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Val'herik Dorn
CrimeWave Syndicate
264
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Posted - 2013.02.21 20:54:00 -
[1] - Quote
This has been brought up in threads about weapons but I couldnt find a dedicated thread about it.
Damage mod stacking penalties need to be implemented. Sooner rather than later.
Right now on any suit with the right skills I can stack complex damage mods one after the other with no penalty. This makes everything beyond op.
Its not meant to work like this and needs to be fixed.
This is almost as important as base gameplay fixes because well it hurts the gameplay increadibly when somone in a proto suit has a modifier of 1.65 on any gun...
Broken mechanic that must be fixed in order to actuallly tell what is overpowered and what isnt. |
Jathniel
G I A N T
39
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Posted - 2013.02.21 21:36:00 -
[2] - Quote
i actually like it as is. makes sniper rifles nice and potent. they hit hard, but aren't always insta-kills. Take your shield and most of your health.
Nice and softened for ground units. <3 |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.21 23:12:00 -
[3] - Quote
Jathniel wrote:i actually like it as is. makes sniper rifles nice and potent. they hit hard, but aren't always insta-kills. Take your shield and most of your health.
Nice and softened for ground units. <3 Which is exactly the point. This is wrong. Right now you can take an Exile, slap 3 Complex damage mods on it, and you no longer have any reason to upgrade to better weapons. |
Rachoi
HavoK Core
17
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Posted - 2013.02.22 00:23:00 -
[4] - Quote
Mobius Wyvern wrote:Jathniel wrote:i actually like it as is. makes sniper rifles nice and potent. they hit hard, but aren't always insta-kills. Take your shield and most of your health.
Nice and softened for ground units. <3 Which is exactly the point. This is wrong. Right now you can take an Exile, slap 3 Complex damage mods on it, and you no longer have any reason to upgrade to better weapons. agreed, you shouldnt be able to do something like that, because it does stagnate skill growth and markets.
make them lose half pwer per every damage mod added, that would make it much less useful to add the mods.
math should work like this:
Complex + Complex =15% damage improvement, Complex + Enhanced = 10% boost [cut the highest strength boosts in half before the lower] Enhanced + Enhanced = 7.5% boost and so on.
i'm not saying weaken the actual boosts themselves... just institue the stacking penalty, would make it a whole lot more effective... and reduces the chance for the 'one best loadout' issue that will be around |
Adstellarum
G I A N T
6
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Posted - 2013.02.22 01:25:00 -
[5] - Quote
if and when ccp implements it, it will most likely be something like full, 50%, 25% and then 12% or something like that i think ccp has an even harsher one where it is full, 50%, 3% and then very marginal after that..... but actually right now while there is no penalty there is actually a bonus.... noticed this when I put 3 complex dmg mods on my logi A it read 1.33 dmg bonus instead of 1.30 dmg bonus... so at 4 in a logi suit it will be something like 1.44 but to even use complex dmg mods(non aurum based) you need weaponry lvl 5 so that there then makes the dmg bonus really 1.54... then add proficiency to the weapon which i think is 3% per level and so at lvl 5 you will have a damage bonus of 1.69 or 69% more damage... |
Sloth9230
Reaper Galactic
244
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Posted - 2013.02.22 01:46:00 -
[6] - Quote
Are we sure they aren't working properly? It might just be a display issue. I remember someone told me that in an old build the damage modifier wouldn't show up on the fitting screen, as in it would stay at 1.00, but that the weapon would still do more damage. So it could just be showing up as 1.20 when it would actually be 1.87( I think that's what two stacked complex damage mods equal) |
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