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Soraya Xel
The Corporate Raiders Top Men.
1341
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Posted - 2014.02.05 20:31:00 -
[1] - Quote
Exact numbers should take a lot into account, and it'd be a poor choice to just say "this should be the number" here, in a vacuum of all other factors.
Basically, your slots, CPU, and PG are a pool you can use for "enhancement stuff". What you put in each socket is a choice. And every choice needs to mean something. Every item you put in a socket should ideally be relatively worthwhile, comparatively, to other types of items to put in the same socket. So a damage mod needs to be worth a comparable shield extender in the amount of battlefield benefit it provides.
I think we need more variety in high slot modules as well. Low slot modules are actually the bulk of choice these days, having tank, stamina, speed, hacking, profile, scanning, and fitting all concentrated within low slots. Whereas high slots really only give you a choice between shield tank and weapon damage.
I'd like to be your CPM1 candidate
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Soraya Xel
The Corporate Raiders Top Men.
1341
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Posted - 2014.02.05 21:00:00 -
[2] - Quote
Piercing Serenity wrote:"Damage mods should cost less CPU to run than shields, but more PG so that armor tankers can't have tank and gank"
I can see where this concept comes from. However, if you use your lows for tank, you can't use them for all of the other benefits I mentioned in my post. In terms of Tank/Gank/Other, currently you can have Tank(high)/Other(low), Gank(high)/Other(low), Gank(high)/Tank(low), or Tank(high)/Tank(low), right? If those other modules aren't an appealing enough alternative to tank lows, that's a different issue.
Also, making it hard to put tank in lows if you have gank in highs essentially breaks armor tanking entirely, because the only alternative to gank highs is tank highs (aka shield tank).
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.
I'd like to be your CPM1 candidate
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Soraya Xel
The Corporate Raiders Top Men.
1343
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Posted - 2014.02.05 22:38:00 -
[3] - Quote
Piercing Serenity wrote: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.
I feel diminishing returns should mean that putting more than two of a damage mod on a fit should probably be a waste, compared to almost any other module in the slot. You should get "more for your money" with one damage mod and one shield extender than two damage mods, because the second damage mod is less effective.
Piercing Serenity wrote: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?
That would be the definition of a potential balance problem, yeah. There should be non-damage benefits compelling enough to make alternative fitting choices worthwhile.
I'd like to be your CPM1 candidate
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Soraya Xel
The Corporate Raiders Top Men.
1365
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Posted - 2014.02.06 03:17:00 -
[4] - Quote
Piercing Serenity wrote:I sincerely appreciate your comment, and I'll have to take some time to read (and re-read) it properly
This is Jackal's secret. He just wall of texts you with such class, that most people just tl;dr and assume he knows what he's talking about. ;)
I'd like to be your CPM1 candidate
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