|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kane Fyea
2604
|
Posted - 2014.02.09 18:46:00 -
[1] - 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. |
Kane Fyea
2604
|
Posted - 2014.02.09 19:00:00 -
[2] - 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. I think they need a nerf. Something like 7-8% for a complex damage mod. |
Kane Fyea
2604
|
Posted - 2014.02.09 19:01:00 -
[3] - Quote
Squagga wrote:I'm in. At the very least they should have strong stacking penalties Equip any more then 3 and you're wasting a module slot. |
Kane Fyea
2604
|
Posted - 2014.02.09 19:38:00 -
[4] - Quote
Spectral Clone wrote:MLT dmg mod: 2% STD dmg mod: 2% Adv dmg mod: 4% Pro dmg mod 6% Do that if you want them to be useless. |
Kane Fyea
2605
|
Posted - 2014.02.09 19:40:00 -
[5] - Quote
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. |
Kane Fyea
2605
|
Posted - 2014.02.09 19:41:00 -
[6] - Quote
Fire of Prometheus wrote:What is a negative side effect of a Dmg mod? (excluding the fact it takes up a slot) Putting anymore then 3 is a waste and really after the second one it is better to equip a shield module. Also has the highest fitting requirements of any module. I believe it also is the most expensive module too. |
Kane Fyea
2605
|
Posted - 2014.02.09 19:47:00 -
[7] - Quote
IRON PATRIOT 1 wrote:Kane Fyea wrote:IRON PATRIOT 1 wrote:Spectral Clone wrote:Cat Merc wrote: 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. I personally think prof needs to be removed/changed. That skill creates more imbalances then damage mods ever have. |
Kane Fyea
2605
|
Posted - 2014.02.09 19:56:00 -
[8] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:IRON PATRIOT 1 wrote: 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. How not if your getting more dmg increase from dmg mods than proficiency which cost more sp to skill into.
Because with prof you get a damage bonus with no downside besides it needing SP. (But come on who wouldn't spend some SP to get pretty much a free damage mod with no penalty. Also did I mention it doesn't take a module slot)
While with damage mods they have to take a module slot, have the highest fitting requirements of modules, cost more then any other modules (ISK wise), and has a stacking penalty which makes stacking anymore then 3 a waste of a module slot. Oh and you have to sacrifice tank to get damage. |
Kane Fyea
2609
|
Posted - 2014.02.10 00:42:00 -
[9] - Quote
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) |
Kane Fyea
2609
|
Posted - 2014.02.10 00:48:00 -
[10] - 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. Sorry but all of the racial rifles are OP when compared to most other weapons in the game (Which means they're OP)
Also I don't see a problem seeing that the person has massively decreased their HP making them a weak target. |
|
Kane Fyea
2609
|
Posted - 2014.02.10 00:53:00 -
[11] - Quote
crazy space 1 wrote:um... shouldn't they fix the fact that there is no stacking penalty 1st? Umm there is a stacking penalty.
Goes like this: 1st module: 10% 2nd module: 19.6 (9.6% increase) 3rd module: 26.4% (6.8% increase) 4th module: 29.9% (3.5% increase) 5th module: 31.3% (1.4% increase) 6th module: 31.7% (.4% increase) |
Kane Fyea
2609
|
Posted - 2014.02.10 01:06:00 -
[12] - Quote
IRON PATRIOT 1 wrote: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. Are you seriously suggesting people use precision and range enhancements on an assault suit. That's a perfect way to make a shit fit assault (Precision and range enhancements are for scouts. They're not viable on most other suits). Also regulators and rechargers aren't used because they suck not because of damage mods. |
|
|
|