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Django Quik
R.I.f.t
777
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Posted - 2013.06.30 17:00:00 -
[1] - Quote
Does anybody at all use sidearm damage mods? Because I just noticed that they have the exact same fitting requirements as for the bigger weapons.
What sense does it make for a damage mod to take up more CPU/PG than the most costly fitting weapon it's supposed to be modding?
Why would something intended for much smaller and generally less powerful weapons have the same requirements as the equivalent for much bigger and more powerful weapons?
And on a related note - why do you only have to train weaponary to lvl 1 for sidearms but lvl 3 for sidearm damage mods? And why is the SP investment required for sidearm damage mods the same as for the bigger weapon types?
This doesn't make sense. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
15
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Posted - 2013.06.30 17:05:00 -
[2] - Quote
I do and I run dual submachine guns and the damage boost applies to both thats something I think that will be useful to commando suits also maybe thats why? cuz it can be applied to dual weapons as of now |
FATPrincess - XOXO
Shining Flame Amarr Empire
37
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Posted - 2013.06.30 17:13:00 -
[3] - Quote
Why does heavy mods have the same req as the light mods?
-XOXO |
Django Quik
R.I.f.t
777
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Posted - 2013.06.30 17:24:00 -
[4] - Quote
FATPrincess - XOXO wrote:Why does heavy mods have the same req as the light mods?
-XOXO Yeah, that too. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1044
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Posted - 2013.06.30 17:26:00 -
[5] - Quote
Sidearm operation, proficiency, fitting, ammo, etc. also cost the same as the light weapon variants.
It is what it is I guess... |
Iron Wolf Saber
Den of Swords
5489
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Posted - 2013.06.30 17:28:00 -
[6] - Quote
Sidearm Damage mods take your suits sensors to calculate how to squeeze out the damage out of the weapons and is literally the same function as the light or heavy weapon mods. |
Django Quik
R.I.f.t
777
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Posted - 2013.06.30 18:00:00 -
[7] - Quote
Iron Wolf Saber wrote:Sidearm Damage mods take your suits sensors to calculate how to squeeze out the damage out of the weapons and is literally the same function as the light or heavy weapon mods, and since sidearms are less likely to have onboard smart computers the module may have to take over many of the functions larger weapons enjoy which may also further balance it out.
The developer reason probably lies in the simple fact that the developers don't want you fitting 'everything' at once. I am curious as to how many people actually use these though. The added damage is awesome but most people don't run a sidearm as primary, so run light damage mods. Could be as underused as the range amplifier modules! |
Disturbingly Bored
The Strontium Asylum
323
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Posted - 2013.06.30 18:00:00 -
[8] - Quote
Let's get this reason out the way:
Because Flaylock. |
Django Quik
R.I.f.t
777
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Posted - 2013.06.30 18:03:00 -
[9] - Quote
Disturbingly Bored wrote:Let's get this reason out the way:
Because Flaylock. True but sidearm damage mods have been around for a long long time before flaylocks were here. I only just noticed because I'd never bothered with them before now. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
15
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Posted - 2013.06.30 18:05:00 -
[10] - Quote
Django Quik wrote:Iron Wolf Saber wrote:Sidearm Damage mods take your suits sensors to calculate how to squeeze out the damage out of the weapons and is literally the same function as the light or heavy weapon mods, and since sidearms are less likely to have onboard smart computers the module may have to take over many of the functions larger weapons enjoy which may also further balance it out.
The developer reason probably lies in the simple fact that the developers don't want you fitting 'everything' at once. I am curious as to how many people actually use these though. The added damage is awesome but most people don't run a sidearm as primary, so run light damage mods. Could be as underused as the range amplifier modules! I run dual sidearms on my gallente scout, one loadout has the damage mods that apply to both
but where it really shines is on my minmatar assault, bonus to both ishok submachine gun and flaylock clip size
with one complex damage mod applying to both weapons |
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ZDub 303
TeamPlayers EoN.
533
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Posted - 2013.06.30 18:23:00 -
[11] - Quote
Django Quik wrote:Disturbingly Bored wrote:Let's get this reason out the way:
Because Flaylock. True but sidearm damage mods have been around for a long long time before flaylocks were here. I only just noticed because I'd never bothered with them before now.
Because we've never had a sidearm so overpowered its a clear and obvious choice to run sidearm mods and a godlock primary over any light weapon.
SMGs are nice but running SMG primary was always a niche build. Running a godlock primary is becoming more and more common as people get the SP to skill into them. |
Sloth9230
Reaper Galactic
2097
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Posted - 2013.06.30 18:30:00 -
[12] - Quote
ZDub 303 wrote:[a godlock primary over any light weapon. AR is still better |
Fiddlestaxp
TeamPlayers EoN.
131
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Posted - 2013.06.30 19:18:00 -
[13] - Quote
Sloth9230 wrote:ZDub 303 wrote:[a godlock primary over any light weapon. AR is still better Situationally, yes. But Core Flaylock costs 2 PG to fit. Compare to what? 13 PG for a duvolle?
11 PG is a Complex shield extender, or a proto uplink. That's HUGE. It is BROKEN.
Fix it now, CCP. |
Kevlar Waffles
Expert Intervention Caldari State
27
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Posted - 2013.06.30 19:21:00 -
[14] - Quote
Iron Wolf Saber wrote:Sidearm Damage mods take your suits sensors to calculate how to squeeze out the damage out of the weapons and is literally the same function as the light or heavy weapon mods, and since sidearms are less likely to have onboard smart computers the module may have to take over many of the functions larger weapons enjoy which may also further balance it out.
The developer reason probably lies in the simple fact that the developers don't want you fitting 'everything' at once. im going to spec into them for my dual core flaylocks so i can damage stack 10% mods and kill everything so easily |
Fiddlestaxp
TeamPlayers EoN.
131
|
Posted - 2013.06.30 19:29:00 -
[15] - Quote
Kevlar Waffles wrote:Iron Wolf Saber wrote:Sidearm Damage mods take your suits sensors to calculate how to squeeze out the damage out of the weapons and is literally the same function as the light or heavy weapon mods, and since sidearms are less likely to have onboard smart computers the module may have to take over many of the functions larger weapons enjoy which may also further balance it out.
The developer reason probably lies in the simple fact that the developers don't want you fitting 'everything' at once. im going to spec into them for my dual core flaylocks so i can damage stack 10% mods and kill everything so easily You won't be disappointed. |
Sloth9230
Reaper Galactic
2099
|
Posted - 2013.06.30 19:35:00 -
[16] - Quote
Fiddlestaxp wrote:Sloth9230 wrote:ZDub 303 wrote:[a godlock primary over any light weapon. AR is still better Situationally, yes. But Core Flaylock costs 2 PG to fit. Compare to what? 13 PG for a duvolle? 11 PG is a Complex shield extender, or a proto uplink. That's HUGE. It is BROKEN. Fix it now, CCP. Didn't say it doesn't have it's problems. |
Dust Project 514
Dust Evo 514
66
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Posted - 2013.06.30 19:42:00 -
[17] - Quote
Django Quik wrote:
Why would something intended for much smaller and generally less powerful weapons have the same requirements as the equivalent for much bigger and more powerful weapons?
Lol. No.
They generally dish out more DPS than light. The difference is that they have smaller clips (excluding SMG) and are harder to use properly.
The DMG mod for sidearms make them VERY powerful. They CPU/GP cost are as they should be.
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