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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
|
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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
|
Posted - 2014.02.09 18:40:00 -
[2] - 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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
84
|
Posted - 2014.02.09 18:43:00 -
[3] - 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
|
Posted - 2014.02.09 18:44:00 -
[4] - 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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:49:00 -
[5] - 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 -
[6] - 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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:53:00 -
[7] - 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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:55:00 -
[8] - 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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 18:58:00 -
[9] - Quote
The Robot Devil 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 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.
Modules that increase kill time are different from modules that increase survivability and tactical advantage. You my sir want this game to be like every other shooter. Just bang bang kill. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
Posted - 2014.02.09 19:02:00 -
[10] - Quote
The dark cloud wrote: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.
What's wrong with brick tanking? I remeber when gun fights use to be extraordinary in this game now they are just blah do to aim assist. If a weapon relies to much on dmg mods then they need a buff av or not. |
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
87
|
Posted - 2014.02.09 19:12:00 -
[11] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote: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. Being able to see through walls is a lovely thing. I would use it if it wasn't for the **** base range.
I'm not trying to make the caldari the master do all race but I'm specced into code breakers and don't use them. I brick tank and use dampeners I'm not a support player I'm a slayer. I agree if range and precision amps were buffed would you agree to remove them? |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
Posted - 2014.02.09 19:20:00 -
[12] - Quote
Spectral Clone wrote:1: Fix TTK. 2: Remove/nerf dmg mods into the ground. 3: Buff utility mods.
= WIN.
This sums up what I'm trying to say |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
Posted - 2014.02.09 19:22:00 -
[13] - Quote
DeadlyAztec11 wrote:IRON PATRIOT 1 wrote: What? That's like saying armor mods are redundant for shield tankers.
I means that Dual tanking would be the only acceptable play style for the Gallante Assault. That is very boring and wrong on multiple levels.
If this is how everyone plays this game then ccp needs to remove every module except for shield extenders, armor plates, and damage mods end of story. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
Posted - 2014.02.09 19:28:00 -
[14] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote: I'm not trying to make the caldari the master do all race but I'm specced into code breakers and don't use them. I brick tank and use dampeners I'm not a support player I'm a slayer. I agree if range and precision amps were buffed would you agree to remove them?
No. I want options. If I want a damage suit I can have it. BTW, if you actually do the math, damage mods < shield extenders.
Your math means nothing in this game. Did you calculate missed shots, headshot bonuses or latency issues? |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:35:00 -
[15] - Quote
Spectral Clone wrote:Cat Merc wrote:Spectral Clone wrote:1: Fix TTK. 2: Remove/nerf dmg mods into the ground. 3: Buff utility mods.
= WIN. Is the problem. Damage mods are just as valid as any HP mod, regen mod etc'. Or, if every weapon would overheat, the dmg mods should have a severe penalty to overheat, like 50% faster heat buildup. But this is far into the future...
Damage mod penalties are not severe enough in this game. 3 comp dmg mods plus maxed proficiency gives you close to 40% dmg increase. If that's not ridiculous I don't know what is. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:40:00 -
[16] - Quote
Ludvig Enraga wrote:Yay! Let's make a "CQC king" out of an assault suit. Who needs scouts anyway! Gal medium should be king of everything - wtf not? We should also remove Forge restrictions for heavy and make it equipable on Gal medium - it would make Gal medium the ultimate AV king! Why should not Gal medium be king of everything - huh, CCP?
Scouts should always be flanking if you can't kill someone while getting the drop on them then you need to get good. With low hp plus aa scouts should not be going at someone head on. Plus scouts are scouts, they're supposed to use their stealth to relay info to their team behind enemy lines as well place uplinks and ninja hack objectives not be killers. So your point is invalid try again. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:44:00 -
[17] - Quote
Kane Fyea wrote:IRON PATRIOT 1 wrote:Spectral Clone wrote:Cat Merc wrote:Spectral Clone wrote:1: Fix TTK. 2: Remove/nerf dmg mods into the ground. 3: Buff utility mods.
