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bamboo x
Eternal Beings Proficiency V.
134
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Posted - 2014.03.05 23:35:00 -
[31] - Quote
Trust me.
When you get sniped by a Caldari Commando with a Thale's, you'll be thankful damage mods got a nerf.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Piercing Serenity
Fatal Absolution General Tso's Alliance
568
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Posted - 2014.03.05 23:36:00 -
[32] - Quote
Vicious Minotaur wrote:I have no problem with Damage mods being nerfed. I do, however, have a problem with the puny amount of mods that high slots offer.
C'mon, give us resistance mods and shtuff, CCP.
- Well, shield tankers might use energizers now, because they will have more time to actually use them. Same goes for rechargers - Maybe (A big maybe at that) Gal Scouts who are focusing on scanning will use a single Range Amp
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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General12912
Gallente Marine Corps
82
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Posted - 2014.03.05 23:41:00 -
[33] - Quote
darkiller240 wrote:Its so shield tankers don't get raped by amour tankers as it is now LOL. i still pwn squishy shield tankers and i dont even use damage mods. im a dual tanker in my assault Gk.0/G-1.
the reason why they did it is the same reason why they nerfed all the racial rifles and the smg. that reason why is to incrase time-to-kill (TTK).
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
338
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Posted - 2014.03.06 00:01:00 -
[34] - Quote
Okay in eve a damage mod does 7-10% damage and a rate of fire increase, they go in low slots. And theirs some fancy expensive ones that do more I'm sure through factions and such.
But you can resistance tank ships upwards of 90% damage. (example being a tech two maller, with skills alone the armor resists up to 96% explosive damage if I remember correctly, Then you still have low slots to factor in) So it makes sense to have them at 10. That's why you have other damage types, ammo types and up to 8 guns. now we don't want 1v1 in dust to last 15 minutes but at the moment theirs no way to counter a damage mod with resistances. a suit should have varying bonuses against the 4 damage types. So you can sacrifice having 600 armor, and instead run around with 200-300 armor that will absorb 50% to basically equal 600armor. right now there's no reason for damage mods to be as effective as they are. |
Fox Gaden
Immortal Guides
2762
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Posted - 2014.03.06 00:42:00 -
[35] - Quote
While I agree with the nerf for increasing TTK, 3%, 4%, 5% does not provide enough incentive to skill to Proto. I think it should have been 2%, 3%, 6%. (or 2%, 4%, 6%)
For fitting diversity I think they should add the following modules: - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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The Infected One
Fatal Absolution General Tso's Alliance
868
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Posted - 2014.03.06 00:47:00 -
[36] - Quote
As someone who doesn't use damage mods on anything aside from a HMG or Forge, this doesn't really effect me. I was however hoping to see 3 different types of damage mods.
One for shields, one for armor, and one with an equal mix of damage added to each.
It would have given players that use damage mods more choices, while still increasing TTK by not simply causing a blanket damage increase. One could take the AR which does 110% to shields, 90% to armor and throw 2 complex (10% old stat) armor damage mods on and bring the AR up to 110% shields and ~108% to armor which would make the AR suck a lot less, and still keep the damage output to a manageable level.
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
587
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Posted - 2014.03.06 01:04:00 -
[37] - Quote
DMG mod where one of the MAIN source of Imbalance.
why? simply no way to balance them.
If you balance a weapon taking in account that people may use DMG mod, you make it UP ( PLC)
If you balance a weapon by itself, to be useful without DMG mod, with DMG mod on you make that same weapon OP.
Proud HMG SiXKin User.
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Rodd of Nor
Nor Clan Combat Logistics
37
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Posted - 2014.03.06 02:41:00 -
[38] - Quote
All we have to go on are numbers and those numbers we do have aren't even the whole picture. Why don't we wait to see how things actually turn out in 1.8? for all we know things just got a hell of a lot more fun
It is better to be thought an idiot, then to open your mouth and remove all doubt.
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Atiim
5342
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Posted - 2014.03.06 02:43:00 -
[39] - Quote
Rodd of Nor wrote:All we have to go on are numbers and those numbers we do have aren't even the whole picture. Why don't we wait to see how things actually turn out in 1.8? for all we know things just got a hell of a lot more fun Bro, do you even CCP?
