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Sinboto Simmons
SVER True Blood Public Disorder.
4290
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Posted - 2014.01.31 10:44:00 -
[1] - Quote
quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Happy Violentime
OMFGZOMBIESRUN
195
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Posted - 2014.01.31 13:25:00 -
[2] - Quote
Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
ugh.
seriously.
biggest non-issue ever.
pick a different suit and fut the shuck up!
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PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
130
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Posted - 2014.01.31 13:36:00 -
[3] - Quote
its a BIG issue for me to, i would like an answar to that question. |
ANON Cerberus
Tiny Toons
242
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Posted - 2014.01.31 13:38:00 -
[4] - Quote
Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up!
Lol this guy. Its a 'non issue' but he suggests that you join the FOTM and roll armour tank with dmg mods (In effect) |
negative49er
Seykal Expeditionary Group Minmatar Republic
488
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Posted - 2014.01.31 13:45:00 -
[5] - Quote
sorry to burst your bubble if they ever change dmg mods to lows slot my future minmatar assault will be only able to put two dmgs mods it low slot( i need at least one for either a kinectic or regulator) or they give it one more low slot.
Dedicated Shotgun Scout
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Beren Hurin
Onslaught Inc RISE of LEGION
2045
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Posted - 2014.01.31 13:45:00 -
[6] - Quote
The self sufficient regen of shield tanks means that you stay in battle for a shorter period, but you can get back in more quickly than a lot of armor tankers. You have to be used to this and then use it to your advantage by whittling down the enemy. Don't think everyone has to be killed at the first sight. |
Edmund Dantez
5
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Posted - 2014.01.31 13:45:00 -
[7] - Quote
Its impossible to make everyone happy.... CCP this is a subject of low concern. I think that heavy's wielding Light weapons under a H slot and logis who wield primary's are a bigger deal. you worry's about this????? Im a tanker on both ends, shield and armor. Obviously your having problems killing tanks. Try a different fit because they R NOT that OP
GÇ£If it is ones lot to be cast among fools, one must learn foolishness.-The Count of Monte Cristo
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ANON Cerberus
Tiny Toons
242
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Posted - 2014.01.31 13:48:00 -
[8] - Quote
Beren Hurin wrote:The self sufficient regen of shield tanks means that you stay in battle for a shorter period, but you can get back in more quickly than a lot of armor tankers. You have to be used to this and then use it to your advantage by whittling down the enemy. Don't think everyone has to be killed at the first sight.
Your logic is sound, however with TTK so low at the minute, total EHP seems to be a lot more useful than any sort of regenerative ability.
Couple that with the fact that all it takes is a rep logi to effectively keep a squad of armour tankers in battle and patched up. 2 logis and you are battle ready 99% of the time. |
Texs Red
DUST University Ivy League
145
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Posted - 2014.01.31 13:49:00 -
[9] - Quote
Happy Violentime wrote: ugh.
seriously.
biggest non-issue ever.
pick a different suit and fut the shuck up!
Ignore this guy Sinboto, he obviously doesn't understand why it is important. The racial dropsuits may be coming in 1.8 but the game will never be truly balanced until correct module placement and EWAR are in the game. In my opinion precision enhancers should be low slots and profile dampeners should be high slots, otherwise it is actually possible to make a shield scout better damped while retaining HP than an armor scout. The only reason the Gallente one is best is because it gets an innate bonus. Gallente and Amarr should be capable of the lowest profiles while the Minmatar and Caldari are more of anti-scout roles. |
Spectral Clone
Dust2Dust. Top Men.
1136
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Posted - 2014.01.31 14:01:00 -
[10] - Quote
Yay for dmg mods in lows!
Dat caldari sentinel.
Also add rigs to dropsuit for CPU and PG mods.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Himiko Kuronaga
Fatal Absolution Covert Intervention
2871
|
Posted - 2014.01.31 14:13:00 -
[11] - Quote
Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Speed+shield tanking in Dust is superior to brick tanking in the hands of a skilled player. Damage mods + full rack of shields = most dangerous combination.
That's why this is not a thing. |
Sinboto Simmons
SVER True Blood Public Disorder.
4296
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Posted - 2014.01.31 16:55:00 -
[12] - Quote
Edmund Dantez wrote:Its impossible to make everyone happy.... CCP this is a subject of low concern. I think that heavy's wielding Light weapons under a H slot and logis who wield primary's are a bigger deal. you worry's about this????? Im a tanker on both ends, shield and armor. Obviously your having problems killing tanks. Try a different fit because they R NOT that OP
I suppose I need to reword the OP to avoid confusion.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Terram Nenokal
Molon Labe. Public Disorder.
300
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Posted - 2014.01.31 16:58:00 -
[13] - Quote
I wouldn't mind seeing them moved to the low slots. Although us armor tankers would need some new high slot loving to make up for it. Hardeners maybe. vOv
signed -someone who armor tanks and stacks damage mods.
Loving to hate and hating to love Dust 514 since May 2012
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Sinboto Simmons
SVER True Blood Public Disorder.
4297
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Posted - 2014.01.31 17:39:00 -
[14] - Quote
ANON Cerberus wrote:Beren Hurin wrote:The self sufficient regen of shield tanks means that you stay in battle for a shorter period, but you can get back in more quickly than a lot of armor tankers. You have to be used to this and then use it to your advantage by whittling down the enemy. Don't think everyone has to be killed at the first sight. Your logic is sound, however with TTK so low at the minute, total EHP seems to be a lot more useful than any sort of regenerative ability. Couple that with the fact that all it takes is a rep logi to effectively keep a squad of armour tankers in battle and patched up. 2 logis and you are battle ready 99% of the time. Oh wait the OP is talking about TANKS, I have been discussing dropsuits..... ok forget that then. This thread is about damage mods as a whole.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Korvin Lomont
United Pwnage Service RISE of LEGION
560
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Posted - 2014.01.31 17:47:00 -
[15] - Quote
We already have way more low slots and just very few high slots. So unless CCP starts reworking modules as a whole I don't see ths happen. BTW reworking the current module system would cause a lot of balance issues.... |
Sinboto Simmons
SVER True Blood Public Disorder.
