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The dark cloud
The Rainbow Effect Negative-Feedback
2340
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Posted - 2014.03.09 15:09:00 -
[1] - Quote
The new skill bonus for commandos which give more damage for a certain weapon type woulda have stacked horribly together with stacked damage mods. CCP didnt nerfed damage mods because the TTK is too low. No they nerfed them so that you can achieve the same damage after the patch with the new suits and thats it. Its the same stupid logic with the logis. Nerf all equipment and give each logi a specific bonus so that they work like they used to be. This nonesense needs to stop right now. Its taking the fast pace theme of gunfights out of the game. I dont want to wait a minute to restock ammo from my crappy nanohive, i dont want to shot a guy 40 times in the head till he drops and i certainly dont want to sit 5m next to a heavy to rep him knowing that i will very likely die to grenade spam.
Back to damage mods and how we can solve the AV issue: the easiest way to solve this would be to make sub categorys for damage mods. Something like this:
-Light complex laser damage mod. +5% to light laser weapon damage (scrambler/laser rifles) -Light complex missile damage mod. +10% to light missile weapons damage (swarms) -Heavy complex hybrid damage mod. +10% to heavy hybrid weapon damage (forgegun)
Doing this will bypass the AV issue and still give the commando a reason to be used. I picked this idea up cause vehicles have aswell seperate damage mods depending if they use missiles, blasters or railguns. So why not adopt this to infantry gameplay?
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Obodiah Garro
Tech Guard RISE of LEGION
811
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Posted - 2014.03.09 15:19:00 -
[2] - Quote
Really good idea, vehicles currently have weapon specific amplifiers so I dare say it wouldnt be a big deal to make Dropsuit variants too.
Nemo me impune lacessit
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C Saunders
Tech Guard RISE of LEGION
519
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Posted - 2014.03.09 15:25:00 -
[3] - Quote
Obodiah Garro wrote:Really good idea, vehicles currently have weapon specific amplifiers so I dare say it wouldnt be a big deal to make Dropsuit variants too.
Try and locate the correct one in the market. There would be hundreds.
Also vefore having weapon type bonuses anywhere, CCP needs to specify what weapons are what type, IN GAME!
// Fully Speced Mass Driver Expert // Closed Beta Vet // Tech Guards Sexy Beast //
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BL4CKST4R
WarRavens League of Infamy
2005
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Posted - 2014.03.09 16:05:00 -
[4] - Quote
I am gonna use a commando because it has more versatility than a assault for less speed. The damage mods make no difference.
For the Federation!
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Atiim
Living Like Larry Schwag
5503
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Posted - 2014.03.09 16:10:00 -
[5] - Quote
That won't stop Swarm Launchers from receiving a Stealth Nerf, as it's still a 19.56% nerf to how much damage you could output.
Unless you continue to stack damage mods (which would be pointless), in which case it'd only be a 10.56% damage nerf.
lolPLC
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Rynoceros
Rise Of Old Dudes
3064
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Posted - 2014.03.09 16:25:00 -
[6] - Quote
If your squad doesn't have at least 1 Commando with Swarms and Plasma Cannons, you're doing it wrong.
I GÖú Kittens.
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7300
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Posted - 2014.03.09 16:28:00 -
[7] - Quote
So your suggestion is make weapon type specific damage mods that are exactly how they used to be except only half for laser weapons? So no one complained about other weapons killing too fast with damage mods?
The fact is that unlike your CODs or Battlefields, in Dust everything you use is consumable. It costs you ISK or Aurum, and in that sense it is an investment. People don't like seeing their investments melt near instantly. It makes sense that because of this Dust also has a higher TTK than your typical CODs or Battlefields. It doesn't mean it's going to take 40 headshots to kill someone, that is ridiculous even for a hyperbole. The game will still be fast, worry not. I've been part of highly competitive shooters where it would take nearly a full clip from an assault rifle to kill someone and the game was still extremely fast paced. It just gives the player a chance to react, make them feel like if they die and lost their investment it was their own fault and make it clearly visible what they need to do to prevent such a death in the future.
And to be honest, I'm not a fan of the new Commando's bonus or even the new proficiency changes because they still increase damage. Both of these need to change to something non-damage related in my opinion.
CPM1 Candidacy Thread
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The dark cloud
The Rainbow Effect Negative-Feedback
2343
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Posted - 2014.03.09 17:59:00 -
[8] - Quote
Aero Yassavi wrote:So your suggestion is make weapon type specific damage mods that are exactly how they used to be except only half for laser weapons? So no one complained about other weapons killing too fast with damage mods?
The fact is that unlike your CODs or Battlefields, in Dust everything you use is consumable. It costs you ISK or Aurum, and in that sense it is an investment. People don't like seeing their investments melt near instantly. It makes sense that because of this Dust also has a higher TTK than your typical CODs or Battlefields. It doesn't mean it's going to take 40 headshots to kill someone, that is ridiculous even for a hyperbole. The game will still be fast, worry not. I've been part of highly competitive shooters where it would take nearly a full clip from an assault rifle to kill someone and the game was still extremely fast paced. It just gives the player a chance to react, make them feel like if they die and lost their investment it was their own fault and make it clearly visible what they need to do to prevent such a death in the future.
And to be honest, I'm not a fan of the new Commando's bonus or even the new proficiency changes because they still increase damage. Both of these need to change to something non-damage related in my opinion. The laser was just a example and should apply aswell to all other light weapons (combat,assault and rail rifle etc.).
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Cody Sietz
Bullet Cluster Legacy Rising
2594
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Posted - 2014.03.09 18:08:00 -
[9] - Quote
Meh, it would have been about the same since commandos only get 3 highs at most.
I think it was changed because of the new sentinel suits, we have never seen a HMG or FG with more then 2 dmg mods.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7282
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Posted - 2014.03.09 18:14:00 -
[10] - Quote
There's a thing called power creep...
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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God Hates Lags
Fatal Absolution General Tso's Alliance
976
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Posted - 2014.03.09 19:57:00 -
[11] - Quote
The dark cloud wrote:The new skill bonus for commandos which give more damage for a certain weapon type woulda have stacked horribly together with stacked damage mods. CCP didnt nerfed damage mods because the TTK is too low. No they nerfed them so that you can achieve the same damage after the patch with the new suits and thats it. Its the same stupid logic with the logis. Nerf all equipment and give each logi a specific bonus so that they work like they used to be. This nonesense needs to stop right now. Its taking the fast pace theme of gunfights out of the game. I dont want to wait a minute to restock ammo from my crappy nanohive, i dont want to shot a guy 40 times in the head till he drops and i certainly dont want to sit 5m next to a heavy to rep him knowing that i will very likely die to grenade spam.
Back to damage mods and how we can solve the AV issue: the easiest way to solve this would be to make sub categorys for damage mods. Something like this:
-Light complex laser damage mod. +5% to light laser weapon damage (scrambler/laser rifles) -Light complex missile damage mod. +10% to light missile weapons damage (swarms) -Heavy complex hybrid damage mod. +10% to heavy hybrid weapon damage (forgegun)
Doing this will bypass the AV issue and still give the commando a reason to be used. I picked this idea up cause vehicles have aswell seperate damage mods depending if they use missiles, blasters or railguns. So why not adopt this to infantry gameplay?
Specific damage mods is a good idea, but I don't know about your opening assertion. If CCP said they were nerfing damage mods to up TTK I'd trust that they were nerfing damage mods to up TTK. The commando will only get +10% damage bonus; with damage mods you could stack two and get 20% damage bonus. There is still an overall reduction of damage all around. In terms of the equipment nerf you're obviously exaggerating.
Doubles ISK
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