|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
|
Posted - 2015.07.04 21:35:00 -
[1] - Quote
Breakin Stuff wrote:Sgt Kirk wrote:They should be. Damage mods should be in low.
Slavish adherence to EVE online fitting meta is boring. Make another useful weapon mod for shield suits in the lows.
Hmmm...Michael Stockpile fan, Breakin?
That said I think you are spot on. OR...heresy but use codebreakers and damage mods in the equipment slots. You eliminate the who gets shafted discussion between armor and shield aficionados and presents an interesting choice to several classes at once.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
|
Posted - 2015.07.05 03:09:00 -
[2] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
Might work. Curious the impact on recoil if you increase the ROF....no corresponding drawback for dmg mods. I would be pretty concerned with ARR or RR with any more recoil - the extra rounds leaving the barrel would hit the ceiling.
Obvious question...ROF wouldnt impact semi auto weapons, correct?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
|
Posted - 2015.07.06 00:14:00 -
[3] - Quote
Alena Ventrallis wrote:Move damage mods to the lows.
For highs, give us recoil/dispersion reducers, kind of like tracking computers from Eve. Shields get raw damage, armor gets damage application.
I have to heavily disagree with you on this...Caldari weapons are already bottom of the barrel for damage application and Amarr have no issues at all with applying lethality with SCR / ASCR / Laser. The only real damage application issue the Gallante have is raw range....this has nothing to do with recoil or dispersion.
Honestly, they would be better off adding some additional "equipment" slots to Assault / Heavy / CDO and perhaps at proto level Scouts and Logis that are locked to weapon mods of a variety of type.... dmg, ROF, range, recoil, spool time, heat sink ect. With some noticeable stacking penalties and/or hard caps on the benefits you could govern this quite well.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
|
|
|