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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 04:18:00 -
[1] - Quote
What if damage mods had penalties?
3% 4% 5%
less clip STD-ADV-PRO?
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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jordy mack
WarRavens
482
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Posted - 2015.05.24 04:19:00 -
[2] - Quote
an
Less QQ more PewPew
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Shadowed Cola
Tal-Romon Legion Amarr Empire
18
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Posted - 2015.05.24 04:22:00 -
[3] - Quote
Sir Dukey wrote:What if damage mods had penalties?
3% 4% 5%
less clip STD-ADV-PRO?
it does have penalties, they're just so small when it goes from 5 to 4 percent that you don't notice. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.24 04:24:00 -
[4] - Quote
Plus I wonder how well that would work for small magazine weapons like Mass Drivers or Plasma Cannons. I mean 5% of a mass driver would be 0.3 shots?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 04:32:00 -
[5] - Quote
Pokey Dravon wrote:Plus I wonder how well that would work for small magazine weapons like Mass Drivers or Plasma Cannons. I mean 5% of a mass driver would be 0.3 shots?
That's the thing, it doesn't effect small magazine weapons. If it's not 100% of a bullet then you have it. Say your massdriver has 2 rounds and you have 9 dmg mods, that means 45% of clip which gives you 1.1 rounds still gives you 2 rounds.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.24 05:38:00 -
[6] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Plus I wonder how well that would work for small magazine weapons like Mass Drivers or Plasma Cannons. I mean 5% of a mass driver would be 0.3 shots? That's the thing, it doesn't effect small magazine weapons. If it's not 100% of a bullet then you have it. Say your massdriver has 2 rounds and you have 9 dmg mods, that means 45% of clip which gives you 1.1 rounds still gives you 2 rounds.
But isn't that poor design if a downside of a certain module only really affects certain weapons?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 05:54:00 -
[7] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Plus I wonder how well that would work for small magazine weapons like Mass Drivers or Plasma Cannons. I mean 5% of a mass driver would be 0.3 shots? That's the thing, it doesn't effect small magazine weapons. If it's not 100% of a bullet then you have it. Say your massdriver has 2 rounds and you have 9 dmg mods, that means 45% of clip which gives you 1.1 rounds still gives you 2 rounds. But isn't that poor design if a downside of a certain module only really affects certain weapons?
Obviously they only affect certain weapons. This shouldn't be affecting snipers and mass drivers. My only reason is to balance up the rifles a little bit.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sardonk Eternia
Tiny Universe
317
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Posted - 2015.05.24 06:11:00 -
[8] - Quote
Sir Dukey wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:Plus I wonder how well that would work for small magazine weapons like Mass Drivers or Plasma Cannons. I mean 5% of a mass driver would be 0.3 shots? That's the thing, it doesn't effect small magazine weapons. If it's not 100% of a bullet then you have it. Say your massdriver has 2 rounds and you have 9 dmg mods, that means 45% of clip which gives you 1.1 rounds still gives you 2 rounds. But isn't that poor design if a downside of a certain module only really affects certain weapons? Obviously they only affect certain weapons. This shouldn't be affecting snipers and mass drivers. My only reason is to balance up the rifles a little bit.
I wish they'd balance damage mods by adding more high slot modules. Myos was a start. On my amarr assault I shouldn't just be putting on damage mods till none fit. There should be some other options. Maybe something to extend clips? Just brainstorming but I kind like your idea, too. |
Squagga
Fatal Absolution Negative-Feedback
627
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Posted - 2015.05.24 06:16:00 -
[9] - Quote
... Yes, let's make it more difficult for people to use damage mods. I'm Squagga Haatakaan, and I approve this petition!
Shields, the silent killer.
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Templar XIII
Vherokior Combat Logistics
189
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Posted - 2015.05.24 13:25:00 -
[10] - Quote
Would rather like a penalty to ROF instead of ammunition. This could affect a wider range of weapons. And yeah, using high slots for different than shield-brick and damage mods would be nice to incentivize, but don't overdo it. |
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Cat Merc
Negative-Feedback. Negative-Feedback
16
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Posted - 2015.05.24 13:30:00 -
[11] - Quote
Damage mods have been nerfed enough.
Don't touch them, unless you want every armor tanker to dual tank instead
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.05.24 13:59:00 -
[12] - Quote
Damage mods need to go in the low slots like it is in eve and not this high slot non sense that just gives armor tanks more of a tank and hank feel.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 14:22:00 -
[13] - Quote
Cat Merc wrote:Damage mods have been nerfed enough. Don't touch them, unless you want every armor tanker to dual tank instead
That's okay with me. Shields are weak sauce so it down't really give them any advantage.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 14:22:00 -
[14] - Quote
Templar XIII wrote:Would rather like a penalty to ROF instead of ammunition. This could affect a wider range of weapons. And yeah, using high slots for different than shield-brick and damage mods would be nice to incentivize, but don't overdo it.
RoF penalty would counter the damage bonus making a useless module.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DanielCM
TO THE DEATH
19
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Posted - 2015.05.24 15:29:00 -
[15] - Quote
Sir Dukey wrote:Templar XIII wrote:Would rather like a penalty to ROF instead of ammunition. This could affect a wider range of weapons. And yeah, using high slots for different than shield-brick and damage mods would be nice to incentivize, but don't overdo it. RoF penalty would counter the damage bonus making a useless module.
But with less ammo your negating the damage bonus, everyone with a damage mod would simply put shield extenders in and increase tank.
