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Logi Bro
Brutor Vanguard Minmatar Republic
2969
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Posted - 2014.03.05 22:04:00 -
[1] - Quote
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.
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Delta 749
Kestrel Reconnaissance
2571
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Posted - 2014.03.05 22:07:00 -
[2] - Quote
The eve players whined they were dying to fast and couldnt bunny hop away so here we are This hurts Av much much much more though
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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darkiller240
WarRavens League of Infamy
524
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Posted - 2014.03.05 22:07:00 -
[3] - Quote
Its so shield tankers don't get raped by amour tankers as it is now
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Delta90212
Dust2Dust. Top Men.
325
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Posted - 2014.03.05 22:07:00 -
[4] - Quote
Out of all people you were the one to complain about damage mods. Why I thought you were a true logibro
Fear The Tribes // In Rust We Trust // Standings Minmatar 6 // Minmatar Logibro //
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Reav Hannari
Red Rock Outriders
3120
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Posted - 2014.03.05 22:08:00 -
[5] - Quote
darkiller240 wrote:Its so shield tankers don't get raped by amour tankers as it is now
^^^
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
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Logi Bro
Brutor Vanguard Minmatar Republic
2971
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Posted - 2014.03.05 22:12:00 -
[6] - Quote
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.
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Kaughst
Nyain San Renegade Alliance
228
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Posted - 2014.03.05 22:12:00 -
[7] - Quote
I think now that the damage situation has been dealt with there needs to be a way to make amor/shields on viable to certain racial frames. I.E the armor and shield base HP is increased with Amarr, armor plates have a increased movement penalty with gallente only able to overcome it. Shield extenders having a penalty like they do now except caldari are not penalized. And I guess I would think of something for the minmatar but I have no idea heh...
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Logi Bro
Brutor Vanguard Minmatar Republic
2971
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Posted - 2014.03.05 22:15:00 -
[8] - Quote
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.
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C Saunders
Tech Guard RISE of LEGION
515
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Posted - 2014.03.05 22:16:00 -
[9] - Quote
With longer TTK shield rechargers/regulators may be useful again.
// Fully Speced Mass Driver Expert // Closed Beta Vet // Tech Guards Sexy Beast //
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Ghosts Chance
Inf4m0us
1220
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Posted - 2014.03.05 22:20:00 -
[10] - Quote
damage mods may increase by a lesser precentage now BUT they are more benificial in 1.8
proficiancy got nerfed so that it only boosts on type damage.
and damage mods are now the other source of off type damage increase in the game (except commandos)
basically damage mods are now the only way to mitigate your weapons natural weaknesses, making them more important even if less powerful.
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CRNWLLC
Screwy Rabbit ULC
82
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Posted - 2014.03.05 22:21:00 -
[11] - Quote
Yeah, this is lame. I just got complex damage mods in order to increase OHKs while sniping, and now this. They help, but they're not a game changer.
But with all the talk of dual tanking and the improvements to shield regulators, etc., snipers are getting uber-nerfed. Folks complain about how useless snipers are now--imagine if they can only score half as many kills as normal due to this damage mod/YAY TANKING! change.
Any word on changes to SRs?
My other dropsuit is a Python.
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Logi Bro
Brutor Vanguard Minmatar Republic
2974
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Posted - 2014.03.05 22:23:00 -
[12] - Quote
C Saunders wrote:With longer TTK shield rechargers/regulators may be useful again.
Which is exactly why armor tankers will be putting those in their high slots instead of damage mods.
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Ansiiis The Trustworthy
Mocking Bird Inc.
741
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Posted - 2014.03.05 22:25:00 -
[13] - Quote
You see...
No one understands.
I am the LAW!
