Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Finn Colman
Immortal Guides
54
|
Posted - 2014.11.13 23:19:00 -
[1] - Quote
Personally, I'm getting quite bored of the current modules. None of them really show much flavor, except for the little pinch of variety thrown in by Shield Energizers and most of the armor plates (I suppose part of the issue is that I mainly shield and speed tank.
An example of what I mean would be a module that would reduce your armor in exchange for more speed than an equivalent tier kincat would give. Some numbers that I made up on the spot: Reduces armor by 3/6/9%, but increases sprint speed by 10/14/18% m/s.
Any other ideas for some more interesting modules?
The little Min with the little voice.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14580
|
Posted - 2014.11.13 23:33:00 -
[2] - Quote
Finn Colman wrote:Personally, I'm getting quite bored of the current modules. None of them really show much flavor, except for the little pinch of variety thrown in by Shield Energizers and most of the armor plates (I suppose part of the issue is that I mainly shield and speed tank.
An example of what I mean would be a module that would reduce your armor in exchange for more speed than an equivalent tier kincat would give. Some numbers that I made up on the spot: Reduces armor by 3/6/9%, but increases sprint speed by 10/14/18% m/s.
Any other ideas for some more interesting modules?
Those were for vehicles and were Nanofibre Internal Structures if I remember correctly.
"HeGÇÖs sorry. ThatGÇÖs his sorry faceGǪ. Just keep quiet for now and maybe you'll get through this."
-Kador Ouryon
|
Finn Colman
Immortal Guides
54
|
Posted - 2014.11.13 23:46:00 -
[3] - Quote
True Adamance wrote:Finn Colman wrote:Personally, I'm getting quite bored of the current modules. None of them really show much flavor, except for the little pinch of variety thrown in by Shield Energizers and most of the armor plates (I suppose part of the issue is that I mainly shield and speed tank.
An example of what I mean would be a module that would reduce your armor in exchange for more speed than an equivalent tier kincat would give. Some numbers that I made up on the spot: Reduces armor by 3/6/9%, but increases sprint speed by 10/14/18% m/s.
Any other ideas for some more interesting modules? Those were for vehicles and were Nanofibre Internal Structures if I remember correctly. Unfortunately I don't think those are coming back soon, nor do believe CCP would actually add any like that for dropsuits as I was suggesting. I would love to have those old vehicle modules back. I got a peek at them when I first started playing, but I didn't get to use any as they removed them before I could skill into vehicles. It is disappointing that I feel like there are so few viable ways to fit dropships, but I don't really use HAVs or LAVs so I wouldn't know about fitting those--I can't imagine that it is much different.
It is nice to brainstorm similar modules for suits anyway.
The little Min with the little voice.
|
Finn Colman
Immortal Guides
57
|
Posted - 2014.11.18 15:02:00 -
[4] - Quote
Would anyone else like more variety? (this is really just a more subtle way of saying "Bump")
The little Min with the little voice.
|
Jacques Cayton II
Fatal Absolution General Tso's Alliance
1104
|
Posted - 2014.11.18 15:12:00 -
[5] - Quote
Id love more variety but armor tanking and armor repping well rwmain king since shield tanking cant compare even at long range. Dat 20 constant repair is killing thr shiekd tanking field
We fight for the future of the State not our
personal goals
|
Spectral Clone
Abandoned Privilege Top Men.
3155
|
Posted - 2014.11.18 18:48:00 -
[6] - Quote
More modules in the handheld weapon upgrades would be cool
Weapon range extenders, heat sinks, spool up booster, RoF booster for example.
Also, more eWAR modules would go nice with the new scan changes that are probably coming.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
|
korrah silain
True Illuminate
1
|
Posted - 2014.11.19 08:57:00 -
[7] - Quote
Spectral Clone wrote:More modules in the handheld weapon upgrades would be cool
Weapon range extenders, heat sinks, spool up booster, RoF booster for example.
Also, more eWAR modules would go nice with the new scan changes that are probably coming. Hmmm this may be I'll advised but may be a good way to allow weapon customization, at least shallowly. See I have wanted to be able to fit different sights on the rifles (specifically the assault combat comes to mind) so maybe different sights as slot upgrades. We could also include things like splash increase for the mass drivers, maybe even specific headshot moduals, and perhaps something like a width increaser for amarr weapons. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14828
|
Posted - 2014.11.19 20:43:00 -
[8] - Quote
Perhaps a Tracking or Locking Disruption Layer Field or some such.
High Slot module that increases lock on time for AV and reduces turret Aggro. Incredibly short duration with a long cool down.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
korrah silain
True Illuminate
3
|
Posted - 2014.11.19 20:47:00 -
[9] - Quote
True Adamance wrote:Perhaps a Tracking or Locking Disruption Layer Field or some such.
High Slot module that increases lock on time for AV and reduces turret Aggro. Incredibly short duration with a long cool down. that could be a good idea, particularly if ccp also implements a warning beep when someone is attempting to lock, of course drop ships should also get a deployable chaff option. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14828
|
Posted - 2014.11.19 20:53:00 -
[10] - Quote
korrah silain wrote:True Adamance wrote:Perhaps a Tracking or Locking Disruption Layer Field or some such.
High Slot module that increases lock on time for AV and reduces turret Aggro. Incredibly short duration with a long cool down. that could be a good idea, particularly if ccp also implements a warning beep when someone is attempting to lock, of course drop ships should also get a deployable chaff option.