4298
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Posted - 2014.01.31 17:50:00 -
[16] - Quote
Korvin Lomont wrote:We already have way more low slots and just very few high slots. So unless CCP starts reworking modules as a whole I don't see ths happen. BTW reworking the current module system would cause a lot of balance issues.... Indeed, although I hardly see how swapping the DMs to benefit a class with less ehp is going to screw much more up.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Takahiro Kashuken
Red Star. EoN.
2346
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Posted - 2014.01.31 17:55:00 -
[17] - Quote
Lore wise in EVE all DMG mods are in the low slots
Intelligence is OP
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Korvin Lomont
United Pwnage Service RISE of LEGION
560
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Posted - 2014.01.31 18:04:00 -
[18] - Quote
Sinboto Simmons wrote:Korvin Lomont wrote:We already have way more low slots and just very few high slots. So unless CCP starts reworking modules as a whole I don't see ths happen. BTW reworking the current module system would cause a lot of balance issues.... Indeed, although I hardly see how swapping the DMs to benefit a class with less ehp is going to screw much more up.
I believe swapping DMG mods to the lows will mainly help Gallente and Amarr dropsuits thanks to their amount of low slots. For the minni there won't be so much change apart from using some shield extenders over one plate or two.
The min assault won't be able to damage tank with the current slot layout. And of course it woud change the current design of the slow damage dealer versus the regenerative flanker thats not neccessary a bad think but would change a lot...So instead of shield tankers beeing the glascannons all of a sudden armor tanker would become glascannons (that at least seem weird).
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Korvin Lomont
United Pwnage Service RISE of LEGION
560
|
Posted - 2014.01.31 18:06:00 -
[19] - Quote
Takahiro Kashuken wrote:Lore wise in EVE all DMG mods are in the low slots
Regarding the lore you may be right but CCP is not very close to eve lore at all... |
Sinboto Simmons
SVER True Blood Public Disorder.
4302
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Posted - 2014.01.31 18:11:00 -
[20] - Quote
Korvin Lomont wrote:Sinboto Simmons wrote:Korvin Lomont wrote:We already have way more low slots and just very few high slots. So unless CCP starts reworking modules as a whole I don't see ths happen. BTW reworking the current module system would cause a lot of balance issues.... Indeed, although I hardly see how swapping the DMs to benefit a class with less ehp is going to screw much more up. I believe swapping DMG mods to the lows will mainly help Gallente and Amarr dropsuits thanks to their amount of low slots. For the minni there won't be so much change apart from using some shield extenders over one plate or two. The min assault won't be able to damage tank with the current slot layout. And of course it woud change the current design of the slow damage dealer versus the regenerative flanker thats not neccessary a bad think but would change a lot...So instead of shield tankers beeing the glascannons all of a sudden armor tanker would become glascannons (that at least seem weird). They could yes, however doing so would have them sacrificing their tank as well if they want to tank damage they can, but getting shot would be out of the question no?
A shield tanker on the other hand can have that extra damage without sacrificing their main tank, making them more effective.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Korvin Lomont
United Pwnage Service RISE of LEGION
560
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Posted - 2014.01.31 18:22:00 -
[21] - Quote
Sinboto Simmons wrote:Korvin Lomont wrote:Sinboto Simmons wrote:Korvin Lomont wrote:We already have way more low slots and just very few high slots. So unless CCP starts reworking modules as a whole I don't see ths happen. BTW reworking the current module system would cause a lot of balance issues.... Indeed, although I hardly see how swapping the DMs to benefit a class with less ehp is going to screw much more up. I believe swapping DMG mods to the lows will mainly help Gallente and Amarr dropsuits thanks to their amount of low slots. For the minni there won't be so much change apart from using some shield extenders over one plate or two. The min assault won't be able to damage tank with the current slot layout. And of course it woud change the current design of the slow damage dealer versus the regenerative flanker thats not neccessary a bad think but would change a lot...So instead of shield tankers beeing the glascannons all of a sudden armor tanker would become glascannons (that at least seem weird). They could yes, however doing so would have them sacrificing their tank as well if they want to tank damage they can, but getting shot would be out of the question no? A shield tanker on the other hand can have that extra damage without sacrificing their main tank, making them more effective.
As I said it would totally change the current balance and some shield tanker would be unhappy as well thanks to their low amount of low slots (caldari sentinal or scout) wheras an armor tanker with four lows would still be able to have a decent tank with high damage.
And it would remove one of the few High slot modules to great range of low slots modules further reducing slot variety in the high slots. Anybody would simply stack extenders in the high slots.
All other H slight modules are only usefull for quite specialized suits layouts.
I am not against something like that but I don't want balace to be broken even more (every major patch is really enough). |
Dagger-Two
Gespenster Kompanie
219
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Posted - 2014.01.31 18:26:00 -
[22] - Quote
The better question is, when will they be fixed so you fit them on your weapon itself, and then suit slot layouts tweaked accordingly
Playing since 1st batch of closed beta keys.
