Forlorn Destrier
2377
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Posted - 2014.04.25 21:52:00 -
[1] - Quote
Rifter7 wrote:assault ck.0 4x complex shield extender 552.9 shield
assault gk.0 4x enhanced armor plates 746 armor
laser 120 shield - 80 armor scrambler 120 shield - 80 armor assault rifle 110 shield - 90 armor combat rifle 95 shield - 110 armor rail rifle 90 shield - 110 armor mass driver 80 shield - 120 armor
-can we make the scrambler 110 shield and 90 armor and the assault rifle 110 shield and 95 armor? -can we have weapon specific damage modifiers that instead modify specific traits of racial weapons? ie blaster range, laser heat buildup, etc -can we increase the shield extenders hp and powergrid costs, removing the ability to stack and need armor plates in favor of shield tank/speed/recon mods? -can we increase the armor plates cpu cost, removing the ability to effectively stack shield hp in favor of damage modifiers/weapon specific modifiers/recon? -can we remove the ferroscale plates, make the basic armor plate slow you down 0%, the enhanced 2% and the complex 3%? -can all of the racial suits fittings be reworked to make fitting hybrid tanks impractical, and fitting specific tanks for specific races easier? -can assaults have upward thrusting jetpacks with limited air time? -can heavies have a damage control module that lasts for a set time and recharges, reducing incoming damage?
Good questions. Here is my poor man's attempt at answers:
1. Scrambler rifles, pistols, lasers are all laser based and have the same percentages. This is a damage type; change one you change them all. Same for Assault Rifle - it is a blaster and so you would also have to change the MagSec SMG damage type (I think that is the Gallente sidearm). When you make these changes though, you are also playing to the weakness of the opposite racial suit, and in effect are nerfing the weapon and buffing the other racial suits. Amarr weapons should be effective against Minmatar suits, and Gallente weapons should be effective against Caldari suits. These are the natural counters per the lore in the game.
2. Great idea - I think they will just take time to be released. Would love to have more variety in the same manner that Eve does.
3. I personally think stacking is fine - upping the HP and restricting only one mod means you are buffing all other mods at the same time - this is dangerous to do in a vacuum.
4. Same as # 3
5. Ferroscale was put in as a way to to tank scouts and still allow them mobility. I think making armor plates harder to fit (with no additional benefits) would give ferroscale a clearer niche as no one uses these now. This needs to be done in consideration with other modules though, and not in a vacuum - which again is dangerous.
6. I don't like this idea as the concept of this game is allow customization. This would remove a degree of customization that already exists in the lore of the game.
7. These have been discussed for a long time. We may see them eventually. Good idea, and thanks for reminding CCP about these requests.
8. No reason this should be limited to heavies. A module exists in Eve that does this, and can be used by any ship class. Lore says its ok, so it should be open to all here as well (maybe sized appropriately with different bonuses based on suit - light mods work on light frames, and have smaller bonuses and lower fitting requirement, and then scale them up for medium and heavy in terms of effectiveness and cost). Just my idea. |