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Xocoyol Zaraoul
Superior Genetics
3409
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Posted - 2015.02.27 17:07:00 -
[1] - Quote
Ammo Pack: Adds Ammo!
Same progression as the vehicle modules do, what do you think?
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Thaddeus Reynolds
Facepunch Security
209
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Posted - 2015.02.27 17:08:00 -
[2] - Quote
actually...a pretty good idea...and an interesting slot choice for it...
I'll +1 it
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Xocoyol Zaraoul
Superior Genetics
3409
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Posted - 2015.02.27 17:10:00 -
[3] - Quote
Thaddeus Reynolds wrote:actually...a pretty good idea...and an interesting slot choice for it...
I'll +1 it
YAAAAAAAAAAAAY!
You get a cookie!
http://wallpaperscraft.com/image/71642/3840x2400.jpg
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Chit Hoppened
The Exemplars RISE of LEGION
417
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Posted - 2015.02.27 17:57:00 -
[4] - Quote
I would GLADLY give up my 'Nades for extra Ammo. I need more pewpew, not BoomBewm.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Cyzad4
Blackfish Corp.
673
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Posted - 2015.02.27 18:59:00 -
[5] - Quote
Xocoyol Zaraoul wrote:Ammo Pack: Adds Ammo!
Same progression as the vehicle modules do, what do you think? Hmm, I like it
*edit* I wouldn't use it very often but it would be a good option
Look on my works, ye mighty, and despair.
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Cyzad4
Blackfish Corp.
674
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Posted - 2015.02.27 22:12:00 -
[6] - Quote
actually you know what I take that back, I would totally use that on an SENT/FG fit
Look on my works, ye mighty, and despair.
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Terry Webber
Molon Labe. General Tso's Alliance
591
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Posted - 2015.02.27 22:22:00 -
[7] - Quote
Wouldn't it be better as a high or low slot item? It might mess up peoples' fittings but I feel like it should belong there. It's just my opinion though. I won't care if you guys agree with me or not. |
Cyzad4
Blackfish Corp.
676
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Posted - 2015.02.28 11:49:00 -
[8] - Quote
Terry Webber wrote:Wouldn't it be better as a high or low slot item? It might mess up peoples' fittings but I feel like it should belong there. It's just my opinion though. I won't care if you guys agree with me or not. Maybe but it's not really a mod. Logically it should probably be equipment but It kind of makes sense to go in the grenade slot too, if you've got some kind of compartment to put grenades in/on your suit why not just stuff some ammo instead?. Plus if it's in the grenade slot all suits could use it for a pretty hefty trade off.
Look on my works, ye mighty, and despair.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7405
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Posted - 2015.02.28 12:41:00 -
[9] - Quote
If it's a nade replacement then make it one, maybe two magazines of ammo.
One magazine for heavy weapons. Two magazines for light. Four for sidearm.
AV
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Ansla Valier
One Corps
20
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Posted - 2015.02.28 15:47:00 -
[10] - Quote
I'd use it. I dont use nades on some of my fittings because I never use them. Not sure how this would affect nanohive usage though. Logis have alreday have it pretty hard in some respects. |
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Talos Vagheitan
Ancient Exiles.
1052
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Posted - 2015.02.28 16:20:00 -
[11] - Quote
Only thing I don't like is that this is an indirect nerf to nanohives, and consequently it makes the Cal-Logi even less useful.
Who cares what some sniper has to say.
**--CCP, let's push for the license of Dust/Legion on both current Gen consoles-
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7410
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Posted - 2015.02.28 16:22:00 -
[12] - Quote
Talos Vagheitan wrote:Only thing I don't like is that this is an indirect nerf to nanohives, and consequently it makes the Cal-Logi even less useful.
most people opt for the armor hives, which DO benefit from the cal logi bonus
AV
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postapo wastelander
Corrosive Synergy RISE of LEGION
961
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Posted - 2015.02.28 16:34:00 -
[13] - Quote
Xocoyol Zaraoul wrote:Ammo Pack: Adds Ammo!
Same progression as the vehicle modules do, what do you think?
From other side hives will be useless. Like a logi i cant support this, sorry.
Wait just for ammo item, wait if you want +20ammo units it is not bad idea. Bud only for small amount of ammo, nothing else.
Something like emergency store/iron ration.
"Sebiestor Tinker/Hetzer"
"Corrosive Supporter/Synergist"
"We build from Rust"
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5084
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Posted - 2015.02.28 20:49:00 -
[14] - Quote
An equipment module that allows you to carry more ammo in your equipment slot.
Isn't this basically what a nanohive does already, more or less?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
615
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Posted - 2015.02.28 20:52:00 -
[15] - Quote
Pokey Dravon wrote:An equipment module that allows you to carry more ammo in your equipment slot.