I think more options are needed rather than nerfing what we all ready have |
Cat Merc
Negative-Feedback. Negative-Feedback
16
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Posted - 2015.05.24 15:30:00 -
[16] - Quote
Sir Dukey wrote:Cat Merc wrote:Damage mods have been nerfed enough. Don't touch them, unless you want every armor tanker to dual tank instead That's okay with me. Shields are weak sauce so it down't really give them any advantage. lmao
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 15:33:00 -
[17] - Quote
DanielCM wrote:Sir Dukey wrote:Templar XIII wrote:Would rather like a penalty to ROF instead of ammunition. This could affect a wider range of weapons. And yeah, using high slots for different than shield-brick and damage mods would be nice to incentivize, but don't overdo it. RoF penalty would counter the damage bonus making a useless module. But with less ammo your negating the damage bonus, everyone with a damage mod would simply put shield extenders in and increase tank. I think more options are needed rather than nerfing what we all ready have
Are high bro? It damage bonus= kill faster but as a down side, you have to be more accurate because you don't have as many bullets.
Example: Two identical suits HP wise shoot at each other with AR. One guy has damage mods and the other doesn't The stand completely still and hit every bullet. The guy with damage mods will win because he will kill the other guy because he has higher DPS.
The trade off of the damage mod will he higher DPS but lower sustained DPS.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
625
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Posted - 2015.05.24 15:44:00 -
[18] - Quote
I think a slight kick increase would make more sense. It would allow you to do more damage, but require more skill to apply that damage.
We want cake and tea.
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DanielCM
TO THE DEATH
19
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Posted - 2015.05.24 15:45:00 -
[19] - Quote
If they have completely the same hp and one has damage mods then the guy without a damage mod has sacrificed extra tank or damage for something else, lets say a myo. There is already a downside to both these things.
P.s. not high, mildly drunk |
Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 15:50:00 -
[20] - Quote
DanielCM wrote:If they have completely the same hp and one has damage mods then the guy without a damage mod has sacrificed extra tank or damage for something else, lets say a myo. There is already a downside to both these things.
P.s. not high, mildly drunk
?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 15:51:00 -
[21] - Quote
Melchiah ARANeAE wrote:I think a slight kick increase would make more sense. It would allow you to do more damage, but require more skill to apply that damage.
That is also a good idea.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DanielCM
TO THE DEATH
19
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Posted - 2015.05.24 16:37:00 -
[22] - Quote
Ok let's start again. Idea's aren't a bad thing but you haven't given any numbers.
What is the dps of a scrambler rifle compared to a assault scrambler rifle?
Next, what is the dps of both those weapons with a complex damage mod added?
Finally, what are the numbers for your revised damage mod for both those weapons?
Tell me why your idea would improve gameplay and create balance. I see you post a lot and it's usually complaining about something that kills you |
DR DEESE NUTS
97
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Posted - 2015.05.24 17:54:00 -
[23] - Quote
knight guard fury wrote:Damage mods need to go in the low slots like it is in eve and not this high slot non sense that just gives armor tanks more of a tank and hank feel.
Then put kin cats and some other mods in high.
The USS m`dick
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 18:54:00 -
[24] - Quote
DR DEESE NUTS wrote:knight guard fury wrote:Damage mods need to go in the low slots like it is in eve and not this high slot non sense that just gives armor tanks more of a tank and hank feel. Then put kin cats and some other mods in high.
hacking modules.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 19:00:00 -
[25] - Quote
DanielCM wrote:Ok let's start again. Idea's aren't a bad thing but you haven't given any numbers.
What is the dps of a scrambler rifle compared to a assault scrambler rifle?
Next, what is the dps of both those weapons with a complex damage mod added?
Finally, what are the numbers for your revised damage mod for both those weapons?
Tell me why your idea would improve gameplay and create balance. I see you post a lot and it's usually complaining about something that kills you
1. You act like damage mods kill me.
Damage mods increase DPS. A ScR with a damage mod will have more DPS than one without. You understand?
If you reduce the clip size, this will sway people away (especially the Gallante and the Amarr) from stacking all damage mods in the highs. This creates an imbalance between shield suits and Armor suits. Armor suits naturally have higher hp due to the fact that Armor plates give a lot more HP, on top of that, they also do more damage because of these unpenalized damage mods.
The trade off is simple- if you want to kill faster, you have to be a little bit more accurate. Using a damage modGåÆHigher DPS and as a resultGåÆ lower sustained/DPS per clip.
BTW- still fail t o understand what you are blabbering about.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DanielCM
TO THE DEATH
19
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Posted - 2015.05.24 19:20:00 -
[26] - Quote
I still fail to understand what your issue is is? You have an agenda against armour that much is clear. Still you don't give any numbers on why your idea will balance things.
I wonder why blue tags don't visit your whiny threads. |
Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.24 23:20:00 -
[27] - Quote
DanielCM wrote:I still fail to understand what your issue is is? You have an agenda against armour that much is clear. Still you don't give any numbers on why your idea will balance things.
I wonder why blue tags don't visit your whiny threads.
I wonder why you have 20 likes.
here's why- you are a nuisance on the forums.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Archduke Ferd1nand
Nos Nothi
476
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Posted - 2015.05.25 01:35:00 -
[28] - Quote
Nah bruh.
Sustained DPS>all right now. This would cause using damage mods to give a net negative impact vs. positive.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.25 01:43:00 -
[29] - Quote
Archduke Ferd1nand wrote:Nah bruh.
Sustained DPS>all right now. This would cause using damage mods to give a net negative impact vs. positive.
I can't confirm that. Increasing damage IRL for weapon is due to bigger bullets= less bullets in clip + higher recoil.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.05.25 02:56:00 -
[30] - Quote
How about if damage miss gave a penalty against accuracy? (Though some weapons won't be as affected like the md, Plc and swarms but that's because they are single fire based weapons.) Less accuracy for standard and variant rifles and for the sniper, you just get more sway after each shot.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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