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Chunky Munkey
Amarr Templars Amarr Empire
3369
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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.
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Sgt Buttscratch
KILL-EM-QUICK
1952
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Posted - 2014.03.10 16:59:00 -
[2] - Quote
I'd sooner have different looking weapons.. aethetics are pleasing in games, My duvolle is a black militia AR..no difference. Lazy lazy development
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Hecarim Van Hohen
Bullet Cluster Legacy Rising
571
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Posted - 2014.03.10 17:22:00 -
[3] - Quote
Something is seriously wrong when the best high slot module for my Amarr sentinel is shield extender
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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Ghosts Chance
Inf4m0us
1234
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Posted - 2014.03.10 17:25:00 -
[4] - Quote
Hecarim Van Hohen wrote:Something is seriously wrong when the best high slot module for my Amarr sentinel is shield extender
its still a damage mod
amarrs projectile resistance means that stacking DMG mods gives you an edge over every other HMG wielding heavy. |
Cody Sietz
Bullet Cluster Legacy Rising
2630
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Posted - 2014.03.10 17:30:00 -
[5] - Quote
Yes.
Yes.
Yes.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Hecarim Van Hohen
Bullet Cluster Legacy Rising
576
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Posted - 2014.03.10 17:32:00 -
[6] - Quote
Ghosts Chance wrote:Hecarim Van Hohen wrote:Something is seriously wrong when the best high slot module for my Amarr sentinel is shield extender its still a damage mod amarrs projectile resistance means that stacking DMG mods gives you an edge over every other HMG wielding heavy. Really? Well I was going to stick with dmg mods regardless if they were better or not
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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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 -
[7] - 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 |
Knight Soiaire
Fatal Absolution General Tso's Alliance
5083
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Posted - 2014.03.10 17:36:00 -
[8] - Quote
Pfft, that would make too much sense. Get out of here with your sense, we dont need you!
ISK Milkshakes for all (Except the Pubbies)
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Arkena Wyrnspire
Fatal Absolution
10866
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Posted - 2014.03.10 17:37:00 -
[9] - Quote
RoF can effectively function as a damage mod, though. Ammo efficiency drops, but it still effectively increases your damage output.
You have long since made your choice. What you make now is a mistake.
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Chunky Munkey
Amarr Templars Amarr Empire
3376
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Posted - 2014.03.10 17:39:00 -
[10] - 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.
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Kigurosaka Laaksonen
DUST University Ivy League
561
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Posted - 2014.03.10 17:40:00 -
[11] - Quote
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.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Arkena Wyrnspire
Fatal Absolution
10870
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Posted - 2014.03.10 17:41:00 -
[12] - Quote
Chunky Munkey wrote: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.
What is this 'recoil' you speak of? It's not something I've encountered before in Dust.
You have long since made your choice. What you make now is a mistake.
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
398
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Posted - 2014.03.10 17:44:00 -
[13] - Quote
You have the skill tree for what your asking for.
Leave all negative comments about tanks in the bin marked " TRASH " and we'll get to it as soon as possible . Thank You
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Chunky Munkey
Amarr Templars Amarr Empire
3376
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Posted - 2014.03.10 17:46:00 -
[14] - 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.
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Shadow Archeus
OSG Planetary Operations Covert Intervention
323
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Posted - 2014.03.10 17:49:00 -
[15] - Quote
I've been saying this since chromosome
Real heavies use lasers
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Chunky Munkey
Amarr Templars Amarr Empire
3381
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Posted - 2014.03.10 17:49:00 -
[16] - 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.
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Reav Hannari
Red Rock Outriders
3167
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Posted - 2014.03.10 17:52:00 -
[17] - Quote
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.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Chunky Munkey
Amarr Templars Amarr Empire
3384
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Posted - 2014.03.10 18:00:00 -
[18] - 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.
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Reav Hannari
Red Rock Outriders
3167
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Posted - 2014.03.10 18:06:00 -
[19] - Quote
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.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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calisk galern
BurgezzE.T.F General Tso's Alliance
2083
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Posted - 2014.03.10 18:16:00 -
[20] - 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. |
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Chunky Munkey
Amarr Templars Amarr Empire
3387
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Posted - 2014.03.10 18:17:00 -
[21] - 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.
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CRNWLLC
Screwy Rabbit ULC
85
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Posted - 2014.03.10 18:27:00 -
[22] - Quote
Chunky Munkey wrote:. . . 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.
This nerf is actually making me consider sticking extenders on my Amarr sentinel in 1.8. And that ain't right.
Sensibly spoken, kind sir. And there's no reason we couldn't have weapon "mods" that affect damage output, a la ammo types in EVE.
Also, is it just me, or is it totally senseless that improving my skill at operating a weapon somehow changes the volume of space my dropsuit has to carry extra ammo....?
My other dropsuit is a Python.
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Heimdallr69
Heaven's Lost Property
1804
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Posted - 2014.03.10 18:29:00 -
[23] - Quote
Chunky Munkey wrote:. . . 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.
This nerf is actually making me consider sticking extenders on my Amarr sentinel in 1.8. And that ain't right. Range enhancer Fore grip Ability to change the type of bullets your gun is shooting, cbr shooting lasers etc...jk Resistance modules
Removed inappropriate content - CCP Logibro
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CRNWLLC
Screwy Rabbit ULC
85
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Posted - 2014.03.10 18:29:00 -
[24] - Quote
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!
My other dropsuit is a Python.
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Korvin Lomont
United Pwnage Service RISE of LEGION
684
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Posted - 2014.03.10 18:35:00 -
[25] - Quote
Sgt Buttscratch wrote:I'd sooner have different looking weapons.. aethetics are pleasing in games, My duvolle is a black militia AR..no difference. Lazy lazy development
Not only that but even the iron sight wepons share the same model with the scope ist only adjusted for your own personal view . This is clearly not up the current standard for a fps... |
calisk galern
BurgezzE.T.F General Tso's Alliance
2084
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Posted - 2014.03.10 18:38:00 -
[26] - 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..... |
Supernus Gigas
Star Giants
412
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Posted - 2014.03.10 19:26:00 -
[27] - Quote
Hmm...
Heat Build up Reduction Mod or Increase Heat Capacity Mod Increased Magazine Capacity Mod Recoil Reduction Mod
I want to fire my HMG forever.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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THUNDERGROOVE
ZionTCD
548
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Posted - 2014.03.10 19:37:00 -
[28] - Quote
No one would use them because they'd come pre-nerfed and HP > any other module type.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
969
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Posted - 2014.03.10 19:57:00 -
[29] - Quote
Its ok now.
Assassination is my thing.
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