Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3276
|
Posted - 2013.08.24 01:16:00 -
[1] - Quote
This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game. |
ZDub 303
TeamPlayers EoN.
1791
|
Posted - 2013.08.24 01:27:00 -
[2] - Quote
Mobius Wyvern wrote:This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game.
To use as the shield regulator equivalent of armor tankers? hm... interesting.
It would nerf some play styles pretty hardcore though. |
BL4CKST4R
WarRavens League of Infamy
1204
|
Posted - 2013.08.24 01:28:00 -
[3] - Quote
Mobius Wyvern wrote:This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game.
I think PG mods should also be moved to high slots.
|
ZDub 303
TeamPlayers EoN.
1794
|
Posted - 2013.08.24 02:00:00 -
[4] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game. I think PG mods should also be moved to high slots.
Agreed, I also think shield extenders should be more CPU based and less PG based. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3278
|
Posted - 2013.08.24 02:05:00 -
[5] - Quote
ZDub 303 wrote:BL4CKST4R wrote:Mobius Wyvern wrote:This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game. I think PG mods should also be moved to high slots. Agreed, I also think shield extenders should be more CPU based and less PG based. I can get behind that. It would make it more difficult to stack your slots full of Complex ones while still having space for PRO weapons. |
Meeko Fent
Seituoda Taskforce Command Caldari State
710
|
Posted - 2013.08.24 02:11:00 -
[6] - Quote
Yes. And please make them boost run speed slightly. Enough to counter the new speed penalties.
The Armor Suits that choose to use them to go faster would still be slower then the comparable shield suit, due to the lack of Highs in the Armor Suit Style, But It leaves 2 different fit styles for Armor tanking.
More HP, or Faster move. |
DeadlyAztec11
Red Star Jr. EoN.
1985
|
Posted - 2013.08.24 02:14:00 -
[7] - Quote
No. I like Kinetic Catalyzers exactly where they are. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3281
|
Posted - 2013.08.24 07:20:00 -
[8] - Quote
DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking.
Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking.
Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
311
|
Posted - 2013.08.24 07:31:00 -
[9] - Quote
I'm a G-Scout and I currently use shield extenders in my highs 'cause I, frankly, don't see the need for anything else in that slot (so why not? right?) Placing Kincats in the highs would definently give me a bigger tactical advantage as well as allowing me to speed tank (my lows are filled with cardiacs and codebreakers. At proto I use another codebreaker + cpu upgrade to hold everything).
Come to think of it... M-Scouts have more highs then lows.... shotgunners could really make great use of this! (They may even become OP at this point lol)
`Sigh. Just another fun game of DUST. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3281
|
Posted - 2013.08.24 07:35:00 -
[10] - Quote
ALPHA DECRIPTER wrote:I'm a G-Scout and I currently use shield extenders in my highs 'cause I, frankly, don't see the need for anything else in that slot (so why not? right?) Placing Kincats in the highs would definently give me a bigger tactical advantage as well as allowing me to speed tank (my lows are filled with cardiacs and codebreakers. At proto I use another codebreaker + cpu upgrade to hold everything).
Come to think of it... M-Scouts have more highs then lows.... shotgunners could really make great use of this! (They may even become OP at this point lol) Shotgun still requires a lot of precision with the shot because the cone is so small, so I don't think it'll ever really be that much of an issue.
Exactly as you said, though, putting them in the High slots gives Armor another advantage to help balance it against shield tanking, as well as the movement penalty reductions and HP bonuses for the plates. |
|
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
311
|
Posted - 2013.08.24 07:46:00 -
[11] - Quote
Mobius Wyvern wrote:Shotgun still requires a lot of precision with the shot because the cone is so small, so I don't think it'll ever really be that much of an issue.
Exactly as you said, though, putting them in the High slots gives Armor another advantage to help balance it against shield tanking, as well as the movement penalty reductions and HP bonuses for the plates.
Didn't CCP say they were going to increase the SG spread? This isn't to counter your statement but simply a question as I heard a corp mate say this once and I would like to have that confirmed.
After playing with the SG In a couple of different scenarios I suppose you would be right as it's kinda hard to actually hit someone with that thing (mostly due to strife speed).
