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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 281
 
 
      | 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
 
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        |  Ludvig Enraga
 KILL-EM-QUICK
 RISE of LEGION
 
 835
 
 
      | Posted - 2014.01.22 05:26:00 -
          [2] - Quote 
 I love the idea, would make the game a lot more balanced. The fewer AR 'gods' we have running around the better.
 
 Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better! | 
      
      
        |  JL3Eleven
 
 1639
 
 
      | Posted - 2014.01.22 05:28:00 -
          [3] - Quote 
 Nope. Glass cannon vs. Tank argument here.
 
 Pick a side.
 
 Supercorp: A corporation with the ability to shape and control events and project power on a New Eden-wide scale. | 
      
      
        |  Garrett Blacknova
 Codex Troopers
 
 4366
 
 
      | Posted - 2014.01.22 05:33:00 -
          [4] - Quote 
 Separate weapon fitting.
 
 Barrel: Damage mod OR Silencer (non-silenced weapons increase profile when fired) OR muzzle brake (reduced kick).
 Top: Various scope options.
 Magazine: Reversible mag for faster reloads, extended mags for larger ammo capacity.
 Special: Not available to all weapons, allows underslung grenade launcher and/or shotgun attachments and other weird and interesting extras depending on the weapon.
 
 A couple of these would be in place of - or in addition to - items currently filling suit fitting slots, or SP sinks.
 
 Any weapon fitting items would increase the PG and CPU cost of the weapon, so NOT attaching an extra would still offer some benefit. They might even consider a system like the one in Brink where weapons have an equip speed stat that changes based on the attachments you choose.
 | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 281
 
 
      | Posted - 2014.01.22 05:40:00 -
          [5] - 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
 
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        |  McFurious
 TeamPlayers
 Negative-Feedback
 
 544
 
 
      | Posted - 2014.01.22 05:45:00 -
          [6] - Quote 
 Weapon mods like scopes, underslung grenade launchers, and extended clips were supposedly in the works. I haven't heard mention of them since beta though.
 
 
 
 Half Irish. Often angry. Closed Beta Masshole Durka durka.... Bitch. | 
      
      
        |  Joel II X
 Dah Gods O Bacon
 
 632
 
 
      | Posted - 2014.01.22 05:46:00 -
          [7] - Quote 
 Reminds me of Ratchet: Deadlocked (Gladiator if in the UK).
 
 Would be cool to have those type of alpha mods and omega mods.
 | 
      
      
        |  True Adamance
 Kameira Lodge
 Amarr Empire
 
 6057
 
 
      | Posted - 2014.01.22 05:56:00 -
          [8] - Quote 
 These would be good starts
 
 Heat Sink- Reduces Heat Build up and Over Heat Damage by X %
 
 Hybrid Accelerator Module- RoF % Increase to Hybrid weapons, Reduction to Effective Range X %
 
 Auto Rechambering Unit- RoF % Increase to projectile and explosives weapons by X %, reduction to Weapon Range by X %
 
 Hyrbid Projection Module- Increased Range by X (low) %, Increase to recoil by X (high) %
 
 Extended Barrel Module- Increased Range for Projectile weapons, Increase to Recoil by X %
 
 Laser Temperature Focusing Lens- Increased Laser Weapon Range X %, Increases Heat Build Up and Over Heat Damage Significantly by X %
 
 Weapon Extended Magazines- X % Increase to weapon Magazine Size, Increased Reload Time by X %
 
 Sighting Optics Modules - Scopes, variable, 8x, 4x, Red Dot, ACOG, Ironsights with associated Zoom ranges and ADS modifiers.
 
 Weapon Modifications - Various Weapon Modifications, Laser Pointers, Flash Lights, etc with Various weapon effects and balancing modifiers.
 
 These are in my mind representing some of the FPSer demands and replicating EVE side technology.
 
 "My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 282
 
 
      | Posted - 2014.01.22 06:15:00 -
          [9] - Quote 
 Great ideas for sure and all it would take is a new slot
 
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        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 290
 
 
      | Posted - 2014.01.24 06:22:00 -
          [10] - 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
 
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        |  Mikey The Bandaid
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 135
 
 
      | Posted - 2014.01.24 16:07:00 -
          [11] - Quote 
 
 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.
 | 
      
      
        |  Mikey The Bandaid
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 135
 
 
      | Posted - 2014.01.24 16:08:00 -
          [12] - Quote 
 
 True Adamance wrote:These would be good starts, but All Damage Modules increasing base weapon damage must be destroyed. All of them.
 Heat Sink- Reduces Heat Build up and Over Heat Damage by X %
 
 Hybrid Accelerator Module- RoF % Increase to Hybrid weapons, Reduction to Effective Range X %
 
 Auto Rechambering Unit- RoF % Increase to projectile and explosives weapons by X %, reduction to Weapon Range by X %
 
 Hyrbid Projection Module- Increased Range by X (low) %, Increase to recoil by X (high) %
 
 Extended Barrel Module- Increased Range for Projectile weapons, Increase to Recoil by X %
 
 Laser Temperature Focusing Lens- Increased Laser Weapon Range X %, Increases Heat Build Up and Over Heat Damage Significantly by X %
 
 Weapon Extended Magazines- X % Increase to weapon Magazine Size, Increased Reload Time by X %
 
 Sighting Optics Modules - Scopes, variable, 8x, 4x, Red Dot, ACOG, Ironsights with associated Zoom ranges and ADS modifiers.
 
 Weapon Modifications - Various Weapon Modifications, Laser Pointers, Flash Lights, etc with Various weapon effects and balancing modifiers.
 