= WIN. Is the problem. Damage mods are just as valid as any HP mod, regen mod etc'. Or, if every weapon would overheat, the dmg mods should have a severe penalty to overheat, like 50% faster heat buildup. But this is far into the future... Damage mod penalties are not severe enough in this game. 3 comp dmg mods plus maxed proficiency gives you close to 40% dmg increase. If that's not ridiculous I don't know what is. No it gives you exactly 26.4% damage increase from 3 complex damage mods.
Plus the 15% you get from proficiency lvl 5 duh. So that's 41.4% dmg increase. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:50:00 -
[18] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote: No it gives you exactly 26.4% damage increase from 3 complex damage mods.
Plus the 15% you get from proficiency lvl 5 duh. So that's 41.4% dmg increase. Then it's not really the damage mods.[/quote]
How not if your getting more dmg increase from dmg mods than proficiency which cost more sp to skill into. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:52:00 -
[19] - Quote
Cat Merc wrote:Logi Bro wrote:Here's a scenario. Let's say there are two players: Player A and Player B. Both players have the same weapon, and we will assume that weapon does 100 DPS for the sake of round numbers. The only difference between the two is that Player A equipped a complex damage mod. and player B equipped a complex shield extender. We will assume they started with a base health of 100 each also for the sake of round numbers. Player A and Player B both open fire on each other at the same time: who dies first?
Player A is doing 110 DPS vs a 173 eHP (66 shield extender + 10% skill bonus) enemy. Player B is doing 100 DPS vs a 100 eHP enemy.
Player A would kill Player B in 1.572... seconds. Player B would kill Player A in 1 second.
So basically, damage mods aren't as good as you seem to think they are. There would be an even larger disparity between the two if you consider that each damage mod suffers from stacking penalties, while HP modules do not, and then an even LARGER disparity if I used a complex armor plate as an example instead. Let's say that Player B equipped a complex armor plate instead.
Player A is doing 110 DPS to a 248 eHP (135 plate + 10% skill bonus) enemy Player B is doing 100 DPS to a 100 eHP enemy
Player A would kill Player B in 2.54... seconds. Player B would kill Player A in one second.
Look at that! The player with the plate kills the player with the damage mod more than twice as quickly! And that's assuming perfect accuracy. Damage mods can miss, shield extenders cannot.
Thankyou like I said math means nothing in this game. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:56:00 -
[20] - Quote
BAD FURRY wrote:IRON PATRIOT 1 wrote:DeadlyAztec11 wrote:IRON PATRIOT 1 wrote: What? That's like saying armor mods are redundant for shield tankers.
I means that Dual tanking would be the only acceptable play style for the Gallante Assault. That is very boring and wrong on multiple levels. If this is how everyone plays this game then ccp needs to remove every module except for shield extenders, armor plates, and damage mods end of story. no sorry no CCP will never remove dmg mods at all ! CCP has make some players unhappy with the new pach keep in mined this is the 1st of its kind it,s NOT to be to ez a 4 yr with a steel rod impaled into its forehead can play it ! most players use dmg mods because this is how ccp wants the game they don't want a run out the door run back in side because the other team cant kill you fast anuff do to your tank on your drop suit ! game play is all about Mostly about doing lots of DPS / DMG to the other guy to kill him fast vs,s the game play of halo of running around ech other till some ones shields drop ! CCP wants to see you loses your good stuff and see you work for it back with new stuff they dont want players building up tons of rely good stuff because it takes so long to kill someone do to low dmg and hi tank game play ! you can even say why not add better dmg putting out guns and i will say how will the new player kill you then if your killing him now in less then 10 rounds and he has no way to kill you under a clip . this is why we have dmg mods this is why shield tanking is less then armor tanking . this is why you can died as soon as you are hit in the game . because ccp wants it this way ! a fast pased game where risk vs your skill vs other player skill = you live or die your reward ! and you will DIE !!! YOU WILL LOSES THAT NICE GUN / FITTING !....unless its a bpo..
I see no difference in ttk when it comes to militia and proto gear honestly. If I'm in proto suit and a guy in militia gets the drop on he can kill me if he is good. |
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:03:00 -
[21] - Quote
Logi Bro wrote:IRON PATRIOT 1 wrote:
Thankyou like I said math means nothing in this game.
