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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. |
Mordecai Sanguine
What The French
430
|
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
|
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
|
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
|
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
|
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
|
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)
|
Cat Merc
Ahrendee Mercenaries EoN.
6325
|
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
|
Knight Solitaire
Brutor Vanguard Minmatar Republic
119
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Cat Merc
Ahrendee Mercenaries EoN.
6327
|
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
|
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
|
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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
85
|
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
|
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
|
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
|
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
|
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
|
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
|
Cat Merc
Ahrendee Mercenaries EoN.
6329
|
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
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
87
|
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
|
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
|
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
|
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
|
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
|
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
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
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
|
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
|
Cat Merc
Ahrendee Mercenaries EoN.
6330
|
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
|
BAD FURRY
SVER True Blood Public Disorder.
447
|
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
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
93
|
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
|
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.
|
Slim Winning
BIG BAD W0LVES
40
|
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
|
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
|
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
|
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?
|
Kane Fyea
2604
|
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
|
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?
|
Kane Fyea
2605
|
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
|
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
|
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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IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:44:00 -
[61] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:45:00 -
[62] - Quote
IRON PATRIOT 1 wrote: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? In this case shield modules are EVEN better! They can't miss
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:46:00 -
[63] - Quote
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.[/quote] Then it's not really the damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Logi Bro
Brutor Vanguard Minmatar Republic
2911
|
Posted - 2014.02.09 19:46:00 -
[64] - Quote
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!
Shield Recommendations
|
Kane Fyea
2605
|
Posted - 2014.02.09 19:47:00 -
[65] - 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. |
Kaius Coriolanus
Gothic Wars Consortium
11
|
Posted - 2014.02.09 19:47:00 -
[66] - Quote
Quote:Yelhsa Jin-Mao wrote: I hope you get cancer for even suggesting CCP remove my 3 militia damage mod BPOs.
Why are you using militia? Why?! |
Knight Solitaire
Brutor Vanguard Minmatar Republic
122
|
Posted - 2014.02.09 19:47:00 -
[67] - Quote
Spectral Clone wrote:MLT dmg mod: 2% STD dmg mod: 2% Adv dmg mod: 4% Pro dmg mod 6%
No.
STD / MLT Damage Mod: 3% Damage Increase, 5% Increase in CPU Usage of effected weapon ADV Damage Mod: 5%, 6% Increase in CPU Usage of effected weapon PRO Damage Mod: 10%, 9% Increase in CPU Usage of effected Weapon
Corp: Fatal Absolution
Alliance: General Tso's Alliance
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
881
|
Posted - 2014.02.09 19:48:00 -
[68] - 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.
Excellent point. As a min Scout I am already planning on running with a code breaker and fully maxed hacking - 75% bonus if there is no stacking penalty. If you move hacking to high slot I'll prob stack all highs with the module and use lows for speed. At some point hacking will become so fast on these suits that it will totally break the game. Hacking will be over by the time anyone realizes that it has started - so no chance at intercepting. Even counter strategies would not work well - if you leave a sentinel or w/e to guard an objective a scout will still sneak up on them and back stab them- so objectives will become a one sided trap favoring min scouts too dam much.
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
|
Cat Merc
Ahrendee Mercenaries EoN.
6333
|
Posted - 2014.02.09 19:48:00 -
[69] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:49:00 -
[70] - Quote
Knight Solitaire wrote:Spectral Clone wrote:MLT dmg mod: 2% STD dmg mod: 2% Adv dmg mod: 4% Pro dmg mod 6% No. STD / MLT Damage Mod: 3% Damage Increase, 5% Increase in CPU Usage of effected weapon ADV Damage Mod: 5%, 6% Increase in CPU Usage of effected weapon PRO Damage Mod: 10%, 9% Increase in CPU Usage of effected Weapon Why not just increase the CPU usage of the module itself then? Why make it complicated?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:50:00 -
[71] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:51:00 -
[72] - Quote
IRON PATRIOT 1 wrote:Cat Merc wrote:Someone 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. How not if your getting more dmg increase from dmg mods than proficiency which cost more sp to skill into. The damage mods cost you CPU/PG as well as slots you could use for more HP. (Which is more effective) You lose 217 shield HP
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
BAD FURRY
SVER True Blood Public Disorder.
447
|
Posted - 2014.02.09 19:52:00 -
[73] - Quote
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..
Yes i am a Undead Hell Wolf ... nice to meat you!
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:52:00 -
[74] - 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. |
Lynn Beck
Granite Mercenary Division Top Men.
705
|
Posted - 2014.02.09 19:52:00 -
[75] - Quote
Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault.
Edit- what these would actually modify are simply examples, as you would think a Heat Sink would decrease OH.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
Selling SP: 10k SP per 100k ISK.
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Logi Bro
Brutor Vanguard Minmatar Republic
2912
|
Posted - 2014.02.09 19:53:00 -
[76] - Quote
Cat Merc wrote: And that's assuming perfect accuracy.
Damage mods can miss, shield extenders cannot.
That logic is a little confusing to me. Let's put it this way: we assume that both players are of equal skill, so they both miss the same amount of shots. The thing is, every shot that the player with the damage mod misses means more of a loss to that player than every shot fired by the player with the extender.
Shield Recommendations
|
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:53:00 -
[77] - Quote
Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault. "Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot"
Completely leaves out Gallente.
GG
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Iron Wolf Saber
Den of Swords
13016
|
Posted - 2014.02.09 19:54:00 -
[78] - Quote
Removing damage mods would only buff armor tankers even more.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:54:00 -
[79] - Quote
Logi Bro wrote:Cat Merc wrote: And that's assuming perfect accuracy.
Damage mods can miss, shield extenders cannot.
That logic is a little confusing to me. Let's put it this way: we assume that both players are of equal skill, so they both miss the same amount of shots. The thing is, every shot that the player with the damage mod misses means more of a loss to that player than every shot fired by the player with the extender. What I mean by that is that shield extenders will defend you 100% of the time.
Damage mods are only effective as much as your accuracy.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
PO0KY
Virtual Syndicate
58
|
Posted - 2014.02.09 19:55:00 -
[80] - Quote
I'm pretty much in favor of anything that will increase TTK. |
|
Logi Bro
Brutor Vanguard Minmatar Republic
2912
|
Posted - 2014.02.09 19:55:00 -
[81] - Quote
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.
Shield Recommendations
|
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:55:00 -
[82] - Quote
Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more. Wait wat
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 19:56:00 -
[83] - 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. |
Kane Fyea
2605
|
Posted - 2014.02.09 19:56:00 -
[84] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6337
|
Posted - 2014.02.09 19:56:00 -
[85] - 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. I was actually reinforcing his point.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Lynn Beck
Granite Mercenary Division Top Men.
705
|
Posted - 2014.02.09 19:57:00 -
[86] - Quote
Cat Merc wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault. "Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot" Completely leaves out Gallente. GG Sorry. We could also leave Eve out of this and make another damage mod for gallente, seeing as their bonuses only apply to their own weaponry.
Plasma Field Stabilizer- increases Effective range, increases RoF. High slot.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
Selling SP: 10k SP per 100k ISK.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6808
|
Posted - 2014.02.09 19:58:00 -
[87] - Quote
Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more.
Hardly.
Damage buffs are currently ruining this game. No FPS shooter should allow a player to have a more powerful gun in terms of direct damage model balanced against how many high slots they have.
How would loosing damage modules buff the Armour Tanker class? It would only allow us to take more utility module.....I fail to see this as a bad thing. It wouldn't be so bad is weapons modules affected weapon statistics like stability, maybe tentatively RoF, Reload speed, etc.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
|
Logi Bro
Brutor Vanguard Minmatar Republic
2914
|
Posted - 2014.02.09 19:59:00 -
[88] - Quote
Cat Merc wrote:Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more. Wait wat
I think he means that they would have no choice but to shield tank, and as we both know, shield extenders are better than dmg mods, so they would be more powerful.
Shield Recommendations
|
Cat Merc
Ahrendee Mercenaries EoN.
6345
|
Posted - 2014.02.09 19:59:00 -
[89] - Quote
Lynn Beck wrote:Cat Merc wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault. "Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot" Completely leaves out Gallente. GG Sorry. We could also leave Eve out of this and make another damage mod for gallente, seeing as their bonuses only apply to their own weaponry. Plasma Field Stabilizer- increases Effective range, increases RoF. High slot. I would actually prefer if damage mods were split into two types: Anti shield damage mods and anti armor damage mods.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Quil Evrything
Triple Terrors
924
|
Posted - 2014.02.09 20:00:00 -
[90] - Quote
Cat Merc wrote: Only if range amps would give you +150%, and moved to high slots.
a curse on you! I want shields AND range mods!
|
|
Cat Merc
Ahrendee Mercenaries EoN.
6345
|
Posted - 2014.02.09 20:00:00 -
[91] - Quote
True Adamance wrote:Iron Wolf Saber wrote:Removing damage mods would only buff armor tankers even more. Hardly. Damage buffs are currently ruining this game. No FPS shooter should allow a player to have a more powerful gun in terms of direct damage model balanced against how many high slots they have. How would loosing damage modules buff the Armour Tanker class? It would only allow us to take more utility module.....I fail to see this as a bad thing. It wouldn't be so bad is weapons modules affected weapon statistics like stability, maybe tentatively RoF, Reload speed, etc. No shooter allows you to stack modules that increase your HP dramatically.
If you want to compare to other shooters, be fair.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:03:00 -
[92] - 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. |
Izlare Lenix
FREE AGENTS LP
151
|
Posted - 2014.02.09 20:05:00 -
[93] - Quote
Knight Solitaire wrote:Really? I was sure thats how they worked, maybe I was thinking of Mining Laser Upgrades.
You are thinking of damage rigs. There is a rig that increasess damage and one that increases rof and they both have a penalty that increases fitting requirement for the weapon they effect.
Since there is only one module in Dust that effects weapon damage it should have a detractor like increasing fitting on the weapon your using.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:07:00 -
[94] - Quote
CCP can either do three things
-Remove damage mods or nerf them -Buff Shield Extenders -Or nerf armor plates |
Logi Bro
Brutor Vanguard Minmatar Republic
2916
|
Posted - 2014.02.09 20:10:00 -
[95] - Quote
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
Shield Recommendations
|
Cat Merc
Ahrendee Mercenaries EoN.
6351
|
Posted - 2014.02.09 20:11:00 -
[96] - Quote
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)
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
94
|
Posted - 2014.02.09 20:18:00 -
[97] - 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 -
[98] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
6352
|
Posted - 2014.02.09 20:34:00 -
[99] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Cat Merc
Ahrendee Mercenaries EoN.
6352
|
Posted - 2014.02.09 20:35:00 -
[100] - Quote
IRON PATRIOT 1 wrote: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. In that case the shield extender user still wins...
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
|
Logi Bro
Brutor Vanguard Minmatar Republic
2919
|
Posted - 2014.02.09 20:35:00 -
[101] - Quote
This isn't a debate, I gave you the facts, you can either continue to troll your way along, or just give up. Whichever you choose, CCP isn't going to remove damage mods.
Shield Recommendations
|
Arkena Wyrnspire
Fatal Absolution
9187
|
Posted - 2014.02.09 21:00:00 -
[102] - Quote
Sinboto Simmons wrote:Or we can move um to the lowslot.
Sure, you could do that... And then the only thing you can put in highslots are shield extenders.
Seems like a plan! Of course, this is still not a valid excuse for dual tanking...
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
|
Arkena Wyrnspire
Fatal Absolution
9187
|
Posted - 2014.02.09 21:02:00 -
[103] - Quote
Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault.
Edit- what these would actually modify are simply examples, as you would think a Heat Sink would decrease OH.
Why would you ever want to buff RoF on any laser weapon?
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
|
Happy Jack SD
Ahrendee Mercenaries EoN.
