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zzZaXxx
The Exemplars Top Men.
166
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Posted - 2013.08.07 19:26:00 -
[1] - Quote
- Caldari Sentinel +1% adjusted shield hit points per level -15% shield damage from flux grenades per level 335 Armor 1 hp/s passive armor repair 470 Shields Shield Recharge: 25 hp/s Delay: 5s Depleted Delay: 8 47 PG (Proto) 235 CPU 4 High Slots 2 Low Slots Movement Speed: 3.8 m/s Sprint Speed: 5.3 m/s Stamina: 95 Stamina Recovery: 11/s (other stats same as Amarr)
What do you think?
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BL4CKST4R
WarRavens League of Infamy
968
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Posted - 2013.08.07 19:35:00 -
[2] - Quote
zzZaXxx wrote:- Caldari Sentinel +1% adjusted shield hit points per level -15% shield damage from flux grenades per level 335 Armor 1 hp/s passive armor repair 470 Shields Shield Recharge: 25 hp/s Delay: 5s Depleted Delay: 8 47 PG (Proto) 235 CPU 4 High Slots 2 Low Slots Movement Speed: 3.8 m/s Sprint Speed: 5.3 m/s Stamina: 95 Stamina Recovery: 11/s (other stats same as Amarr)
What do you think?
No to the armor repair your Caldari, increase the Delay to 8/10. The flux grenade damage is unnecessary as there are barely any counters to shields, so a heavy shield suit which barely takes damage from flux grenades would be very OP. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
457
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Posted - 2013.08.07 19:54:00 -
[3] - Quote
You're caldari. you get no armor repair because you should never be down to your armor in the first place.
if any of the heavies get reps, it will be either the gallente or minmatar(though, I'm hoping they get the heavy with the equip slot) |
zzZaXxx
The Exemplars Top Men.
167
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Posted - 2013.08.07 20:37:00 -
[4] - Quote
BL4CKST4R wrote:
No to the armor repair your Caldari, increase the Delay to 8/10. The flux grenade damage is unnecessary as there are barely any counters to shields, so a heavy shield suit which barely takes damage from flux grenades would be very OP.
Actually I think all Caldari suits should have 1hp of rep/s; Minamatar and Amarr 2hp/s, and Gallente 3hp/s to help balance armor with shields.
The problem is that these guys are slow so they'll have difficulty getting away from flux grenades, which will take out all of their shields, even if they have 1000. Only vehicles should be taking that kind of damage from a single grenade. This bonus mitigates that. Otherwise Caldari heavies will be instapopped after getting fluxed and they'll be useless. |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
65
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Posted - 2013.08.08 09:36:00 -
[5] - Quote
I like your idea but the racial bonus that decreases flux grenade damage should be toned down to 7.5% per level. The armor repair should not be there unless all other heavies get much higher racial bonus armor repair rates (something like 1hp/sec for caldari, 4.5hp/sec for gallente, 3.5hp/sec for minmatar, 2.5hp/sec for amarr). Increase the shields to 550hp decrease the armor to 300hp increase the sprint speed to 5.6m/s decrease movement speed to 3.79m/sec decrease stamina to 80 decrease stamina recovery to 10/sec decrease shield recharge rates to 20 hp/sec get rid of '+1% adjusted shield hit points per level' give the caldari heavy 1 extra high slot at proto level (5 high slots at proto, 3 high at adv, 2 high at basic) |
ChromeBreaker
SVER True Blood
995
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Posted - 2013.08.08 09:42:00 -
[6] - Quote
I would expect a shield recharge bonus and a fg bonus |
zzZaXxx
The Exemplars Top Men.
167
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Posted - 2013.08.08 14:30:00 -
[7] - Quote
ChromeBreaker wrote:I would expect a shield recharge bonus and a fg bonus
yeah probably |
zzZaXxx
The Exemplars Top Men.
167
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Posted - 2013.08.08 14:33:00 -
[8] - Quote
WeapondigitX V7 wrote:I like your idea but the racial bonus that decreases flux grenade damage should be toned down to 7.5% per level. The armor repair should not be there unless all other heavies get much higher racial bonus armor repair rates (something like 1hp/sec for caldari, 4.5hp/sec for gallente, 3.5hp/sec for minmatar, 2.5hp/sec for amarr). Increase the shields to 550hp decrease the armor to 300hp increase the sprint speed to 5.6m/s decrease movement speed to 3.79m/sec decrease stamina to 80 decrease stamina recovery to 10/sec decrease shield recharge rates to 20 hp/sec get rid of '+1% adjusted shield hit points per level' give the caldari heavy 1 extra high slot at proto level (5 high slots at proto, 3 high at adv, 2 high at basic)
The stats are bases on the ratios among the assault suits, so they're likely to be exactly what I put down. |
Meeko Fent
Seituoda Taskforce Command Caldari State
541
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Posted - 2013.08.08 14:40:00 -
[9] - Quote
No Armor Rep.
We don't need such vile things, instead, MOAR SHIELDS!!!11!!1!!!11!1!!11
/joke |
Halador Osiris
Dead Six Initiative Lokun Listamenn
561
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Posted - 2013.08.08 14:46:00 -
[10] - Quote
They should move a little faster, as Caldari aren't slowed down by thick armor. Also, I'd prefer they have a damage resistance per level of skill because this would scale well with more and more health. Running 4 extenders, with max skills, I'm pretty sure they'd be able to get 1281 HP. I'm not sure if this is a lot or not, as I fly a Python with 2571 shields and ~3300 effective... |
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zzZaXxx
The Exemplars Top Men.
167
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Posted - 2013.08.08 15:14:00 -
[11] - Quote
Halador Osiris wrote:They should move a little faster, as Caldari aren't slowed down by thick armor. Also, I'd prefer they have a damage resistance per level of skill because this would scale well with more and more health. Running 4 extenders, with max skills, I'm pretty sure they'd be able to get 1281 HP. I'm not sure if this is a lot or not, as I fly a Python with 2571 shields and ~3300 effective...
The problem with Caldari heavy is that whether it has 900 shields or 700 or whatever, one flux grenade takes it all out. |
castba
Penguin's March
68
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Posted - 2013.08.08 15:45:00 -
[12] - Quote
Which is the only downside to shields, so what is the problem? |
zzZaXxx
The Exemplars Top Men.
167
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Posted - 2013.08.08 16:23:00 -
[13] - Quote
castba wrote:Which is the only downside to shields, so what is the problem?
Caldari heavy would also be easily targeted by scrambler rifles. It would be way easier in general to do bonus damage to them than armor heavies. Grenades and mass drivers mostly hit shields before people get out of there so explosive damage is not as much a problem for armor heavies as energy and flux damage will be for shield heavies.
This is also based on the wild idea that armor will come much closer to shields in balance, so imagine armor is stronger than it is now. It will be one way or another I'm sure. |
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