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Cat Merc
DUST CORE DARKSTAR ARMY
3884
|
Posted - 2013.08.06 03:27:00 -
[1] - Quote
Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679
Damage alone is boring! Give us MOAR!
Ideas:
Recoil Absorber: Reduces recoil of the weapon when ADS Standard: 10% Advanced: 15% Complex: 25%
Stacking penalties apply
Dispersion reducer: Reduces dispersion of weapon when hip firing Standard: 5% Advanced: 10% Complex: 15%
Stacking penalties apply
ROF enhancer: Increases the rate of fire of a weapon Standard: 4% Advanced: 6% Complex: 12%
Stacking penalties apply
Note: ROF increases ammo usage, kick and dispersion, so I thought it would be a good idea to give it a slight edge DPS wise.
Clip extender: Increases ammo capacity of weapons: Standard: 15% Enhanced: 20% Complex: 30%
Stacking penalties apply
Muscle memory enhancer: Reduces reload time on weapons Standard: 15% Enhanced: 20% Complex: 25%
Stacking penalties apply
Weapon range enhancer: Increases the optimal range on weapons Standard: 2% Enhanced: 4% Complex: 8%
Stacking penalties apply
Note: Absolute range stays the same
Pulse modifier: Reduces the charge time on weapons Standard: 10% Enhanced: 15% Complex: 25%
Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing range Standard: +3% to damage and ROF of weapon / - 7.5% to optimal and absolute range Enhanced: +5% to damage and ROF of weapon / -10% to optimal and absolute range Complex: +10% to damage and ROF of weapon / -15% to optimal and absolute range
Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range of weapons, but reduces damage and ROF Standard: +7.5% to optimal and absolute range / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and absolute range / -5% to damage and ROF of a weapon Complex: +15% to optimal and absolute range / -10% to damage and ROF of a weapon
Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
----------------------------------------------------- |
Mobius Wyvern
Guardian Solutions
2881
|
Posted - 2013.08.06 03:28:00 -
[2] - Quote
Cat Merc wrote:Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679Damage alone is boring! Give us MOAR! Ideas:
Recoil Absorber: Reduces recoil of the weapon when ADS Standard: 10% Advanced: 15% Complex: 25% Stacking penalties apply
Dispersion reducer: Reduces dispersion of weapon when hip firing Standard: 5% Advanced: 10% Complex: 15% Stacking penalties apply
ROF enhancer: Increases the rate of fire of a weapon Standard: 4% Advanced: 6% Complex: 12% Stacking penalties apply Note: ROF increases ammo usage, kick and dispersion, so I thought it would be a good idea to give it a slight edge DPS wise.
Clip extender: Increases ammo capacity of weapons: Standard: 15% Enhanced: 20% Complex: 30% Stacking penalties apply
Muscle memory enhancer: Reduces reload time on weapons Standard: 15% Enhanced: 20% Complex: 25% Stacking penalties apply
Weapon range enhancer: Increases the optimal range on weapons Standard: 2% Enhanced: 4% Complex: 8% Stacking penalties apply Note: Absolute range stays the same
Pulse modifier: Reduces the charge time on weapons Standard: 10% Enhanced: 15% Complex: 25% Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing range Standard: +3% to damage and ROF of weapon / - 7.5% to optimal and absolute range Enhanced: +5% to damage and ROF of weapon / -10% to optimal and absolute range Complex: +10% to damage and ROF of weapon / -15% to optimal and absolute range Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range of weapons, but reduces damage and ROF Standard: +7.5% to optimal and absolute range / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and absolute range / -5% to damage and ROF of a weapon Complex: +15% to optimal and absolute range / -10% to damage and ROF of a weapon Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties ----------------------------------------------------- You, my friend, are scary. |
TrueXer0z
DUST University Ivy League
61
|
Posted - 2013.08.06 03:31:00 -
[3] - Quote
+1 |
Cat Merc
DUST CORE DARKSTAR ARMY
3886
|
Posted - 2013.08.06 03:32:00 -
[4] - Quote
Mobius Wyvern wrote:Cat Merc wrote:Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679Damage alone is boring! Give us MOAR! Ideas:
Recoil Absorber: Reduces recoil of the weapon when ADS Standard: 10% Advanced: 15% Complex: 25% Stacking penalties apply
Dispersion reducer: Reduces dispersion of weapon when hip firing Standard: 5% Advanced: 10% Complex: 15% Stacking penalties apply
ROF enhancer: Increases the rate of fire of a weapon Standard: 4% Advanced: 6% Complex: 12% Stacking penalties apply Note: ROF increases ammo usage, kick and dispersion, so I thought it would be a good idea to give it a slight edge DPS wise.
Clip extender: Increases ammo capacity of weapons: Standard: 15% Enhanced: 20% Complex: 30% Stacking penalties apply
Muscle memory enhancer: Reduces reload time on weapons Standard: 15% Enhanced: 20% Complex: 25% Stacking penalties apply
Weapon range enhancer: Increases the optimal range on weapons Standard: 2% Enhanced: 4% Complex: 8% Stacking penalties apply Note: Absolute range stays the same
Pulse modifier: Reduces the charge time on weapons Standard: 10% Enhanced: 15% Complex: 25% Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing range Standard: +3% to damage and ROF of weapon / - 7.5% to optimal and absolute range Enhanced: +5% to damage and ROF of weapon / -10% to optimal and absolute range Complex: +10% to damage and ROF of weapon / -15% to optimal and absolute range Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range of weapons, but reduces damage and ROF Standard: +7.5% to optimal and absolute range / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and absolute range / -5% to damage and ROF of a weapon Complex: +15% to optimal and absolute range / -10% to damage and ROF of a weapon Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties ----------------------------------------------------- You, my friend, are scary. MEOW |
Cat Merc
DUST CORE DARKSTAR ARMY
3887
|
Posted - 2013.08.06 03:49:00 -
[5] - Quote
meow |
ZDub 303
TeamPlayers EoN.
1477
|
Posted - 2013.08.06 03:52:00 -
[6] - Quote
Hopefully they eventually they add weapon module slots for customizing weapons in this manner. |
Cat Merc
DUST CORE DARKSTAR ARMY
3887
|
Posted - 2013.08.06 03:56:00 -
[7] - Quote
ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. Why not both? :D |
Cat Merc
DUST CORE DARKSTAR ARMY
3890
|
Posted - 2013.08.06 04:10:00 -
[8] - Quote
ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. It will take much longer to do this system. My idea would be probably much easier to do, which means we could have it faster. |
ZDub 303
TeamPlayers EoN.
1479
|
Posted - 2013.08.06 04:13:00 -
[9] - Quote
Cat Merc wrote:ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. It will take much longer to do this system. My idea would be probably much easier to do, which means we could have it faster.
Honestly... I think they need to remove damage mods instead of adding more stuff in the H/L slots. Simply because we can never achieve tank balance so long as damage mods exist to bias one side vs the other.
For tanks, I think we need mid slots ASAP for all turret/dps related modules. |
Dog Merc
Sebiestor Field Sappers Minmatar Republic
2
|
Posted - 2013.08.06 04:14:00 -
[10] - Quote
Bark for greatness.
If these are module slots, when rigging hits, the rigs should be worse then these, cause you give up a slot that could be used to augment your tank to increase your guns performance. |
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Cat Merc
DUST CORE DARKSTAR ARMY
3890
|
Posted - 2013.08.06 04:22:00 -
[11] - Quote
ZDub 303 wrote:Cat Merc wrote:ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. It will take much longer to do this system. My idea would be probably much easier to do, which means we could have it faster. Honestly... I think they need to remove damage mods instead of adding more stuff in the H/L slots. Simply because we can never achieve armor vs shield balance so long as damage mods exist to bias one side vs the other. For tanks, I think we need mid slots ASAP for all turret/dps related modules. Shield tankers get kin cats. Armor tankers get damage mods. What's the problem? |
ZDub 303
TeamPlayers EoN.
1480
|
Posted - 2013.08.06 05:11:00 -
[12] - Quote
Cat Merc wrote:ZDub 303 wrote:Cat Merc wrote:ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. It will take much longer to do this system. My idea would be probably much easier to do, which means we could have it faster. Honestly... I think they need to remove damage mods instead of adding more stuff in the H/L slots. Simply because we can never achieve armor vs shield balance so long as damage mods exist to bias one side vs the other. For tanks, I think we need mid slots ASAP for all turret/dps related modules. Shield tankers get kin cats. Armor tankers get damage mods. What's the problem?
