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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12153
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Posted - 2015.03.16 21:24:00 -
[1] - Quote
I would like to see more infantry weapon modifiers that alter the stats and behavior of weapons, similar to damage mods. Vehicles have heat sinks and stabilizers in addition to damage mods, so I don't see why infantry shouldn't have more options as well to diversify their weapons and tactics as well. Damage modifiers are arguably the most dangerous type of weapon modifiers for balance, and they're already done and alright, so other mods should be relatively easy to balance.
There was another thread on this by Cat Merc, which was inspired by an infantry heat sink thread I made when the Amarr assault was in danger of losing its heat bonus, but both threads are now dead, so I'm making this new thread.
Here are some ideas for infantry weapon mods, and preliminary number, all organized by light/sidearm/heavy categories like damage mods are. Keep in mind that when you fit one of these, you're giving up a slot that could otherwise be used to fit a damage mod (proposed mods are high slot), and that stacking penalties apply.
IDEAS:
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[Weapon stabilizers] - Reduces dispersion and kick
Basic light weapon stabilizer: 10% Enhanced light weapon stabilizer: 15% Complex light stabilizer: 20%
Basic sidearm weapon stabilizer: 15% Enhanced sidearm weapon stabilizer: 20% Complex sidearm weapon stabilizer: 25%
Basic heavy weapon stabilizer: 5% Enhanced heavy weapon stabilizer: 10% Complex heavy weapon stabilizer: 15%
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[Magazine modifiers] - increases magazine size of weapons [b]that have at least 20 round magazines. Kind of useless for bolt pistols, mass drivers, sniper rifles, and other low magazine size weapons, but great for the others.
Basic light magazine modifier: 10% Enhanced light magazine modifier: 15% Complex light magazine modifier: 20%
Basic sidearm magazine modifier: 15% Enhanced sidearm magazine modifier: 20% Complex sidearm magazine modifier: 25%
Basic heavy magazine modifier: 5% Enhanced heavy magazine modifier: 10% Complex heavy magazine modifier: 15%
________________________________________________________________________________________________
[Range modifiers] - increases the effective and optimal range of weapons
Basic light range modifier: 5% Enhanced light range modifier: 10% Complex light range modifier: 15%
Basic sidearm range modifier: 10% Enhanced sidearm range modifier: 15% Complex sidearm range modifier: 20%
Basic heavy range modifier: 4% Enhanced heavy range modifier: 7% Complex heavy range modifier: 10%
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[Heat sinks] - Reduces heat buildup per shot. Only useful for ion pistol, scrambler rifle, assault scrambler rifle, laser rifle, and HMG
Basic light heat sink: 5% Enhanced light heat sink: 10% Complex light heat sink: 15%
Basic sidearm heat sink: 15% Enhanced sidearm heat sink: 35% Complex sidearm heat sink: 45%
Basic heavy heat sink: 5% Enhanced heavy heat sink: 10% Complex heavy heat sink: 15%
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[ (BONUS IDEA) Equipment: weapon catalyst] - Activated like a cloak, and once active, it increases the rate of fire of any handheld weapon by 50%
Standard duration / cooldown: 4 seconds / 40 seconds Advanced duration / cooldown: 8 seconds / 40 seconds Prototype duration / cooldown: 12 seconds / 40 seconds.
PG/CPU costs should be high. The assault PG/CPU reduction bonus for weapons and grenades could be expanded to include it, and the logi bonus could be modified to exclude it. This is just a rough idea that came to me while writing this thread; it's inspired by the cloak, and active vehicle damage mods.
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Ideas for new mods, as well as feedback on my proposed mods are welcomed, and proposal may be revised based on feedback.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
22806
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Posted - 2015.03.16 21:27:00 -
[2] - Quote
Yes.
Gallente Guide
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axis alpha
Ahrendee Inc. Negative-Feedback
684
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Posted - 2015.03.16 21:29:00 -
[3] - Quote
Nice, I'm just interested in range mods >:)
I cut you up so bad.... You gonna wish I no cut you up so bad.
