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Thread Statistics | Show CCP posts - 2 post(s) |
Vitharr Foebane
2
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Posted - 2015.07.05 13:23:00 -
[31] - Quote
shaman oga wrote:CCP Rattati wrote:move dmg mods to low? For vehicles too? BTW, i like the idea of ROF mod in high, it would also increase scr rifle heat build-up, which will be a good thing. it wouldnt as ScR heat up is a function of time not shots fired (it would help turbo controllers though[and thats bad])
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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Krias Thracian
Villore Sec Ops Gallente Federation
48
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Posted - 2015.07.05 15:03:00 -
[32] - Quote
Veg Hegirin wrote:If it ain't broke don't fix it
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Devadander
Woodgrain Atari
348
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Posted - 2015.07.05 15:49:00 -
[33] - Quote
All I see is me in my calsent, with x4 heavy dam and x1 rof and a AFG.
Or even better, make rof a high slot.
Be careful what you wish for.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.07.05 16:20:00 -
[34] - Quote
Aeon Amadi wrote:Evan Gotabor wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Be careful about moving the damage mod. If you do this, it will hit pretty hard the armor tanked commandos... It might benefit on most dropsuits, but commandos... My only beef about moving damage mods to the low slot (apart from it having nothing to do with what this thread was about) is that it further narrows the high slot variety. Armor tankers will then have this selection to choose from: Precision Enhancers Shield Modules Which... Would then -require- the existence of RoF mods or moving Codebreakers to the highs because then we'll run (inevitably) into issues of Dual-Tanking because Precision Enhancers aren't exactly the most useful thing in the world. Especially to a suit that can make little use of it (Sentinels).
Welcome to the shield suits life!
Tanks - Balancing Turrets
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.05 17:29:00 -
[35] - Quote
Aeon Amadi wrote:Evan Gotabor wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Be careful about moving the damage mod. If you do this, it will hit pretty hard the armor tanked commandos... It might benefit on most dropsuits, but commandos... My only beef about moving damage mods to the low slot (apart from it having nothing to do with what this thread was about) is that it further narrows the high slot variety. Armor tankers will then have this selection to choose from: Precision Enhancers Shield Modules Which... Would then -require- the existence of RoF mods or moving Codebreakers to the highs because then we'll run (inevitably) into issues of Dual-Tanking because Precision Enhancers aren't exactly the most useful thing in the world. Especially to a suit that can make little use of it (Sentinels). Precision enhancers are great for CQC fights. On a armor tanked suit you can pick up everything except scouts and dampened assaults. Assault suits have a usefull passive scan range of 30m and a logi 37.5m thats when you fit two complex ones. You should give it a shot if you have gal./amarr assaults or logis. You dont want to take them off afterwards once you got used to the nice passive scans.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
566
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Posted - 2015.07.05 18:01:00 -
[36] - Quote
Starlight Burner wrote:Aeon Amadi wrote:So if I run a Minmatar Assault with Rate of Fire Mods in the highs and Damage Mods in the lows... And an Assault Mass Driver... Would anyone have a problem with that? Yes indeed I ******* would. RoF is already fast enough on guns. Why can't DUST work more like EVE?
ironically damage mods and ballistc control systems boost both ROF/DAMAGE.......
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Demandred Moores
Operation Save a Blueberry
66
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Posted - 2015.07.05 21:52:00 -
[37] - Quote
shaman oga wrote:CCP Rattati wrote:move dmg mods to low? For vehicles too? BTW, i like the idea of ROF mod in high, it would also increase scr rifle heat build-up, which will be a good thing. I don't think you understand how the heat build up on a scr works.... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 21:54:00 -
[38] - Quote
Devadander wrote:All I see is me in my calsent, with x4 heavy dam and x1 rof and a AFG. Or even better, make rof a high slot. Be careful what you wish for.
Do you even calsent brah?
THat's the worst fitting idea I've seen all day.
Pretty sure you don't even lift.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.05 22:08:00 -
[39] - Quote
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.
Over thinking, over analyzing separates the body from the mind.
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Demandred Moores
Operation Save a Blueberry
66
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Posted - 2015.07.05 22:12:00 -
[40] - Quote
Please do not move damage mods to the low, cal sent would get shafted when amarr could just stack mods. All these ppl telling you shields are garbage and this and that. Then they cry nerf the cal sct it's op, and it was, now they cry nerf mins, though I think they're wrong about that one. Basically all the shield suits except cal assault, logi, and calmando (though I find it to be the best out of the commandos) are pretty competitive. I have every suit, every vehicle, and every gun including sidearms but I think three and I use them all and that is my experience. This would destroy the calmando and sentinel. You could tank more hp on an amarr and still stack two damage mods and I usually just run two mods and a recharger on my mando. Basically I think it would be a lot smoother and easier to balance if you just left them in highs and if the rof mod is a legit possibility then put them in whatever slot you see fit and balance it from there.