If kin cats affected move speed, maybe I would see them as equivalent.
However... kin cats are 15 PG each... they essentially compete directly with extenders for anything but a very specific shotgun logi build. |
Cat Merc
DUST CORE DARKSTAR ARMY
3895
|
Posted - 2013.08.06 05:48:00 -
[13] - Quote
ZDub 303 wrote:Cat Merc wrote:ZDub 303 wrote:Cat Merc wrote:ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner. It will take much longer to do this system. My idea would be probably much easier to do, which means we could have it faster. Honestly... I think they need to remove damage mods instead of adding more stuff in the H/L slots. Simply because we can never achieve armor vs shield balance so long as damage mods exist to bias one side vs the other. For tanks, I think we need mid slots ASAP for all turret/dps related modules. Shield tankers get kin cats. Armor tankers get damage mods. What's the problem? If kin cats affected move speed, maybe I would see them as equivalent. However... kin cats are 15 PG each... they essentially compete directly with extenders for anything but a very specific shotgun logi build. And you think damage mods aren't expensive CPU/PG wise? Remember that you can fit CPU/PG upgrades, we can't.
Mobility is EXTREMELY important. Ask any heavy how it is to try and get from place to place on foot. By the time you get there, your team already cleaned up the place.
These are incompareables, you can't say one is better than the other, it's preference. Which is how game design should be done, giving you a bunch of options, which you can't really say one is better than the other. http://www.youtube.com/watch?v=ibi8iHMqjFs |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5266
|
Posted - 2013.08.06 06:46:00 -
[14] - Quote
I would loooove the hipfire one for my assault scrambler |
Cat Merc
DUST CORE DARKSTAR ARMY
3898
|
Posted - 2013.08.06 06:51:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:I would loooove the hipfire one for my assault scrambler Ya. Though the assault variant is the same as the assault rifle. I was actually thinking about the normal scrambler rifle when adding this module, the scrambler rifle + accurate hip fire = extreme pwnage. |
ChromeBreaker
SVER True Blood
981
|
Posted - 2013.08.06 08:59:00 -
[16] - Quote
I think balancing for some of these would be a nightmare, but i agree with the idea of more variation...
I know the numbers are arbitary atm but the RoF/pulse mod is a lot more powerful then i think you realise... Especially with the way stacking works |
Cat Merc
DUST CORE DARKSTAR ARMY
3904
|
Posted - 2013.08.06 09:05:00 -
[17] - Quote
ChromeBreaker wrote:I think balancing for some of these would be a nightmare, but i agree with the idea of more variation... I know the numbers are arbitary atm but the RoF/pulse mod is a lot more powerful then i think you realise... Especially with the way stacking works Huh? Which one? |
ChromeBreaker
SVER True Blood
981
|
Posted - 2013.08.06 09:13:00 -
[18] - Quote
Cat Merc wrote:ChromeBreaker wrote:I think balancing for some of these would be a nightmare, but i agree with the idea of more variation... I know the numbers are arbitary atm but the RoF/pulse mod is a lot more powerful then i think you realise... Especially with the way stacking works Huh? Which one?
Ok for example....
A mass driver with 2-3 more shells. (clip increase) A HMG with 25-30% more dmg (RoF + Dmg) Forge gun with a 2sec Charge (pulse) Manic Shotgun (Rof,Clip increase)
Im not saying these are bad ideas... but could very easily become a mess |
Arkena Wyrnspire
Turalyon 514
2368
|
Posted - 2013.08.06 09:19:00 -
[19] - Quote
Cat Merc wrote:
ROF enhancer: Increases the rate of fire of a weapon Standard: 4% Advanced: 6% Complex: 12%
Stacking penalties apply
Note: ROF increases ammo usage, kick and dispersion, so I thought it would be a good idea to give it a slight edge DPS wise.
Regarding your maths on this - even if the percentages were the same, RoF enhancers would still be superior in terms of DPS. This is because the multiplier is done as a divisor rather than a straight multiplier - while you would multiply dps by 1.10 in terms of increasing per shot damage, when increasing RoF you divide by 0.90.
Example, you have 400 dps.
