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Sevena Black
Royal Amarr Institute Amarr Empire
15
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Posted - 2012.05.09 08:18:00 -
[31] - Quote
The thread has split into 3 things. Since I have an opinion on all three, |'ll just structure it a bit:
Damage mods in high-slot: As said, this would break the general rule that damage mods should be in lows. If they become highs or meds, the balance on drone ships fail. Since most droneships have plenty of high's they dont use for guns, drones will be buffed. Most droneships are armor-tanked as well, which causes the same issue.
Dronecontrol range. This determines which targets drones can engage. The longer the control range, the further away the target can be from your ship. In effect this is usefull when the target is outside your targetting range. It does not extend your targetting range (and thus not your ability to select which drone to attack)
Augmented drones These drones are built from drone parts and have 2 damagetypes. Most of their stats are either equal or worse than t2 drones. Their price is much higher tho. Most people using them switched as soon as t2 drones became available.
So much for my contribution. GL out there! |
Soldarius
United Highsec Front The 99 Percent
215
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Posted - 2012.05.09 09:26:00 -
[32] - Quote
I think it should be a high slot mod. I understand the attempt to balance the slot requirements between the mods, and to maintain the low-slot integrity of damage mods. But this is not balance in any way except for the sake of saying "All damage mods go into low slots! HERPderp!"
If you are designing for example a new radio for aviation use, do you put the antenna inside the aircraft? No. Proper weapons design puts things where they are most effective, with consideration given to its interaction with the rest of the vessel. Drone boats tend to have more utility high slots. So make sense and put the mod there. Frankly, drone boats need the buff.
Personally, I would gladly swap a drone link aug for a damage mod on a Domi or Rattlesnake. Heck, whens the last time you saw a Drake with all 8 high slots filled? How many pilots realized they actually have 8 slots? I can't tell you how many times I've looked at a utility high slot and, after flipping through the meager list of utility high items available, simply left it empty because there was nothing I could fit there that would be of any use.
Honestly, passive* auto-targeters, drone link augs, and salvagers aren't exactly the first choice for utility highs in pvp. My first choice is usually neuts or Nos. But they use a metric ****-ton of grid. We need something less grid intensive for those slots that is actually useful.
(@Trolls: Max fitting skills, so don't bother with "train moar skillz!")
CCP, make the drone damage module a high slot item. Not because it is supposed to go in a certain location. But because it would make sense. If you feel they would be abused, you can cut the bonus and/or make them stacking penalized. Throw it out on SiSi first. Let's give it a try and see how it goes. Gallente pilots everywhere will thank you.
Edit: You see? I got them confused because they are so rarely used. "How do you kill that which has no life?" |
Roime
Shiva Furnace
662
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Posted - 2012.05.09 09:40:00 -
[33] - Quote
I agree.
I fly drone boats, but can't see me fitting a low slot dmg mods on any ship except perhaps the PVP Domi. Theory is sound, dmg mods are low, but drone boats are all armor tankers.
How much this new mod increases damage? Haven't been on SiSi. ~ Elite forum PvP ~ |
X Gallentius
Quantum Cats Syndicate Villore Accords
193
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Posted - 2012.05.09 09:51:00 -
[34] - Quote
Low slot is good. Putting damage mod in high slot takes away dps from guns. Most drone boats with the exception of the Ishtar and perhaps the Amarr drone boats rely on both for dps. Helps ships who are using capacitor warfare as well. |
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