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Adaptor-Face

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Posts posted by Adaptor-Face

  1. You spent all the time just to see this useless message? Set your priorities straight.

    not realy, just quoted you and saw the msg, you made all of the spoilers

  2. Removal of the damage mods would help a little bit with the drop table dilution problem but I don't think your suggested changes are worth it, OP.

    Like Renegade said, it doesn't really do anything for the power gap between a potatoed and unpotatoed version of the same weapon as well as between different weapons.

    Furthermore, with your new mod point damage system, it promotes people to not use mods on their weapons. I am always against the idea that a player will perform better by not using what is in their inventory, especially things like mods that they worked for and earned.

     

    I was aware of this drawback when i posted, and that this is a more elitist/maxed rank approach to the problem. The thing is that the road from rank 0 to rank 30 is not that long. 

     

    But you seem to have forgotten how the damage mods actually work (thats what i gathered from your post). They increase ALL damage (100% serration doubles your elemental damage), unlike the elemental mods do (multishot mods are still an option aswell). Thus slapping a couple of mods (elemental, multishot, reload) should be more beneficial (i did say it had to be balanced accordingly), but adding several  mods reduces the damage output, but increasing utility in the weapon, or atleast that was my intetion when posting this idea 

     

    The one thing i forgot to mention was that this change should NOT decrease the potential damage output, only open for more ways to use your weapons

  3. Remove the mods? So the hundreds of millions of credits players have collectively spent of ranking up mods, the thousands upon thousands of hours collectively spent farming mods, goes to waste? That's probably never going to happen.

    any segnificant change to these mods will bring a complaintstorm with it. This was just my idea how to deal with the problem these mods have in a different manner. I wasn't expecting a change like this to happen without some form of compensation, and shouldn't really be necessary to point out.

  4. Your first solution:

     

    You really need to ensure that the tradeoff is significant. Using your 10% each mod point Serration as an example with that solution, I could still max it and gain 110% + (5% * 46) = 340% damage increase (compared to 300% damage increase without installing any mods in a Catalyst weapon), and that is without slotting the Serration in a V Polarity. 

    I meant to remove the mods completly, integrating the damage they provide into the mod points pool

  5. The damage increasing mods all have no downside to equipping them, and thus is "necessary" in "every" build, reducing build variation available. We have seen a few suggestions about how to tackle it, like adding different versions with different sub stats, removing it and make weapon increase damage for each rank up, etc.

     

    My idea is a little different. Make these mods effects as a part of the mod points pool, and remove the mods themselves. More free points = more damage, simple. This gives a new slot to "Play with" and gives damage increases a downside. A little indicator besides the mod pool points to show the overall damage boost.

    It will turn "SHOVE ALL THE DAMAGE MODS IN" to carefully balancing the gun to perfection. It will also promote the overuse of formas to get more damage on your favorite weapon.

     

     

    The scaling of this is going to get wonky, as each weapon type is balanced around its damage mod (hornet strike giving more bonus damage than serration). But for simplistic reasons lets focus on rifles (serration) and each mod point gives 10% bonus damage, to get my idea across. The balancing must be done so that mods like Hellfire is worth using.

     

    "But what about catalysted weapons?" well I dont know what is the best but i have some ideas for solutions to that aswell. 

     

    The first is that a catalysted weapon gives half damage boost per mod point (5% per mod point) for the same total of 300% at rank 30, like non-catalysted weapons

     

    The second is that the mod points the catalyst gives is not counting as part of the bonus damage, resulting in that if you mod your weapon for 30 mod points, it will give you the full bonus damage (using the catalyst provided mod points first).

     

    The last is that it an unmodded rank 30 weapon (60 mod points) boost your bonus damage to max 600%, but this will make the game favoring catalyst users even more than it already is.

     

     

    The downside to this suggestion is that it might push those "useless" mods further away from being used.

    Should buff up the damage slightly across the board aswell

     

     

    TL;DR: Remove the mods and make the damage bonus as a part of the mod points pool, and balance it accordingly.

     

    EDIT: edited for clarity

  6. 1: beat the bosses on each planet

    2: you need a certain "Conclave" score. seen as "C xxxx/xxxx" in your arsenal

    3: alerts with special and limited rewards. some of these can only be earned here.

    4: Gear = weapons? with Orokin Catalyst (weapons) Orokin Reactor (frame and sentinel/kubrow) these double the amount of mod points you have (not points gained through an aura). Forma to get a new polarity

    5: Mastery rank test. higher rank gives access to more gear

    6: Achievements

    7: Need more info

    8: cant say, havent used that much yet

    9: prefrance

    10: no stats on a weapon dont change as it lvls up, but its "slots" does increase with 1 per lvl

    11: ash is the closest, loki behind him (IMHO)

  7. It is a bug with the "Parasitic eximus" type enemy. It will drain your energy into negative values, but your energy "meter" will stay at 0. you have to either re earn all the energy, or get a disruptor to slap you setting your energy back at 0.

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