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nicholas73
Glitched Connection
320
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Posted - 2015.01.20 16:19:00 -
[1] - Quote
I request a change to the damage mods. The design right now favours some weapons over other. The design right now is sidearm, light and heavy damage mods.
Problem: By current design, lets take an example, a complex light damage mod (7% to light weapons), It is very obvious the weapons with higher damage per shot benefits the most from the damage mods (Scrambler Rifle & Rail Rifle) But what about lower damage weapons like the Combat Rifle. Not to mention the specialist weapons like the Mass Driver. The bonuses thus are very uneven if we take the whole catalog of light weapons into consideration.
Proposal: Change damage mods to reflect weapon type instead of weapon category. Like, projectile weapons damage mods/ explosive weapon damage mod. With each weapon type having different values so as to balace them out considering the weapon which it is used with. Damage mods can also have a specific profile as well, whether to chew shields or burn through armour. (Ex: Laser shield damage mod: +10% shield, while Laser armour damage mod: +5% to armour) Heavy weapon can have a seperate category too, considering how powerful they already are.
While we're already on this, I also propose other weapon upgrade modules (based on weapon type), like; RoF increaser Dispersion/Recoil decreaser Range extender (A bit skeptical about this)
Proud member of Glitched Connection
"Only idiots start a fight they can't win" - Sora (No Game No Life)
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TheSneakyDolphin
DROPSHIP ONE OPERATIONS
4
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Posted - 2015.01.20 19:03:00 -
[2] - Quote
It's a good way to complicate an already complicated game and undo all the weapon balancing that has been done for the past two years. The calculations that happen for all 16 people in a match in all the matches running on the sever is too much already. EVERY round fired is calculated based on the person's weapon, proficiency, and damage mod against the other person's shield and armor. This is done for every round for all 16 people for all the matches on the server. Adding damage mods for each weapon will add to the crazy computations that are already happening. The slowing of these calculations will cause more shots not hitting and even more lag. Leave the damage mods alone. Too much is already happening.
SQUEAK! SQUEAK!
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Buwaro Draemon
WarRavens Capital Punishment.
813
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Posted - 2015.01.20 19:24:00 -
[3] - Quote
My proposal in my sig seems offer a better solution. Actual weapon drawbacks for having them dich out more damage.
Changes to Damage mods!
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Ku Shala
The Generals
1142
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Posted - 2015.01.20 20:00:00 -
[4] - Quote
high damage does more per bullet but higher rate of fire does more damage over time the 7% would do more for the high rate of fire
7% is always 7%
so basic weapons without skills consideration
RR does [email protected] rpm or 21692.38/min if fired continuously without the limits of the clip or 361.54/second with 7 % =386.85 or 25.31 damage/sec increase.
CR does 27damage@1200 rpm or 32400/minute if fired continuously without the limits of the clip or 540/sec with 7% =577.80 or 37.8 damage/sec increase.
so the combat rifle is doing almost 12.5 bonus damage more per second.
OP base theory flawed
working as intended
good day
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Tiger Style
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KILL3R H3LLH0UND
The Mercenaries of P.A.S.T
224
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Posted - 2015.01.20 20:02:00 -
[5] - Quote
Make em like EVE. A gyrostabilizer (For Autocannons and artillery (Projectile weapons)) increase both damage AND RoF by roughly 10%
Ex-Master Scout Trainer, been falling in love with my Minja again.
I <3 my Gû¼+¦GòÉGòÉn¦ñ
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DeadlyAztec11
Ostrakon Agency
7173
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Posted - 2015.01.20 23:29:00 -
[6] - Quote
I don't know, I definitely notice the extra danage on the CR and even the AR.
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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