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TheDarthMa94
The New Age Outlaws WINMATAR.
127
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Posted - 2014.03.03 04:30:00 -
[1] - Quote
In my opinion, the problem isn't the damage mods. Its the shields and armor....
What do guys think? Give me your thoughts fellow sexy mercs....
Sith Apprentice and Director of NAO
"What skills? Its the connection bro!"
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Joel II X
Dah Gods O Bacon
1389
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Posted - 2014.03.03 04:32:00 -
[2] - Quote
You may be on to something here.
Elaborate, my son. |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7064
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Posted - 2014.03.03 04:36:00 -
[3] - Quote
Damage mod nerf is there because of the TTK fixes.
Nothing more nothing less.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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TheDarthMa94
The New Age Outlaws WINMATAR.
127
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Posted - 2014.03.03 04:38:00 -
[4] - Quote
Joel II X wrote:You may be on to something here.
Elaborate, my son.
Ok, here are my thoughts. So far when i play this game i notice the shield are hilariously weak even though you stack a lot of them, plus the penalty on the shields are a joke. So why go all the trouble to nerf damage mods, why not buff just a tiny bit on the shields and armor. Why fix something that is not broken? Make sense?
This is just my opinion people....
Sith Apprentice and Director of NAO
"What skills? Its the connection bro!"
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Galvan Nized
Deep Space Republic
728
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Posted - 2014.03.03 04:43:00 -
[5] - Quote
Damage mods were dumb anyways, they are way too powerful with the way CCP compounds everything. Plus DMG mods VASTLY favor high ROF weapons, which seems unfair to the other weapons. Getting awful tired of rifle 514.
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PARKOUR PRACTIONER
Reapers' Assailant
905
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Posted - 2014.03.03 06:11:00 -
[6] - Quote
Don't nerf the mods completely, increase the stacking penalty and give it a damage reduction to shields.
Psycho Scout that likes knives and explosions
Cool McCoolNess- Incubus
Speedy McFaster- Cal Logi
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Joel II X
Dah Gods O Bacon
1396
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Posted - 2014.03.03 06:38:00 -
[7] - Quote
TheDarthMa94 wrote:Joel II X wrote:You may be on to something here.
Elaborate, my son. Ok, here are my thoughts. So far when i play this game i notice the shield are hilariously weak even though you stack a lot of them, plus the penalty on the shields are a joke. So why go all the trouble to nerf damage mods, why not buff just a tiny bit on the shields and armor. Why fix something that is not broken? Make sense? This is just my opinion people.... Yeah. I could see that. I think this is the first time something like this has been mentioned in terms of damage mod nerfing.
Would still like to see more community feedback. |
Komodo Jones
Chaotik Serenity
561
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Posted - 2014.03.03 06:46:00 -
[8] - Quote
Short TTK is a combination of the fact that damage mods are easily fit and very powerful, shields are crap, weapons have high base power, aim assist, etc.
No they're not completely at fault but it doesn't help that a damage mod takes up less room than a shield extender and gives you MUCH more use in a straight up firefight.
This is a signature.
You're now reading it.
You may now reply to my post.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
315
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Posted - 2014.03.03 06:52:00 -
[9] - Quote
They break the game balance. |
VAHZZ
Gallente Federation
423
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Posted - 2014.03.03 06:53:00 -
[10] - Quote
Don't ask why they nerf...because it's CCP, there is your answer. Also, put your tinfoil hat back on...we don't want your genius to be corrupted by them...
The merc with a mouth - beware of random bouts of insanity! - and trolling
~
Proud Sniper Scout
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Sgt Buttscratch
KILL-EM-QUICK
1901
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Posted - 2014.03.03 07:07:00 -
[11] - Quote
They should keepcurrent values but they should be specialised towards certain weapon types and give a bonus and a penalty per module.
eg.
Complex projectile damage modifier(light) 10% Damage bonus to Light prjectile weapons -5% magazine side
or
Complex Rail damage modifier(light) 10% damage bonus to light rail weapons -5% ROF of rail weaponry
maybe not the best penalties but the idea is there
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Hagintora
Chatelain Rapid Response Gallente Federation
276
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Posted - 2014.03.03 07:10:00 -
[12] - Quote
A pattern I'm starting to see, in regards to how things are developed in Dust, is this one size fits all mentality. Profiency Skills for weapons increase damage by 15% at lvl 5, with the exception of the Shotgun where it increases ROF. Weapon Mods only increase damage. I think the game would be better served if the Skills for weapons affected different stats depending on Race.
Each Race has their own combat philosophy, and while each weapon is a reflection of that philosophy, the skills, and the one mod, that advances those weapons are treated as if everyone were using the same gear.
I think we need a clearer understanding of Combat Philosophies of each Race, and then tailor the Skills to each weapon individually, according to that philosophy.
Then weapon mods could be multi-functional where, depending on the weapon type, they would affect the weapons in different ways. |
Arkena Wyrnspire
Fatal Absolution
10293
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Posted - 2014.03.03 07:14:00 -
[13] - Quote
The funniest thing about this is people are going to ***** and whine when people start dual tanking in 1.8.
You have long since made your choice. What you make now is a mistake.
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VAHZZ
Gallente Federation
424
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Posted - 2014.03.03 07:17:00 -
[14] - Quote
Arkena Wyrnspire wrote:The funniest thing about this is people are going to ***** and whine when people start dual tanking in 1.8.
Serious time...
Dual tanking?...now i know i have been gone for far too long...how...what....how do you even do that?
The merc with a mouth - beware of random bouts of insanity! - and trolling
~
Proud Sniper Scout
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The Infected One
Fatal Absolution General Tso's Alliance
864
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Posted - 2014.03.03 07:24:00 -
[15] - Quote
Change damage mods so that there are 3 different types: At proto level stats follow:
One type that does 10% extra damage to shields One type that does 10% extra damage to armor One type that does 5% extra to shields and 5% extra to armor
This creates more customization in the fits, and another SP sink if they are separate skills under a damage mod category, rather than just having a blanket damage stack for both (What we have now) and will make the choice toward the damage mod on your weapon matter depending on what you are using. (Example: Assault rifle does 110% to shields, and 90% to armor currently. Stick a 10% armor damage mod on there and now you have a weapon that does 110% to shields and 100% to armor.) I know people will just say "Well then I'll just put one of each on the suit. Well that's all fine and good as its only going to give 10% (For specific shield or armor damage) per module rather than 20% to both as it currently sits.
Currently one of the issues with damage mods is that the bonus is a blanket. Assault rifle with 1 complex mod now does 120% to shields, 100% to armor. Pick a weapon, do the math, it creates weapons that are all doing way more than what they should be doing to everything across the suits and decreases the value in the diversity of the actual weapons and suits worn in battle.
Perhaps even lowering the % that PRO modules give would help as well. Say we make it STD/ADV/PRO 3/5/7%. The damage increase still goes up significantly, but it doesn't double from ADV to PRO when there is already a ~5% difference between damage from ADV to PRO anyway as well as an optimal range increase.
Stacking penalties should also be raised so that it doesn't overshadow any other reason to use any other mods other than damage in the high slots. Maybe somewhere along the lines of: 1st mod: 100% 2nd mod: 50% 3rd mod: 25% 4th mod: 12.5% 5th mod: 6.25%
I realize that the above numbers are higher % given than the current 4th and 5th, but at our current state 2nd and 3rd are ~87% and ~56% which in my opinion is far too high given the current disparity between armor and shields.
Now some will argue that shields go up faster than armor. Yes this is true, but any damage received stops the shield recharge, and shield tankers have to sacrifice shields for damage, where as I can simply take a Gal logi, stack damage mods on the highs, armor plates and or reps (Or a combo of the two) in the lows on my suit, and use my 4 equipment slots for 2 armor rep hives, and 2 ammo hives, and run around until I see a large group of red dots, drop one of each and go to town dancing within the large range of my proto hives with higher reps than any shield suit can gain on its own without the penalty of damage stopping the regeneration of my armor, and if I have a logi repping me, I'm near god mode to anything aside from something that does more alpha damage than I have health. When I run out of hives, I find a supply depot, select my current suit and get a fresh stack of hives and repeat the process, or even switch to a new suit and switch back giving me full armor again while I'm at it. (even if the ones out in the field are destroyed, there is always one in the back spawn that is unreachable from enemy fire except via orbital)
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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RedZer0 MK1
The Generals General Tso's Alliance
198
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Posted - 2014.03.03 07:31:00 -
[16] - Quote
It's been suggested before, move them to the low slot. High HP suits (armor) wouldn't be able to tank and have high damage (damage mods). |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7826
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Posted - 2014.03.03 07:38:00 -
[17] - Quote
TheDarthMa94 wrote:In my opinion, the problem isn't the damage mods. Its the shields and armor.... What do guys think? Give me your thoughts fellow sexy mercs....
Remove them from vehicles as they are not necessary, and would make engagements longer and more tactical.....I however am all for weapon utility modules such as Heat Sinks, Passive Zoom Enhancers, Rate of Fire Modifiers, etc.
