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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Th3rdSun
 L.O.T.I.S.
 Legacy Rising
 
 323
 
 
      | Posted - 2012.12.30 18:40:00 -
          [1] - Quote 
 So I was looking at some of the modules,and it seems that the shield extenders,shield regulators,damage mods,and all of the biotics are the only mods that have stacking penalties(quite a bit actually).Would it actually help the "balance" of the game/beta if pretty much all modules had a stacking penalty?
 
 For instance,armor reps don't have a stacking penalty,so I guess if you wanted to,you could run two complex armor reps on your low slot and rep at 10 hp/s.Is this example a possible imbalance?
 
 Honestly,I don't know so I'm throwing it out there to get you guys' feedback.Is this one of those so called "balance" issues that CCP is totally overlooking?
 
 
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        |  SoTa PoP
 Internal Error.
 Negative-Feedback
 
 1772
 
 
      | Posted - 2012.12.30 18:42:00 -
          [2] - Quote 
 Just because I'm a fattie who lacks mods - yes please :D
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        |  Ten-Sidhe
 Osmon Surveillance
 Caldari State
 
 414
 
 
      | Posted - 2012.12.30 18:51:00 -
          [3] - Quote 
 The cardiac regulator biotic has no stacking penalty, neither does the shield extender, but the shield recharger does.
 
 The weapon mods are suppose to have a penalty, but the damage modifer shown in fitting screen shows it working without the penalty.
 
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        |  Th3rdSun
 L.O.T.I.S.
 Legacy Rising
 
 323
 
 
      | Posted - 2012.12.30 18:55:00 -
          [4] - Quote 
 
 Ten-Sidhe wrote:The cardiac regulator biotic has no stacking penalty, neither does the shield extender, but the shield recharger does.
 The weapon mods are suppose to have a penalty, but the damage modifer shown in fitting screen shows it working without the penalty.
 
 My fault,extenders don't have them.I knew that too,but posted it anyway.Thought I say that the cardiac regs do have them though,but I guess I'm mistaken.
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        |  Bojo The Mighty
 Bojo's School of the Trades
 
 428
 
 
      | Posted - 2012.12.30 18:59:00 -
          [5] - Quote 
 Some things are reasonable with stacking penalties. Like damage mods. It would be pretty bad if someone was using two or 3 damage mods and a Sniper Rifle.
 
 Shield Regulator penalties are slightly more realistic. When you want to add more speed to something, it takes exponentially more power to do so, thus the stacking penalty.
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        |  Altina McAlterson
 TRUE TEA BAGGERS
 
 362
 
 
      | Posted - 2012.12.30 19:02:00 -
          [6] - Quote 
 
 Bojo The Mighty wrote:Some things are reasonable with stacking penalties. Like damage mods. It would be pretty bad if someone was using two or 3 damage mods and a Sniper Rifle.
 Shield Regulator penalties are slightly more realistic. When you want to add more speed to something, it takes exponentially more power to do so, thus the stacking penalty.
 
 Generally speaking I support stacking penalties on mods that are based on a percentage (but not necessarily all of them) and I don't think it should be on modules that have a set bonus.
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        |  Th3rdSun
 L.O.T.I.S.
 Legacy Rising
 
 323
 
 
      | Posted - 2012.12.30 19:12:00 -
          [7] - Quote 
 What is there were penalties on all mods,and more improved mods that had higher bonuses that cost more way more SP and ISK?
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        |  Gunner Visari
 Crux Special Tasks Group
 Gallente Federation
 
 163
 
 
      | Posted - 2012.12.30 19:31:00 -
          [8] - Quote 
 
 Th3rdSun wrote:So I was looking at some of the modules,and it seems that the shield extenders,shield regulators,damage mods,and all of the biotics are the only mods that have stacking penalties(quite a bit actually).Would it actually help the "balance" of the game/beta if pretty much all modules had a stacking penalty?
 For instance,armor reps don't have a stacking penalty,so I guess if you wanted to,you could run two complex armor reps on your low slot and rep at 10 hp/s.Is this example a possible imbalance?
 
 Honestly,I don't know so I'm throwing it out there to get you guys' feedback.Is this one of those so called "balance" issues that CCP is totally overlooking?
 
 
 
 
 Well given the fact that if some were to stack 2 complex mods it would take a full 60s to obtain 60 armor points which would add a defense of 2 bullets at the most it really isnt that big a deal.
 