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Summa Militum
Hidd3n Dragon
284
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Posted - 2015.03.16 21:31:00 -
[4] - Quote
I would like all of this but implemented as skills to be leveled up instead of modules; unless we can increase the number of module slots the dropsuits have. |
Eruditus 920
Nemo Malus Felix
1473
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Posted - 2015.03.16 22:03:00 -
[5] - Quote
Suppressors/Silencers please for the stealthy minded merc.
When the Magsec was introduced the image included one and CCP stated that a suppressed version was coming.
When I hear gunfire, I will go to that area. Suppressors go hand in hand with Ewar/stealthy game play.
"Stay gold, Ponyboy..."
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Mex-0
T.H.I.R.D R.O.C.K
471
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Posted - 2015.03.16 22:10:00 -
[6] - Quote
axis alpha wrote:Nice, I'm just interested in range mods >:)
Oh lordy, triple range modded ARRs, just what we need.
Gû¼+¦GòÉGòÉn¦ñ
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Archduke Ferd1nand
Nos Nothi
217
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Posted - 2015.03.16 22:27:00 -
[7] - Quote
How about one that allows non-AV weapons to do damage to vehicles?
Like a damage mod except it applies to vehicles.
Something like:
-LW: STD:15% ADV:20% PRO:25%
-SA: STD:20% ADV:25% PRO:30%
-HW: STD:10% ADV:15% PRO:20%
*Stacking penalties apply
Ex. A Duvolle Assault rifle has a 5% efficacy on an LAV/Tank/ADS in its optimal. With one PRO mod, it would have 30% efficacy. With 2, it would have ~48% efficacy. At 3 mods, ~60% efficacy.
However, it would maintain its same effectiveness vs. infantry.
BRB, looking for socks
Asslut Rifles OP, anal now
I shit shotgun shells and piss Remote Explosives
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axis alpha
Ahrendee Inc. Negative-Feedback
684
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Posted - 2015.03.16 22:28:00 -
[8] - Quote
Mex-0 wrote:axis alpha wrote:Nice, I'm just interested in range mods >:) Oh lordy, triple range modded ARRs, just what we need. A fool would do that. I'd use one pro range and a pro dmg mod.
I cut you up so bad.... You gonna wish I no cut you up so bad.
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Joel II X
Bacon with a bottle of Quafe
6711
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Posted - 2015.03.16 22:31:00 -
[9] - Quote
SoonGäó |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:33:00 -
[10] - Quote
ADV/CX Sidearm heatsink is useless... Only Ion Pistols overheat, and even the basic one would prevent that completely. Ion Pistols overheat at like 13-14 rounds, and have a 16rd mag.
For heatsinks, I would just have them mirrored across weapon sizes. Same with magazine mods.
10/15/20% or thereabouts. Fine tune them...
Home at Last <3
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Jathniel
Ahrendee Inc. Negative-Feedback
1498
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Posted - 2015.03.16 22:40:00 -
[11] - Quote
Funny. I just proposed moving the jumping ability to kin cats, and giving myos a recoil reduction bonus instead. Stronger forearms and triceps = more stable aim and recoil control no?
Retired
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:42:00 -
[12] - Quote
Oh, and I'd like a mod that reduces RoF and Magazine size in exchange for massive raw damage. And one that increases headshot damage.
If I can't get a breach ScR, I'll make one!
Home at Last <3
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Nocturnal Soul
Primordial Threat
5971
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Posted - 2015.03.16 22:43:00 -
[13] - Quote
Hell yeah give me my heatsink brah!!!
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12156
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Posted - 2015.03.16 22:46:00 -
[14] - Quote
Fizzer XCIV wrote:ADV/CX Sidearm heatsink is useless... Only Ion Pistols overheat, and even the basic one would prevent that completely. Ion Pistols overheat at like 13-14 rounds, and have a 16rd mag.
For heatsinks, I would just have them mirrored across weapon sizes. Same with magazine mods. Their percentages should also be identical, since they are achieving the same goal.
10/15/20% or thereabouts. Fine tune them... Ion pistols are weird, they overheat inconsistently because heat is really based on fire rate rather than number of shots fired. Somehow firing slower seems to lead to very fast overheat, so I don't know if just the standard one would prevent all overheat when firing slowly. I will adjust the numbers to look less crazy though.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2723
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Posted - 2015.03.16 22:50:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:Fizzer XCIV wrote:ADV/CX Sidearm heatsink is useless... Only Ion Pistols overheat, and even the basic one would prevent that completely. Ion Pistols overheat at like 13-14 rounds, and have a 16rd mag.