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darkiller240
WarRavens League of Infamy
322
|
Posted - 2014.01.31 18:32:00 -
[23] - Quote
Himiko Kuronaga wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. Speed+shield tanking in Dust is superior to brick tanking in the hands of a skilled player. Damage mods + full rack of shields = most dangerous combination. That's why this is not a thing. no no its not, most people amour tank as its much more superior
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Alena Ventrallis
The Neutral Zone
561
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Posted - 2014.01.31 18:44:00 -
[24] - Quote
Damage mods should be in the lows for both dropsuits and vehicles. Shields are about getting in, dealing damage, getting out. Armor is about standing and delivering, albeit with less damage and more EWAR. Move damage mods to lows, move all dropsuit modules besides damage mods, fitting mods, regulators, and imo energizers, to the highs. For vehicles, damage and fitting mods in the lows, everything else in the highs. As EWAR for vehicles comes out, put them in the highs too. |
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8743
|
Posted - 2014.01.31 18:45:00 -
[25] - Quote
Okay, sure. Now don't ***** when I dual tank because I have literally nothing else to put there.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Sinboto Simmons
SVER True Blood Public Disorder.
4304
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Posted - 2014.01.31 18:47:00 -
[26] - Quote
Arkena Wyrnspire wrote:Okay, sure. Now don't ***** when I dual tank because I have literally nothing else to put there. That's another problem altogether.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4317
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Posted - 2014.02.01 11:22:00 -
[27] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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darkiller240
WarRavens League of Infamy
324
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Posted - 2014.02.01 11:47:00 -
[28] - Quote
bump
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Izlare Lenix
FREE AGENTS LP
118
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Posted - 2014.02.01 11:48:00 -
[29] - Quote
As an EVE player I have always wondered this as well. You basically have two main choices in eve, high dps shield glass canon or low dps high ehp armor tank.
In dust you have high dps high ehp armor tanked suits or high dps, **** ehp shield suits. Off course a third option is a dual tanked **** dps suits but with TTK the way it is more DPS is better than more tank.
In a nutshell shields and armor serve different purposes and roles in EVE. While in Dust armor is far superior to shield in every way. Shields might be ok on vehicles but you can't fit overdrives, afterburners or damage mods without screwing your fit.
Meanwhile armor vehicles can have max ehp, reppers or hardners and add in damage mods and speed mods.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Arirana
Ancient Exiles. Renegade Alliance
417
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Posted - 2014.02.01 12:01:00 -
[30] - Quote
I think it's quite balanced considering shield tankers can speed tank as well as shield tank, while armor tankers not so much. I feel kin cats need a buff, about it really.
I hear dmg mods are getting the nerf bat from +10% overall dmg to +10% dmg to shields, or +10% dmg to armor, or the hybrid one that gives +4% to shields and armor. Overall they are gonna be half as good, not really worth it. Too lazy to source, you can look it up yourself, but as far as I'm concerned it sounds like a believable rumor.
I have an ego?! O.O
The scales have fallen from my eyes.
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Piraten Hovnoret
Molon Labe. Public Disorder.
265
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Posted - 2014.02.01 12:06:00 -
[31] - Quote
Just remake the damage mods. Break them up into 2 mods One that increases armor damage and one that increase shield damage.
Or just take away the option to stack damage mods
Regards
War never changes
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Django Quik
Dust2Dust.
2122
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Posted - 2014.02.01 13:30:00 -
[32] - Quote
Are there not enough low slot modules? If damage mods were made lows too, we'd only be left with shield extenders for high slots.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Cat Merc
Ahrendee Mercenaries EoN.
6109
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Posted - 2014.02.01 13:36:00 -
[33] - Quote
My Caldari suit: 500 shields My Gallente suit: 530 armor
OMG THE BUFFER IS SO MUCH HIGHER OMGOMGOMG -_-
I get damage, you get regen (which is getting buffed in 1.8 btw)
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6109
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Posted - 2014.02.01 13:38:00 -
[34] - Quote
Sinboto Simmons wrote:Arkena Wyrnspire wrote:Okay, sure. Now don't ***** when I dual tank because I have literally nothing else to put there. That's another problem altogether. Actually, it isn't. If damage mods move to low slots, I want every goddamned module in the low slots with the exception of armor modules to move to high slots.
Versatility is something armor suits lack.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Bethhy
Ancient Exiles. Renegade Alliance
1041
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Posted - 2014.02.01 13:41:00 -
[35] - Quote
Cat Merc wrote:Sinboto Simmons wrote:Arkena Wyrnspire wrote:Okay, sure. Now don't ***** when I dual tank because I have literally nothing else to put there. That's another problem altogether. Actually, it isn't. If damage mods move to low slots, I want every goddamned module in the low slots with the exception of armor modules to move to high slots. Versatility is something armor suits lack.
It would be cool if Proto suits had a Miscellaneous slot, that could be changed to a High, Low or even equipment at certain penalties to Max CPU and PG. |
BAD FURRY
SVER True Blood Public Disorder.
382
|
Posted - 2014.02.01 14:14:00 -
[36] - Quote
Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up! 1st they where in the lows then we all saw what BAD FURRY DID TO EVERY ONE ! then they moved them to mids because we dont want BAD FURRY RUNNING AROUND THE MAP at will here ! why you ask ? speed when to lows as well as dmg mods so armor tanks where how to put it junk is calling is putting it nice as i can say it. only a noob would skill into them and only them see shield tanks out running out gunning and out killing him the only thing armor did more then shields back in the day was die die and burn then die ! the only good armor tank was the soma back then only for its low cost and the dmg modes you could just slap on it like 4! add the skills that added with all up to 5 for dmg a nice 35% + the 2185 dmg pro railgun on the soma gave you 4 shots not 3 be for over heat and you can see why i named the fit King Soma ! it was the only tank you needed that was armor cost only 850.000 and could kill a pro fit shield tank in 2 shots that ran its price up to 3 mill isk the key to it was just good old dmg modes lots of low,s and SP in the rite skills.
now let me ask you do you think where going back anytime SOON tm ????? most likely no ! what i think i dont care! just armor needs more buff and shields need more speed armor need to go alot slower like 250 not 1000 and let the slow poke turn for the love of god
CCP if your reading this you say armor is a stand and fight tank did you not ? then why do,s armor tanks do 1000 ???? and get the most form speed modes and dmg ???? have you seen what i done and others like me have done with them armor tanks there more hit and run then the shield tanks ! and shields there 3 60 stack makes them the best stand and fight tank then the armor and they move slow and turn good !
