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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:17:00 -
[1] - Quote
True Adamance wrote:Lightning35 Delta514 wrote:True Adamance wrote:ReGnYuM wrote:The Ak.0 Assault + ScR combo is all in one do it all slayer. It is literally the only suit that can get away with triple stacking complex damage Mods, and still have over 900+ EHP Which is literally the result of Damage Modules being in the wrong slot. They should be lows so that armour tankers must make the conscious decision to equip gank over tank not have both. That's stupid. How do you justify your position. I'm sitting here offering you a means to knock some of the wind out of the Armour > All Meta by incentivising the use of damage modules on Armour Dropsuits as an option that compromises their primary tank using existing working paradigms from the New Eden universe and the best that you can offer me is and intellectually indefinate "That's stupid". Grow up.
The issue is that it would be horrendously broken if the module just... switched slots... without anything else happening. A number of low slot modules would have to move to highs,and vice versa. Many modules would probably have to be tampered with...
I think at some point you guys are just going to have to accept that the game can't just be switched over to EVE-like balancing and " just everything works out". It won't work.
The game has already been balanced around the rules that have been emplaced. Switching the rules around would result in balancing loopholes and chaos.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:46:00 -
[2] - Quote
Breakin Stuff wrote:the wider the dispersion, the easier it is to hit the target in CQC, if the laser was laser-accurate, then it'd perform more poorly at point blank vs. fast-moving targets. And better at long range. I'd be up for this. The ScR doesn't perform as good at range as it should, IMO.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2725
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Posted - 2015.03.17 10:45:00 -
[3] - Quote
Ralden Caster wrote:What I don't get is why don't they just give the long range weapons a reverse damage falloff so that its damage ramps up at range. Then we wouldn't have this whole issue of ranged weapons outclassing the cqc weapons in their own turf.
Because it is so unintuitive, and generally a mechanic that should be used sparingly. The fact that we even have 1 weapon that does this is enough. Something like that shouldn't be a common thing.
Also, that's what the decreased DPS on longer ranged weapons is for. The closer range weapons are the best in closer ranges...
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