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Type 2910 MK-II
The United Peoples' Tactical Force
45
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Posted - 2014.03.29 01:33:00 -
[1] - Quote
So I was thinking about the damage mods and all and I thought of something I found interesting 3 different types of damage mods: Hybrid: Basic: 3% increase to damage Adv: 4% increase to damage Proto: 5% increase to damage Shield oriented: Basic: 6% increase to shield damage Adv: 8% increase to shield damage Proto: 10% increase to shield damage Armor oriented: Basic: 6% increase to armor damage Adv: 8% increase to armor damage Proto: 10% increase to armor damage
All mods would use the same CPU and PG as the mods do now but instead of 3% to both it could focus on 6% to one type. This could make new kinds of fittings as well. However as a fitting restriction you can only have one type on any suit so a suit can only have shield oriented or it could only have armor oriented or it could only have hybrid. Thoughts anyone? |
medomai grey
WarRavens League of Infamy
477
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Posted - 2014.03.29 01:40:00 -
[2] - Quote
mmm. interesting idea. 10% seems a tad too much though when they just nerfed all damage mods to increase TTK.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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Type 2910 MK-II
The United Peoples' Tactical Force
46
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Posted - 2014.03.29 01:42:00 -
[3] - Quote
medomai grey wrote:mmm. interesting idea. 10% seems a tad too much though when they just nerfed all damage mods to increase TTK. I know it seems like a lot but it is only to shields or armor so technically it might not actually reduce ttk very much. Or they could make a shield and armor variant with the same state as the hybrid one they have now but halve the CPU and PG usage maybe |
medomai grey
WarRavens League of Infamy
478
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Posted - 2014.03.29 01:49:00 -
[4] - Quote
That's another interesting idea.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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Chunky Munkey
Amarr Templars Amarr Empire
3719
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Posted - 2014.03.29 01:55:00 -
[5] - Quote
I'd much rather just see the damage mods replaced with actual weapon modifications. Clip extenders, ROF buffs, reload mods etc.
No.
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Type 2910 MK-II
The United Peoples' Tactical Force
46
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Posted - 2014.03.29 02:08:00 -
[6] - Quote
Chunky Munkey wrote:I'd much rather just see the damage mods replaced with actual weapon modifications. Clip extenders, ROF buffs, reload mods etc. That would be pretty awesome |
Orin the Freak
The Solecism of Limitation
758
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Posted - 2014.03.29 02:21:00 -
[7] - Quote
Type 2910 MK-II wrote:Chunky Munkey wrote:I'd much rather just see the damage mods replaced with actual weapon modifications. Clip extenders, ROF buffs, reload mods etc. That would be pretty awesome
Truthfully, I think this is the best idea. Then make damage mods something you put on your gun.
And don't be lazy about it. Treat it like EVE. Each type of gun gets a different kind of mod. Lasers would get different lenses that would modify the weapons damage type, for instance, a basic lens that would give -10% to shields, but +5% to armor damage, and one that would do the opposite. Then the proto levels would be solid gains. like +2% to sheilds, +10 to armor.
Then projectile weapon mods would be different ammunition types, just like in eve. There would be some that deal more damage to armor, but less to shields, and at proto, you'd get rounds that would just be better all around.
Plasma could have different heat levels or something...
Rails would get stronger magnets for faster projectiles.
and explosives would get... well.. they'd get rainbows or something.
I suggest the weapons themselves come with 0 mod slots for militia, 1 for basic, 2 for adv, and 3 for proto. Sights would be considered mods, so all militia weapons would have iron sights, and then you could decide if you want a damage mod, or a sight when you get the basic version (or whatever other mods). |
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