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1. Shield extenders - in Feedback/Requests [original thread]
CLONE117 wrote: i consider shields a first line of defense. and consider armor the last line of defense. wouldnt it always be better to have the strongest for last?. though its possible to reach passive tank/ rep levels of shield recharge rat...
- by Driftward - at 2014.05.22 16:03:00
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2. Sticky:[Feedback] Armor Modules - in Feedback/Requests [original thread]
Artemis Kaiba wrote: What I think : Ferroscale plates give too much HP for no drawback. I don't like them (OP). Shields, in the other hand, give not much HP for a useless drawback (delay isn't much trouble and can be counter with regulator ea...
- by Driftward - at 2014.05.21 21:00:00
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3. Sticky:[Feedback] Armor Modules - in Feedback/Requests [original thread]
Cross posting from a shield extender thread. Quote: I think that a basic shield extender giving somewhere in the neighborhood of 40 hp would be more realistic. At least then you have ~half the functionality of a basic plate. Enhanced extender ...
- by Driftward - at 2014.05.21 20:49:00
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4. Shield extenders - in Feedback/Requests [original thread]
Ryme Intrinseca wrote: 80-85 for complex extender and 100 for complex ferroscale doesn't sound unreasonable. That would fairly reflect the high fitting costs compared to regular armour plates, I think. Seems like we can get along after all ...
- by Driftward - at 2014.05.21 20:45:00
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5. Shield extenders - in Feedback/Requests [original thread]
Ryme Intrinseca wrote: Driftward wrote: Ryme Intrinseca wrote: @driftward So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that. ...
- by Driftward - at 2014.05.21 19:33:00
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6. Shield extenders - in Feedback/Requests [original thread]
Ryme Intrinseca wrote: @driftward So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that. What makes you think ferroscales are just goin...
- by Driftward - at 2014.05.21 16:08:00
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7. Shield extenders - in Feedback/Requests [original thread]
Ryme wrote: TL;DR Armour tank and shield tank are balanced at complex levels. Armour tank is for frontal assaults, shield tank for sneakier attacks. If you increase complex shield HP values then shield will be for sneaking AND frontal assaults ...
- by Driftward - at 2014.05.20 20:44:00
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8. Shield extenders - in Feedback/Requests [original thread]
Ryme Intrinseca wrote: CLONE117 wrote: 33 55 77. could this make good new shield extender values?.im not so sure.. No because enhanced and complex ferroscale would then be worse than shields in every respect. As arkena said, the problem ...
- by Driftward - at 2014.05.20 15:24:00
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9. Shield extenders - in Feedback/Requests [original thread]
Llast 326 wrote: Joseph Ridgeson wrote: CCP Rattati wrote: Yes, we want to look at comparative scaling of ehp/tank modules, whether armor or shield. It is fairly obvious that plate hp/pg is high and we need to make shield extenders compet...
- by Driftward - at 2014.05.19 18:16:00
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10. Sticky:[Feedback] Tackling Turrets - in Feedback/Requests [original thread]
If the small blaster turrets are going to get an increased dispersion, then you need to also include an increase RoF as well as larger clip size. DPS then increases slightly due to RoF but is offset by a decrease in accuracy with increased dispers...
- by Driftward - at 2014.05.16 18:47:00
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11. Sticky:[Feedback] Armor Modules - in Feedback/Requests [original thread]
How about stacking penalties that either decrease subsequent amounts of armor added or increase the movement penalty (1 basic plate -> -1% movement; 2 basic plates -> -3% movement) % based increases to HP wouldn't scale well at all. Let's s...
- by Driftward - at 2014.05.16 15:43:00
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12. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
Just want to point out that scout precision has been changed to 40 dB as per dev blog for 1.8. Should make things interesting. Thank you Devs.
- by Driftward - at 2014.03.13 16:20:00
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13. Request: Idea for Damage Mods - in Feedback/Requests [original thread]
Buster Friently wrote: The correct solution to this issue is varied ammunition that affects armor and shields differently. True, different ammo types would be nice. However, realistically IMO, ammo won't be coming to us anytime soon/would t...
- by Driftward - at 2014.03.07 22:07:00
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14. Request: Idea for Damage Mods - in Feedback/Requests [original thread]
I could get behind this. Would do the same thing as decreasing the % of the universal damage mods (ie what just was described in the latest dev blog) but in a more strategic manner that increases the meta game of fitting. Are you in a match again...
- by Driftward - at 2014.03.07 21:24:00
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15. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
the fix I proposed is going to make almost as many problems as it "fixes". I'm really not sure how to balance it only that it should work out to this end game: 1) dampening should have an advantage over scanning. scanning gives you a slighlty b...
- by Driftward - at 2014.03.05 21:37:00
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16. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
Haerr wrote: With the upcoming changes to medium suits scan precision (mediums goes from 55->50 and logistics goes from 50->45, logistics scan distance has been increased as well 10->15) the scanning game has changed. (FYI logistics an...
- by Driftward - at 2014.03.05 20:01:00
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17. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
ugg reset wrote: That's a lot of CPU/PG for a complex dampener that has a time limit and a cool down. It would be, if that's all they did and if scouts didn't have a massive bonus to them....std cloak is reduced to 40/9 (right around a com...
- by Driftward - at 2014.03.05 17:31:00
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18. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
Sana Rayya wrote: If the precision numbers for scouts were changed, the Caldari Scout would become OP scan-wise. Here's how a full E-WAR advanced Cal Scout (3x complex precision enhancers in highs and 2x complex dampeners in lows, plus cloak) w...
- by Driftward - at 2014.03.05 16:52:00
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19. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
Apologies for the wall of text incoming. I made a separate thread to discuss this idea as well in the feedback board. I've been kicking around some numbers and I've found that passive scanning is profoundly skewed towards the scannee (the person ...
- by Driftward - at 2014.03.04 19:06:00
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20. [Feedback] Scout passive scanning stats - in Feedback/Requests [original thread]
I've been kicking around some numbers and I've found that passive scanning is profoundly skewed towards the scannee (the person being scanned). Despite having full levels in precision enhancement an unmodded scout will never see any other scout by...
- by Driftward - at 2014.03.04 19:04:00
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