72
|
Posted - 2014.02.09 21:04:00 -
[104] - Quote
Cat Merc wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:IRON PATRIOT 1 wrote:Logi Bro wrote:[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. In that case the shield extender user still wins... If you really love crunching the numbers on this stuff, you should know this example is full of sh!t. You're using (approx) 1\3 the HP of an unmodded medium frame, 1/5 the DPS of a unmodded rifle, and 100% of the HP granted by arm/shield mods.
The results may still end up favoring HP mods, but your "example" is hevily weighed towards them without the use of actual stats.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
|
Cat Merc
Ahrendee Mercenaries EoN.
6359
|
Posted - 2014.02.09 21:09:00 -
[105] - Quote
Happy Jack SD wrote: If you really love crunching the numbers on this stuff, you should know this example is full of sh!t. You're using (approx) 1\3 the HP of an unmodded medium frame, 1/5 the DPS of a unmodded rifle, and 100% of the HP granted by arm/shield mods.
The results may still end up favoring HP mods, but your "example" is hevily weighed towards them without the use of actual stats.
Thing is, with HP modules most medium frames have HP values matching the DPS of those rifles. So it's pretty accurate.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
iOwn AE Glitchers
Kinsho Swords Caldari State
70
|
Posted - 2014.02.09 21:11:00 -
[106] - Quote
How to fix damage mods-
Move to low slots Make individual ones that do extra damage to either shields or armor, or a hybrid for 5% boost to both at proto level
GG was VERY easy
I slay for the Empress
AE is my punching bag
|
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
310
|
Posted - 2014.02.09 21:15:00 -
[107] - Quote
Damage mods should have been low-slots to begin with can't understand the reasoning why they were placed in the highs to begin with.
32db Mad Bomber.
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
95
|
Posted - 2014.02.09 21:17:00 -
[108] - 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. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
310
|
Posted - 2014.02.09 21:17:00 -
[109] - Quote
Arkena Wyrnspire wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault.
Edit- what these would actually modify are simply examples, as you would think a Heat Sink would decrease OH. Why would you ever want to buff RoF on any laser weapon?
More shots fired before it over heats or seizes.
32db Mad Bomber.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6813
|
Posted - 2014.02.09 21:23:00 -
[110] - Quote
Asha Starwind wrote:Arkena Wyrnspire wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault.
Edit- what these would actually modify are simply examples, as you would think a Heat Sink would decrease OH. Why would you ever want to buff RoF on any laser weapon? More shots fired before it over heats or seizes.
Unless the ScR abd Laser are given increased heat generation the Heat sink has no place in this game.....unless the heat sink decreased the overheat seizing time of an overheated laser weapon.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
|
|
Henchmen21
Planet Express LLC
531
|
Posted - 2014.02.09 21:23:00 -
[111] - Quote
Knight Solitaire wrote:Really? I was sure thats how they worked, maybe I was thinking of Mining Laser Upgrades.
It's rigs you were thinking of.
CCP your our matchmaking sucks
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
|
Termin8ter
The Enclave Syndicate Dark Taboo
0
|
Posted - 2014.02.09 21:24:00 -
[112] - Quote
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. |
Henchmen21
Planet Express LLC
531
|
Posted - 2014.02.09 21:27:00 -
[113] - Quote
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.
CCP your our matchmaking sucks
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
|
Arkena Wyrnspire
Fatal Absolution
9201
|
Posted - 2014.02.09 21:55:00 -
[114] - Quote
Asha Starwind wrote:Arkena Wyrnspire wrote:Lynn Beck wrote:Replace them with: Heat sink- increases RoF of Laser weaponry- high slot Gyrostabilazer-increases RoF and effective range of Projectile weaponry- low slot Magnetic Field Stabilizer- increases RoF and damage of Hybrid weaponry- low slot
These would help racially symmetrical fittings, such as Smg/Acr on a min assault.
Edit- what these would actually modify are simply examples, as you would think a Heat Sink would decrease OH. Why would you ever want to buff RoF on any laser weapon? More shots fired before it over heats or seizes.
Not really. It would allow you to fire more shots per second, provided you are somehow able to max out the RoF on the SCR - which mortals without modded controllers can't do. That wouldn't change the number of shots fired before seizing, it would simply change how quickly you can theoretically fire those shots.
Do you mean to suggest a heat reduction?
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
177
|
Posted - 2014.02.09 22:02:00 -
[115] - 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.
your joking right lol? precision enchancers lower passive suit scan precision. not meant to make weapons more accurate |
Happy Jack SD
Ahrendee Mercenaries EoN.
72
|
Posted - 2014.02.09 22:07:00 -
[116] - Quote
Cat Merc wrote:Happy Jack SD wrote: If you really love crunching the numbers on this stuff, you should know this example is full of sh!t. You're using (approx) 1\3 the HP of an unmodded medium frame, 1/5 the DPS of a unmodded rifle, and 100% of the HP granted by arm/shield mods.
The results may still end up favoring HP mods, but your "example" is hevily weighed towards them without the use of actual stats.
Thing is, with HP modules most medium frames have HP values matching the DPS of those rifles. So it's pretty accurate. I'm currently traveling, so I'll post some real numbers when I get home.
My issue is that you're using a raw value module (Shield Extenders) against a percentage module (Damage Mods). However, the numbers you're using have been reduced, not affecting the raw value module but certainly affecting the percentage module.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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voidfaction
Void of Faction
135
|
Posted - 2014.02.09 22:14:00 -
[117] - 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.
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.
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HYENAKILLER X
KNIGHTZ OF THE ROUND Legacy Rising
564
|
Posted - 2014.02.09 22:26:00 -
[118] - Quote
The reality of what this topic touches on is systemic and not typically a symptom or just solved by isolating one thing or the other.
Hard sp purchases and isk limitations literally hinder this game on every level to the point people have no choice but to obsess about what they dont have or cant afford.
Different play styles and game functionality cannot be truly explored,understood or embraced on this style of timeline and economy. It will never happen. Its not possible and thats why it hasnt happened yet.
You are welcome for my leadership.
Proven Aggressive Type
I have spoken.
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Happy Jack SD
Ahrendee Mercenaries EoN.
72
|
Posted - 2014.02.09 22:27:00 -
[119] - Quote
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.
"Have faith lest your unbelief consume you."
-The Bleeding Chalice
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1240
|
Posted - 2014.02.09 22:36:00 -
[120] - Quote
Instead of removing them why not provide a larger variety of damage modifying modules: RoF modules, effective range modules, optimal range modules, mag size modules, dispersion modules, the list could go on and on. The point is that you are complaining that there isn't enough diversity of fits Iron Patriot, yet you are suggesting the removal of a module that provides a diversity of fitting options to Gal and Ammar suits. Why not just give us more options? More options means fittings would become more situation/map dependent and us armor tankers would have as many options as shield tankers.
Fun > Realism
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Cat Merc
Ahrendee Mercenaries EoN.
6381
|
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
|
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
|
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
|
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)
|
hold that
Krusual Covert Operators Minmatar Republic
30
|
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
|
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
|
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
|
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
|
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
|
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
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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
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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
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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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Mordecai Sanguine
What The French
437
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Posted - 2014.02.10 07:46:00 -
[151] - Quote
Kane Fyea wrote: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 sh it 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. Also where are your statistics that support your claim that everyone use damage mods.
Regulators and rechargers/energizers are GOLD. I use them even on my Amarr fit (which is an Armor fit).
I got 322 of shield and 522 of Armor. I always try to not losing any point in armor and energizer reload my shield so fast i can be up to battle every 5 sec. |
GRIMSNIPER69
KILL-EM-QUICK RISE of LEGION
18
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Posted - 2014.02.10 08:03:00 -
[152] - Quote
they could just make dmg mods a the first active mod for suits like the ones for vehicles
!!!!!SKIRMISH OVERHAUL!!!!!
https://forums.dust514.com/default.aspx?g=posts&m=1769463#post1769463
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