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Cat Merc
Oculus Felis
1261
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Posted - 2013.06.29 11:14:00 -
[1] - Quote
To reduce HP modules and Damage mods spam I suggest you do a couple of things. To people who don't know, damage mods and HP mods are probably the most used modules in this game. I want to fix that, so there would be more variaty.
-Increase base suit eHP to around 500-600 for medium suits, 1600 for Heavy suits, and I don't remember the base eHP for scouts but double that. So all suits get 2x base eHP they have now. -Reduce what HP modules add to around 50% of the original number -Add new high slot modules that are about improving your gun game (Accuracy, range, that kind of stuff) -Add resistance modules
Increase base suit eHP: If players feel like they have plenty of eHP, they are less likely to use HP modules and more likely to use other modules.
Reduce what HP modules add to around 50% of the original number: This is to level out the eHP, so we won't see people with crazy high eHP.
-Add new high slot modules that are about improving your gun game: Just giving people an incentive to use something else, instead of just stacking damage mods. I'm a little warry of adding range through modules, because it will push weapons out of their intended range, but maybe stuff like increase hip fire accuracy, increase rate of fire, etc'.
Add resistance modules: Really easy, since you already have them for vehicles. |
Arkena Wyrnspire
Turalyon Plus
1382
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Posted - 2013.06.29 13:06:00 -
[2] - Quote
I think basing HP modules more around powergrid consumption and utility modules more around CPU consumption would be a more elegant solution to this problem. Your suggestions would also make people never use HP modules. |
Cat Merc
Oculus Felis
1264
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Posted - 2013.06.29 13:16:00 -
[3] - Quote
Arkena Wyrnspire wrote:I think basing HP modules more around powergrid consumption and utility modules more around CPU consumption would be a more elegant solution to this problem. Your suggestions would also make people never use HP modules. You would be surprised. Look at EVE, look at the base HP of ships vs how much you get per module. |
Hagintora
Chatelain Rapid Response Gallente Federation
115
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Posted - 2013.06.29 15:40:00 -
[4] - Quote
Having Mods that increase range wouldn't be so bad, just as long as there was some sort disadvantage to using it. Like a decrease in accuracy, base damage, rate of fire. Nobody would care if you could shoot across the map if your damage output was laughably low. |
ZDub 303
TeamPlayers EoN.
524
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Posted - 2013.06.29 15:44:00 -
[5] - Quote
Hopefully once we have weapon cust we will have damage mods moved to be a weapon mod.
Otherwise... Its pretty much entirely HP mod spam for sure.
I see no reason to use anything but shield extenders in high slots, and low slots is a balance of armor plates, shield regs, and a sta mod cause logis have terrible sta.
It would help make other mods more useful and make it easier to balance armor vs shield tanking. |
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