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Thread Statistics | Show CCP posts - 2 post(s) |
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
148
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Posted - 2015.07.04 17:50:00 -
[1] - Quote
Personally I think this would be pretty nice; being able to run a suit with both hacking speed and movement speed. Securing a stealth hack for your team would become much easier.
The only downside I currently see with this is it may make scouts jump up the scoreboards if they constantly run around the field hacking every single little thing, and scouts that currently rely on extra shields or myo-fibs to get in and out would get shot in the foot by the move. The ability to run much faster would make up for it, though, I think.
Opinions on this? |
Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.07.04 17:52:00 -
[2] - Quote
They should be. Damage mods should be in low.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.04 20:03:00 -
[3] - Quote
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.
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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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.04 21:35:00 -
[4] - 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
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.04 21:39:00 -
[5] - Quote
I think it's fine how they are. That said it would make more sense for a Gallente module to be in the high slot since they are the only faction that doesn't have a unique high slot module.
It will hurt shield users and improve armor users. I'm not sure that it is the best coarse of action right now.
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Sicerly Yaw
Corrosive Synergy No Context
497
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Posted - 2015.07.04 22:59:00 -
[6] - Quote
DeadlyAztec11 wrote:I think it's fine how they are. That said it would make more sense for a Gallente module to be in the high slot since they are the only faction that doesn't have a unique high slot module.
It will hurt shield users and improve armor users. I'm not sure that it is the best coarse of action right now.
they hurt shield either way and it does make more sense to have them in high slots but I do not agree to damage mods being in low slots with the way things are currently
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
187
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Posted - 2015.07.05 01:24:00 -
[7] - Quote
Yeah, damage mod's are simply too low to be useful now, even if their in low slots, it won't help shield's one bit, shield suit's or rather all suit's, need a unique slot area, like a medium slot, for damage mod's. Each suit, would/should have 3 medium slot's for damage mod's, but I know, the game is what it is now, the slot number's can't be changed, only progression.
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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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 01:57:00 -
[8] - Quote
ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.07.05 02:13:00 -
[9] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Damage mods in low in exchange for Codebreakers and kincats in the high.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
245
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Posted - 2015.07.05 02:28:00 -
[10] - Quote
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.
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Let's bring back Dust/EvE cross content
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.05 03:09:00 -
[11] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 03:11:00 -
[12] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? RoF high would be good, Damage mods to low would be good, except AV weapon balance gets wonky with RoF mods.
But Damage mods are more useful to caldari because higher ROF means more pain in the ass recoil, the bane of the long range combatant.
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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Veg Hegirin
DUST University Ivy League
48
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Posted - 2015.07.05 03:26:00 -
[13] - Quote
If it ain't broke don't fix it |
DiablosMajora
195
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Posted - 2015.07.05 03:36:00 -
[14] - Quote
What if codebreakers became an equipment that let you hack installations, while removing that universal ability. You can still 'hack' objectives, just call it 'capture' instead.
Prepare your angus
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Starlight Burner
Arrary of Clusters
328
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Posted - 2015.07.05 03:40:00 -
[15] - Quote
Veg Hegirin wrote:If it ain't broke don't fix it
CEO of Arrary of Clusters, a close relations corporation
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 04:07:00 -
[16] - Quote
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?
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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Starlight Burner
Arrary of Clusters
328
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Posted - 2015.07.05 04:10:00 -
[17] - Quote
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?
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.07.05 04:18:00 -
[18] - 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? Little do you know :D
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
150
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Posted - 2015.07.05 05:01:00 -
[19] - Quote
It's great this thread became popular, but unfortunate that it immediately derailed from Codebreakers to damage mods.
Also, Rattati, in case you ever peek back in.