Isn't this basically what a nanohive does already, more or less? A nanohive requires setup and can be used by allies. It also provides WP. It's a support item. An ammo module is more like a damage mod. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5084
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Posted - 2015.02.28 20:54:00 -
[16] - Quote
Sole Fenychs wrote:Pokey Dravon wrote:An equipment module that allows you to carry more ammo in your equipment slot.
Isn't this basically what a nanohive does already, more or less? A nanohive requires setup and can be used by allies. It also provides WP. It's a support item. An ammo module is more like a damage mod.
It just seems redundant if it goes in the equipment slot. If you're really going to match the vehicle model, it would be a lot slot item and not require any resources.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Xocoyol Zaraoul
Superior Genetics
3433
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Posted - 2015.02.28 21:12:00 -
[17] - Quote
Pokey Dravon wrote:It just seems redundant if it goes in the equipment slot.
I said grenade slot though, to offer more variety to the grenade thingy choices, or are you referencing another post?
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5086
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Posted - 2015.02.28 21:18:00 -
[18] - Quote
Xocoyol Zaraoul wrote:Pokey Dravon wrote:It just seems redundant if it goes in the equipment slot. I said grenade slot though, to offer more variety to the grenade thingy choices, or are you referencing another post?
Ah fair point. Sorry, I've seen the same suggestion but for equipment.
Even so they feels kinda....weird, putting it in the grenade slot like that. Dont get the wrong the idea of an ammo cache seems valid enough, Im just not sure I'm a fan of putting it in the grenade slot.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Xocoyol Zaraoul
Superior Genetics
3434
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Posted - 2015.02.28 21:20:00 -
[19] - Quote
Low slot does seem like a natural choice, I just posted for the grenade to offer variety and also because I've never seen this particular suggestion before.
I do agree though that it costing zero fitting does seem logical.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5089
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Posted - 2015.02.28 21:22:00 -
[20] - Quote
Xocoyol Zaraoul wrote:Low slot does seem like a natural choice, I just posted for the grenade to offer variety and also because I've never seen this particular suggestion before.
I do agree though that it costing zero fitting does seem logical.
The only bit that makes me is that we have SO many low slot modules as it and not enough highs...but this particular module doesn't make sense for a High slot either
Well even so not a bad idea in general. +1
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
618
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Posted - 2015.02.28 21:58:00 -
[21] - Quote
Xocoyol Zaraoul wrote:Low slot does seem like a natural choice, I just posted for the grenade to offer variety and also because I've never seen this particular suggestion before.
I do agree though that it costing zero fitting does seem logical. Eh, no, zero fitting is a *bad* idea for this slot. Zero fitting is okay on highs/lows/eq slots, because you need them for better things. In those, occupying a slot is already a price, as seen in PG/CPU extender modules. But if you make the ammo module a free grenade module, you could just as well make it a replaceable BPO that is equipped on all dropsuits by default. There's literally no reason not to get one when you don't want a grenade/don't have the PG/CPU for a grenade.
But I do like the idea of having alternative modules for the grenade slot. That would play heavily into the aspect of player choice and customization, as it would grant the ability to install a passive module into a normally active slot. It could have very personal effects, like extended ammunition reserves. (Another idea might be a module that increases the sound of enemy footsteps and only footsteps or a flat zoom increase on all weapons) And consider that grenades are a very useful slot, to the point of being considered a dealbreaker on the Commando by some. |
Cyzad4
Blackfish Corp.
678
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Posted - 2015.03.01 00:39:00 -
[22] - Quote
Sole Fenychs wrote:Xocoyol Zaraoul wrote:Low slot does seem like a natural choice, I just posted for the grenade to offer variety and also because I've never seen this particular suggestion before.
I do agree though that it costing zero fitting does seem logical. Eh, no, zero fitting is a *bad* idea for this slot. Zero fitting is okay on highs/lows/eq slots, because you need them for better things. In those, occupying a slot is already a price, as seen in PG/CPU extender modules. But if you make the ammo module a free grenade module, you could just as well make it a replaceable BPO that is equipped on all dropsuits by default. There's literally no reason not to get one when you don't want a grenade/don't have the PG/CPU for a grenade. But I do like the idea of having alternative modules for the grenade slot. That would play heavily into the aspect of player choice and customization, as it would grant the ability to install a passive module into a normally active slot. It could have very personal effects, like extended ammunition reserves. (Another idea might be a module that increases the sound of enemy footsteps and only footsteps or a flat zoom increase on all weapons) And consider that grenades are a very useful slot, to the point of being considered a dealbreaker on the Commando by some. I've gotta agree with Sole and say no to 0 fitting, HOWEVER I do think they should be fairly low, an extra clip or two and freeing up a bit of CPU/PG that may allow you to fit A better mod seems a decent tradeoff. Granted this is also just my own opinion, I use my fluxes all the time.
Look on my works, ye mighty, and despair.
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