Nerf damage mods (read why before you flame).When discussing infantry tank (not HAV) balance the subject of damage mods comes up a lot.
When talking about role balance and definition between Medium Frames the subject of damage mods comes up a lot.
When discussing comparative weapon balance the subject of damage mods comes up a lot.
Damage mods are widely viewed as one of the most, perhaps the most, useful/valuable module type in the game. So lets nerf them, wait,
wait, donGÇÖt flame me just yet.
HereGÇÖs why:
Armor is weaker than shields right now, but it is frequently pointed out that if they were equal Armor would become superior due to the free high slots for damage mods.
Logi need high eHP to do real support work but it has been vigorously pointed out that Logi with high eHP + stacked damage mods can be GÇÿbetter slayersGÇÖ than the Assault suits, thus diminishing the role of that frame.
There are other aspects but rather than elaborating further let me address the obvious question
GÇ£How does nerfing a mod for everyone improve balance for anyone, that just keeps things the same doesnGÇÖt it?GÇ¥Well, not quite, hereGÇÖs what I propose.
Nerf damage mods, and give Assault suits some role buff to enhance the effectiveness of damage mods fit to their suit (so they still have the same ballpark of performance from them as now), give armor much better eHP mostly via buffer (but also the other things
discussed here) and let things develop.
Net effect on roles
QCQ Scouts generally do not need damage mods to get 1-2 hit kills.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP and use of the Forge Gun
- Assaults for high Alpha damage with Swarms/Plasma
- Logi for supplies
Net AV balance remains approximately the same, now with greater role specialization/reason to use different frames based on play style.
Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications)
Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit.
Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker).
0.02 ISK
Cross