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Snake Sellors
Hellstorm Inc League of Infamy
2
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Posted - 2014.03.07 15:54:00 -
[31] - Quote
Bad idea, basically a nerf to any high damage or low rof weapons. great.
hopefully there will be some unforeseen good points here in the interactions of the new changes, hopefully
it's a shame it would of been nice to have the recent heavies event after this at least we could of gained sp in the new dual tanker 514 that they're making here. |
Cross Atu
OSG Planetary Operations Covert Intervention
1979
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Posted - 2014.03.07 16:13:00 -
[32] - Quote
Mishra's Dragon wrote:Cross Atu wrote:Another thing to keep in mind, is that the Min Assault is going to be getting a racial bonus to the effects of damage mods. +25% at level 5, meaning that every percentage higher you push the mods themselves expands the value of that specific medium frame over all other medium frames. At some level it becomes "the" medium frame to run and that's not where we want to be. I can't comment on what that threshold is, no one can clearly yet because the sheer volume of changes in 1.8 dashes the context on the rocks of uncertainty. Which brings me back to my common refrain, CCP, small granulated changes more often are better practice than huge pendulum swings every few months.
~Cross Just where in hell does it say anything about Min Assaults getting a boost on damage mods? Cuz I don't see it anywhere on the official DEV post... Hell, here's the ******* link, I'd like you to point it out to me. DEV Link There was a post with a data dump from SiSi, so you can consider the info a bit more preliminary than the sticky post from the Devs. "All numbers subject to change, blah blah" but it was the data seeded to the test server. In any event that was the Min Assault bonus at the time, I believe it was first linked by Aeon Amadi if you want to get updated details.
That being said I don't know the comparative time tables of the SiSi dump and the EDIT from CCP Logibro in post #2 which may mean that CCP took the feedback about the planned Min Assault bonus and thus changed it (wish they'd do the same about the Logi role bonus and racial support skills, but that's getting off topic).
In conclusion, my information may now be outdated, if so good catch, if not I'm sure we'll see soon enough ~Cross
SupportSP Rollover & an improved Recruting System
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Komodo Jones
Chaotik Serenity
586
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Posted - 2014.03.07 16:40:00 -
[33] - Quote
As much as I hate people who stack damage mods and and like the nerf that's coming, I do think the proportions are wrong, there's not that much of a difference between 3 and 5% so I'd be perfectly happy using a militia one and cutting costs. Then again people who do want to stack damage mods will use the complex ones and it will still be difficult to overcome the gun's weaknesses which is a good thing, using a scrambler rifle should actually make you weaker vs armor and not just normal damage once the shields are out of the way, a 7% damage increase with 3 complexes nearly overcomes that 20% damage reduction to some HP types and completely overcomes the 10% one, whereas 5% just barely overcomes the 10% reduction.
If I were to make a change to them I'd make basic advanced and proto give you 2% 3.5% and 6% damage respectively (we should also let the math allow half percentages!)
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1552
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Posted - 2014.03.07 16:51:00 -
[34] - Quote
I don't like useless modules. Basic and Advanced shield extenders need a buff as well.
Ion pistol in 1.8? Really, is that it? When is that? SoonGäó514
"No blue tags make Tallen go crazy.
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Adelia Lafayette
Science For Death
720
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Posted - 2014.03.07 16:55:00 -
[35] - Quote
if 3 5 7 is to high 2 4 6 might work
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Boot Booter
Omega Elite Mercs INC.
316
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Posted - 2014.03.07 17:09:00 -
[36] - Quote
I agree with 3 4 6. On the dual tanking theory, with high ttk, dust will become more about regeneration of shield, armor; speed will be a factor again. I don't think nerf in damage leads to dual tanking but rather more diverse fits. Surely you will have people dual tanking but you will also see people with much lower eHP who rely on high regen and speed. This means shield rechargers will become viable again and compete for at least one of the high slots. My pro min assault will probably be 3 extenders, damage mod, and recharger with a reactive plate and repairer in the low for example. |
Maken Tosch
DUST University Ivy League
7216
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Posted - 2014.03.07 17:31:00 -
[37] - Quote
Since the changes now appear to be written in stone, let's wait and see how 1.8 looks in action before we jump the gun on the damage mod nerf. Let's also not forget that vehicles might get an unexpected changes somehow. You know how patch notes don't always say everything.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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The-Errorist
553
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Posted - 2014.03.09 21:50:00 -
[38] - Quote
Maken Tosch wrote:Since the changes now appear to be written in stone, let's wait and see how 1.8 looks in action before we jump the gun on the damage mod nerf. Let's also not forget that vehicles might get an unexpected changes somehow. You know how patch notes don't always say everything. With the decrease in damage weapons in 1.8 will have, the percent bonus from damage mods will equate to a lower value. Having only a 2% difference between standard and prototype, the marginal gain in damage per shot gained for using a prototype damage mod, wont be worth the PG/CPU sacrifice. If it was a 4% difference between standard and prototype, it'll be more worth the sacrifice. |
Joel II X
Dah Gods O Bacon
1565
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Posted - 2014.03.09 23:50:00 -
[39] - Quote
Agreed. |
Obodiah Garro
Tech Guard RISE of LEGION
829
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Posted - 2014.03.10 00:12:00 -
[40] - Quote
naw 5% for complex is plenty, gives good reason to try other things out in high slots
Nemo me impune lacessit
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Billi Gene
520
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Posted - 2014.03.10 00:24:00 -
[41] - Quote
Boot Booter wrote:...... On the dual tanking theory, with high ttk, dust will become more about regeneration of shield, armor; speed will be a factor again. I don't think nerf in damage leads to dual tanking but rather more diverse fits. Surely you will have people dual tanking but you will also see people with much lower eHP who rely on high regen and speed. This means shield rechargers will become viable again and compete for at least one of the high slots. ....
