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Ydubbs81 RND
Ahrendee Mercenaries
3573
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Posted - 2014.12.15 06:11:00 -
[1] - Quote
Being able to stack damage mods and your primary hp is what makes armor tanking superior to shields. How can a cal assault match up to an amarr or gallente (even minmatar) when they are stacking damage mods and still able to tank 700hp of armor. They are dealing considerable damage with no hp cost. For caldari, we would have to sacrifice from our primary hp to use them.
Not saying that damage mods should be removed from high slots....just requesting that for the ability to equip damage mods for both slots.
> Check RND out here
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1356
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Posted - 2014.12.15 07:14:00 -
[2] - Quote
I'd like to add to this by saying that damage mods just need to be removed and replaced altogether. They need to be replaced my mods that indirectly increase damage, instead of directly doing it. These mods could even be distributed in both low and high slots, in a way that roughly makes sense, racially.
High Slots: Heat Sinks (For the Amarr) Magazine Extenders (Because we need more high slot options!) Range Increasers (For the Gallente)
Low Slots: Reload Speed Increasers (For the Caldari) Stability Increasers (For the Minnies)
Charge time reducers(Caldari, Gallente, and Amarr would be able to make use of these, so idk...)
Please, make my Opus pretty...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15903
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Posted - 2014.12.15 07:24:00 -
[3] - Quote
All damage based modules are in the Low Slots if you go by EVE examples.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Ydubbs81 RND
Ahrendee Mercenaries
3574
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Posted - 2014.12.15 13:35:00 -
[4] - Quote
True Adamance wrote:All damage based modules are in the Low Slots if you go by EVE examples.
All the more reason to shift them to low slots :)
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3574
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Posted - 2014.12.15 13:37:00 -
[5] - Quote
Fizzer XCIV wrote:I'd like to add to this by saying that damage mods just need to be removed and replaced altogether. They need to be replaced my mods that indirectly increase damage, instead of directly doing it. These mods could even be distributed in both low and high slots, in a way that roughly makes sense, racially.
High Slots: Heat Sinks (For the Amarr) Magazine Extenders (Because we need more high slot options!) Range Increasers (For the Gallente)
Low Slots: Reload Speed Increasers (For the Caldari) Stability Increasers (For the Minnies)
Charge time reducers(Caldari, Gallente, and Amarr would be able to make use of these, so idk...)
I like that....you should make a request for more mods. Will allow for even more suit customizations. Range increasers, heat sinks, etc sounds good.
> Check RND out here
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pagl1u M
Dead Man's Game RUST415
1111
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Posted - 2014.12.15 13:54:00 -
[6] - Quote
add dampeners, kincats, codebreakers, greendrugs, armor repairers to high slot too and I'm fine with it.
One of the few assaults you'll find in a PC match!
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Cavani1EE7
Murphys-Law
603
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Posted - 2014.12.15 15:06:00 -
[7] - Quote
That'd be just awesome but it would most likely require a CPU buff on the CalAssault because having for example damage mods, regulators, energizers and extenders would eat all of your CPU... Well Caldari assault should already get a CPU buff due to the fact that it loses significative PG to get just a bit more of CPU (compare with Minmatar assault's CPU/PG for evidence)
Join the UP army! Spec into Cal and Gal assault today!
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Ydubbs81 RND
Ahrendee Mercenaries
3576
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Posted - 2014.12.16 04:49:00 -
[8] - Quote
pagl1u M wrote:add dampeners, kincats, codebreakers, greendrugs, armor repairers to high slot too and I'm fine with it.
lol...if you would use any of those mods over a damage mod then I'm fine with it too
> Check RND out here
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