The Little Mermaid Of The War Room.
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Alena Ventrallis
The Neutral Zone
805
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Posted - 2014.03.06 02:44:00 -
[40] - Quote
The damage mod nerf was harsh, but good. Making it 3%/5%/7% would make them viable, but less powerful than they are now.
Best PVE idea I've seen.
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shady merc
RisingSuns
44
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Posted - 2014.03.06 03:44:00 -
[41] - Quote
I agree it was to harsh of a nerf the main problem with dmg mod is that proto are twice as effective as adv. currently proto are also the best bang for their fitting cost compared to other dmg mod. This creates an issue where adv suits can't compete with protos. All modules need to be balanced with the following thought process to find balance.
Most efficient for fitting cost Standard> advance>proto
Most efficient per slot Proto>advanced>standard
Very few modules do this well. Armor plates and code breakers come close but they still have issues. I think the dmg modules should of went 3 5 7 and only effected optional range damage. In 1.8 there is no reason to waste isk and CPU/pg to fit beyond standard unless you are stacking them(not a good idea with these numbers) |
Cody Sietz
Bullet Cluster Legacy Rising
2539
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Posted - 2014.03.06 03:48:00 -
[42] - Quote
Dmg mods needed to be nerfed. Hopefully the SL and FG were buffed like crazy.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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TheDarthMa94
The New Age Outlaws WINMATAR.
162
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Posted - 2014.03.06 03:53:00 -
[43] - Quote
Logi Bro wrote:WTF did you do to damage mods, CCP? Facerolgjnwierungsklgnwpeiunds;nire
Hold on.
*takes a deep breath*
Alright, I'd really appreciate it if someone out there that supported this nerf would explain this to me. What was wrong with damage mods? Mathematically speaking extenders were always better, now extenders are probably 20x better, though I haven't taken the time to do the math yet.
The problem with damage stacking was proficiency, and you guys over at CCP (sort of) fixed that, so why the damage mod hate? If I were in your place, I would've just made proficiency give 1% per level, and reduce the skill cost by a couple of multipliers. A 50% cut to a module that was already outclassed? Overkill. And don't forget that rifles were nerfed, so the 10% that people are getting now would've still been less than the 10% they would be getting post 1.8. So that makes it a double nerf. And also, TTK is increasing, so extenders would've been more appealing than damage mods anyways. So that makes it a triple nerf?
And to top if off, even if damage mods really were too powerful, why make a massive 50% cut? Why not start with 20%? 3%-->4%-->8%, then you could have gone farther if it were still too much.
Since devs are usually prowling the forums after a dev blog release, I'd appreciate it if one of you would give a response to this.
Yeah! What he said CCP!
Sith Apprentice and Director of NAO
"Hahahah, another raspberry bites the dust!"
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KalOfTheRathi
Nec Tributis
1001
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Posted - 2014.03.06 04:45:00 -
[44] - Quote
Logi Bro wrote:WTF did you do to damage mods, CCP? Facerolgjnwierungsklgnwpeiunds;nire ... snip ... And to top if off, even if damage mods really were too powerful, why make a massive 50% cut? Why not start with 20%? 3%-->4%-->8%, then you could have gone farther if it were still too much. You assume many things, some of them true others not so much.
First they release OP on release weapons nearly every release while not correcting them for freaking ever.
Second, math has never been their strong suit. Dividing by 2 is so much easier, don't cha know? Check the turret turning performance in blaster and large rail guns. No change what so ever, regardless of SP spent.
Remember how bad 1.0 was? Spending five minutes every battle to get enough ammo to kill damned near anyone? That is the gold standard it would seem because we are definitely heading back there. Longer TTK is been the QQ standard for quite sometime here on the forums.
Damage mods were OP apparently, so whacking them by half will make it more obvious that they should not be used.
