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Minor Treat
The Enclave Syndicate Dark Taboo
171
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Posted - 2014.02.10 18:00:00 -
[1] - Quote
Now many of us know that weapons will have attachables at some time in the future of Dust as was announced in Fanfest 2013. I noticed a lot of good points people placed out about modules for damage and defensive means. Things like precision enhancement and range amplification are truly neglected from the majority of the players due to the simple truth of how damage modules are so much more appreciated as well as shield extenders and armor plates. The other modules like melee damage increase, dampening, and all forms of other defensive modules and some offensive modules are overlooked because of how the current module system is designed.
My Suggestion: I suggestion when weapon attachments for Dust comes into play, the weapons themselves have PG/CPU and module slots similar to that of the suits. By doing this we will see an increase in player variety in customization and give players more a reason to use other modules other than damage modules and health increase. Essentially turning weapons into its own Loadout system similar to that of the Drop Suit Customization.
Weapon Modules- modules for weapons should consist of attachment that improve the weapons effectiveness in battle. Such things would be clip size increase, rate of fire increase, shield damage focus at the expense of base damage decrease, armour damage focus at the expense of base damage decrease, increase blast radius, scopes (4x, red dot sight, 8x, 12x, holograph, ect.) and all sorts of other things. Essentially the weapon modules are attachments themselves which would be governed by your same system for drop suits on the CPU/PG and modules slots for weapon balance. This would give players a reason to choose between getting a scope for one fitting or getting a weapon with more damage output. By doing this player will have another layer to customization and tactical fittings. Ideally the best way to keep some weapons from overwhelming everything else in customizations is have a drawback to every module like base damage decrease, longer reload time, or larger dispersion. (that last part is my opinion, up for debate)
Dropsuit Modules- basically remains the exact same with the exception of no longer having damage based modules this will allow players to create more defensive options for their suits and with weapons getting their own modules, the dropsuit increase in modules availability will still be a balanced and tactical system. Think about it, with weapons having more means to enhance their damage output and effectiveness in battle the dropsuits getting those additional slots no longer used by the damage mods will free up additional defense making the whole system more accessible for freely customizing whatever fits they feel fit their play style.
This is my idea of Fittings in Dust If you like this idea like it, if you disagree post and let me know what your thoughts are and why you disagree.
Note this post has been posted in features and Ideas discussion but I wanted to get more feedback from the community. Leave a post or a like. |
Minor Treat
The Enclave Syndicate Dark Taboo
175
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Posted - 2014.02.11 04:56:00 -
[2] - Quote
bumping to the top
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Luna Angelo
We Who Walk Alone
738
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Posted - 2014.02.11 05:00:00 -
[3] - Quote
I like this, but there will always be mods that are underused. I'm going to use CoD here. Hardly anyone uses something like the Heartbeat Scanner, but almost everyone uses FMJ's. Not that that's a bad thing, this is a sandbox, but you cannot get away from the meta. Still, +1.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Minor Treat
The Enclave Syndicate Dark Taboo
175
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Posted - 2014.02.11 05:06:00 -
[4] - Quote
Luna Angelo wrote:I like this, but there will always be mods that are underused. I'm going to use CoD here. Hardly anyone uses something like the Heartbeat Scanner, but almost everyone uses FMJ's. Not that that's a bad thing, this is a sandbox, but you cannot get away from the meta. Still, +1. Thanks for the plus one and for your input. My only statement would be that adding another module system would further increase the meta. Underused gear is like you said a common situation but from what I understand most players feel that giving up that additional health or damage output is not worth the precision enhancement or amplification on module slots. So I suggest removing apart of the barrier to allow further drop suit enhancements. |
Piercing Serenity
Fatal Absolution General Tso's Alliance
528
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Posted - 2014.02.11 05:35:00 -
[5] - Quote
Luna Angelo wrote:I like this, but there will always be mods that are underused. I'm going to use CoD here. Hardly anyone uses something like the Heartbeat Scanner, but almost everyone uses FMJ's. Not that that's a bad thing, this is a sandbox, but you cannot get away from the meta. Still, +1.
I think there is a difference between underused and not useful though.
For example. Precision amps aren't very used, but I think that you can stack two on a logi and get a permanent passive advanced active scanner (With a 10m radius, but still). Now that is a useful bonus that does not have enough ways in which to shine. Therefore it is underused.
If, for example, there was an underground map where there was next to no lighting, having precision enhancers and range amps would be way more useful than damage mods because you would care more about finding your target in the dark than you would about having tons of damage when someone sneaks up behind you.
Although it would not solve everything, map design could help foster different module use. Maps with tons of rock, trees, and other cover would favor high regen, high speed, or (to a lesser extent) high HP. Maps with low visibility would favor precision enhancers and range amps. A tall building with elevators (which need to be hacked in order for a team to use it and traverse the building quickly) would encourage codebreakers, and so on
DUST 514 BETA VET
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Minor Treat
The Enclave Syndicate Dark Taboo
176
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Posted - 2014.02.13 18:13:00 -
[6] - Quote
Piercing Serenity wrote:Luna Angelo wrote:I like this, but there will always be mods that are underused. I'm going to use CoD here. Hardly anyone uses something like the Heartbeat Scanner, but almost everyone uses FMJ's. Not that that's a bad thing, this is a sandbox, but you cannot get away from the meta. Still, +1. I think there is a difference between underused and not useful though. For example. Precision amps aren't very used, but I think that you can stack two on a logi and get a permanent passive advanced active scanner (With a 10m radius, but still). Now that is a useful bonus that does not have enough ways in which to shine. Therefore it is underused. If, for example, there was an underground map where there was next to no lighting, having precision enhancers and range amps would be way more useful than damage mods because you would care more about finding your target in the dark than you would about having tons of damage when someone sneaks up behind you. Although it would not solve everything, map design could help foster different module use. Maps with tons of rock, trees, and other cover would favor high regen, high speed, or (to a lesser extent) high HP. Maps with low visibility would favor precision enhancers and range amps. A tall building with elevators (which need to be hacked in order for a team to use it and traverse the building quickly) would encourage codebreakers, and so on Again this idea is only when attachments are introduced into dust, including it now would do more damage than good. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1212
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Posted - 2014.02.13 18:25:00 -
[7] - Quote
+1 for cool name and good post.
http://www.youtube.com/watch?v=U0uSGsB59ko&feature=youtube_gdata_player
{:)}{3GÇó>
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Minor Treat
The Enclave Syndicate Dark Taboo
177
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Posted - 2014.02.13 23:55:00 -
[8] - Quote
Thanks |
Minor Treat
The Enclave Syndicate Dark Taboo
178
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Posted - 2014.02.20 01:42:00 -
[9] - Quote
bumping
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