Also I have a huge concern with the rof mod. Damage mods being based off a percent means that proto weapons are so much better with them than basic because the base number is higher. You know, more is more. Now, think about how much the rof varies from weapon to weapon. You want to bring the AR up with a rof mod? Gl I see my cbr getting even better. The community is getting way out of hand with their ideas I feel. |
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NINEinch WEAPON
WarRavens D.E.F.I.A.N.C.E
141
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Posted - 2015.07.05 23:49:00 -
[41] - Quote
if your going to have a mod to increase rate of fire, should it not have a down side?
maybe increased heatbuild up leading to jamming the gun.. so stacking mods would increase heat exponentially..
"winning" an inch at a time
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.06 00:14:00 -
[42] - 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
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.06 05:09:00 -
[43] - 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.
making an additional mod for shield suits that fits into low slots does nothing for them, because shield suits dont have many lows to start with, and those low slot require mandatory shield regulators just to make their shields work properly.
eve put damage mods in lows for balance reasons. why would assume those reasons would not apply here? given that more or less they did not want high eHP matched with high damage as it puts shields at a disadvantage.
maybe we should follow eve more... you know that shields in eve suffer the same problems as in dust? but they fix those too. caldari ships can fit oversized shield extenders and are often capable of three or more times the eHP of any othe armor ship.
why? because the slots used for shield extenders are the same slots that most pvp modules fit into. so given that most caldari ships had to give up three slots to fit mandatory modules, they allowed their ships to cram more HP into each slot.
are now caldari ships OP? no. far from it and they still when fitted for pvp manage to have similar HP values as any other armor ship. in fact, most armor ships have less eHP than shield ships.
because we dont follow eve. shield tanking dropsuits cant enjoy damage mods, melee mods, precision mods without completely gimping their suits.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.06 10:05:00 -
[44] - Quote
Dropsuits and drakes don't balance or work the same way. Trying to make the modules mimic the ship modules is one of the many reasons we have the current mess
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.06 12:40:00 -
[45] - Quote
CCP Rattati wrote:Veg Hegirin wrote:RoF affects different weapons in different ways, and there's really no need for it who defines that? ROF makes more sense for a module than a suit bonus because you can chose to only use the module if it will benefit the weapon you are using on that fit.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Doc DDD
TeamPlayers Negative-Feedback
501
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Posted - 2015.07.06 14:29:00 -
[46] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
Damage mods should be in low
Infantry and Vehicles.
Would bring more balance to suits and vehicles.
Rate of fire module in hi slot may lower ttk too much with some of these weapons, would make sense as an assault suit bonus though. |
Devadander
Woodgrain Atari
352
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Posted - 2015.07.06 16:13:00 -
[47] - Quote
Breakin Stuff wrote:Devadander wrote:All I see is me in my calsent, with x4 heavy dam and x1 rof and a AFG. Or even better, make rof a high slot. Be careful what you wish for. Do you even calsent brah? THat's the worst fitting idea I've seen all day. Pretty sure you don't even lift.
That fit is named Final Option for a reason lol
Edit: it doesn't even have a sidearm or grenade ...
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Indianna Pwns
TERRA R1SING New Eden's Heros
191
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Posted - 2015.07.06 17:02:00 -
[48] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
How to undo all the good work done on weapon balance in an instant
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.06 17:10:00 -
[49] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? I'm not really sure what lore reasons wed have for a suit module to affect a weapon but I'm guessing it has something to do with the PG....idk. We'll make up a reason.
if you put Kin Kats and. a ROF mod in the highslots with damage mods in the lows id like that.
I always wanted codebreakers in the high.
I'd say dampeners too but then shed have the problem we have now of having too many modules on one side.
.
But, I digress. I'd love to get a RoF mod in the high in trade of damage mods.
Lucent Echelon Chat Channel is fixed
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Indianna Pwns
TERRA R1SING New Eden's Heros
191
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Posted - 2015.07.06 17:15:00 -
[50] - Quote
Why not remove all weapon related mods away from the dropsuit and allow people to apply mods directly to the weapon? |
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Indianna Pwns
TERRA R1SING New Eden's Heros
191
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Posted - 2015.07.06 17:25:00 -
[51] - Quote
Indianna Pwns wrote:Why not remove all weapon related mods away from the dropsuit and allow people to apply mods directly to the weapon?
This would allow things like STD,ADV and PRO reload modules, damage modules, rof mods, ammo mods etc
I think it would definitely make the make the weaponry skill tree more interesting.
The optimisation skill could be applied to the weapon instead of the dropsuit to allow for more or better mods to applied. |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.06 19:31:00 -
[52] - Quote
Sgt Kirk wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? I'm not really sure what lore reasons wed have for a suit module to affect a weapon but I'm guessing it has something to do with the PG....idk. We'll make up a reason. if you put Kin Kats and. a ROF mod in the highslots with damage mods in the lows id like that. I always wanted codebreakers in the high. I'd say dampeners too but then shed have the problem we have now of having too many modules on one side. . But, I digress. I'd love to get a RoF mod in the high in trade of damage mods. Nope, nope, nope. If we getting a shiny new module then it should go into lowslots and not high so armor tanked suits could abuse it.
