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SoTa PoP
Internal Error. Negative-Feedback
1772
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Posted - 2013.01.28 09:18:00 -
[1] - Quote
If we couldn't put down two damage complex mods and beef up damage so damn much to a gun with such good RoF you wouldn't be seeing so many newberries QQing at lower levels. When's CCP going to hotfix the Damage mods to get a proper stacking penalty before everything gets nerfed too hell from the tears of newberries. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
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Posted - 2013.01.28 09:51:00 -
[2] - Quote
I don't use dmg mods :) |
new hulk
ZionTCD Legacy Rising
49
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Posted - 2013.01.28 10:52:00 -
[3] - Quote
Everyone has the ability to use mods, and the assault has more slots. So noods cry that they can't go toe too toe with a heavy,but when a advanced assault With three mods on he's just a better player right no they think you should line up in lines and duke it out. |
Deadeyes Anterie
Crimson Ravens Talons RISE of LEGION
269
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Posted - 2013.01.28 11:10:00 -
[4] - Quote
DJINN Marauder wrote:I don't use dmg mods :)
Yet you are still my most feared heavy in the game.
A good heavy in my opinion is not about damage mods, its about being able to properly flank, initiate CQC, and find people out in the open without exposing themselves very much.
As a tac rifle user if I can get the drop on a heavy or its a long range firefight I win. If they get the drop, or its a CQ firefight I lose. That's how it should be. It rarely comes down to the point where the extra damage would result a different outcome. |
Altina McAlterson
TRUE TEA BAGGERS
363
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Posted - 2013.01.28 11:13:00 -
[5] - Quote
I use damage mods only because there's not much else to put in those high slots at the moment. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
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Posted - 2013.01.28 11:23:00 -
[6] - Quote
Altina McAlterson wrote:I use damage mods only because there's not much else to put in those high slots at the moment. Complex shield extenders :)
I got them.. And it's OP lol |
Hawkings Greenback
D3ath D3alers RISE of LEGION
25
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Posted - 2013.01.28 11:23:00 -
[7] - Quote
SoTa PoP wrote:If we couldn't put down two damage complex mods and beef up damage so damn much to a gun with such good RoF you wouldn't be seeing so many newberries QQing at lower levels. When's CCP going to hotfix the Damage mods to get a proper stacking penalty before everything gets nerfed too hell from the tears of newberries.
This & it is getting quite ridiculous that it still isn't fixed. Don't get me wrong if people want to use it I have no issue. I can still throw down RE's & they disappear into the pillars on the letters.
So CCP is it intended or just difficult to fix ? |
DJINN Marauder
Hellstorm Inc League of Infamy
254
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Posted - 2013.01.28 11:25:00 -
[8] - Quote
Deadeyes Anterie wrote:DJINN Marauder wrote:I don't use dmg mods :) Yet you are still my most feared heavy in the game. A good heavy in my opinion is not about damage mods, its about being able to properly flank, initiate CQC, and find people out in the open without exposing themselves very much. As a tac rifle user if I can get the drop on a heavy or its a long range firefight I win. If they get the drop, or its a CQ firefight I lose. That's how it should be. It rarely comes down to the point where the extra damage would result a different outcome. This is exactly why I never use dmg mods. Sometimes the extra dmg helps win a gunfight, but its rare |
Mike Molle
L.O.T.I.S. Legacy Rising
8
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Posted - 2013.01.28 11:44:00 -
[9] - Quote
DJINN Marauder wrote:Altina McAlterson wrote:I use damage mods only because there's not much else to put in those high slots at the moment. Complex shield extenders :) I got them.. And it's OP lol Complex Shield Extenders....are OP? dafaq? i use flux grenades for 2 reasons, 1. People use shield extenders and it helps tear the shields away 2. it helps on vehicles for my A.V. guys to take them out. I also use a Tac. AR and i have killed a type 1/2 heavy in cqc before, really you just need to put the hip fire crosshairs over their head, also shooting from cover helps. |
KryptixX
Imperfects Negative-Feedback
321
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Posted - 2013.01.28 13:08:00 -
[10] - Quote
DJINN Marauder wrote:Deadeyes Anterie wrote:DJINN Marauder wrote:I don't use dmg mods :) Yet you are still my most feared heavy in the game. A good heavy in my opinion is not about damage mods, its about being able to properly flank, initiate CQC, and find people out in the open without exposing themselves very much. As a tac rifle user if I can get the drop on a heavy or its a long range firefight I win. If they get the drop, or its a CQ firefight I lose. That's how it should be. It rarely comes down to the point where the extra damage would result a different outcome. This is exactly why I never use dmg mods. Sometimes the extra dmg helps win a gunfight, but its rare The way you fit is preference, the difference is negligible. its either a 14% health increase or 20% damage increase. I prefer to run a hybrid because i feel running 2 damage mods is overkill with all these low SP ppl. |
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Fox Gaden
DUST University Ivy League
165
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Posted - 2013.01.28 13:23:00 -
[11] - Quote
I withdraw my comment as this thread seems to be more about fittings and I have not investigated that enough yet to comment.
