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Post "Modded" Augmenters
Just throwing an idea on being able to find augs that would have some sort of mod on it. Could only be done on dropped augs, meaning you woudnt see any Zeus+ or wattage augmenters with mods.

Make these exceptionally rare

Could make some less attractive augmenters usable in some niche setups.

Example: Zeus Augmenter* (Steel Clad)
Damage +30%, Energy Recharge +36%, Range +5% *+1 - 2% resistance
Size 15

Zeus Augmenter* (Titanium Clad)
Damage +30%, Energy Recharge +36%, Range +5% *+2% - 5% resistance
Size 25

Zeus Augmenter* (Laconia Clad)
Damage +30%, Energy Recharge +36%, Range +5% *+4% - 6% resistance
Size 35

Zeus Augmenter* (Adamantiu-blah-blah-ized Clad)
Damage +30%, Energy Recharge +36%, Range +5% *5% - 10% resistance
Size 65

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Mon Sep 26, 2016 12:54 pm
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Post Re: "Modded" Augmenters
Zeus+ Augmenter drops from Pretender Zeus. Have fun with that information.

Mods are a bad mechanic because they stack, they scale with tech level, and very few are inherently bad for you. Bindomite created a power ceiling above the highest tier of gear, and with sufficient applications, can make drastically lower end gear better than the best gear. The people that benefitted the most from mods and Bindomite in particular are rich out their ass; they basically bought their way to the top and surpassed a lot of people higher than them on the totem pole.

Ruins also scale number of mods with tech level. Extracting T21 Ruins (they exist) will net you with tons of high power mods that can be Bindo'd for even more mods. Be happy that there are no T22 Point Defense ruins, otherwise people will fight over it with 50 ada kits each.

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Mon Sep 26, 2016 5:43 pm
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Post Re: "Modded" Augmenters
Pontius123 wrote:
Ruins also scale number of mods with tech level. Extracting T21 Ruins (they exist) will net you with tons of high power mods that can be Bindo'd for even more mods. Be happy that there are no T22 Point Defense ruins, otherwise people will fight over it with 50 ada kits each.

This isn't true any more.


I don't really see what's to gain from this, just seems like more augs based on old augs; plus, with the way this is describe, it'd mean implementing a new mod flag system that somehow knows which stats to beef on which items; I don't like the sound of that.

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Mon Sep 26, 2016 6:50 pm
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Post Re: "Modded" Augmenters
Just a thought, some players like to do niche setups, and it seems less and less possible with the direction some classes have been taken

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Mon Sep 26, 2016 7:07 pm
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Post Re: "Modded" Augmenters
The reason mods are stupid is because it makes it impossible for devs to ever properly balance the game.


Wed Sep 28, 2016 4:11 pm
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Post Re: "Modded" Augmenters
reyjalrmm wrote:
Just a thought, some players like to do niche setups, and it seems less and less possible with the direction some classes have been taken


The reason there are fewer and fewer niche setups are threefold:

1. There isn't enough difference between the various ship hulls and the dev team doesn't want you to use non-native hulls. "You can use a non-native hull, but your native hull will always be better". I literally heard that (with my ears, on Discord) straight out of a dev's mouth.

2. There is a severe lack of extra equipment to use and specialize in. Some of them are also bad. Spacemines, Launched-Fighters, Mobile Drones, etc. In a normal MMO, and all MOBAs, your character has a wide range of equipment and or abilities to use to make them different.

3. Niche setups are much harder to build. Not just talking about aug choice, though that plays a big role. Your ship, equipment, and skills also factor into the problem. And because they are much harder (usually, just more expensive) to build, less people will build them even if they are interested in trying out a different method of playing.

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Wed Sep 28, 2016 5:38 pm
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Post Re: "Modded" Augmenters
Niche setups not working also has mathematical reasons. In the current state of things it's unreasonable to stack lots of a single stat, so any differences in DPS or tanking methods become less and less significant as the amount of stats increases. You're literally getting diminishing gains if you try to play in an interesting way.
The reason is that multiplicative scaling exists between different stats, but not multiples of the same stat, so stacking different stats simply ends up so much stronger overall that any niche advantages you may have had don't matter.


Sat Oct 01, 2016 1:54 pm
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