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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14580
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Posted - 2014.11.13 23:33:00 -
[1] - 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
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14828
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Posted - 2014.11.19 20:43:00 -
[2] - 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"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14828
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Posted - 2014.11.19 20:53:00 -
[3] - 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"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14830
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Posted - 2014.11.19 21:24:00 -
[4] - 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"
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