fairly much hoping for this
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10133
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Posted - 2014.03.26 21:23:00 -
[42] - Quote
1.8 IS HERE! PANIC!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Draco Cerberus
BurgezzE.T.F General Tso's Alliance
842
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Posted - 2014.03.26 23:13:00 -
[43] - Quote
After some day one testing I have come to believe that Damage mods are fine the way they are with the exception of their use in conjunction with sniper rifles. More than 2 complex damage mods are needed to be truly efficient with a sniper rifle.
LogiGod earns his pips
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10149
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Posted - 2014.03.27 14:33:00 -
[44] - Quote
Draco Cerberus wrote:After some day one testing I have come to believe that Damage mods are fine the way they are with the exception of their use in conjunction with sniper rifles. More than 2 complex damage mods are needed to be truly efficient with a sniper rifle. I've been using them, and don't really see them being worth it.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
686
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Posted - 2014.03.27 14:41:00 -
[45] - Quote
KAGEHOSHI Horned Wolf wrote:I've been using them, and don't really see them being worth it. The issue, though, is the TTK feels really good currently, and I'd personally rather have complex damage mods that only give a 1% bonus increase than break 1.8's lovely TTK. I could get on board with perhaps a suggested 2-4-6% for the bonuses, as I don't think that 1% increase in damage on complex damage mods would necessarily break the TTK, and it does give that bit of extra incentive to train to V.
However, Dust is a game of sometimes marginal gains the higher you go up in skill levels. Some skills only gain 2% more effectiveness for a tremendous sp cost, so the precedent is there. And min-maxers will train for complex (or use the ones they already have) just to eek out that *tiny* bit extra damage.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10149
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Posted - 2014.03.27 15:00:00 -
[46] - Quote
Vespasian Andendare wrote:KAGEHOSHI Horned Wolf wrote:I've been using them, and don't really see them being worth it. The issue, though, is the TTK feels really good currently, and I'd personally rather have complex damage mods that only give a 1% bonus increase than break 1.8's lovely TTK. I could get on board with perhaps a suggested 2-4-6% for the bonuses, as I don't think that 1% increase in damage on complex damage mods would necessarily break the TTK, and it does give that bit of extra incentive to train to V. However, Dust is a game of sometimes marginal gains the higher you go up in skill levels. Some skills only gain 2% more effectiveness for a tremendous sp cost, so the precedent is there. And min-maxers will train for complex (or use the ones they already have) just to eek out that *tiny* bit extra damage. The choice isn't between having viable damage mods and 1.7's TTK. Making complex damage mods do 7% instead will still be 3% points lower than 1.8, also there have been a on of rifle nerfs, and proficiency nerfs that lead to 1.8's TTK, so simply buffing damage mods won't break TTK.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.27 15:36:00 -
[47] - Quote
I concur and +1
Give DUST514 some direction.
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The-Errorist
589
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Posted - 2014.03.28 00:47:00 -
[48] - Quote
Right now, higher tier damage mods aren't worth the extra PG/CPU. |
Mishra's Dragon
Dark Side Alliance
24
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Posted - 2014.03.28 03:45:00 -
[49] - Quote
Yeah... It's like "Heyyyyy, remember those Large Installation Rail Guns that I used to be able to take out in 2 shots of my proto Kaalakiota Forge Gun? Yeahhhh... I can't do that anymore! It takes 3 shots now! Also, remember those tanks? It's so hard to hit them already because they ran the fvck away like their **** is smaller than my clitoris when they are down to their last bits of armor and now it take 2 MORE hits to kill them! Thanks CCP, I appreciate the fvck out of this!!"
Join the Dark Side Alliance, we have cookies and milk~ Mishy the Sentinal loves logi attentions <3
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Viktor Hadah Jr
Critical-Impact
3205
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Posted - 2014.03.28 07:27:00 -
[50] - Quote
For the love of god CCP, please this!
Selling Templar BPO's Last of the BPO's(Click link)
I feed off your tears
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Spectral Clone
Dust2Dust. Top Men.
1963
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Posted - 2014.03.28 09:13:00 -
[51] - Quote
I support this thread. Dont want to be forced to have shield extenders in my high slot.
Drop it like its hat.
I´m a fat scout. Do you even lift bro?
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