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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
606
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Posted - 2013.05.10 02:28:00 -
[1] - Quote
So, ever since Chromosome I've been mulling this over for a bit. I know it sounds kind of strange and you probably think I'm some kind of conspiracy theorist, but here goes:
What if none of the weapons in Dust 514 are OP but the damage mods are the real problem?
Crazy? Yeah I know, but think of it like this. Just about every weapon in this game has had it's turn under the nerf bat. Missiles, Assault Rifles, Swarms, Tactical Assault Rifle, HMG, and now the Mass Driver. Seems like every time one weapon gets nerfed, another weapon rises in popularity and another nerf is needed. Unless every weapon in this game is OP, I think the real problem is the damage mods, Complex Damage mods to be exact. I'm not the mathematician you guys are, but I think if you ramp up the fitting requirements a bit to limit how many can be fitted on a suit or vehicle, or just limit one per fitting like damage control mods, you might see that there will be less needs for a nerf in this game. Personally, I'm sick of nerfs and I know you're tired of them too because you have to listen to us whine for them, you have to administer them and then deal with our outrage over said nerf.
We need an arms race, not a nerf war. |
Darken-Sol
BIG BAD W0LVES Eternal Syndicate
20
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Posted - 2013.05.10 02:39:00 -
[2] - Quote
this makes protos more effective than they already are. do u really want that? how wud u even fit one on a starter suit? |
CLONE117
Planetary Response Organisation
1
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Posted - 2013.05.10 02:57:00 -
[3] - Quote
think of it this way proto users use damage mods which greatly increase there power. I think damage mods work by on a percentage based on the guns basic damage level.
a player with a tac ar can just put several damage mods on his/her fitting and go about obliterating every1 on the battle field.
reducing the effectiveness of damage mods and limiting the number of damage modes to 1 would be a much better solution to balancing current gameplay.
its funny how every 1 assumes the weapon is op but no1 talks about dropsuits being op.
the main threat is damage mods.
and limiting shield extenders and armor plating to 1 or 2 would help balance some gameplay although I don't have a major preference on armor repair mods.. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
62
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Posted - 2013.05.10 03:16:00 -
[4] - Quote
Cosgar wrote:So, ever since Chromosome I've been mulling this over for a bit. I know it sounds kind of strange and you probably think I'm some kind of conspiracy theorist, but here goes: What if none of the weapons in Dust 514 are OP but the damage mods are the real problem? Crazy? Yeah I know, but think of it like this. Just about every weapon in this game has had it's turn under the nerf bat. Missiles, Assault Rifles, Swarms, Tactical Assault Rifle, HMG, and now the Mass Driver. Seems like every time one weapon gets nerfed, another weapon rises in popularity and another nerf is needed. Unless every weapon in this game is OP, I think the real problem is the damage mods, Complex Damage mods to be exact. I'm not the mathematician you guys are, but I think if you ramp up the fitting requirements a bit to limit how many can be fitted on a suit or vehicle, or just limit one per fitting like damage control mods, you might see that there will be less needs for a nerf in this game. Personally, I'm sick of nerfs and I know you're tired of them too because you have to listen to us whine for them, you have to administer them and then deal with our outrage over said nerf. We need an arms race, not a nerf war.
I think Damage MODIFIERS should cost a LOT more, and assault suits of each path should get a 3-5% CPU/PG reduction per level, allowing for , with some tunning, put up to 2.But this ways other suits wont be able to abuse them much, at most 1.... |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
62
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Posted - 2013.05.10 03:17:00 -
[5] - Quote
CLONE117 wrote:think of it this way proto users use damage mods which greatly increase there power. I think damage mods work by on a percentage based on the guns basic damage level.
a player with a tac ar can just put several damage mods on his/her fitting and go about obliterating every1 on the battle field.
reducing the effectiveness of damage mods and limiting the number of damage modes to 1 would be a much better solution to balancing current gameplay.
its funny how every 1 assumes the weapon is op but no1 talks about dropsuits being op.
the main threat is damage mods.
and limiting shield extenders and armor plating to 1 or 2 would help balance some gameplay although I don't have a major preference on armor repair mods..
https://forums.dust514.com/default.aspx?g=posts&t=75241&find=unread
Some Drop suits are broken i feel. I've been talking about it for 2 days straight Xd.
but the issue in hand are the damage mods... :3 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
617
|
Posted - 2013.05.10 05:28:00 -
[6] - Quote
CLONE117 wrote:think of it this way proto users use damage mods which greatly increase there power. I think damage mods work by on a percentage based on the guns basic damage level.
a player with a tac ar can just put several damage mods on his/her fitting and go about obliterating every1 on the battle field.
reducing the effectiveness of damage mods and limiting the number of damage modes to 1 would be a much better solution to balancing current gameplay.
its funny how every 1 assumes the weapon is op but no1 talks about dropsuits being op.
the main threat is damage mods.
and limiting shield extenders and armor plating to 1 or 2 would help balance some gameplay although I don't have a major preference on armor repair mods.. Stacking shield extenders and plates is fine. Armor reduces movement speed, (but I think it should penalize stamina) but extenders need a negative. A lot of people have suggested larger signature radius and a larger hit box that will revert back to the suit's respective frame size once depleted. That way, if someone does have a crap ton of shields you could hit them with your eyes closed. Stamina penalty for armor would give the armor tanking lighter suits more flexibility since they naturally have more stamina and won't lose the speed they need to perform their role. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
269
|
Posted - 2013.05.10 05:58:00 -
[7] - Quote
The damage mods "problem" will disappear if ccp give us more high slot modules. Currently we only have: shield extenders shield rechargers Damage mods Miofibril stimulant A module that increase scan precision.
Miofibril and more scan precision are useless outside specilized fits, thi leave shield and damage mods as the only choice for high powered modules.
I would really love to have something else useful to fit on my armor tanked suit but htere is nothing.
Alle the most useful mods are low slot, codebreakers, stamina, sprint speed, increased scan radius, decreased dropsuit signature. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
620
|
Posted - 2013.05.10 06:23:00 -
[8] - Quote
Martin0 Brancaleone wrote:The damage mods "problem" will disappear if ccp give us more high slot modules. Currently we only have: shield extenders shield rechargers Damage mods Miofibril stimulant A module that increase scan precision. Miofibril and more scan precision are useless outside specilized fits, thi leave shield and damage mods as the only choice for high powered modules. I would really love to have something else useful to fit on my armor tanked suit but htere is nothing. Alle the most useful mods are low slot, codebreakers, stamina, sprint speed, increased scan radius, decreased dropsuit signature. Even if there were more high slot modules, the tryhards would still want to stack damage mods. That's why raising the CPU/PG req or just limiting one per fitting like the damage control mods would be a better solution. That way they get their damage, but are forced to choose other modules like shields, weapon balance would be easier to manage, and overall skill balance will be at an all time high. Back in Chrome it felt like I was being beaten with damage mods and sharpshooter more than actual skill. A lot of people are pissed off about uprising because of all the shield buffs and they actually have to get in range and aim rather than dakka! dakka! dakka! from across the map with their juiced up weapon and a game breaking mechanic. A lot of them have their gun game exposed and instead of coping, they QQ. |
Cross Atu
Conspiratus Immortalis League of Infamy
935
|
Posted - 2013.05.10 06:55:00 -
[9] - Quote
There's been an ongoing debate about whether damage mods are A) broken, or B) imbalanced.
In either case I think the solution is the same, increase the stacking penalty applied to damage mods. If the stacking penalty doesn't work then fix it so it applies, if it in fact works (as some have said) then increase it.
The current function of damage mods is neither balanced nor helpful for overall game health and nefing all weapons or buffing all suits to compensate merely diminishes game diversity as the more the game is balanced around stacked damage mods the more those mods become a requirement not an option.
Stacked damage mods are a problem, a robust diminishing returns function applied to the stacking is a solution.
0.02 ISK Cross |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
17
|
Posted - 2013.05.10 07:07:00 -
[10] - Quote
Or you could just stop fail fitting suits. It's like eve, everyone wants damage mods, people don't ***** that they're op, they just fit them as well.
The only benefit to going up in suits is having more slots so you can make the decision of more tank or more gank. The problem here is that you're arguing that fitting is op and there should be no gain in not being a moron and fitting trash to your suits.
