Ydubbs81 RND wrote:Damage mods are not the problem. If they dont use damage mods then they may fill the slots with shields. Then your argument will be how can a scout suit stand a chance with someone who has 500+ shields and 200+ armor?
It is the way this game has always been designed....my position is this. You can get the same gear that they have....so, if you feel that someone has an advantage then use the same fits that they have. If they bring out adv gear when you have std, then bring your adv gear out. If they are damage modding and you have a suit fitted with more health instead (and feel they have an advantage over you), then bring out your damage modded suit....and vice versa
If Damage Mods aren't the problem, Assault Suits aren't the problem and Weapons aren't the problem - what is? ISK reward values? Are we being paid too much in that we can afford to run Prototype gear consistently?
What is the actual issue if not for any of those categories? Is it simply that everything -else- is not powerful enough? If so, why aren't they being fixed?
The entire premise of your argument is that in order to "adapt" to a situation, I have to match it as there isn't a counter. If I am -forced- to use the same fits that they are than it is doing exactly as I said and destroying specialization. If I can't play the role I intend to play because it's impractical, or inefficient, then what am I left with besides doing something that I -dont- want to do?
Bendtner92 wrote:Aeon Amadi wrote:This game shouldn't be centered around who can have the most Damage Mods/Shield Extenders.
That's how it is when there's only 3 things to put in the high slots.
There's some electronic modules, to my knowledge.
Either way this sounds like a great reason to start implementing some Stasis Webifiers, which I believe were mentioned back in Fanfest 2012.
This is why we SHOULD NOT BE GOING TO COMMERCIAL RELEASE WITH UPRISING. It's ridiculous having to "test" features when we don't have half of the tools we need to get an edge over the most commonly used archtypes that just so happen to be some of the most powerful.
Either way, I still stand by my ideal that they need to be removed and have damage increases applied to the suit/weapon combination, or solely from skills. Having an end-all be-all module that increases the damage of -everything- is silly.