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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
281
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Posted - 2014.01.22 05:04:00 -
[1] - Quote
Instead of dmg mods being a high slot every suit should have one weapon mod slot for dmg mods and other like mods for example a ammo mod or a mod to increase rate of fire or speed up charge time
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
281
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Posted - 2014.01.22 05:40:00 -
[2] - Quote
JL3Eleven wrote:Nope. Glass cannon vs. Tank argument here.
Pick a side. You could argue that but if there were a variety of mods for the one weapon slot instead the rock paper scissors would be between the different weapon mods ,rather than just paper-hp and rock-stacked dmg mods
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
282
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Posted - 2014.01.22 06:15:00 -
[3] - Quote
Great ideas for sure and all it would take is a new slot
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
290
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Posted - 2014.01.24 06:22:00 -
[4] - Quote
Even if a new weapon mod slot wasnt given new weapon mods like everyone listed above for the current available slots would be awesome
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
292
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Posted - 2014.01.24 18:25:00 -
[5] - Quote
Mikey The Bandaid wrote:NoxMort3m wrote:Instead of dmg mods being a high slot every suit should have one weapon mod slot for dmg mods and other like mods , each suit only having one would prevent stacking and keep weapon mods balanced suit to suit instead of being confined to high slots. examples of new weapon mods could be as simple as things like
a ammo mod
a mod to increase rate of fire
mod to speed up charge time
Include DMG mods
Maybe even eventually crazy things like gun attachments /sights
and keep it limited to every suit only having one weapon mod slot, except possibly the suits that get bonus to a weapon mod, it would make sense for them to have two weapon mod slots
I think this would be a nice way to add some more variety Would be another place to spend excess sp Would increaseTTK a bit
the process could start by releasing the new mods for the current slot configuration Nox, you're a brilliant man. This eliminates everyone using a gal logi because with that suit you can brick tank and stack damage mods.
Lol thank you kind sir, there are definitly alot of good ideas in this post, keep them coming guys
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Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
294
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Posted - 2014.01.24 19:05:00 -
[6] - Quote
Cat Merc wrote:People are so butthurt over the TTK and they blame it on damage mods We have this discussion long ago in the closed beta, nothing wrong with damage mods. They should not be removed, or moved to another slot, or anything like that. Wait for new damage mods stats, CCP remnant said they're changing them. Even if your right new weapon mods in the current slot layout would cut down dmg mod spam
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
294
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Posted - 2014.01.24 20:37:00 -
[7] - Quote
I just want variety
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Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
299
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Posted - 2014.01.25 04:29:00 -
[8] - Quote
Cat Merc wrote:Alena Ventrallis wrote:JL3Eleven wrote:Nope. Glass cannon vs. Tank argument here.
Pick a side. So armor stacking the lows and damage mods in the highs isn't having your cake and eating it too? Move damage mods to lows. Shield tankers get more damage, but have less hp than armor tankers. Move most (all but damage mods, armor mods, and fitting mods) to highs. Armor tanks deal less damage, but have more versatility. Its the same way in Eve. Alena, you're forgetting that any armor tanker with more HP than a shield tanker is going to be so slow he won't be able to keep up with his friendlies. I never run with armor suits with more than 500 armor. Gallente are all about getting close and absolutely decimating the enemy at that range. Without damage mods, Gallente simply cannot do that. I disagree i do fine without dmg mods , i agree itd be easier with them but theyre op hence the nerf
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
299
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Posted - 2014.01.25 08:20:00 -
[9] - Quote
The point is a. Variety of weapon mods would help stop dmg mod spam and give high sp ppl somehing else to sink into and in geNeral make the game more diverse and entertaining
Director:
Diplomat
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
301
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Posted - 2014.01.26 02:33:00 -
[10] - Quote
Cat Merc wrote:NoxMort3m wrote:Cat Merc wrote:Alena Ventrallis wrote:JL3Eleven wrote:Nope. Glass cannon vs. Tank argument here.
Pick a side. So armor stacking the lows and damage mods in the highs isn't having your cake and eating it too? Move damage mods to lows. Shield tankers get more damage, but have less hp than armor tankers. Move most (all but damage mods, armor mods, and fitting mods) to highs. Armor tanks deal less damage, but have more versatility. Its the same way in Eve. Alena, you're forgetting that any armor tanker with more HP than a shield tanker is going to be so slow he won't be able to keep up with his friendlies. I never run with armor suits with more than 500 armor. Gallente are all about getting close and absolutely decimating the enemy at that range. Without damage mods, Gallente simply cannot do that. I disagree i do fine without dmg mods , i agree itd be easier with them but theyre op hence the nerf It depends on playstyle. Damage mods aren't always the best choice. Infact in terms of TTK, stacking shield extenders is actually better than damage mods. Have you sen the stats on xtenders compared to plates, extenders are trash fittings over hp gained, if something should be there besides cirrent dmg mods it should be energizers, by no means is extenders better for your life span than dmg mods, hence the dmg mod nerf, that ridiculousness asside more weapon mods are needed for variety in fittings and skills under hand held weapon upgrades
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Diplomat
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