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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Rattati
C C P C C P Alliance
4405
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Posted - 2014.07.17 00:20:00 -
[1] - Quote
It's something we want to fix, first was in alpha to get other plates incentivized. I truly believe that the best way is to make hp modules the most expensive to fit and I agree with reducing the kincats/codebreakers and other alternatives dramatically. We already announced some of those in charlie even. we need to buff dmg mods again, to 357 or 468.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
4427
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Posted - 2014.07.17 09:20:00 -
[2] - Quote
Booby Tuesdays wrote:CCP Rattati wrote:It's something we want to fix, first was in alpha to get other plates incentivized. I truly believe that the best way is to make hp modules the most expensive to fit and I agree with reducing the kincats/codebreakers and other alternatives dramatically. We already announced some of those in charlie even. we need to buff dmg mods again, to 357 or 468. You want to make it more difficult for the squishy Minmatar suits to survive, while lowering TTK? Everyone ran stacked damage mods for a long time, and it was the worst Dust has ever been. I stopped playing for months when the MD didn't work and TTK was measured in negative numbers. Dark times they were...
I believe Minnies overall, except scouts, are penalized to heavily on the ehp side, something we have talked about addressing,
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
4442
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Posted - 2014.07.17 14:00:00 -
[3] - Quote
Sgt Kirk wrote:DontChimpOut wrote:CCP Rattati wrote:It's something we want to fix, first was in alpha to get other plates incentivized. I truly believe that the best way is to make hp modules the most expensive to fit and I agree with reducing the kincats/codebreakers and other alternatives dramatically. We already announced some of those in charlie even. we need to buff dmg mods again, to 357 or 468. Something which would make AV far more powerful than it already is. Maybe Heavy Damage Modifiers could be the current progression now or just 3/5/7. It's mostly Light weapons and....lol Side Arms that need it. I also think that each weapon tier (Sidearm, Light Weapons, Heavy Weapon) Should have a different CPU/PG cost between them. With Sidearm dmg mods being the easiest to fit, with heavy mods having the most CPU/PG to fit and Light weapons somewhere in the middle. Also, you ever think that the Assault Bonus should Count towards Grenades and damage mods? or maybe even just increase the percentage of the Assault fitting reduction Bonus?
We have discussed it, but dmg mods mostly benefit armor tankers, so we don't want that to be a role bonus.
Your other suggestions on balancing heavy, light and sidearm dmg mods separately is a very good point indeed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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