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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BAD FURRY
SVER True Blood General Tso's Alliance
612
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Posted - 2014.03.03 07:45:00 -
[18] - Quote
TheDarthMa94 wrote:In my opinion, the problem isn't the damage mods. Its the shields and armor.... What do guys think? Give me your thoughts fellow sexy mercs....
CCP is trying to for umtingth time to fine ways to make all drop suits harder to kill with small arms fire.
i dont blame them for it its hard to do when we tried sooo meany buffs to armor and shields in the passed at one point i remember a Pro AR with out DMG mods shooting a base heavy point blank would take over 1 1/2 mags so we had to nerff the fat boys only to have to unerf them when scouts when OP on everything do to shields ..... to some it up im one for and not for the dmg mode nerf .
pro,s you no longer getting raped bye a pro CAR with Pro dmg mods or anything that would kill you in less then 1 sec your no longer all about the one hit body shot with snipers your trying to head hunt now ! players over all will skill in to getting buff & tanking fits then gank & speed fits. RR will mostly be of all things the butter on the bread of the PC battles with out it your buffing someones els,s ego.
con,s your weaker vsing tanks and anything Not a drop suit. heavy drop suits are now making any one with out a cloak there new Fluffer for there K/d and scouts with cloaks are not killing there just dropping up-links and then running off before be coming a new Fluffer . other drop suits end up as RR and scanners for heavy's game play is soon all about getting a heavy drop suit and buffing that HP to the max and getting 2 RR behind you.
Yes i am a Undead Hell Wolf ... nice to meat you!
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Darken-Soul
BIG BAD W0LVES
1396
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Posted - 2014.03.03 07:46:00 -
[19] - Quote
The theme of 1.8 seems to be making everything crappier so you have to skill into things that make it less crappy. At least CCP is coming out about making a crappy game.
Who wants some?
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Johnny Guilt
Algintal Core
538
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Posted - 2014.03.03 07:57:00 -
[20] - Quote
because they make damage type not matter and cover a weapon's weakness when it comes to armor vs shileds
A strange game.
The only winning move is
not to play.
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Korvin Lomont
United Pwnage Service RISE of LEGION
630
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Posted - 2014.03.03 09:07:00 -
[21] - Quote
TheDarthMa94 wrote:Joel II X wrote:You may be on to something here.
Elaborate, my son. Ok, here are my thoughts. So far when i play this game i notice the shield are hilariously weak even though you stack a lot of them, plus the penalty on the shields are a joke. So why go all the trouble to nerf damage mods, why not buff just a tiny bit on the shields and armor. Why fix something that is not broken? Make sense? This is just my opinion people....
I you think shields are weak then you are probably using them wrong. Shield are not meant for an upright frontal confrontation with armor users. They are meant for flanking and hit and run tactics and to outplay slower armor suits. And you can do this just fine with shields.
The only thing shields need is a buff of std and adv modules those are to weak. I stack shields on most of my suits and barely notice the penalty but I notice the armor speed penalty on every of my armor suits. This penalty is so bad I don't even use plates on a heavy..... |
Supernus Gigas
Star Giants
345
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Posted - 2014.03.03 09:42:00 -
[22] - Quote
A nerf to Damage Mods could really hurt the potency of Forge Guns. If Damage Mods do get nerfed, Forge Guns better get a buff. The 1.7 nerf to Forge Guns was uncalled for as it is.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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BAD FURRY
SVER True Blood General Tso's Alliance
612
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Posted - 2014.03.03 10:07:00 -
[23] - Quote
Johnny Guilt wrote:because they make damage type not matter and cover a weapon's weakness when it comes to armor vs shileds
you are wrong
Yes i am a Undead Hell Wolf ... nice to meat you!
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Piraten Hovnoret
Molon Labe. General Tso's Alliance
351
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Posted - 2014.03.03 11:13:00 -
[24] - Quote
What's the difference buffing shield / armor or nerfing damage mods ?
Is not the end result kind of the same ?!
War never changes
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NextDark Knight
Hellstorm Inc League of Infamy
231
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Posted - 2014.03.03 11:19:00 -
[25] - Quote
Because of qq.. you need to uninstall the community to really improve this game.
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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NextDark Knight
Hellstorm Inc League of Infamy
232
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Posted - 2014.03.03 11:23:00 -
[26] - Quote
Supernus Gigas wrote:A nerf to Damage Mods could really hurt the potency of Forge Guns. If Damage Mods do get nerfed, Forge Guns better get a buff. The 1.7 nerf to Forge Guns was uncalled for as it is.
The forge gun is already a joke now... I d love to paint ball who ever convinced the devs it was a good idea to need it so harshly.
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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