WHO IS COMING UP WITH YOUR TANK IDEAS ???
anyways for the other guy
biggest issue ever seriously Tanks here not suits ! or i guest you never fitted one.
Yes i am a Undead Hell Wolf ... nice to meat you!
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NK Scout
Storm Wind Strikeforce Caldari State
207
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Posted - 2014.02.01 14:16:00 -
[37] - Quote
*yawn* precision enhancers, shield rechargers, anything else armor pump soon(tm)
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
19
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Posted - 2014.02.01 14:20:00 -
[38] - Quote
Arirana wrote:I hear dmg mods are getting the nerf bat from +10% overall dmg to +10% dmg to shields, or +10% dmg to armor, or the hybrid one that gives +4% to shields and armor. Overall they are gonna be half as good, not really worth it. Too lazy to source, you can look it up yourself, but as far as I'm concerned it sounds like a believable rumor.
CCP Remnant wrote:For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor. |
BAD FURRY
SVER True Blood Public Disorder.
383
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Posted - 2014.02.01 14:40:00 -
[39] - Quote
ill say this now i dont want Epic tank fights rolling from one side of the map tp the other because it take so long for a tank to go down from another tank unless they jump it with 3 tanks .
im sorry long tank battles are not what this game needs youll end up with more tankers then we have now and more crying about it there always needs to be a TD as support to K.O. another tank fast and a TD,s no good if its main gun or guns can 1- 3 hit a tank or kill it in under 7 secs
and if you make AV to powerful you end up with who needs a tank anymore ! why not a dropship with aforge gunner or a car with a forge gunner its cheaper and faster!
Yes i am a Undead Hell Wolf ... nice to meat you!
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RuckingFetard
Better Hide R Die
695
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Posted - 2014.02.01 14:54:00 -
[40] - Quote
Beren Hurin wrote:The self sufficient regen of shield tanks means that you stay in battle for a shorter period, but you can get back in more quickly than a lot of armor tankers. You have to be used to this and then use it to your advantage by whittling down the enemy. Don't think everyone has to be killed at the first sight. Unfornutely, for that to work,shield regen needs to be buffed a bit, for which, rechargers can be shifted to low slots *hint-hint*
Running pure shield tanked Caldari 'cuz me a hippy
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RuckingFetard
Better Hide R Die
695
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Posted - 2014.02.01 14:55:00 -
[41] - Quote
darkiller240 wrote:Himiko Kuronaga wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. Speed+shield tanking in Dust is superior to brick tanking in the hands of a skilled player. Damage mods + full rack of shields = most dangerous combination. That's why this is not a thing. no no its not, most people amour tank as its much more superior Add that more people generally prefer the one option that requires less thinking
Running pure shield tanked Caldari 'cuz me a hippy
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8763
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Posted - 2014.02.01 15:11:00 -
[42] - Quote
I can't help but wonder how much of the constant armour vs shield debate is coloured by logis, which are far too good at armour tanking. Luckily, those logis are being nerfed.
To those saying broad, absolute statements like 'armour is better than shields in every way', try comparing non-logi suits rather than the most overpowered class in the game.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Sinboto Simmons
SVER True Blood Public Disorder.
4322
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Posted - 2014.02.01 17:22:00 -
[43] - Quote
^ food for thought
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Toby Flenderson
research lab
230
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Posted - 2014.02.01 17:49:00 -
[44] - Quote
Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up! Nice post. Really provided some feedback here. Participate more please.
I agree with the OP but I am also nervous about seeing ck.0 dual tankers. As it stands however, armor tanking has a giant advantage over shield tankers in this way and now that repair tools are becoming increasingly more popular, I think it's time for some sort of switch/variation in DMs. |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
658
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Posted - 2014.02.01 18:15:00 -
[45] - Quote
Beren Hurin wrote:The self sufficient regen of shield tanks means that you stay in battle for a shorter period, but you can get back in more quickly than a lot of armor tankers. You have to be used to this and then use it to your advantage by whittling down the enemy. Don't think everyone has to be killed at the first sight.
The problem with this is that the shield HP value is so low that anyone not Caldari is going to get destroyed before you're even able to get out of battle. Mainly to do with Rifle DPS and Aim Assist. |
DeadlyAztec11
Ostrakon Agency
3812
|
Posted - 2014.02.01 18:34:00 -
[46] - Quote
No, please no.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
And this is why I am the #1 forum warrior
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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
570
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Posted - 2014.02.01 19:08:00 -
[47] - Quote
High slot,low slot,it doesn't matter.The best fix for damage mods is to either make them equiped to specific weapons,or remove them completely from the game.Complete removal would instantly make TTK better than what it is.
Only other solution is if they stay high slot items,make them to where you can not stack them at all,or make the stacking penalty so high on the second on that it's not worth using . |
Dericha
A.N.O.N.Y.M.O.U.S.
20
|
Posted - 2014.02.01 20:22:00 -
[48] - Quote
Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion.
You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. |
Sinboto Simmons
SVER True Blood Public Disorder.
