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![Roy Ventus Roy Ventus](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Roy Ventus
Axis of Chaos
1504
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Posted - 2014.03.24 19:07:00 -
[1] - Quote
How do you guys feel about Damage Mods for 1.8? I personally feel they're too costly, fitting wise, because you need to stack them for them to be effective.
I think they'll still be needed though as TTK goes up, people will want to kill quicker. People who don't prefer to just sit and tank hits, but flank or strafe will take these modules up and dance around the battlefield.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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![Lorhak Gannarsein Lorhak Gannarsein](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Lorhak Gannarsein
Science For Death
2320
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Posted - 2014.03.24 19:12:00 -
[2] - Quote
Enhanced. Complex takes too much fitting unless you're a proto heavy IMO.
ak.0 4 LYFE
Large Missile Turrets: the real unicorns of DUST.
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![Cat Merc Cat Merc](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Cat Merc
Ahrendee Mercenaries
7724
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Posted - 2014.03.24 19:14:00 -
[3] - Quote
The only reason to use a damage mod is if you don't have enough PG for a shield extender.
That's it. That's literally it.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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![Ripley Riley Ripley Riley](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Ripley Riley
Incorruptibles
1207
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Posted - 2014.03.24 19:14:00 -
[4] - Quote
I might fit one PRO or ADV to certain dropsuit fittings, but no more than that. The incentive to stack them has been almost completely removed... which is ******* awesome and I am very happy for.
He imposes order on the chaos of organic evolution...
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![Reav Hannari Reav Hannari](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Reav Hannari
Red Rock Outriders
3442
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Posted - 2014.03.24 19:18:00 -
[5] - Quote
People will use a prototype Rail Rifle over an advanced model even though the difference is only 2% but won't use a prototype damage modifier because it's only 5% now.
Decide if you want to play aggressive or defensive and fit accordingly.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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![Boot Booter Boot Booter](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Boot Booter
Molon Labe. General Tso's Alliance
319
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Posted - 2014.03.24 19:19:00 -
[6] - Quote
Kinda depends on the play style. For hit and run tactics where you are almost always getting the first shot off, damage mods will still be useful. Most other normal players will not be using them. Also don't forget that proficiency only applies to the weapon type (laser / shield for example) this means getting a little extra boost to both armor and shield will be useful. |
![Arkena Wyrnspire Arkena Wyrnspire](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
11662
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Posted - 2014.03.24 19:21:00 -
[7] - Quote
No. I will be stacking shield extenders and laughing at people who then complain about me dual tanking.
You have long since made your choice. What you make now is a mistake.
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![Everything Dies Everything Dies](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Everything Dies
Chatelain Rapid Response Gallente Federation
604
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Posted - 2014.03.24 19:21:00 -
[8] - Quote
Snipers will become all but useless, particularly those of us who set up camp to try and defend nodes.
And pity the poor, poor swarm users...
"Trust and you'll be trusted," says the liar to the fool.
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![Tectonic Fusion Tectonic Fusion](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Tectonic Fusion
1292
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Posted - 2014.03.24 19:24:00 -
[9] - Quote
Shields > Damage mods. It has always been this way, but this update further emphasizes it.
Solo Player
Squad status: Locked
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![low genius low genius](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
low genius
The Sound Of Freedom Dirt Nap Squad.
1375
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Posted - 2014.03.24 19:25:00 -
[10] - Quote
I think the new damage mods will make the fitting meta better. the assault suits will still benefit greatly from the damage mods. |
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![ALPHA DECRIPTER ALPHA DECRIPTER](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
ALPHA DECRIPTER
Dragon-Empire
866
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Posted - 2014.03.24 19:26:00 -
[11] - Quote
The fit I most commonly use currently only has 1 MLT damage mod on it. That being the case I won't really feel the difference other then the fact that I won't die as fast.
Scout Tactician
Dance puppets, DANCE!
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![Lorhak Gannarsein Lorhak Gannarsein](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Lorhak Gannarsein
Science For Death
2322
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Posted - 2014.03.24 19:27:00 -
[12] - Quote
Reav Hannari wrote:People will use a prototype Rail Rifle over an advanced model even though the difference is only 2% but won't use a prototype damage modifier because it's only 5% now.
Decide if you want to play aggressive or defensive and fit accordingly.
Range.
Therefore Kaal is worth the money over SB.
ak.0 4 LYFE
Large Missile Turrets: the real unicorns of DUST.
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![Chunky Munkey Chunky Munkey](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
Chunky Munkey
Amarr Templars Amarr Empire
3670
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Posted - 2014.03.24 19:27:00 -
[13] - Quote
Roy Ventus wrote:How do you guys feel about Damage Mods for 1.8? I personally feel they're too costly, fitting wise, because you need to stack them for them to be effective.
I think they'll still be needed though as TTK goes up, people will want to kill quicker. People who don't prefer to just sit and tank hits, but flank or strafe will take these modules up and dance around the battlefield.
I'm actually looking forward to the options opened up when downgrading a damage mod or two becomes an efficient way to balance your suit.
No.
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