I will say thought that I think overall HMGGÇÖs are balanced. |
Nazz'Dragg
FIREFLY ATLANTIS ENTERPRISES UNLIMITED TACNET
6
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Posted - 2013.01.28 14:44:00 -
[12] - Quote
I tend to use shield extenders over damage mods as there cheeper and give me better survivability. Still I would like to know for sure if damage mods do really increase your damage to an effective level. P.S. also how does the damage mode stacking penalty actually work out in practice if I've two complex damage mods do I get a minor penalty of say 18%/19% or is there stacking penalty quite server? Like 15% or less. |
CHICAGOCUBS4EVER
TeamPlayers
117
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Posted - 2013.01.28 16:23:00 -
[13] - Quote
Nazz'Dragg wrote:I tend to use shield extenders over damage mods as there cheeper and give me better survivability. Still I would like to know for sure if damage mods do really increase your damage to an effective level. P.S. also how does the damage mode stacking penalty actually work out in practice if I've two complex damage mods do I get a minor penalty of say 18%/19% or is there stacking penalty quite server? Like 15% or less.
there IS no penalty.. its a broken mechanic... you equip 2 10% mods.. u have 20% boost.
if they ever fix this it will severely reduce all the whining and OP cryin on the forum |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2013.01.28 17:04:00 -
[14] - Quote
CHICAGOCUBS4EVER wrote: if they ever fix this it will severely reduce all the whining and OP cryin on the forum
No it won't. The difference between 2 damage mods having and not having stacking penalties is completely negligible.
No stacking penalties: 1.21 modifier Stacking penalties: 1.1957 modifier
Tell me how a 1.43% damage difference is going to be noticeable on anything. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.01.28 18:36:00 -
[15] - Quote
SoTa PoP wrote:If we couldn't put down two damage complex mods and beef up damage so damn much to a gun with such good RoF you wouldn't be seeing so many newberries QQing at lower levels. When's CCP going to hotfix the Damage mods to get a proper stacking penalty before everything gets nerfed too hell from the tears of newberries.
The above is accurate, the damage mods do need a fix so they become 'working as intended'.
Beyond that it's important for new players (and some vets) to understand that there are plateau points within skill development. In the early days low level Heavy suits with HMGs can be quite dominate but they lose this lead as the Assault class develops proper builds in a higher SP environment. At the start of the build when SP was reset militia tanks were close to an "I Win button" but with a few players having invested SP into the various forms of AV they're now much closer to a "kick me" sign than a tactical edge.
I don't play Heavy, but HMGs aren't overpowered, honestly the GEK AR kills me more often than Lasers and HMGs combined (not that I'm saying the GEK is overpowered either, because it's fine since CCP put the fix through). With a proper understanding of the weapons strengths and weaknesses an HMG is no more or less potent than any other weapon, engage a HMG head on, a shotgun up close, or a laser at range and you're courting death. It's a question of proper tactics, not mechanical imbalance.
0.02 ISK Cross
PS ~ I've taken out HMG Heavies with SMGs, it's not optimal of course and it's not something I recommend trying (more of a desperation move than a tactic per se) but it's quite doable (without a single point invested into SMG skills btw), done it a couple of times with Nova Knives too for that matter . Folks really need to take a breath and stop dramatizing balance assessments.
PPS ~ Damage Mods are broken but it's not at 2 that you'll see the greatest effect of this it's and 3 and above, furthermore last time I check the intended penalty was active as a bonus. Combine that with the frequent trend of many players to focus on dps rather than defense and there are many glass cannons who will evaporate if looked at wrong. But that's a result of a bug + dubious SP investments, not a broken weapon iteration. In any event stacking damage mods at this point most certainly is broken and people with a limited understanding of the game may easily misconstrue this as a broken weapon rather than a broken mod. |
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