Lol, I like that you haven't directly responded to any of my posts yet. Are you allergic to logic? Math means EVERYTHING in this game, this is the FPS version of Spreadsheets in Space, ffs.
Because the math your putting out is not hard concrete facts its based off of a scenario of what could happen basically an estimation. 41.4% damage increase to a weapon with 3 complex damage mods and proficiency lvl 5 is a fact not the math you're doing. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:07:00 -
[22] - Quote
CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:18:00 -
[23] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those. Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8)
Its called Allotek nanohives which all you gals use. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:20:00 -
[24] - Quote
Logi Bro wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:IRON PATRIOT 1 wrote:
Thankyou like I said math means nothing in this game.
Lol, I like that you haven't directly responded to any of my posts yet. Are you allergic to logic? Math means EVERYTHING in this game, this is the FPS version of Spreadsheets in Space, ffs. Because the math your putting out is not hard concrete facts its based off of a scenario of what could happen basically an estimation. 41.4% damage increase to a weapon with 3 complex damage mods and proficiency lvl 5 is a fact not the math you're doing. Ok, assuming you did your math right, so said the player had a 41.4% damage bonus? Same scenario, with a few changes. Player A has the three complex damage mods, maxed proficiency, and Player B has 3 complex shield extenders. Weapons have base of 100 DPS, and their suits have a base of 100 eHP. Player A is doing 141.4 DPS to a 319 eHP enemy. Player B is doing 100 DPS to a 100 eHP enemy. Player A kills Player B in 2.256... seconds. Player B kills Player A in 1 second. The guy with the extenders is killing more than twice as quickly as the guy with the damage mods. /thread
Again that's if all your shots land another scenario that I don't care for. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
95
|
Posted - 2014.02.09 21:17:00 -
[25] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those. Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8) Its called Allotek nanohives which all you gals use. We don't actually, because the CPU/PG requirements are hurrendos and we get an extremely gimped suit. Plus it's limited, nerfed in 1.8 with all the other hives, has limited range and forces you to stay still. You're going to have 40hp/s shield regen for free.
Well if you put some shield extenders on maybe you could sacrifice a low slot or two for a cpu/pg upgrade. Now you can fit that allotek along with maybe a proto sidearm or nade. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:08:00 -
[26] - Quote
CPU/PG upgrades, meaning we have a weak armor tank, meanig we have to dual tank.
Yeah, no thanks.[/quote]
Now you see how I feel I don't want to have to stack plates to have enough ehp as you. You chose your suit because you want to armor tank I chose mine because I want to shield tank. Your double or triple damage mod fit is preventing me from getting the max hp out of my shields due to the fact I have to stack damage mods also so I can go toe to toe with you. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:11:00 -
[27] - Quote
DeadlyAztec11 wrote:Iron stop being anti intellectual, math is important especially in this instance.
I'm not being anti intellectual it's just scenario math can not be relied upon in this game. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:14:00 -
[28] - Quote
Ghost Kaisar wrote:I just think it's impossible to create a balanced weapon environment with damage mods in the game.
Get rid of them for that sake if anything. How many weapons have we had that were decent on paper, and then made completely OP by running 3x Complex Damage mods on them?
Example: ACR is fine by itself. Slap on 3x Complex Damage mods, and all of the sudden it melts anybody it sees in CQC. Same for the ScR. That thing can do almost 125 damage a shot to shields with 3x Damage mods.
Get rid of em, and re-balance the weapons from there.
Thank you 125 damage per shot is ridiculous for any weapon if you say not then something is wrong. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:18:00 -
[29] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates Or none of those. Call back to me when plates self regenerate at 40hp/s. (Coming in 1.8)
Its called Allotek nanohives which all you gals use.[/quote] We don't actually, because the CPU/PG requirements are hurrendos and we get an extremely gimped suit. Plus it's limited, nerfed in 1.8 with all the other hives, has limited range and forces you to stay still.
You're going to have 40hp/s shield regen for free.[/quote]
Well if you put some shield extenders on maybe you could sacrifice a low slot or two for a cpu/pg upgrade. Now you can fit that allotek along with maybe a proto sidearm or nade.[/quote] CPU/PG upgrades, meaning we have a weak armor tank, meanig we have to dual tank.
