Pages: 1 2 3 [4] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Night 5talker 514
Dead Man's Game RUST415
364
|
Posted - 2015.03.17 07:07:00 -
[91] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)?
In eve you have a number of different kinds of hardners. I think implementing something similar for suits and vehicles could be interesting.
For example, in eve the passive hardners give far less hardening ability, but don't require ou to activate them. However, the active modules give a huge boost, but use capacitor (in Dust it would just have a cool down). It could be interesting to have such modules in for both suits and vehicles. It would require decent playing skill to utilise active mods on a dropsuit mid fire fight and reward those who are decent with it.
I think for passive resists it could be: 10%, 15% & 20% Active's could be: 25%, 30% & 40%
Or Actives could remain (like they are currently) at 40% across the board but the cool down could be larger at STD and lower at PRO.
I would suggest that resists to specific damages may be a bit much with the limited module space, in eve ships have considerably more module slots etc which allows multple resist modules to be fitted. Dust is different in that regard so I feel it should be a blanket resist to damage types.
Gaming Freek DUST 514 YouTube Channel
|
Aeon Amadi
Chimera Core
9172
|
Posted - 2015.03.17 08:30:00 -
[92] - Quote
Vicious Minotaur wrote:Aeon Amadi wrote:Nocturnal Soul wrote:@Rattati & All else, I strongly believe if this is to happen the sentinel bonus needs to be changed...perhaps to module efficiency of equipped resistance mods That'd be pretty cash. Would also limit how many Sentinels fit straight up buffer (plates/extenders) and give them legitimate weaknesses if they fit with their racial bonus and only lessen the weaknesses if they fit to cover the resistance holes. Something like: Amarr Sentinel - 3% efficacy to (Explosive) Resistance Modules, 2% efficacy to (Kinetic) Resistance Modules per level. What is with people and Sentinel resistances.... Yeah, sentinels may be for 'point defence' or whatever... But one can achieve that 'role' via other methods that don't involve JUST resistances, JUST damage mitigation and bullet spongy-ness. Sure, make the role bonus resistance [mod?]-based... but racial bonuses could stand to be much more creative and augment the each of the four sentinels differently to allow for more interesting inter-sentinel combat (and combat in general). That'd be a different thread entirely, and I'm sure it would be ignored just like my various posts on the generic Sentinel resistance bonuses. Anyway, blah blah, I support resistance mods being implemented, blah blah.
I think it's just such a broad-spectrum bonus, honestly.
It'd be like if all Commandos got a bonus to Light Weapon Damage instead of (racial damage type) damage. The resistances applying the way they do make it so that the obvious choice is to just fit a bunch of plates/extenders and call it a day, with Amarr Sentinel and Gallente Sentinel being the obvious best choice because they can fit damage mods without sacrificing on the tank.
I think, generally speaking, there's a strong drive from the community for bonuses to apply to modules instead of being just passive buffs because then it encourages a certain fitting instead of just giving free reign to fit what you want while still having the power projection from the skill bonuses themselves.
Have a suggestion for the Planetary Services Department?
Founder of AIV
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5471
|
Posted - 2015.03.17 09:06:00 -
[93] - Quote
Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7643
|
Posted - 2015.03.17 09:52:00 -
[94] - Quote
Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits.
Resist mods will be nominally useful at best on scouts.
AV
|
Nocturnal Soul
Primordial Threat
5981
|
Posted - 2015.03.17 11:38:00 -
[95] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits. Resist mods will be nominally useful at best on scouts. Yeah, as BS(ha) said more hp... *descends back into troll cave*
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7645
|
Posted - 2015.03.17 11:52:00 -
[96] - Quote
Nocturnal Soul wrote:Breakin Stuff wrote:Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits. Resist mods will be nominally useful at best on scouts. Yeah, as BS(ha) said more hp... *descends back into troll cave*
Holy crap it took two years, but finally someone gets the joke without me having to explain it.
AV
|
Himiko Kuronaga
Fatal Absolution Negative-Feedback
5347
|
Posted - 2015.03.17 12:45:00 -
[97] - Quote
Breakin Stuff wrote:Nocturnal Soul wrote:Breakin Stuff wrote:Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits. Resist mods will be nominally useful at best on scouts. Yeah, as BS(ha) said more hp... *descends back into troll cave* Holy crap it took two years, but finally someone gets the joke without me having to explain it.