1 complex damage mod - 400 x 1.10 = 440 1 RoF enhancer - 400/0.90 = 444.4 recurring
I suppose that's only a slight edge though, but it's worth noting when you're going a few percentage points higher than the normal damage mods.
EDIT: Also note when thinking about a RoF increase that it increases the likelihood of overheating. On the scrambler rifle especially, that's well worth noting as well.
Also, +1, this is great. |
Cat Merc
DUST CORE DARKSTAR ARMY
3905
|
Posted - 2013.08.06 09:23:00 -
[20] - Quote
ChromeBreaker wrote:Cat Merc wrote:ChromeBreaker wrote:I think balancing for some of these would be a nightmare, but i agree with the idea of more variation... I know the numbers are arbitary atm but the RoF/pulse mod is a lot more powerful then i think you realise... Especially with the way stacking works Huh? Which one? Ok for example.... A mass driver with 2-3 more shells. (clip increase) A HMG with 25-30% more dmg (RoF + Dmg) Forge gun with a 2sec Charge (pulse) Manic Shotgun (Rof,Clip increase) Im not saying these are bad ideas... but could very easily become a mess Heh Would make the battlefield more interesting, that's for sure :P |
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Midas Fool
Guardian Solutions
93
|
Posted - 2013.08.06 10:09:00 -
[21] - Quote
+1 Don't see why these aren't in the game already. |
Cat Merc
DUST CORE DARKSTAR ARMY
3911
|
Posted - 2013.08.06 11:57:00 -
[22] - Quote
Midas Fool wrote:+1 Don't see why these aren't in the game already. Becuase balance is hard. |
Richard Hansaw
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.08.06 12:24:00 -
[23] - Quote
Arkena Wyrnspire wrote:EDIT: Also note when thinking about a RoF increase that it increases the likelihood of overheating. On the scrambler rifle especially, that's well worth noting as well.
Also, +1, this is great.
Actually not, the Scrambler rifles have overheat/second, not overheat/round. Not sure about HMGs. |
Garth Mandra
The Southern Legion
68
|
Posted - 2013.08.06 12:27:00 -
[24] - Quote
Heat build up Overheat time
Combine this idea with modular weapons and we don't need variants any more. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
392
|
Posted - 2013.08.06 12:45:00 -
[25] - Quote
There should be a weapon modification system or weapon fitting. Not all the weapon will be able to mount all the modules because all the weapons are different and there should be a specific module for a single weapon or class of weapons. Weapon version (breach, assault, burst) will become pre-fitted weapons, if you buy the standard version, you'll buy the "hull" and you can modify it as you wish. Of course the higher level weapons have a more slots for a better personalization. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
640
|
Posted - 2013.08.06 14:12:00 -
[26] - Quote
THE Best post by Cat Merc ever. Heck, I ended up giving a +1, lookkatthat...!
Damage mods are indeed boring, very close to no-brainer.
Very good ideas for mods. If they have still to compete with damage mods they prolly aren't chosen - unless PG/CPU and slot selections are done wisely. Or damamods removed ;->
One point to improve:
Stacking penalties, YES to those modules that add (multiply).
NO stacking penalty to those that reduce (multiply by less than 1.00)
The reason for this is that mathematics itself autonerfs any multiple reducing modifiers, whereas any adding (multiplying) boost the previous boost values as well. (Those who don't understand ask someone to explain it for you.) |
Korvin Lomont
United Pwnage Service RISE of LEGION
83
|
Posted - 2013.08.06 14:14:00 -
[27] - Quote
A good way to simulate customizeable weapons +1 |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
640
|
Posted - 2013.08.06 14:44:00 -
[28] - Quote
See a related topic but on the vehicle side here |
Killar-12
Molon Labe. League of Infamy
427
|
Posted - 2013.08.06 18:14:00 -
[29] - Quote
Cat Merc wrote:Midas Fool wrote:+1 Don't see why these aren't in the game already. Becuase balance is hard. Coding/Scripting too... |
Terry Webber
Turalyon 514
297
|
Posted - 2013.08.06 19:24:00 -
[30] - Quote
I like your weapon upgrade ideas, Cat Merc. However, I think a weapons fitting screen should be added to accommodate this instead of installing them in the dropsuit fitting screen. |
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