Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Fox Gaden
Immortal Guides
2727
|
Posted - 2014.03.05 12:54:00 -
[1] - Quote
Damage Modules are being nerfed. Old: 3% Standard, 5% Advanced, 10% Proto New: 3% Standard, 4% Advanced, 5% Proto
What I DonGÇÖt like about this change:
- It does not give enough incentive to go Proto. Should have been 2%, 3%, 6% or 2%, 4% 6%.
- It makes Shield Modules the clear winner in a cost benefit analysis, which reduced fitting diversity. Damage Modules will now mostly be used on Glass Cannon fits, Sniper Fits, and some AV fits.
To increase fitting diversity I would like to see the following two modules added:
- Shield Damage Amplifier: + 3%, 5%, 10% damage to Shields
- Armor Damage Amplifier: + 3%, 5%, 10% damage to Armor
This would allow you to amplify your strengths or compensate for your weaknesses. It would also make it easier to counter whatever the next FOTM turns out to be.
What I Do like about this change:
- It will definitely help to increase the Time To Kill.
- This, along with the Proficiency changes, will narrow the gap between New players and Vets. This will greatly improve the New Player Esperance (NPE). Vets still get advantages from character development, they are just not as pronounced as they where.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Cody Sietz
Bullet Cluster Legacy Rising
2510
|
Posted - 2014.03.05 12:57:00 -
[2] - Quote
I like this idea.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Lorhak Gannarsein
Science For Death
1911
|
Posted - 2014.03.05 12:57:00 -
[3] - Quote
lolAV
MD/MSMG 514
|
Fox Gaden
Immortal Guides
2729
|
Posted - 2014.03.05 13:01:00 -
[4] - Quote
Lorhak Gannarsein wrote:lolAV They have not posted the AV changes. DonGÇÖt start laughing yet.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Drapedup Drippedout
0uter.Heaven
513
|
Posted - 2014.03.05 13:02:00 -
[5] - Quote
What I don't understand....
1. Is the CPU/PG being nerfed as well to reflect the Dmg reduction?
2. Will these points be refunded? Minmatar assault just got a whole lot shittier....Here we go again :/
3. Name another suit that has a 'bonus' equal to 2+ complex modules....1.8 WTFmando, so GG CCP?
Pro-fit Prophet
"Gimme yo lunch money"
|
Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
22
|
Posted - 2014.03.05 13:02:00 -
[6] - Quote
i agree with just about everything said here. and i worry that was all the weapon changes coming in 1.8 |
calisk galern
BurgezzE.T.F General Tso's Alliance
2047
|
Posted - 2014.03.05 13:03:00 -
[7] - Quote
source? |
Fluffy Exterminatus
The Southern Legion League of Infamy
0
|
Posted - 2014.03.05 13:09:00 -
[8] - Quote
good idea fox it would allow an element of modification to suit what you want to kill or what the weapon you like isnt good against but overall a pro module wouldnt do much more dam then 5%.
I tankGÇÜ therefore i am,
|
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
337
|
Posted - 2014.03.05 13:13:00 -
[9] - Quote
Drapedup Drippedout wrote:What I don't understand....
1. Is the CPU/PG being nerfed as well to reflect the Dmg reduction?
2. Will these points be refunded? Minmatar assault just got a whole lot shittier....Here we go again :/
3. Name another suit that has a 'bonus' equal to 2+ complex modules....1.8 WTFmando, so GG CCP?
That first point was the first thing I thought of, as well as isk cost. You can't have it add so little for such high CPU/PG and isk costs.
Also, the points back, I could get a level of proficiency in every gun I have to five and level 1 basic weapon mods, netting me 1% extra damage over level 5 damage mods.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
|
Happy Violentime
OMFGZOMBIESRUN
233
|
Posted - 2014.03.05 13:56:00 -
[10] - Quote
Fox Gaden wrote: It will definitely help to increase the Time To Kill.