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steadyhand amarr
TeamPlayers Negative-Feedback
2463
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Posted - 2014.03.05 22:26:00 -
[14] - Quote
deal with it damage mods where a huge part of the problem. patch day is going to have some QQ and i cant wait, looking foreword to getting into a squad and wiping out all the bads blindly rushing about
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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NextDark Knight
Hellstorm Inc League of Infamy
247
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Posted - 2014.03.05 22:27:00 -
[15] - Quote
CCP is trying to get rid of the slayer logi.. but really CCP.. you just need to add a reload penalty per equipment fitted logi suits.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
332
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Posted - 2014.03.05 22:27:00 -
[16] - Quote
Because 10% damage buff is too much when there's no passive shield/armor resistance mods or inherent suit resistances. When an amarr suit can resistance tank his armor to 50% resistance they'll have a place at 10%
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Icarus DelSol
BIG BAD W0LVES
29
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Posted - 2014.03.05 22:30:00 -
[17] - 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've quit using damage mods mostly even in this build. I've just found for my play style (non-slayer logi) they aren't as helpful as extenders or even precisions enhancers (or is it range amps? whatever, you get the point). Anyhow, I think this will force us to bring two guns on a target. 1v1 will take significantly more time, but two cloaked scouts will murder. Heavies will murder. A pack of assaults will murder. Logis will not. Lone assaults will not. Snipers will not :)
Roles are becoming more important, as are thoughtful fittings and group tactics. I think fortification will become more important, as will coordinated assaults. I think people will spend more time looking to fill their squad with people who fit specific roles. No longer will it be enough to just grab a bunch of randoms on a Wednesday night, you'll have to find yourself a heavy and a minmatar logi. Add a scout and a couple of assaults. Maybe swap the min logi for a gal logi if you keep getting into games with gal scouts. This is why I'm hoping they reduce the SP cost to get into racial suits a little. I think with all of the variation and all of the specialization it would be really nice if you could proto out two suits instead of 1 for 10 mil isk.
I've been really bored since 1.7 dropped. I'm totally excited for 1.8. There will be things to adjust, and of course the first week is going to feel horrible, but I'm hopeful. It sounds like things are going in a good direction.
My only real concern now is AV, but I think they'll be more open to balancing that out once they have a few weeks of gameplay data after the drop. |
Logi Bro
Brutor Vanguard Minmatar Republic
2976
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Posted - 2014.03.05 22:33:00 -
[18] - Quote
steadyhand amarr wrote:deal with it damage mods where a huge part of the problem. patch day is going to have some QQ and i cant wait, looking foreword to getting into a squad and wiping out all the bads blindly rushing about
Good luck trying to wipe out people that have stacked massive amounts of shields because damage mods are now more or less too inefficient to use.
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COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
541
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Posted - 2014.03.05 22:36:00 -
[19] - 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.
Then a flux + my combat rifle will do me well. A few extra shield mods isn't going to stop 1200 shield damage...unless I've done my math wrong.
Proud Minmatar scout - Republic Merc 6/10
Immune to bitter/jaded vet syndrome
Roll with the punches instead of QQing
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1544
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Posted - 2014.03.05 22:44:00 -
[20] - Quote
As an AR user I like any opportunity to tear through shields, as a Gallente though I guess it's either brick tanking, passive scanning, 5-10 percent damage increase. I like bringing shields back, but I hate making brick tanking so viable.
Ion pistol in 1.8? Really, is that it? When is that? SoonGäó514
"No blue tags make Tallen go crazy.
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CLONE117
True Pros Forever
713
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Posted - 2014.03.05 22:49:00 -
[21] - Quote
ttk was short due to stacked dmg mods.
profenciency for some guns could have used some tweaking.
but looking at how long it took to kill some1 with a mlt ar on an alt out of academy. its gonna take over 3 clips in 1.8. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
650
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Posted - 2014.03.05 23:01:00 -
[22] - 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. It's kind of interesting how you came to that conclusion. And YES shield tankers will be of more value now because weapon specialization only improves damage against Shield OR Armor, there are a few weapons that still have both, but they are far between. If armor tankers are geared to hurt other armor tankers they'll have a problem with Shield users, and if geared for shield, they'll have a problem with Armor users.
