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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.09 19:22:00 -
[1] - Quote
as CCP ratatti allready brought up in a different thread we might get rate of fire enhancing modules which should go into lowslots. However to make them viable they have to do more then just increasing the rate of fire due to some weapons have charge up times etc. What im looking at is that this module should reduce the charge up time for all weapons that have it (rail rifles, magsecs, scramblers etc.) and aswell grant the rate of fire bonus. The reasoning behind that is that damage mods dont just simply improve direct hit damage but aswell splash damage for massdrivers etc. So with that in mind i was thinking about a lineup like this:
Light weapon rate of fire enhancers
- Basic= +3% rate of fire and -3% charge time
- Enhanced= +5% rate of fire and -5% charge time
- Complex= +7% rate of fire and -7% charge time
Heavy weapon rate of fire enhancers
- Basic= +3% rate of fire and -3% charge time
- Enhanced= +4% rate of fire and -4% charge time
- Complex=+5% rate of fire and -5% charge time
Sidearm rate of fire enhancers
- Basic= +4% rate of fire and -4% charge time
- Enhanced= +6% rate of fire and -6% charge time
- Complex= +8% rate of fire and -8% charge time
The values are exact mirrors to damage mods. The thing which is going to make them a bit weaker then damage mods is that they do not increase the damage per clip and only the DPS. So in a gunfight you will run out of ammo much quicker compared to some one who has damage mods fitted. I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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TheEnd762
SVER True Blood RUST415
782
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Posted - 2015.07.09 19:29:00 -
[2] - Quote
Great, just what we need. Combat Rifles with even faster ROF. |
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
191
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Posted - 2015.07.09 19:31:00 -
[3] - Quote
I wonder what an HMG would look like with RoF mods stacked. |
Hector Carson
G0DS AM0NG MEN New Eden's Heros
204
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Posted - 2015.07.09 19:38:00 -
[4] - Quote
Most weapons don't even have a charge time so how exactly would the -7% charge time work?????
Tank Boss
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 19:39:00 -
[5] - Quote
No-one-ganks like-Gaston wrote:I wonder what an HMG would look like with RoF mods stacked.
nasty as sh*t
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 19:41:00 -
[6] - Quote
Hector Carson wrote:Most weapons don't even have a charge time so how exactly would the -7% charge time work?????
Forge gun, Scram rifle, IoP, bolt pistol, PLC would get a 5-8% reduction in their charge times per module. their rate of fire is limited by charge times.
Rail Rifle would get 7% to charge time AND rate of fire.
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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Hector Carson
G0DS AM0NG MEN New Eden's Heros
204
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Posted - 2015.07.09 19:47:00 -
[7] - Quote
Breakin Stuff wrote:Hector Carson wrote:Most weapons don't even have a charge time so how exactly would the -7% charge time work????? Forge gun, Scram rifle, IoP, bolt pistol, PLC would get a 5-8% reduction in their charge times per module. their rate of fire is limited by charge times. Rail Rifle would get 7% to charge time AND rate of fire. sorry had to edit my post before you said something
Tank Boss
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.09 20:11:00 -
[8] - Quote
Hector Carson wrote:Most weapons don't even have a charge time so how exactly would the -7% charge time work?????
Plus also taking into account the Plasma Cannon, Forge Gun, Bolt Pistol, and Charge Sniper, the Module would basically cancel itself out for these weapons It would not apply just like the splash damage bonus from damage mods to normal rifles.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Marcus Stormfire
G.R.A.V.E The Ditanian Alliance
111
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Posted - 2015.07.09 20:22:00 -
[9] - Quote
No-one-ganks like-Gaston wrote:I wonder what an HMG would look like with RoF mods stacked.
I suspect that they will be very Scary. I propose there should be a penalty per Mod such as a walk speed reduction while firing.
- If implemented then perhaps move the ROF to the mid slot and the Damage mods to the Low slot. If you want Hellish damage then you are going to have to sacrifice a good portion of your tank.
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
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Hector Carson
G0DS AM0NG MEN New Eden's Heros
204
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Posted - 2015.07.09 20:24:00 -
[10] - Quote
ok just to be blunt this module needs more stats, you need to be more specific on what this module affects and what they affect otherwise this module makes no sense.
Give the Module an affect for if it is a charge up weapon it gives a shorter charge time EXCLUDING the RR
Tank Boss
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.09 20:48:00 -
[11] - Quote
Hector Carson wrote:ok just to be blunt this module needs more stats, you need to be more specific on what this module affects and what they affect otherwise this module makes no sense.
Give the Module an affect for if it is a charge up weapon it gives a shorter charge time EXCLUDING the RR the rail rifle is not really usable due to the insane hip fire kick. And as ive sayd it makes your gun shot faster and reduces the charge time for weapons that have a charge up time. Like forgeguns, rail rifles, bolt pistols, ion pistols etc. Its a simple design to approach DPS increase for shield tanked suits. It should aswell be obvious that the faster your gun fires the worse the dispersion and kick gets. But thats just normal for every FPS game.
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 - 2015.07.09 21:06:00 -
[12] - Quote
Breakin Stuff wrote:Hector Carson wrote:Most weapons don't even have a charge time so how exactly would the -7% charge time work????? Forge gun, Scram rifle, IoP, bolt pistol, PLC would get a 5-8% reduction in their charge times per module. their rate of fire is limited by charge times. Rail Rifle would get 7% to charge time AND rate of fire. Sorry I don't understand does that mean the spool for the arr would then be 0.321 or 0.279? These are guesstimates as I didn't calculate
Removed inappropriate content - CCP Logibro
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
212
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Posted - 2015.07.09 21:33:00 -
[13] - Quote
Hmm, I like... Would also help low DPS weapon's in general and unbalanced weapon's, but would also make amarr and gallente scary, but less HP overall for them, fine Cloud... You win my +1
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 21:34:00 -
[14] - Quote
I think base charge time is 0.6 for the RR. I have to look at my spreadsheet collection.
