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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7307
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Posted - 2014.03.10 15:47:00 -
[31] - Quote
BL4CKST4R wrote:Those numbers are good but they are a little to high... 3 enhanced armor plates on a adv suit take most of the PG away. Ah, I almost forgot! I didn't remember why when I replied to this comment, but I moved PG modules to high slots.
What I wanted is that if you use an ADV suit, you will have to have a mix of STD and ADV tank modules. Or a PRO requires you to have a mix of PRO and ADV modules.
But if you use a PG upgrade (or CPU upgrade in the case of shields), you can bump up the level of your modules at the cost of a slot.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Chunky Munkey
Amarr Templars Amarr Empire
3367
|
Posted - 2014.03.10 16:30:00 -
[32] - Quote
I think the real issue is not lack of diversity in dual tanking, but lack of diversity in high slots.
Kin cats & Armour reps would be far more suited to high slots, and would have helped address the damage mod "issue" that now sees us punished with even less diversity.
No.
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
725
|
Posted - 2014.03.10 16:47:00 -
[33] - Quote
Chunky Munkey wrote:I think the real issue is not lack of diversity in dual tanking, but lack of diversity in high slots.
Kin cats & Armour reps would be far more suited to high slots, and would have helped address the damage mod "issue" that now sees us punished with even less diversity.
Just what I was about to post. When the only options are nerfed damage mods and shield extenders, of course people are going to Dual tank. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1572
|
Posted - 2014.03.10 17:33:00 -
[34] - Quote
BL4CKST4R wrote:Marc Rime wrote:Is the ability to dual tank really a problem? It's a fairly recent phenomenon despite being possible (and viable) since beta. To me that suggests the rise in popularity of dual tanks is a mere symptom of some other problem... For some reason people suddenly prioritise max EHP over everything else -- my guess it is because of the shortened TTK (and weapon damage preventing movement). Dual tanking + an extended TTK is going to make the combat extremely slow. That and the fact weapons to more damage to single tank builds rather than dual tanked builds means that dual tankers have the longest TTK regardless. This not only destroys combat but destroy field variability. Remember the old Caldari Logistics and how annoying and difficult it was to kill, this is going to be Dust 1.8 except with every suit.
Every proto suit you mean. This is one reason why I liked the lower TTK, because it gave lower tiered suits a better chance, if they played smart. The brick tanked Caldari Logi has to be the most annoying thing to fight. Not impossible to kill, but ridiculous.
Ion pistol in 1.8? Really, is that it? When is that? SoonGäó514
"No blue tags make Tallen go crazy.
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7315
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Posted - 2014.03.10 19:06:00 -
[35] - Quote
Chunky Munkey wrote:I think the real issue is not lack of diversity in dual tanking, but lack of diversity in high slots.
Kin cats & Armour reps would be far more suited to high slots, and would have helped address the damage mod "issue" that now sees us punished with even less diversity.
Edit: oh and one of the two capacity mods in the highs too. Haven't decided which one. Unless those modules are absurd, people will choose eHP any day.
Besides, armor reps in the high slots? Do you seriously want me to run around in a suit with an absurd amount of armor AND reps that beat any shield suit?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Kane Fyea
2625
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Posted - 2014.03.10 19:11:00 -
[36] - Quote
Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? |
Atiim
Living Like Larry Schwag
5575
|
Posted - 2014.03.10 19:13:00 -
[37] - Quote
BL4CKST4R wrote:Atiim wrote:I agree with your idea, but I am concerned about Minmatar Frames. They are supposed to be speed tankers, but the Kinetic Catalyzers are PG intensive. Lowering the PG on them would serve to make them underpowered even further. Reducing their PG would be an order. Also, the 3rd paragraph has a typo. I'm pretty sure people wouldn't want a strong stank. How would lowering PG on Kin Cats make Min frames, or the module UP. I don't know if you mean the PG of the suit or the module. The Suit
AV > HAV > INF > AV | Not: HAV > AV GëÑ INF
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7315
|
Posted - 2014.03.10 19:15:00 -
[38] - Quote
Kane Fyea wrote:Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? It's not meant for dual tanking. They just didn't get to rebalancing them.
