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Mobius Wyvern
BetaMax. CRONOS.
1254
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Posted - 2013.03.28 00:30:00 -
[1] - Quote
Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:39:00 -
[2] - Quote
Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrc This is just one example of how absolutely broken damage mod stacking is. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:40:00 -
[3] - Quote
Laheon wrote:Assault rifles, FG's, HMGs, sniper rifles, nova knives, shotguns, laser rifles, scrambler pistols, scrambler rifles, plasma cannons, swarm launchers...
Oh, I thought you were trying to make a list of all the OP weapons. Sorry.
Think melee needs a buff though. :) I'd be okay with the melee radius being increased a bit, though it randomly seems to hit people at 90 degree angles to you sometimes. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 00:50:00 -
[4] - Quote
Altina McAlterson wrote:Mobius Wyvern wrote:Altina McAlterson wrote: I feel pretty confident saying the stacking penalty is working just fine.
Drake435 wrote: Are you guys ABSOLUTELY sure that the damage mods (dropsuit versions anyway) are not stacking correctly? I DEFINITELY KNOW that CCP has already stated that the display on the dropsuit fitting screen for damage modifier is incorrect but they never officially stated that damage mods weren't working correctly. If I am wrong, someone please post a thread with numbers because I can't find such a thread.
http://www.youtube.com/watch?v=TgZOF8f6zrcThis is just one example of how absolutely broken damage mod stacking is. Inconclusive without numbers to back it up. The difference between broken and non-broken is 6.6%. That small a difference isn't going to show up conclusively on gameplay footage. I don't know where to find the table, but there was a damage output table posted a few weeks back that pretty concisely laid it out. As well, I played a match last build with two suits that were exactly the same except one had 2 Complex damage mods, and one had none, and used a Laser Rifle and AR with it. The difference was pretty astonishing. |
Mobius Wyvern
BetaMax. CRONOS.
1254
|
Posted - 2013.03.28 01:05:00 -
[5] - Quote
Okay, as someone who plays EVE, this is NO way you should be getting 19% off two 10% Damage Mods. That's psychotic. |
Mobius Wyvern
BetaMax. CRONOS.
1255
|
Posted - 2013.03.28 01:36:00 -
[6] - Quote
Yeah, but that's not nearly enough of a penalty. The second one should be down to 5% at the most, and the third to 2.5%. The idea is to offer a gradual bonus to damage output, not to allow you to increase your damage by nearly 25%. |
Mobius Wyvern
BetaMax. CRONOS.
1263
|
Posted - 2013.03.28 18:38:00 -
[7] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. Like the post I made earlier, I could see a remarkable difference in AR and LR damage output when I stacked Complex Damage mods. If that guy was in a Logistics suit with 3 of the things, I'm not surprised you got taken out like that. |
Mobius Wyvern
BetaMax. CRONOS.
1263
|
Posted - 2013.03.28 19:31:00 -
[8] - Quote
RECON BY FIRE wrote:Mobius Wyvern wrote:RECON BY FIRE wrote:Mobius Wyvern wrote:Before you make one, repeat this in your head:
Damage Mods with no stacking penalties.
If you still feel like you have to post yet another one of those asinine threads, I can't help you.
Seriously, virtually all damage output related issues these posters are having are related to the fact that you can stack the multiplier on those things to get way more damage than you should be able to.
If stacking penalties for those go in for the next build, you're gonna be amazed at how many of these "game breaking imbalances" just magically disappear. Would you mind testing this for us so we can finally put to rest if they work or not? We would all greatly appreciate it if you could set up a test corp battle with Betamax Beta and have someone stack 3 or more complex with a sniper rifle and test how much hp it removes with every shot. I want to believe that stacking penalties work, but I also got one shotted by a charge sniper rifle, non-headshot, yesterday in my douchey heavy sniper suit with around 700 HP. I cant see how thats possible even with broken penalties, but it definately leads me to believe theyre not working. Like the post I made earlier, I could see a remarkable difference in AR and LR damage output when I stacked Complex Damage mods. If that guy was in a Logistics suit with 3 of the things, I'm not surprised you got taken out like that. I notice a difference when using damage mods too, however, I do not notice much of a difference between 2 or 3. That is why I asked if you would be so kind as to test this for us so we can have a definitive answer. Im not sure what kind of suit they had, I just saw it was advanced (I think it was scout cause I one shot them back when I respawned). But even still, I just did the math and a charge with 3 complex (using broken 33%), proficiency 5, and weaponry 5 caps out at about 450 damage. Maybe a little more cause I forget off hand what the charges base damage is (I used 288 cause thats what I remember it being for some reason). Even if it is a bit higher, lets call it 500? Im honestly hoping I got double sniped at one time cause otherwise I dont know what in the world happened there. Seems like one hell of a shot. |
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