Now imagine the firepower output of someone with a full rack of damage mods and a full rack of RoF mods.
Glass cannon from hell. Puts out a wall of death.
Dies if a small child busts ass nearby.
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 - 2015.07.09 21:45:00 -
[15] - Quote
Befor eI even think about ROF mods, I want to see dispersion/recoil mods.
Over thinking, over analyzing separates the body from the mind.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
212
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Posted - 2015.07.09 22:15:00 -
[16] - Quote
Breakin Stuff wrote:I think base charge time is 0.6 for the RR. I have to look at my spreadsheet collection.
Now imagine the firepower output of someone with a full rack of damage mods and a full rack of RoF mods.
Glass cannon from hell. Puts out a wall of death.
Dies if a small child busts ass nearby.
That'd be fun, and the RR's charge is 0.45, 0.30 for the ARR and Magsec, .40 on the BP, and 1.0 on the CSR I believe. However using a google calculator the charge time reduction's are extremely low when putting on even an 8% one, 35% would give the RR, ARR charge time at: 0.2925 or simplistically 0.34. The ARR specifcally however, the charge time would go down to: 0.195 or 0.24, BP would simply be 0.26. CSR: 0.65.
To prevent extreme stacking's, the penalties need to be unique to the ROF mod's, 1st one should give full, 2nd one should only give 10%, and 3rd 5% of any further one's would be 2.5 and 1.25 for 5th mod.
Just my 10 isk.
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.09 22:28:00 -
[17] - Quote
The only way you're getting 35% is with 5 mods and no penalties.
3 mods at 7% is right around an 18% bonus after stacking penalties, rather than 21%.
Past 3 mods the additional units become increasingly useless and at 5 if I recall the benefit of a 7% mod hovers between 1-2%.
Heavy mods are even worse.
It's almost never feasible to stack more than 3 mods of any given type.
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
214
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Posted - 2015.07.09 22:44:00 -
[18] - Quote
Breakin Stuff wrote:The only way you're getting 35% is with 5 mods and no penalties.
3 mods at 7% is right around an 18% bonus after stacking penalties, rather than 21%.
Past 3 mods the additional units become increasingly useless and at 5 if I recall the benefit of a 7% mod hovers between 1-2%.
Heavy mods are even worse.
It's almost never feasible to stack more than 3 mods of any given type.
I'm stating 35% at Proto actually.
As for ROF, at 6-8-10%'s it's perfect, 10% is more than enough for the slow ROF of the RR.
(With 10% prototype)
RR: would be 507.694 or 508.9 ROF
ARR: would be 660
(Assuming that we don't use handheld unique mod's)
Magsec: 717.387 or 718.8 ROF
BP: ROF 78.199 or 79.9
Google calc's gotta love it.
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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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.09 22:45:00 -
[19] - Quote
TheEnd762 wrote:Great, just what we need. Combat Rifles with even faster ROF.
If it effects dispersion enough to make hipfire more difficult, it wouldn't be that bad of a problem. Now, is someone is ADS, yeah that would be nasty with the accuracy included but then they are immobile within range of basically every weapon but the HMG.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.09 22:48:00 -
[20] - Quote
Breakin Stuff wrote:The only way you're getting 35% is with 5 mods and no penalties.
3 mods at 7% is right around an 18% bonus after stacking penalties, rather than 21%.
Past 3 mods the additional units become increasingly useless and at 5 if I recall the benefit of a 7% mod hovers between 1-2%.
Heavy mods are even worse.
It's almost never feasible to stack more than 3 mods of any given type. After 3 complez it is 18.04, 4 is an extra 2% and 5 is only an extra .74 for a total of 21.27%
Thokk Kill. Thokk Crush. Thokk Smash.
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Imp Smash
Molon Labe. RUST415
872
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Posted - 2015.07.10 01:27:00 -
[21] - Quote
I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF mods in moderate numbers while maintaining a reasonable amount of tank and/or speed. As I suggested in the other thread, I think an accuracy mod would be better. It's a bit more skill reward based -- and it can't be abused by modded controllers that can reset the resulting dispersion/recoil penalties that would come with an RoF mod. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
214
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Posted - 2015.07.10 03:30:00 -
[22] - Quote
Imp Smash wrote:I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF mods in moderate numbers while maintaining a reasonable amount of tank and/or speed. As I suggested in the other thread, I think an accuracy mod would be better. It's a bit more skill reward based -- and it can't be abused by modded controllers that can reset the resulting dispersion/recoil penalties that would come with an RoF mod.
Well it won't effect Tac weapons, so you won't see ScR RoF and DMG mods on an amarr, unless its assault, 10% will only get you so much increased RoF, if you made RoF penalties uniquely give half at 2nd and half at 3rd, WHILE applying EvE penalties, you won't see a huge number of players utilising them.
Yes CR gets a RoF, but due to burst intervals, it wouldn't be a major buff, unless again, its assault, AR and BAR, sure maybe, but given my suggestion above, your looking at a little less than 15% RoF increase. at best.
I'm on Ps3 sending this through so i won't give stats.
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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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.10 10:17:00 -
[23] - Quote
Imp Smash wrote:I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF mods in moderate numbers while maintaining a reasonable amount of tank and/or speed. As I suggested in the other thread, I think an accuracy mod would be better. It's a bit more skill reward based -- and it can't be abused by modded controllers that can reset the resulting dispersion/recoil penalties that would come with an RoF mod. The very same thing can be sayd about damage mods. A scrambler/tac AR gets more damage out of the module then a assault combat rifle. So that logic is flawed.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Sleepy Shadow
Qualified Scrub
396
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Posted - 2015.07.10 12:20:00 -
[24] - Quote
What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
=ƒÿ¦
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.10 12:30:00 -
[25] - Quote
Neither for or against this one just yet, but ...
