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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 05:52:00 -
[1] - Quote
The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers.
Shield tanking is hard mode /period.
> Check RND out here
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Sir Dukey
Murphys-Law General Tso's Alliance
1399
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Posted - 2014.12.28 05:57:00 -
[2] - Quote
Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers.
Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked.
ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT.
Acquire Currency, Disregard Female Canis lupus familiaris
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:10:00 -
[3] - Quote
Sir Dukey wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked. ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT.
The ability to use damage mods is truly my issue with armor tanking vs shield tanking. Scr rifles are ridiculous..especially to shields. But couple that with the ability to use damage mods and still have over 700 hp of health....how can you compete in a cal suit?
My proposal doesn't nerf armor tanking at all...it just allows shield tankers to slightly even the score.
Shield tanking is hard mode /period.
> Check RND out here
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Buwaro Draemon
WarRavens Capital Punishment.
481
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Posted - 2014.12.28 06:16:00 -
[4] - Quote
Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity.
Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods.
Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers.
Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op.
You guys will have speed, high tank, high regen and deal a lot of damage.
While armor gets high tank, slow movibilty and slow regen.
The link in my sig provides a better fix than this.
Changes to Damage mods!
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Buwaro Draemon
WarRavens Capital Punishment.
481
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Posted - 2014.12.28 06:31:00 -
[5] - Quote
Ydubbs81 RND wrote:Sir Dukey wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked. ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT. The ability to use damage mods is truly my issue with armor tanking vs shield tanking. Scr rifles are ridiculous..especially to shields. But couple that with the ability to use damage mods and still have over 700 hp of health....how can you compete in a cal suit? My proposal doesn't nerf armor tanking at all...it just allows shield tankers to slightly even the score. Just like CR and MDs are extremely effective against armor.
Changes to Damage mods!
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:34:00 -
[6] - Quote
Buwaro Draemon wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity. Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods. Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers. Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op. You guys will have speed, high tank, high regen and deal a lot of damage. While armor gets high tank, slow movibilty and slow regen. The link in my sig provides a better fix than this.
Speaking of stupidity, if you read the thread....you will have read that I suggest that damage mods be in the high slots as well as the low slots for balance.
Shield tanking is hard mode /period.
> Check RND out here
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1831
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Posted - 2014.12.28 06:34:00 -
[7] - Quote
Lolno.
Likes for likes also cake.
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:37:00 -
[8] - Quote
Buwaro Draemon wrote:Ydubbs81 RND wrote:Sir Dukey wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked. ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT. The ability to use damage mods is truly my issue with armor tanking vs shield tanking. Scr rifles are ridiculous..especially to shields. But couple that with the ability to use damage mods and still have over 700 hp of health....how can you compete in a cal suit? My proposal doesn't nerf armor tanking at all...it just allows shield tankers to slightly even the score. Just like CR and MDs are extremely effective against armor.
You're like a nagging wife just looking for things to complain about. Your last post is such a reach.
The CR doesn't deal 20% to armor like the scr rifle does to shield. If the CR did that much damage to armor, then maybe you may have something to talk about.
The MD is an explosive, dude....but since you want to talk explosives, flux grenade will totally wipe out our shields and it doesn't even have to hit you directly. You just have to be in the blast radius. So, tell me more about how bad armor tankers have it.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:38:00 -
[9] - Quote
Why not though? It doesn't even hurt armor tankers
Shield tanking is hard mode /period.
> Check RND out here
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16310
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Posted - 2014.12.28 07:17:00 -
[10] - Quote
Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers.
Yeah damage modules always should have been in the low slots.
However we have to put something or a few things in the high slots to allow armour tankers to do something.
Could be heatsinks? Or could be Kin Kats (since prop modules are mid slots), or any of the other biotics ones like the Cardiac Regulators, code breakers, etc.
*"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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Auris Lionesse
Kang Lo Directorate Gallente Federation
1321
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Posted - 2014.12.28 07:19:00 -
[11] - Quote
in eve damage mods are low slot mods already. and they provide rof boosts by 10%
kincats and cardiac regs should be highslot mods. and damage mods should go low.
it should be the same in eve.
that way you have cardiac regs and platestacking for amarr. relentless hulking beasts that can run continuously and gallante suits that are lightly armored and fast so they can close the distance for their naturally highdamage weapons.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Ydubbs81 RND
Ahrendee Mercenaries
3620
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Posted - 2014.12.28 07:19:00 -
[12] - Quote
True Adamance wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Yeah damage modules always should have been in the low slots. However we have to put something or a few things in the high slots to allow armour tankers to do something. Could be heatsinks? Or could be Kin Kats (since prop modules are mid slots), or any of the other biotics ones like the Cardiac Regulators, code breakers, etc.
I'm not sure if this is in CCP's image but I don't have a problem with damage mods being in the high slots for armor tankers. I'd just like damage mods to be in the low slots as well. Because putting damage mods in only high OR low slots will tip the balance .
Shield tanking is hard mode /period.