And so it goes.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1373
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Posted - 2014.03.06 06:08:00 -
[45] - Quote
Logi Bro wrote:darkiller240 wrote:Its so shield tankers don't get raped by amour tankers as it is now This does nothing at all to help shield tankers. I could kill a shield tanker by looking at him funny, with a -100% damage module equipped, as well. Armor tankers will still be armed bricks, and shield tankers will still be the mentally challenged people that hold paper in front of their faces to stop bullets. Please!! Damage mods went from +30% damage that was killing my Mk-0 shield based suit
to +15% that makes my MK-0 USABLE
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1373
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Posted - 2014.03.06 06:15:00 -
[46] - Quote
KalOfTheRathi wrote:Logi Bro wrote:WTF did you do to damage mods, CCP? Facerolgjnwierungsklgnwpeiunds;nire ... snip ... And to top if off, even if damage mods really were too powerful, why make a massive 50% cut? Why not start with 20%? 3%-->4%-->8%, then you could have gone farther if it were still too much. You assume many things, some of them true others not so much. First they release OP on release weapons nearly every release while not correcting them for freaking ever. Second, math has never been their strong suit. Dividing by 2 is so much easier, don't cha know? Check the turret turning performance in blaster and large rail guns. No change what so ever, regardless of SP spent. Remember how bad 1.0 was? Spending five minutes every battle to get enough ammo to kill damned near anyone? That is the gold standard it would seem because we are definitely heading back there. Longer TTK is been the QQ standard for quite sometime here on the forums. Damage mods were OP apparently, so whacking them by half will make it more obvious that they should not be used.
Pardon me but :
"Spending five minutes every battle to get enough ammo to kill" Hell no!! battle was over by then!! Five minutes.........lol!!
so it was either YOU had no idea in 1.0 of nanohives existing or YOU felt it beneath you to invest in ammo management skills and using deployables called NANOHIVES??
Get a CLUE!! I am tired of deploying nanohives and NOBODY uses them thanks to TRIPLE 10% damage mods killing everybody before they need more ammo!!
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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CLONE117
True Pros Forever
716
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Posted - 2014.03.06 16:05:00 -
[47] - Quote
if it was just the dmg mod nerf only for the time being ttk would have increased for all in general. with the nerf of every rifle including smg. ttk gets nerfed for lower tier suits like mlt and std. as they tend to have they can barely get 1/3 of the hp that proto can reach and that would be with the relative core skills maxed. nano hives are going to be next to useless due to the nerfs that eq will be receiving.. so a buff to base ammo capacity and clipsize for majority of the directly nerfed weapons may be needed. the only ppl that died fast was mlt. proto lived 10x longer.. it was a large difference. but could be worked around in 1.7.
in 1.8 its going to be next to impossible to work around the only ones that may be affected the least amount in 1.8 from the nerfs will most likely be heavies with hmgs.
we will now have weaker guns. and will be forced to deal with ppl that have lots of hp. and the massive hp difference is going to nerf the extremely fragile balance across the tiers. more than likely it will take over 2 clips of a mlt or std ar to kill anything thats not mlt or std in 1.8. its a problem that needs to be resolved before they release 1.8. or the game would turn away alot more newer players as currently they can barely kill anything. |
Dauth Jenkins
Ultramarine Corp
159
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Posted - 2014.03.06 17:16:00 -
[48] - Quote
Logi Bro wrote:Delta90212 wrote:Out of all people you were the one to complain about damage mods. Why I thought you were a true logibro I've never said anything against damage mods. I'm not even a logibro, I changed out to sentinel a long time ago. To anyone that supports this damage mod nerf, take a moment to actually think. Shield extenders ARE better, make no mistake, especially after 1.8 hits. The only thing people will be using in their highs are shield modules. With lower TTK AND dual tanking mixed, the game will slow to a crawl. I support lower TTK, but nobody wants it to take 5 minutes to finish one gunfight.
I support this damage mod. Why? Because it gets rid of the insanely fast TTK of Rail rifles(proto level) against anything thats not a heavy or a tanked protosuit. The TTK is only going to be increased by like, 1 sec. Also, that's the fundamental problem that CCP has right now. 2 types of people play dust. The people who (for lack of a better example) want CoD, with really fast TTK, and people who want long TTK. Trying to find the balance is what CCP is attempting to do. That's why weapons got a damage buff in 1.7 (I believe it was 20%). Now they are trying to reduce it to find that balance. In their defence, CCP has always been a long term developer, always tweaking things (*cough cough* EvE *cough cough*), sooooo they'll eventually get it right.
Oh, and CCP if your reading this, bring back the vehicle shield and armour transfer modules, I want my Myron to be a true support dropship.
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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