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zzZaXxx
XxAMBUSH FTWxX
772
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Posted - 2015.09.22 12:54:00 -
[1] - Quote
Damage mods drastically reduce TTK, limit the options of shield users, and make the game harder for less skilled players, leading to more stompage. How about we turn them into fun quality of life mods?
A dispersion mod and a recoil mod. Maybe a reload mod. Maybe a heat buildup mod. Maybe a charge time mod. All would fit in high and low slots.
They'd each have a 33% sacking penalty. That would be SO fun!! |
Megaman Trigger
OSG Planetary Operations
759
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Posted - 2015.09.22 18:25:00 -
[2] - Quote
Commandos with reload mods for insane reload speeds. Amarr Assaults with heat reduction mods so they never overheat their Lasers. Assault Forges with charge mods.
Honestly answer? No thanks. Damage mods feel like the lesser evil.
This idea would work of we had a weapon fitting option to customise weapons and all weapon mods had a penalty to another stat; increase RoF but decrease accuracy/increase dispersion, increase charge rate but decrease damage, increase heat control but reduce cooldown rate etc.
Purifier. First Class.
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zzZaXxx
XxAMBUSH FTWxX
772
|
Posted - 2015.09.22 18:49:00 -
[3] - Quote
Megaman Trigger wrote:This idea would work if we had a weapon fitting option to customise weapons and all weapon mods had a penalty to another stat; increase RoF but decrease accuracy/increase dispersion, increase charge rate but decrease damage, increase heat control but reduce cooldown rate etc.
As it stands? No thanks. Damage mods feel like the lesser evil. Who wants to see Commandos with reload mods for insane reload speeds or Amarr Assaults with heat reduction mods so they never overheat their Lasers? [raises hand]
Me. I want to see that. Yes, I'd rather see a commando with faster reload than more damage. Yes, I'd rather see an Amarr assault with slower heat buildup than just more damage. It's more interesting, more customizable, and requires more skill to get results than just a straight damage buff. Remember, these are replacing damage mods, not adding onto them. |
Megaman Trigger
OSG Planetary Operations
759
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Posted - 2015.09.22 19:23:00 -
[4] - Quote
zzZaXxx wrote:Megaman Trigger wrote:This idea would work if we had a weapon fitting option to customise weapons and all weapon mods had a penalty to another stat; increase RoF but decrease accuracy/increase dispersion, increase charge rate but decrease damage, increase heat control but reduce cooldown rate etc.
As it stands? No thanks. Damage mods feel like the lesser evil. Who wants to see Commandos with reload mods for insane reload speeds or Amarr Assaults with heat reduction mods so they never overheat their Lasers? [raises hand] Me. I want to see that. Yes, I'd rather see a commando with faster reload than more damage. Yes, I'd rather see an Amarr assault with slower heat buildup than just more damage. It's more interesting, more customizable, and requires more skill to get results than just a straight damage buff. Remember, these are replacing damage mods, not adding onto them.
I'd rather not. Commandos with even faster reloads and Amarr Assaults that can go longer without over heating, or even overheating at all, just don't sound remotely fun. Nor does the prospect of (using current mods) myos in the highs and reload and RoF mods in the lows.
I also fail to see how Damage mods make things any harder for newer players than Proficiency and the Warbarge bonus.
Purifier. First Class.
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Megaman Trigger
OSG Planetary Operations
759
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Posted - 2015.09.22 19:42:00 -
[5] - Quote
Say we did remove damage mods and replace them with functionality mods, what would be the result?
AmManndos would replace Assault for Scrambler use; natural damage boost and two heat controls would, potentially, outshine the Assault.
Sentinels wouldn't even notice the difference from losing their Heavy Damage mods.
We'd see more dual tanking from armour suits since extra health would be better than a reload or RoF boost.
And, at the end of it, veterans still have Proficiency and the Warbarge bonus to lower the TTK while new players no longer have damage mods to try and compete.
Purifier. First Class.
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zzZaXxx
XxAMBUSH FTWxX
772
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Posted - 2015.09.22 20:30:00 -
[6] - Quote
Megaman Trigger wrote:I also fail to see how Damage mods make things any harder for newer players than Proficiency and the Warbarge bonus.
I agree with the "fail" part. Don't know why your bring prof and warbarge into it. Damage mods stack on top of those. They make it harder on newer/less skilled players because good slayers lock on quick and alpha the f*ck out of you before you know what happened. Damage mods make that quick strike even more lethal. With longer TTK less skilled players have more chance to take cover, while aggressive slayers are more likely to overplay their hand trying to take someone out and get flanked by a crowd.
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Megaman Trigger
OSG Planetary Operations
760
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Posted - 2015.09.22 23:59:00 -
[7] - Quote
As I said earlier, I would like the ability to customise weapons. Mods could be applied directly to the weapon, which each mod having both a positive and negative affect on stats. Doing away with damage mods in exchange for functionality mods is just swapping one issue for another is the only penalty they have is a stacking penalty.
Removing damage mods wouldn't even affect all the classes, if anything it would only affect Assaults and, to a lesser extent, Commandos.
Sentinels generally don't bother with Heavy damage mods since 5%-9% isn't really much of a bonus for the HMG or Forge, so their TTK remains largely unchanged while Logi typically make better use of the highs with shield or precision mods. Can't speak for Scouts but I imagine Myos, Shields or Precision Enhancers are often of more use than damage mods. TTK for an Assault would increase, sure, but the proposed mods would just shift things to the Commando with its built in damage bonus.
Weapon functionality mods wouldn't make things any easier on new players; TTK would be a little longer in some cases, dependent on class, but not long enough to make a real change to anything except weapons with charge multipliers. So they might not get insta-killed by a Scrambler charge shot from an AmAss with the damage mods gone, but they wouldn't last much longer in a straight up firefight since damage mods don't add much to individual, low damage shots.
New players who lack damage mods now would, I assume, also lack functionality mods above militia if this were introduced in the next hotfix, so we'd see a similar situation as we have now; rather than just having higher damage output, mod users would instead have better application of damage by being able to further reduce recoil, heat build up, increase their RoF etc. so things would still be harder on them
I'd hate to see Scramblers and Lasers that never overheated (or were extremely hard to overheat) on an AmAss or Shotguns that could fire nearly as fast as the Bon's.
Purifier. First Class.
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