I'm sorry but if you lack the intelligence to recognize that spending months worth of sp to improve a suit in a non special Ed way is a good thing maybe you should find a more simple game to patronize. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
623
|
Posted - 2013.05.10 07:55:00 -
[11] - Quote
Cruor Abominare wrote:Or you could just stop fail fitting suits. It's like eve, everyone wants damage mods, people don't ***** that they're op, they just fit them as well.
The only benefit to going up in suits is having more slots so you can make the decision of more tank or more gank. The problem here is that you're arguing that fitting is op and there should be no gain in not being a moron and fitting trash to your suits.
I'm sorry but if you lack the intelligence to recognize that spending months worth of sp to improve a suit in a non special Ed way is a good thing maybe you should find a more simple game to patronize. Whoah, you totally missed the point. My point is that damage mods can make any weapon OP. CCP has nerfed just about every single weapon in the game right now. How the hell is every weapon in this game OP? Has to be something else giving them the impression of being OP right? Sharpshooter is gone, (thank god) but this has been going on long before people discovered how game breaking SS was. Has to be the damage mods. Unless you have an answer as to why every weapon in the game could be OP |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
17
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Posted - 2013.05.10 08:12:00 -
[12] - Quote
Cosgar wrote:Cruor Abominare wrote:Or you could just stop fail fitting suits. It's like eve, everyone wants damage mods, people don't ***** that they're op, they just fit them as well.
The only benefit to going up in suits is having more slots so you can make the decision of more tank or more gank. The problem here is that you're arguing that fitting is op and there should be no gain in not being a moron and fitting trash to your suits.
I'm sorry but if you lack the intelligence to recognize that spending months worth of sp to improve a suit in a non special Ed way is a good thing maybe you should find a more simple game to patronize. Whoah, you totally missed the point. My point is that damage mods can make any weapon OP. CCP has nerfed just about every single weapon in the game right now. How the hell is every weapon in this game OP? Has to be something else giving them the impression of being OP right? Sharpshooter is gone, (thank god) but this has been going on long before people discovered how game breaking SS was. Has to be the damage mods. Unless you have an answer as to why every weapon in the game could be OP
SS was largely removed so that ccp could scale down render distances to improve fps. Having universal range increases really isn't an imbalance because everyone could get it. If you were too stupid to spend points on a good skill that's your problem. Hell they designed the maps around sharpshooter, haven't you noticed how damn awkward the maps are now?
As to the blanket nerfs, I can only assume that ccp remnant is following the ccp tradition of not only being clueless to the meta of his own game but unable to grasp basic mechanics.
Here's an eve example. There was a time when a ship called the hurricane was considered game braking. Then about six months later the meta changed and it was back to an adapted fitting on a ship called the drake. Then a year later a new type of ship was released and the drake was replaced. Then six months later ccp nerfed the hurricane. Thats the general level of competence I've come to expect from ccp. |
RINON114
B.S.A.A.
144
|
Posted - 2013.05.10 08:17:00 -
[13] - Quote
Cross Atu wrote:There's been an ongoing debate about whether damage mods are A) broken, or B) imbalanced.
In either case I think the solution is the same, increase the stacking penalty applied to damage mods. If the stacking penalty doesn't work then fix it so it applies, if it in fact works (as some have said) then increase it.
The current function of damage mods is neither balanced nor helpful for overall game health and nefing all weapons or buffing all suits to compensate merely diminishes game diversity as the more the game is balanced around stacked damage mods the more those mods become a requirement not an option.
Stacked damage mods are a problem, a robust diminishing returns function applied to the stacking is a solution.
0.02 ISK Cross I was about to suggest exactly this, we should squad some time!
I think a stacking penalty to PG/CPU would be best personally, so for example a complex uses whatever it does, can't remember the figures but lets say 10 PG and 50 CPU. The stacking penalty should mean that equipping two would use 22 PG and 110 CPU or something maybe more drastic. This could allow for a skill to reduce stacking penalties for all of these modules that this kind of penalty would apply to. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
623
|
Posted - 2013.05.10 08:23:00 -
[14] - Quote
Cruor Abominare wrote:Cosgar wrote:Cruor Abominare wrote:Or you could just stop fail fitting suits. It's like eve, everyone wants damage mods, people don't ***** that they're op, they just fit them as well.