If you look at scouts and heavies, they're the exact opposite of dual tankers, they have the highest amount of armor and lowest amount of shields.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Kane Fyea
2625
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Posted - 2014.03.10 19:22:00 -
[39] - Quote
Cat Merc wrote:Kane Fyea wrote:Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? It's not meant for dual tanking. They just didn't get to rebalancing them. If you look at scouts and heavies, they're the exact opposite of dual tankers, they have the highest amount of armor and lowest amount of shields. Then what are they for then? In eve Amarrians are the huge armor tankers but the gallente decided to take that spot for dust. Are they supposed to armor tank? If so they are gimped compared to gallente suits since they can armor tank better while still being faster then Amarr suits. The only thing that the amarr suit has that makes it somewhat worthwhile is the reduction to heat build up for laser weapons. |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7315
|
Posted - 2014.03.10 19:27:00 -
[40] - Quote
Kane Fyea wrote:Cat Merc wrote:Kane Fyea wrote:Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? It's not meant for dual tanking. They just didn't get to rebalancing them. If you look at scouts and heavies, they're the exact opposite of dual tankers, they have the highest amount of armor and lowest amount of shields. Then what are they for then? In eve Amarrians are the huge armor tankers but the gallente decided to take that spot for dust. Are they supposed to armor tank? If so they are gimped compared to gallente suits since they can armor tank better while still being faster then Amarr suits. The only thing that the amarr suit has that makes it somewhat worthwhile is the reduction to heat build up for laser weapons. How are they better armor tankers? They have around 50 armor HP over a Gallente.
Gallente - Regenerators Amarr - eHP
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Kane Fyea
2625
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Posted - 2014.03.10 19:45:00 -
[41] - Quote
Cat Merc wrote:Kane Fyea wrote:Cat Merc wrote:Kane Fyea wrote:Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? It's not meant for dual tanking. They just didn't get to rebalancing them. If you look at scouts and heavies, they're the exact opposite of dual tankers, they have the highest amount of armor and lowest amount of shields. Then what are they for then? In eve Amarrians are the huge armor tankers but the gallente decided to take that spot for dust. Are they supposed to armor tank? If so they are gimped compared to gallente suits since they can armor tank better while still being faster then Amarr suits. The only thing that the amarr suit has that makes it somewhat worthwhile is the reduction to heat build up for laser weapons. How are they better armor tankers? They have around 50 armor HP over a Gallente. Gallente - Regenerators Amarr - eHP 3 lows vs 4 at proto (Gallente able to equip either more tank or more rep.) and Amarr suits are quite a bit slower (I believe over 1 m/s slower then gallente). Sure I might have a little bit more HP (Woo hoo probably not even 100 hp more then gallente) but I'm quite a bit slower then you and dont have as much reps as you. (Unless you decided to use something other then armor plates and repairers or you only used armor plates) Also lets not forget that Amarr Assaults have the least amount of module slots out of any assault suit. Also lets mention how most of my proto fits (BTW I have CPU and PG upgrades to level 4) still have to use a cpu or pg enhancer to be able to fit it effectively so not only do I have the least mod slots out of the assault suits but I have to waste one of them on a CPU/PG enhancer to fit my suit effectively. Also with what you're trying to do you pretty much make my 3 high slots pretty useless since I wouldn't be able to fit shields and armor effectively. (And I sure as hell wont use over nerfed damage mods. Seriously theres a reason why no one used enhanced damage mods) |
Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
969
|
Posted - 2014.03.10 19:59:00 -
[42] - Quote
I guess...
Assassination is my thing.
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Texs Red
DUST University Ivy League
283
|
Posted - 2014.03.10 20:10:00 -
[43] - Quote
Personally I don't see a problem with dual tanking being a thing but what is the problem is the lack of other options that have any significance.
As things look for 1.8 it will look like that only thing useful for high slots will be shield modules as damage mods and melee mods are inferior. As a Gallente player though I would gladly give up my shield modules in exchange for putting dampeners or biotics in my high slots. This would allow me the ability to make other choices like a well dampened assault suit or a high sprint speed heavy.
Dual tanking isn't the problem, the lack of meaningful options is.
-Minmatar scouts are described as hand-to-hand specialists but would never use Myofibril Stimulants because it directly competes with their logical tank source. -Amarr are supposed to be endurance runners but Cardiac Regulators are low slots and they don't wan to give up their tank. -The Gallente make frequent use of afterburners in EVE and the Dust equal is Kinetic Catalyzers but they are low slots so they disrupt tank and have very difficult fitting requirements. -The Caldari scout would make the best use of Precision Enhancers but they interfere with shield tanking. -Passive scan modules in general aren't worth much to anyone other than a scout as base scan ranges are so short and the bonuses aren't enough to make up for it. -Codebreakers are Gallente tech but not Gallente would ever use them because they are low slots and yet its the Minmatar that gets suit bonuses to hacking. -Where is any Engineering modules? Currently we only have PG upgrades while Electronics has profile damps, precision enhancers, range amps, and codebreakers. |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7317
|
Posted - 2014.03.10 20:20:00 -
[44] - Quote
Texs Red wrote:Personally I don't see a problem with dual tanking being a thing but what is the problem is the lack of other options that have any significance.
As things look for 1.8 it will look like that only thing useful for high slots will be shield modules as damage mods and melee mods are inferior. As a Gallente player though I would gladly give up my shield modules in exchange for putting dampeners or biotics in my high slots. This would allow me the ability to make other choices like a well dampened assault suit or a high sprint speed heavy.
Dual tanking isn't the problem, the lack of meaningful options is.
-Minmatar scouts are described as hand-to-hand specialists but would never use Myofibril Stimulants because it directly competes with their logical tank source. -Amarr are supposed to be endurance runners but Cardiac Regulators are low slots and they don't wan to give up their tank. -The Gallente make frequent use of afterburners in EVE and the Dust equal is Kinetic Catalyzers but they are low slots so they disrupt tank and have very difficult fitting requirements. -The Caldari scout would make the best use of Precision Enhancers but they interfere with shield tanking. -Passive scan modules in general aren't worth much to anyone other than a scout as base scan ranges are so short and the bonuses aren't enough to make up for it. -Codebreakers are Gallente tech but not Gallente would ever use them because they are low slots and yet its the Minmatar that gets suit bonuses to hacking. -Where is any Engineering modules? Currently we only have PG upgrades while Electronics has profile damps, precision enhancers, range amps, and codebreakers. It is a problem. People WILL take eHP over any other option, unless the eHP path is simply stupid and gimps them.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7317
|
Posted - 2014.03.10 20:23:00 -
[45] - Quote
Kane Fyea wrote:Cat Merc wrote:Kane Fyea wrote:Cat Merc wrote:Kane Fyea wrote:Really one of the best ways to help stop dual tanking is for CCP to release more useful high slots that aren't related to shields. Also wouldn't this gimp the Amarr Assault seeing that it is meant for dual tanking? It's not meant for dual tanking. They just didn't get to rebalancing them. If you look at scouts and heavies, they're the exact opposite of dual tankers, they have the highest amount of armor and lowest amount of shields. Then what are they for then? In eve Amarrians are the huge armor tankers but the gallente decided to take that spot for dust. Are they supposed to armor tank? If so they are gimped compared to gallente suits since they can armor tank better while still being faster then Amarr suits. The only thing that the amarr suit has that makes it somewhat worthwhile is the reduction to heat build up for laser weapons. How are they better armor tankers? They have around 50 armor HP over a Gallente. Gallente - Regenerators Amarr - eHP 3 lows vs 4 at proto (Gallente able to equip either more tank or more rep.) and Amarr suits are quite a bit slower (I believe over 1 m/s slower then gallente). Sure I might have a little bit more HP (Woo hoo probably not even 100 hp more then gallente) but I'm quite a bit slower then you and dont have as much reps as you. (Unless you decided to use something other then armor plates and repairers or you only used armor plates) Also lets not forget that Amarr Assaults have the least amount of module slots out of any assault suit. Also lets mention how most of my proto fits (BTW I have CPU and PG upgrades to level 4) still have to use a cpu or pg enhancer to be able to fit it effectively so not only do I have the least mod slots out of the assault suits but I have to waste one of them on a CPU/PG enhancer to fit my suit effectively. Also with what you're trying to do you pretty much make my 3 high slots pretty useless since I wouldn't be able to fit shields and armor effectively. (And I sure as hell wont use over nerfed damage mods. Seriously theres a reason why no one used enhanced damage mods) Slots - Same as Gallente on scout (2/4)
No, it's not 1m/s, it's closer to 0.3m/s
1-3hp/s is hardly going to make a difference. (MUCH less than 100 HP would)
The Assault slots went unchanged because CCP didn't touch those, again, look at the heavies and scouts, they have equal slots with the other races.
And if you're complaining about CPU/PG on an Amarr suit, then you're doing it wrong. I'm literally using everything proto on my Amarr Assault and still have fitting room left. Viziam Scrambler Rifle, Viziam Scrambler Pistol, Gauged Hives, Core Locus, etc'.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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The Robot Devil
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.03.10 21:04:00 -
[46] - Quote
Cat Merc wrote: And if you're complaining about CPU/PG on an Amarr suit, then you're doing it wrong. I'm literally using everything proto on my Amarr Assault and still have fitting room left. Viziam Scrambler Rifle, Viziam Scrambler Pistol, Gauged Hives, Core Locus, etc'.
