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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2577
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Posted - 2014.09.06 07:57:00 -
[1] - Quote
Unless I'm completely off base I think it can be done for infantry, and provide fitting variance and flavor if people are willing to take a hit to the universal utility of damage mods.
Why not aspect the damage modifications themselves to provide a specific bonus rather than a flatline damage add applicable universally?
Example for light weapons:
EM Burst Charge: modification to the dropsuit's weapon system enhances it's shield penetration providing +5%/+7%/+10% shield penetration.
Micro-warhead optimization: modifications to the ammunition/focusing crystals woth DCMA tech used to harvest morphite allow greater armor penetration in the field. +5%/+7%/+10% armor penetration.
Overheat insulator: reduce weapon heat buildup by 5/10/15%
Coolant injection: Increase heat dissipation by +5%/+10%/+15%
Just as examples.
Heavy weaponry is trickier but I think it is doable but should require a few drawbacksdue to their raw destructive capacity. Damage mods suck.
Example:
Magnetic Field Stabilizer: This modification reduces Forge Gun charge time by 5/10/15% at a cost of 10% additional PG fitting requirement.
Antimatter hotload: Loading volatile AM bottles into the forge gun allows for greater shield penetration at the cost of overall penetrative damage +5%/+7%/+15% damage to shields -1%/-3%/-5% to base weapon damage.
Juiced engine: this tweaked engine accelerates tge rate of fire of the Heavy Machinegun at a dire cost in longevity. +5%/+7%/+10% to HMG rate of fire. The drawback is +10%/+14%/+20% heat generation.
Just a few ideas. Not necessarily the kind of thing that is balanced but Im looking more for ideas on whether it's possible or even desirable.
Attack forum warriors! Your ideas for alternates to vanilla damage mods welcome!
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Killar-12
The Corporate Raiders Top Men.
3257
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Posted - 2014.09.06 08:31:00 -
[2] - Quote
Breakin Stuff wrote:Unless I'm completely off base I think it can be done for infantry, and provide fitting variance and flavor if people are willing to take a hit to the universal utility of damage mods.
Why not aspect the damage modifications themselves to provide a specific bonus rather than a flatline damage add applicable universally?
Example for light weapons:
EM Burst Charge: modification to the dropsuit's weapon system enhances it's shield penetration providing +5%/+7%/+10% shield penetration.
Micro-warhead optimization: modifications to the ammunition/focusing crystals woth DCMA tech used to harvest morphite allow greater armor penetration in the field. +5%/+7%/+10% armor penetration.
Overheat insulator: reduce weapon heat buildup by 5/10/15%
Coolant injection: Increase heat dissipation by +5%/+10%/+15%
Just as examples.
Heavy weaponry is trickier but I think it is doable but should require a few drawbacksdue to their raw destructive capacity. Damage mods suck.
Example:
Magnetic Field Stabilizer: This modification reduces Forge Gun charge time by 5/10/15% at a cost of 10% additional PG fitting requirement for the forge gun.
Antimatter hotload: Loading volatile AM bottles into the forge gun allows for greater shield penetration at the cost of overall penetrative damage +5%/+7%/+15% damage to shields -1%/-3%/-5% to base weapon damage.
Juiced engine: this tweaked engine accelerates tge rate of fire of the Heavy Machinegun at a dire cost in longevity. +5%/+7%/+10% to HMG rate of fire. The drawback is +10%/+14%/+20% heat generation.
Just a few ideas. Not necessarily the kind of thing that is balanced but Im looking more for ideas on whether it's possible or even desirable.
Attack forum warriors! Your ideas for alternates to vanilla damage mods welcome! (General) Gyrostabilizer, Reduces Weapon movement -5%/10%/20% to Recoil, Spread, Shaking, etc Ammo Expansion Unit +20%/40%/75% Ammo with 2%/3%/4% Speed recuction (Rail tech) Mag Field as above Overcharge Unit +4%/+8%/+15% to range with a 10%/20%/30% increase in Charge/Spool-up time (Projectile) Modified Reciver +3%/6%/10% to ROF with 10%/20%/30% penalty to recoil and Spread (Explosive) Packed Charges 10%/20%/30% Damage -15%/25%/35% Radius Sleek Charges 10%/20%/30% Radius -10%/15%/25% Damage (Plasma) Ion Concentration unit +5%/10%/15% Damage (yeah) -30%/-35%/-40% Range (Lasers) All described above (Grenade) Extra Grenades? Please...
http://evil-guide.tripod.com/
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2580
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Posted - 2014.09.06 09:05:00 -
[3] - Quote
The less complex the mod the better. I would keep light and sidearm mods with a flat bonus and put penaltied mods on heavy weapons.