1. Seems when a gaggle of HMGs are going off nearby, framerate is at increased odds of taking a hit. Especially when in extreme close quarters (i.e. under 10m). Do you think the engine can process/compute faster HMG (or CR) fire without impacting performance?
2. TTK at the shallow end of the HP Pool presently leaves little room for error. Are you concerned about the possibility of creating new viability issues for units operating in the 215-400HP range?
3. Would love to see more module diversity in play and better armor v shield interplay, but couldn't these goals be accomplished more directly (and at lesser risk) by simply making plates less attractive?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.10 13:35:00 -
[26] - Quote
Sleepy Shadow wrote:What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
We need it as a way to increase the DPS on shield suits. Armor suits have damage mods to increase their DPS. The reason why shield suits+damage mods is a no go is simply the fact that you give up a primary module slot to gain damage, while on armor suits their primary tank stays intact when fitting damage mods into highslots.
The grim alternative from Ratatti would be to move damage mods into lowslots and that would mean armor gets the short stick. So what would you prefer:
- A game where you have damage mods in highslots and rate of fire modules in lowslots
- A game where you only have damage mods but they would go into lowslots
If you dont support it then Ratatti just simply takes the second option which devalues all of your armor suits.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Clips A'hoy
Incorruptibles
271
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Posted - 2015.07.10 14:11:00 -
[27] - Quote
I honestly feel there has to be a balancing factor to these modules. DMG mods have their own problems but they don't increase RoF at all. An increase in RoF in addition to DMG mods could become a pickle quite fast.
My idea is to give the modules an increase in RoF (duh!) but to also reduce the DMG by a percentage. Here's why, assuming a 4/4 suit wants to stack two DMG mods and two RoF mods, their damage output would quadruple in an instant without any drawbacks.
As a balancing factor I hypothetically propose,
+8% RoF, -2% DMG
(The same could be done with DMG mods if necessary)
The user still gets a nice DPS increase, but not as much as it would be. They can still use two damage mods and not go overboard about it.
In my opinion this would be a nice way to implement them without making them overpowered with ridiculous fits.
I sometimes fill my bathtub with Jell-o, then I proceed to curl up and pretend I'm a fetus.
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.10 14:14:00 -
[28] - Quote
Hector Carson wrote:Most weapons don't even have a charge time so how exactly would the -7% charge time work?????
Plus also taking into account the Plasma Cannon, Forge Gun, Bolt Pistol, and Charge Sniper, the Module would basically cancel itself out for these weapons Indeed.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Meee One
Amakakeru-Ryu-no-Hirameki
1
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Posted - 2015.07.10 14:43:00 -
[29] - Quote
These rof mods could be a problem.
Remember how burst HMGs dramatically overpowered repair tools? Remember how everyone started using them because of that fact? Remember how they got drastically nerfed because of the fact they were so OP?
I would like the ROF mods to effect equipment. More frequent scans. Faster repairs. Faster hive pulses. Faster cloak recharge. Etc.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Sleepy Shadow
Qualified Scrub
397
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Posted - 2015.07.10 15:12:00 -
[30] - Quote
Bright Cloud wrote:Sleepy Shadow wrote:What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
We need it as a way to increase the DPS on shield suits. Armor suits have damage mods to increase their DPS. The reason why shield suits+damage mods is a no go is simply the fact that you give up a primary module slot to gain damage, while on armor suits their primary tank stays intact when fitting damage mods into highslots. The grim alternative from Ratatti would be to move damage mods into lowslots and that would mean armor gets the short stick. So what would you prefer:
- A game where you have damage mods in highslots and rate of fire modules in lowslots
- A game where you only have damage mods but they would go into lowslots
If you dont support it then Ratatti just simply takes the second option which devalues all of your armor suits.
IGÇÖm not a fan of any module that alters gun performance and that includes damage mods. And CCP should have added middle slots from the start anyway; we wouldnGÇÖt have this problem if they had. All races could add damage mods or other performance altering mods without sacrificing their main tank.
And if this came to be, I have no problems sacrificing my reps to get RoF. So I would have three damage mods and two RoF mods which would, again, vastly outdo the Caldari as they cannot sacrifice that many high slots but I can sacrifice two low slots. I can always carry a nifty hive to replenish my armour or swap to reactive plates.
These modules would also be very popular for heavies. Their base HP is so high that a Gallente or Amarr slapping RoF mods instead of plates would be very popular, especially if they are leashed by a logi. I guess the Caldari could use damage mods instead but thatGÇÖs a harsh price to pay.
I would honestly advocate middle slots rather than new modules that have the chance to really make a mess. Or just get rid of the damage mods. Everyone happy then?
=ƒÿ¦
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Starlight Burner
Arrary of Clusters
343
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Posted - 2015.07.10 16:08:00 -
[31] - Quote
TheEnd762 wrote:Great, just what we need. Combat Rifles with even faster ROF.
CEO of Arrary of Clusters, a close relations corporation
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
225
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Posted - 2015.07.10 16:18:00 -
[32] - Quote
Adipem Nothi wrote:Neither for or against this one just yet, but ...
1. Seems when a gaggle of HMGs are going off nearby, framerate is at increased odds of taking a hit. Especially when in extreme close quarters (i.e. under 10m). Do you think the engine can process/compute faster HMG (or CR) fire without impacting performance?
2. TTK at the shallow end of the HP Pool presently leaves little room for error. Are you concerned about the possibility of creating new viability issues for units operating in the 215-400HP range?
