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Cody Sietz
SVER True Blood Dark Taboo
3608
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Posted - 2014.07.17 17:06:00 -
[1] - Quote
It's going to break the balance we finally have in weapons.
AV will become too powerful.
All rifles will become OP.
Seriously, let's "fix" something that ain't broke.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DUST Fiend
Onslaught Inc RISE of LEGION
14622
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Posted - 2014.07.17 17:12:00 -
[2] - Quote
Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less.
The Future
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Boot Booter
Escrow Removal and Acquisition Dark Taboo
715
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Posted - 2014.07.17 17:20:00 -
[3] - Quote
Well what do you propose instead?
There are too few useful high slot modules, especially if you happen to prefer armor tanking.
I don't think 3/5/7 or 3/5/8 will be so game breaking. Remember that weapon proficiency was changed as well.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Lynn Beck
Fooly Cooly. Anime Empire.
2052
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Posted - 2014.07.17 17:26:00 -
[4] - Quote
I haven't AV'd lately, but 2x hardner 1x extender or 2hardner/rep can tank my Ammo 3, Prof 3, Commando 5(min)'s all 9 shots, requiring a nanohive to kill.
Of course, that's tanks.
As for DSes, armor dropships are (rightfully) possible to kill, while Shield Dses are mildly more difficult.
Lav's should all die in 2 volleys, as they do currently.
Also of note: i am ALWAYS using a Wyrrkomi Swarm, even on my Adv Galscout(coupled with Ex-11 nades, f/45 remotes, and a K-2 nano)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2380
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Posted - 2014.07.17 17:26:00 -
[5] - Quote
Typical difference between tiers of weapons is 5% damage, I think a prototype module which replicates bumping your weapon a tier is very reasonable. 5% for Proto Damage mod is fine.
Like my ideas?
Pokey Dravon for CPM1
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Cody Sietz
SVER True Blood Dark Taboo
3608
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Posted - 2014.07.17 17:47:00 -
[6] - Quote
Boot Booter wrote:Well what do you propose instead?
There are too few useful high slot modules, especially if you happen to prefer armor tanking.
I don't think 3/5/7 or 3/5/8 will be so game breaking. Remember that weapon proficiency was changed as well. Lower CPU/PG consumption. 3/4/6 would be ok, I suppose but anymore. Could break them. We may not have a lot of highslot mods to choose from, but let's not make the dmg mod the only one to choose.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Fizzer94
Fatal Absolution General Tso's Alliance
2971
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Posted - 2014.07.18 00:56:00 -
[7] - Quote
Pokey Dravon wrote:Typical difference between tiers of weapons is 5% damage, I think a prototype module which replicates bumping your weapon a tier is very reasonable. 5% for Proto Damage mod is fine. 5% is not fine when Shield Extenders are better...
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
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abdullah muzaffar
Immortal Guides
1
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Posted - 2014.07.18 01:18:00 -
[8] - Quote
Why does it have to be whole numbers? Why not 1.5 increments? |
Atiim
Fooly Cooly. Anime Empire.
10624
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Posted - 2014.07.18 01:21:00 -
[9] - Quote
Damage Modifiers need to be moved to the Low Slots.
The Snack That Smiles Back, Tankers!
-HAND
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DUST Fiend
Onslaught Inc RISE of LEGION
14623
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Posted - 2014.07.18 01:24:00 -
[10] - Quote
Atiim wrote:Damage Modifiers need to be moved to the Low Slots. Why don't you go away?
Do you enjoy making dual tanking the only option?
The Future
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Fizzer94
Fatal Absolution General Tso's Alliance
2971
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Posted - 2014.07.18 01:26:00 -
[11] - Quote
Atiim wrote:Damage Modifiers need to be moved to the Low Slots. Why? What am I supposed to use in my highs then? I'm sick and tired of always using extenders because they are the only viable high slot module for armor tankers. Ironic, right?
