The Infected One
Fatal Absolution General Tso's Alliance
864
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Posted - 2014.03.03 07:24:00 -
[1] - 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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