Your joke is a pun?
This isn't Japan.
Usually banned for being too awesome.
|
Avallo Kantor
524
|
Posted - 2015.03.17 14:56:00 -
[98] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits. Resist mods will be nominally useful at best on scouts.
Yes, that is rather the nature of the beast with % resistances.
Calculating it out, you would need in the 400 - 600 area for a reactive (resist all to lesser degree) to provide more EHP than a ferroscale / extender of the same level. This would be reached by most Med Suits , and effectively all sentinel suits. Suits would need 1100 - 1300 hp before a plate (not ferroscale) became more useful for them.
As Aeon correctly pointed out, resists don't help out as much against alpha though, but more against low DPS weapons.
Looking At Aeon's sheet, the resist values given practically make ferroscale an "almost always" wrong choice on heavy frames, while they will still be needed on light frame armor tanks (as not to incur speed penalties) Although the high fitting costs of Adaptive should help to keep it as a more fitting expensive option for more hp. |
Iron Wolf Saber
Den of Swords
18924
|
Posted - 2015.03.17 18:24:00 -
[99] - Quote
Avallo Kantor wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Hardeners based on each damage type, that reduce incoming damage by 10%, 20%, 25% per level. One for Shield, and Armor, with Shields being Highs, and Armor being lows. (They should not be able to be used without sacrificing the same spaces you use for buffer mods) And similar to how extender vs hardener mods work on vehicles: About 120% CPU than same level extender / plate, and 53% PG compared to same level extender / plate.
Agreed no passive omni hardening.
passively it should provide more eHP against the damage type specified than any HP plate can offer by itself. However against other types its useless.
Fitting wise you would be very very very hard pressed to get 3 on a suit. 2 or 1 should be reasonable.
Omni hardening should be an active module probably in the form of a side arm. (so that sentinels can use it without leading to lol fat logis)
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
|
danie sous
DUST BRASIL S.A
38
|
Posted - 2015.03.17 20:54:00 -
[100] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)?
Low slot/hmg RoF modifier Lower RoF/DPS/heat buildup (higher effective range maybe). Would make for area enforcer/supressor. Middle ground between controlled burst and full auto. |
|
Avallo Kantor
525
|
Posted - 2015.03.17 21:55:00 -
[101] - Quote
danie sous wrote:CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Low slot/hmg RoF modifier Lower RoF/DPS/heat buildup (higher effective range maybe). Would make for area enforcer/supressor. Middle ground between controlled burst and full auto.
Wrong thread. This thread is for Infantry Resistance modules, not weapons upgrades.
There's a thread on weapon mods at: https://forums.dust514.com/default.aspx?g=posts&t=196564 I suggest posting those ideas over there.
|
Greiv Rabbah
M.T.A.C Assault Operations Command
266
|
Posted - 2015.03.18 05:50:00 -
[102] - Quote
Been suggesting this over and over. Since rattati likes it when you say it, have fun. I thought leaving the names (and loosely the effects) the same as eve style would be best. So em resistance plating, thermic resistance plating, explosive resistance plating etc
Sebiestor scout, MTAC pilot, Merc w/ a face
|
Nocturnal Soul
Primordial Threat
5985
|
Posted - 2015.03.18 23:25:00 -
[103] - Quote
*Looks up at the sky* I think we've come to a central idea Rattati!
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
|
DR DEESE NUTS
Algintal Core Gallente Federation
0
|
Posted - 2015.03.21 19:42:00 -
[104] - Quote
Bump. Mmm candy |
Most Sneakiest
F0RSAKEN EMPIRE.
46
|
Posted - 2015.03.21 23:35:00 -
[105] - Quote
CCP Rattati wrote:Well, actually, if there is some OP meta, like let's say Scrambler Rifles, being able to say "I want to be properly defended against that and sacrffice HP" is pretty cool.
Why not throw some ideas out, types, names, fitting cost, and values plus slot (high/low)? Are you quietly admitting scrambler rifles are OP?
Noob [Kaalakiota Sniper Rifle] Most Sneakiest
A few kills later...
Most Sneakiest [Militia Sniper Rifle] Noob
|
|
|
|
Pages: 1 2 3 [4] :: one page |
First page | Previous page | Next page | Last page |