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calisk galern
BurgezzE.T.F General Tso's Alliance
2083
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Posted - 2014.03.10 17:35:00 -
[1] - Quote
hmmm.... wonder if their would be a way to strike a balance between damage mods, shield mods, reload mods, range mods, and clip size mods.
for example
clip size mods = + clip - reload
range = + range - damage
damage = + damage - range
shields same but lightly higher shield gain
reload + no minus |
calisk galern
BurgezzE.T.F General Tso's Alliance
2083
|
Posted - 2014.03.10 18:16:00 -
[2] - 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.
if damage mods were +10% damage but -10% range would they have been as viable? Would they have been useless?
like wise if you had a module that did +10% range but -10% damage would you find a use for it. |
calisk galern
BurgezzE.T.F General Tso's Alliance
2084
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Posted - 2014.03.10 18:38:00 -
[3] - Quote
CRNWLLC wrote:calisk galern wrote: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. if damage mods were +10% damage but -10% range would they have been as viable? Would they have been useless? like wise if you had a module that did +10% range but -10% damage would you find a use for it. if the answer to any or all of those questions were maybe or with some weapons then they would of been operating properly, giving different fit different advnatage allowing players to play to their weapons strengths. The idea of increasing damage output at the cost of reduced range is anathema to sniping--no, sir, I don't like it!
or you could leave the red line O.o
sniper rifles have more then enough range to take pretty big hit to range but still shoot from beyond most enemy ranges.
that said they could also release a good sniper rifle..... |
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