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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
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Posted - 2014.02.09 18:30:00 -
[1] - Quote
Let's just get rid of these things, they're a thorn in everyone's side. They prevent us from using other useful modules that our suits are made for.
Example: Gal medium frames with precision enhancements and range amplifiers along with armor plates would make them the ultimate cqc king. But those modules are neglected due to the fact dmg mods are more preferred over anything else when it comes to high slots for those suits.
Example 2: How many cal suit users use regulators or rechargers? None due to fact of us having to deal with those gal and amarr suits with thier triple stacked dmg mods. We are pushed to double stack dmg mods and dual tank just to compete.
So I believe damage mods should be removed and for those of us who want extra dmg we should spec into proficiency for our weapon of choice. With time ttk as high as it is it wouldn't be even noticed. |
Mordecai Sanguine
What The French
430
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Posted - 2014.02.09 18:34:00 -
[2] - Quote
IRON PATRIOT 1 wrote:Let's just get rid of these things, they're a thorn in everyone's side. They prevent us from using other useful modules that our suits are made for.
Example: Gal medium frames with precision enhancements and range amplifiers along with armor plates would make them the ultimate cqc king. But those modules are neglected due to the fact dmg mods are more preferred over anything else when it comes to high slots for those suits.
Example 2: How many cal suit users use regulators or rechargers? None due to fact of us having to deal with those gal and amarr suits with thier triple stacked dmg mods. We are pushed to double stack dmg mods a dual tank just compete.
So I believe damage mods should be removed and for those of us who want extra dmg we should spec into proficiency for our weapon of choice. With time ttk as high as it is it wouldn't be even noticed.
I agree : Damagers should be deleted. These are pointless they makes inbalance. They makes some weapons better than supposed. They makes all other modules like "useless" (Low slots or..high slots nah i don't rmember but left lsots ^^')
We should maybe makes "special" damagers ONLY for AV weapons. And delete the others. |
Yelhsa Jin-Mao
Edimmu Warfighters Gallente Federation
315
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Posted - 2014.02.09 18:35:00 -
[3] - Quote
I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs.
I can has ISK
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Cat Merc
Ahrendee Mercenaries EoN.
6322
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Posted - 2014.02.09 18:36:00 -
[4] - Quote
No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
|
Posted - 2014.02.09 18:40:00 -
[5] - Quote
Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs.
Thats why I want them removed. I know guys with twice the skill of some of these people who triple stack dmg mods but can't compete because they don't have the skill points put into them. They are a disease that need to be removed. |
BAD FURRY
SVER True Blood Public Disorder.
447
|
Posted - 2014.02.09 18:40:00 -
[6] - Quote
Mordecai Sanguine wrote:IRON PATRIOT 1 wrote:Let's just get rid of these things, they're a thorn in everyone's side. They prevent us from using other useful modules that our suits are made for.
Example: Gal medium frames with precision enhancements and range amplifiers along with armor plates would make them the ultimate cqc king. But those modules are neglected due to the fact dmg mods are more preferred over anything else when it comes to high slots for those suits.
Example 2: How many cal suit users use regulators or rechargers? None due to fact of us having to deal with those gal and amarr suits with thier triple stacked dmg mods. We are pushed to double stack dmg mods a dual tank just compete.
So I believe damage mods should be removed and for those of us who want extra dmg we should spec into proficiency for our weapon of choice. With time ttk as high as it is it wouldn't be even noticed. I agree : Damagers should be deleted. These are pointless they makes inbalance. They makes some weapons better than supposed. They makes all other modules like "useless" (Low slots or..high slots nah i don't rmember but left lsots ^^') We should maybe makes "special" damagers ONLY for AV weapons. And delete the others.
there's cream for this cancer
Yes i am a Undead Hell Wolf ... nice to meat you!
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
|
Posted - 2014.02.09 18:43:00 -
[7] - Quote
Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic.
Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc.
In response to the rest of your post supposed you don't run with a logi with a scanner then what? Supposed I want to use my equipment slot for a triage hive instead of scanners? |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
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Posted - 2014.02.09 18:44:00 -
[8] - Quote
BAD FURRY wrote:Mordecai Sanguine wrote:IRON PATRIOT 1 wrote:Let's just get rid of these things, they're a thorn in everyone's side. They prevent us from using other useful modules that our suits are made for.
Example: Gal medium frames with precision enhancements and range amplifiers along with armor plates would make them the ultimate cqc king. But those modules are neglected due to the fact dmg mods are more preferred over anything else when it comes to high slots for those suits.
Example 2: How many cal suit users use regulators or rechargers? None due to fact of us having to deal with those gal and amarr suits with thier triple stacked dmg mods. We are pushed to double stack dmg mods a dual tank just compete.
So I believe damage mods should be removed and for those of us who want extra dmg we should spec into proficiency for our weapon of choice. With time ttk as high as it is it wouldn't be even noticed. I agree : Damagers should be deleted. These are pointless they makes inbalance. They makes some weapons better than supposed. They makes all other modules like "useless" (Low slots or..high slots nah i don't rmember but left lsots ^^') We should maybe makes "special" damagers ONLY for AV weapons. And delete the others. there's cream for this cancer
Lol come on guys tryna have a serious discussion. |
Sinboto Simmons
SVER True Blood Public Disorder.