Any mod that gives CPU/GP is usually a bad sign. If you have to use two just to fit something then you are wasting your ISK.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7317
|
Posted - 2014.03.10 21:06:00 -
[47] - Quote
The Robot Devil wrote:Cat Merc wrote: And if you're complaining about CPU/PG on an Amarr suit, then you're doing it wrong. I'm literally using everything proto on my Amarr Assault and still have fitting room left. Viziam Scrambler Rifle, Viziam Scrambler Pistol, Gauged Hives, Core Locus, etc'.
Any mod that gives CPU/GP is usually a bad sign. If you have to use two just to fit something then you are wasting your ISK. None of those on my Amarr Assault.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
796
|
Posted - 2014.03.10 21:10:00 -
[48] - Quote
Cat...question for you.
Should there be some rebalancing of where modules fit in terms of code breakers, scans, damps, ext?
Codebreaker mods in the low slot confuse me...i would think it would be a CPU heavy requirement as with profile damps. The passive scan mods should be in the low slots as they would pull more power to the systems, correct?
"Endless money forms the sinews of War." - Cicero
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Bones McGavins
TacoCat Industries
556
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Posted - 2014.03.10 21:12:00 -
[49] - Quote
Couldnt one type of tank simply negatively impact the other?
Extenders
1%,2%,3% increased armor damage to any weapon with affinity to armor
Reactive/Scale 1%,2%,3% increased shield damage to any weapon with affinity to shields. Plates 2%,3%,5% increased shield damage to any weapon with affinity to shields. |
Kierkegaard Soren
Forsaken Immortals Top Men.
252
|
Posted - 2014.03.10 21:14:00 -
[50] - Quote
Great thread, with some very salient points and solutions. I'd like to add my own two pennies to the discussion and point out that in EvE you CAN fit a perfectly acceptable dual tank on your ship, and it will make you very tough indeed. However, the trade off for this is that it will require every module slot you have available to pull off, and in doing so you limit your weapon effectiveness by not installing damage mods and the equally important damage application mods (such as range and accuracy enhances, which Dust sorely needs in some format or other), and it completely gimps your ability to pvp because you have zero EWAR fitted; you cannot pin your opponent down with any dirty tricks.
Can we transplant that philosophy into Dust? Who knows. I'd certainly like to see a shift towards suits fitting for EWAR, such as target painters, better passive scanners, HUD hammers and the like as a mainstream fitting concept, and something thst you would have to genuinely sacrifice in order to fully brick tank. As it stands, 1.8 is going to be about ehp and nothing else, and that's going to get very stale very quickly.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Jastad
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
608
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Posted - 2014.03.10 21:16:00 -
[51] - Quote
And if Shield & armor plate have a drawback on the other type? The energizer show that is possibile with the current engine ( this must be take in account )
Random numbers
PRO SHield EXT -30 % on plate PRO Plate -20% Extender
something like that
Amarr SCR user.
Believe in the FORGE, young padawans
C'èSoloDoloreSuCharlie
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ZDub 303
TeamPlayers Negative-Feedback
2346
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Posted - 2014.03.10 21:20:00 -
[52] - Quote
I like this idea a lot, esp when coupled with putting PG mods in high slots.
Just as long as basic/adv shield extenders get a buff to reflect their increased fitting cost. They are so useless atm its really kind of sad :/ |
RydogV
Shadow Company HQ Lokun Listamenn
679
|
Posted - 2014.03.10 21:27:00 -
[53] - Quote
Here is hoping reduced TTK will give folks the courage to mix it up a bit. The fact that other modules are not very 'sexy' doesn't help.
The one thing I find strange about Dust is the way profile signature seems to be this big inconsistent and .
For instance, I can play peek-a-boo with another infantry player as we both dance around a large crate or something. My passive scanning skills are decent and even though I cannot 'see' the other character, I can see his chevron and the direction he is moving.
Now take the same situation but substitute the infantry player with a HAV. Here is this monstrous vehicle roughly the same distance as I hide behind some cover. Not only can I not 'see' any indication of the vehicle on the other side of the obstacle, it doesn't even show up on my mini map. It's ludicrous.