Right now I don't run dmg mods on my suit - Stuff dies quick.
When I run 2 complex dmg mods on my suit - Stuff dies quick, negligible difference.
Come 1.8 - if I shove 2 complex dmg mods on I will be doing exactly the same dmg as now...
|
|
Lorhak Gannarsein
Science For Death
1917
|
Posted - 2014.03.05 13:58:00 -
[11] - Quote
Fox Gaden wrote:Lorhak Gannarsein wrote:lolAV They have not posted the AV changes. DonGÇÖt start laughing yet.
Damage mod nerfs.
I repeat, lolAV.
MD/MSMG 514
|
Fox Gaden
Immortal Guides
2735
|
Posted - 2014.03.05 14:05:00 -
[12] - Quote
Lorhak Gannarsein wrote:Fox Gaden wrote:Lorhak Gannarsein wrote:lolAV They have not posted the AV changes. DonGÇÖt start laughing yet. Damage mod nerfs. I repeat, lolAV. If the Grenade count nerf is a way of balancing a dramatic AV Grenade damage buff, and the Swarm Launcher gets a substantial damage buff as well, I will be reminding you of this post Lorhak.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Lorhak Gannarsein
Science For Death
1944
|
Posted - 2014.03.06 01:52:00 -
[13] - Quote
Fox Gaden wrote:Lorhak Gannarsein wrote:Fox Gaden wrote:Lorhak Gannarsein wrote:lolAV They have not posted the AV changes. DonGÇÖt start laughing yet. Damage mod nerfs. I repeat, lolAV. If the Grenade count nerf is a way of balancing a dramatic AV Grenade damage buff, and the Swarm Launcher gets a substantial damage buff as well, I will be reminding you of this post Lorhak.
Sorry Fox :(
MD/MSMG 514
Assault ak.0: 2x extender, 1x energiser, 2x regulator, 1x repper. Any advice?
|
I-Shayz-I
I-----I
2459
|
Posted - 2014.03.06 02:11:00 -
[14] - Quote
1. Using std and adv damage mods will actually be viable now since complex aren't completely better than EVERYTHING.
2. The stacking penalties will mean that putting more than two complex will be a waste, further reducing damage mod stacking protos, meaning that having more high slots doesn't mean more damage potential. One is 5%, two is 9.35, three is 12.2
3. Damage mods will work more like armor plates. Complex armor plates are only slightly better than advanced when only one is used, but much better when 2-3 are used. One adv mod will save players a lot of fitting space instead of using complex, without sacrificing efficiency.
Links:
List of Most Important Threads
I make logistics videos!
|
Vitharr Foebane
Living Like Larry Schwag
721
|
Posted - 2014.03.06 02:12:00 -
[15] - Quote
With the nerfing of the damage mods and proficiency skill I'd say its about time we got the heavy laser and plasma weapons. If we don't get them soon then AV is going to be pretty much the flaylock of roles
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
|
xxwhitedevilxx M
Maphia Clan Corporation
1804
|
Posted - 2014.03.06 02:28:00 -
[16] - Quote
Fox Gaden wrote: This, along with the Proficiency changes, will narrow the gap between New players and Vets. This will greatly improve the New Player Esperance (NPE). Vets still get advantages from character development, they are just not as pronounced as they where.
Not really sure about this. Vets will have super-dual tanked suits (Cal Logi, Heavies, Gal Scout) while new guys will have... nothing! at least now new players can kill someone some way, due to the lesser HP and lower ttk.
>Bastard I : "Cce me ne... futt! XD"
|
bamboo x
Eternal Beings Proficiency V.
143
|
Posted - 2014.03.06 02:42:00 -
[17] - Quote
Were high slots ever diverse?
You'll still need one complex if you even want to think about entering a PC match.
Hanging up the Min Logi, going full Amarr Sentinel with HMG, Ion Pistol, and Forge Gun.
My record high KD about 47/14
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |