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Lorhak Gannarsein
Science For Death
1908
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Posted - 2014.03.05 11:11:00 -
[1] - Quote
CCP's primary method of increasing TTK is by making everyone stack shield extenders!!
I mean really.
How can you possibly justify using 58/9 for 5% damage when you can have 72 shields instead? It's a coin toss even now. I actually switched a damage mod to a shield extender on my Amarr Assault the other day.
Maybe if they remove the stacking penalty I'll consider using them...?
Probably not.
3/5/7 would have been MUCH more sensible, I think.
And the AR's now a meaningless waste of SP, even more so than before.
MD/MSMG 514
MD/MSMG 514
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Lorhak Gannarsein
Science For Death
1910
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Posted - 2014.03.05 11:44:00 -
[2] - Quote
The Robot Devil wrote:They need a downside, some shield modules in EVE make you easier to hit because of signature bloom. Are you suggesting that being a worthless module and forcing me to dual tank to be viable is a downside?
There are literally no sensible options for me in high slots except shield extenders.
I run Amarr fortunately, so maybe an energiser might be useful.
But I doubt it.
Essentially, I can now either dual- or shield- tank my suits.
That is it. Fitting diversity, huh?
BL4CKST4R wrote:I hope the damage proficiencies add to the weak damage profile not the strong one. That will make some weapons OP as hell and some unnecessarily weak.
They don't.
ScR now has no damage bonus from prof against armour.
MD/MSMG 514
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Lorhak Gannarsein
Science For Death
1912
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Posted - 2014.03.05 12:59:00 -
[3] - Quote
The Robot Devil wrote:No I a not suggesting that. People have been complaining about TTK for a while now and CCP decides to try to fix it and it is instantly broken. I would say, I didn't do the math, that three complex will probably average out to around 10% increase in damage, three complex now does like 18% more damage and when changed will do around 10% more damage, that isn't that big of a deal and coupled with suit bonuses the damage output will probably stay close to what it was. TTK will go up by a little and I think it is a good thing. Again, the problem is not enough modules for all slots because if they were to triple the number of high and low mods then TTK will rise again.
Which is meaningless when I can stack 200 extra shields instead.
MD/MSMG 514
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Lorhak Gannarsein
Science For Death
1914
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Posted - 2014.03.05 13:25:00 -
[4] - Quote
The Robot Devil wrote:I just don't know how to respond to people when nothing makes them happy. Pointless to even try sometimes.
Right now, three complex mods gives about 25% damage bonus, where three extenders gives just over 210.
Mathematically speaking they're approximately equivalent.
Nerfing damage mods renders them worthless versus stacking shield extenders for EHP.
There aren't even any worthwhile utility modules (i.e. Biotics and dampeners) in the highs, let alone mods to supplement my tank (like regulators). I appreciate that you're trying to understand the logic, but it is senseless.
Damage output is dropping across the board (I mean, the only sensible addition to the high slot of a commando was a damage mod anyway) and EHP of heavy and scout suits are rising. Logi EHP is lower thanks to the rep nerf (justified IMO) where Assault DPS and EHP are approximately the same (assuming new bonuses and current mods+skills).
The problem I'm having is that now I have no useful modules to fit in my highs except for shield extenders.
My Amarr Assault will have 443shield and 412armour, most likely.
Funny that people keep calling Amarr an armour tanking race.
MD/MSMG 514
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