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Tectonic Fusion
1087
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Posted - 2014.02.21 20:53:00 -
[1] - Quote
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?
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Tectonic Fusion
1092
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Posted - 2014.02.22 01:16:00 -
[2] - Quote
Jackof All-Trades wrote:Because they're OP? |:
Right now, the only way to play competitively is triple stacked complex damage mods. The fact that it is a necessity makes them OP by the lack of diversity they create.
Also, rifles have insane TTK with those things. a jump from 5% damage to 10% increase is just too far. That's like saying a jump from 33 to 66 in shields is too far...
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:13:00 -
[3] - Quote
Sinboto Simmons wrote:lowslot for damage mods, more highslot mods. Interesting. I would support this.
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:23:00 -
[4] - Quote
Pvt Numnutz wrote:Hmm interesting point, this is probably the best evidence against a damage mod Nerf. Would a stacking penalty effect these play styles that severely? It already has a stacking penalty.
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:43:00 -
[5] - Quote
NextDark Knight wrote:Go watch some of the older dust videos when the TTK was a lot higher. I think CEO something or another has videos that old. Brings back memories on how bad the game was back then... Even with it's current state tank out performs damage mods but they have to change something right? No wonder 1.8 is delayed so long that TTK shift gonna hurt more then it helps. In the old days, tank (especially shield tanking) was the only viable assault role. Now dual tanking will be the only viable thing, and with aim assist still having "magnetic bullets", glass canons AKA minmatar assaults and speed tanking will still be dead.
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:55:00 -
[6] - Quote
Meeko Fent wrote:Baal Omniscient wrote:Tectonic Fusion wrote: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. Get..... good? Sorry, couldn't resist Also, MD buff has been confirmed. Lets hope I can get good with the MD again now I think that The fact that the damage bonus doubles from Enh to Cmp is what makes them so strong. Change the Cmp damage bonus to 7.5%, and that should dial the things down to a reasonable level while still letting Snipers use them to great effect. Or buff basic and enhanced as they suck. Seriously, 10% for DAT CPU is fine. Enhanced AND basic aren;t worth it.
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Tectonic Fusion
1095
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Posted - 2014.02.22 22:16:00 -
[7] - Quote
Disturbingly Bored wrote:bogeyman m wrote:I don't know... I'd bet on an Assault Scrambled Rifle w Complex Damage Mods versus Complex Shields any day. You'd go broke betting like that pretty quickly, my good sir. The math has been presented at-length on these forums numerous times. As long as the 72HP you get from a Complex Shield Extender is more than 12% of your suit's total HP, it beats Damage Mods every single time, no matter the weapon. More specifically: if a suit has less than 600 total HP (before choosing your hi-slots), extenders always win. No exceptions. From 600-720 total HP (again before choosing hi-slots), extenders always win except against Scramblers. Above 720 total HP, Damage Mods win depending on the weapon. That's pretty much only Heavies. (Edited to show the exact scenarios where which module wins.) Unless they only shield tank, and you use an AScR with 3 complex AND PROF 5.
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Tectonic Fusion
1095
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Posted - 2014.02.22 22:58:00 -
[8] - Quote
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?
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Tectonic Fusion
1095
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Posted - 2014.02.22 23:13:00 -
[9] - Quote
Evicer wrote: If they nerf them ok .If they dont ok IMo....matters not. Theyll have to tune up things.It be kinda like starting all over.
and there's always the question..... What would happen to AV weps?
If they nerf them, they should also nerf armor plates. Just to be fair for of course. It might actually be a good thing for the game. No more 800 armor guys running around unless they are in a fat suit!
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Tectonic Fusion
1098
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Posted - 2014.02.23 01:10:00 -
[10] - Quote
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.
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