For heatsinks, I would just have them mirrored across weapon sizes. Same with magazine mods. Their percentages should also be identical, since they are achieving the same goal.
10/15/20% or thereabouts. Fine tune them... Ion pistols are weird, they overheat inconsistently because heat is really based on fire rate rather than number of shots fired. Somehow firing slower seems to lead to very fast overheat, so I don't know if just the standard one would prevent all overheat when firing slowly. I will adjust the numbers to look less crazy though. Yeah. They probably do suffer from the same heat/time that the ScR does. Although the variance can't be that strong. Its only 1-2 rounds for the ScR, so I can't imagine it is more pronounced on the IoP, which has a smaller "magazine".
Home at Last <3
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Cat Merc
Negative-Feedback. Negative-Feedback
15517
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Posted - 2015.03.16 23:12:00 -
[16] - Quote
I actually see the heat sinks on the Ion Pistol being useful for something.
Unless I remember the numbers wrong, I'm pretty sure one of these modules would allow you to charge shot without overheating. Could be wrong.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Nirwanda Vaughns
1552
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Posted - 2015.03.16 23:16:00 -
[17] - Quote
Years ago the 'plan' was to have a Weapon fitting screen too where you could customize your rifles with scopes, stocks, silencers ect.
even a Modular SMG concent art here yet another thing promised and not delivered
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12159
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Posted - 2015.03.16 23:19:00 -
[18] - Quote
Nirwanda Vaughns wrote:Years ago the 'plan' was to have a Weapon fitting screen too where you could customize your rifles with scopes, stocks, silencers ect. even a Modular SMG concent art here yet another thing promised and not delivered I know about it, but this is not about that. This is just about high slot modules like the current damage mods that alter the stats and behavior.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Eruditus 920
Nemo Malus Felix
1476
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Posted - 2015.03.16 23:24:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:Nirwanda Vaughns wrote:Years ago the 'plan' was to have a Weapon fitting screen too where you could customize your rifles with scopes, stocks, silencers ect. even a Modular SMG concent art here yet another thing promised and not delivered I know about it, but this is not about that. This is just about high slot modules like the current damage mods that alter the stats and behavior.
I have news for you.
A thread goes wherever the posters take it.
The OP gives it life, but that's where it ends.
"Stay gold, Ponyboy..."
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Velvet Overkill
SI6MA Learning Alliance
133
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Posted - 2015.03.16 23:25:00 -
[20] - Quote
I would also want a mod that increases reload speed.
axis alpha wrote:Nice, I'm just interested in range mods >:) I already have a thread for that. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12160
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Posted - 2015.03.16 23:44:00 -
[21] - Quote
Eruditus 920 wrote:KAGEHOSHI Horned Wolf wrote:Nirwanda Vaughns wrote:Years ago the 'plan' was to have a Weapon fitting screen too where you could customize your rifles with scopes, stocks, silencers ect. even a Modular SMG concent art here yet another thing promised and not delivered I know about it, but this is not about that. This is just about high slot modules like the current damage mods that alter the stats and behavior. I have news for you. A thread goes wherever the posters take it. The OP gives it life, but that's where it ends. I have news for you, posting off topic has gotten people punished (rule 26). This is not a threat, but a refutation of your claim that threads can just become about anything if people feel like changing the subject. The OP decides the subject of the thread; a thread about a proposed commando slot changes for example can't be derailed into becoming a thread about a long dead plan for a new dropsuit type. Likewise, a thread about high slot modules to alter stats and behavior of weapons cannot turn into a thread about a long dead plan CCP once had, but no longer has the resources devoted to Dust to accomplish (weapon fitting screen and modular customization, it's just not going to happen). If you, him, or someone else wants to make a separate thread about this subject of weapon fitting screens and modular customization with gun parts, feel free to do so.
I am a poster in thread just as much as anyone else, so by your logic, I can keep influencing the direction of the thread just as anyone else can.
Jathniel wrote:Funny. I just proposed moving the jumping ability to kin cats, and giving myos a recoil reduction bonus instead. Stronger forearms and triceps = more stable aim and recoil control no? That would logically make sense, though KinKats are already pretty great without adding jumping abilities to them, and I think it would be better for categorization to have weapon mods separate from biotics.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Russel Mendoza
Klandatu
11
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Posted - 2015.03.16 23:47:00 -
[22] - Quote
Magasine size no.
clip size yes.
reduce dispersion yes.
reduce recoil kick no.
range up hell no. Please no. Gonna be a facking nightgmare.
heat sink yes.
scope yes. Dot sight please.
silencer so much better. |
LUGMOS
Corrosive Synergy
2813
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Posted - 2015.03.16 23:47:00 -
[23] - Quote
Imagine the ScRs...
There would defo be a Nerf should these mods be introduced.
Official QuafeGäó Advocate
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Eruditus 920
Nemo Malus Felix
1476
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Posted - 2015.03.16 23:49:00 -
[24] - Quote
OP,
Thread topics take different turns all the time.
I know this because I have a pulse.
Your account of things may be how it should be in a Utopian forum universe, but it certainly isn't how it is.
See how the subject can change, good sir?
Ironic, don't you think?
"Stay gold, Ponyboy..."
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12161
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Posted - 2015.03.16 23:52:00 -
[25] - Quote
LUGMOS wrote:Imagine the ScRs...
There would defo be a Nerf should these mods be introduced. These mods when balanced wouldn't make a SCR any more useful or powerful than a damage mod currently does, so I don't see why the SCR would be more problematic with it. Imagine an ACR with Minmatar assault magazine bonus in addition to magazine mods turning it into an LMG, or a RR's already massive range being increased with range mods. All weapons would benefit, but that benefit will always be a cost/benefit with other modules competing for limited high slots.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12161
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Posted - 2015.03.16 23:58:00 -
[26] - Quote
Russel Mendoza wrote:Magasine size no.
clip size yes.
reduce dispersion yes.
reduce recoil kick no.
range up hell no. Please no. Gonna be a facking nightgmare.
heat sink yes.
scope yes. Dot sight please.
silencer so much better. Magazine means the exact same thing as clip, its just that Dust mislabels magazine as clip. Why is kick reduction an issue? We already have mods that increase our damage (most problematic for balance) I can see why range would be problematic, but I don't think it will be any worse than damage mods when fully balanced. Sight/scope mods I would like, though I feel like they would be much harder to do since they actually change the 3D model of the gun. Also I don't know how progression in different tiers would be handled. Any suggestions for progression?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1487
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Posted - 2015.03.17 01:58:00 -
[27] - Quote
Nice thread, Kageoshi. +1
I've long been an advocate for these type of mods. Couple quick thoughts:
1) I would like a Weapon Capacitor Mod* - reduces charge time on rail tech and forge guns.
2) My personal preference is that these "mods" would actually be an equipment slot. I can see the trade-off for making it an actual module but it would make balance distinctly easier since you wouldn't have to choose between high / low slots for where certain types of weapon mods went. This has long been an issue that gave some innate advantages to armor tankers who can increase damage output without sacrificing tank.
Long term...i would actually prefer to add some "weapon equipment" slots which gives you some more granular tools on tweaking Assault / Commando / Heavies (i.e. offensively minded suits) and thus balancing a bit more with Logis and their support equipment.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17705
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Posted - 2015.03.17 02:12:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:Nirwanda Vaughns wrote:Years ago the 'plan' was to have a Weapon fitting screen too where you could customize your rifles with scopes, stocks, silencers ect. even a Modular SMG concent art here yet another thing promised and not delivered I know about it, but this is not about that. This is just about high slot modules like the current damage mods that alter the stats and behavior.
Boi you want weapons modifications in High Slots? You crazy.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Dementia Maniaclease
Dust 514 Elite Ops
9
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Posted - 2015.03.17 02:24:00 -
[29] - Quote
I like this idea, a lot in fact!!! |
Georgia Xavier
Y.A.M.A.H
94
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Posted - 2015.03.17 02:28:00 -
[30] - Quote
Stabilizer mods on an assault ScR is just pure evil.........
How many amarr does it take to change a light bulb? none. The minmatar do it for them
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