 These are in my mind representing some of the FPSer demands and replicating EVE side technology.
 This is also very good. I like how almost all your ideas give a perk, but also have a downside. Excellent thinking!
 | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 292
 
 
      | Posted - 2014.01.24 18:25:00 -
          [13] - 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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        |  mollerz
 Minja Scouts
 
 2094
 
 
      | Posted - 2014.01.24 18:26:00 -
          [14] - Quote 
 I'd really just like a drum mag for my 6Kin ACR
 
 You gotta hustle if you wanna make a dolla | 
      
      
        |  deepfried salad gilliam
 Sanguine Knights
 
 394
 
 
      | Posted - 2014.01.24 18:28:00 -
          [15] - Quote 
 were supposed to have the ability to mod a weaopon its self soontm
 
 Proud Christian one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay. | 
      
      
        |  Cat Merc
 Ahrendee Mercenaries
 EoN.
 
 5926
 
 
      | Posted - 2014.01.24 18:31:00 -
          [16] - Quote 
 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.
 
 Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives. Tuna > Tacos | 
      
      
        |  Kane Fyea
 
 2563
 
 
      | Posted - 2014.01.24 18:32:00 -
          [17] - Quote 
 I'd much rather have a weapon fitting system. So I say no.
 | 
      
      
        |  Horizen Kenpachi
 Holdfast Syndicate
 Amarr Empire
 
 130
 
 
      | Posted - 2014.01.24 18:40:00 -
          [18] - Quote 
 Damage mods need to be stronger with less fitting cost only usable on proto suits
 
 Hit me with your nerf bat. | 
      
      
        |  Ares 514
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 320
 
 
      | Posted - 2014.01.24 18:45:00 -
          [19] - Quote 
 
 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
 
 I like the idea. It would be cool to have a weapon mod slot.
 
 
 Please fix the mic bubble bug... | 
      
      
        |  Cyzad4
 Blackfish Corp.
 
 106
 
 
      | Posted - 2014.01.24 18:52:00 -
          [20] - Quote 
 
 True Adamance wrote:These would be good starts, but All Damage Modules increasing base weapon damage must be destroyed. All of them.
 Heat Sink- Reduces Heat Build up and Over Heat Damage by X %
 
 Hybrid Accelerator Module- RoF % Increase to Hybrid weapons, Reduction to Effective Range X %
 
 Auto Rechambering Unit- RoF % Increase to projectile and explosives weapons by X %, reduction to Weapon Range by X %
 
 Hyrbid Projection Module- Increased Range by X (low) %, Increase to recoil by X (high) %
 
 Extended Barrel Module- Increased Range for Projectile weapons, Increase to Recoil by X %
 
 Laser Temperature Focusing Lens- Increased Laser Weapon Range X %, Increases Heat Build Up and Over Heat Damage Significantly by X %
 
 Weapon Extended Magazines- X % Increase to weapon Magazine Size, Increased Reload Time by X %
 
 Sighting Optics Modules - Scopes, variable, 8x, 4x, Red Dot, ACOG, Ironsights with associated Zoom ranges and ADS modifiers.
 
 Weapon Modifications - Various Weapon Modifications, Laser Pointers, Flash Lights, etc with Various weapon effects and balancing modifiers.
 
 These are in my mind representing some of the FPSer demands and replicating EVE side technology.
 +1
 I like the give/take of this idea far better than the usual "this thing makes your gun better" approach.
 
 
 (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "fuck this I'm out"... ... ..."I'm back" | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 294
 
 
      | Posted - 2014.01.24 19:05:00 -
          [21] - 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
 
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        |  Cat Merc
 Ahrendee Mercenaries
 EoN.
 
 5929
 
 
      | Posted - 2014.01.24 20:24:00 -
          [22] - Quote 
 
 NoxMort3m wrote: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 Oh would you look at that
  
 Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives. Tuna > Tacos | 
      
      
        |  Alena Ventrallis
 The Neutral Zone
 
 503
 
 
      | Posted - 2014.01.24 20:32:00 -
          [23] - Quote 
 
 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.
 | 
      
      
        |  Orin the Freak
 The Solecism of Limitation
 
 691
 
 
      | Posted - 2014.01.24 20:32:00 -
          [24] - Quote 
 well, back in the day, CCP mentioned allowing us to customize our weapons. I'd prefer them to add slots to the weapon it's self, allowing one slot for militia/basic, two for advanced, and three for proto.
 
 in these slots you'd be able to put a scope, damage modifier, or whatever else they come up with (perhaps ammo mods for minmatar?)
 
 I think that would be awesome. Then all weapons could come with just iron sights!
 | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 294
 
 
      | Posted - 2014.01.24 20:37:00 -
          [25] - Quote 
 I just want variety
 
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        |  Cat Merc
 Ahrendee Mercenaries
 EoN.
 
 5929
 
 
      | Posted - 2014.01.24 20:55:00 -
          [26] - Quote 
 
 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.
 
 Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives. Tuna > Tacos | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 299
 
 
      | Posted - 2014.01.25 04:29:00 -
          [27] - 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
 
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        |  Cat Merc
 Ahrendee Mercenaries
 EoN.
 
 5938
 
 
      | Posted - 2014.01.25 05:26:00 -
          [28] - Quote 
 
 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.
 
 Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives. Tuna > Tacos | 
      
      
        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 299
 
 
      | Posted - 2014.01.25 08:20:00 -
          [29] - 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
 
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        |  NoxMort3m
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 301
 
 
      | Posted - 2014.01.26 02:33:00 -
          [30] - 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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