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Split Chamber & Heavy Caliber


Unholy_Ghost
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So DE is trying to reduce power creep level by balancing the 3 pure damage mods that are mandatory on every weapon making them less mandatory, one way they are going is giving split chamber extra ammo consumption, thus making split chamber not worth putting on weapons with low magazine capacity or weapons with fast firespeed. Like many others i see this as a indirect nerf to Split Chamber and like many others I am little worried about the trend of nerfing that has been going on.

Split Chamber is not a corrupt mod it doesn't need to have a downside stat to compensate for its damage like Heavy Caliber.

 

So instead of nerfing the mod why not just limit the weapons it could be used on.

For example you can only equip Split Chamber on burst weapons, shotguns and semi-automatic weapons, while Heavy Caliber can only equiped to automatic weapons, snipers, bows & rocket/grenade launchers. Thus limiting the usage of the pure damage mods and reducing the power creep level.

 

Weapons include both primary & secondary weapons.

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I don't mean to immediately shut you down just to be a jerk, but one...this is the wrong place to give an idea or feedback, feedback goes to the respective forum and ideas can be forwarded to members of the Design Council. Two, just shuffling around mods and further limiting the builds of weapons doesn't solve anything. Understand the changes and how they are being implemented first.

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all this rebalancing stuff/mods is just gonna make a new set of mandatory whatever. its a never ending cycle that only accomplishes one thing, it only gonna make the game more boring as it is now.

 

there will always be a mandatory best set of mods frames weaponry to fight against x factions shields and armor + go the distance, this is a fool's errand.

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Why did you make 2 threads ? Pls

all this rebalancing stuff/mods is just gonna make a new set of mandatory whatever. its a never ending cycle that only accomplishes one thing, it only gonna make the game more boring as it is now.

 

there will always be a mandatory best set of mods frames weaponry to fight against x factions shields and armor + go the distance, this is a fool's errand.

this , NO END GAME NO FUKKING BALANCE,
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Honestly if DE just remove Serration, people will just put another Dual Stat mod or something like Hammershot.

Nothing changes really.

If MS cost ammo, most people will just use more ammo restores, believe it or not.

I am hoping the rework will be a little more thought out though, instead of simply:

>remove base damage mods

>multishot consumes ammo

>...

>Profit

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Im fine with getting the current mandatory mods removed / changed so they arent mandatory anymore .

 

 

 

And to these guys saying that removing the 3 mandatory will only make another 3 new mods mandatory , yes it will , it will also free up 3 slots so you can get something else in there you ungrateful tenno .

Edited by TheRealShade
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Im fine with getting the current mandatory mods removed / changed so they arent mandatory anymore .

And to these guys saying that removing the 3 mandatory will only make another 3 new mods mandatory , yes it will , it will also free up 3 slots so you can get something else in there you ungrateful tenno .

Moreover, it will open up modding possibilities. It only makes so much sense stacking elemental and/or firerate mods indefinitely. It would be actually possible to use (in a max damage build) mods like ammo reserve boost, magazine size boost, reload speed, projectile speed, Critical Delay, Hollow Point...
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