CLONE117 wrote:ttk was short due to stacked dmg mods.
profenciency for some guns could have used some tweaking.
but looking at how long it took to kill some1 with a mlt ar on an alt out of academy. its gonna take over 3 clips in 1.8. If you're an idiot, yes. Otherwise MLT is quite the kicker. In case the hint missed you, I mostly use Militia and Standard gear + core skills.
If you can read this, it means you are reading.
Unless you are skimming
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low genius
The Sound Of Freedom Renegade Alliance
1333
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Posted - 2014.03.05 23:02:00 -
[23] - Quote
stopped them from being op'd as a mofo? |
Operative 1171 Aajli
Bragian Order Amarr Empire
1447
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Posted - 2014.03.05 23:05:00 -
[24] - Quote
This is like a simpler alternative to adding ammo types to the game. I'd prefer ammo types but whatever would further allow weapon types to do more damage to particular fits over others than just an across the board damage increase.
Rommel, you magnificent bastard, I read your book!
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Atiim
5326
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Posted - 2014.03.05 23:16:00 -
[25] - Quote
Delta90212 wrote:Out of all people you were the one to complain about damage mods. Why I thought you were a true logibro He's a BigBro now.
The Little Mermaid Of The War Room.
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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DTOracle
BlackWater Liquidations INTERGALACTIC WARPIGS
232
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Posted - 2014.03.05 23:17:00 -
[26] - Quote
Shield extenders are currently useless, compared to DMG mods in the hi slots. I run a Adv scout most of the time. & my most successful fits are stacked dmg mods w/ plates on the lows. This should not be my most successful fit, but it is. I whole heartedly welcome this change, as it encourages more variety in fitting.
Put the crutch down, it's time for some physical therapy |
Arx Ardashir
Imperium Aeternum
637
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Posted - 2014.03.05 23:23:00 -
[27] - Quote
Delta 749 wrote:The eve players whined they were dying to fast and couldnt bunny hop away so here we are This hurts Av much much much more though Are you seriously saying that EVE players are the ones who bunny hop?
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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The Robot Devil
Molon Labe. General Tso's Alliance
1855
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Posted - 2014.03.05 23:29:00 -
[28] - Quote
Arx Ardashir wrote:Delta 749 wrote:The eve players whined they were dying to fast and couldnt bunny hop away so here we are This hurts Av much much much more though Are you seriously saying that EVE players are the ones who bunny hop?
They don't have a good reason so they jump on the EVE is killing DUST band wagon. Just trying to make up a reason because they don't know the real reason. Until CCP releases some graph **** to explain why they changed what they changed then everything we say is just us speculating why they did it.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Piercing Serenity
Fatal Absolution General Tso's Alliance
568
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Posted - 2014.03.05 23:29:00 -
[29] - Quote
@Logi Bro
I feel like you are ignoring the counters to high shields. For example
- One flux will wipe out all shields, regardless of tier or who throws the grenade - M1 (possibly) and Core (surely) locus grenades will still eat through all shields, save for heavy and commando - Laser Rifles and ScR's will eat through shields
etc.
Secondly, it doesn't seem like your considering the different ways that people can counter brick tanked suits
- "ScR / SMG / Locus" for Shield tanked suits - "CR / ScP / Flux" for Shields - "Laser / MD / Any" for either situation (Commando)
etc.
My guess is that there is going to be a shift from people using the same light weapon / sidearm for every engagement, and put more emphasis on bringing multiple different weapons to a fight. That is to say, I think players will do less of "Start every fight with my CR, switch to sidearm if necessary". Instead, they will be rewarded more for thinking "I'll open up with my ScP, then hit his armor with CR".
If players can do the above, especially taking the new proficiency stats into account, TTK increases won't be a worry for those who try to plan ahead for their engagements
DUST 514 BETA VET
16.2M Lifetime SP
SH4T --> PFBHz --> PFB --> SH4T --> Fatal
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
705
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Posted - 2014.03.05 23:29:00 -
[30] - Quote
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. |
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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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