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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
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Posted - 2014.02.09 18:58:00 -
[31] - 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. |
Yelhsa Jin-Mao
Edimmu Warfighters Gallente Federation
317
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Posted - 2014.02.09 18:59:00 -
[32] - Quote
IRON PATRIOT 1 wrote: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.
I bet you like leading 'little boys' from the forums and into the back of your van don't you, you pedo!
I can has ISK
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Kane Fyea
2604
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Posted - 2014.02.09 19:00:00 -
[33] - 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
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Posted - 2014.02.09 19:01:00 -
[34] - 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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
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Posted - 2014.02.09 19:02:00 -
[35] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6329
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Posted - 2014.02.09 19:02:00 -
[36] - Quote
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.
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.
6329
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Posted - 2014.02.09 19:03:00 -
[37] - Quote
DeadlyAztec11 wrote: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. Actually, it's hard to give up armor modules for anything really... Because of the way armor modules are set up, if you lose ONE slot, you're losing big time. We're talking half your regeneration, or 1/3rd of your total armor HP.
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
87
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Posted - 2014.02.09 19:12:00 -
[38] - 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? |
Logi Bro
Brutor Vanguard Minmatar Republic
2911
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Posted - 2014.02.09 19:17:00 -
[39] - Quote
Why do people push for less diversity? What will I put in my high slots without damage mods? I can either shield tank, get more melee damage, or decrease my scan precision. There is literally nothing else I could do without those damage mods. High slot diversity is poor enough as is, and you want to decrease it by 25%.
Shield Recommendations
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4059
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Posted - 2014.02.09 19:18:00 -
[40] - Quote
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.
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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Spectral Clone
Dust2Dust. Top Men.
1200
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Posted - 2014.02.09 19:18:00 -
[41] - Quote
1: Fix TTK. 2: Remove/nerf dmg mods into the ground. 3: Buff utility mods.
= WIN.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
Posted - 2014.02.09 19:20:00 -
[42] - 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 |
COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
165
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Posted - 2014.02.09 19:21:00 -
[43] - Quote
I'd be down for their removal or nerfing.
Subterfuge and terrorist GOD in the making
Proud Minmatar - Alt of THE GREY CARDINAL
Love the Art of War
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
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Posted - 2014.02.09 19:22:00 -
[44] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6330
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Posted - 2014.02.09 19:23:00 -
[45] - Quote
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.
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.
6330
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Posted - 2014.02.09 19:24:00 -
[46] - Quote
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'.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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BAD FURRY
SVER True Blood Public Disorder.
447
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Posted - 2014.02.09 19:26:00 -
[47] - Quote
IRON PATRIOT 1 wrote: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.
what the this IS ?
dud .... what come on your joking !?
Yes i am a Undead Hell Wolf ... nice to meat you!
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Spectral Clone
Dust2Dust. Top Men.
1200
|
Posted - 2014.02.09 19:27:00 -
[48] - Quote
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...
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
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Posted - 2014.02.09 19:28:00 -
[49] - 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? |
Spectral Clone
Dust2Dust. Top Men.
1201
|
Posted - 2014.02.09 19:29:00 -
[50] - Quote
MLT dmg mod: 2% STD dmg mod: 2% Adv dmg mod: 4% Pro dmg mod 6%
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
881
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Posted - 2014.02.09 19:31:00 -
[51] - Quote
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?
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Slim Winning
BIG BAD W0LVES
40
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Posted - 2014.02.09 19:32:00 -
[52] - Quote
I only use damage mods in PC.
My proficiency is enough for pub matches. |
Slim Winning
BIG BAD W0LVES
40
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Posted - 2014.02.09 19:34:00 -
[53] - Quote
I only use damage mods in PC.
My proficiency is enough for pub matches. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
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Posted - 2014.02.09 19:35:00 -
[54] - 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. |
Fire of Prometheus
Alpha Response Command
3525
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Posted - 2014.02.09 19:37:00 -
[55] - Quote
Sinboto Simmons wrote:Or we can move um to the lowslot. Do this ^
Or remove them
Commando 6 // A.R.C Commander // C.E.O of Alpha Response Command
A Balac's and a Thale's.....What's on your commando?
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Kane Fyea
2604
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Posted - 2014.02.09 19:38:00 -
[56] - 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. |
Fire of Prometheus
Alpha Response Command
3525
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Posted - 2014.02.09 19:39:00 -
[57] - Quote
What is a negative side effect of a Dmg mod? (excluding the fact it takes up a slot)
Commando 6 // A.R.C Commander // C.E.O of Alpha Response Command
A Balac's and a Thale's.....What's on your commando?
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Kane Fyea
2605
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Posted - 2014.02.09 19:40:00 -
[58] - 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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
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Posted - 2014.02.09 19:40:00 -
[59] - 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. |
Kane Fyea
2605
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Posted - 2014.02.09 19:41:00 -
[60] - 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. |
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