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Cat Merc
Ahrendee Mercenaries EoN.
6381
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Posted - 2014.02.09 22:50:00 -
[121] - Quote
IRON PATRIOT 1 wrote: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. CPU/PG upgrades, meaning we have a weak armor tank, meanig we have to dual tank.
Yeah, no thanks.
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.
6381
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Posted - 2014.02.09 22:51:00 -
[122] - Quote
voidfaction 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. Yeah I love my scout with 2 complex range and 2 complex precision with its 16m base range soon to be boosted to 20. I guess If you really wanted to use precision enhancers you could go scout. if logi/assault/heavy got bumped to 20m I would want base 40 on my scout. And there you see the problem. Those modules are not intended for assaults, you cannot use that as an argument here.
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.
6381
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Posted - 2014.02.09 22:53:00 -
[123] - Quote
Happy Jack SD wrote:Our two combatants will be A with Damage Mods and B with Shield Extenders.
A basic Caldari or Gallente suit has 330 total HP without skills.
The basic AR does 425 dps.
A has 330 HP and does 467 dps B has 396 HP and does 425 dps
A kills B in 0.84s B kills A in 0.77s
So, as we seen, the health granted by Shields is a minor boost to survivability. However, damage mods are most effective on Proto weapons, as the percentage yields higher numbers. The base DPS of a Douvale AR is 468.75, with a damage mod its 515.63.
So:
A has 330 HP and does 515.63 dps B has 396 HP and does 468.75 dps
A kills B in 0.768s B kills A in 0.705s
In conclusion, the difference is negligible. Shields have a numerical advantage, but the reaction time needed to take advantage of it is pretty much inconsequential. However damage mods on a proto weapon versus a basic weapon makes the difference much closer, and skills in weapon Proficiency and Shield/Armour Upgrades has the possibility of changing these numbers further in favour of Damage Mods.
This only holds true on a 1 to 1 scale as Damage Mods have a stacking penalty. However one can stack 2 Damage Mods with minimal consequences, and if they still have high slots after, decide wether they want the extra 5% damage or an extra 66hp shields. Second damage mod does 8.7%, third does 5.4%.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Sinboto Simmons
SVER True Blood Public Disorder.
4462
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Posted - 2014.02.09 22:54:00 -
[124] - Quote
Cat Merc wrote: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. This proposal has so many things wrong with it I don't know where to start.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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hold that
Krusual Covert Operators Minmatar Republic
30
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Posted - 2014.02.09 22:56:00 -
[125] - Quote
why can't damage mods be that one item that can be fit in both a high and low slot. It doesn't matter because after 3 the stacking is useless. |
Happy Jack SD
Ahrendee Mercenaries EoN.
72
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Posted - 2014.02.09 22:56:00 -
[126] - Quote
Cat Merc wrote:Happy Jack SD wrote:Our two combatants will be A with Damage Mods and B with Shield Extenders.
A basic Caldari or Gallente suit has 330 total HP without skills.
The basic AR does 425 dps.
A has 330 HP and does 467 dps B has 396 HP and does 425 dps
A kills B in 0.84s B kills A in 0.77s
So, as we seen, the health granted by Shields is a minor boost to survivability. However, damage mods are most effective on Proto weapons, as the percentage yields higher numbers. The base DPS of a Douvale AR is 468.75, with a damage mod its 515.63.
So:
A has 330 HP and does 515.63 dps B has 396 HP and does 468.75 dps
A kills B in 0.768s B kills A in 0.705s
In conclusion, the difference is negligible. Shields have a numerical advantage, but the reaction time needed to take advantage of it is pretty much inconsequential. However damage mods on a proto weapon versus a basic weapon makes the difference much closer, and skills in weapon Proficiency and Shield/Armour Upgrades has the possibility of changing these numbers further in favour of Damage Mods.
This only holds true on a 1 to 1 scale as Damage Mods have a stacking penalty. However one can stack 2 Damage Mods with minimal consequences, and if they still have high slots after, decide wether they want the extra 5% damage or an extra 66hp shields. Second damage mod does 8.7%, third does 5.4%. 18.7% is still really good. The question is wether you want the extra 5.4% (total 26.1%) for the third.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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Lorhak Gannarsein
Science For Death
1568
|
Posted - 2014.02.09 23:04:00 -
[127] - Quote
Happy Jack SD wrote:Cat Merc wrote:Happy Jack SD wrote:Our two combatants will be A with Damage Mods and B with Shield Extenders.
A basic Caldari or Gallente suit has 330 total HP without skills.
The basic AR does 425 dps.
A has 330 HP and does 467 dps B has 396 HP and does 425 dps
A kills B in 0.84s B kills A in 0.77s
So, as we seen, the health granted by Shields is a minor boost to survivability. However, damage mods are most effective on Proto weapons, as the percentage yields higher numbers. The base DPS of a Douvale AR is 468.75, with a damage mod its 515.63.