Finally, why don't players show up on a map when they are firing a weapon? Shouldn't the sound or signature from the weapon briefly reveal their position? Granted the game does not have silencers yet and maybe when they do, non-silenced weapons will have that kind of penalty. But in the meantime there is a lot of head scratching.
It seems there are lots of interesting modules that could be introduced to help players fine tune their particular play style. It certainly would bring some diversity to the game. I guess it is just one more thing we have to wait for. |
Verek Locusti
Storm Ventures For All Mankind
14
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Posted - 2014.03.11 19:36:00 -
[54] - Quote
Texs Red wrote: Dual tanking isn't the problem, the lack of meaningful options is.
-Minmatar scouts are described as hand-to-hand specialists but would never use Myofibril Stimulants because it directly competes with their logical tank source. -Amarr are supposed to be endurance runners but Cardiac Regulators are low slots and they don't wan to give up their tank. -The Gallente make frequent use of afterburners in EVE and the Dust equal is Kinetic Catalyzers but they are low slots so they disrupt tank and have very difficult fitting requirements. -The Caldari scout would make the best use of Precision Enhancers but they interfere with shield tanking. -Passive scan modules in general aren't worth much to anyone other than a scout as base scan ranges are so short and the bonuses aren't enough to make up for it. -Codebreakers are Gallente tech but not Gallente would ever use them because they are low slots and yet its the Minmatar that gets suit bonuses to hacking. -Where is any Engineering modules? Currently we only have PG upgrades while Electronics has profile damps, precision enhancers, range amps, and codebreakers.
-I'd rather keep them in my high slots. If I'm playing my role well I'm approaching people undetected (not being shot), getting kills before red dots can retaliate (not being shot), and hauling ass if more opposition shows up (not being shot...too much). Having the extra shields would be useful, but I see it as a choice on scouts (especially with higher ttk and cloaks most likely, hopefully, letting us to occasionally avoid dying) between tank for a more aggressive play style or one that's made more for utility/versatility than pure attack. -Agree -Don't agree, don't play EVE but it seems to me kinetic catalyzers are in low slots precisely to disrupt tank, the speed penalty is meant to be there, you have to decide if you want reps or plates, and if you want plates how much speed you're willing to give up, having kincats in high slots would essentially eliminate the speed penalty for armor tankers (and possibly make them as fast or faster than shield tankers with less eHP). -Same as above, seems made to force a choice between utility and tank, which is a problem right now because of how extra eHP overshadows many utility modules (and the utility modules often not being effective enough for their cost vs tank). -Agree -Seems right, gallente can fit more codebreakers than the minmatar can. As for the bonus, *shrug* we've still got a bonus for caldari weapons, when we get more equipment in the game I assume our bonuses will be changed to favor whatever minmatar tech we get. -EWAR/active modules somewhere down the roadmap? |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7332
|
Posted - 2014.03.11 19:41:00 -
[55] - Quote
Verek Locusti wrote:Texs Red wrote: Dual tanking isn't the problem, the lack of meaningful options is.
-Minmatar scouts are described as hand-to-hand specialists but would never use Myofibril Stimulants because it directly competes with their logical tank source. -Amarr are supposed to be endurance runners but Cardiac Regulators are low slots and they don't wan to give up their tank. -The Gallente make frequent use of afterburners in EVE and the Dust equal is Kinetic Catalyzers but they are low slots so they disrupt tank and have very difficult fitting requirements. -The Caldari scout would make the best use of Precision Enhancers but they interfere with shield tanking. -Passive scan modules in general aren't worth much to anyone other than a scout as base scan ranges are so short and the bonuses aren't enough to make up for it. -Codebreakers are Gallente tech but not Gallente would ever use them because they are low slots and yet its the Minmatar that gets suit bonuses to hacking. -Where is any Engineering modules? Currently we only have PG upgrades while Electronics has profile damps, precision enhancers, range amps, and codebreakers.
