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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.07.07 20:13:00 -
[61] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
keep damage mods in high because it helps us Caldari Commandos snipe!
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Omega Nox
Consolidated Dust
108
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Posted - 2015.07.08 10:53:00 -
[62] - 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?
GRAVITY
Mordu's walking quafe mascot.
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Omega Nox
Consolidated Dust
108
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Posted - 2015.07.08 11:16:00 -
[63] - Quote
Aeon Amadi wrote: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.
noticed your sig...75% of US schools can not teach people to read, so...
Mordu's walking quafe mascot.
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Doc DDD
TeamPlayers Negative-Feedback
504
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Posted - 2015.07.08 14:19:00 -
[64] - Quote
Sir Dukey wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? keep damage mods in high because it helps us Caldari Commandos snipe!
Cal commandos will have 2 lows. |
idlerowl
Old-Type Loud and Dawn
27
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Posted - 2015.07.08 16:57:00 -
[65] - Quote
Sir Dukey wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? keep damage mods in high because it helps us Caldari Commandos snipe!
It's very interesting !! And I remember Rattati sad this
Quote:#106Posted: 2015.05.28 23:38 | Report 13 I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
[url]https://forums.dust514.com/default.aspx?g=posts&m=2795859#post2795859[/url]
By [Feedback] Logistics Slot Progression
I think that the concern is got rid of by separating a category So I suggest that make new category "Support weapon or Middle weapon " ,
Support weapon DMF is high CPU/PG or low increasing rate, 1% 3% 5% .
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.08 23:17:00 -
[66] - Quote
idlerowl wrote:Sir Dukey wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? keep damage mods in high because it helps us Caldari Commandos snipe! It's very interesting !! And I remember Rattati sad this Quote:#106Posted: 2015.05.28 23:38 | Report 13 I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
[url]https://forums.dust514.com/default.aspx?g=posts&m=2795859#post2795859[/url] By [Feedback] Logistics Slot Progression I think that the concern is got rid of by separating a category So I suggest that make new category "Support weapon or Middle weapon " , Support weapon DMF is high CPU/PG or low increasing rate, 1% 3% 5% . Support weapon? That would mean everyone would run around with a swarm launcher. No.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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idlerowl
Old-Type Loud and Dawn
27
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Posted - 2015.07.09 11:53:00 -
[67] - Quote
Bright Cloud wrote:idlerowl wrote:Sir Dukey wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? keep damage mods in high because it helps us Caldari Commandos snipe! It's very interesting !! And I remember Rattati sad this Quote:#106Posted: 2015.05.28 23:38 | Report 13 I kind of wish we had a support weapon slot, for MD's, LR, PLC, Shotgun, Sniper and Swarm, to distinguish from "Rifles". Then Logis could be good at them, and bad at the others.
[url]https://forums.dust514.com/default.aspx?g=posts&m=2795859#post2795859[/url] By [Feedback] Logistics Slot Progression I think that the concern is got rid of by separating a category So I suggest that make new category "Support weapon or Middle weapon " , Support weapon DMF is high CPU/PG or low increasing rate, 1% 3% 5% . Support weapon? That would mean everyone would run around with a swarm launcher. No.
I think support weapon ( = middle weapon) is not sidearm .
Like this : Scout light ; middle & side arm slot , and EWAR bonus Logi light [& side only ammarr] slot ,and equipment bonus AS light ; middle & side srm slot , and light weapon bonus Comma light ;middle & side arm slot , and middle (= support) weapon bonus Senti light ; heavy & side arm slot , and heavy weapon bonus
I suggest Logi and Senti role cant middle weapons . And commando Role bonus to middle weapons .
New category |
Marcus Stormfire
G.R.A.V.E The Ditanian Alliance
111
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Posted - 2015.07.09 20:19:00 -
[68] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
-Be very careful with a ROF mod for the lows. Think of all the HMG carnage that can be dished out. ROF mod might need a penalty such as a walk speed reduction while firing.
-Damage Mods in the lows might be an idea. Trade off tank for damage. Current Meta: Damage Mods in Mid slots, Nerfs Shield tankers while Armor tankers are largely unaffected. New Meta: Damage Mods in the low slots. Shield tankers still get nerfed by loosing their regulators however now Armor tankers will have to make the same decisions that shield tankers need to make.
Spit-balling: -Combat Modules? different from the slot design, used for stuff like ROF enhancement. Takes it's roots from the EvE online Hard-wiring implants.
-My Thoughts: Damage mods in the lows so the unintentional nerf to shield tankers is fixed by extending the Tank vs. Damage decisions to Armor tankers , ROF Mods in the Mid slots.
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
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Imp Smash
Molon Labe. RUST415
872
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Posted - 2015.07.10 01:20:00 -
[69] - Quote
If you did move damage slots to the low you would invariably have to make a different kind of mod.
Personally, I don't think you should move damage mods to low. Quite simply -- you still have the same issue as before -- one tank type gets extra damage and tank, whereas the other tank type has to choose.
However, shield suits need a DPS modifier for their low slots.