4451
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Posted - 2014.02.09 18:45:00 -
[9] - Quote
Or we can move um to the lowslot.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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Cat Merc
Ahrendee Mercenaries EoN.
6325
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Posted - 2014.02.09 18:46:00 -
[10] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. Only if range amps would give you +150%, and moved to high slots. I cannot justify spending more than two slots to see people.
But if the base range was like 20m, then yes I would use precision enhancers.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Yelhsa Jin-Mao
Edimmu Warfighters Gallente Federation
316
|
Posted - 2014.02.09 18:46:00 -
[11] - Quote
IRON PATRIOT 1 wrote:Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs. Thats why I want them removed. I know guys with twice the skill of some of these people who triple stack dmg mods but can't compete because they don't have the skill points put into them. They are a disease that need to be removed.
If you can't compete against a 3% damage buff from a militia light weapon damage mod BPO then maybe you should contemplate quitting DUST514. Your clearly ****.
I can has ISK
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Kane Fyea
2604
|
Posted - 2014.02.09 18:46:00 -
[12] - Quote
IRON PATRIOT 1 wrote:Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs. Thats why I want them removed. I know guys with twice the skill of some of these people who triple stack dmg mods but can't compete because they don't have the skill points put into them. They are a disease that need to be removed. Aww how cute someone doesn't like them because they haven't skilled into them. We've had them for over a year with few problems so I don't think they should be removed. |
Cat Merc
Ahrendee Mercenaries EoN.
6325
|
Posted - 2014.02.09 18:47:00 -
[13] - Quote
Sinboto Simmons wrote:Or we can move um to the lowslot. And when you do that, move ALL the utility modules shields have to high slots. CPU/PG mods, kin cats, cardiac regs, profile dampeners, range amps, etc'
Can't have the cake and eat it too.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Knight Solitaire
Brutor Vanguard Minmatar Republic
119
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Posted - 2014.02.09 18:48:00 -
[14] - Quote
Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE.
Corp: Fatal Absolution
Alliance: General Tso's Alliance
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The Robot Devil
Molon Labe. General Tso's Alliance
1604
|
Posted - 2014.02.09 18:48:00 -
[15] - Quote
IRON PATRIOT 1 wrote:Let's just get rid of these things, they're a thorn in everyone's side. They prevent us from using other useful modules that our suits are made for.
Example: Gal medium frames with precision enhancements and range amplifiers along with armor plates would make them the ultimate cqc king. But those modules are neglected due to the fact dmg mods are more preferred over anything else when it comes to high slots for those suits.
Example 2: How many cal suit users use regulators or rechargers? None due to fact of us having to deal with those gal and amarr suits with thier triple stacked dmg mods. We are pushed to double stack dmg mods and dual tank just to compete.
So I believe damage mods should be removed and for those of us who want extra dmg we should spec into proficiency for our weapon of choice. With time ttk as high as it is it wouldn't be even noticed.
Yes, lets do that. Let us also remove shield extenders and armor mods. Oh yeah, don't forget about hacking modules and rep tools, we don't want players to have any choices and the game needs to be more identical to other shooters.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4058
|
Posted - 2014.02.09 18:48:00 -
[16] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. I believe you meant to say yes,
Anyhow, I agree with Cat Merc. The only assault suits that this would benefit would be the Minmatar and Caldari, who need to choose between Shields or Damage.
There are currently no modules that armor tankers could use that would compensate the loss of Damage Mods. Shield recharge is useless, shield enhancers are redundant for Armor Tankers, precision enhancers are terrible for medium suits and Myofibril Stimulants are a laughable waste of SP.
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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:49:00 -
[17] - Quote
Yelhsa Jin-Mao wrote:IRON PATRIOT 1 wrote:Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs. Thats why I want them removed. I know guys with twice the skill of some of these people who triple stack dmg mods but can't compete because they don't have the skill points put into them. They are a disease that need to be removed. If you can't compete against a 3% damage buff from a militia light weapon damage mod BPO then maybe you should contemplate quitting DUST514. Your clearly ****.
Please leave this disscussion is for adults not little boys. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:50:00 -
[18] - Quote
Kane Fyea wrote:IRON PATRIOT 1 wrote:Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs. Thats why I want them removed. I know guys with twice the skill of some of these people who triple stack dmg mods but can't compete because they don't have the skill points put into them. They are a disease that need to be removed. Aww how cute someone doesn't like them because they haven't skilled into them. We've had them for over a year with few problems so I don't think they should be removed.
Lol who said I didn't have them. |
Knight Solitaire
Brutor Vanguard Minmatar Republic
120
|
Posted - 2014.02.09 18:50:00 -
[19] - Quote
While we're on the topic of moving / removing modules, should Codebreakers not be a high-slot module?
Corp: Fatal Absolution
Alliance: General Tso's Alliance
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Cat Merc
Ahrendee Mercenaries EoN.