-I'd rather keep them in my high slots. If I'm playing my role well I'm approaching people undetected (not being shot), getting kills before red dots can retaliate (not being shot), and hauling ass if more opposition shows up (not being shot...too much). Having the extra shields would be useful, but I see it as a choice on scouts (especially with higher ttk and cloaks most likely, hopefully, letting us to occasionally avoid dying) between tank for a more aggressive play style or one that's made more for utility/versatility than pure attack. -Agree -Don't agree, don't play EVE but it seems to me kinetic catalyzers are in low slots precisely to disrupt tank, the speed penalty is meant to be there, you have to decide if you want reps or plates, and if you want plates how much speed you're willing to give up, having kincats in high slots would essentially eliminate the speed penalty for armor tankers (and possibly make them as fast or faster than shield tankers with less eHP). -Same as above, seems made to force a choice between utility and tank, which is a problem right now because of how extra eHP overshadows many utility modules (and the utility modules often not being effective enough for their cost vs tank). -Agree -Seems right, gallente can fit more codebreakers than the minmatar can. As for the bonus, *shrug* we've still got a bonus for caldari weapons, when we get more equipment in the game I assume our bonuses will be changed to favor whatever minmatar tech we get. -EWAR/active modules somewhere down the roadmap? While I don't necessarily agree with kin cats moving to high slots (and I have considered this while making the thread), you have to remember that kin cats only increase the sprint speed, not movement speed or strafe speed.
Now consider that plates have double the penalty on strafe than what is displayed, and you can see how it only helps, but doesn't negate the speed penalty.
Oh and in EVE it works the same too, plates reduce speed but afterburners increase them. Gallente ships also tend to be the second fastest after the Minmatar, unlike now where they're matching with Caldari.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Verek Locusti
Storm Ventures For All Mankind
14
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Posted - 2014.03.11 19:50:00 -
[56] - Quote
RydogV wrote:Here is hoping reduced TTK will give folks the courage to mix it up a bit. The fact that other modules are not very 'sexy' doesn't help. The one thing I find strange about Dust is the way profile signature seems to be this big inconsistent and . For instance, I can play peek-a-boo with another infantry player as we both dance around a large crate or something. My passive scanning skills are decent and even though I cannot 'see' the other character, I can see his chevron and the direction he is moving. Now take the same situation but substitute the infantry player with a HAV. Here is this monstrous vehicle roughly the same distance as I hide behind some cover. Not only can I not 'see' any indication of the vehicle on the other side of the obstacle, it doesn't even show up on my mini map. It's ludicrous. Maybe have 2 different passive scans, suit & vehicle. Suit's what we have now, vehicle would have a much larger range and much worse precision (maybe allowing vehicles fit with stealth modules/stealth focused vehicles -if we get them- to still 'sneak' around the map). Vehicles could have this as well. |
BL4CKST4R
WarRavens League of Infamy
2011
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Posted - 2014.03.11 19:55:00 -
[57] - Quote
High Slot modules:
Shield extenders/Shield extender Medium Shield energizer/Shield flux coil Low Shield rechargers/Shield power relay Low Damage modifiers/Multiple names Low Myofibril stimulants/Damage category Low Precision enhancers/Target Painter Medium
Low slot modules:
Armor plates/Armor plates low Armor repairers/Armor repairers low Cardiac regulators/??? High maybe? CPU/PG upgrades/ Co-processor/Power diagnostics Low Kinetic catalyzes/ Microwarpdrive Medium Range amplifiers/Signal amplifier low -and- Signal booster medium Profile dampener/Remote sensor dampener Medium Shield regulators/ ??? High maybe?
Medium EVE = Dust514 High
The Low slot - High slot imbalance is pretty bad specially since the majority of high slot modules belong in the lows, or would. Equally there are some necessary modules that are missing like resistance modules, and EWAR modules.
In EVE medium slots are mostly for EWAR modules and shield tanking, while Low slot modules are Armor tanking, damage control, and increasing damage output. Without Capacitor there is also a whole line of high slot modules invalidated, so we would need some new modules to fix the balance.
Keep in mind that placing some of these modules into their proper slots in Dust could be game breaking. It is to my assumption that the module placement is like so since at the beginning of the game the only suits were shield tanked suits, aside from the Amarr heavy and partly the scout.
For the Federation!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9906
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Posted - 2014.03.11 22:12:00 -
[58] - Quote
I support this.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Monkey MAC
Rough Riders..
2178
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Posted - 2014.03.11 22:41:00 -
[59] - Quote
Thats the way to do it.
Caldari High CPU, Low PG
Gallante Low CPU, High PG
Amarr Mid CPU, High PG
Minmatar High CPU, Mid PG
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Denn Maell
PIanet Express Canis Eliminatus Operatives
174
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Posted - 2014.03.12 02:31:00 -
[60] - Quote
Not sure if this was said earlier in the thread but here is something to consider.
In Eve Shield Extenders (I believe) have always increased Scan Profile, making it easier to target.
What if we gave Shields a Profile penalty to make them pop up on scans slightly quicker?
This would mean that while you could stack plates/extenders and have a high eHP, you'd be easier to detect and slower to move.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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