But more to the point can one take a vanilla damage mod, copy it to the database as a new item, rename it and hack out the old bonus script and insert a new one?
But doing things like this might make bringing back some vehicle mods feasible and crack the door open for marauders, enforcers and buffs to dropships.
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
306
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Posted - 2014.09.06 17:30:00 -
[4] - Quote
I like it. Give me damage mods that turn my plc rounds into badgers, please.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2605
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Posted - 2014.09.06 18:25:00 -
[5] - Quote
How about a mod that makes the forge gun teleport grots and panicked snotlings into your armor?
*checks notes.*
Dammit wrong game, carry on. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1706
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Posted - 2014.09.06 18:30:00 -
[6] - Quote
Only if the new mods are low slot items. Damage mods remain in the highs, but shield suits need something to help them with damage without sacrificing tank.
Shoot Scout with yes.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1792
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Posted - 2014.09.06 20:00:00 -
[7] - Quote
I demand humiliation ammo. When shot with said ammo, your screen is covered in off white splotches. Damage is reduced by 10% rate of fire is increased by 5%. <-- Its the ammo you want to use when the enemey team deserves some serious humiliation.
Fun > Realism
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2612
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Posted - 2014.09.06 21:08:00 -
[8] - Quote
Mobius Kaethis wrote:I demand humiliation ammo. When shot with said ammo, your screen is covered in off-white splotches. Damage is reduced by 10% rate of fire is increased by 5%. <-- Its the ammo you want to use when the enemey team deserves some serious humiliation.
while this is something I would advocate, I believe rattati would prefer that we utilize dirty tricks that retain some semblance of class. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2612
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Posted - 2014.09.06 21:09:00 -
[9] - Quote
Alena Ventrallis wrote:Only if the new mods are low slot items. Damage mods remain in the highs, but shield suits need something to help them with damage without sacrificing tank.
I'd replace the regular damage mods entirely. No stacking damage mods in highs with weapon mods in lows. That's a recipie for epic levels of stupid.
Leave them highslot. My caldari fits work fine with the damage mods and shield tank overlapping. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1255
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Posted - 2014.09.06 21:19:00 -
[10] - Quote
Breakin Stuff wrote:How about a mod that makes the forge gun teleport grots and panicked snotlings into your armor?
*checks notes.*
Dammit wrong game, carry on.
Well played, Good Sir. Well played.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Killar-12
The Corporate Raiders Top Men.
3260
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Posted - 2014.09.06 22:25:00 -
[11] - Quote
Breakin Stuff wrote:The less complex the mod the better. I would keep light and sidearm mods with a flat bonus and put penaltied mods on heavy weapons.
But more to the point can one take a vanilla damage mod, copy it to the database as a new item, rename it and hack out the old bonus script and insert a new one?
But doing things like this might make bringing back some vehicle mods feasible and crack the door open for marauders, enforcers and buffs to dropships.
Okay Then Sidearm Stabilizer (10/20/30%) reduction to spread and recoil Heat Sink (20/25/30%) Reduction to Heat buildup (It's the Ion pistol we're taling about these percentages are reasonable) Focused Rounds(+50/100/150%) to Headshot multipliers Enhanced Firing mechanisms (Not sure on number) ROF Bonus Percision Rounds (+20%/30/40) Increased Optimal Range Sidearm Ammo Caches (Not sure on number) Increased Sidearm Ammo
Light Stabilizer (5/10/15%) reduction to spread and recoil Heat Sink (10/15/20%) Reduction to Heat buildup Focused Rounds(+100/150/200%) to Headshot multipliers Enhanced Firing mechanisms (Not sure on number) ROF Bonus Percision Rounds (+20%/30/40) Increased Optimal Range Sidearm Ammo Caches (Not sure on number) Increased Light Ammo
Heavy Stabilizer (10/20/30%) reduction to spread and recoil with a increase in CPU need Heat Sink (20/25/30%) Reduction to Heat buildup, with a reduced cooldown time Percision Rounds (+20%/30/40) Increased Optimal Range with reduced Damage Sidearm Ammo Caches (Not sure on number) Increased Sidearm Ammo with decerased speed.
http://evil-guide.tripod.com/
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1798
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Posted - 2014.09.07 08:40:00 -
[12] - Quote
Tracer ammo that causes burn damage for a short time after being hit. The burn time does stack from subsequent hits.
Fun > Realism
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2625
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Posted - 2014.09.07 10:00:00 -
[13] - Quote
Let's keep it to weapon mods? There's a solid standard that the Devs have as pre-programmed bonuses.
Staying in that range of request seems a bit more sane than mechanics changes. Makes it far more likely that Rattati might take the idea seriously.
It's not even established that it's seriously possible. |
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