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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?
Solo Player
Squad status: Locked
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Everything Dies
Chatelain Rapid Response Gallente Federation
506
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Posted - 2014.02.21 21:20:00 -
[2] - Quote
They'll eventually have to buff sniper rifles. As things currently stand, though, it's incredibly unfair (and harmful to the game's future) that new players can up against a person that not only has proficiency 5 (15% damage boost) but then ANOTHER 25% or so damage boost from damage mods.
For the record, I run three mods on my sniper and swarm builds, but generally stick to just one for any other suit. Stacking damage mods either needs to have a steeper penalty (as in 10% for one complex, 15% for two and 17.5% for three complex mods) or simply be restricted to only one equipped at a time. For the rest, certain items need to be nerfed (hardeners should reduce damage based on tier) and others buffed (which I believe the MD is going to be in the next update.)
Life is killing me.
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Rynoceros
Rise Of Old Dudes
2728
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Posted - 2014.02.21 21:30:00 -
[3] - Quote
Because it's easier than making all of the other modules worth applying? TL,DR - Thinks make CCP head hurt inside.
I GÖú Kittens.
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CRYPT3C W0LF
Vherokior Combat Logistics Minmatar Republic
386
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Posted - 2014.02.21 21:39:00 -
[4] - Quote
have never speced into damage mods or used them. Whats the point?
COOKIE MASTER RACE ^__^
Youtube, A Merc with a passion
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Roy Ventus
Foxhound Corporation General Tso's Alliance
1125
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Posted - 2014.02.21 21:43:00 -
[5] - Quote
Are they nerfing damage mods? Damn. But I guess it makes sense if certain groups aren't getting a health bonus but rather a bonus to weapons.
Everything Dies wrote:They'll eventually have to buff sniper rifles. As things currently stand, though, it's incredibly unfair (and harmful to the game's future) that new players can up against a person that not only has proficiency 5 (15% damage boost) but then ANOTHER 25% or so damage boost from damage mods.
For the record, I run three mods on my sniper and swarm builds, but generally stick to just one for any other suit. Stacking damage mods either needs to have a steeper penalty (as in 10% for one complex, 15% for two and 17.5% for three complex mods) or simply be restricted to only one equipped at a time. For the rest, certain items need to be nerfed (hardeners should reduce damage based on tier) and others buffed (which I believe the MD is going to be in the next update.)
I'd argue we need a Marksman or Ranger Dropsuit class that's based on light frames. Extend the distance on the weapon you're using along with the damage potential of certain ranged weapons through racial bonuses, of course.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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castba
Penguin's March
326
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Posted - 2014.02.21 21:44:00 -
[6] - Quote
Nerfing damage miss to appease the community's request for slightly linger TTK.
Seems obvious and logical. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1105
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Posted - 2014.02.21 21:57:00 -
[7] - Quote
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.
MAG ~ Raven
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Jackof All-Trades
The Black Renaissance
504
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Posted - 2014.02.21 22:01:00 -
[8] - Quote
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.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Leadfoot10
Molon Labe. General Tso's Alliance
490
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Posted - 2014.02.21 22:23:00 -
[9] - Quote
Jackof All-Trades wrote: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.
lol
If you say so.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2101
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Posted - 2014.02.21 22:26:00 -
[10] - Quote
People want to nerf damage mode because they are an easy scapegoat. (Think make some players head hurt too.)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Llast 326
An Arkhos
2004
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Posted - 2014.02.21 22:29:00 -
[11] - Quote
Where is the info on the damage mod nerf?
KRRROOOOOOM
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Disturbingly Bored
The Strontium Asylum
1683
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Posted - 2014.02.21 22:33:00 -
[12] - 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.
Stacking damage mods is only really necessary for long range weapons that don't end up in the line of fire often, like the Sniper Rifle.
Outside of that, Complex Shield Extenders have always, always, always out-performed Complex Damage Mods since the first day of this game. The players who are aware of this just got sick of posting the math to explain why every single week. So the knowledge seems to have dropped out of the general player base.
If damage mods get nerfed, the only module that will be useful in the high-slot will be Complex Shield Extenders, and nothing else.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Cody Sietz
Bullet Cluster Legacy Rising
2375
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Posted - 2014.02.21 22:34:00 -
[13] - Quote
Cause they are the only good option for high slots and make running anything else pointless?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Rusty Shallows
1005
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Posted - 2014.02.21 22:59:00 -
[14] - Quote
So much for scan precision. Only newbs and future Caldari Sentinels will use those.
