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Ripley Riley
Incorruptibles
3948
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Posted - 2014.10.20 19:33:00 -
[1] - Quote
I've been tinkering with an idea revolving around modules that increase your maximum ammo capacity for a given weapon. Originally, I attempted to draft an idea for a module that grants flat percentage increases to all weapons; this was very difficult to balance as 10% more ammo for an HMG is significantly more useful than 10% more ammo with a mass driver.
In the end, I separated the modules into the core weapon types: explosive, laser, hybrid - rail, hybrid - blaster, projectile. Weapons that feature small ammo capacities (explosives) were given a flat increase in the number of carried rounds. The CPU/PG requirements were taken from tanking modules' PG/CPU with a 25% increase. The Extended Ammunition Module skill then reduces the fitting requirements.
Submitted for your approval...
My advice to you, playa...
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Soraya Xel
Abandoned Privilege Top Men.
4295
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Posted - 2014.10.20 19:47:00 -
[2] - Quote
A more ammo module would be a nice feature for sure. It's kinda my hope that Legion might have like weapon mods, specifically, where you could apply damage mods, ammo mods, etc. directly to weapons, so suit slots could be different.
But yeah, definitely should be something like this. I could see fits which rely on guns with low ammo numbers to be pretty dependent on an ammo module.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Killar-12
The Corporate Raiders Top Men.
3346
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Posted - 2014.10.20 20:07:00 -
[3] - Quote
Ripley Riley wrote:I've been tinkering with an idea revolving around modules that increase your maximum ammo capacity for a given weapon. Originally, I attempted to draft an idea for a module that grants flat percentage increases to all weapons; this was very difficult to balance as 10% more ammo for an HMG is significantly more useful than 10% more ammo with a mass driver. In the end, I separated the modules into the core weapon types: explosive, laser, hybrid - rail, hybrid - blaster, projectile. Weapons that feature small ammo capacities (explosives) were given a flat increase in the number of carried rounds. The CPU/PG requirements were taken from tanking modules' PG/CPU with a 25% increase. The Extended Ammunition Module skill then reduces the fitting requirements. Submitted for your approval... PG/CPU requirements should be low/nonexistant for something like this...
http://evil-guide.tripod.com/
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Ripley Riley
Incorruptibles
3949
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Posted - 2014.10.20 20:17:00 -
[4] - Quote
Killar-12 wrote:PG/CPU requirements should be low/nonexistent for something like this... Why? Weapon damage modifiers have CPU/PG costs. Not a perfect parallel, but you get the idea.
The skill could grant a 10% reduction to CPU/PG requirements for these modules.
My advice to you, playa...
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
601
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Posted - 2014.10.20 20:22:00 -
[5] - Quote
Way too weak, but good idea. I wouldn't use an entire module slot for an extra magazine, especially when it uses that much resources. Needs to be A LOT more powerful, so that Nanohives don't make them useless. At least 75% for Basic Tier. A Compact Hive is way better than even your the complex suggestion by a lot!
Shouldn't use that much CPU/PG. Maybe this could be the first PG-only Module,in the same way that some modules don't use PG, this might not use CPU? There is no way in hell I would use 15 PG for 16% more ammo, I'd rather leave the module slot empty as that would be a waste of ISK.
Swag-suit4lyfe!
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Ripley Riley
Incorruptibles
3949
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Posted - 2014.10.20 20:35:00 -
[6] - Quote
Fizzer XCIV wrote:Way too weak, but good idea. I wouldn't use an entire module slot for an extra magazine, especially when it uses that much resources. Needs to be A LOT more powerful, so that Nanohives don't make them useless. At least 75% for Basic Tier. A Compact Hive is way better than even your the complex suggestion. I made some adjustments. Using the combat rifle + proto ammo module as an example: 65 more rounds. That is more than an extra clip from one module.
Fizzer XCIV wrote:Shouldn't use that much CPU/PG. Maybe this could be the first PG-only Module,in the same way that some modules don't use PG, this might not use CPU? Check out column F of the document now. Tell me what you think.
