Teilka Darkmist wrote:They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit.
When you word it like that then the problem sounds more like a lack of content than a need to alter CPU/PG. If they stick with traditional themes then passive mods for damage, speed, and fitting mods all go in low slots which allow shield tanks to have overall better performance but little ability to do anything different. Then your high slots typically give you the ability to do active modules that have greatly improved abilities but (for dust) would have limited duration.
The problem is that the is not evident in dust. The only thing high slots are useful for are damage, shield, and (with 1.8 scouts) precision mods. Where are lows are good for armor plates, passive armor repair, shield mods, fitting improvement, passive scanning, biotics, ect. To be honest I think the whole organization of that needs to be redone from the ground up.
My idea:
Highs:
Active damage mods
Active speed boosts
Active scan mods that greatly enhance passive scan precision/range for a short period of time
Profile dampeners
Shield modules
Lows:
Armor plates/reppers
CPU/PG upgrades
Passive scan precision/range enhancers
Passive damage amps
Passive speed boosts
Now having the option for all those active modules means the module wheel will be pretty cluttered for infantry so I would remove weapon selection from it and just have people use the button so that the module wheel is just for equipment and active modules. Then if Dust ever goes to PS4 you could make use of that touch pad on the controller too like in KIll Zone.
Conclusion: You now have fulling meaningful high slots and low slots that make sense. Ex: Gallente are armor tanks and use active modules to get up close to their prey to unleash their powerful CQC weapons while the Caldari use shields and have better consistent performance to keep their enemies at a distance where their weapons are most effective.