Damage Mods don't need to be nerfed. Just limited to one per type (light, sidearm, heavy) on the Frame. We knew something was off by them during Chromosome. The forced stacking on medium frames for certain weapon types pretty much confirmed it. Stacking DM has made losers of light and heavy frames.
Here, have some candy and a Like. :-)
Forums > Game
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xSir Campsalotx
G0DS AM0NG MEN D.E.F.I.A.N.C.E
121
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Posted - 2014.02.21 23:01:00 -
[15] - Quote
Dmg mods on HMG absolutely necesary |
Tectonic Fusion
1092
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Posted - 2014.02.22 01:16:00 -
[16] - 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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Squad status: Locked
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Elitist Ultima
Ikomari-Onu Enforcement Caldari State
7
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Posted - 2014.02.22 05:22:00 -
[17] - Quote
bu-nvm...
"Meh."
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Joel II X
Dah Gods O Bacon
1262
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Posted - 2014.02.22 06:08:00 -
[18] - 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
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Posted - 2014.02.22 06:12:00 -
[19] - 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. |
bogeyman m
Learning Coalition College
120
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Posted - 2014.02.22 07:08:00 -
[20] - Quote
Joel II X wrote: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.
Right. Less +X% damage on everything and more +X% damage on shields or armour (not both).
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bogeyman m
Learning Coalition College
120
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Posted - 2014.02.22 07:11:00 -
[21] - Quote
Disturbingly Bored wrote: Outside of that, Complex Shield Extenders have always, always, always out-performed Complex Damage Mods since the first day of this game. The players who are aware of this just got sick of posting the math to explain why every single week. So the knowledge seems to have dropped out of the general player base.
I don't know... I'd bet on an Assault Scrambled Rifle w Complex Damage Mods versus Complex Shields any day.
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Llast 326
An Arkhos
2005
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Posted - 2014.02.22 07:14:00 -
[22] - Quote
bogeyman m wrote:Joel II X wrote: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. Right. Less +X% damage on everything and more +X% damage on shields or armour (not both). I may not mind that actually. Different mods for each, could be interesting for builds.
KRRROOOOOOM
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Heimdallr69
Ancient Exiles. Renegade Alliance
1622
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Posted - 2014.02.22 07:16:00 -
[23] - 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 smell a respec, why should I have my sp wasted on something that's going to blow..
Removed inappropriate content - CCP Logibro
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bogeyman m
Learning Coalition College
120
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Posted - 2014.02.22 07:16:00 -
[24] - Quote
Roy Ventus wrote:Are they nerfing damage mods? Damn. But I guess it makes sense if certain groups aren't getting a health bonus but rather a bonus to weapons. Everything Dies wrote:They'll eventually have to buff sniper rifles. As things currently stand, though, it's incredibly unfair (and harmful to the game's future) that new players can up against a person that not only has proficiency 5 (15% damage boost) but then ANOTHER 25% or so damage boost from damage mods.
For the record, I run three mods on my sniper and swarm builds, but generally stick to just one for any other suit. Stacking damage mods either needs to have a steeper penalty (as in 10% for one complex, 15% for two and 17.5% for three complex mods) or simply be restricted to only one equipped at a time. For the rest, certain items need to be nerfed (hardeners should reduce damage based on tier) and others buffed (which I believe the MD is going to be in the next update.) I'd argue we need a Marksman or Ranger Dropsuit class that's based on light frames. Extend the distance on the weapon you're using along with the damage potential of certain ranged weapons through racial bonuses, of course.
Distance does NOT need to be increased on the Sniper Rifles. I have been a victim of too many >500m shots (some while in full sprint) and have delivered many >400m headshots (with a basic SR) to believe distance needs a buff.
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Brolaire of Asstoria
Forty-Nine Fedayeen Minmatar Republic
216
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Posted - 2014.02.22 07:55:00 -
[25] - Quote
I say just do away with the blasted things... There's enough of a disparity going on with the proto/militia stomp IMO...
I hear voices all the time...
I just ignore them and keep on killing...
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Evicer
THE HECATONCHIRES
274
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Posted - 2014.02.22 07:59:00 -
[26] - 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?
Yeah its really kinda stupid reall.All these people crying for getting rid of damage mods are ******* brainless.Wothout damage mods in exsistance you just free up my high slots to do other things like melee or dual tanking.
Fortune favors the Bold,but Success favors the Resolute
Unbent,Unburdened, UNSTOPPABLE Amarr loyalist
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Sinboto Simmons
SVER True Blood General Tso's Alliance
4671
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Posted - 2014.02.22 08:01:00 -
[27] - Quote
lowslot for damage mods, more highslot mods.
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
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bogeyman m
Learning Coalition College
122
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Posted - 2014.02.22 08:17:00 -
[28] - Quote
Sinboto Simmons wrote:lowslot for damage mods, more highslot mods.
Shield specific Damage Mods in the highs and Armour specific DMs in the lows? (Or vice versa?) |
Tectonic Fusion
1095
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Posted - 2014.02.22 21:13:00 -
[29] - Quote
Sinboto Simmons wrote:lowslot for damage mods, more highslot mods. Interesting. I would support this.
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Pvt Numnutz
Black Phoenix Mercenaries
806
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Posted - 2014.02.22 21:19:00 -
[30] - Quote
Hmm interesting point, this is probably the best evidence against a damage mod Nerf. Would a stacking penalty effect these play styles that severely? |
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:23:00 -
[31] - 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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Squad status: Locked
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NextDark Knight
Hellstorm Inc League of Infamy
199
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Posted - 2014.02.22 21:31:00 -
[32] - Quote
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.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3026
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Posted - 2014.02.22 21:41:00 -
[33] - Quote
damage mods are being nerfed because CCP is too lazy to tweak every individual weapon on a case-by-case basis and instead prefers to destroy entire game features through accumulative technical debt and half-assed solutions. |
Tectonic Fusion
1095
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Posted - 2014.02.22 21:43:00 -
[34] - 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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Squad status: Locked
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Meeko Fent
Kirkinen Risk Control Caldari State
1772
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Posted - 2014.02.22 21:53:00 -
[35] - Quote
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.
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Tectonic Fusion
1095
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Posted - 2014.02.22 21:55:00 -
[36] - 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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Squad status: Locked
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Oxskull Duncarino
0uter.Heaven
446
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Posted - 2014.02.22 22:00:00 -
[37] - Quote
CRYPT3C W0LF wrote: have never speced into damage mods or used them. Whats the point? Obviously you've never done much HMG, Forgegun, or Sniper rifle play. I should include the Laser rifle in that mix as it really only shines with damage mods.
Damage modules need to be restricted to one per suit , and then all weapons need to be balanced around that fact. |
Meeko Fent
Kirkinen Risk Control Caldari State
1772
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Posted - 2014.02.22 22:01:00 -
[38] - Quote
Tectonic Fusion wrote: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. Basic to 3%, and Enhanced to 5%?
Seems alright to me.
The issue with Old Players having tons opf SP to throw higher tier gear with more slots at New players would (And needs to be) remedied by tiericiding Suits and Weapons.
Looking for a Interesting Character Name?
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Disturbingly Bored
The Strontium Asylum
1691
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Posted - 2014.02.22 22:05:00 -
[39] - Quote
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.
That is the case for every dropsuit except Heavies and brick-tanked proto logistics. And in those cases, Damage Mods and Shield Extenders tie.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
901
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Posted - 2014.02.22 22:13:00 -
[40] - Quote
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...
Lawl. Speak of a valid argument...
PLC, NK, Scout - before 1.8.
That's right, I stack that OP Sh!t.
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Tectonic Fusion
1095
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Posted - 2014.02.22 22:16:00 -
[41] - 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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Disturbingly Bored
The Strontium Asylum
1692
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Posted - 2014.02.22 22:26:00 -
[42] - Quote
Tectonic Fusion wrote: Unless they only shield tank, and you use an AScR with 3 complex AND PROF 5.
Once you start talking different skill levels, things change.
But if all else is equal, and the suits would have less than 600 total HP before equipping hi-slots, Shield Extenders win even then.
Goes against common sense, don't it?
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Joel II X
Dah Gods O Bacon
1268
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Posted - 2014.02.22 22:50:00 -
[43] - 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. |
Tectonic Fusion
1095
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Posted - 2014.02.22 22:58:00 -
[44] - 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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Evicer
THE HECATONCHIRES
283
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Posted - 2014.02.22 23:03:00 -
[45] - Quote
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?
Fortune favors the Bold,but Success favors the Resolute
Unbent,Unburdened, UNSTOPPABLE Amarr loyalist
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Tectonic Fusion
1095
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Posted - 2014.02.22 23:13:00 -
[46] - 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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Squad status: Locked
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Evicer
THE HECATONCHIRES
287
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Posted - 2014.02.22 23:22:00 -
[47] - Quote
Tectonic Fusion wrote: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! nah nerfing plate is not the way .I played this game before hey fixed armor.TTK is decreased by DPS and so I see where I assume you're going with this but stacking plates is a whole other issue.
Whats just happening is this high Hp cat is insta popping people he knows are there because of a range of different things like scanners.There is no current duck,dodgeing ,and weaving.The fire fights are non exsistant. Everything now is, scan .....dead.