Instead of an RoF mod which will be a nightmare to balance -- how about an accuracy mod? For the lows for shield suits a mod that reduced dispersion, recoil, or both in somewhat lesser amounts would allow shield suits to get more damage out of their guns without the balancing issues of an RoF mod. It would also help with the two weapons that are racially run on traditionally shielded suits (Min combat rifles and Caldari Rail rifles) that would get the most out of these mods. These two weapons suffer from recoil and dispersion more than assault and scrambler rifles (the armor suit's racial guns) and would get a larger DPS increase from it. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
214
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Posted - 2015.07.10 03:32:00 -
[70] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2854362#post2854362 <<< go here I made some suggestions.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Jenni Welsh
Reincarnation Incorporated
24
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Posted - 2015.07.11 04:21:00 -
[71] - Quote
I got another one that would be great... Projectile Speed Mods (increased, and decreased). Basically it would allow certain weapons like the forge gun and more notably the plasma cannon to be more effective against dropships (the increase), and it would allow people whom are so used to every other sniping FPS to create a the delay that they are used to (the decrease). It would allow players to choose how they want to aim to be more to their liking, and best of all it could be easily explained as a "ammunition altering mod" (smaller faster rounds that maybe do a little less damage, and larger slower rounds that do a little more)!!!!!
So, what do people think???
(PS: If no one responds to this post in the next 3 days I will assume it got buried, and then I will create a separate post for it.) |
Stupid Blueberry
Negative-Feedback. Negative-Feedback
1
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Posted - 2015.07.11 06:17:00 -
[72] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
Recoil Stabilizers in the lows?
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
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Sequal's Back
Dead Man's Game
651
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Posted - 2015.07.11 10:30:00 -
[73] - Quote
Veg Hegirin wrote:If it ain't broke don't fix it
WON'T YOU PLEASE TAKE ME HOME !
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Veg Hegirin
DUST University Ivy League
87
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Posted - 2015.07.12 07:41:00 -
[74] - 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?
Thought you said "Denies", doh.
But in seriousness I meant that RoF would affect different weapons by different amounts in ways that aren't necessarily balanced. E.g. PLCs would see barely any change, ScR will only see a massive benefit but only on modded controllers (heat mechanics what), Gal assaults will benefit more the CRs etc
Just allow damage mods in both highs and lows. Easier to implement and no need to worry about balance issues like those |
idlerowl
Old-Type Loud and Dawn
27
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Posted - 2015.07.15 18:44:00 -
[75] - Quote
bump |
Sicerly Yaw
Corrosive Synergy No Context
677
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Posted - 2015.07.21 08:38:00 -
[76] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
so players should get to benefit from both damage and RoF? wouldn't that make certain weapons OP
and how would that help weapons that are semi auto or something like the BP
if RoF mods where to be introduced they should be high slot mods but damage mods should stay as high slot mods as well
I say that because being able to stack both would make suits like the minmatar scout or any of the minmatar suits become glass cannons and with the extra speed that they naturally have plus the increased clip size of the Min assault its just nightmarish
being able to push out so much damage so fast and getting in and out just as fast the Min have already have their run at FOTM this would just add on to that in my opinion
click here if you are making a new account and want some free BPO's
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Tweaksz
0uter.Heaven
289
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Posted - 2015.07.21 15:27:00 -
[77] - Quote
jordy mack wrote: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. Man you guys are thinking so 21st century. Eve is set in the motherfucking future! Tech be cray cray. Seriously though in various descriptions it states that the dropsuits can change a weapon's output, i.e. commando's description.
Pill Popping Madness!
FFS! Not every spanish speaker is Mexican, you may not be racist but you are ignorant as fuck.
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Fristname Family name
Opus Arcana Covert Intervention
389
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Posted - 2015.07.22 09:19:00 -
[78] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2252769#post2252769 just saying..
and it'll have spelling errors ect cause i use to use my tablet for forums.
BUILD MORE FARMS!
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.07.24 01:19:00 -
[79] - Quote
Jenni Welsh wrote:I got another one that would be great... Projectile Speed Mods (increased, and decreased). Basically it would allow certain weapons like the forge gun and more notably the plasma cannon to be more effective against dropships (the increase), and it would allow people whom are so used to every other sniping FPS to create the delay that they are used to (the decrease). It would allow players to choose how they want to aim to be more to their liking, and best of all it could be easily explained as a "ammunition altering mod" (smaller faster rounds that maybe do a little less damage, and larger slower rounds that do a little more)!!!!! So, what do people think??? (PS: If no one responds to this post in the next 3 days I will assume it got buried, and then I will create a separate post for it.)
Sniper rifles are hit scan weapons not projectile ones so there is no bullet travel time all it would be is a delay after you pull the trigger which you can simulate currently by waiting a fraction of a second before pulling the trigger. :)
Now with more evil.
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Heimdallr69
Negative-Feedback.
6
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Posted - 2015.07.24 04:36:00 -
[80] - Quote
Basically if you change the dmg mods to low then you will be catering to the armor meta..at least give shield users something useful..not change dmg mods so armor meta can get a shiny new toy..
No matter what you do there will be hurt feelings
Removed inappropriate content - CCP Logibro
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.24 06:30:00 -
[81] - Quote
Heimdallr69 wrote:Basically if you change the dmg mods to low then you will be catering to the armor meta..at least give shield users something useful..not change dmg mods so armor meta can get a shiny new toy..
No matter what you do there will be hurt feelings How is making armor choose between damage and tank catering to an armor meta? Having to choose instead of having both is exactly what needs to happen. I would argue for an introduction of damage application mods (recoil/dispersion reduction) be given to armor, but having the best health and the highest damage is not balanced.
Over thinking, over analyzing separates the body from the mind.
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Veg Hegirin
DUST University Ivy League
114
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Posted - 2015.07.24 08:41:00 -
[82] - Quote
Alena Ventrallis wrote:I would argue for an introduction of damage application mods (recoil/dispersion reduction) be given to armor, but having the best health and the highest damage is not balanced.
This makes infinitely more sense than a RoF mod
Scrub-a-dub-dub
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