So:
A has 330 HP and does 515.63 dps B has 396 HP and does 468.75 dps
A kills B in 0.768s B kills A in 0.705s
In conclusion, the difference is negligible. Shields have a numerical advantage, but the reaction time needed to take advantage of it is pretty much inconsequential. However damage mods on a proto weapon versus a basic weapon makes the difference much closer, and skills in weapon Proficiency and Shield/Armour Upgrades has the possibility of changing these numbers further in favour of Damage Mods.
This only holds true on a 1 to 1 scale as Damage Mods have a stacking penalty. However one can stack 2 Damage Mods with minimal consequences, and if they still have high slots after, decide wether they want the extra 5% damage or an extra 66hp shields. Second damage mod does 8.7%, third does 5.4%. 18.7% is still really good. The question is wether you want the extra 5.4% (total 26.1%) for the third.
Even so, this scenario assumes that everyone's aim is dead on (something that OP seems keen to establish) and that shield extenders are objectively superior to damage mods. Marginally so, but indisputably. The difference will become even more marked as more modules are added.
Essentially, damage mods are fine.
The reason armour tankers don't use shield mods is that while for some reason shield stats are built into the suit, armour is not, meaning that my 330 buffer on my GalLogi is irrelevant after the first combat, thanks to extreme recharge speeds.
Happily printing ISK with permahardeners and MLT blasters.
Just let me get a couple mil more before nerf, CCP!
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Toby Flenderson
research lab
252
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Posted - 2014.02.09 23:06:00 -
[128] - Quote
Yelhsa Jin-Mao wrote:I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs. I think you might not know what cancer is. That or you need perspective. |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4076
|
Posted - 2014.02.09 23:28:00 -
[129] - Quote
Iron stop being anti intellectual, math is important especially in this instance.
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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skippy678
The Phoenix Federation
2429
|
Posted - 2014.02.09 23:39:00 -
[130] - 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.
link on this statement please :)
Level 2 Forum Warrior
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Killar-12
The Corporate Raiders Top Men.
2285
|
Posted - 2014.02.09 23:55:00 -
[131] - Quote
I'd like to see speed and Hacking move to highs if dam goes to lows I need something other than plates
****'s fine quit QQing or get good...
Listen
I'll change the song every week
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Cyzad4
Blackfish Corp.
138
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Posted - 2014.02.10 00:05:00 -
[132] - Quote
Henchmen21 wrote:Termin8ter wrote:How about this option. Every gun has its own slots just like a suit. The damage mods go on the gun instead of the suit then u can introduce new weapon mods such as bigger mags more fire rate ect. This is the far flung future we're talking about here, just because you can add attachments to today's guns means nothing on future weapons. That's why should all start the conversation now, we come up w some operable ideas and two years from now they come out usable and skip the "release, nerf, buff" wheel of fun.
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "fuck this I'm out"...
...
..."I'm back"
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:08:00 -
[133] - 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. |
Ghost Kaisar
Titans of Phoenix Legacy Rising
2846
|
Posted - 2014.02.10 00:10:00 -
[134] - Quote
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.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:11:00 -
[135] - 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 -
[136] - 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. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
883
|
Posted - 2014.02.10 00:17:00 -
[137] - Quote
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.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
|
Posted - 2014.02.10 00:18:00 -
[138] - 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 -
[139] - 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. |
Killar-12
The Corporate Raiders Top Men.
2287
|
Posted - 2014.02.10 00:33:00 -
[140] - Quote
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.
Listen
I'll change the song every week
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Garth Mandra
The Southern Legion The Umbra Combine
318
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Posted - 2014.02.10 00:37:00 -
[141] - Quote
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. |
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
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Posted - 2014.02.10 00:39:00 -
[142] - 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 -
[143] - 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. |
Kane Fyea
2609
|
Posted - 2014.02.10 00:42:00 -
[144] - 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 -
[145] - 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. |
crazy space 1
GunFall Mobilization Covert Intervention
2154
|
Posted - 2014.02.10 00:49:00 -
[146] - Quote
um... shouldn't they fix the fact that there is no stacking penalty 1st? |
Kane Fyea
2609
|
Posted - 2014.02.10 00:53:00 -
[147] - 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) |
Faquira Bleuetta
Fatal Absolution General Tso's Alliance
221
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Posted - 2014.02.10 00:54:00 -
[148] - Quote
IRON PATRIOT 1 wrote: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.
matzzzzzzzzzzzzz do nutinggggggggg
Fatal Absolution bench proficiency lvl 5
why so serious zatara
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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
97
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Posted - 2014.02.10 01:01:00 -
[149] - 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. |
Kane Fyea
2609
|
Posted - 2014.02.10 01:06:00 -
[150] - 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. |
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