Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Roy Ventus
Axis of Chaos
1219
|
Posted - 2014.03.04 14:57:00 -
[1] - Quote
Well I know many complain about how Armor tanking has a companion module in Damage Modifiers, so I began thinking about what could be a companion module for Shield tanking so I came up with this.
In the low slots, we should get Weapon Range Modifiers. Essentially, the modules increase the optimum range of the weapon by a certain percentage. It makes sense, imo. Gallente and Amarr would have to sacrifice armor plates and regen for these modules. The Caldari and Minmatar could stack shields and have a better optimum range. Caldari can shoot you from even far away while Minmatar can get in your face and prevent you from getting out of their short range as quickly as before.
I think the idea is pretty straightforward. What do you think?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
CRYPT3C W0LF
Vherokior Combat Logistics Minmatar Republic
407
|
Posted - 2014.03.04 14:59:00 -
[2] - Quote
But, shield tankers are supposed to have damage mods, not armor tankers
COOKIE MASTER RACE ^__^
Slayer Scout, I feast on you're proto remains (Nom Nom Nom)
|
ads alt
DROID EXILES General Tso's Alliance
8
|
Posted - 2014.03.04 15:12:00 -
[3] - Quote
CRYPT3C W0LF wrote:But, shield tankers are supposed to have damage mods, not armor tankers Baslictic control x2 I have no idea what other things shield uses in tnose slots
Large shield extender x1 or 2 Large shield booster Adaptive invulnerability field 2 x2
Rigs Em screen x2 Whichever is best in the 3rd rig slot. |
Roy Ventus
Axis of Chaos
1220
|
Posted - 2014.03.04 15:17:00 -
[4] - Quote
CRYPT3C W0LF wrote:But, shield tankers are supposed to have damage mods, not armor tankers
wat?
Minmatar and Caldari would benefit highly from this. I mean the Caldari are all about long range weaponry and the Minmatar's short range weapon would benefit well since it means it's harder to escape their compressed damage.
Amarr could benefit from it too but unlike the Caldari's Rail Rifle, the Amarr's Scrambler Rifle can one shot people...Now imagine that the Amarr could hit you with max damage even out their base optimum range? *Shudders*
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Rynoceros
Rise Of Old Dudes
2946
|
Posted - 2014.03.04 15:18:00 -
[5] - Quote
No more Low Slot modules, please. Highs, yeah maybe...
That Caldari Assault Reload bonus got me wondering why we don't have Reload Modules, if CCP thinks it's such a great feature.
Range and Reload on my HMG. Range tanked on a ShottyScout. I'd sacrifice Damage Mods for that.
I GÖú Kittens.
|
Roy Ventus
Axis of Chaos
1220
|
Posted - 2014.03.04 15:20:00 -
[6] - Quote
Rynoceros wrote:No more Low Slot modules, please. Highs, yeah maybe...
That Caldari Assault Reload bonus got me wondering why we don't have Reload Modules, if CCP thinks it's such a great feature.
Range and Reload on my HMG. Range tanked on a ShottyScout. I'd sacrifice Damage Mods for that.
Even though we have a crap load of them...We could still give the Shield Tankers something to make them more balanced. One more won't hurt, especially since we can add onto the high slots later.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Nirwanda Vaughns
Death Firm.
380
|
Posted - 2014.03.04 15:33:00 -
[7] - Quote
i had an idea for swarms that was a new module to increase range that went into high slots. that way you chose more damage or longer lock range. would help keep us AV'ers happy... actually give swarms a little love back. raise missile damage by about 25hp per missile again its only a small change but it'd really help out
Rolling with the punches
|
Beren Hurin
Onslaught Inc RISE of LEGION
2123
|
Posted - 2014.03.04 15:36:00 -
[8] - Quote
Sprint/endurance mods are your companion. They help you close range faster and get to a better position. Think of them as a module that increases the speed with which you can apply damage with your weapon. If you aren't in range of the enemy you cannot kill them. These modules help you get in that range faster. |
Rynoceros
Rise Of Old Dudes
2947
|
Posted - 2014.03.04 15:37:00 -
[9] - Quote
Roy Ventus wrote:Rynoceros wrote:No more Low Slot modules, please. Highs, yeah maybe...
That Caldari Assault Reload bonus got me wondering why we don't have Reload Modules, if CCP thinks it's such a great feature.
