...
If you have to suggest something better than what we have now, shouldn't you at least try to make unbiased suggestions?! |
Rei Shepard
The Rainbow Effect
1445
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Posted - 2014.01.16 20:28:00 -
[7] - Quote
how about they put the damage mods on the weapon upgrading system instead of on the suits...then you know we have more slots to work out fits instead of damage mod, mod aand mod ...hey thats my High slots done right there...
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Killar-12
The Corporate Raiders Top Men.
2019
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Posted - 2014.01.16 20:28:00 -
[8] - Quote
Zekain K wrote:With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits. NO... Dam mods were fine TTK itself is what needs fixed... TTK itself, TTK itself if the DPS is reduced by 25% then a dam mod increases Damage considerably less and Dam mods are used less.
A-Teams win Battles B-Teams win Campaigns C-Teams win Wars
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NAV HIV
The Generals General Tso's Alliance
800
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Posted - 2014.01.16 20:32:00 -
[9] - Quote
Rei Shepard wrote:how about they put the damage mods on the weapon upgrading system instead of on the suits...then you know we have more slots to work out fits instead of damage mod, mod aand mod ...hey thats my High slots done right there...
Sharpshooter Skill tree or something of that sort. Or may be even incorporate that with the Weapon operations?! ie: SCR operation, 2% Damage per level. Would be equivalent to a Complex damage mod at level 5. (But his would be very easy tbh) |
Iron Wolf Saber
Den of Swords
12160
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Posted - 2014.01.16 20:35:00 -
[10] - Quote
Plasma Induction Coil
Magnetic Accelerators
Afocal Lensing
Heavy Caliber Calibration
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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iceyburnz
Crux Special Tasks Group Gallente Federation
1328
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Posted - 2014.01.16 20:37:00 -
[11] - Quote
Fire of Prometheus wrote:I'd rather have 0 Dmg mods....but that's just me
Yeah in its present state we need more utility modules outside of the eve spaceship paradigm and alot less damage mods.
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
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Fire of Prometheus
DUST University Ivy League
2991
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Posted - 2014.01.16 20:38:00 -
[12] - Quote
Zekain K wrote:Fire of Prometheus wrote:I'd rather have 0 Dmg mods....but that's just me Negative Nancy Don't get me wrong, you have. Good idea, but honestly, ccp doesn't want a .02 second ttk and the new bonuses coupled with the current Dmg mods aren't helping anything...
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
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Beren Hurin
Onslaught Inc RISE of LEGION
1983
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Posted - 2014.01.16 20:39:00 -
[13] - Quote
Iron Wolf Saber wrote:Plasma Induction Coil
Magnetic Accelerators
Afocal Lensing
Heavy Caliber Calibration
If your point here is weapon type damage mods, then I agree. If we had damage mods that for example, increase the armor damage of combat rifles/projectiles, but not shield damage, or something that only affected shield damage of lasers etc, then that'd be cool. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1329
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Posted - 2014.01.16 20:40:00 -
[14] - Quote
Fire of Prometheus wrote:Zekain K wrote:Fire of Prometheus wrote:I'd rather have 0 Dmg mods....but that's just me Negative Nancy Don't get me wrong, you have. Good idea, but honestly, ccp doesn't want a .02 second ttk and the new bonuses coupled with the current Dmg mods aren't helping anything...
IMHO the game needs a universal reduction of damage across all the basic rifles.
I think the other weapons are about right, except for a minor buff here and there.
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
541
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Posted - 2014.01.16 20:43:00 -
[15] - Quote
Zekain K wrote:With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits.
Armor dam mods are low slots, and shield dam mods are high slots.
I like your ideas. Though the huge increase to armor is just dumb. 12%? Seriously.... 2/4/6% are good numbers to specific shield or armor. The other negative penalties are just too much. Stacking penalties are good enough.
But, when all is said and done. I prefer just one damage mod for all weapons, heavy, side arm, or light weapons. with a 2/4/6% damage boost, with stacking penalties. It should work on both armor/shield the same way.
Newb
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XxVEXESxX
Molon Labe. Public Disorder.
12
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Posted - 2014.01.16 20:54:00 -
[16] - Quote
Increase cpu and pg of damage mods so that you have to choose between glass canon or defense. Not be able to have both. Cpu should be in the 90s.
Add modifications through ammo types to refine playstyles and/or add diversity.
Reduce % to 3,5, 7 or drop weapon damages overall.
Keep rep tools the same so it takes team work to kill a player being logied so that dps deficit teams who bring logies can last or endure fights against zerging.
And get rid of this stacked-out-damage-modded-all-tank-proto-wep-with-basic-scanner-gun-game-game-play. Its becoming mindless.
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DozersMouse XIII
Ultramarine Corp
90
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Posted - 2014.01.16 20:59:00 -
[17] - Quote
grenade damage mod
imagine the s#!t you can kill from a throne.... fu@#!n Rome.
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VALCORE72
NECROM0NGERS The CORVOS
5
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Posted - 2014.01.16 21:13:00 -
[18] - Quote
Iron Wolf Saber wrote:Plasma Induction Coil
Magnetic Accelerators
Afocal Lensing
Heavy Caliber Calibration
i like dm but 1. uyou shouldnt be able to put them on the weapon you are usen till after you have prof 5 and damage mods for each weapon . like ar mods ... and so on |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
560
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Posted - 2014.01.16 21:24:00 -
[19] - Quote
It'd be interesting at the least.
