Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Logi Bro
Brutor Vanguard Minmatar Republic
3160
|
Posted - 2014.08.05 02:05:00 -
[1] - Quote
I've always felt like we don't have that many modules to chose from, especially in high slots, so I started trying to think of more stuff they could possibly add.
I haven't been able to think of anything besides max ammo capacity modules, like the ones vehicles already have. I was curious to know if anybody more creative than myself could think of anything. Anybody have any good ideas for infantry or vehicle modules? (Don't say movement speed modules, we don't need Flash speed minscouts outstrafing everybody)
SP Sinks? Fixed.
|
KING CHECKMATE
Opus Arcana Covert Intervention
5648
|
Posted - 2014.08.05 02:07:00 -
[2] - Quote
REserved:
I'll start with Heat sink(for weapons with Overheat mechanic obviously...)
The best Damage mod is a HEADSHOT....
|
Fizzer XCIV
Company of Marcher Lords Amarr Empire
38
|
Posted - 2014.08.05 02:13:00 -
[3] - Quote
Zealot Overdrive: Reduces seize time for overheating weapons, but increases feedback damage.
Basic Zealot Overdrive -20% Seize Time, +10% Feedback Damage
Enhanced... -35% Seize Time, +15% Feedback Damage
Complex... -50% Time, +20% Damage
High Slot.
|
Forever Smelly
Seykal Expeditionary Group Minmatar Republic
21
|
Posted - 2014.08.05 02:20:00 -
[4] - Quote
Any and all modules above or below this post are OP and need to be nerfed.
Unless they are UP, in which case they need to be buffed.
As a matter of fact, all the modules suggested in this thread are not working as intended, and need to be quickly added so they can be removed for re-examination.
In the meantime, feel free to buy some aurum. This will speed up the process of funding CCPs pizza parties every frida-
Wait, I ment it will speed up the process of Legion being greenlit only to be cancel-
Wait.....god dammit.....
*takes deep breath*
Give CCP money, and maybe the Isreali/Palastinian war will end.....
Yea, we'll go with the last one. Sounds legit. |
Bojo The Mighty
Spaceman Drug Cartel-Uno
4858
|
Posted - 2014.08.05 02:22:00 -
[5] - Quote
Equipment Enhancer : +10% EQ Efficacy +15% EQ Efficacy +20% Efficacy (for EQ with cooldowns it reduces cool downs)
Rainbow Rounds: Fight fire with flamboyance Purple Red Green Blue Orange Yellow
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
|
Fizzer XCIV
Company of Marcher Lords Amarr Empire
41
|
Posted - 2014.08.05 02:32:00 -
[6] - Quote
Bojo The Mighty wrote:Equipment Enhancer : +10% EQ Efficacy +15% EQ Efficacy +20% Efficacy (for EQ with cooldowns it reduces cool downs)
Rainbow Rounds: Fight fire with flamboyance Purple Red Green Blue Orange Yellow The Rainbow rounds should be high slots. It would encourage purple Lasers... They should also cost 400 CPU and 100 PG, but Amarr Assaults should get a 100% fitting reduction. |
Bojo The Mighty
Spaceman Drug Cartel-Uno
4860
|
Posted - 2014.08.05 02:44:00 -
[7] - Quote
Fizzer XCIV wrote: The Rainbow rounds should be high slots. It would encourage purple Lasers... They should also cost 400 CPU and 100 PG, but Amarr Assaults should get a 100% fitting reduction.
I was thinking of green scrambler pistols, blue mass driver smoke, and red assault rifle plasma!
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
|
Fizzer XCIV
Company of Marcher Lords Amarr Empire
41
|
Posted - 2014.08.05 02:47:00 -
[8] - Quote
Bojo The Mighty wrote:Fizzer XCIV wrote: The Rainbow rounds should be high slots. It would encourage purple Lasers... They should also cost 400 CPU and 100 PG, but Amarr Assaults should get a 100% fitting reduction.
I was thinking of green scrambler pistols, blue mass driver smoke, and red assault rifle plasma! And you can do all of that!* Wouldn't that be fun! I would love modules like that! CCP should introduce them tomorrow!
*only applies to amarr assaults
|
Atiim
Onslaught Inc RISE of LEGION
11247
|
Posted - 2014.08.05 02:55:00 -
[9] - Quote
Resistance Modules
- Explosives Resistance (High Slot Module)
- Projectile Resistance (Low Slot Module)
- Laser Resistance (Low Slot Module)
- Hybrid - Railgun Resistance (High Slot Module)
- Hybrid - Blaster Resistance (Low Slot Module)
- Shield Hardener
- Armor Hardener
Weapon Modifiers
- Heat Sink (High Slot Module)
- Range Modifier (Low Slot Module)
- RoF Modifier (High Slot Module)
- Recoil Stabilization (?)
- Seized Stabilization (Low Slot Module)
If I don't, who will?
-HAND
|
KING CHECKMATE
Opus Arcana Covert Intervention
5655
|
Posted - 2014.08.05 03:02:00 -
[10] - Quote
Atiim wrote:Resistance Modules
- Explosives Resistance (High Slot Module)
- Projectile Resistance (Low Slot Module)
- Laser Resistance (Low Slot Module)
- Hybrid - Railgun Resistance (High Slot Module)
- Hybrid - Blaster Resistance (Low Slot Module)
- Shield Hardener
- Armor Hardener
Weapon Modifiers
- Heat Sink (High Slot Module)
- Range Modifier (Low Slot Module)
- RoF Modifier (High Slot Module)
- Recoil Stabilization (?)
- Seized Stabilization (Low Slot Module)
Range and RoF modifiers are OP. Nerf pliz
The best Damage mod is a HEADSHOT....
|
|
Bojo The Mighty
Spaceman Drug Cartel-Uno
4861
|
Posted - 2014.08.05 03:22:00 -
[11] - Quote
Fizzer XCIV wrote:Bojo The Mighty wrote:Fizzer XCIV wrote: The Rainbow rounds should be high slots. It would encourage purple Lasers... They should also cost 400 CPU and 100 PG, but Amarr Assaults should get a 100% fitting reduction.
I was thinking of green scrambler pistols, blue mass driver smoke, and red assault rifle plasma! And you can do all of that!* Wouldn't that be fun! I would love modules like that! CCP should introduce them tomorrow! *only applies to amarr assaults but I've been gal scouting since chromo yo! I got class!
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12583
|
Posted - 2014.08.05 03:50:00 -
[12] - Quote
Logi Bro wrote:I've always felt like we don't have that many modules to chose from, especially in high slots, so I started trying to think of more stuff they could possibly add.
I haven't been able to think of anything besides max ammo capacity modules, like the ones vehicles already have. I was curious to know if anybody more creative than myself could think of anything. Anybody have any good ideas for infantry or vehicle modules? (Don't say movement speed modules, we don't need Flash speed minscouts outstrafing everybody)
Infantry
Adapative Armour Plating and Ward Fields Thermic, Explosive, Kinetic, EM Resistance Plating and Ward Fields Heat Sinks Target Painter Modules
Vehicle
Adapative Armour Plating and Ward Fields Thermic, Explosive, Kinetic, EM Resistance Plating and Ward Fields Heat Sinks Missile Loading Bay Accelerators
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |