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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. |
|
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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Arkena Wyrnspire
Turalyon 514
2379
|
Posted - 2013.08.06 21:58:00 -
[31] - Quote
Terry Webber wrote: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.
Weapon customisation is confirmed to be "Soon(tm)".
|
Spectre-M
The Generals EoN.
24
|
Posted - 2013.08.07 04:18:00 -
[32] - Quote
You mean I could slap on a range and dispersion mod on my GEK? The S.S. NerfAR won't like that. I think CCP will stay with the modified gun variations, as it would allow me to tweak any weapon to compensate for its intended weakness. There would have to be a downside to each mod. Gives you ROF, than it heightens the dispersion ect... |
Cat Merc
DUST CORE DARKSTAR ARMY
3939
|
Posted - 2013.08.07 04:33:00 -
[33] - Quote
Spectre-M wrote:You mean I could slap on a range and dispersion mod on my GEK? The S.S. NerfAR won't like that. I think CCP will stay with the modified gun variations, as it would allow me to tweak any weapon to compensate for its intended weakness. There would have to be a downside to each mod. Gives you ROF, than it heightens the dispersion ect... The nerf AR brigade can cry all they want, they have access to these mods too. |
Viktor Zokas
187.
142
|
Posted - 2013.08.07 04:49:00 -
[34] - Quote
Looks good except I can't agree on %'s more than 10% at complex. The mods should give you an edge, not a massive advantage. Keep that in mind. |
Cat Merc
DUST CORE DARKSTAR ARMY
3939
|
Posted - 2013.08.07 04:52:00 -
[35] - Quote
Viktor Zokas wrote:Looks good except I can't agree on %'s more than 10% at complex. The mods should give you an edge, not a massive advantage. Keep that in mind. For stuff like reload speed, 10% is nothing, you might as well use a damage mod. Same for mag size. So some had to be higher. Also for the ROF I explained why it's higher. |
Argon Gas
Krusual Covert Operators Minmatar Republic
79
|
Posted - 2013.08.16 13:58:00 -
[36] - Quote
rawr |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
137
|
Posted - 2013.08.18 01:49:00 -
[37] - Quote
Great ideas, a lot of these are fit to go into the game as-is IMO but I hope CCP looks at this. I think we need more overall options for both high and low slots so its not just fit tank and damage mods lol |
Nick nugg3t
Condotta Rouvenor Gallente Federation
11
|
Posted - 2013.08.18 04:13:00 -
[38] - Quote
great idea! |
gargantuise aaron
Sanguine Knights
67
|
Posted - 2013.08.18 05:54:00 -
[39] - Quote
Its listed in one of the weekly updates but weapon customization is coming, they have said its gonna take time to implement, I hope they just suprise us with it with no warning, maybe 1.4 or 5 . Probably not but a boy can hope |
Absoliav
Tronhadar Free Guard Minmatar Republic
35
|
Posted - 2013.08.18 06:23:00 -
[40] - Quote
I strongly support this! But I must say, I would rather have these as some sort of weapon module, but none the less, awesome idea! |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5503
|
Posted - 2013.08.21 18:07:00 -
[41] - Quote
Still want |
Tectonic Fusion
The Unholy Legion Of DarkStar DARKSTAR ARMY
151
|
Posted - 2013.08.21 18:22:00 -
[42] - Quote
The ROF enhancer would make the balacs gar the new hmg... on a light suit... scary. |
Meeko Fent
Seituoda Taskforce Command Caldari State
689
|
Posted - 2013.08.22 17:01:00 -
[43] - Quote
Bump for kewlness. |
Muud Kipz
Elevated Technologies
47
|
Posted - 2013.08.22 18:51:00 -
[44] - Quote
+1 for make it happen. |
Meeko Fent
Seituoda Taskforce Command Caldari State
690
|
Posted - 2013.08.22 19:24:00 -
[45] - Quote
I wanna put a ROF Mod on my Breach AR so it doesn't Suck. |
Niuvo
The Phoenix Federation
384
|
Posted - 2013.08.22 21:41:00 -
[46] - Quote
Nice Ideas. They should add a new dimension to shootouts, whereas having the most damage won't save you all the time. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
173
|
Posted - 2013.08.23 01:37:00 -
[47] - Quote
remove damage mods...and add all those other mods u came up with they would probably make the game more fun! lol...
or atleast bearable. |
Meeko Fent
Seituoda Taskforce Command Caldari State
729
|
Posted - 2013.08.29 22:54:00 -
[48] - Quote
Be ba bump. |
gargantuise aaron
Sanguine Knights
120
|
Posted - 2013.08.30 00:18:00 -
[49] - Quote
Rof + damage = ownage |
TrueXer0z
DUST University Ivy League
171
|
Posted - 2013.08.30 14:30:00 -
[50] - Quote
I don't know if anyone else suggested this, but applying permanent mods to weapons types or maybe a T3 Weapon class.
You could add another section of slots to the weapon like t3 ships have in eve online. These slots would have to be filled with a mod in order for the weapon to be fit. The slots would increase with the level / type of the weapon. Using the AR as an example here but other mods could be created for different types of weapons.
Note: like sated in the OP, the numbers would not reflect the finalized versions of the mods, but I am just trying to give an idea of what it would might look like if CCP implemented them.
STD / AVD / PRO 1 / 1 / 2 - Mod Slots depending on the weapon type of course. Or just have these type of t3 weapons at proto level. Only one of each type of Mod would be able to be used.
Shortened Barrel: +3/5/10% Damage / - 2/4/8% Accuracy
Long Barrel: +3/5/10% Accuracy / - 1/3/5% Damage
Feather Trigger: +3/5/10% RoF / -2/4/8% Accuracy
x4 Scope: +5% Accuracy / - 3% RoF - Attaches a scope with a x4 zoom to the weapon over the original sight.
Enhanced CPU Chip: Reduces the CPU usage of the weapon by 3/5/10%
External Battery: Reduces the Powergrid usage of the weapon by 2/4/6
Lazer Sight: -2/4/8% Dispersion Rate / +1/2/3% to Weapon Kick - Also puts a lazer pointer out up to 10 meters from the Merc.
Extended Clip: +3/5/7% to Clip Size / -2/4/6% to Ammo Capacity
There are more that could be though up. These would just be a cool customization option. |
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General Erick
Onslaught Inc RISE of LEGION
68
|
Posted - 2013.08.30 14:43:00 -
[51] - Quote
+1 |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5636
|
Posted - 2013.08.31 18:07:00 -
[52] - Quote
Variety is good |
Ryme Intrinseca
Seraphim Auxiliaries
3
|
Posted - 2013.08.31 18:13:00 -
[53] - Quote
Not sure I'd want them working on this when they could be doing blatantly missing content, e.g. racial suits for heavies and scouts. It would be the same team working on it. Once they've got the basic content out they can move on to these 'nice to haves'. |
Fire of Prometheus
DUST University Ivy League
248
|
Posted - 2013.08.31 18:25:00 -
[54] - Quote
What would the ROF enhancers do to my kaalakiota sniper? Seeing as they increase dispersion and such, what would happen? Would my sniper become inaccurate? Or would my scope fly upwards after each shot (due to kick) |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5690
|
Posted - 2013.09.02 21:03:00 -
[55] - Quote
Still want these, especially the hipfire mod, and the heat sink mod |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
692
|
Posted - 2013.09.25 16:54:00 -
[56] - Quote
I would like damage mod to have a penalty on clip size, it's against my playstyle, but for me it's logical, bigger ammo to do more damage. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7061
|
Posted - 2013.11.14 19:45:00 -
[57] - Quote
I want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Cat Merc
Ahrendee Mercenaries EoN.
4393
|
Posted - 2013.11.14 19:52:00 -
[58] - Quote
KAGEHOSHI Horned Wolf wrote:I want meow :)
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Meeko Fent
Commando Perkone Caldari State
1527
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Posted - 2013.11.14 19:54:00 -
[59] - Quote
Awaken the cat...
Gimme all these ideas.
I'll take the dispersion for my HMG.
For the State! For Caldari FW join Caldari Hierarchy
Replication Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4393
|
Posted - 2013.11.14 20:01:00 -
[60] - Quote
Meeko Fent wrote:Awaken the cat...
Gimme all these ideas.
I'll take the dispersion for my HMG. Actually, someone made a video. Apparently, the HMG has an extremely tight laser like dispersion. He tested it and showed how it matches the laser in accuracy.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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TechMechMeds
Swamp Marines Kleenex Inc.
1406
|
Posted - 2013.11.14 20:50:00 -
[61] - Quote
Cat Merc wrote:Edit: So a while has passed since I posted this. I decided to rewrite it a bit for some proper balance. I don't promise 140% balanced stuff, but better than it is currently.Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679Damage alone is boring! Give us MOAR! For reference:
Damage mods do: Standard: +3% to damage output Enhanced: +5% to damage output Complex: +10% to damage output 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: 3% Enhanced: 5% Complex: 10% Stacking penalties apply Note: Absolute and effective range stays the same, if optimal matches effective, the mod stops giving any benefits.
Pulse modifier: Reduces the charge time on weapons Standard: 7.5% Enhanced: 12.5% Complex: 17.5% Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing clip capacity and range. Standard: +2% to damage and ROF of weapon / - 7.5% to optimal and effective range, -10% clip size Enhanced: +4% to damage and ROF of weapon / -10% to optimal and effective range -20% clip size Complex: +8% to damage and ROF of weapon / -15% to optimal and effective range -30% clip size Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range and clip size of weapons, but reduces damage and ROF Standard: +7.5% to optimal and effective range, +10% clip size / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and effective range, +15% clip size / -5% to damage and ROF of a weapon Complex: +15% to optimal and effective range, +25% clip size / -10% to damage and ROF of a weapon Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties -----------------------------------------------------
This is all pure win, bump.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Cat Merc
Ahrendee Mercenaries EoN.
4395
|
Posted - 2013.11.14 20:54:00 -
[62] - Quote
TechMechMeds wrote:Cat Merc wrote:Edit: So a while has passed since I posted this. I decided to rewrite it a bit for some proper balance. I don't promise 140% balanced stuff, but better than it is currently.Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679Damage alone is boring! Give us MOAR! For reference:
Damage mods do: Standard: +3% to damage output Enhanced: +5% to damage output Complex: +10% to damage output 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: 3% Enhanced: 5% Complex: 10% Stacking penalties apply Note: Absolute and effective range stays the same, if optimal matches effective, the mod stops giving any benefits.
Pulse modifier: Reduces the charge time on weapons Standard: 7.5% Enhanced: 12.5% Complex: 17.5% Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing clip capacity and range. Standard: +2% to damage and ROF of weapon / - 7.5% to optimal and effective range, -10% clip size Enhanced: +4% to damage and ROF of weapon / -10% to optimal and effective range -20% clip size Complex: +8% to damage and ROF of weapon / -15% to optimal and effective range -30% clip size Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range and clip size of weapons, but reduces damage and ROF Standard: +7.5% to optimal and effective range, +10% clip size / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and effective range, +15% clip size / -5% to damage and ROF of a weapon Complex: +15% to optimal and effective range, +25% clip size / -10% to damage and ROF of a weapon Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties ----------------------------------------------------- This is all pure win, bump. :D
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4395
|
Posted - 2013.11.14 21:04:00 -
[63] - Quote
Added three new modules :3
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Meeko Fent
Commando Perkone Caldari State
1530
|
Posted - 2013.11.14 21:29:00 -
[64] - Quote
Cat Merc wrote:Meeko Fent wrote:Awaken the cat...
Gimme all these ideas.
I'll take the dispersion for my HMG. Actually, someone made a video. Apparently, the HMG has an extremely tight laser like dispersion. He tested it and showed how it matches the laser in accuracy. Huh, then tighten the HMG reticule.
For the State! For Caldari FW join Caldari Hierarchy
Replication Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4399
|
Posted - 2013.11.14 21:31:00 -
[65] - Quote
Meeko Fent wrote:Cat Merc wrote:Meeko Fent wrote:Awaken the cat...
Gimme all these ideas.
I'll take the dispersion for my HMG. Actually, someone made a video. Apparently, the HMG has an extremely tight laser like dispersion. He tested it and showed how it matches the laser in accuracy. Huh, then tighten the HMG reticule. Yup.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Meeko Fent
Commando Perkone Caldari State
1530
|
Posted - 2013.11.14 21:39:00 -
[66] - Quote
Cat Merc wrote:Meeko Fent wrote:Cat Merc wrote:Meeko Fent wrote:Awaken the cat...