Range and Reload on my HMG. Range tanked on a ShottyScout. I'd sacrifice Damage Mods for that.
Even though we have a crap load of them...We could still give the Shield Tankers something to make them more balanced. One more won't hurt, especially since we can add onto the high slots later. I had what I thought was a decent fix, but when trying to explain it the irrationality of current slot assignments just made everything into a big clusterfuck. We would (and probably should) have to have all of the slot layouts revamped. Weapon Mods, Biotics and Tacnet Mods, and Shield/Armor Mods - I obviously haven't thought about it too much, because I know that trying to make sense is a fruitless effort around here.
I GÖú Kittens.
|
Roy Ventus
Axis of Chaos
1223
|
Posted - 2014.03.04 15:38:00 -
[10] - Quote
Beren Hurin wrote:Sprint/endurance mods are your companion. They help you close range faster and get to a better position. Think of them as a module that increases the speed with which you can apply damage with your weapon. If you aren't in range of the enemy you cannot kill them. These modules help you get in that range faster.
Nah. Many Shield Tanking users would argue against that. Besides, you can only stick so many Kinetic Catalyzers and Endurance on the low slots before they become not viable. Minmatar could run at least one Optimum Range Modifier.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
|
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1851
|
Posted - 2014.03.04 15:41:00 -
[11] - Quote
Rynoceros wrote:No more Low Slot modules, please. Highs, yeah maybe...
I finally want some armor mods for high slots.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
|
Roy Ventus
Axis of Chaos
1223
|
Posted - 2014.03.04 15:53:00 -
[12] - Quote
Aikuchi Tomaru wrote:Rynoceros wrote:No more Low Slot modules, please. Highs, yeah maybe...
I finally want some armor mods for high slots.
We'd probably have to think up some new modules for the high slots that don't really correlate EVE side.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Beren Hurin
Onslaught Inc RISE of LEGION
2123
|
Posted - 2014.03.04 15:58:00 -
[13] - Quote
Roy Ventus wrote:Beren Hurin wrote:Sprint/endurance mods are your companion. They help you close range faster and get to a better position. Think of them as a module that increases the speed with which you can apply damage with your weapon. If you aren't in range of the enemy you cannot kill them. These modules help you get in that range faster. Nah. Many Shield Tanking users would argue against that. Besides, you can only stick so many Kinetic Catalyzers and Endurance on the low slots before they become not viable. Minmatar could run at least one Optimum Range Modifier.
CCP has already said how they don't like messing with optimal ranges. Sharpshooter really messed things up. Also damge mods will probably soon be in the same kind of place as bio-mods where stacking won't be as effective. |
Roy Ventus
Axis of Chaos
1224
|
Posted - 2014.03.04 16:01:00 -
[14] - Quote
Beren Hurin wrote:Roy Ventus wrote:Beren Hurin wrote:Sprint/endurance mods are your companion. They help you close range faster and get to a better position. Think of them as a module that increases the speed with which you can apply damage with your weapon. If you aren't in range of the enemy you cannot kill them. These modules help you get in that range faster. Nah. Many Shield Tanking users would argue against that. Besides, you can only stick so many Kinetic Catalyzers and Endurance on the low slots before they become not viable. Minmatar could run at least one Optimum Range Modifier. CCP has already said how they don't like messing with optimal ranges. Sharpshooter really messed things up. Also damge mods will probably soon be in the same kind of place as bio-mods where stacking won't be as effective.
WAY TO SHUTDOWN MY CREATIVITY.
but i hope so, for the sake of ttk and balance
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Monkey MAC
Rough Riders..
2144
|
Posted - 2014.03.04 16:04:00 -
[15] - Quote
Sorry but god no, range modifiers are a bad idea, there was skill that did that in chrome and was removed for being OP. A shield tankers companion module is the regulator, to give you ridiculous delay times. Thats more than enough.
HOWEVER Im not against new modules, just ones that are potentially game breaking like a range increaser.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
|
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1852
|
Posted - 2014.03.04 16:05:00 -
[16] - Quote
Roy Ventus wrote:Aikuchi Tomaru wrote:Rynoceros wrote:No more Low Slot modules, please. Highs, yeah maybe...
I finally want some armor mods for high slots. We'd probably have to think up some new modules for the high slots that don't really correlate EVE side.
Looking at the suit changes I think we might see some passive hardeners soon. Hopefully some stuff that shortens the rep-cycle-time of reppers too.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |