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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1517
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Posted - 2014.12.25 02:05:00 -
[1] - Quote
Vulpes Dolosus wrote:I fully support this idea, though I think the heat buildup is too op to use. That mechanic is the one limiting thing on those types of weaponry, removing that would make them OP (especially using them on an Amarr Assault). A cool down bonus would be better imo and just as useful.
I'm just going to point out that if you ever want to see people stop using Triple Damage modded Viziams, you're going to have to add Heat Sinks. And 3 Complex ones on an Amarr Assault should prevent overheating altogether, or you'll still get damage mods.
Period. I wouldn't trade out even 4% damage on my ScR for a 50% boost in mag size or a 50% boost in accuracy, or even a range boost. Because all those are worthless in an ScR. Damage and heat are the only two things worth augmenting on an ScR.
Mag size is irrelevant. You'll always overheat beforehand. I'll just use the recent magazine "nerf" as my evidence. It really wasn't even a nerf, because it had no affect on the performance of the gun. Accuracy is already fine. Unless the mod completely removes any kick, I'll just stick with the damage mods. More range is semi useful, but I've got a damn reflex sight! Consistently hitting people at further than 70m is already pretty damn hard, so why would I want to increase it?
Give me a heat sink that reduces buildup by 12-13% though? I'll swap out all my damage mods in a heartbeat.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
Armor has always been bad.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1728
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Posted - 2014.12.25 09:29:00 -
[2] - Quote
TooMany Names AlreadyTaken wrote:I like this idea, but stacking these would ruin the game IMO. You should only be able to equip one module of the same type, no? Stacking penalties bro...
Likes for likes also cake.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1742
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Posted - 2014.12.25 10:49:00 -
[3] - Quote
Ablerober wrote:TooMany Names AlreadyTaken wrote:I like this idea, but stacking these would ruin the game IMO. You should only be able to equip one module of the same type, no? Yes exactly. I'm not suggesting dedicated weapon mod slots or anything either but you would only be able to apply one weapon mod of each type, including damage mods. Obviously no-one will be able to fit one of each mod, as there will be more mods types than there are available slots. Honestly, I don't see how that would somehow make it more balanced... It just seems like it would reduce fitting freedom more than anything.
How would 3 (insert mod here) with stacking penalties be more powerful than 3 different mods without stacking penalties? The option without stacking penalties just seems like its trying to force versatility rather than niche options.
I can't bring myself to agree with this under any circumstances. This is why we have stacking penalties, so that we can increase fitting freedom, without having uberpowerful specialized fits.
I'd just start equipping all shield extenders in my highs on my Amassault if this were to happen because that would then become the best way to fit it. And that's just wrong, in so many ways.
Likes for likes also cake.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1744
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Posted - 2014.12.25 12:27:00 -
[4] - Quote
Sequal's Back wrote:Vulpes Dolosus wrote:I fully support this idea, though I think the heat buildup is too op to use. That mechanic is the one limiting thing on those types of weaponry, removing that would make them OP (especially using them on an Amarr Assault). A cool down bonus would be better imo and just as useful. I think that you underestimate what a cooldown reduction mod could change Fizzer! I use 2 comp light damage mods and 1 adv sidearm dmg mod on my amarr assault, and I'd gladly take out the sidearm one for the cooldown reduction! This makes burst with charged shots much more viable and is, IMO more balance than what an heat reduction would do. Btw, the 3rd light dmg mod doesnt change a lot of things ^^
If you knew how useless cooldown speed is, and the mechanics of heat/cooldown/seize time, especially on the Scrambler Rifle, you would agree with me when I say...
"A mod that reduces cooldown time by 100,000% would be less useful than a Basic Myofibril Stimulant."
That useless. I would rather leave the slot empty, to save ISK, kind of useless. Its completely ******* useless, is what I'm trying to say. Absolutely irrelevant. It helps in no way shape or form to reduce the time it takes to cooldown. If I had the choice of reducing cooldown time by 3,000,000,000%, or getting a single point of armor HP, I'd choose the armor HP.
I think you are grossly overestimating the use of a module like that by an infinite amount. It would be more detrimental to fit that mod than to use it...
Likes for likes also cake.
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