Gimme all these ideas.
I'll take the dispersion for my HMG. Actually, someone made a video. Apparently, the HMG has an extremely tight laser like dispersion. He tested it and showed how it matches the laser in accuracy. Huh, then tighten the HMG reticule. Yup. Hell, it should be the buff applied directly to the HMG. Don't make the reticule too small, but small enough.
Really, all I want is thee ROF mid for my Breach, or *gasp* the AScR.
For the State! For Caldari FW join Caldari Hierarchy
Replication Warrior
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Talos Vagheitan
209
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Posted - 2013.11.15 02:43:00 -
[67] - Quote
Well thought out! Excellent ideas
+1
Who cares what some sniper has to say
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Cat Merc
Ahrendee Mercenaries EoN.
4421
|
Posted - 2013.11.15 08:02:00 -
[68] - Quote
Talos Vagheitan wrote:Well thought out! Excellent ideas
+1 \0/
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cosgar
ParagonX
7787
|
Posted - 2013.11.15 08:27:00 -
[69] - Quote
Can I has a bipod too?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cat Merc
Ahrendee Mercenaries EoN.
4422
|
Posted - 2013.11.15 08:29:00 -
[70] - Quote
Cosgar wrote:Can I has a bipod too? That would be for weapon customization :P
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Llast 326
An Arkhos
491
|
Posted - 2013.11.18 00:57:00 -
[71] - Quote
GǪ.and a bump
I am apparently not the only fool
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
91
|
Posted - 2013.11.18 01:12:00 -
[72] - Quote
ZDub 303 wrote:Hopefully they eventually they add weapon module slots for customizing weapons in this manner.
I was about to ask , " where are the slots coming from for these to make a difference ???? "
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7586
|
Posted - 2013.12.23 00:20:00 -
[73] - Quote
I want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Cat Merc
Ahrendee Mercenaries EoN.
5064
|
Posted - 2013.12.26 05:14:00 -
[74] - Quote
murrow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Denn Maell
PIanet Express
26
|
Posted - 2013.12.26 05:23:00 -
[75] - Quote
Love the idea. Short of full weapon customization or ammo type slots on weapons this would be pure win. +1
Through in some range/rep rate for Repair Tools and I'll give you another +1! |
Vermaak Doe
SVER True Blood Public Disorder.
1078
|
Posted - 2013.12.26 05:37:00 -
[76] - Quote
I'm not so sure about a pure rof bonus, as it is better than a damage bonus in all but a few special cases. |
lee corwood
Knights Of Ender Public Disorder.
278
|
Posted - 2013.12.26 05:50:00 -
[77] - Quote
+1
more content. ANY content. gimme
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
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Arkena Wyrnspire
Fatal Absolution
7094
|
Posted - 2013.12.26 09:41:00 -
[78] - Quote
Vermaak Doe wrote:I'm not so sure about a pure rof bonus, as it is better than a damage bonus in all but a few special cases.
It's not so much better that it completely overcomes the downside of using such a mod - higher recoil, greater ammo consumption, effectively shorter clips.
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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Cat Merc
Ahrendee Mercenaries EoN.
5604
|
Posted - 2014.01.17 05:00:00 -
[79] - Quote
murrow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Fire of Prometheus
DUST University Ivy League
3076
|
Posted - 2014.01.21 02:54:00 -
[80] - Quote
Fire of Prometheus wrote:What would the ROF enhancers do to my kaalakiota sniper? Seeing as they increase dispersion and such, what would happen? Would my sniper become inaccurate? Or would my scope fly upwards after each shot (due to kick) Kitty I want an answer :(
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
Forum warrior 3
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Cat Merc
Ahrendee Mercenaries EoN.
5802
|
Posted - 2014.01.21 05:00:00 -
[81] - Quote
Fire of Prometheus wrote:Fire of Prometheus wrote:What would the ROF enhancers do to my kaalakiota sniper? Seeing as they increase dispersion and such, what would happen? Would my sniper become inaccurate? Or would my scope fly upwards after each shot (due to kick) Kitty I want an answer :( Dispersion is hip fire accuracy.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Dj grammer
Red Star. EoN.
115
|
Posted - 2014.01.21 06:57:00 -
[82] - Quote
Cat Merc wrote:Edit: So a while has passed since I posted this. I decided to rewrite it a bit for some proper balance. I don't promise 140% balanced stuff, but better than was.Edit 2: Added three new modules, ROF regulator, Damage regulator and Power Siphon.
Got the idea from here: https://forums.dust514.com/default.aspx?g=posts&m=1144679#post1144679Damage alone is boring! Give us MOAR! For reference:
Damage mods do: Standard: +3% to damage output Enhanced: +5% to damage output Complex: +10% to damage output 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: 3% Enhanced: 5% Complex: 10% Stacking penalties apply Note: Absolute and effective range stays the same, if optimal matches effective, the mod stops giving any benefits.
Pulse modifier: Reduces the charge time on weapons Standard: 7.5% Enhanced: 12.5% Complex: 17.5% Stacking penalties apply
Burst Amplifier: Increases the damage and ROF of a weapon, but reducing clip capacity and range. Standard: +2% to damage and ROF of weapon / - 7.5% to optimal and effective range, -10% clip size Enhanced: +4% to damage and ROF of weapon / -10% to optimal and effective range -20% clip size Complex: +8% to damage and ROF of weapon / -15% to optimal and effective range -30% clip size Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Field Amplifier: Increases the range and clip size of weapons, but reduces damage and ROF Standard: +7.5% to optimal and effective range, +10% clip size / -3% to damage and ROF of a weapon Enhanced: +10% to optimal and effective range, +15% clip size / -5% to damage and ROF of a weapon Complex: +15% to optimal and effective range, +25% clip size / -10% to damage and ROF of a weapon Stacking penalties apply Damage mods, ROF mods and range mods also count to the stacking penalties
Damage Regulator: Increases the damage massively, at the cost of ROF: Standard: +11% to damage / -10% to ROF Advanced: +12% to damage /-10% to ROF Prototype: +15% to damage /-10% to ROF Note: Used to augment a weapon to a different beast. For example a normal AR --> Breach. The cost being that you would have one less high slot than if you just used that weapon in the first place.
ROF Regulator: Increases the ROF massively, at the cost of damage: Standard: +11% to ROF /-10% to damage Advanced: +12% to ROF /-10% to damage Prototype: +15% to ROF /-10% to damage Note: Used to augment a weapon to a different beast. For example a normal Breach --> AR. The cost being that you would have one less high slot than if you just used that weapon in the first place.
Power Siphon: Increases your suit's CPU/PG at the cost of damage from your weapons: Standard: +5% to CPU/PG / -2% to damage Advanced: +8% to CPU/PG / -3% to damage Prototype:+15% to CPU/PG / -5% to damage
Where do I sign?
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
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Fire of Prometheus
DUST University Ivy League
3080
|
Posted - 2014.01.21 12:15:00 -
[83] - Quote
Cat Merc wrote:Fire of Prometheus wrote:Fire of Prometheus wrote:What would the ROF enhancers do to my kaalakiota sniper? Seeing as they increase dispersion and such, what would happen? Would my sniper become inaccurate? Or would my scope fly upwards after each shot (due to kick) Kitty I want an answer :( Dispersion is hip fire accuracy. Alrighty :p
I guess no more shotgun sniping
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
Forum warrior 3
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8365
|
Posted - 2014.01.24 07:19:00 -
[84] - Quote
I want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10367
|
Posted - 2014.04.09 21:43:00 -
[85] - Quote
I want hipfire mods!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
412
|
Posted - 2014.04.10 08:54:00 -
[86] - Quote
+1 surprised this doesnt doesn't have blue tags yet.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8258
|
Posted - 2014.04.11 22:04:00 -
[87] - Quote
Akdhar Saif wrote:+1 surprised this doesnt doesn't have blue tags yet.
