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Kierkegaard Soren
Corrosive Synergy
679
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Posted - 2015.02.02 22:20:00 -
[1] - Quote
Suggested issue: that within the current meta of high TTK, utility modules such as EWAR and biotics are forced out of the game in favour of necessary HP modules. Only scouts make any real use of these, and in truth it hurts the game. It narrows the fitting options for all suits. We get brick tanks and biotic knife wielding scoutopaths, and that's about it.
However, fixing this issue by adding more high and low slots across all suits in an attempt to entice players to fit utility mods will fail. Hp mods will be stacked even further, as well as damage mods to counter and then perpetuate the cycle.
-So, I propose that we create a third tier of module slot type to accommodate players desire to fit modules that do more interesting things than tank and spank. Medium power slots. My initial feeling is that Mediums are much more limited in slot count compared to high and low modules; roughly 1 at STD suit tier, 2 at ADV and PRO. Scouts gain an additional slot at PRO because they're designed to make the most of these types of modules.
-What types of things do we want in mediums? For a start, not all of the utility/EWAR mods should be moved into them; Damps stay in the lows, precision mods stay as highs, but range mods go to mediums. This way the two powerful EWAR buff mods -the ability to seek suits and the ability to hide from them- must come at the cost of HP modules, but the range extenders can be stacked to make passive scans quite solid if you choose to fit for that.
-Other modules would include: Cardiacs. Power grid and CPU mods. Ammo reserve mods. Reload speed mods. All those other cool module ideas that don't increase raw HP and damage directly.
That's the bare bones of it. Your thoughts please? Thanks.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2919
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Posted - 2015.02.02 22:25:00 -
[2] - Quote
inb4 H/M/L in Eve are W/H/L in Dust.
Honestly, I don't see a need for it; though I would like to see a few modules swap places.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Kierkegaard Soren
Corrosive Synergy
679
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Posted - 2015.02.02 22:31:00 -
[3] - Quote
That's the thing, though. Very few suits have enough slots overall to sacrifice tank and spank mods to fit the more interesting modules, and like I've explained, increasing high and low slot counts will only perpetuate the problem further. Creating a space for these utility mods to compete amongst themselves rather than compete with hp and damage mods is a solution that could really open the game up in terms of fitting options and suit variations.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Imp Smash
Molon Labe. General Tso's Alliance
611
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Posted - 2015.02.03 02:35:00 -
[4] - Quote
Whether it would work or not, I am almost 100% positive it's not technically feasible. The code makes it so they can't even increase the maximum number of Highs and Lows. I don't see how they can add a whole new class of slot. |
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