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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:07:00 -
[31] - Quote
Shinobi MumyoSakanagare ZaShigurui 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. 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 . I see where your making it for both highs and lows but it still seems un necessary . It's fine the way it is now .
I don't even play EVE...this has nothing to do with making what works on eve, works on dust.
The option will be there...whether a guy chooses to equip those damage mods or continue with the fits they have now will rest in their hands. But at least the option will be there to even up the playing field, if the merc chooses.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3637
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Posted - 2014.12.30 05:10:00 -
[32] - Quote
manboar thunder fist wrote: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
Because you would get to keep those 300 shields and deal 1.7 (or higher if you stack) damage per round to their armor, while they're doing that to your shields coupled with +20% effiiciency coming from scrambler rifles.
Shield tanking is hard mode /period.
> Check RND out here
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Zepod
Titans of Phoenix
50
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Posted - 2014.12.30 07:45:00 -
[33] - Quote
Personally, I think that you should have to choose between high HP and high DPS. However, I believe that there simply isn't enough modules worth using for Armor Tankers.
Perhaps the creation of a Heat Sink Modules would allow such a change to happen smoothly.
Kain Spero wrote:ROF mods instead? I don't think that's a good idea as a ROF buff would make the vast majority of weapons in the game broken.
You may not like what I just said, but you know it's true...
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1456
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Posted - 2014.12.30 18:05:00 -
[34] - Quote
No. You can run most types EWAR in low slots without sacrificing HP. You get your niche we get ours.
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Nocturnal Soul
Primordial Threat
4901
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Posted - 2014.12.30 19:12:00 -
[35] - Quote
Suure... only if we get codebreakers & biotics for high slots.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Jack McReady
DUST University Ivy League
1686
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Posted - 2014.12.30 21:47:00 -
[36] - Quote
you want damage mods for low slots? well then give armor tanks hi slot modules that are worth using.
shield tanks have regulators, damps, kin cats, armor reps are always great to extend your HP, and more. you have to understand that armor is most common because of map design and objective based gameplay coupled with fluxes.
shields are not good if you fight for objectives or at chokes, you will just get cooked flux grenades into the face which you wont be able to evade due to the big blast radius (if cooked properly you anyway wont be able to evade it so...). defending does not work so well if your tank is nullified.
beside that, there is not much of value for combat that you can fit into hi slots. one precision enhancer at most to detect damped assaults at close range behind walls or to see proto equipment better.
if Myofibrils would e.g. additionally reduce armor plate penalty, I would instantly exchange some of the damage mods for them.
also shield tanks have room for a single damage mod while still having good hp additionally to their beastly regeneration. I dont see a problem. alot of caldari or minmatar fits include a damage mod. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1463
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Posted - 2014.12.31 00:48:00 -
[37] - Quote
Jack McReady wrote:you want damage mods for low slots? well then give armor tanks hi slot modules that are worth using.
shield tanks have regulators, damps, kin cats, armor reps are always great to extend your HP, and more. you have to understand that armor is most common because of map design and objective based gameplay coupled with fluxes.
shields are not good if you fight for objectives or at chokes, you will just get cooked flux grenades into the face which you wont be able to evade due to the big blast radius (if cooked properly you anyway wont be able to evade it so...). defending does not work so well if your tank is nullified.
beside that, there is not much of value for combat that you can fit into hi slots. one precision enhancer at most to detect damped assaults at close range behind walls or to see proto equipment better.
if Myofibrils would e.g. additionally reduce armor plate penalty, I would instantly exchange some of the damage mods for them.
also shield tanks have room for a single damage mod while still having good hp additionally to their beastly regeneration. I dont see a problem. alot of caldari or minmatar fits include a damage mod. Good point
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Bojo The Mighty
Condor Squad
5358
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Posted - 2014.12.31 02:48:00 -
[38] - Quote
Request: Speed Mods and Profile Dampeners in High slots
See that.....that's what you just did
Bojo For CPM
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Alena Ventrallis
Vengeance Unbound
2368
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Posted - 2014.12.31 11:29:00 -
[39] - Quote
Nocturnal Soul wrote:Suure... only if we get codebreakers & biotics for high slots. I am all for that.
Not only that, but I'll up the ante for you; a weapon mod in the high slot that reduces kick/dispersion.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Gyn Wallace
OSG Planetary Operations Covert Intervention
173
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Posted - 2014.12.31 15:32:00 -
[40] - Quote
Why do we even have a hard distinction between high and low slots, instead of a CPU/PG or efficiency penalty?
Tweaking the penalty would let Ratatti increase or decrease the degree of racial distinction at will. Races or shield vs. armor tanking becoming too distinct? Lower the penalty. Instead of 200% CPU/PG cost for fitting a high slot module in a low slot (or vice versa), it drops to 180% CPU/PG penalty. If one suit becomes FOTM, drop its CPU/PG...
Racial distinctions in Dust are basically Barbie-dolls-in-space-fashion-nonsense anyway. /ducks
The Dust/Eve Isk Exchange Thread
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1436
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Posted - 2015.01.01 01:04:00 -
[41] - 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 think you could just make an increase in stacking penalties for offensive mods, make them a little more CPU / PG hungry, and call it good.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Cavani1EE7
Murphys-Law
754
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Posted - 2015.01.01 01:28:00 -
[42] - 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. You can only pick two.
10100111001
Shield tanking is hard mode /period.
10100111001
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Cavani1EE7
Murphys-Law
754
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Posted - 2015.01.01 01:30:00 -
[43] - Quote
Kain Spero wrote:What if instead of damage mods in the lows we got ROF mods instead? Yes, how useful would it be with the mule kick of the rail rifles?
/sarcasm
10100111001
Shield tanking is hard mode /period.
10100111001
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