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Piercing Serenity
Fatal Absolution Public Disorder.
515
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Posted - 2014.02.05 20:08:00 -
[1] - Quote
I had a few questions about the candidates opinions on damage mods. Specifically:
- How should damage mods scale? (Numbers need not be exact - approximations are fine)
- What should the highest possible bonus obtainable by damage mods be? (Answer this question relative to current damage)
- What should the maximum possible bonus achievable by DM and skills be? (Answer this question relative to current damage)
- What slot should damage mods occupy? (Please give an explanation for your answer)
- How should DMs compare to other modules in terms of CPU costs? PG costs? (A basic Extdenders > DM > Energizers is fine)
- List a pro and a con of have damage mods work now, and do the same for your newly proposed module
Feel free to answer as many or as few as you'd like - obviously the more you answer the better. Thanks in advance.
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Piercing Serenity
Fatal Absolution Public Disorder.
516
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Posted - 2014.02.05 20:46:00 -
[2] - Quote
I appreciate your responses, but neither of you have really answered my questions.
I understand the hesitation to sign your self to "Damage mods should give me an X% boost". That's not what I'm asking for, though.
I'm looking for: "The highest damage bonus you can get from damage mods should translate to the current damage of one complex and one enhanced damage mod",
or
"Damage mods should cost less CPU to run than shields, but more PG so that armor tankers can't have tank and gank"
or
"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Hope that clears things up
DUST 514 BETA VET
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Piercing Serenity
Fatal Absolution Public Disorder.
516
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Posted - 2014.02.05 22:18:00 -
[3] - Quote
Canari Elphus wrote:Im sorry but you are asking people to do an entire balancing act that developers spend hours a day doing for pay. To go over calculation after calculation to balance hp and damage across all suit types. You are also asking this of people who are applying for a position of representation and not development.
Both Sorya and myself gave our stance on how damage mods and tank mods should be balanced. Also, anyone who is elected to CPM1 who believes that this is a point to raise to CCP would be more than happy to work with community members to provide the developers advice on where the community would like them to go.
I agree with you that it is a worthwhile point and does need addressing.
No, I'm asking you to give your honest opinion.
I don't expect you to give me a solid number for where damage mods should be. But I do expect you to have a good knowledge of the battlefield and what it feels like to have one, two or three complex damage mods. My personal feeling is that standard rifles have the TTK that some people are looking for across the board (for rifles), and that one complex damage mod on a rifle puts out a nice amount of damage without being game breaking.
My opinion matters far less than yours for the position you are running for, however.
So I'm asking you "What do you think about the current situation with damage mods? Should the end result feel like what one complex damage mod is like? Two?"
These questions don't require either of us to have an intricate knowledge of the data DUST provides to come up with an answer. You're opinion and answer of the question is significant, none the less. If you were to say "In the future, damage mods should give higher bonuses than they do now", I would feel much differently about the answer than if you were to say "Damage mods should give the bonus of a MLT (read: negligible) DM"
Also, Soraya Xel answered a question about fitting costs without talking about numbers at all.
DUST 514 BETA VET
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Piercing Serenity
Fatal Absolution Public Disorder.
516
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Posted - 2014.02.05 22:20:00 -
[4] - Quote
Piercing Serenity wrote:"MLT damage mods are far outpaced by PRO damage mods, leaving a large disparity between levels. The gap between levels should be reduced, possible to X% --> Y% --> Z%"
Realistically, this is what fitting is for. Sure, the lower level damage mods have less power, but they also cost vastly less on a suit. When you're balancing weapon type, equipment, and various other modules, lower level damage mods can be a very viable option on a suit.[/quote]
I disagree about how true this is in practice. I don't think I would ever run a standard DM instead of a complex one in order to fit something else on my suit, and I think that is part of the problem. Thoughts?
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Piercing Serenity
Fatal Absolution Public Disorder.
516
|
Posted - 2014.02.06 03:10:00 -
[5] - Quote
The Black Jackal wrote:As Soraya and Canari have conveyed above, it's not a matter for CPM Candidates or elected members to give numbers, but it's an issue that you can have both on many suits, and often fitting damage mods is more conductive.
An example is the Complex Shield Module Vs. an Assault Rifle.
Complex Shield Extender gives you 66 hp which amounts to less than 2 shots from a non-modded STD AR... mod it up, and replace it with a Prototype, and it's about 1 shot...
Now I run Caldari primarily, and see this constantly. Survivability for anyone is low, and TTK makes damage mods appear to be the better option.
In EVE, Damage Mods are low slots, allowing Shield 'burst' tankers to have High Damage output, and armor tankers to have a bigger buffer and higher overall resistances, but less damage.
In DUST, they switched it up, but kept the shield tank at below - par ratings on some level (which I wont elaborate on).
Overall the issue is this (yes time for some numbers.
STD Assault Rifle : 750 RPM (12.5 RPs) = 425 DPS (467.5 DPS Vs. Shields)
So assuming a Caldari Commando (All tiers - 400 STD HP in SHD, and 250 in Armor) Would survive roughly 1.5 seconds under fire from a STD AR. Unmodified.
Now a ck.0 Caldari Commando has 3 High Slots. Let's fill them with Complex Extenders.. at 66 hp a pop. For an added 198 Shields.
Now that same Commando, Vs a STD unmodified Assault Rifle will survive a grand total of...
1.99 Seconds (We'll say 2 to be generous).
Three high slots have bought us .5 seconds worth of survival.
Now Take that Assault Rifle...
We'll use the Caldari Commando Suit to add in 3 Complex Damage Mods... with stacking penalty this amounts to around a 23% increase in Damage. (100% from first, 80% from second, and 50% from third).
425 DPS (467.5 DPS Vs. Shields) becomes 522.75 DPS (575 Vs Shields).
Meaning that in the above example Vs. Fully Tanked Caldari Commando, the Commando's survivability drops to...
1.4 seconds.
Keep in mind this is a STD rifle Vs. Prototype Suit....
TTK issues aside. There is no real benefit for tanking, as tanking lacks punch atm, whereas damage output is considerably higher.
I sincerely appreciate your comment, and I'll have to take some time to read (and re-read) it properly
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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