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Joel II X
Dah Gods O Bacon
1262
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Posted - 2014.02.22 06:08:00 -
[1] - Quote
Tectonic Fusion wrote:They are only in a good place because of the current TTK. If they are nerfed, how will I be able to kill people with my sniper rifle? Don't say headshots, because it's really hard to shoot them in the head with a DS3. Also how will the Forge Gun be able to kill tanks? How will the Mass Driver be able to kill the masses...and how will the laser rifle be able to kill...anything. And how will the flaaylock pistol scare people away? I wish the Sniper Rifle rewarded headshots more. Like a 200% critical or 250%.
Pistols do 450%! |
Joel II X
Dah Gods O Bacon
1262
|
Posted - 2014.02.22 06:12:00 -
[2] - Quote
Llast 326 wrote:Where is the info on the damage mod nerf? CCP said they want to change how they work along with the proficiency skills. That's all. |
Joel II X
Dah Gods O Bacon
1268
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Posted - 2014.02.22 22:50:00 -
[3] - Quote
Tectonic Fusion wrote:Sinboto Simmons wrote:lowslot for damage mods, more highslot mods. Interesting. I would support this. I wouldn't, unless damage mods get split in two: one against armor, one against shields. This way, both styles of tankers can have their tank and gank.
High slot against shield. Low slot against armor.
If you want both, you'd have to sacrifice tank and dual tanking could still be a thing.
However, high slot mods would give like +10% against armor and -5% against shields. Low slot mods would give +10% against shields, but -5% against armor, so you can't really destroy dual tankers. These numbers are not the best, but I just used them as an example.
This is the only way I can see damage mods being worked out. This is just my opinion, though. |
Joel II X
Dah Gods O Bacon
1274
|
Posted - 2014.02.23 06:22:00 -
[4] - Quote
Tectonic Fusion wrote:Joel II X wrote:Tectonic Fusion wrote:Sinboto Simmons wrote:lowslot for damage mods, more highslot mods. Interesting. I would support this. I wouldn't, unless damage mods get split in two: one against armor, one against shields. This way, both styles of tankers can have their tank and gank. High slot against shield. Low slot against armor. If you want both, you'd have to sacrifice tank and dual tanking could still be a thing. However, high slot mods would give like +10% against armor and -5% against shields. Low slot mods would give +10% against shields, but -5% against armor, so you can't really destroy dual tankers. These numbers are not the best, but I just used them as an example. This is the only way I can see damage mods being worked out. This is just my opinion, though. So basically dual tank to be competitive? That would have it's flaws by reduced movement and lower shield regen.
But hey, community wants longer TTK. You can't have both damage and or armor without penalties.
Also, moving damage mods from high to low won't solve anything. It'll just make shield tanking with damage mods a thing.
What I proposed was the best I could come up with. If you have a better idea, I'd love to hear it. It also went with the purposed idea of changing how the weapons function AND increasing efficiency on the "natural" damage dealt.
Seems like a good idea to me. |
Joel II X
Dah Gods O Bacon
1274
|
Posted - 2014.02.23 06:24:00 -
[5] - Quote
Tectonic Fusion wrote:Altina McAlterson wrote:I've been saying for a long time that CCP needs to re-evaluate the stacking penalty in DUST. They use the same formula as EVE where ships have 6 or 7 slots sometimes. The penalty in DUST needs to be much more severe because we have so fewer numbers of slots.
Maybe do that first and then start tweaking other values. So...basically make it so using only one will be worth it, correct? Then it would be good to give armor plates a like 10% movement penalty because diversity > ALL. Also for every module. And increase TTK so we don't get insta popped. You seem to be turning down a lot of ideas, but not offering alternatives... |
Joel II X
Dah Gods O Bacon
1274
|
Posted - 2014.02.23 06:26:00 -
[6] - Quote
Disturbingly Bored wrote:Joel II X wrote: High slot against shield. Low slot against armor.
If you want both, you'd have to sacrifice tank and dual tanking could still be a thing.
Just so you're aware... if you do that, Damage Mods will be completely useless. You'd be better off using Extenders and Plates in those slots 100% of the time, unless you're sitting on top of a tower with a Thale's. On that note, if Damage Mods get moved to the low slot, they would be useless 100% of the time as well. Complex Armor Plates represent more than 12% of every conceivable fit's HP, heavies included, and so it would never make sense to use damage mods. (Again, outside of sniping.) Don't know how else you can fix them besides having a tougher stacking penalty like Alltina said. |
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