3. Would love to see more module diversity in play and better armor v shield interplay, but couldn't these goals be accomplished more directly and at lesser risk/effort by simply making plates less attractive?
1. It would only effect fully automatic model's due to the fact that burst model have firing interval's, and tactical's are set to 600, you wouldn't see a considerable change.
2. The only way that could happen is as if they stacked ROF mod's in exchange for plates in the first place, you won't see people running stacked ROF mod's, you'll more than likely see 1 with less HP considering how high the ROF on most weapon's are.
3. You seem to forget that this RoF mod would also reduce the charge spool on caldari weapon's (I guess it would effect the SCR in term's of charge time rather than ROF anyhow) and given that their in the low slot, it would help shield's much more than armor's.
People only seem to be thinking of min and amarr weapon's, but remember the human hand can only fire so fast on a tac (curse you modded controller's) and the burst weapon's have interval's. Still, your risking more HP and fighting against player's who may run anti armor weapon's like the RR's and such, if your a shield player, it'd help greatly to have a shield mod in the low's.
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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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.10 16:42:00 -
[33] - Quote
Meee One wrote:These rof mods could be a problem.
Remember how burst HMGs dramatically overpowered repair tools? Remember how everyone started using them because of that fact? Remember how they got drastically nerfed because of the fact they were so OP?
I would like the ROF mods to effect equipment. More frequent scans. Faster repairs. Faster hive pulses. Faster cloak recharge. Etc. No. We allready have perma scanning gal. logis, reptools are allready borderline OP on minlogis and if you want to have a better cloak regen then use a better cloak. And lol nanohive. This here is about weapons, not equipment. I highly question it that anyone in their right mind would want that you could do perma scans with just 1 scanner. If you want a seperate module that affect equipment usage then make your own idea but do not try to pervert the idea of ROF modules to your liking.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Hector Carson
G0DS AM0NG MEN New Eden's Heros
205
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Posted - 2015.07.10 19:56:00 -
[34] - Quote
Bright Cloud wrote:Hector Carson wrote:ok just to be blunt this module needs more stats, you need to be more specific on what this module affects and what they affect otherwise this module makes no sense.
Give the Module an affect for if it is a charge up weapon it gives a shorter charge time EXCLUDING the RR the rail rifle is not really usable due to the insane hip fire kick. And as ive sayd it makes your gun shot faster and reduces the charge time for weapons that have a charge up time. Like forgeguns, rail rifles, bolt pistols, ion pistols etc. Its a simple design to approach DPS increase for shield tanked suits. It should aswell be obvious that the faster your gun fires the worse the dispersion and kick gets. But thats just normal for every FPS game. I'm sorry but the mechanics for this module seem a little complex idk if CCP would waste there time with a useless module
Command gk.0
Sentinel gk.0
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
226
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Posted - 2015.07.10 20:16:00 -
[35] - Quote
Hector Carson wrote:Bright Cloud wrote:Hector Carson wrote:ok just to be blunt this module needs more stats, you need to be more specific on what this module affects and what they affect otherwise this module makes no sense.
Give the Module an affect for if it is a charge up weapon it gives a shorter charge time EXCLUDING the RR the rail rifle is not really usable due to the insane hip fire kick. And as ive sayd it makes your gun shot faster and reduces the charge time for weapons that have a charge up time. Like forgeguns, rail rifles, bolt pistols, ion pistols etc. Its a simple design to approach DPS increase for shield tanked suits. It should aswell be obvious that the faster your gun fires the worse the dispersion and kick gets. But thats just normal for every FPS game. I'm sorry but the mechanics for this module seem a little complex idk if CCP would waste there time with a useless module
It's not a complex mechanic, it's practically similar to the damage mod's, but effect's the stats of a weapons' charge time and ROF, and you say it's useless cause it would help weapon's with incomprehensibly slow fire rate's.
Simply put: If a weapon has a charge spool (RR) it's charge spool would be effected and it's ROF, if it's simply a slow ROF weapon (BAR) then it simply get's the ROF increase, no charge time is in the BAR so it there. And if you increase the charge time for a scrambler shot, that in of itself would balance out the module.
I used google to find the best number's, number's that would allow both caldari weapon's and other weapon's to improve,
Charge Time Reduction: Basic 25% Adv 30% Proto 35%
RoF Increase: Basic 6% Adv 8% Proto 10%
Perfect number's, and if you actually read my comment's which I'm sure you probably, like most people do, ignore an entire page's worth of comment's that lead upto this. You also know that we (myself actually) came up with a solution for penalties in term's of stacking. Take your time and read the comment's.
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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Imp Smash
Molon Labe. RUST415
872
|
Posted - 2015.07.11 03:54:00 -
[36] - Quote
Bright Cloud wrote:Imp Smash wrote:I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF mods in moderate numbers while maintaining a reasonable amount of tank and/or speed. As I suggested in the other thread, I think an accuracy mod would be better. It's a bit more skill reward based -- and it can't be abused by modded controllers that can reset the resulting dispersion/recoil penalties that would come with an RoF mod. The very same thing can be sayd about damage mods. A scrambler/tac AR gets more damage out of the module then a assault combat rifle. So that logic is flawed.
Er...I don't see how that follows. How is 'that logic flawed" if your assertion is true and scram/Tac AR get more of damage mods than ACRs? And how does that affect modded controllers? Or the self limiting factor of ROF modules where higher fire rates affect accuracy?
