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Finn Colman
Immortal Guides
54
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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.
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Finn Colman
Immortal Guides
54
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Posted - 2014.11.13 23:46:00 -
[2] - 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.
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Finn Colman
Immortal Guides
57
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Posted - 2014.11.18 15:02:00 -
[3] - 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.
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Finn Colman
Immortal Guides
60
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Posted - 2014.11.20 03:28:00 -
[4] - 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.
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