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Lorhak Gannarsein
Science For Death
2026
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Posted - 2014.03.12 00:34:00 -
[1] - Quote
I think we've been looking at this the wrong way.
Right now a large HP buffer can be achieved by shield suits by tanking armour and damage mods. This is a result of armour being considered superior to shields and damage mods being equivalent in value to shield extenders.
IMO, there needs to be a low slot mod that competes with armour in the way that damage mods compete with extenders, rather than a flat nerf to damage mods.
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3391
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Posted - 2014.03.12 00:43:00 -
[2] - Quote
The damage mods being nerfed is in direct relation to the TTK change.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Magnus Amadeuss
Tal-Romon Legion Amarr Empire
466
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Posted - 2014.03.12 00:56:00 -
[3] - Quote
in eve, damage mods do compete with armor plates.
CCP iceland has this one right. Mid slots are mainly for shields/speed/utility, low slots are for armor/reppers/damage/minorspeed enahncers.
CCP Shanghai just decided to throw damage mods into mid slots and speed mods into low slots as well for some unexplainable reason, and as such they have turned thier nose up at a decade+ of balancing experience.
They should just swap kin-cats/cardia regulators with damage mods, and see how it goes.
Actually now that I think about it it makes a ton of sense to swap these mods. being able to fit armor mods+damage mods leads to gank&tank being achievable at the same time. Being able to fit speed mods along with shield buffers allow tank and skirmish warefare to mix aswell. These Should pretty obviously be seperate.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
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Lorhak Gannarsein
Science For Death
2027
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Posted - 2014.03.12 01:04:00 -
[4] - Quote
Michael Arck wrote:The damage mods being nerfed is in direct relation to the TTK change.
I know that. But what it actually does is mean that I currently have more shields than armour on my Amarr suit in preparation.
I think if we had a module in the lows that was worth using in direct combat, like damage mods are, though perhaps in a more subtle way, it might prevent a great deal of dual tanking, simply because there are viable alternatives (for mainline combat) for each slot.
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
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BL4CKST4R
WarRavens League of Infamy
2011
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Posted - 2014.03.12 01:10:00 -
[5] - Quote
We need more high slot options, some mods being switched places and some more balancing.
For the Federation!
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3395
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Posted - 2014.03.12 01:12:00 -
[6] - Quote
People are going to dual tank as long as there are a variety of weapons that does damage bonus to certain defenses, whether it is armor or shield.
Also, the increase in the TTK can also be considered a way to encourage less dual tanking since dual tanking was used to give you those few extra seconds to make a clone saving tactical decision.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
2188
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Posted - 2014.03.12 01:15:00 -
[7] - Quote
repair mods and resistance mods
"But we have been blessed"
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BL4CKST4R
WarRavens League of Infamy
2011
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Posted - 2014.03.12 01:15:00 -
[8] - Quote
Michael Arck wrote:People are going to dual tank as long as there are a variety of weapons that does damage bonus to certain defenses, whether it is armor or shield.
Also, the increase in the TTK can also be considered a way to encourage less dual tanking since dual tanking was used to give you those few extra seconds to make a clone saving tactical decision.
Ttk decrease AND forcing weapons to do specific damage increase dual tanking to god mode.
For the Federation!
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