4327
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Posted - 2014.02.01 22:40:00 -
[49] - Quote
Dericha wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion. You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. There's that speed argument again, not as impactful as you think and if you don't see any problem with a class with both a large tank and large dps, with or without EvE knowledge, I'm not sure what to say....
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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darkiller240
WarRavens League of Infamy
329
|
Posted - 2014.02.01 22:42:00 -
[50] - Quote
Sinboto Simmons wrote:Dericha wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion. You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. There's that speed argument again, not as impactful as you think and if you don't see any problem with a class with both a large tank and large dps, with or without EvE knowledge, I'm not sure what to say.... +1
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Logi Bro
Brutor Vanguard Minmatar Republic
2777
|
Posted - 2014.02.01 22:47:00 -
[51] - Quote
Why WOULD they put damage mods in the lows? It's just a stupid idea. That would remove any possibilities of NOT dual tanking. What would I do with the high slot on my Gallente Sentinel, or any armor based suit, if there were no damage mods? Shield modules, mybrofiliment modules(the melee damage mods), and precision enhancers are the only options, and since I don't intend to punch people in a slow moving suit, or try to decrease the precision on a suit with a ridiculously high natural scan precision, that would leave just shield modules.
All hail the dual tanking master race, amiright?
Shield Recommendations
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BAD FURRY
SVER True Blood Public Disorder.
384
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Posted - 2014.02.01 22:50:00 -
[52] - Quote
Logi Bro wrote:Why WOULD they put damage mods in the lows? It's just a stupid idea. That would remove any possibilities of NOT dual tanking. What would I do with the high slot on my Gallente Sentinel, or any armor based suit, if there were no damage mods? Shield modules, mybrofiliment modules(the melee damage mods), and precision enhancers are the only options, and since I don't intend to punch people in a slow moving suit, or try to decrease the precision on a suit with a ridiculously high natural scan precision, that would leave just shield modules.
All hail the dual tanking master race, amiright? TANKS !!! not suits
Yes i am a Undead Hell Wolf ... nice to meat you!
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Sinboto Simmons
SVER True Blood Public Disorder.
4327
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Posted - 2014.02.01 22:56:00 -
[53] - Quote
BAD FURRY wrote:Logi Bro wrote:Why WOULD they put damage mods in the lows? It's just a stupid idea. That would remove any possibilities of NOT dual tanking. What would I do with the high slot on my Gallente Sentinel, or any armor based suit, if there were no damage mods? Shield modules, mybrofiliment modules(the melee damage mods), and precision enhancers are the only options, and since I don't intend to punch people in a slow moving suit, or try to decrease the precision on a suit with a ridiculously high natural scan precision, that would leave just shield modules.
All hail the dual tanking master race, amiright? TANKS !!! not suits both
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Turtle Hermit Roshi
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
59
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Posted - 2014.02.01 22:59:00 -
[54] - Quote
think about it like this sinboto (if they did this for dropsuits) heavies like me could have 4 dmg mods would you really want that
i mean your squishy as is in you scout suit a single hmg round would lay you out if this happened
im not saying im against it but i thinnk it would be better to keep the fli on vehicles only and keep it lore friendly
yes i scream KA-ME-HA-MEHAAAAAA when i forge muthafuckas
the Turtle Hermit: Professional Heavy
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8797
|
Posted - 2014.02.01 23:02:00 -
[55] - Quote
Sinboto Simmons wrote:Dericha wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion. You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. There's that speed argument again, not as impactful as you think and if you don't see any problem with a class with both a large tank and large dps, with or without EvE knowledge, I'm not sure what to say....
Is the tank really that large, though? Logistics aside. Compare some assault suits for me. What do you think?
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Sinboto Simmons
SVER True Blood Public Disorder.
4327
|
Posted - 2014.02.02 00:46:00 -
[56] - Quote
Arkena Wyrnspire wrote:Sinboto Simmons wrote:Dericha wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion. You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. There's that speed argument again, not as impactful as you think and if you don't see any problem with a class with both a large tank and large dps, with or without EvE knowledge, I'm not sure what to say.... Is the tank really that large, though? Logistics aside. Compare some assault suits for me. What do you think? give me a bit, on EvE at the moment
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4299
|
Posted - 2014.02.02 01:03:00 -
[57] - Quote
Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up!
Gallentes SHOULD not reply to this thread since they are biased. :3 Please , try to resist the urge to reply and fut the shuck up.
AceOfJokers666 [ + ] AimBot / VALOR / MAG | YOU EITHER LOVE BACON OR YOU ARE WRONG
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Jake Diesel
BIG BAD W0LVES
75
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Posted - 2014.02.02 01:54:00 -
[58] - Quote
Sinboto Simmons wrote:Edmund Dantez wrote:Its impossible to make everyone happy.... CCP this is a subject of low concern. I think that heavy's wielding Light weapons under a H slot and logis who wield primary's are a bigger deal. you worry's about this????? Im a tanker on both ends, shield and armor. Obviously your having problems killing tanks. Try a different fit because they R NOT that OP I suppose I need to reword the OP to avoid confusion.
What they need to do is stop using the word tank when referring to dropsuits. I always find it annoying as hell when dropping in a conversation like this and I thought they were talking about HAV's. Lol.
It's like this example:
"i would've spent 200,000 SP's on armor tanking, but I decided to spend it on getting a shield tank instead"
Translated:
"i would've spent 200,000 SP's on better armor plates for my dropsuit, but I decided to spend it on getting a Gunloggi instead"
Lolz. |
Happy Violentime
OMFGZOMBIESRUN
198
|
Posted - 2014.02.02 11:56:00 -
[59] - Quote
KING CHECKMATE wrote:Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up! Gallentes SHOULD not reply to this thread since they are biased. :3 Please , try to resist the urge to reply and fut the shuck up.
Just to clear something up for you... I currently have a Cal assault and Cal logi and plan on a Cal scout and Cal heavy - I still wish dmg mods to remain as highs - I don't dual tank - I run pure shield and have no issues sacrificing 1 or 2 highs for dmg mods - my low slot modules I'd rather not sacrifice though. Yes, its annoying that Gal suits can run dmg mods in their highs without having to sacrifice their main tank, but that's Dust for you, some suits have 'advantages' over others - if you want those advantages then skill into that suit (or weapon) |
Sinboto Simmons
SVER True Blood Public Disorder.
4330
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Posted - 2014.02.02 18:34:00 -
[60] - Quote
Happy Violentime wrote:KING CHECKMATE wrote:Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up! Gallentes SHOULD not reply to this thread since they are biased. :3 Please , try to resist the urge to reply and fut the shuck up. Just to clear something up for you... I currently have a Cal assault and Cal logi and plan on a Cal scout and Cal heavy - I still wish dmg mods to remain as highs - I don't dual tank - I run pure shield and have no issues sacrificing 1 or 2 highs for dmg mods - my low slot modules I'd rather not sacrifice though. Yes, its annoying that Gal suits can run dmg mods in their highs without having to sacrifice their main tank, but that's Dust for you, some suits have 'advantages' over others - if you want those advantages then skill into that suit (or weapon) - I'm happy for these advantages to remain otherwise what's the point in having them? We might as well just make every suit and weapon identical then
......I'm not sure where to start.
Ok, first: damage mods are ment to be in the lowslot this is not my opinion or a want it's how it's ment to be according to it's 'mother' game EvE online. Caldari and Matari users are the damage mod users of New Eden this is due to the superior tank of the gallente and Amarr respectively looking at a ship/suit of a Matari will show it has more low slots for said damage mods simply because the Amarr have an extremely large tank.
The four races each have distinct playstyles made to counter their enemy, a few examples EvE side:
Amarr:lots of tank/tend to stay at range/energy leaching
Matari:Lots of damage/fast and like to get close/ weapons take no energy
Caldari:Shield tanked/ like EW such as scanners and target breakers/ missile and railgun users for long range.
Galente: Armor tankers/ damping masters making sure they never get scanned or their targeting broken/ short range weaponry.
Just some context, anyway there is a reason the suits and weapons are built like they are, we need the rest of their mods of course but that's an entirely different thread.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
852
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Posted - 2014.02.02 19:10:00 -
[61] - Quote
damage mods are getting nerfed so they'll probably be useless.
Everyone will probably just dual tank in 1.8. So minmatar suits will be garbage, but the other races will be better while gallente will still be king.
Amarr heavy will be the tankiest heavy though, while Gallente could be better if anyone uses it with teamwork(massive tank, repped by others).
Amarr heay has total possible of 900 shields 900 armor, with really crap shield regen, while Gallente heavy has 600 shield 1200 armor possible.
Caldari heavy can get 950 shields 650 armor, but much better shield regen. But will get UBER pwned by ScRs and fluxes.
Minmatar will be the worst heavy, having less EHP than even the Caldari by a bit, can't remember its max EHP but its like 50 less than caldari. It was made for having 3 damage mods 2 armor plates but since damage mods are getting nerfed its going to be a total joke. No point in it, as other suits do everything better.
Gallente starter fit w/ 3 complex armor plates has more HP than any proto shield suit with all complex shield extenders
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Sinboto Simmons
SVER True Blood Public Disorder.
4335
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Posted - 2014.02.03 06:06:00 -
[62] - Quote
Nerfed they may get, but highslot they should not be.
Yes my 'yoda' sucks...
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4351
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Posted - 2014.02.03 15:06:00 -
[63] - Quote
Usually I would just let a thread die, but hey would like an answer at some point, when does that holiday end again?
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Abraham Baby Fish
LATINOS KILLERS CORP The CORVOS
1
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Posted - 2014.02.03 15:17:00 -
[64] - Quote
Happy Violentime wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package. ugh. seriously. biggest non-issue ever. pick a different suit and fut the shuck up! gallente scumbag again.
.i.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3320
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Posted - 2014.02.03 16:27:00 -
[65] - Quote
This change would make sense in the current context of the Amarr Militia Suit having two high slots (and no low slots) as a supposed armor tanker.
Stepping up to basic/std still leaves the "armor" tanking Amarr at 2 highs, 1 low. So, moving the damage mods would make sense in a way, but they'd need to change the suit layouts as well. The only reason the Amarr seems to be slanted towards high slots is to fit damage mods (the default on the frontline). Of course, they changed the slot balance on the old suits in the proposed 1.8 heavy/scout changes, so it seems like medium suits will also change (for the Amarr at least, which have their tanking focus changed).
That said, the "choice" between armor or damage mods in lows is predicated on a number of equally useful mods that go in "mids" in EVE. Without damage mods in highs (even nerfed ones), the only useful thing is shield extenders for the most part. They'd probably want to introduce the equivalent of something like microwarpdrives, afterburners, shield boosters, ewar, stasis webs, etc. for those slots (at least in terms of value/utility) before moving the damage mods down.
Otherwise, you have a situation where a person only skilled into armor tanking (since it's at least nominally presented as a choice between armor and shields... the older segment of the playerbase just tends to have both) has practically nothing useful to put in a high slot (precision enhancer? Myofibril? Am I right in thinking if you take away Shield modules and Damage mods, that's it?).
Dren and Templar equipment stats, wrong since release.
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Sinboto Simmons
SVER True Blood Public Disorder.