Blue tags are few and far between in this section of the forums.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1205
|
Posted - 2014.04.11 22:09:00 -
[88] - Quote
I really want to slap 4 ROF regs on a suit with an SMG. Just to see what happens.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8259
|
Posted - 2014.04.11 22:14:00 -
[89] - Quote
Spademan wrote:I really want to slap 4 ROF regs on a suit with an SMG. Just to see what happens. "I just pulled the trigg... and I'm already out of ammo"
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1205
|
Posted - 2014.04.11 22:20:00 -
[90] - Quote
Cat Merc wrote:Spademan wrote:I really want to slap 4 ROF regs on a suit with an SMG. Just to see what happens. "I just pulled the trigg... and I'm already out of ammo" Actually, come to think of it, if you put the damage thingies that reduce rof on a suit with the laser rifle, how would that affect the heat build up and damage increase? Would they both go slower, same speed, or would the gun simply implode?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8259
|
Posted - 2014.04.11 22:22:00 -
[91] - Quote
Spademan wrote:Cat Merc wrote:Spademan wrote:I really want to slap 4 ROF regs on a suit with an SMG. Just to see what happens. "I just pulled the trigg... and I'm already out of ammo" Actually, come to think of it, if you put the damage thingies that reduce rof on a suit with the laser rifle, how would that affect the heat build up and damage increase? Would they both go slower, same speed, or would the gun simply implode? Dammit son, don't break the game!
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1205
|
Posted - 2014.04.11 22:28:00 -
[92] - Quote
Cat Merc wrote:Dammit son, don't break the game! B-but if we don't break the game as much as we can how can we point out what needs fixing?
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cyzad4
Blackfish Corp.
255
|
Posted - 2014.04.11 22:46:00 -
[93] - Quote
There's an even 60 likes
IMO all weapon mods should work like your amps and such +such and such/-such and such, happy balance trading one thing at the cost of another. The idea of "this ting makes my gun shoot gooder" offends my logic center for some reason.
Welcome to you're "DOOM"
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Talos Vagheitan
Ancient Exiles.
526
|
Posted - 2014.04.12 02:07:00 -
[94] - Quote
One of the best ideas I've seen on these forums!
Make it happen CCP!
Who cares what some sniper has to say
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Sardonk Eternia
RisingSuns Dark Taboo
206
|
Posted - 2014.04.12 23:30:00 -
[95] - Quote
Still more great ideas. |
TechMechMeds
SWAMPERIUM
3035
|
Posted - 2014.04.13 00:24:00 -
[96] - Quote
Iv already signed this at some point but yes, yes and yes.
If you know what a telefrag match is, then I love you.
The tritanium I sell is more relevant than dust has ever been.
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a brackers
Vanguardian Remnant
15
|
Posted - 2014.04.15 20:58:00 -
[97] - Quote
+1
seperate suggestion id recomend a new type of slot related to the weapon and worse bouses than these. Id recomend a new weapons slot, where a std gun gets 1, adv gets 2 and proto gets 3 slots
Proto dropship pilot
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a brackers
Vanguardian Remnant
15
|
Posted - 2014.04.15 20:59:00 -
[98] - Quote
Id also like to see items such as enhanced scopes, grips and different types of ammo be fittable in these
Proto dropship pilot
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Vitsuna Lancaster
Ghosts of Dawn General Tso's Alliance
3
|
Posted - 2014.04.15 21:04:00 -
[99] - Quote
Great idea! +1 |
Shadow Archeus
OSG Planetary Operations Covert Intervention
380
|
Posted - 2014.04.16 02:48:00 -
[100] - Quote
You sir have a made my day op
+1
Real heavies use lasers
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1302
|
Posted - 2014.04.16 20:16:00 -
[101] - Quote
a brackers wrote:+1
seperate suggestion id recomend a new type of slot related to the weapon and worse bouses than these. Id recomend a new weapons slot, where a std gun gets 1, adv gets 2 and proto gets 3 slots Idea: Non standard variants (Like an Assault Forge gun or breach AR) get one less than normal variants.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
|
a brackers
Vanguardian Remnant
16
|
Posted - 2014.04.18 11:41:00 -
[102] - Quote
Spademan wrote:a brackers wrote:+1
seperate suggestion id recomend a new type of slot related to the weapon and worse bouses than these. Id recomend a new weapons slot, where a std gun gets 1, adv gets 2 and proto gets 3 slots Idea: Non standard variants (Like an Assault Forge gun or breach AR) get one less than normal variants. Yh because they've already effectively got one to make them non standard
Proto dropship pilot
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Cat Merc
Ahrendee Mercenaries
10096
|
Posted - 2014.06.02 08:57:00 -
[103] - Quote
Bumped by request
Feline overlord of all humans - CAT MERC
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