 Currently the shield extenders dont have a stacking penalty that i am aware of, ill need to check the description to see if they are supposed to have one but they certainly dont have one that works anyway. Also the dmg mods not only dont have a stacking penalty they actually have a stacking bonus when it is the same type but it is very small so it only becomes noticeable in terms of numerical value when you stack 2 complex mods and get a bonus of 21% instead of 20% with no bonus/penalty and less if there was a working penalty.
 
 Ironically the armor plate modules 3-5% movement penalty does indeed stack and works properly.
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        |  Th3rdSun
 L.O.T.I.S.
 Legacy Rising
 
 323
 
 
      | Posted - 2012.12.30 20:03:00 -
          [9] - Quote 
 
 Gunner Visari wrote:Th3rdSun wrote:So I was looking at some of the modules,and it seems that the shield extenders,shield regulators,damage mods,and all of the biotics are the only mods that have stacking penalties(quite a bit actually).Would it actually help the "balance" of the game/beta if pretty much all modules had a stacking penalty?
 For instance,armor reps don't have a stacking penalty,so I guess if you wanted to,you could run two complex armor reps on your low slot and rep at 10 hp/s.Is this example a possible imbalance?
 
 Honestly,I don't know so I'm throwing it out there to get you guys' feedback.Is this one of those so called "balance" issues that CCP is totally overlooking?
 
 
 Well given the fact that if some were to stack 2 complex mods it would take a full 60s to obtain 60 armor points which would add a defense of 2 bullets at the most it really isnt that big a deal. Currently the shield extenders dont have a stacking penalty that i am aware of, ill need to check the description to see if they are supposed to have one but they certainly dont have one that works anyway. Also the dmg mods not only dont have a stacking penalty they actually have a stacking bonus when it is the same type but it is very small so it only becomes noticeable in terms of numerical value when you stack 2 complex mods and get a bonus of 21% instead of 20% with no bonus/penalty and less if there was a working penalty. Ironically the armor plate modules 3-5% movement penalty does indeed stack and works properly. 
 That small bonus on the damage mods are the penalty.You are supposed to double your output by putting on two of the same mods,but it doesn't do that.The second mod is penalized giving you less than you would otherwise get.
 
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        |  RolyatDerTeufel
 D3ath D3alers
 RISE of LEGION
 
 1648
 
 
      | Posted - 2012.12.30 20:13:00 -
          [10] - Quote 
 I don't see it as a balance issue. a bullet will fly past your face and take away that 10 hp dual complex reps would give you.
 
 the shield regulators and rechargers have penalties right? that is fine and i'm a scout that uses those modules, a penalty to armor reps doesn't make to much a difference in battle it will if you can get out and hide for a little.
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        |  Ten-Sidhe
 Osmon Surveillance
 Caldari State
 
 414
 
 
      | Posted - 2012.12.31 02:58:00 -
          [11] - Quote 
 Bonus are multiplied, not added.
 
 Two 10% bonus are +21%, two 10% reductions are -19%.
 
 If the stacking penalty on weapon mods worked it would be 10% for first complex, and 8.67...%(ccp uses a lot of decimals in there math) for the second. making it 1*1.1*1.0867=1.1954, probably rounded to 1.2 on screen.
 
 Stacking penalty makes bigger difference on third module, 3 complex damage is 126.23% with penalty vs 133.1% without penalty.
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        |  Th3rdSun
 L.O.T.I.S.
 Legacy Rising
 
 323
 
 
      | Posted - 2012.12.31 04:35:00 -
          [12] - Quote 
 
 Ten-Sidhe wrote:Bonus are multiplied, not added. 
 Two 10% bonus are +21%, two 10% reductions are -19%.
 
 If the stacking penalty on weapon mods worked it would be 10% for first complex, and 8.67...%(ccp uses a lot of decimals in there math) for the second. making it 1*1.1*1.0867=1.1954, probably rounded to 1.2 on screen.
 
 Stacking penalty makes bigger difference on third module, 3 complex damage is 126.23% with penalty vs 133.1% without penalty.
 Regardless of that,when you look at the damage mods,it says that there is a stacking penaly,the whole "Note:stacking penalties...",or something to that effect.With that said,I'm assuming that when you put on a second mod,you will less of a percentage than what it is because of the stacking penalty.
 
 So it sounds like CCP probably screwed up their stacking penalties if that's what you are getting at,and according to what is stated in game.
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        |  The dark cloud
 Seraphim Initiative.
 CRONOS.
 
 1060
 
 
      | Posted - 2012.12.31 04:40:00 -
          [13] - Quote 
 damage mods how they are now are still broken and can turn any weapon into something devestating.
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