4360
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Posted - 2014.02.03 22:30:00 -
[66] - Quote
Bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4361
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Posted - 2014.02.04 09:33:00 -
[67] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4365
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Posted - 2014.02.05 06:22:00 -
[68] - Quote
To get an answer.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4372
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Posted - 2014.02.05 13:46:00 -
[69] - Quote
Boop.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Dericha
A.N.O.N.Y.M.O.U.S.
31
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Posted - 2014.02.06 01:38:00 -
[70] - Quote
darkiller240 wrote:Sinboto Simmons wrote:Dericha wrote:Sinboto Simmons wrote:quick question: why are they in high slot and are they ever going to be moved to low?
Damage tanking is a staple of shield tankers (especially Matari) in EvE as they take up a low slot, this allows them to contend with the superior EHP of armor tankers, as it is now armor tankers have the whole shebang damage and tank in one package.
Edit: to clear confusion, this thread is about damage mods as a whole not just tanks or infantry individually , pardons for the confusion. You've missed shield tankers have a speed advantage and regen advantage at the expense of EHP and damage. Armor has the EHP and damage advantage, at the expense of speed and regen. I don't see how this is imbalanced. The real issue is TTK, where the shield tanker cannot get out of the fire fast enough to recharge. Armor is just as bad, since they're less mobile. Same result, just trade bullets for strafing. There's that speed argument again, not as impactful as you think and if you don't see any problem with a class with both a large tank and large dps, with or without EvE knowledge, I'm not sure what to say.... +1
I get a lot more kills in my assault suit than my logi. Also, I've seen Preston crush people with a speed heavy Dust side. And Eve side, 4.2km/s EWAR frigates is how you combat bigger harder hitting ships in low sec. |
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CRYPT3C W0LF
Vherokior Combat Logistics Minmatar Republic
329
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Posted - 2014.02.06 01:49:00 -
[71] - Quote
I honestly cant help but laugh at this. I've never used damage mods on my Suit, nor have I even specced into them. Yet I do perfectly fine get 30-40 kills per match, in a scout suit |
Kigurosaka Laaksonen
DUST University Ivy League
247
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Posted - 2014.02.06 01:52:00 -
[72] - Quote
I've always hated Damage mods in the Highs. Problem is no Meds.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Sinboto Simmons
SVER True Blood Public Disorder.
4399
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Posted - 2014.02.06 20:37:00 -
[73] - Quote
Bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood Public Disorder.
4430
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Posted - 2014.02.08 03:56:00 -
[74] - Quote
Kigurosaka Laaksonen wrote:I've always hated Damage mods in the Highs. Problem is no Meds. Honestly do we want mid slots?
Sinboto - The True Blood Minja
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STB-Infantry (Demolition)
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Lorhak Gannarsein
Science For Death
1532
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Posted - 2014.02.08 04:02:00 -
[75] - Quote
THEAMAZING POTHEAD wrote:damage mods are getting nerfed so they'll probably be useless.
Everyone will probably just dual tank in 1.8. So minmatar suits will be garbage, but the other races will be better while gallente will still be king.
Amarr heavy will be the tankiest heavy though, while Gallente could be better if anyone uses it with teamwork(massive tank, repped by others).
Amarr heay has total possible of 900 shields 900 armor, with really crap shield regen, while Gallente heavy has 600 shield 1200 armor possible.
Caldari heavy can get 950 shields 650 armor, but much better shield regen. But will get UBER pwned by ScRs and fluxes.
Minmatar will be the worst heavy, having less EHP than even the Caldari by a bit, can't remember its max EHP but its like 50 less than caldari. It was made for having 3 damage mods 2 armor plates but since damage mods are getting nerfed its going to be a total joke. No point in it, as other suits do everything better.
Can you provide maths for those numbers? Especially as I don't see how Amarr heavy is only getting 900 armour out of 600 and three slots before skills. So its armour max would be in the region of 1200.
Maybe you mixed up the names? But again, no way Gal is getting 900 shields off one high slot.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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Berserker007
Imperfects Negative-Feedback
391
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Posted - 2014.02.08 04:56:00 -
[76] - Quote
I know this is about damage mods; but in the unique sense; you cant really talk about them w/o bringing up the issue of your hp source as a whole.
At the moment, shield tankers have to sacrifice hp/survivability for damage ; whereas armor tankers, can have their hp/survivability and damage (from what ive seen).
Now, in a earlier post someone compared their shield vs armor tank suit; at 500 shield to 530 armor. The big Q here is what suits comparing; and how many of each HP item were you using??
As in most cases to shield tank in the 500+ range, it requires all your high slots; yet for armor tank; I believe you can get close to 500hp armor w/ just 2 complex plates; leaving you 2/3 low slots; then your high for added hp in shield or damage.
It is almost hard to say how to balance the suit/vehicle use of damage mods; b/c as is it somewhat gives armor a bit of an edge; yet if they change it to low slots; shield tankers lose their "utility" in survivability (regards, cpu upgrades, etc)
All in all no idea how can make things work; unless you make weapons have their own slots (say 0 for mil/basic, 1 for adv, 2 for proto) and damage mods would do there; yet that could cause an entire new problem |
Kigurosaka Laaksonen
DUST University Ivy League
260
|
Posted - 2014.02.08 15:23:00 -
[77] - Quote
Sinboto Simmons wrote:Kigurosaka Laaksonen wrote:I've always hated Damage mods in the Highs. Problem is no Meds. Honestly do we want mid slots?
No, I guess not. It just feels weird. In any case, damage mods should be low slots mods. But then there's almost nothing useful for armor tankers to put in the Highs.
