|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3369
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 16:57:00 -
[1] - Quote
. . . why not give us actual weapon mods?
Ammo capacity
Clip size
Reload speed
ROF
I can't speak for the rest of the community, but I'd happily give up ALL damage mods in favour of, say, a reload mod for my HMG, or more ammo for my pistols.
No.
|
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3376
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 17:39:00 -
[2] - Quote
Arkena Wyrnspire wrote:RoF can effectively function as a damage mod, though. Ammo efficiency drops, but it still effectively increases your damage output.
With any luck, a recoil system that actually works would also serve as a penalty to such a module.
No.
|
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3376
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 17:46:00 -
[3] - Quote
Kigurosaka Laaksonen wrote:I would like to see this implemented as a weapon rigging system (analogous to EVE's jury rigging of space ships.)
Weapons would have a number of rig slots, rigs would use up their own unique fitting resource called Calibration. The rig would be attached directly to the weapon and, just like in EVE, be lost when you died and lost the weapon, or be destroyed if you wanted to take it off to replace it. The rigs themselves would be to the benefit of attributes as you mentioned, among others.
The only difficulty I see is figuring out what's what in your inventory screen and fitting window.
Yeah I've always felt that the weapon variants should be achieved this way. High slots for damage & ROF, lows for ammo & reload etc. A couple of "EQ" slots for scopes or for switching the weapon to full auto/single fire. You could even have CPU & PG modules that turn the weapon "specialist".
No.
|
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3381
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 17:49:00 -
[4] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:You have the skill tree for what your asking for.
There's a skill tree for petitioning CCP to replace damage mods?
No.
|
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3384
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 18:00:00 -
[5] - Quote
Reav Hannari wrote:The reduced damage module spread is a good thing. You can cry about short TTK or reduced damage modules but you can't have both.
Personally I wasn't too fussed about TTK, but if damage mods made a difference to it, then clearly they were worth using. So I think it's perfectly viable to complain about both.
No.
|
![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3387
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.10 18:17:00 -
[6] - Quote
Reav Hannari wrote:Chunky Munkey wrote:Reav Hannari wrote:The reduced damage module spread is a good thing. You can cry about short TTK or reduced damage modules but you can't have both. Personally I wasn't too fussed about TTK, but if damage mods made a difference to it, then clearly they were worth using. So I think it's perfectly viable to complain about both. Worth using to the point that the only viable fit was to stack damage mods and run with armor plates? Yeah, that's healthy for diversity of fits and tactics.
I think you're missing the point. The old damage mods were useful, no doubt there. But I'm trying to increase diversity, not stifle it.
Plus TTK was about overall weapon damage, not just the modules. It's entirely possible that someone complaining about TTK blamed it on the base weapon stats, in which case a damage mod nerf could be challenged too.
No.
|
|
|
|