You aren't making any sense to me -- so you'll have to explain this one. |
Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.07.11 11:06:00 -
[37] - Quote
Imp Smash wrote:Bright Cloud wrote:Imp Smash wrote:I don't think ROF is the way to go to be honest. Some weapons would get far more benefit than others. People could theoretically gravitate to the weapons that would get the most benefit from RoF, then put on both damage and RoF mods in moderate numbers while maintaining a reasonable amount of tank and/or speed. As I suggested in the other thread, I think an accuracy mod would be better. It's a bit more skill reward based -- and it can't be abused by modded controllers that can reset the resulting dispersion/recoil penalties that would come with an RoF mod. The very same thing can be sayd about damage mods. A scrambler/tac AR gets more damage out of the module then a assault combat rifle. So that logic is flawed. Er...I don't see how that follows. How is 'that logic flawed" if your assertion is true and scram/Tac AR get more of damage mods than ACRs? And how does that affect modded controllers? Or the self limiting factor of ROF modules where higher fire rates affect accuracy? You aren't making any sense to me -- so you'll have to explain this one. Proto scrambler does 71,5HP damage add a +7% damage mod and you do 76,51HP damage Proto assault combat rifle does 21.83 HP damage add a +7% damage mod and you do 23.36HP damage
As you can see the scrambler gets more damage per bullet then the ACR. The damage per clip on the scrambler rifle is significantly greater then that from the ACR.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.11 11:50:00 -
[38] - Quote
I'm on the fence here.
I like RoF adjusting mods.
I'm on the fence until I know how this stuff is going to work.
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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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.07.11 20:59:00 -
[39] - Quote
Breakin Stuff wrote:I'm on the fence here.
I like RoF adjusting mods.
I'm on the fence until I know how this stuff is going to work. put module on suit= your gun shots faster by the amount that the module provides. Its not really rocket science.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Ydubbs81 RND
Negative-Feedback
3
|
Posted - 2015.07.12 03:50:00 -
[40] - Quote
Plus one
Shield tanking is hard mode /period.
> Check RND out here
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.07.12 04:07:00 -
[41] - Quote
Geez I'm going to come back to a completely different game....
Overall: Seems like a good idea....but it's really one of those things that will have to be played out in order to see how good it is
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
233
|
Posted - 2015.07.12 19:54:00 -
[42] - Quote
Sleepy Shadow wrote:Bright Cloud wrote:Sleepy Shadow wrote:What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
We need it as a way to increase the DPS on shield suits. Armor suits have damage mods to increase their DPS. The reason why shield suits+damage mods is a no go is simply the fact that you give up a primary module slot to gain damage, while on armor suits their primary tank stays intact when fitting damage mods into highslots. The grim alternative from Ratatti would be to move damage mods into lowslots and that would mean armor gets the short stick. So what would you prefer:
- A game where you have damage mods in highslots and rate of fire modules in lowslots
- A game where you only have damage mods but they would go into lowslots
If you dont support it then Ratatti just simply takes the second option which devalues all of your armor suits. IGÇÖm not a fan of any module that alters gun performance and that includes damage mods. And CCP should have added middle slots from the start anyway; we wouldnGÇÖt have this problem if they had. All races could add damage mods or other performance altering mods without sacrificing their main tank. And if this came to be, I have no problems sacrificing my reps to get RoF. So I would have three damage mods and two RoF mods which would, again, vastly outdo the Caldari as they cannot sacrifice that many high slots but I can sacrifice two low slots. I can always carry a nifty hive to replenish my armour or swap to reactive plates. These modules would also be very popular for heavies. Their base HP is so high that a Gallente or Amarr slapping RoF mods instead of plates would be very popular, especially if they are leashed by a logi. I guess the Caldari could use damage mods instead but thatGÇÖs a harsh price to pay. I would honestly advocate middle slots rather than new modules that have the chance to really make a mess. Or just get rid of the damage mods. Everyone happy then?
Not really, there's still the fact that armor out right beats shield's 90% of the time, and also you can't add medium slot's, too late for that. If shield's must sacrifice HP for damage mod's, armor must sacrifice HP for ROF mod's, that's the logic here.
Switching to reactive's still mean's you're losing considerably HP, yes heavies would use them too, obviously, but if it's only at 10%, it would only help HMG's, FG's and it's variant's (except burst).
35% charge reduction would help all Caldari weapon's (and SCR but it's getting nerfed anyway, and amarr would also have to sacrifice HP for ROF mod's so that in of itself is a +). Shield's would be able to fire their gun faster, anyone in armor trying to stack ROF mod's loses out in HP vs shield's, allowing shield's vs armor to excel prominently better than armor suit's, even with reactive's, shield's still get more shield and more recharge return, after a caldari rebalance, thing's should balance itself out.
Look on Page 1, for my proposal (pretty much the same as this, but give's more detail to the change's that would ensue).
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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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.13 01:00:00 -
[43] - Quote
People probs overlook it but my OP has the intend to only allow one kind of DPS enhancing module on it. You have to chose to either have ROF modules or dmage mods, which means you can only stack one kind of module and not both at once which would turn the fit invalid.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
235
|
Posted - 2015.07.13 01:07:00 -
[44] - Quote
Bright Cloud wrote:People probs overlook it but my OP has the intend to only allow one kind of DPS enhancing module on it. You have to chose to either have ROF modules or dmage mods, which means you can only stack one kind of module and not both at once which would turn the fit invalid.
We could improve upon that with weapon fit's as well, but that's for another thread and another time.
Overall, I suppose you have a point.
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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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.13 14:51:00 -
[45] - Quote
Did I already mention that ROF modules would be somewhat redundant, and would wreck all the careful work devs been doing in the TTK vs HP sector?
So no, rof mods aren't really needed. They can be done, but better focus on something else.
KERO-TRADER is my official Eve character for Dust trading.
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.07.13 15:03:00 -
[46] - Quote
KEROSIINI-TERO wrote:Did I already mention that ROF modules would be somewhat redundant, and would wreck all the careful work devs been doing in the TTK vs HP sector?
