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Georgia Xavier
Y.A.M.A.H
94
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Posted - 2015.03.17 02:19:00 -
[31] - Quote
its isn't good for CQC if you have aim assist off. I learnt that the brutally hard way
How many amarr does it take to change a light bulb? none. The minmatar do it for them
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Imp Smash
molon labe. General Tso's Alliance
746
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Posted - 2015.03.17 02:33:00 -
[32] - Quote
True Adamance wrote:Imp Smash 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. But then shield tankers would be able to equip gank and tank simultaneously. That logic works both ways. However their tank is comparatively lower and less durable than that of armour being their first line of defence as opposed to ours being a second line of defence, moreover from a Dustside perspective its a solution that serves to limit the number of damage modules that can be stacked on suits. If we can establish them as a low slot item that competes both with desirable armour and shield module options I believe that we could see a reduction to the number of them used on suits, especially armour. I'm also hoping that it would serve to deter dual tanking.
Durability is both arguable and situational. My Cal Sent, in fact, completely disagrees as he can often take a Gal Sent or Amarr Sent head to head. When the Shield tanker runs out of shield they take cover. They regen. Even a few seconds of not taking fire is a huge health boost to the shield tanker that the armor tanker doesn't get.
It is misleading to say that Armor is more durable than shields because half the time shields are more durable than armor hp for hp. Battlefield situation heavily affects this.
That aside -- you did not address the point though. Neither the statement above nor the statement below:
True Adamance wrote: moreover from a Dustside perspective its a solution that serves to limit the number of damage modules that can be stacked on suits.
actually address the idea that moving Dam Mods to lows is fair because it makes armor tanks choose between HP and Damage but somehow that doesn't apply to shield tankers. (Who currently make that choice between HP and Damage.)
Furthermore -- there are significantly more modules for low slots than high slots already. Most notably (which the exception of the literally just-last-week-addition of myofibs) mobility mods. Which, as scouts and certain assault suits have proven, speed equates to eHP in Dust.
If you moved damage mods to lows you do the exact opposite as what you claim to want -- and encourage dual tanking. Armor tankers will have nothing else to put up there except shield extenders if they are not trying to stealth.
I could go on about this -- but my post is already touching on (in response to what you touched on) too many unrelated points. Main point is -- argument is flawed. Can you argue that shield tankers have it tough because they have less HP and less damage than armor tankers? Yes, yes you can. That is not this.
TL;DR: The suggestion of moving Damage mods to lows is about the same as the armor tankers suggesting moving Armor Reps, Shield Regulators and KinCats to highs
EDIT: Make Aim Assist weaker for scramblers and they won't be OP in CQC. |
Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22851
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Posted - 2015.03.17 07:12:00 -
[33] - Quote
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.
So there are a few problems with this.
Firstly, your justification of having to make a 'conscious decision to equip gank over tank not have both' applies equally well both ways. If you put damage mods in the lows, you can have a bunch of shield extenders and damage mods at the same time.
Secondly, that would almost completely remove even the little variety we have now in high slots. With this you would have the choice between going for a Super Mario fit, or dual tanking. In the low slots you have the choice of over a dozen modules.
Thirdly, the Amarr assault is an exceptionally strong suit, damage mods or not. The bonus pretty much removes overheat as a concern from the SCR, and the SCR is a very strong weapon anyway. That immediately catapults the Ak.0 + SCR combo to the top tiers in terms of effectiveness.
Finally, I know you like EVE balancing, but it really shouldn't be shoehorned into DUST. "Because it's like this in EVE" is not a reason in DUST.
Gallente Guide
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2738
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Posted - 2015.03.17 07:38:00 -
[34] - Quote
If the ScR is really this cheap pwnsauce noob-slayer, why isn't it being used by everyone? Why is it not even in the top 10 weapon/suit combination in PC? Why are over 90% of the suits it is used on AmAssault?
The ScR is useful in CQC, because frankly ALL the rifles should be useful in CQC. The RR crazy kick needs to be removed. CQC ability should be determined by range and DPS. The RR didn;t pay enough DPS for its range, and was considered OP for it.
If it really was so easy to use, more people would be using it. As it stands, only a dedicated few use it, because the great power it has over the other rifles is mitigated by it's overheat, and only a few are willing to learn how to deal with that overheat.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Ralden Caster
KILL-EM-QUICK
153
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Posted - 2015.03.17 10:34:00 -
[35] - Quote
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.
"Death by Carbonation"
-Quafe weapons
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2725
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Posted - 2015.03.17 10:45:00 -
[36] - 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...
Home at Last <3
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
201
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Posted - 2015.03.17 11:13:00 -
[37] - Quote
WeapondigitX V7 wrote:A all in one slayer needs at least 1 dampener and precision mod and reactive plate/rep nanohive, if reactive plates were used, you might want a PRO active proximity scanner. You need at least 1 jump mod to still be able to have certain retreat options such as jumping over a railing, you need at least 1 PRO red bottle to still be slightly fast. etc.
Going to extremes in hp only make you the ultimate assault slayer in firefights with no cover near objectives with your team mates, without team mates you will be flanked and killed by my stealth adv amarr sentinel (scan profile 27 and 36 scan precision) or some other player with half a brain. You will only kill 1 player, the rest that you kill didn't retreat when they should have, so that they could flank you, or throw cooked grenades, since you would be slow.
I believe its not like that. I believe it's more like "and you'll get 40 something kills and like 15 assists by running solo, with only like 15 deaths max, going against a protostomping team" at least that's how I've gone lol
48th Special Operations Force.
Twitter- @48SOF
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