Fortune favors the Bold,but Success favors the Resolute
Unbent,Unburdened, UNSTOPPABLE Amarr loyalist
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Galthur
Fatal Absolution General Tso's Alliance
358
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Posted - 2014.02.22 23:27:00 -
[48] - Quote
Joel II X wrote: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%! Only Scrambler Pistols, because scrambler rounds have a brain 'scrambling effect'. Ask for a Scrambler Sniper Rifle.
What do you post in the war room when CCP is gone and PC is locked? 14:44 [CCP]Logibro: Not Anime.
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Disturbingly Bored
The Strontium Asylum
1692
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Posted - 2014.02.22 23:40:00 -
[49] - Quote
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.)
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Altina McAlterson
Pure Innocence. EoN.
884
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Posted - 2014.02.22 23:45:00 -
[50] - Quote
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.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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ADAM-OF-EVE
Dead Man's Game
1067
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Posted - 2014.02.22 23:48:00 -
[51] - Quote
the problem with this game is better weapons do little extra damage with players relying on skills and damage mods to increase damage.
surely we would be better with just significantly better weapons. this then promotes the use of better weapons over cheaper weapons with stacks of mods
remove or reduce damage mod use and then there is no reason why not to increase all those damage nerfed weapons of the past.
surely its very easy to balance weapons and skills without having to factor in damage mods especially when you factor in shield or armor tanked
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Tectonic Fusion
1098
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Posted - 2014.02.23 01:10:00 -
[52] - 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.
Solo Player
Squad status: Locked
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Joel II X
Dah Gods O Bacon
1274
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Posted - 2014.02.23 06:22:00 -
[53] - 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
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Posted - 2014.02.23 06:24:00 -
[54] - 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
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Posted - 2014.02.23 06:26:00 -
[55] - 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. |
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3268
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Posted - 2014.02.23 07:01:00 -
[56] - Quote
Because one complex damage amplifier = 3-4 levels of proficiency.
Bojo - Adding chili powder to your experience since early times
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Galvan Nized
Deep Space Republic
686
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Posted - 2014.02.23 08:40:00 -
[57] - Quote
It's partially how Dust does math, handling each skill and mod as a completely separate factor that leads to increasingly high numbers...way too high when you include proficiency.
Also, it's a dmg increase per bullet. Weapons with high rofs reap huge rewards. High Alpha weapons suffer because they don't have the rof to take full advantage.
Heres an example: consider a weapon with base 100 dmg, lvl 5 proficiency, and 2 dmg mods. Here's the math: 100*1.15*1.10*(1+(0.1*0.869))=137.5.
Put into rof terms you essentially gain 1/3 more rof. A combat rifle now fires 26 rds (worth of damage) a second (instead of 20) or 360 more a minute. An HMG now fires 53 rds a second (instead of 40) or 780 more rds a minute. The poor sniper only fires 2.2 rds a sec for a tactical (instead of 1.67) or 33 more rounds a minute.
So in essence you give huge benefits to high rof weapons, with much less gained for high alpha weapons. Weapons without proficiency or without dmg increase prof are screwed. Now what do you balance around? |
Altina McAlterson
Pure Innocence. EoN.
888
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Posted - 2014.02.23 09:08:00 -
[58] - Quote
Galvan Nized wrote:It's partially how Dust does math, handling each skill and mod as a completely separate factor that leads to increasingly high numbers...way too high when you include proficiency.
Also, it's a dmg increase per bullet. Weapons with high rofs reap huge rewards. High Alpha weapons suffer because they don't have the rof to take full advantage.
Heres an example: consider a weapon with base 100 dmg, lvl 5 proficiency, and 2 dmg mods. Here's the math: 100*1.15*1.10*(1+(0.1*0.869))=137.5.
Put into rof terms you essentially gain 1/3 more rof. A combat rifle now fires 26 rds (worth of damage) a second (instead of 20) or 360 more a minute. An HMG now fires 53 rds a second (instead of 40) or 780 more rds a minute. The poor sniper only fires 2.2 rds a sec for a tactical (instead of 1.67) or 33 more rounds a minute.
So in essence you give huge benefits to high rof weapons, with much less gained for high alpha weapons. Weapons without proficiency or without dmg increase prof are screwed. Now what do you balance around? ROF doesn't make any difference when it comes to damage mods. 10% boost to damage is 10% boost to DPS no matter the ROF. So once you get all the various weapon's DPS where it needs to be damage mods will equal out as well. Problem now is the DPS on the RR is so far above other weapons it throws the whole thing out of balance.
Running a blaster tank in ambush is like bringing Anthrax to a pillow fight.
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