ROF mod= lowslot Damage mod= highslot
ROF mod would aswell make more sense on minmatarr suits since they are known for fast firing weapons. Shield tanked, fast moving and guns blazing.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Heimdallr69
Negative-Feedback.
6
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Posted - 2015.07.06 20:47:00 -
[53] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? I'd say rof mod low..last thing we need is a rof buff for weapons that have pinpoint accuracy (ACBR,Carthum,AR, hmg) Maybe I'm just overthinking it.. Either way I'm glad you don't intend to make them both high mods
Removed inappropriate content - CCP Logibro
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Thokk Nightshade
Montana Militia
989
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Posted - 2015.07.06 21:28:00 -
[54] - Quote
No to moving damage mods to the low. This would destroy my Calmando. We have no low slots at all until Proto. This would totally take a Calmando (the optimal Sniper/av/ranged hitter) and take away it's best asset: the ability to stack damage mods. Sooooo, sorry. I need my limited low slots for energizers to help the pathetic shield regen it has.
Thokk Kill. Thokk Crush. Thokk Smash.
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.06 22:22:00 -
[55] - Quote
Can we ignore the argument of "no it would destroy my x suit"
It wont destroy it, you'll have to adapt to the new environment.
Yeah, my Gallente Commando wouldn't have a damage mod anymore but that's hardly a reason to oppose it just because it makes me change my playstyle.
Now, for the balance side arguments those have a lot more merit than just saying the before mentioned argument.
Lucent Echelon Chat Channel is fixed
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Thokk Nightshade
Montana Militia
989
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Posted - 2015.07.06 22:47:00 -
[56] - Quote
Sgt Kirk wrote:Can we ignore the argument of "no it would destroy my x suit"
It wont destroy it, you'll have to adapt to the new environment.
Yeah, my Gallente Commando wouldn't have a damage mod anymore but that's hardly a reason to oppose it just because it makes me change my playstyle.
Now, for the balance side arguments those have a lot more merit than just saying the before mentioned argument.
Point taken. I was all about the strafe nerf and cutting the myofib jumps which was a huge hit to playstyles not my own.
However, for balance, this DOES really limit Caldaris in general due to the limited high slots and an ROF bump on the RR will make it even harder to control.
Thokk Kill. Thokk Crush. Thokk Smash.
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Doc DDD
TeamPlayers Negative-Feedback
501
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Posted - 2015.07.07 02:23:00 -
[57] - Quote
Precision scanners shield extenders energizers damage mods pg mod myofibril
plenty of high slot modules, if anything we could use more types of extender modules similar to the types of armor modules. A shield module that that gives twice as much shield with a recharge penalty for example.
Moving damage mods to low slot of infantry and vehicles brings some balance to an equation currently slanted in one direction. The highest EHP should not also have the highest dps. Cal commandos are getting a second low slot from standard to proto, that allows them to actually put shields iin thier high slots. If you want to stick 5 damage mods in your lows on a gal assault and snipe, ehp is going to be low.
More variety in the high slots should come from modules that help balance the suits and work to thier strengths. |
Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.07.07 05:54:00 -
[58] - Quote
benandjerrys wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Careful now... You're starting to talk more like a player then a dev. Keep that up and they'll ship you over to sort out the aegis update missile qq on the high side forums. If you want to be literal about it Rattati is the first player, he was here before all of us and now he's the captain of this carzy ship
CPM 1 mail me your feedback and remember to have fun!
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.07 07:09:00 -
[59] - Quote
Tebu Gan wrote:Aeon Amadi wrote:Evan Gotabor wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Be careful about moving the damage mod. If you do this, it will hit pretty hard the armor tanked commandos... It might benefit on most dropsuits, but commandos... My only beef about moving damage mods to the low slot (apart from it having nothing to do with what this thread was about) is that it further narrows the high slot variety. Armor tankers will then have this selection to choose from: Precision Enhancers Shield Modules Which... Would then -require- the existence of RoF mods or moving Codebreakers to the highs because then we'll run (inevitably) into issues of Dual-Tanking because Precision Enhancers aren't exactly the most useful thing in the world. Especially to a suit that can make little use of it (Sentinels). Welcome to the shield suits life!
Sure, because having access to three different types of biotics, codebreakers, profile dampeners, and range enhancers is -totally- a fair comparison point.
10% of US schools no longer teach Cursive. A decade from now, 10% of the US isn't going to understand all the squiglies.
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jordy mack
WarRavens D.E.F.I.A.N.C.E
609
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Posted - 2015.07.07 12:56:00 -
[60] - Quote
Indianna Pwns wrote:Why not remove all weapon related mods away from the dropsuit and allow people to apply mods directly to the weapon?
this is the logical way, how does a dropsuit make a gun shoot faster/harder?
we do need more variety when it comes to mods but i think ROF + dmg mods could be very problematic, even game breaking when applied to certain guns. mostly explosive and rail tech.
Less QQ more PewPew
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