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Operative 1174 Uuali
Y.A.M.A.H No Context
779
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Posted - 2015.05.30 15:56:00 -
[1] - Quote
Split damage mods between high slot armore damage mods and low slot shield damage mods. This acts like a simple version of ammo types in EVE.
Then nerf weapons damage down and allow the dmg mods to give the offensive power. This would create a greater contrast between offensive and defensive suit fits.
Also, it could be used as a way to balance shields. If you are Gal and fit the shield dmg mod and you attack a long range Cal player then you have less defense, but more fire power. The Cal player has a better chance to fight you. If Amarr with a scr or laser rifle with shield dmg mod you would be attacking long range as would the Cal player. Again, less armor mods for the shield dmg mod.
Also, it would allow Cal suits to be used in CQ. The long range dynamic of the Caldari is just not feasible under the circumstances of gameplay. Allow Cal a CQ option, but at a cost.
A Cal suit for CQ would be fitted for defense at the cost of firepower against armor users (since the dmg mod gives the firepower). Make shields slightly better against weapons dmg. I think range would be a great means of balancing shields. Make shields melt faster at closer range and more resistant at long range.
Ultimimately, everything could simply be balanced around the damage mods power rather than trying to balance weapons.
Btw, could we also do weapons variants with power cores also to reduce assets?
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Sardonk Eternia
Tiny Universe
320
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Posted - 2015.05.31 00:57:00 -
[2] - Quote
Neat idea. Maybe something slightly different would be rate of fire mods instead of damage mods?
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.05.31 01:07:00 -
[3] - Quote
Most people would still end up using Armor because it doesn't require a style of play that amount to "play better to overcome your inherent weaknesses" and Damage Mods that kill Armor while the Caldari guy would be even weaker if he wanted to hunt Armor. Only difference is that most players wouldn't be getting an additional ~8% bonus damage against Shields, which isn't really needed anyway.
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Everything Dies
Faith No More--Sol Invictus May 19th
1
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Posted - 2015.05.31 01:17:00 -
[4] - Quote
Similar idea would be to offer two types of damage mods--keep the current values, but make it so that the values apply in opposite directions for shields and armor. So if you want to use a damage mod with a 5% value (for example) you would have to choose between one that boosts shield damage by 5% while decreasing armor damage by 5% or vice versa.
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Sicerly Yaw
Quantum times
194
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Posted - 2015.05.31 01:35:00 -
[5] - Quote
I don't think this is that great as there would be concerns, mainly that scr already has a high damage output and it'd almost be a nerf to cal as they would have to go trough shields to get to the armor, slowing the dmg application, whereas armor suits would destroy shield suits even more then they already do.
but I do like the idea, so here's my input.
along with the mods proposed there would be damage mitigation mods, one for shield dmg and another for armor dmg
they would simply be this, dmg profiles of said weapon would be set to 100% effectiveness mitigating their damage profiles give up a high slot to take less shield dmg and give up a low to take less armor dmg
they would only work on the weapons profile and not any extra dmg such as that of the commando or dmg mods
other mods that could be introduced could mitigate a % of dmg altogether
dmg specific mods could lower the dmg of a certain type for a good amount say 5% at std 7% at adv and 10 % at proto or 7% 10% and 12%
non dmg specific mods would be 3% 5% and 7% or 2% 4% and 6%
I give two percentages in case that one would be favored over the other or proven to be more effective overall
these mods would make heavies more viable and could cover for weaknesses
I say the dmg specific mods would be low slot mods and the dmg specific mods would be high slot mods or they could be divided between dmg types
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Operative 1174 Uuali
Y.A.M.A.H No Context
782
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Posted - 2015.06.01 16:22:00 -
[6] - Quote
Changed the title. More feedback?
The CPM candidate we need, not the one we want. The candidate for the rest of us.
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