So no, rof mods aren't really needed. They can be done, but better focus on something else. TTK would not change apart from the fact that shield suits could have similar DPS like armor tanked suits. Its not changing anything except that shields are becoming viable in taking and holding objectives.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
238
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Posted - 2015.07.13 15:24:00 -
[47] - Quote
Went through some **** nit's, going to a stacking penalties D514 wiki and using google calculator to try and find out what the actual number's would be, and I'm liking what I'm seeing.
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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Alena Ventrallis
Commando Perkone Caldari State
3
|
Posted - 2015.07.13 16:39:00 -
[48] - Quote
I am completely against ROF mods.
1. They provide the exact same DPS boost that raw damage mods do.
2. I want everyone to imagine a minassault with stacked damage and ROF mods sitting in the redline with a Thales. Just wonder on that for a minute.
Over thinking, over analyzing separates the body from the mind.
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.07.13 17:25:00 -
[49] - Quote
Alena Ventrallis wrote:I am completely against ROF mods.
1. They provide the exact same DPS boost that raw damage mods do.
2. I want everyone to imagine a minassault with stacked damage and ROF mods sitting in the redline with a Thales. Just wonder on that for a minute. Re-read my OP again and dont just post random nonesense. My OP advises CCP to make dropsuit fits invalid that try to use both modules. So you have to make the choice of having ROF or damage mods but not both at once which would make the suit unusable.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Powerh8er
Negative-Feedback. Negative-Feedback
884
|
Posted - 2015.07.13 23:16:00 -
[50] - Quote
ROF mods? shut up and take my aurum!
Atleast im not some wierdos imaginary friend.
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Sleepy Shadow
Qualified Scrub
398
|
Posted - 2015.07.15 06:08:00 -
[51] - Quote
Zan Azikuchi wrote:Sleepy Shadow wrote:Bright Cloud wrote:Sleepy Shadow wrote:What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
We need it as a way to increase the DPS on shield suits. Armor suits have damage mods to increase their DPS. The reason why shield suits+damage mods is a no go is simply the fact that you give up a primary module slot to gain damage, while on armor suits their primary tank stays intact when fitting damage mods into highslots. The grim alternative from Ratatti would be to move damage mods into lowslots and that would mean armor gets the short stick. So what would you prefer:
- A game where you have damage mods in highslots and rate of fire modules in lowslots
- A game where you only have damage mods but they would go into lowslots
If you dont support it then Ratatti just simply takes the second option which devalues all of your armor suits. IGÇÖm not a fan of any module that alters gun performance and that includes damage mods. And CCP should have added middle slots from the start anyway; we wouldnGÇÖt have this problem if they had. All races could add damage mods or other performance altering mods without sacrificing their main tank. And if this came to be, I have no problems sacrificing my reps to get RoF. So I would have three damage mods and two RoF mods which would, again, vastly outdo the Caldari as they cannot sacrifice that many high slots but I can sacrifice two low slots. I can always carry a nifty hive to replenish my armour or swap to reactive plates. These modules would also be very popular for heavies. Their base HP is so high that a Gallente or Amarr slapping RoF mods instead of plates would be very popular, especially if they are leashed by a logi. I guess the Caldari could use damage mods instead but thatGÇÖs a harsh price to pay. I would honestly advocate middle slots rather than new modules that have the chance to really make a mess. Or just get rid of the damage mods. Everyone happy then? Not really, there's still the fact that armor out right beats shield's 90% of the time, and also you can't add medium slot's, too late for that. If shield's must sacrifice HP for damage mod's, armor must sacrifice HP for ROF mod's, that's the logic here. Switching to reactive's still mean's you're losing considerably HP, yes heavies would use them too, obviously, but if it's only at 10%, it would only help HMG's, FG's and it's variant's (except burst). 35% charge reduction would help all Caldari weapon's (and SCR but it's getting nerfed anyway, and amarr would also have to sacrifice HP for ROF mod's so that in of itself is a +). Shield's would be able to fire their gun faster, anyone in armor trying to stack ROF mod's loses out in HP vs shield's, allowing shield's vs armor to excel prominently better than armor suit's, even with reactive's, shield's still get more shield and more recharge return, after a caldari rebalance, thing's should balance itself out. Look on Page 1, for my proposal (pretty much the same as this, but give's more detail to the change's that would ensue). If I were to use reactives I would lose 54 HP. I wouldnGÇÖt call that considerable. And if I were to use RoF mods I would sacrifice my reps, not my HP. I just gave reactives as an option there for me alongside repping hives.
And the worst aspect of this module idea is the charge time reduction. If these modules came to be, then we need damage mods with additional range, spare ammo and heatsinks. You cannot start making modules that reduce or negate gunGÇÖs downsides, at least not without offering the same option for everyone. Gallente needs range, Amarr heatsinks and Minmitar more bullets. If you want a RoF mod then fine, make one, but any additional bonuses need to be considered very carefully.
"I have never gotten a kill assist by fluxing a wall" - Baal Omniscient
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.15 06:48:00 -
[52] - Quote
I do not like the idea of rate of fire modules. It would unbalance auto and semi auto weapons, and also give an unfair advantage to suits with a large number of module slots, since there would be synergy to using a combination of rate of fire and damage. |
Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.07.15 12:06:00 -
[53] - Quote
Varoth Drac wrote:I do not like the idea of rate of fire modules. It would unbalance auto and semi auto weapons, and also give an unfair advantage to suits with a large number of module slots, since there would be synergy to using a combination of rate of fire and damage. Re-read my OP it states that using both modules on a suit would make the fit invalid. Geez would people please read the whole thing before splurting nonesnese on my thread? Thanks.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
241
|
Posted - 2015.07.16 01:35:00 -
[54] - Quote
Bright Cloud wrote:Varoth Drac wrote:I do not like the idea of rate of fire modules. It would unbalance auto and semi auto weapons, and also give an unfair advantage to suits with a large number of module slots, since there would be synergy to using a combination of rate of fire and damage. Re-read my OP it states that using both modules on a suit would make the fit invalid. Geez would people please read the whole thing before splurting nonesnese on my thread? Thanks.