Only something small.
If it were passive STD/ADV/PRO = 0.33/0.66/1.0 second lock increase.
If active we might be able to push.
0.75/1.0/1.25 second increases for lock timers.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
|
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
329
|
Posted - 2014.11.19 21:11:00 -
[11] - Quote
Wow, another cool thread IGÇÖve found today. This is a tough call to make, too. Dust is a child of EVE online, so yes I see the doctrine that CCP states sometimes that fit-outs in Dust should align to the fit-out module concepts in EVE.
But even if the famous GÇ£linkGÇ¥ between our gameplay was up and running, and we had a mutual marketplace, you CANGÇÖT fit HAVs and Minmatar Hurricane spaceship on the same shelf---our PG, or CPU, or weight-for-plate, our class of weaponry engagement... all means the two games MUST have different module interests from one another.
A spaceship module and a Dropship module just canGÇÖt be given the same objectives. I thought CCP understood this when they made Resistive Plates and Damage Control modules that gave little 10% boosts to vehicle hulls (to a spaceship 10% of something would be worthless, but to a vehicle driver 10%-modules make great economic sense and save your LAV from destruction). It was unique in Dust to be able to GÇ£tweak your hullGÇ¥ with a carefully chosen flavor of module (where in EVE, they GÇ£stack their hullGÇ¥ witn generic multiples of 20, 30, so on). Today I just started a thread to say IGÇÖd like to see those interesting modules return.
On dropSUITS, that may be a different logic. Ferroscale and reactive plates are very cool (I love them), but maybe it does make sense to keep the suit modules generic and bland. Aligning modules to the bland, generic EVE discipline has HURT Dust vehicle fun---I really believe that. Space vessel and ground vehicle are just not the same animal.
But maybe an argument can be made that a Dust dropsuit has many similarities to an EVE spaceship hull, so generic module doctrine is more appropriate with our suits. I donGÇÖt know.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14830
|
Posted - 2014.11.19 21:24:00 -
[12] - Quote
CELESTA AUNGM wrote:Wow, another cool thread IGÇÖve found today. This is a tough call to make, too. Dust is a child of EVE online, so yes I see the doctrine that CCP states sometimes that fit-outs in Dust should align to the fit-out module concepts in EVE.
But even if the famous GÇ£linkGÇ¥ between our gameplay was up and running, and we had a mutual marketplace, you CANGÇÖT fit HAVs and Minmatar Hurricane spaceship on the same shelf---our PG, or CPU, or weight-for-plate, our class of weaponry engagement... all means the two games MUST have different module interests from one another.
A spaceship module and a Dropship module just canGÇÖt be given the same objectives. I thought CCP understood this when they made Resistive Plates and Damage Control modules that gave little 10% boosts to vehicle hulls (to a spaceship 10% of something would be worthless, but to a vehicle driver 10%-modules make great economic sense and save your LAV from destruction). It was unique in Dust to be able to GÇ£tweak your hullGÇ¥ with a carefully chosen flavor of module (where in EVE, they GÇ£stack their hullGÇ¥ witn generic multiples of 20, 30, so on). Today I just started a thread to say IGÇÖd like to see those interesting modules return.
On dropSUITS, that may be a different logic. Ferroscale and reactive plates are very cool (I love them), but maybe it does make sense to keep the suit modules generic and bland. Aligning modules to the bland, generic EVE discipline has HURT Dust vehicle fun---I really believe that. Space vessel and ground vehicle are just not the same animal.
But maybe an argument can be made that a Dust dropsuit has many similarities to an EVE spaceship hull, so generic module doctrine is more appropriate with our suits. I donGÇÖt know.
True but you can fit an HAV and a Frigate in the same way.
Usually 3x Turrets 3-4 Primary tank modules 2-3 Utility modules roughly equivalent EHP values.
I've actually been doing that to develop HAV EHP and module values for HAV rebalance.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
|
Finn Colman
Immortal Guides
60
|
Posted - 2014.11.20 03:28:00 -
[13] - Quote
korrah silain wrote:Spectral Clone wrote:More modules in the handheld weapon upgrades would be cool
Weapon range extenders, heat sinks, spool up booster, RoF booster for example.
Also, more eWAR modules would go nice with the new scan changes that are probably coming. Hmmm this may be ill advised but may be a good way to allow weapon customization, at least shallowly. See I have wanted to be able to fit different sights on the rifles (specifically the assault combat comes to mind) so maybe different sights as slot upgrades. We could also include things like splash increase for the mass drivers, maybe even specific headshot modules, and perhaps something like a width increaser for amarr weapons. All of these are very cool ideas, it is kind of a shame that the only upgrades currently available for handheld weapons are for damage.
I don't use LR or SCR but I love the idea of a heat sink mod, as well as Mag/spool-up accelerators (it's a working name). These kinds of things would probably help shake things up bit. RoF boosters or weapon range extenders might be something to be very careful with if they do decide to add them.
I have had hopes of being able to fit a few different attachments (at least on one gun) when I read the description of the MagSec on the Dev Blog right before the update. It mentioned the modular nature of the gun lending itself well to being modified with all sorts of attachments "before the technology was released" to the public. I was expecting the optic sight and suppressor that the Dev Blog had directly told me to expect, at the the very least.
The little Min with the little voice.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |