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Thread Statistics | Show CCP posts - 5 post(s) |
Sgt Kirk
Fatal Absolution
6578
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Posted - 2014.07.17 16:33:00 -
[1] - Quote
If you are an armor tanker it's best if you just use something else entirely.
The answer wouldn't be to move them to highslots but the main issue here stems from the fact that there aren't any worthwhile slots in the Highslots for Armor to excuse the use of a PG mod.
To better explain myself here are two hypothetical scenarios.
Useful PG in Low slot: Crap, with the "Enhanced Kin Kat", "Complex Codebreaker" and " Complex A.I. turret designator" module I can't have a finished suit. Erggh, what should I sacrifice....Hmmm, I need all my high slots because I'm a Medium Frame Hacker so I guess I could deal without one plate or just switch plates....yeah that's fine.
Not Useful in Low slot:
Argh, crap. Just ran out of PG. *Looks at Highslots* Well I don't really need this shield extender anway and recharger anyway and the second I replace the PG mod I have more than enough PG anyway so meh....
Not the most coherent example but you get my drift. I honestly think the CPU modules should go in the Highslots but if not...I guess I'd be fine with PG modules being in high, although that's just a temporary band-aid on an issue that will get worse. (If other modules make it into the game...which I doubt will happen in DUST)
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6579
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Posted - 2014.07.17 17:29:00 -
[2] - Quote
CCP Rattati wrote:Atiim wrote:CCP Rattati wrote:As must be very well known, the singularly least used module in all of the DUST 514 economy is the PG Upgrade. Even less than Myrofibril Stimulants? They are similarly terrible . We are trying to figure out a way to make those poor suckers useful as well... What about an increase to jump height?
That would be really, REALLY useful for the armor tankers that can't jump over the tiniest of things.
Which is really messed up because my Gallente Assault is extremely lightweight for an armor suit and can still can't jump over the smallest of side railing.
It wouldn't make them go faster, wouldn't make them do anything better, but just have something somehat useful for armor tankers in the Highslots.
If you want a lore reason it's that it makes your muscles more reactive to stimuli signal stimuli causing contraction and releasing process to be more rapid or some jargon like that.
tl;dr: Give MyroFibril Stimulants a bonus to jump height.
P.S. What about a bonus to walking speed? Not dramatic but just throwing that out there.
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6581
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Posted - 2014.07.17 17:50:00 -
[3] - Quote
Cat Merc wrote:Iron Wolf Saber wrote:I fear that moving the PG unit to high would exemplify armor tanking much more. While it would solve some issues of dual tanking (ie shoving shields in top row just because)
The other issue with the current PG progression is that only two types of players have to deal with it. Newbies; and Top gear vets. People who are between suffer naught from fitting problem. While I do not identify this as the sole culprit there are others issues I feel are contributing to this
First of which is by nature of the game to help keep it lower budget on the network and easier access to the common audience. This problem would be low module count. By nature things very limited in resource typically you are in the mindset of making every slot count. Combine into the environment of shoving in a PG module upgrade RARELY translates into another modules worth of additional power. Thus ergo its far better to just shove a downgrade (which goes back to the issue of not having a tetricide as well; however this is the positive of the current tiered system) that would fit within fitting budget without wasting a module slot at all.
There are a few solutions.
1. Offer something that cannot be obtained by use of another module. Arguably you can say that PG addition is a unique aspect of the module but Ill retort to the previous statement that some tighter fits can give up a higher tiered module to allow a lower one is just as similar in function.
An example would be additional ammunition in the reserve; however that makes little to no lore sense as I just stated it for an example.
2. Offer expansive hybridization whose performance would be to slot costly to reproduce but the offering on any one aspect is far weaker than specialized module. IE Shield Recharge; Shield HP Max, Stamina Max, Stamina Recover AND PG
3. Alter the PG of various items (bad route) I feel that this may be a solution but I am emotionally opposed to it as its additionally lots of work and to top it off its vibes of bad enforcement of game play. Positive enforcement should be rewarding not punishing. So, PG upgrades to improve my armor suit isn't fine, but CPU upgrades for a shield tanker is fine? Stop being this sensitive, armor was never that far ahead of shields, that little buff in Bravo (or Alpha) was all that was needed. Cat's very right.
By itself neither armor tanking nor shield tanking aren't far from each other in "fairness". It's the dual tanking that throws it off entirely.
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6584
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Posted - 2014.07.17 20:52:00 -
[4] - Quote
Doc DDD wrote:Combine cpu and pg chips again. Those were cool and you wont be messing with buffing armor again bby putting pg in high slots. You're talking about the Diagnostic unit for vehicles right?
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6585
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Posted - 2014.07.18 01:33:00 -
[5] - Quote
Doc DDD wrote:Do not move them to the high slot. Vehicles would be highly imbalanced ( dropships ).
Any suit that is shield based will be punished ( Cal logi trying to fit 4 proto equips if slot changes are made ).
All armor based suits will love the idea, and I don't blame them, but shields suck right now and this would be a step backwards. Not that I care for a one solution over the other. I'd like to point out that you could leave PG modules on Vehicles where they are while putting PG modules for suits in the High Slots.
It doesn't have to be a complete line
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6585
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Posted - 2014.07.18 01:50:00 -
[6] - Quote
True Adamance wrote:Should players have to use Upgrade Modules?
It's almost certainly more useful to take the lowest tier of a module type than fork out for extra PG and CPU wasting a slot and not being able to fit the correct module anyway.......
I mean I HATE having to use PG/CPU modules on my HAV to fit modules...... and were not even talking ADV or PRO.
I required ADV and Pro CPU extenders to even fit Basic armour modules on an armour tank with maxed armour and turret skills..... that **** is not right.
If I could use a Rig slot to fill to PG and CPU needs.....that would be different and I would almost certainly take CPU/PG rigs. Let me tell you a story of heresy.... when I first started this game....ages ago.....I was once Caldari *Thunder shatters throughout the room*
I used everything Caldari back then (which was not hard to do at all ofc, thanks to CCP favoritism)
Anywho, back then I we got more than enough SP per match to shake a stick at. You could make our weekly cap 3 times over in two days if you played enough.
So with all my SP I had all the fitting skills, which were a lot more generous back then, and still I needed a CPU module on my Saggaris.
And I used them gladly. You know why? Because it was in the opposite slots from which I tanked with so it didn't bother me none.
If we move PG modules for vehicles for the Highslot, what kind of worms are we digging into?
see you space cowboy...
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Sgt Kirk
Fatal Absolution
6595
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Posted - 2014.07.18 15:40:00 -
[7] - Quote
CCP Rattati wrote:Noone really replied with a good use case so we will take these ideas, and your myofib ideas into consideration for future buffs, but nothing immediate. Thanks everyone. That's what I'm saying. For PG mods to actually be worth something You'd have to have Some good mods for armor in the Highslots.
Without that we'd just look at these PG mods like, "lol no".
see you space cowboy...
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