I am part shovel, part man, full scout, and a little bit special.
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Joel II X
Dah Gods O Bacon
539
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Posted - 2014.01.16 21:26:00 -
[20] - Quote
Chaos Scum wrote:AP damage modifiers that allow small arms damage to be applied to vehicles but reduce ROF.
yeah I know, im a genius So a Breach converter. |
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Protocake JR
Royal Uhlans Amarr Empire
1273
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Posted - 2014.01.16 21:39:00 -
[21] - Quote
Zekain K wrote:With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits.
Armor dam mods are low slots, and shield dam mods are high slots.
Agreed.
The only thing I would change is make the shield and armor damage mods the same. There is a reason why shields should have a lower average TTK than an armor tanker (it's because of health regeneration).
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1347
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Posted - 2014.01.16 21:44:00 -
[22] - Quote
Just change them into damage mods that don't (directly) increase damage.
Heat sinks.
Weapon Stabilizers for increased Hipfire Stability.
Ammo pools/ Magazine Extensions.
Round Cyclers for increased RoF.
Muscle Memory Stimulants for increased reload speed.
Things of that nature...
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Daxxis KANNAH
Distinct Covert Initiative
665
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Posted - 2014.01.16 21:49:00 -
[23] - Quote
Fizzer94 wrote:Just change them into damage mods that don't (directly) increase damage.
Heat sinks.
Weapon Stabilizers for increased Hipfire Stability.
Ammo pools/ Magazine Extensions.
Round Cyclers for increased RoF.
Muscle Memory Stimulants for increased reload speed.
Things of that nature...
While I wholeheartedly agree.....
You see the problem we are currently having with content and balance. No wonder they went with a simplistic system and have floated another simplistic idea.
Blanket damage mods and Proficiency damage just needs to go. Many good ideas have constantly been voiced and so far it doesnt seem CCP is picking them up or cant implement them easily.
In your blind spot
No Quid Pro Quo
Line in the Sand
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Horizen Kenpachi
duna corp
97
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Posted - 2014.01.16 23:14:00 -
[24] - Quote
Zekain K wrote:Chaos Scum wrote:AP damage modifiers that allow small arms damage to be applied to vehicles but reduce ROF.
yeah I know, im a genius I had a similar idea, but decided not to add it. Or avthat works not bad hey can see ur brains thinking this guy should be a dev i am the dev-il
Hit me with your nerf bat.
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KING CHECKMATE
Ametat Security Amarr Empire
3640
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Posted - 2014.01.16 23:23:00 -
[25] - Quote
'''what if we had 2 types of damage mods?'''
WE HAVE 3= Light,Heavy and Sidearm
GIVE ME A RESPEC CCP.
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Sgt Buttscratch
1309
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Posted - 2014.01.16 23:25:00 -
[26] - Quote
or just give the current ones a stacking penalty, such as -% ROF, - clip size, higher recoil
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Patrick57
Fatal Absolution Covert Intervention
3979
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Posted - 2014.01.16 23:36:00 -
[27] - Quote
Zekain K wrote:With the eventual proficiency skill balance with blanket damage, what if we applied the same sort of thing with damage mods by splicing them into 2 types that have penalties to its opposite version?
Armor penetration damage modifiers, and shield penetration sage modifiers.
Armor dam mods: 3% increase to armor damage. -1.5% damage to shields. 6% increase to armor damage. -3% to shields. 12% increase to armor damage. -6% damage to shields.
Shield dam mods: 2% increase to shield damage. -1% damage to armor. 4% increase to shield damage to shields. -2% damage to armor. 6%increase to shield damage. -3% damage to armor.
This allows for quit a bit more customization, and squad combinations. You could turn a scrambler rifle into a long range armir shredding monster. Or the rail rifle can be converted into a shield killing machine from hell.
But using one type of damage mod could severely cripple your efforts into killing someone who isn't tanked the way you would want them to be.
Shield dam mods are weaker because of how shield tanked suits have far less HP then armor tanked suits.
Armor dam mods are low slots, and shield dam mods are high slots. I'd rather have one Damage Mod skill that adds 2% efficiency to Damage Mods per level, and then from there (Either takes level 3 or 5 to use the racial mods) you unlock racial mods.
Amarr Light Damage Mods-
-Standard: 2% Increase to Amarr Light weapon damage (Laser Rifle, Scrambler Rifle) -Advanced: 4% Increase to Amarr Light weapon damage -Proto: 6% Increase to Amarr Light weapon damage
Then so on for sidearms and heavy weapons, and for Caldari, Gallente, and Minmatar weapons.
Winner of at least 9 King ThunderBolt hate videos :D
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ANON Cerberus
Tiny Toons
42
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Posted - 2014.01.17 00:04:00 -
[28] - Quote
Iron Wolf Saber wrote:Plasma Induction Coil
Magnetic Accelerators
Afocal Lensing
Heavy Caliber Calibration
I take it you mean a damage mod per weapon type? All that would do , if anything, would be to hurt commandos even more. |
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Pages: 1 :: [one page] |