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Loyal Glasses
G.L.O.R.Y
83
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Posted - 2015.07.11 19:05:00 -
[1] - Quote
I would like a module for suits to reduce a particular type of weapon damage, High slots for Rail & Projectile damage and Low slots for Laser & Plasma damage. ( start at 10% reduction with high stacking penalties) Equipment with a 20% reduction for Shield's or Armor for 15 sec.
Glasses of the Loyal Variety
>
"The dead are notoriously unproductive "
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ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
248
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Posted - 2015.07.11 20:24:00 -
[2] - Quote
Thats what Armor Plates & Shield Extenders are for... |
Joseph Ridgeson
WarRavens D.E.F.I.A.N.C.E
4
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Posted - 2015.07.11 20:52:00 -
[3] - Quote
I actually don't think that damage reduction mods for dropsuits, especially specific type (Blaster, Projectile, Laser, etc), is that useful or even needed in the game. Because every suit has a varying level of base HP, it would be nearly worthless of some and barely useful on others. Scouts, for example, with their 200 Armor get next to no benefit from saying "I reduce Projectile damage by 10%." A Militia Shield Extender is more helpful.
Sentinels are the extreme of course. An Amarr Sentinel can get 1,344 armor with 4 Prototype plates (not unheard of for basic defense with Logi support). Every plate is going to add 148.5 HP. Having 3 plates would be 1,195.5 armor. Well, 148.5 / 1,195.5 = %12.42. This means that to be even worth it at the highest level areas, the resistances would have to be at least 13%. You have to make the number big enough to not just allow base HP to be superior but small enough that Sentinels cannot become even more powerful. There is pretty much no way that it is going to be less used armor plates for any non-sentinel.
For the Equipment thing, I could see something like that being implemented for Assaults. Make some Equipment that reduces damage by a certain percentage but has a long cooldown and has a penalty after it turns off with some kind of CD afterwards. IE, activate to take 25% reduced damage/increase damage done for 20 seconds but for 5 seconds afterwards your speed is greatly reduced/you cannot move/you cannot fire your weapon. Give Assaults an extra Equipment slot for it, like happened to Scouts.
It makes the Assaults the guys that are there to break in an enemy's location when they have Sentinels and Logistics and makes the Sentinels more based on defense and not breaking into an area that is really locked down.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.07.11 21:05:00 -
[4] - Quote
Erm how about you fit a plate or extender? thats what they are there for to increase your survivability.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Mejt0
Dead Man's Game
1
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Posted - 2015.07.11 23:58:00 -
[5] - Quote
Sure.. you only need 2 extenders to tank 1 ScR/TacAR shot. Balance they say.
Loyal to The State
Official Caldari Commando User
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
875
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Posted - 2015.07.12 00:04:00 -
[6] - Quote
Joseph Ridgeson wrote:I actually don't think that damage reduction mods for dropsuits, especially specific type (Blaster, Projectile, Laser, etc), is that useful or even needed in the game. Because every suit has a varying level of base HP, it would be nearly worthless of some and barely useful on others. Scouts, for example, with their 200 Armor get next to no benefit from saying "I reduce Projectile damage by 10%." A Militia Shield Extender is more helpful.
Sentinels are the extreme of course. An Amarr Sentinel can get 1,344 armor with 4 Prototype plates (not unheard of for basic defense with Logi support). Every plate is going to add 148.5 HP. Having 3 plates would be 1,195.5 armor. Well, 148.5 / 1,195.5 = %12.42. This means that to be even worth it at the highest level areas, the resistances would have to be at least 13%. You have to make the number big enough to not just allow base HP to be superior but small enough that Sentinels cannot become even more powerful. There is pretty much no way that it is going to be less used armor plates for any non-sentinel.
For the Equipment thing, I could see something like that being implemented for Assaults. Make some Equipment that reduces damage by a certain percentage but has a long cooldown and has a penalty after it turns off with some kind of CD afterwards. IE, activate to take 25% reduced damage/increase damage done for 20 seconds but for 5 seconds afterwards your speed is greatly reduced/you cannot move/you cannot fire your weapon. Give Assaults an extra Equipment slot for it, like happened to Scouts.
It makes the Assaults the guys that are there to break in an enemy's location when they have Sentinels and Logistics and makes the Sentinels more based on defense and not breaking into an area that is really locked down.
What this guy says. I can see why you want this. It's good. But it's not gonna really be effective/efficient.
CEO of 48th Special Operations Force
Twitter-@48SOF
Scout and Assault GK.0/Rattati and Scotsman GK.0
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