Speaking of tankers, HAVs are like this, too. Damage mods being in the highs really make it hard to fit gank and tank on a shield HAV, which is one of the staples of running a shield tank in EVE. Also, there's really nothing useful for a shield HAV to put in the lows.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Sinboto Simmons
SVER True Blood Public Disorder.
4445
|
Posted - 2014.02.09 05:00:00 -
[78] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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PADDEHATPIGEN
BurgezzE.T.F
136
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Posted - 2014.02.09 14:13:00 -
[79] - Quote
It seems to me that people don't really understand what this is about. It has NOTHING to do with tanks, heavy weapons or light weapons or anything like that. This is about NEW EDEN as we know it, and that CCP made a mistake making dmg mods for high slots, Dmg mods have ALWAYS been a low slot in New Eden but not in Dust. They made the same mistakes with hacking mods, they are suppose to be medium slot, The same goes for speed mods etc etc etc.
In Eve an armor tanker uses low slots for hp/regen and medium slots for speed/power, armor has more hp, lower regen and speed penalty and they have to sacrifice hp for dmg mods, also they can use speed mods to compensate for the speed penalty.
In Eve a shield tanker uses medium slots for hp/regen and low slots for dmg/power, shields have less hp, higher regen.
High slots are mainly for weapons.
Then we have all the fun stuff, electronic warfare tractor beems, salvage mods etc etc they go everywhere. And then we have the RIGS 2-3 extra slots we can use for everything.
You see the point of this post is that CCP needs to follow the history/lore and traditions of the races in New Eden. This is just as fubar as a Minmatar scout having bonus to Caldari nova knives and an Amar heavy being forced to use a Minmatar HMG, they NEED FIX THIS FAST. |
axu jen
The Phoenix Federation
0
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Posted - 2014.02.09 14:23:00 -
[80] - Quote
I think its a terrible idea because shield tankers don't need to fit armor reppers (no you cant always count on having a logi with you).
Shield tankers can spare a slot, armor tankers can't. |
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PADDEHATPIGEN
BurgezzE.T.F
136
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Posted - 2014.02.09 14:51:00 -
[81] - Quote
axu jen wrote:I think its a terrible idea because shield tankers don't need to fit armor reppers (no you cant always count on having a logi with you).
Shield tankers can spare a slot, armor tankers can't.
Ohh yes they do, they need to fit shields, armor plates and a repper to keep up with an amor tankers hp, if they don't an armor tanker has more then twice the hp of a shield tanker, and they still get owned, armor tankers have there low slots free to use dmg mods. |
Takron Nistrom
Tinfoil Hatz
201
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Posted - 2014.02.09 15:00:00 -
[82] - Quote
I like it this way. Makes speed tanking viable. Kin kats and damage mods.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
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Sinboto Simmons
SVER True Blood Public Disorder.
4448
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Posted - 2014.02.09 17:26:00 -
[83] - Quote
Bump.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood
4501
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Posted - 2014.02.11 17:02:00 -
[84] - Quote
bump
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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darkiller240
WarRavens League of Infamy
376
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Posted - 2014.02.11 17:58:00 -
[85] - Quote
Sinboto Simmons wrote:bump double bump
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Dexter307
The Unholy Legion Of DarkStar
910
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Posted - 2014.02.11 18:43:00 -
[86] - Quote
PADDEHATPIGEN wrote:axu jen wrote:I think its a terrible idea because shield tankers don't need to fit armor reppers (no you cant always count on having a logi with you).
Shield tankers can spare a slot, armor tankers can't. Ohh yes they do, they need to fit shields, armor plates and a repper to keep up with an amor tankers hp, if they don't an armor tanker has more then twice the hp of a shield tanker, and they still get owned, armor tankers have there low slots free to use dmg mods. If you want HP why are you using shields? Shield is about regen, not HP |
Sinboto Simmons
SVER True Blood
4502
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Posted - 2014.02.11 21:55:00 -
[87] - Quote
Dexter307 wrote:PADDEHATPIGEN wrote:axu jen wrote:I think its a terrible idea because shield tankers don't need to fit armor reppers (no you cant always count on having a logi with you).
Shield tankers can spare a slot, armor tankers can't. Ohh yes they do, they need to fit shields, armor plates and a repper to keep up with an amor tankers hp, if they don't an armor tanker has more then twice the hp of a shield tanker, and they still get owned, armor tankers have there low slots free to use dmg mods. If you want HP why are you using shields? Shield is about regen, not HP ask my cyclone.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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The dark cloud
The Rainbow Effect Negative-Feedback
2196
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Posted - 2014.02.11 22:00:00 -
[88] - Quote
Damage mods will remain highslot modules. If you wanted high damage output then youve better picked a different suit. You first look at the task that you want to do and then you choose the right suit to do that. What you did was probably is that you picked a random suit and realised that its not suited for the task that you wanted to do. Now you want to change a module to fit it for your playstyle.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Sinboto Simmons
SVER True Blood
4502
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Posted - 2014.02.11 22:06:00 -
[89] - Quote
The dark cloud wrote:Damage mods will remain highslot modules. If you wanted high damage output then youve better picked a different suit. You first look at the task that you want to do and then you choose the right suit to do that. What you did was probably is that you picked a random suit and realised that its not suited for the task that you wanted to do. Now you want to change a module to fit it for your playstyle. Please do not presume my personality or motives, I chose my gear due to my loyalty to my race, nothing more.
The damage mod should be a low slot mod, period, I presume it's not currently so due to the lack of highslot mods.
The races of New Eden each have a particular play style, for a reason, I'm simply attempting to correct a wrong.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4540
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Posted - 2014.02.13 11:42:00 -
[90] - Quote
bump for ze answer.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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