> Check RND out here
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Heimdallr69
Imperfects Negative-Feedback
4058
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Posted - 2014.12.28 07:21:00 -
[13] - Quote
Sounds like some QQ armor nerds are here. I use all suits and cal is by far the weakest, why? Because 2-3 damage mods makes a difference.. You're the fkn stupid one mate, shields can not be repped or use triage hives, when shot they completely stop recharging and has to recount the recharge time whereas armor never stops repping oh and they get DMG mods too? DMG mods should be both high and low not one or the other.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1321
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Posted - 2014.12.28 07:26:00 -
[14] - Quote
Heimdallr69 wrote:Sounds like some QQ armor nerds are here. I use all suits and cal is by far the weakest, why? Because 2-3 damage mods makes a difference.. You're the fkn stupid one mate, shields can not be repped or use triage hives, when shot they completely stop recharging and has to recount the recharge time whereas armor never stops repping oh and they get DMG mods too? DMG mods should be both high and low not one or the other.
no thats not how it works in eve. everything has a counter. it cant be allowed for everyone to use freely.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
1321
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Posted - 2014.12.28 07:28:00 -
[15] - Quote
True Adamance wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Yeah damage modules always should have been in the low slots. However we have to put something or a few things in the high slots to allow armour tankers to do something. Could be heatsinks? Or could be Kin Kats (since prop modules are mid slots), or any of the other biotics ones like the Cardiac Regulators, code breakers, etc.
thats whats always been wrong with armor tanking. if you dont use a damage mod or shield mod theres literally nothing else for you to use in the highslots. so it encouraged brick tanking and damage mod stacking.
if it followed the eve formula from the get go itd never have been an issue.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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Heimdallr69
Imperfects Negative-Feedback
4058
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Posted - 2014.12.28 07:36:00 -
[16] - Quote
Auris Lionesse wrote:Heimdallr69 wrote:Sounds like some QQ armor nerds are here. I use all suits and cal is by far the weakest, why? Because 2-3 damage mods makes a difference.. You're the fkn stupid one mate, shields can not be repped or use triage hives, when shot they completely stop recharging and has to recount the recharge time whereas armor never stops repping oh and they get DMG mods too? DMG mods should be both high and low not one or the other. no thats not how it works in eve. everything has a counter. it cant be allowed for everyone to use freely. This is dust not eve.
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killian178
59
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Posted - 2014.12.28 13:54:00 -
[17] - Quote
Buwaro Draemon wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity. Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods. Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers. Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op. You guys will have speed, high tank, high regen and deal a lot of damage. While armor gets high tank, slow movibilty and slow regen. The link in my sig provides a better fix than this.
You didnt notice the part where he said in ether high or low slots huh
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Ydubbs81 RND
Ahrendee Mercenaries
3625
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Posted - 2014.12.29 02:31:00 -
[18] - Quote
killian178 wrote:Buwaro Draemon wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity. Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods. Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers. Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op. You guys will have speed, high tank, high regen and deal a lot of damage. While armor gets high tank, slow movibilty and slow regen. The link in my sig provides a better fix than this. You didnt notice the part where he said in ether high or low slots huh
Sometimes it's hard to read, I guess
Shield tanking is hard mode /period.
> Check RND out here
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Kain Spero
Goonfeet
4080
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Posted - 2014.12.29 02:40:00 -
[19] - Quote
What if instead of damage mods in the lows we got ROF mods instead?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Heimdallr69
Imperfects Negative-Feedback
4066
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Posted - 2014.12.29 03:32:00 -
[20] - Quote
Kain Spero wrote:What if instead of damage mods in the lows we got ROF mods instead? Could heavies use them? I see this being broken with an hmg but I've always liked the idea of a ROF mod.. Like when cod had double tap
Removed inappropriate content - CCP Logibro
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Heimdallr69
Imperfects Negative-Feedback
4067
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Posted - 2014.12.29 03:40:00 -
[21] - Quote
Okay Ydubbs, I like you so I'm hijacking your thread. Instead of deciding what goes where how bout we start coming up with mods we'd like implemented and whether they should be high/low and how they should work. Like Kain says I'd like a ROF mod maybe a range or accuracy mod
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killian178
60
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Posted - 2014.12.29 03:52:00 -
[22] - Quote
Personally, i think think should be mid range mods.
Highs for shields and cpu maybe, lows for armor and pg, then your mids coyld be more like utility, code breakers, dmg mods, new mods even.
And example would be a proto cal ass H:3 M:1 L:1 And a cal logi might be H:2 M:3 L:1 All pg cpu blah blah could be math crunch-itizied-¬ with much deliberating and bad languge as the forums could muster.
I just believe that might even be easier to balance, given that you could show a races specializations more and exploit them. Though room should still be left for thw crafty few, and those that like nich fits. Or is it too late and i need to go to sleep
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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Jathniel
G I A N T
1374
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Posted - 2014.12.29 05:19:00 -
[23] - Quote
Low slot RoF mods for the low, and High slot damage mods for the high.
I see some interesting glass cannon scout builds coming out of this.