A while back I suggested green map icons to distinguish your own/your squad's equipment from someone else's, in instances like if your nano-hives or up-links had popped and someone else put theirs in the same place (so you can know it's safe to place more), or so you could tell where your up-links are to prevent trolls on your team placing up-links in hazardous spots, like glitching through walls and inside inescapable buildings (so you know a definite safe spawn point that isn't a CRU). You said this was a good idea, but soon after the Power Core idea came up and I'm sure you were thoroughly distracted with that.
Just wanted to be sure you remembered this or still had plans to implement it, or something similar? |
Kain Spero
Negative-Feedback
5
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Posted - 2015.07.05 05:02:00 -
[20] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low?
CCP Rattati, while I think the addition of ROF mods would be awesome I really thing DMG mods should be kept high with ROF mods in the lows.
I think code breakers are fine as they are in the lows.
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Cat Merc
Negative-Feedback. Negative-Feedback
17
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Posted - 2015.07.05 06:12:00 -
[21] - Quote
Nocturnal Soul wrote:CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? Damage mods in low in exchange for Codebreakers and kincats in the high. On one hand my Gallente would discover new sanic speeds never before seen from an armor tanker.
On the other hand the crying from the forums would be furious.
"To find out if they consent, poke the giant boobs. If they jiggle once, that means no. If twice, that means yes" - Anon
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Veg Hegirin
DUST University Ivy League
50
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Posted - 2015.07.05 06:17:00 -
[22] - Quote
RoF affects different weapons in different ways, and there's really no need for it |
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.05 07:04:00 -
[23] - Quote
Veg Hegirin wrote:RoF affects different weapons in different ways, and there's really no need for it who defines that?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Veg Hegirin
DUST University Ivy League
50
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Posted - 2015.07.05 08:15:00 -
[24] - 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?
The suggestion was thrown out and nobody has addressed it.
Or
Veg Hegirin wrote:Guys look, an elephant |
Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.05 08:20:00 -
[25] - Quote
CCP Rattati wrote:ROF mod in low? or fitting with Gallente, ROF in high and move dmg mods to low? No, make ROF mods lowslots.
Veg Hegirin wrote:RoF affects different weapons in different ways, and there's really no need for it No need for it? What? Shield tanked suits would finally have a way to increase their DPS without sacrificing their highslots to them. A caldari suit with more armor then shields is a no go for me and a ROF mod would help ALOT.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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shaman oga
Dead Man's Game
4
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Posted - 2015.07.05 08:43:00 -
[26] - Quote
CCP Rattati wrote:move dmg mods to low? For vehicles too?
Regressed to blueberry level.
Join Ashlander Tribes on ESO.
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Evan Gotabor
Prima Gallicus
192
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Posted - 2015.07.05 10:18:00 -
[27] - Quote
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...
Prima Gallicus diplomat
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.05 11:21:00 -
[28] - Quote
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).
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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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.05 11:38:00 -
[29] - 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. lol you have to learn alot when it comes to heat buildup mechanics. I will take small railguns as example on a maxxed out incubus. A small railgun fitted on a incubus can fire more shots before overheating because it is heat build up per second and not per projectile/bullet. The very same thing would apply to the assault scramble rifle and the HMG. So do you still want rate of fire mods in highslots knowing that amarr assaults will have DPS and can squeeze out more bullets before overheating? The very same thing applys to HMG's where armor tanked heavys would become even better as they allready are.
If we are getting new modules then they should go into lowslots and no tradeoffs like switching modules around. Dont want tripple dampened minscouts that have aswell 3 codebreakers. It would break PC cause then speedhackers are allmost undetectable and it would become downright annoying.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Vitharr Foebane
2
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Posted - 2015.07.05 13:20:00 -
[30] - Quote
Jaysyn Larrisen wrote: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. You also slip another dagger into the back of the badly flagging heavy AV role
Amarr Omnisoldier: Assault, Commando, Logistics, Scout, Sentinel at V
My faith is in my God, my Empress, and my Laz0r
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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.
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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.......
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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
|
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
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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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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
|
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
|
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
|
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
|
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
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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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