People are going to state "this, that, and another thing" just so they can avoid the death of 900+ armor fitted suit's, remember, armor player's only play to benefit themselves, not the game.
(Yes the same can be said for shield, but shield's have had, for a long time, a falling out, in the battle against armor.)
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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501st Headstrong
0uter.Heaven
1
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Posted - 2015.07.16 14:18:00 -
[55] - Quote
Curiosity...why can't ROF and Damage mods be both High and Low slot modules?
Also, a Balac Gar-21 Plasma Rifle would be able to achieve around 900 Rpm with three of these I believe. I don't know the weapon currently :(
I like your idea about the suit invalidation btw Bright Cloud. +1 for that 07
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.07.16 15:08:00 -
[56] - Quote
Bright Cloud wrote:as CCP ratatti allready brought up in a different thread we might get rate of fire enhancing modules which should go into lowslots. However to make them viable they have to do more then just increasing the rate of fire due to some weapons have charge up times etc. What im looking at is that this module should reduce the charge up time for all weapons that have it (rail rifles, magsecs, scramblers etc.) and aswell grant the rate of fire bonus. The reasoning behind that is that damage mods dont just simply improve direct hit damage but aswell splash damage for massdrivers etc. So with that in mind i was thinking about a lineup like this: Light weapon rate of fire enhancers- Basic= +3% rate of fire and -3% charge time
- Enhanced= +5% rate of fire and -5% charge time
- Complex= +7% rate of fire and -7% charge time
Heavy weapon rate of fire enhancers
- Basic= +3% rate of fire and -3% charge time
- Enhanced= +4% rate of fire and -4% charge time
- Complex=+5% rate of fire and -5% charge time
Sidearm rate of fire enhancers
- Basic= +4% rate of fire and -4% charge time
- Enhanced= +6% rate of fire and -6% charge time
- Complex= +8% rate of fire and -8% charge time
The values are exact mirrors to damage mods. The thing which is going to make them a bit weaker then damage mods is that they do not increase the damage per clip and only the DPS. So in a gunfight you will run out of ammo much quicker compared to some one who has damage mods fitted. I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits. Edit: Made the important part about fitting DPS modules easier to read cause people are ignorant.
You do realize that -7% to charge is absolutely nothing. My sniper would charge in like 3.72 secs instead of 4. WOW!
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.16 15:31:00 -
[57] - Quote
Sir Dukey wrote:Bright Cloud wrote:as CCP ratatti allready brought up in a different thread we might get rate of fire enhancing modules which should go into lowslots. However to make them viable they have to do more then just increasing the rate of fire due to some weapons have charge up times etc. What im looking at is that this module should reduce the charge up time for all weapons that have it (rail rifles, magsecs, scramblers etc.) and aswell grant the rate of fire bonus. The reasoning behind that is that damage mods dont just simply improve direct hit damage but aswell splash damage for massdrivers etc. So with that in mind i was thinking about a lineup like this: Light weapon rate of fire enhancers- Basic= +3% rate of fire and -3% charge time
- Enhanced= +5% rate of fire and -5% charge time
- Complex= +7% rate of fire and -7% charge time
Heavy weapon rate of fire enhancers
- Basic= +3% rate of fire and -3% charge time
- Enhanced= +4% rate of fire and -4% charge time
- Complex=+5% rate of fire and -5% charge time
Sidearm rate of fire enhancers
- Basic= +4% rate of fire and -4% charge time
- Enhanced= +6% rate of fire and -6% charge time
- Complex= +8% rate of fire and -8% charge time
The values are exact mirrors to damage mods. The thing which is going to make them a bit weaker then damage mods is that they do not increase the damage per clip and only the DPS. So in a gunfight you will run out of ammo much quicker compared to some one who has damage mods fitted. I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits. Edit: Made the important part about fitting DPS modules easier to read cause people are ignorant. You do realize that -7% to charge is absolutely nothing. My sniper would charge in like 3.72 secs instead of 4. WOW! Why would you use ROF on a sniper? Snipers are all about high damage and headhsots. On a tactical sniper however this might work wonders. You could aswell use 3 of them and get a significant higher bonus. The value is the same cause it could have the potential to break the forgegun charge time. Just imagine a forgegun with tripple stacked ROF mods and each reduces the time by 35% (as some one suggested).
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
247
|
Posted - 2015.07.16 19:05:00 -
[58] - Quote
Bright Cloud wrote:Sir Dukey wrote:Bright Cloud wrote:as CCP ratatti allready brought up in a different thread we might get rate of fire enhancing modules which should go into lowslots. However to make them viable they have to do more then just increasing the rate of fire due to some weapons have charge up times etc. What im looking at is that this module should reduce the charge up time for all weapons that have it (rail rifles, magsecs, scramblers etc.) and aswell grant the rate of fire bonus. The reasoning behind that is that damage mods dont just simply improve direct hit damage but aswell splash damage for massdrivers etc. So with that in mind i was thinking about a lineup like this: Light weapon rate of fire enhancers- Basic= +3% rate of fire and -3% charge time
- Enhanced= +5% rate of fire and -5% charge time
- Complex= +7% rate of fire and -7% charge time
Heavy weapon rate of fire enhancers
- Basic= +3% rate of fire and -3% charge time
- Enhanced= +4% rate of fire and -4% charge time
- Complex=+5% rate of fire and -5% charge time
Sidearm rate of fire enhancers
- Basic= +4% rate of fire and -4% charge time
- Enhanced= +6% rate of fire and -6% charge time
- Complex= +8% rate of fire and -8% charge time
The values are exact mirrors to damage mods. The thing which is going to make them a bit weaker then damage mods is that they do not increase the damage per clip and only the DPS. So in a gunfight you will run out of ammo much quicker compared to some one who has damage mods fitted. I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits. Edit: Made the important part about fitting DPS modules easier to read cause people are ignorant. You do realize that -7% to charge is absolutely nothing. My sniper would charge in like 3.72 secs instead of 4. WOW! Why would you use ROF on a sniper? Snipers are all about high damage and headhsots. On a tactical sniper however this might work wonders. You could aswell use 3 of them and get a significant higher bonus. The value is the same cause it could have the potential to break the forgegun charge time. Just imagine a forgegun with tripple stacked ROF mods and each reduces the time by 35% (as some one suggested).