I see Scrambler Rifle lethality going through the roof.
This would actually make Amarr Assaults even more deadly.
I'm all for doing SOMETHING for shield suits, and I like the idea. But if we go with allowing damage mods for highs and lows, and/or introducing RoF mods, then I can only see putting a limit on this.
If you have one type, you cannot equip the other. Damage/RoF Mod in high slot, stops Damage and RoF mods from being added to the low slot, and vice versa. That would be the only way to prevent some really stupid game-breaking things from happening.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Ydubbs81 RND
Ahrendee Mercenaries
3630
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Posted - 2014.12.29 14:42:00 -
[24] - Quote
Heimdallr69 wrote:Okay Ydubbs, I like you so I'm hijacking your thread. Instead of deciding what goes where how bout we start coming up with mods we'd like implemented and whether they should be high/low and how they should work. Like Kain says I'd like a ROF mod maybe a range or accuracy mod
Those definitely deserve their own thread because I'd like to see them too
Shield tanking is hard mode /period.
> Check RND out here
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6038
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Posted - 2014.12.29 14:56:00 -
[25] - Quote
This OP gave me cancer.
However looked at objectively the OP does bring up an excellent point.
Armor tanks rock anywhere up to what +20-ish percent damage on proto suits? Only minmatar and caldari sentinels can mitigate this, even if not well.
Wheras the shield suits have to sacrifice HP and regen to achieve the same feat vs. Armor. Because most armor players utilize the weapons of shield races there is quite a large efficiency disparity from a firepower perspective.
The answer is not to allow damage mods in both slots. The answer is to make low slot shield modules more efficient or to make an alternative weapon mod that behaves differently and provides a clear advantage to shield users.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Kain Spero
Goonfeet
4092
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Posted - 2014.12.29 16:38:00 -
[26] - Quote
Jathniel wrote:Low slot RoF mods for the low, and High slot damage mods for the high.
I see some interesting glass cannon scout builds coming out of this.
I see Scrambler Rifle lethality going through the roof.
This would actually make Amarr Assaults even more deadly.
I'm all for doing SOMETHING for shield suits, and I like the idea. But if we go with allowing damage mods for highs and lows, and/or introducing RoF mods, then I can only see putting a limit on this.
If you have one type, you cannot equip the other. Damage/RoF Mod in high slot, stops Damage and RoF mods from being added to the low slot, and vice versa. That would be the only way to prevent some really stupid game-breaking things from happening.
I like the idea of one or the other. Alternatively you could make the efficacy of the mods sink through the floor is you have both equipped.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1609
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Posted - 2014.12.29 18:52:00 -
[27] - Quote
Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. How would this help shield suits .?. most armor suits have one or two high slots where you might get three in a PRO suit .
The same number that a shield suit can take advantage of and the fact that Caldari suits have the same amount reversed that a armor suit has . You would actually kill shield suits unless it's a Min suit with this proposal , so you would actually see more people using Min suits to even out the deficiencies .
You already don't want Caldari to dual tank , shield extenders have delay penalties and this would make fitting damage mods and regulators a tough fix , thus cutting the damage power of the Caldari to a third of there current rate coupled with the extended delay rate from the extenders and no way to reduce it if your already lacking lows and using one regulator .
This is just one more thing to change this game for the worst .
I can't wait until the shut off the servers because some of the things that you people come up with is ..... everything that works in EVE will not work for Dust and you people just can't get that threw your heads and why would you want the same mechanics anyway for two totally different games ???
Yes same universe but totally different games .
Sometimes it's best to leave well enough alone and fix what's REALLY wrong .
Edit : Caldari already has the lowest armor rep rates .
Doubts are like flies and should be treated as such and crushed .
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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:02:00 -
[28] - Quote
Kain Spero wrote:What if instead of damage mods in the lows we got ROF mods instead?
I would be ok with that. So, instead of a universal mod, we get a mod that will increase dps as well in the low slot? I'm for it....+1
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:03:00 -
[29] - Quote
Jathniel wrote:Low slot RoF mods for the low, and High slot damage mods for the high.
I see some interesting glass cannon scout builds coming out of this.
I see Scrambler Rifle lethality going through the roof.
This would actually make Amarr Assaults even more deadly.
I'm all for doing SOMETHING for shield suits, and I like the idea. But if we go with allowing damage mods for highs and lows, and/or introducing RoF mods, then I can only see putting a limit on this.
If you have one type, you cannot equip the other. Damage/RoF Mod in high slot, stops Damage and RoF mods from being added to the low slot, and vice versa. That would be the only way to prevent some really stupid game-breaking things from happening.
You make a good point.
Shield tanking is hard mode /period.
> Check RND out here
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manboar thunder fist
Dead Man's Game RUST415
335
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Posted - 2014.12.30 05:06:00 -
[30] - Quote
Using shields is proven to be better than using damage mods.
why would +1.5 damage per round on a 30 damage per shot rifle even make a difference at all! compared to 300 shields!
move on from the days of the old damage mods, and actually do some maths :P
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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