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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Kallas Hallytyr
Skullbreakers
1150
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Posted - 2014.12.18 12:50:00 -
[31] - Quote
Meee One wrote:CCP Rattati wrote:We have contemplated an ammo module. How about an equipment? Assaults could get fitting reduction to it. And it wouldn't harm their tank,just their ability to support. (This could help logistics get more desireable too. ) That's a Nanohive...
If it's a module there are three notions that come to mind: - slow regeneration of ammo: personally I dislike as it devalues the ammo capacity skill and nanohives, and if too low would be pretty worthless. - spare ammo extension: total ammo reserve is increased by X%, letting you fight for longer but having no direct combat ability. - clip size extension: dangerous, like the skill. Applied to certain weapons would be borderline (or actually way over) OP (Kubo's PLC with like four shots anyone?) or entirely pointless (the ScR, which can never really fire its full clip anyway so you might as well reload.)
Personally, I only really see the reserve ammo module being reasonably balanced. In its own way it would actually buff nanohives used by that player (whether friendly or enemy) since nanohives grant ammo as a percentage - a larger reserve gives a larger amount restored per pulse, meaning yo don't need to top up to full, so that hive stays longer.
Alt of Halla Murr. Sentinel.
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Tesfa Alem
Death by Disassociation
635
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Posted - 2014.12.18 12:59:00 -
[32] - Quote
Its called the Minmatar Assault.
Redline for Thee, but no Redline for Me.
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Devadander
Woodgrain Atari
166
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Posted - 2014.12.18 13:32:00 -
[33] - Quote
Alena Ventrallis wrote:Please, give my ARR more mag size. I dare you.
"Tossin uplinks and runnin fer my life" ~ Gunny blownapart
"Lets group up and push an objective" ~ No blueberry ever
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
144
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Posted - 2014.12.18 13:41:00 -
[34] - Quote
The only fair way to increase clip size or provide the option would for it not to be a skill but an item ..
If weapons had specialized parts that could be placed In sockets on the weapon for an enhancement to one stat at the cost of another
For example scopes clips barrel mods crystals (lasers)
It could easy be made balanced but I know nothing like that will ever be in dust
Yet another slave of Mortedeamor
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Slave of MORTE
Eyniletti Rangers Minmatar Republic
144
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Posted - 2014.12.18 13:43:00 -
[35] - Quote
Fizzer XCIV wrote:CCP Rattati wrote:We have contemplated an ammo module. See guys! A reasonable solution! By making it a module that you have to equip and sacrifice a slot, instead of a passive skill, it suddenly becomes a good idea. Could be doable
Yet another slave of Mortedeamor
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Fox Gaden
Immortal Guides Learning Alliance
5479
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Posted - 2014.12.18 15:50:00 -
[36] - Quote
DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that. I think it just means you could carry more ammo. Like the ammo modules for vehicles.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2852
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Posted - 2014.12.18 16:25:00 -
[37] - Quote
Atiim wrote:Fizzer XCIV wrote:Atiim wrote:Pokey Dravon wrote:There is no way to do this that would be fair for all weapons. While I am opposed to the idea, I could think of one way: +3% Increase To Magazine Size and +1 Increase To Launcher Weapon Magazine Size per Level. That would be insanely OP for Plasma Cannons, and would strongly devalue the Officer Plasma Cannon 6 round Alloteks pumping out 3336.7 DPS. The Splash Damage would out DPS an HMG.... You'd also get a 9 round Forge Gun, which means you can basically go to town with the AFG. I don't even want to know the horror that an 8 round Swarm Launcher would cause... There's a reason why I said I'm opposed.
No no no, you want more swarms and I would love to have more plasma and more forge.
This is clearly a balanced proposal
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Soldner VonKuechle
SAM-MIK General Tso's Alliance
1036
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Posted - 2014.12.18 17:05:00 -
[38] - Quote
Slave of MORTE wrote:Fizzer XCIV wrote:CCP Rattati wrote:We have contemplated an ammo module. See guys! A reasonable solution! By making it a module that you have to equip and sacrifice a slot, instead of a passive skill, it suddenly becomes a good idea. Could be doable I fore see cal sentinel with all dmg mods in highs and clip extenders in lows with asfg on a roof
This is different from now, how?
Fack it, might as well board the hype-train again. At least there's tracks this time.
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Summa Militum
Hidd3n Dragon
130
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Posted - 2014.12.18 17:55:00 -
[39] - Quote
If need be the ammo increase per level can vary depending on the weapon; the HMG would get less per level than a shotgun or assault rifle.
I just want a way to fix the ammo amount of my Breach Assault Rifle. The clip was dropped and the total ammo capacity was cut in half. All this is supposed to be justified with a slight damage increase, so slight it is not even worth anything.
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Hector Carson
Fraternity of St. Venefice Amarr Empire
108
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Posted - 2014.12.18 18:10:00 -
[40] - Quote
Alena Ventrallis wrote:Please, give my ARR more mag size. I dare you. Ya there gonna leave RR out of it there OP already no need to add to it
My Corp fights for whoever has money, Primarily PC battles
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DeadlyAztec11
Ostrakon Agency
6468
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Posted - 2014.12.18 19:40:00 -
[41] - Quote
Aeon Amadi wrote:DeadlyAztec11 wrote:CCP Rattati wrote:We have contemplated an ammo module. Would you automatically regenerate ammo? I'm down for that. Could be a low slot module, give Shield Tankers a lot of room to stay out on the field and continue hit-and-run style attacks. In fact, that'd be about perfect IMO. Armor Tankers are in it for the short term, taking damage and dealing it whereas Shield Tankers are able to continue an engagement for as long as they'd like. Like a really annoying vulture. Caldari Commando Snipers would be really interesting as well. Yep. The Caldari Commando would be ridiculous but awesome.
It would most benefit the Assault class while helping the Caldari the most since they tend to have low ammo pools and a low rate of fire.
I actually remember one of my first ideas back in beta was a module that resupplied ammo. Everyone said it would be OP or would make logis redundant. Well, they were and still are wrong.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Beren Hurin
Onslaught Inc RISE of LEGION
2463
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Posted - 2014.12.18 20:19:00 -
[42] - Quote
What if it was more as personal equipment in an equipment slot? |
Soldner VonKuechle
SAM-MIK General Tso's Alliance
1037
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Posted - 2014.12.18 20:25:00 -
[43] - Quote
Beren Hurin wrote:What if it was more as personal equipment in an equipment slot?
Like a nanohive?
Or more like a nanohive you didn't have to deploy?
Fack it, might as well board the hype-train again. At least there's tracks this time.
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Apocalyptic Destroyerr
Shining Flame Amarr Empire
30
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Posted - 2014.12.18 22:32:00 -
[44] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
Make sure it's a high slot module, dingus. Make more modules that fit the highs.
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lateriss
ObscuriLateris
16
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Posted - 2014.12.18 23:45:00 -
[45] - Quote
CCP Rattati wrote:We have contemplated an ammo module.
That would be awesome.
>...>
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