I want my tank n gank back.
My best match on Dust, 23/6/4 Placon.
Please unnerf ScPs and fix IoPs...
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Atiim
Fooly Cooly. Anime Empire.
10624
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Posted - 2014.07.18 01:29:00 -
[12] - Quote
DUST Fiend wrote:Atiim wrote:Damage Modifiers need to be moved to the Low Slots. Why don't you go away? Do you enjoy making dual tanking the only option? Damage Modifiers moving to the low slots would ensure that you have to choose between high eHP or high DPS, which would discourage dual tanking.
Though the only thing that would make dual tanking the "only option" is if Damage Modifiers were OP.
The Snack That Smiles Back, Tankers!
-HAND
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Baal Omniscient
Onslaught Inc RISE of LEGION
1961
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Posted - 2014.07.18 01:46:00 -
[13] - Quote
If there were no stacking penalty damage mods would be fine because you could get 10% more damage, but at the cost of 132 sHP. A module isn't balanced if it isn't worth stacking. Kincat's stacking penalty doesn't undercut it to the point that the second and third module is useless, and neither should any other module.
I'm not saying do away with the stacking penalty altogether, but an alternate option to increasing the power of individual modules is to greatly reduce their stacking penalty so that you are properly incentivized to sacrifice sHP for them.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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ZDub 303
Escrow Removal and Acquisition Dark Taboo
3152
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Posted - 2014.07.18 01:58:00 -
[14] - Quote
Starting to think that Damage Mods in low slots and some sort of Rate of Fire enhancer in the High slot would be the best way to go.
They would functionally do the same thing, increasing your DPS, but change it so that Caldari favor long range, DPC efficient, and high alpha engagements where shields would shine... fitting the Caldari efficiency lore quite nicely while armor tankers would increase dps through CQC oriented RoF increase. Minmatar would likely continue to maintain some form of balance with their layouts, probably preferring damage mods when using Minmatar weaponry, as CRs have little use for additional RoF. RoF enhancer would also be generally undesireable for Caldari weaponry, as they would suffer from increased kick while ADS which is harder to overcome through trigger feathering, unlike the Plasma rifle.
In either case, you can continue to dual tank if you like but you'll be missing out on some sort of DPS enhancement. Of which armor and shield tankers now have an equal option for improvement.
If you wanna go all out you can even equip both and just flat out attempt to out-dps your opponents... but as long as neither damage option is theoretically favorable to some form of hp modification it shouldn't be a problem. In this case I would suggest a 3-5-7 progression.
B C R U are letters, not words - Wierd Al Yankovich
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Cody Sietz
SVER True Blood Dark Taboo
3611
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Posted - 2014.07.18 03:45:00 -
[15] - Quote
Atiim wrote:DUST Fiend wrote:Atiim wrote:Damage Modifiers need to be moved to the Low Slots. Why don't you go away? Do you enjoy making dual tanking the only option? Damage Modifiers moving to the low slots would ensure that you have to choose between high eHP or high DPS, which would discourage dual tanking. Though the only thing that would make dual tanking the "only option" is if Damage Modifiers were OP. I can't get behind that.
Now reactives in the high slot...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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THUNDERGROOVE
Fatal Absolution
1052
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Posted - 2014.07.18 03:57:00 -
[16] - Quote
DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. FIRE and FORGET!!!
Atiim wrote: Damage Modifiers moving to the low slots would ensure that you have to choose between high eHP or high DPS, which would discourage dual tanking.
Though the only thing that would make dual tanking the "only option" is if Damage Modifiers were OP.
Callogis Callogis errywereeee
Amarrica!
It's Not Safe to Swim.
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Cody Sietz
SVER True Blood Dark Taboo
3614
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Posted - 2014.07.18 15:07:00 -
[17] - Quote
THUNDERGROOVE wrote:DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. FIRE and FORGET!!! Atiim wrote: Damage Modifiers moving to the low slots would ensure that you have to choose between high eHP or high DPS, which would discourage dual tanking.
Though the only thing that would make dual tanking the "only option" is if Damage Modifiers were OP.
Callogis Callogis errywereeee XD
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Atiim
Fooly Cooly. Anime Empire.
10648
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Posted - 2014.07.18 15:48:00 -
[18] - Quote
DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. You'll still out-run them anyways.
The Snack That Smiles Back, Tankers!
-HAND
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Atiim
Fooly Cooly. Anime Empire.
10648
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Posted - 2014.07.18 15:49:00 -
[19] - Quote
THUNDERGROOVE wrote: Callogis Callogis errywereeee
As opposed to Gallogis errywereeee?
Sounds good.
The Snack That Smiles Back, Tankers!
-HAND
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DUST Fiend
Onslaught Inc RISE of LEGION
14630
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Posted - 2014.07.18 16:03:00 -
[20] - Quote
Atiim wrote:DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. You'll still out-run them anyways. Unless I decide to do anything other than fly around in circles with the afterburner that I'm forced to fit to survive against a no skill weapon that requires no aim
The Future
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Cody Sietz
SVER True Blood Dark Taboo
3615
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Posted - 2014.07.18 16:06:00 -
[21] - Quote
Atiim wrote:DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. You'll still out-run them anyways. I'd rather they buff the SL directly, too many variables o count for with dmg mods being buffed.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DUST Fiend
Onslaught Inc RISE of LEGION
14630
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Posted - 2014.07.18 16:26:00 -
[22] - Quote
Cody Sietz wrote:Atiim wrote:DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. You'll still out-run them anyways. I'd rather they buff the SL directly, too many variables o count for with dmg mods being buffed. Swarm launchers don't need any more damn buffs, a single clip will down almost every Incubus build you can make if you don't spend the whole match flying away, and that's not even considering dual SL commandos. They're more than fine as is.
The Future
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Soulja Ghostface
MCDUSTDONALDS
2366
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Posted - 2014.07.18 16:39:00 -
[23] - Quote
Attim And Your Swarm Launcher Boyfriends
Why Don't You Go And Bust Your Launcher Into Eatch others "Caldari Man Hole" And Watch The Sticky Swarms Fall In
Now That That Is Taken Care Of...
Let's Get Back To The Topic Which Is Damage Mods And High Slots
CEO/ Killing Clones Since Uprising 1.2/ ADV Omni Soldier/ Forum King/
God Favors The Side With The Most Artillery
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Cody Sietz
SVER True Blood Dark Taboo
3615
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Posted - 2014.07.18 16:43:00 -
[24] - Quote
DUST Fiend wrote:Cody Sietz wrote:Atiim wrote:DUST Fiend wrote:Nothing like repeatedly buffing swarm launchers. Skill-less weapon is skill-less. You'll still out-run them anyways. I'd rather they buff the SL directly, too many variables o count for with dmg mods being buffed. Swarm launchers don't need any more damn buffs, a single clip will down almost every Incubus build you can make if you don't spend the whole match flying away, and that's not even considering dual SL commandos. They're more than fine as is. I have prof 4 and 2 complex dmg mods and I can not take down a incubus in one mag.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cody Sietz
SVER True Blood Dark Taboo
3635
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Posted - 2014.07.19 01:57:00 -
[25] - Quote
Sleepy.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
336
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Posted - 2014.07.19 02:06:00 -
[26] - Quote
Agree very much.
As it stands, if you put two dropsuits in a white room together and made every bullet hit each other, the only way damage mods are more effective than shield extenders is if you can do the DPS of a Combat Rifle or higher.
CRs and projectile weapons in general need a change before ANYTHING is done to damage mods again.
Imagine the HMG QQ exponentially higher.
Eventually the Dust community is going to nerf itself into nonexistance. Please don't ruin heavies CCP.
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