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 Post subject: What's about attack modules?
PostPosted: Sun Sep 22, 2013 5:16 am 
Corporal
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Joined: Sun Dec 30, 2012 10:10 am
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What's about attack modules? :idea:
Means same like resistance but other way around?!
(for example "Physical damage +XX") Also possible as multi damage module.
But there should be the restriction that when physical resistance module is equipped, physical damage must not be equipped (same like it is with current resistance module) so you have to choose: attack or defense.

Could be an interresting way to get more "deepness" in the game and more opportunities for combination.
What do think?


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 Post subject: Re: What's about attack modules?
PostPosted: Sun Sep 22, 2013 10:27 am 
Private 1st class
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other games have done just this and it seems to always go badly...unless they put lets say a cap on the DMG output you can do this i think anyway..would never work. youd have one guy maxed dmg crushing everyone and with your idea of multipliers the atk mods would go through the defence mods.


unless like i said there was some sort of way to cap dmg output so that doesnt become too much of a problem

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 Post subject: Re: What's about attack modules?
PostPosted: Sun Sep 22, 2013 10:29 am 
Lieutenant Major
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Valkarye wrote:
other games have done just this and it seems to always go badly...unless they put lets say a cap on the DMG output you can do this i think anyway..would never work. youd have one guy maxed dmg crushing everyone and with your idea of multipliers the atk mods would go through the defence mods.


unless like i said there was some sort of way to cap dmg output so that doesnt become too much of a problem


dmg would be capped? You wouldn't be able to equip a module higher than the lvl of your specific mech, which means you could only add so much damage with this module.

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 Post subject: Re: What's about attack modules?
PostPosted: Sun Sep 22, 2013 12:31 pm 
Sergeant
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i like this idea. can do kits and modules. would add new strategies to the game. just have level caps on them like the other modules/kits. can even make them the same percentage as the resists for that level. would help balance things out IMO.


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 Post subject: Re: What's about attack modules?
PostPosted: Sun Sep 22, 2013 3:27 pm 
Private 1st class
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starwa7s wrote:
Valkarye wrote:
other games have done just this and it seems to always go badly...unless they put lets say a cap on the DMG output you can do this i think anyway..would never work. youd have one guy maxed dmg crushing everyone and with your idea of multipliers the atk mods would go through the defence mods.


unless like i said there was some sort of way to cap dmg output so that doesnt become too much of a problem


dmg would be capped? You wouldn't be able to equip a module higher than the lvl of your specific mech, which means you could only add so much damage with this module.


its not at which level you would be using he mentioned multipliers...in the past with other games i have played that never works out..it always makes for over powered what ever is being played making it pointless to go up against

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