ladwar
HEARTS OF PHOENIX
2058
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Posted - 2014.08.20 23:15:00 -
[1] - Quote
I-Shayz-I wrote:Currently we have 3 types of Biotics modules:
Cardiac Regulators (increase stamina and stamina regen) Myofibril Stimulants (increase melee damage) Kinetic Catalyzers (Increase sprint speed)
For obvious reasons, there is no way to increase base movement speed/strafe speed (we don't want insane strafing heavies...much less scouts or assaults for that matter)
But while I was looking through my assets I came across a module we were given back a while ago from an event or a daily login bonus reward or something.
It's called the HEP Metabolic Enhancer. It increases sprint speed and melee damage by the same amounts of their standard modules, but combined into one module that costs 1 more pg than a sprint mod. It's also a low slot module that looks like a kin cat, whereas the melee mod is a high slot module...
So it's currently the best way to max out your melee by stacking all melee mods in the highs and HEPs in the lows (I was able to get 630 damage with almost 7 m/s sprint on a minmatar commando) _______________________________________________________________________________________________
But anyways that's not the point.
The point here is that CCP has created a module that combines two modules, and didn't have to update the game to do so. It's hotfixable, basically just assigning new values to single module.
The other point is that melee mods and stamina mods go together. While yes they are two different slot modules, the real question comes down to whether you want the module to be blue or green. Seeing as how the HEP decided to stay a low slot mod despite the melee damage increase, I think we can all agree that it should be a low slot module...but please speak up if you would rather have it be in the high slots.
We can even call it a "Metabolic Enhancer" because that name is already in the game, and I think it sounds cool. I'm okay with keeping Myofibril Stimulants as well.
All we do is combine the two modules.
Basic Meta: 50% stamina recovery, 25% stamina, 15% melee Advanced ("enhanced enhancer sounds weird") Meta: 80% recovery, 50% stamina, 25% melee Complex Meta: 100% stamina recovery, 100% stamina, 50% melee ________________________________________________________________________________
These modules are BEGGING to be combined
When you melee, you use stamina. Being able to recover that stamina to melee again is even more important. Most melee fits require the use of stamina mods already, so it's kind of an obvious thing to do at this point.
Besides, no one uses these modules, and it would be a great way to increase their effectiveness and popularity. Melee isn't even that good. (3 complex melee mods on an assault suit only gives you 250-300 damage)
The only issue is the Skillbook...and what to do about people who might have skilled into one module and not the other.
But then again, those who have skilled into these modules are very few people indeed. No, i remember when had these, just no. Its a balance thing
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ladwar
HEARTS OF PHOENIX
2059
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Posted - 2014.08.21 01:42:00 -
[2] - Quote
TechMechMeds wrote:Hehe, and the special myofibral stims, forgot what they are called.
I have kept every single shiny, suit, officer weapon etc from beta.
I have 186 back eagle suits for example.
No quafe scout suits, oh actually we got some recently ish didn't we. Must skill for that epic vanity lol. special ones were difference slots so max punches too. Thats like stacking 8 damage mods and the dont penalize 4 stacking wonder why that was bad
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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