The only benefit to going up in suits is having more slots so you can make the decision of more tank or more gank. The problem here is that you're arguing that fitting is op and there should be no gain in not being a moron and fitting trash to your suits.
I'm sorry but if you lack the intelligence to recognize that spending months worth of sp to improve a suit in a non special Ed way is a good thing maybe you should find a more simple game to patronize. Whoah, you totally missed the point. My point is that damage mods can make any weapon OP. CCP has nerfed just about every single weapon in the game right now. How the hell is every weapon in this game OP? Has to be something else giving them the impression of being OP right? Sharpshooter is gone, (thank god) but this has been going on long before people discovered how game breaking SS was. Has to be the damage mods. Unless you have an answer as to why every weapon in the game could be OP SS was largely removed so that ccp could scale down render distances to improve fps. Having universal range increases really isn't an imbalance because everyone could get it. If you were too stupid to spend points on a good skill that's your problem. Hell they designed the maps around sharpshooter, haven't you noticed how damn awkward the maps are now? As to the blanket nerfs, I can only assume that ccp remnant is following the ccp tradition of not only being clueless to the meta of his own game but unable to grasp basic mechanics. Here's an eve example. There was a time when a ship called the hurricane was considered game braking. Then about six months later the meta changed and it was back to an adapted fitting on a ship called the drake. Then a year later a new type of ship was released and the drake was replaced. Then six months later ccp nerfed the hurricane. Thats the general level of competence I've come to expect from ccp. /facepalm
Yes or no. Do you think that damage mods have thrown off the perception of what each weapon's base DPS should be? |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
17
|
Posted - 2013.05.10 08:32:00 -
[15] - Quote
I'll say that if dmg mods affect your perception on whether or not weapons are op, then no one should be listening to whatever drivel your spewing and you should begin letting others make important life decisions for you, for your own safety.
It's a completely level playing field when it comes to damage mods, this is definitely a situation where ccp should disregard any further input from your mentally damaging posting. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
624
|
Posted - 2013.05.10 08:39:00 -
[16] - Quote
Cruor Abominare wrote:I'll say that if dmg mods affect your perception on whether or not weapons are op, then no one should be listening to whatever drivel your spewing and you should begin letting others make important life decisions for you, for your own safety.
It's a completely level playing field when it comes to damage mods, this is definitely a situation where ccp should disregard any further input from your mentally damaging posting. I'm trying to find a solution to an ongoing problem, all you've done is met me with insults. This isn't 4Chan. Use some big boy words and give constructive criticism and comprehend what someone is typing. |
Doshneil Antaro
SVER True Blood Unclaimed.
40
|
Posted - 2013.05.10 09:25:00 -
[17] - Quote
Damage mods need to be 1 per sjit only. People would than stop stacking so many shields and armor, but have to atm just to survive for a full second against proto damage stackers. Allowing stack damage makes this game feel like cod, whoever lands the first bullet wins, just run top speed, fire first, and you win. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
631
|
Posted - 2013.05.10 21:19:00 -
[18] - Quote
CLONE117 wrote:think of it this way proto users use damage mods which greatly increase there power. I think damage mods work by on a percentage based on the guns basic damage level.
a player with a tac ar can just put several damage mods on his/her fitting and go about obliterating every1 on the battle field.
reducing the effectiveness of damage mods and limiting the number of damage modes to 1 would be a much better solution to balancing current gameplay.
its funny how every 1 assumes the weapon is op but no1 talks about dropsuits being op.
the main threat is damage mods.
and limiting shield extenders and armor plating to 1 or 2 would help balance some gameplay although I don't have a major preference on armor repair mods.. I told you so... |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
175
|
Posted - 2013.05.11 01:35:00 -
[19] - Quote
I agree with your post. Also want to note that putting CPU/PG expensive mods on scout suits will be near impossible, further skewing the balance in favor of assault suits that already dominate. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
640
|
Posted - 2013.05.11 01:38:00 -
[20] - Quote
Ludvig Enraga wrote:I agree with your post. Also want to note that putting CPU/PG expensive mods on scout suits will be near impossible, further skewing the balance in favor of assault suits that already dominate. Yeah, scout suits are a whole different beast right now. The could use a CPU/PG buff for all the other equipment rumored to be translated from EVE Online. |
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