True, but the armorer would be squishy, unless it's a cal sentinel with 2 low's, then it could be hard to take him down, but the number's I suggested is purely to help low, low slot number suit's, if someone had the urge to stack ROF mod's on armor fit's, 2 or even 3, that's major health loss on them, especially amarr and gallente.
Aside from that, I checked it, stacking 3 would in fact give the CSR 1.5 second's of charge, but the SR's in general are clunky (and sniper's do need some love), charge time of the SCR could be increased (their getting nerfed anyway), Gun's like the AR would only benefit from the 10% ROF as that would make it from 800 to 880.
As for your suggestion, the number's are fine but make's the module weak and I'm not comfortable with having ROF mod's mimicing damage mod's, they'd be extremely blan and wasteful, only useable on already High ROF weapon's like the AR.
One 8% module on an RR would only reduce it down from .45 to .41, stacking 2 would be .38, armor fits have the advantage as then, shield's would have to lose 2 regulators, or on some fit's a kincat and a regulator, to even get the same effect, while 35% would mean we'd only have to sacrifice 1 regulator or kincat.
Remember, Armor sacrifices nothing for damage mod's, shield's sacrifice a lot for damage mod's.
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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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.17 01:02:00 -
[59] - Quote
About the loss of regulators on lowslots by fitting ROF mods: we could eventually speculate about it to merge regulators with shield rechargers and make them a single highslot module. Which in my opinion is more interesting cause you would free up lowslots for more then just ROF mods. It would make more sense and stick to the philosophy of that armor only uses lows and shields should only use highs.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Commander Noctus
Gallente Loyalist
244
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Posted - 2015.07.17 07:06:00 -
[60] - Quote
Bright Cloud wrote:I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits.
I counter that comment with this:
We should have "insta melting fits" because we ourselves will become glass cannons. Very shiny glass cannons as well, since almost everyone will be able to see us.
Really, stacking both leaves you with default armor/shield/ewar/biotic values. As soon as you start killing one or two people, the survivors will turn on you and blap you faster than you blap them. Consider they also have some sort of RoF/+Dmg
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.17 14:34:00 -
[61] - Quote
Commander Noctus wrote:Bright Cloud wrote:I suggest that dropsuit fits will become invalid if you try to use damage mods and rate of fire enhancers at the same time. Simply to prevent insta melting fits. I counter that comment with this: We should have "insta melting fits" because we ourselves will become glass cannons. Very shiny glass cannons as well, since almost everyone will be able to see us. Really, stacking both leaves you with default armor/shield/ewar/biotic values. As soon as you start killing one or two people, the survivors will turn on you and blap you faster than you blap them. Consider they also have some sort of RoF/+Dmg Yes but sniper rifles and forgeguns could become a problem. having a tactical sniper with 3 damage mods and 2 ROF mods on a cal.mando might be a bit too powerfull setup or a min sentinel with the same setup and a forgegun. Or a minmando with a massdriver standing up high and spamming massdrivers like crazy.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Commander Noctus
Gallente Loyalist
247
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Posted - 2015.07.17 16:30:00 -
[62] - Quote
Bright Cloud wrote: Yes but sniper rifles and forgeguns could become a problem. having a tactical sniper with 3 damage mods and 2 ROF mods on a cal.mando might be a bit too powerfull setup or a min sentinel with the same setup and a forgegun. Or a minmando with a massdriver standing up high and spamming massdrivers like crazy.
Ah, but then wouldn't the issue with those weapons be the RoF boost? The+dmg would be icing on the cake. Even w/o +dmg, the mass driver spam would be ludicrous, especially since they already kill effectively at their base rof. Imagine the standard variant firing as fast as the Assault.
Sniper as well. It's already possible to nail someone twice with a Tac Sniper. I could potentially hit them 3 times now-headshots not withstanding-for a kill.
*grumble* now I'm reconsidering RoF mods altogether...
Gallente User since Jan. 28th, 2013. Touched on every Gallente role since.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.17 16:33:00 -
[63] - Quote
Commander Noctus wrote:Bright Cloud wrote: Yes but sniper rifles and forgeguns could become a problem. having a tactical sniper with 3 damage mods and 2 ROF mods on a cal.mando might be a bit too powerfull setup or a min sentinel with the same setup and a forgegun. Or a minmando with a massdriver standing up high and spamming massdrivers like crazy.
Ah, but then wouldn't the issue with those weapons be the RoF boost? The+dmg would be icing on the cake. Even w/o +dmg, the mass driver spam would be ludicrous, especially since they already kill effectively at their base rof. Imagine the standard variant firing as fast as the Assault. Sniper as well. It's already possible to nail someone twice with a Tac Sniper. I could potentially hit them 3 times now-headshots not withstanding-for a kill. *grumble* now I'm reconsidering RoF mods altogether... Thats why i want that you have to choose to either fit damage or rate of fire mods. Having a rack full with one kind of module is ok but filling both sides with DPS enhancing modules is a no go espacially since this would be bypassing stacking penalty.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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