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Thread Statistics | Show CCP posts - 66 post(s) |
![Foundation Seldon Foundation Seldon](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 22:53:00 -
[1] - Quote
With more active modules being thrown in the mix I think we're going to have to start addressing the elephant in the room with respect to vehicles, their limited slot number, and the relative power of active damage mods in comparison.
Does anyone here honestly believe that they'll be equipping active spool up or heat sink modules over an active damage mod assuming they both took high slots? And if they took low slots does anyone here honestly believe they'd remove either a PG/CPU upgrade that allowed you to buff up your tank/weapon power or a plate/hardener so that you could turn faster for a limited time or shoot longer?
My current Gunnlogi fit, with maxed armor/shield fitting proficiency, is an Enhanced Heavy Shield Extender, Enhanced X Damage Mod, Shield Hardener, Enhanced Heavy Armor Plate, Armor Hardener. If you give me more slots I'm going to fit more tank, not something that allows me to turn my turret faster.
So long as
1. Vehicle TTK stays as low as it is to the point where either I'm a smoking crater or my opponent is a smoking crater before heat becomes a factor. 2. These rather obscure modules are competing with either an additional plate, damage mod, or hardener
... I'm really failing to see a situation where I'd bother fitting them.
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![Foundation Seldon Foundation Seldon](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Foundation Seldon
Heaven's Lost Property
817
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Posted - 2015.01.28 22:56:00 -
[2] - Quote
DarthJT5 wrote:We're getting increased sots, as has been said
Which is why I wrote :
Quote: "If you give me more slots I'm going to fit more tank, not something that allows me to turn my turret faster."
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![Foundation Seldon Foundation Seldon](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Foundation Seldon
Heaven's Lost Property
817
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.01.28 23:08:00 -
[3] - Quote
Pokey Dravon wrote:Spool up modules? Probably never. Tracking Enhancers? On a CQC Minmatar HAV? Probably. Heat Sinks? Absof*ckinglutley
Heat Sinks on a rail means you're getting off an extra shot or two before you need to stop firing, that can be critical, even more so in some situations, over a damage modules.
Yeah, I can see this. I used to fit heat sinks on my rail pre-1.7 apocalypse. But this was during a time in which damage mods were passive low slot modules. I could fit both without changing much to my overall fit. The fitting capacity of the Gunnlogi in its current state though means that I don't need to fit a PG or CPU mod in order to pretty much fit EVERYTHING I want and if this trend is carried on to the next patch then I don't see a scenario in which I'd be willing to sacrifice an additional 1000+ shields or 1500+ armor or an additional hardener in order to get off a couple extra rail shots in limited engagements.
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![Foundation Seldon Foundation Seldon](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Foundation Seldon
Heaven's Lost Property
817
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.01.28 23:47:00 -
[4] - Quote
CCP Rattati wrote:I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want them to be active.
The basic question is this, what is the incentive to fitting X new module over an additional damage mod or additional modules that increase my eHP? It's a question of whether or not the additional properties are going to be worth sacrificing those aspects for. You mentioned active dispersion decreasing modules in the other thread, which is something that I hadn't seen mentioned yet. This is great! This is the type of module that adds a very real and tangible benefit to Large Blaster tanks assuming it gave them limited infantry slaying ability during activation. Im only questioning the overall usefulness of the other proposed active modules.
A lot of this is hinged on the insane fitting power of the Gunnlogi at the moment. The thing can fit everything without the need for any sort of PG or CPU upgrade. I would honestly support bringing it down to the level of the Maddy (basically bottlenecking its PG in the same way that the Maddy is CPU bottlenecked) so they could stop being omni-tanked monstrosities. The reason, I imagine, that their PG is as high as it is because of the high fitting cost of Heavy Shield Boosters. But given that Shield Boosters can be interrupted half way through the boosting process its much more reliable to stick a heavy plate/hardener in the lows instead.
Secondary questions include, whats the proposed slot layout for these modules? At the moment there's a distinct lack of utility based low slot modules that allow a tank to be able to comfortably stack shields while gaining some secondary battlefield utility.
My suggestion would be :
Active Dispersion Module - High Slot, on the basis that Maddys are Gallente and Gallente are Blasters. You don't want people comfortably stacking damage mods and the infantry slaying dispersion module as well.
Active Heat Sink - Low Slot, so the Gunnlogi can focus on its shields while gaining the benefit of better Rails.
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