My advice to you, playa...
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
601
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Posted - 2014.10.20 20:39:00 -
[7] - Quote
Better
Hybrid-Blaster Basic - 75% more Ammo/ 1PG/ 4CPU Enhan. - 115% more Ammo/ 3PG/ 11CPU Comp. - 150% more Ammo/ 5PG/ 18 CPU
Hybrid-Rail Basic - 75% more Ammo/ 1PG/ 4CPU Enhan. - 115% more Ammo/ 1PG/ 19CPU Comp. - 150% more Ammo/ 3PG/ 26 CPU
Laser/EM Basic - 75% more Ammo/ 1PG/ 4CPU Enhan. - 115% more Ammo/ 4PG/ 7CPU Comp. - 150% more Ammo/ 6PG/ 14 CPU
Projectile Basic - 75% more Ammo/ 1PG/ 4CPU Enhan. - 115% more Ammo/ 2PG/ 15CPU Comp. - 150% more Ammo/ 4PG/ 22 CPU
Explosive Basic - 4 more rounds/ 1PG/ 4CPU Enhan. - 7 more rounds/ 2PG/ 15CPU Comp. - 10 more rounds/ 4PG/ 22 CPU
Swag-suit4lyfe!
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Llast 326
An Arkhos
4945
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Posted - 2014.10.20 20:43:00 -
[8] - Quote
Could you fit Flaylock into the Explosive weapon category as well. It seems to be missing, unless I missed why it is missing.
KRRROOOOOOM
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Ripley Riley
Incorruptibles
3950
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Posted - 2014.10.20 20:52:00 -
[9] - Quote
Fizzer XCIV wrote:You have to remember that modules like this would be competing with things like HP modules, Regen Modules, and even Nanohives. They have stiff competition, and they'll need to be really useful to actually be worth equipping. Not a niche thing. Hmm... those are some large percentage increases. I see where you are coming from though; unless the increase in ammo capacity is significant then it won't be worth fitting over a nanohive. I'll adjust the spreadsheet with some much higher percentages.
I'm taking the Rattati approach: increase something, wait for data to roll in, if it is underperforming then we will increase the percentages. Sound fair?
Llast 326 wrote:Could you fit Flaylock into the Explosive weapon category as well. It seems to be missing, unless I missed why it is missing. I didn't completely forget about the flaylock... I don't know what you are talking about... eh heh heh
My advice to you, playa...
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
602
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Posted - 2014.10.20 20:58:00 -
[10] - Quote
Ripley Riley wrote:-snip-
Looks much better! That looks like a module I would consider swapping a shield extender for.
Swag-suit4lyfe!
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Ripley Riley
Incorruptibles
3950
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Posted - 2014.10.20 20:58:00 -
[11] - Quote
UPDATED OP WITH THIS...
I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon. Would like your feedback on this.
My advice to you, playa...
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Llast 326
An Arkhos
4945
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Posted - 2014.10.20 21:20:00 -
[12] - Quote
Ripley Riley wrote:UPDATED OP WITH THIS...
I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon. Would like your feedback on this. I would prefer H/L as you have it or even reversed. As a Sidearm Slot it cuts out most Logi from the upgrade ( I feel it should be an option to all suit types) As a Sidearm enthusiast (most of my SP in weapons is in Sidearms) this cuts sidearms out unless you only want to run one. We need more valuable High Slot options.
The reason I think reversing the H/L system you have is to give competitive options against preferred HP mods by faction. This may not be a good idea though, as People in Dust seem to prefer Tank over Gank.
KRRROOOOOOM
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
602
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Posted - 2014.10.20 21:27:00 -
[13] - Quote
Llast 326 wrote:Ripley Riley wrote:UPDATED OP WITH THIS...
I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon. Would like your feedback on this. I would prefer H/L as you have it or even reversed. As a Sidearm Slot it cuts out most Logi from the upgrade ( I feel it should be an option to all suit types) As a Sidearm enthusiast (most of my SP in weapons is in Sidearms) this cuts sidearms out unless you only want to run one. We need more valuable High Slot options. The reason I think reversing the H/L system you have is to give competitive options against preferred HP mods by faction. This may not be a good idea though, as People in Dust seem to prefer Tank over Gank. The slots should stay like that. Modules like this might help to decrease dual tanking.
Swag-suit4lyfe!
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Llast 326
An Arkhos
4945
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Posted - 2014.10.20 21:55:00 -
[14] - Quote
Fizzer XCIV wrote:Llast 326 wrote:Ripley Riley wrote:UPDATED OP WITH THIS...
I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon. Would like your feedback on this. I would prefer H/L as you have it or even reversed. As a Sidearm Slot it cuts out most Logi from the upgrade ( I feel it should be an option to all suit types) As a Sidearm enthusiast (most of my SP in weapons is in Sidearms) this cuts sidearms out unless you only want to run one. We need more valuable High Slot options. The reason I think reversing the H/L system you have is to give competitive options against preferred HP mods by faction. This may not be a good idea though, as People in Dust seem to prefer Tank over Gank. The slots should stay like that. Modules like this might help to decrease dual tanking. Good point
KRRROOOOOOM
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Apothecary Za'ki
Biomass Positive
1304
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Posted - 2014.10.21 01:01:00 -
[15] - Quote
Ripley Riley wrote:I've been tinkering with an idea revolving around modules that increase your maximum ammo capacity for a given weapon. Originally, I attempted to draft an idea for a module that grants flat percentage increases to all weapons; this was very difficult to balance as 10% more ammo for an HMG is significantly more useful than 10% more ammo with a mass driver. In the end, I separated the modules into the core weapon types: explosive, laser, hybrid - rail, hybrid - blaster, projectile. Weapons that feature small ammo capacities (explosives) were given a flat increase in the number of carried rounds. The Extended Ammunition Module skill then reduces the fitting requirements. I have no considered the ISK cost of such a module, but I would prefer to keep it very inexpensive even at proto levels. I have also considered the idea of making this module fit into the sidearm slot: instead of carrying a sidearm, you are opting for even more ammo for your light/heavy weapon.Submitted for your approval... i think the "Ammo pouch" should be in 3 tiers small medium and large..
small-light/scout only sidearm slot(you can still put sidearms into light slot) leaves scouts/lights with equipment slots and high/lows for EWAR -1% movement/sprint speed
Medium- basic, assault, logi, commando only. equipment slot.. forces assaults to choose if they want more ammo.. or hives.. or injectors.. or reppers.. or RE.. or prox.. ect.. no speed penality
heavy- sentinel specific sidearm slot -1% speed +%(num) clip size +200% max ammo(or something)
doing it this way could cut out ammo pouch stacking.. with exception of logi.. which would be stupid to run with more then 1 on a suit
[[LogiBro ADV/PRO]]
[[Level 1 Forum Warrior]]
[[Level 2 Forum Pariah]]
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Denchlad 7
Dead Man's Game
797
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Posted - 2014.10.21 02:37:00 -
[16] - Quote
0 CPU 0 PG, just like the Vehicle Variants. Then im happy for this.
Only issue would be the point of the Ammo Capacity Skillbook. Why get that when I can use a module?
The Connoisseur of Weapons. 19/19 L5 P2.
66-3 with Dual-Miltia Bolt Pistols. OP? OP.
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Ripley Riley
Incorruptibles
3960
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Posted - 2014.10.21 02:40:00 -
[17] - Quote
Denchlad 7 wrote:0 CPU 0 PG, just like the Vehicle Variants. Then im happy for this.
Only issue would be the point of the Ammo Capacity Skillbook. Why get that when I can use a module? The module provides more capacity but costs a slot. The skill is "always on". Also, imagine combining the two.
My advice to you, playa...
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