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The dark cloud
The Rainbow Effect
4082
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Posted - 2014.09.12 10:52:00 -
[1] - Quote
Currently we only have 1 module that effects weapons and that are damage mods. How about we would add some more stuff like this:
-heatsinks= less heat build up for HMG, scrambler rifles and ion pistols -ammo bags= carry more ammo with you like the vehicle module -rate of fire modifier= instead of a damage boost you could increase the rate of fire -weapon stabilizers= less kick/dispersion -weapon range amplifier= more range -weapon magnification amplifier= higher magnification when aiming down sights -weapon clip size enhancer= increased ammo that is in the weapons clip/magazine
By introducing modules like that you could either enhance a weapons performance in its original role or lower their downside. Like if you add a rate of fire modifier to your AR it could become even better at its role or you put a range amplifier on your suit to make it work better at range. I leave the job to CCP to decide if those should be low or highslot modules. That would give the gam a more interesting spin as just put a armor plate/shield extender in the low or highslots.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Evan Gotabor
Prima Gallicus
75
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Posted - 2014.09.12 10:56:00 -
[2] - Quote
That would certainly give a new side to the infantry gameplay. But as they don't want to modify and give us back old vehicles modules that are still in our clients, I don't see why they would create modules for something that is almost balanced. However, that would be cool, that's for sure.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Benjamin Ciscko
Fatal Absolution
3122
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Posted - 2014.09.12 11:11:00 -
[3] - Quote
Why is a module slot for ammo when you could use a nanohive.
Tanker/Logi/Assault
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Evan Gotabor
Prima Gallicus
75
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Posted - 2014.09.12 12:10:00 -
[4] - Quote
A slot for ammo would be interesting if we could choose our ammo like in Eve with standards that come with their weapons (no bonus, no malus) ; and specials ammo which offer a bonus on range, damages, heat, dispersion, fire rate, number of ammo, etc. While having penalities on other stats.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Kierkegaard Soren
THE HANDS OF DEATH
502
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Posted - 2014.09.12 12:24:00 -
[5] - Quote
I'd favour an approach where all weapon mods, both old and new, come with drawbacks. For example, damage mods increase kick, ROF increases dispersion, heat sinks reduce clip size etc. personally I'd like to see them attached to the weapons themselves, which would make more sense thematically and free up high slots on your drop suit for more utility modules.
Dedicated Commando.
"He who can destroy a thing, controls a thing." -Paul Atreides.
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Fox Gaden
Immortal Guides
4226
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Posted - 2014.09.12 12:51:00 -
[6] - Quote
Lets start with the Ammo Bags as they would present less balance issues, but would still have the big advantage of allowing certain setups to equip an Ammo Bag rather than a NanoHive, allowing them to put something else in their equipment slot. The drawback is giving up a module slot for it.
I would suggest that Ammo Bags should be a lot slot item.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4226
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Posted - 2014.09.12 12:52:00 -
[7] - Quote
Benjamin Ciscko wrote:Why is a module slot for ammo when you could use a nanohive. In order to equip Remote Explosives, or a Scanner, or an UplinkGǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4226
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Posted - 2014.09.12 12:54:00 -
[8] - Quote
Evan Gotabor wrote:A slot for ammo would be interesting if we could choose our ammo like in Eve with standards that come with their weapons (no bonus, no malus) ; and specials ammo which offer a bonus on range, damages, heat, dispersion, fire rate, number of ammo, etc. While having penalities on other stats. That would be very cool, although I think it is out of scope for what the OP is suggesting.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4226
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Posted - 2014.09.12 12:58:00 -
[9] - Quote
Kierkegaard Soren wrote:I'd favour an approach where all weapon mods, both old and new, come with drawbacks. For example, damage mods increase kick, ROF increases dispersion, heat sinks reduce clip size etc. personally I'd like to see them attached to the weapons themselves, which would make more sense thematically and free up high slots on your drop suit for more utility modules. I think that is a very good point, regarding balancing many of the modules suggested by the OP. Ammo Bags are probably balanced sufficiently just by taking up a slot, as they do not contribute to the outcome of an initial engagement as the others would. But the ones that make you a more effective killer would need corresponding drawbacks to balance them.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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The dark cloud
The Rainbow Effect
4085
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Posted - 2014.09.12 13:11:00 -
[10] - Quote
Sure there could be drawbacks to some of the modules like more dispersion comes with a higher rate of fire. Back in the closed beta for example damage mods affected rate of fire and direct hit damage. Could be wrong and it might came with heatsinks for railguns/blasters. But you get the idea. Ammo bags are basically infantry variant of the ammo expansion modules from vehicles. That would give me a serious reason to actually use that instead for example a armor plate.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Vell0cet
Vengeance Unbound Dark Taboo
2254
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Posted - 2014.09.12 13:52:00 -
[11] - Quote
I think a range extender would be cool, but only if it extends falloff. That would a lot more balanced since you're already doing reduced damage. That's a fair trade for sacrificing a high slot. It would have to be percent-based and subject to stacking penalties.
Best PvE idea ever!
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