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Llast 326
An Arkhos
2253
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Posted - 2014.03.07 19:57:00 -
[1] - Quote
Placed this idea in a Corp forum before the Devblog came out, and now that the changes are being discussed this was looked at as a good idea by some (okay at least one other person)
The idea is simple, Damage mods specific to armour or shields. This would double the amount of modules that exist (albeit not with a huge amount of variety) But it would be nice to have more slot options anyway. These mods would come in basic, enhanced and complex versions, not sure what would be the best percentages in light of the new TTK changes.
Light Armour Damage Mod - increased damage to Armour for Light Weapons Heavy Armour Damage Mod - increased damage to Armour for Heavy Weapons Sidearm Armour Damage Mod - increased damage to Armour for Sidearm Weapons
Light Shield Damage Mod - increased damage to Shields for Light Weapons Heavy Shield Damage Mod - increased damage to Shields for Heavy Weapons Sidearm Shield Damage Mod - increased damage to shields for Sidearm Weapons
Rather than a universal bonus to damage this would make damage mods a bit more strategic.
You could increase the effectiveness of the weapon by it's strength, or you could work to minimize its shortfall in damage. Potentially both but it would be at the cost of two slots and fitting costs.
Another idea would be to make Armour Damage mods fit in Low slots and Shield Damage mods in High slots, Feedback on that idea would be welcome.
KRRROOOOOOM
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Driftward
Subdreddit Test Alliance Please Ignore
810
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Posted - 2014.03.07 21:24:00 -
[2] - Quote
I could get behind this. Would do the same thing as decreasing the % of the universal damage mods (ie what just was described in the latest dev blog) but in a more strategic manner that increases the meta game of fitting.
Are you in a match against an armor heavy faction or a shield faction? Do they all run Gal logis? This would allow you to customize your fits to be most effective against certain enemies. Mid -game the entire match could change due to people changing out damage mods.
Whether the damage mods should be fit in different places? That would add another interesting twist, though there's already so much that is low-slot oriented, would hate to increase that discrepancy even more.... |
Buster Friently
Rosen Association
1998
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Posted - 2014.03.07 22:01:00 -
[3] - Quote
The correct solution to this issue is varied ammunition that affects armor and shields differently. |
Irina Avogadro
Nos Nothi
38
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Posted - 2014.03.07 22:07:00 -
[4] - Quote
Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently.
Why is that the "correct" solution? Damage type is primarily what separates racial variants of the same type. Tactical Assault Rifle that fires rail rounds is too similar to the rail rifle. Assault Rail Rifle that fires blaster rounds is too similar to the Assault Rifle. Now people who skill into one weapon have access to basically a whole different tree. Same thing with the new pistols. If the scrambler fired a charged shot, or if the ion fired an explosive round.
Splitting the bonus we already have across two skills is something easy to code. CCP already regulates how one type of damage affects one type of tank. Sentinels get a bonus that works this way. Weapons already apply damage this way.
What you are suggesting is an entirely new game mechanic, which is likely to be fraught with bugs. And it will whitewash the game since every single gun will just become every other gun.
However, if you changed damage mods to increase damage to a specific type of tank, you've split the focus of the dmg mod. TTK will be increased even further AND there will be more choice of high mods. Let's face it, high mods are severely lacking when compared to low mods.
Related to Ivan Avogadro, of the New Eden Avogadro's. Charmed, I'm sure.
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Driftward
Subdreddit Test Alliance Please Ignore
812
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Posted - 2014.03.07 22:07:00 -
[5] - Quote
Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently.
True, different ammo types would be nice. However, realistically IMO, ammo won't be coming to us anytime soon/would take tons of development time away from more important items. We don't currently have a system of choosing ammo/buying ammo/skilling into different ammo types.
Whereas, damage mods are a previously established module. Would require only small tweaks to development (hardest part would likely be changing the damage modifier to shields/armor vs universal) Otherwise, its a matter of duplicating a set of damage mods. Hell we could even keep the universal ones as well and just make a new type of mods solely for changing weapon efficiency.
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Llast 326
An Arkhos
2263
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Posted - 2014.03.07 22:22:00 -
[6] - Quote
Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently. Drift and Irena both covered the points on ammo types that I think are valid. I would also add that it is my hope that when Ammo types are added that they are more diverse than simply Armour/Shield variation. Something akin tto those mentioned in the weapon descriptions, limited seeker rockets for the FL for example. An increased AoE round for FG, Flux rounds for the MDGǪ just different variations of things you could do change the dynamic.
@ Drift on the H/L option, I do agree that we need more Highs for sure, I only tossed that as a thought for increasing options for shield suits not having to give up EhP for damage, as armour tankers currently gain more benefit from damage mods. Though i don't mind the choice between Tank or Gank, their is a bit of a discrepancy favouring Gal/Amarr over Min/Cal (Cal Logi being an exception)
KRRROOOOOOM
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Buster Friently
Rosen Association
1998
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Posted - 2014.03.07 22:57:00 -
[7] - Quote
Irina Avogadro wrote:Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently. Why is that the "correct" solution? Damage type is primarily what separates racial variants of the same type. Tactical Assault Rifle that fires rail rounds is too similar to the rail rifle. Assault Rail Rifle that fires blaster rounds is too similar to the Assault Rifle. Now people who skill into one weapon have access to basically a whole different tree. Same thing with the new pistols. If the scrambler fired a charged shot, or if the ion fired an explosive round. Splitting the bonus we already have across two skills is something easy to code. CCP already regulates how one type of damage affects one type of tank. Sentinels get a bonus that works this way. Weapons already apply damage this way. What you are suggesting is an entirely new game mechanic, which is likely to be fraught with bugs. And it will whitewash the game since every single gun will just become every other gun. However, if you changed damage mods to increase damage to a specific type of tank, you've split the focus of the dmg mod. TTK will be increased even further AND there will be more choice of high mods. Let's face it, high mods are severely lacking when compared to low mods.
Well, the reason that it's "correct" is because it follows the existing Eve lore. It's true though, that it represents more work. |
deepfried salad gilliam
Sanguine Knights
474
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Posted - 2014.03.07 23:59:00 -
[8] - Quote
Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently. why not both
Proud Christian
Free stuff for the next account you make:)
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Llast 326
An Arkhos
2270
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Posted - 2014.03.08 07:51:00 -
[9] - Quote
I am not bumping this for the night shift
KRRROOOOOOM
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Alena Ventrallis
The Neutral Zone
817
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Posted - 2014.03.08 08:19:00 -
[10] - Quote
Buster Friently wrote:The correct solution to this issue is varied ammunition that affects armor and shields differently. Save for projectile turrets, the damage profile of weapons in Eve do not change. Only the amount of damage, and the range. Projectiles (minmatar) can fire any damage type with the same variations. The longer the range, the shorter the damage.
Best PVE idea I've seen.
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