6327
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Posted - 2014.02.09 18:52:00 -
[20] - Quote
Knight Solitaire wrote:Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE. Actually they have no penalty EVE. They increase both damage and fire rate. https://wiki.eveonline.com/en/wiki/Magnetic_Field_Stabilizer_II
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Squagga
The State Protectorate
195
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Posted - 2014.02.09 18:52:00 -
[21] - Quote
I'm in. At the very least they should have strong stacking penalties
Reloading, the silent killer.
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The dark cloud
The Rainbow Effect Negative-Feedback
2182
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Posted - 2014.02.09 18:52:00 -
[22] - Quote
lol precision enhancers, they do nothing to enhance weapon accuracy or performance people would just put shield extenders in the highslots instead. Then you can hear complains why people bricktank again. Damage mods are a counter for shield extenders/armor plates. The faster people die, the more they need to resupply and this means possible more profit for CCP by AUR sales.
And you seem to forget that damage mods are aswell affecting AV weapons. By removing damage mods you would allow tanks to stomp even harder as they do now.
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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
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Posted - 2014.02.09 18:53:00 -
[23] - Quote
DeadlyAztec11 wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. I believe you meant to say yes, Anyhow, I agree with Cat Merc. The only assault suits that this would benefit would be the Minmatar and Caldari, who need to choose between Shields or Damage. There are currently no modules that armor tankers could use that would compensate the loss of Damage Mods. Shield recharge is useless, shield enhancers are redundant for Armor Tankers, precision enhancers are terrible for medium suits and Myofibril Stimulants are a laughable waste of SP.
What? That's like saying armor mods are redundant for shield tankers.
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Cat Merc
Ahrendee Mercenaries EoN.
6327
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Posted - 2014.02.09 18:53:00 -
[24] - Quote
Knight Solitaire wrote:While we're on the topic of moving / removing modules, should Codebreakers not be a high-slot module? Caldari master race says no. Here's a module I would use, codebreaker! I die most often from hacking.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Knight Solitaire
Brutor Vanguard Minmatar Republic
120
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Posted - 2014.02.09 18:53:00 -
[25] - Quote
Really? I was sure thats how they worked, maybe I was thinking of Mining Laser Upgrades.
Corp: Fatal Absolution
Alliance: General Tso's Alliance
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3406
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Posted - 2014.02.09 18:54:00 -
[26] - Quote
Knight Solitaire wrote:Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE.
This is the closest thing to a sensible suggestion, considering they're already getting nerfed (though the disadvantages tend to be rigs).
Dren and Templar equipment stats, wrong since release.
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Cat Merc
Ahrendee Mercenaries EoN.
6327
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Posted - 2014.02.09 18:54:00 -
[27] - Quote
IRON PATRIOT 1 wrote:DeadlyAztec11 wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. I believe you meant to say yes, Anyhow, I agree with Cat Merc. The only assault suits that this would benefit would be the Minmatar and Caldari, who need to choose between Shields or Damage. There are currently no modules that armor tankers could use that would compensate the loss of Damage Mods. Shield recharge is useless, shield enhancers are redundant for Armor Tankers, precision enhancers are terrible for medium suits and Myofibril Stimulants are a laughable waste of SP. What? That's like saying armor mods are redundant for shield tankers. Yes it is, but we don't want to encourage dual tanking don't we? Especially make it the only option?
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.
6327
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Posted - 2014.02.09 18:55:00 -
[28] - Quote
Zeylon Rho wrote:Knight Solitaire wrote:Damage mods need a penalty, I think they should increase the CPU of the weapons they effect, much like how it works in EVE. This is the closest thing to a sensible suggestion, considering they're already getting nerfed. Please wait to see the nerf before you add penalties to damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:55:00 -
[29] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:No, precision enhancers are neglected because of the **** base range on suits.
You need TWO range amps to get 30m of range, and then you need precision enhancers to actually see anything. That's 3-4 modules on a suit that has 7 at prototype level.
I am NOT going to spend so many slots on something my logi friend can do for me with a little scanner. Especially not when it means I lose armor plates/armor repairers/profile dampeners.
As for the rest of the post, damage mods are being nerfed. And you Caldari whiners can suck it, you have all the utility modules in the world while Gallente have one, and you want to remove that one. Pathetic. Be honest with your self if range amps were better would you choose them ove dmg mods? No. 30m of range amplification is great for cqc. Only if range amps would give you +150%, and moved to high slots. I cannot justify spending more than two slots to see people. But if the base range was like 20m, then yes I would use precision enhancers.
What is the range you can see someone one your radar while they are scanned with a active scanner having to much rang amplification would be pointless when you can just look in a certain direction a see them. That's why snipers don't use them at all.
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4059
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Posted - 2014.02.09 18:56:00 -
[30] - Quote
Knight Solitaire wrote:While we're on the topic of moving / removing modules, should Codebreakers not be a high-slot module? No, the hacking skill to the Minmatar Logi now and.the Minmatar Scout in 1.8, as well as the code breaker skill, would totally break hacking.
We would literally see parties of two Minmatar Scouts traversing the Map hacking objectives in less than 5 seconds.
No, just no. If you aren't willing to give up armor for hacking abilities, then you don't need them.
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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