Yeah, no thanks.[/quote]
How about remove damage mods and place armor repair modules in high slots. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:21:00 -
[30] - Quote
Ludvig Enraga wrote:IRON PATRIOT 1 wrote:Ludvig Enraga wrote:Yay! Let's make a "CQC king" out of an assault suit. Who needs scouts anyway! Gal medium should be king of everything - wtf not? We should also remove Forge restrictions for heavy and make it equipable on Gal medium - it would make Gal medium the ultimate AV king! Why should not Gal medium be king of everything - huh, CCP? Scouts should always be flanking if you can't kill someone while getting the drop on them then you need to get good. With low hp plus aa scouts should not be going at someone head on. Plus scouts are scouts, they're supposed to use their stealth to relay info to their team behind enemy lines as well place uplinks and ninja hack objectives not be killers. So your point is invalid try again. Dude, it's not me who can't get kills by droping on them (hence you don't see my whine about changing modules or slot layouts so that I can get done whatever I need to get done). It's you starting a thread about getting another crutch for gal suits so that YOU can get drops on red dots in a medium suit in CQC WITHOUT ever needing to get good. Makes sense? I don't believe this even counts as a try on my part - just too easy to point out the obvious, comes effortlessly.
I see my post made you a little butt hurt but this topic wasn't made because I have a problem with killing people it was made as a suggestion to balance shield and armor tanking.
Edit: If you go back and read my op you will see I'm trying to promote the use of other modules as well as differentiate between armor tanking and shield tanking. |
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:39:00 -
[31] - Quote
Killar-12 wrote:You're what we call an narcissist "I have Difficulty fitting Damage mods and not having enough tank I should QQ rather than change my playstyle/fittings to accommodate for this"
Look Dam mods need a readjustment/nerf but removal is unessecary, and to be quite honest it's really only the complex damage modifiers that are the issues, better to get a comprimise than nothing at all still, I want more utility slots in my highs.
I agree my post is a little one sided due to fact I have 30mil+ sp with almost everything in dropsuit upgrades maxed with multiple weapons with proficiency so I don't have as much fitting restrictions as most. I guess this was a conversation mainly geared towards veteran players who are involved in competitive play. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:41:00 -
[32] - Quote
Garth Mandra wrote:They just need nerfed to the point were people have trouble deciding whether it is better to fit a damage mod or something else.
And by nerfed I mean reduce the bonus from 10% to some smaller. I guess you could increase the fitting cost or add a penalty too but that doesn't seem necessary.
Two options -Nerf them or buff shield extenders -Remove them and place armor reps in high slots. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
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Posted - 2014.02.10 01:01:00 -
[33] - Quote
Kane Fyea wrote:IRON PATRIOT 1 wrote:Cat Merc wrote:CPU/PG upgrades, meaning we have a weak armor tank, meanig we have to dual tank.
Yeah, no thanks. Now you see how I feel I don't want to have to stack plates to have enough ehp as you. You chose your suit because you want to armor tank I chose mine because I want to shield tank. Your double or triple damage mod fit is preventing me from getting the max hp out of my shields due to the fact I have to stack damage mods also so I can go toe to toe with you. When you equip damage mods you instantly lose HP which is just as important as damage. I will admit I think damage mods should be moved to the low slots because it would help reinforce shields hit and run playstyle (Damage mods fit shields playstyle a lot more then it does for armor) but they shouldn't be removed. My reasons are: 1. You sacrifice HP for damage making you a weaker target which means you die quite a bit faster 2. They have quite the CPU and PG usage making it harder to fit more mods/higher quality mods (I believe they have the most CPU and PG usage of any module) 3. They have quite a steep stacking penalty making stacking more then 3 useless (It actually helps you more to put a complex shield extender on instead of stacking more then 2 damage mods) 4. They're the most expensive module (ISK wise) 5. It would hurt diversity if they were removed 6. It would hurt high alpha weapons quite a bit if they were remvovd
How is increasing damage more diversity. More diversity is shield tankers using regulators and rechargers. Armor tankers using precision and range enhancements. Remove them and place armor repairs in high slots that's what I call diversity.
Everyone uses damage mods. |
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