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TriadSte
3rd Division
80
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Posted - 2012.05.07 14:55:00 -
[1] - Quote
I think these would make sense if overtime they failed due to heat.
I say heat because each one gives an extra say 100 DPS and that extra DPS should come from heat like overloading. To make weapons hit harder heat is applied so....... I was thinking they may break like a Armarrian crystal?
I think that the possibility of failure of damage mods upon PVP would be quite a cool element.
Just a passing thought.
Troll it good
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Abdiel Kavash
Paladin Order Fidelas Constans
445
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Posted - 2012.05.07 14:59:00 -
[2] - Quote
Why?
And no, "it would be cool" is not a good reason. |
Kusum Fawn
State War Academy Caldari State
49
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Posted - 2012.05.07 15:03:00 -
[3] - Quote
I'd like to be able to overheat mag stabs for more damage.
other then that, why? |
Callic Veratar
Power of the Phoenix
216
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Posted - 2012.05.07 15:11:00 -
[4] - Quote
I don't think overheating passive modules is a good idea.
An active mid-slot module that affected guns and could be over heated would work much better. A script-based mid slot module that can affect RoF or Damage in the mid slots equivalent to the Tracking Computer.
However, that may end up making things a bit too samey. |
TriadSte
3rd Division
80
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Posted - 2012.05.07 15:22:00 -
[5] - Quote
I don't mean overheat dmg mods..I meant that as they give extra DPS which normally comes from heat in overloading so how do damage mods work?
Should they naturally be effected by heat sources and break over time?
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Kusum Fawn
State War Academy Caldari State
49
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Posted - 2012.05.07 15:31:00 -
[6] - Quote
TriadSte wrote:I don't mean overheat dmg mods..I meant that as they give extra DPS which normally comes from heat in overloading so how do damage mods work?
Should they naturally be effected by heat sources and break over time?
as nothing else is really affected by heat (other then crystals but thats not distinctly heat related) why should they? Guns, afterburners, microwarp drives, reps of all sorts, power relays, shield flux, are all boost mods of a sort, even rigs. none of these suffer from use based damage so why should damage mods be different?
think of them more as balanced additions to the weapons or ships, that are properly vented. they provide increased performance that say, a tuned engine gives, never push it to redline and it should be fine for a long long time. (changing oils not withstanding) even wet boosts can be tuned so that you dont blow gasket seals, with overheating being the equivalent of pedal to the floor. training thermodynamics is like learning better shifting. |
Velicitia
Open Designs
925
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Posted - 2012.05.07 19:21:00 -
[7] - Quote
Abdiel Kavash wrote:Why?
And no, "it would be cool" is not a good reason.
who are you and how'd you beat mxzf to this thread?
also, pretty much this. |
Im Super Gay
Hedion University Amarr Empire
56
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Posted - 2012.05.07 22:21:00 -
[8] - Quote
You already overload your guns for more dps and there's stacking penalties for multiple damage mods. There's no need to change this. Besides, you can't overload passive mods in the first place. |
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