`Sigh. Just another fun game of DUST. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2059
|
Posted - 2013.08.24 07:55:00 -
[12] - Quote
It would probably matter more if Kin-cats impacted move speed instead of just Sprint speed. The move speed hit from armor is harder to compensate for than the sprint-speed hit as-is. So, you'd still be less agile with kinetic-cats in highs - with respect to armor tanking anyway. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3283
|
Posted - 2013.08.24 07:59:00 -
[13] - Quote
Zeylon Rho wrote:It would probably matter more if Kin-cats impacted move speed instead of just Sprint speed. The move speed hit from armor is harder to compensate for than the sprint-speed hit as-is. So, you'd still be less agile with kinetic-cats in highs - with respect to armor tanking anyway. However, you'll be able to get in and out of engagements more rapidly, which means you can still be on par with "lighter" suits in that regard at least. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
314
|
Posted - 2013.08.24 08:00:00 -
[14] - Quote
True... but at least they don't have to be the last one's to the fight anymore O.o Sure they could just call in a LAV but if all armor tankers do that then it's "NERF MURDER TAXIS" all over again (this issue has come up ALOT less since the free LAVs where taken out) and I'm quite sick of seeing 1,000 threads with requests to balancing LAVs (I prefer to have my feet on the ground, myself).
`Sigh. Just another fun game of DUST. |
Alena Ventrallis
Osmon Surveillance Caldari State
108
|
Posted - 2013.08.24 09:29:00 -
[15] - Quote
Mobius Wyvern wrote:DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking. Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. They are more like nanofiber or overdrives, passively boosting your speed, which belong in the lows. Your thinking an afterburner/microwarpdrive, which requires capacitor to use, as an active module. |
Meeko Fent
Seituoda Taskforce Command Caldari State
716
|
Posted - 2013.08.24 14:30:00 -
[16] - Quote
Alena Ventrallis wrote:Mobius Wyvern wrote:DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking. Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. They are more like nanofiber or overdrives, passively boosting your speed, which belong in the lows. Your thinking an afterburner/microwarpdrive, which requires capacitor to use, as an active module. Yes. But think what it will do to balance armor versus shield.
It would give armor a counter to its penalty, just as how shields have a counter to their penalty to be.
It would also give scouts a well needed boost, so instead of extenders, they could fit kin cats, and be even faster, while still being able to fit tactical mods in the lows. |
Spec Ops Cipher
Seraphim Initiative..
380
|
Posted - 2013.08.24 14:35:00 -
[17] - Quote
Mobius Wyvern wrote:This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty.
Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component of Gallente balance in EVE.
I think this is one design element of EVE that would actually translate quite well to this game. Not unless scouts get a major speed buff. I don't wanna run about with 125/87 shields/armour on my proto minnie. |
Spec Ops Cipher
Seraphim Initiative..
380
|
Posted - 2013.08.24 14:46:00 -
[18] - Quote
Meeko Fent wrote:Alena Ventrallis wrote:Mobius Wyvern wrote:DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking. Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. They are more like nanofiber or overdrives, passively boosting your speed, which belong in the lows. Your thinking an afterburner/microwarpdrive, which requires capacitor to use, as an active module. Yes. But think what it will do to balance armor versus shield. It would give armor a counter to its penalty, just as how shields have a counter to their penalty to be. It would also give scouts a well needed boost, so instead of extenders, they could fit kin cats, and be even faster, while still being able to fit tactical mods in the lows. It would only benefit gallente scouts, making them even faster than they are now. It would cripple the supposedly faster Minmitar scouts, meaning they would have to sacrifice shields to increase sprint speed. |
Matticus Monk
Ordus Trismegistus
378
|
Posted - 2013.08.24 16:54:00 -
[19] - Quote
Spec Ops Cipher wrote: It would only benefit gallente scouts, making them even faster than they are now. It would cripple the supposedly faster Minmitar scouts, meaning they would have to sacrifice shields to increase sprint speed.
It's my opinion that this would be no help to Gallente scouts, and in-fact hurt them as much as minmitar scouts. The STD Gal scout has 1 high slot at standard, meaning to run the kin/cat they would need to give up shield buffer or damage mods. Given the base shield is 80 something on a Gallente (with max shield skills), I like having the extra 30-60 shields an enhanced or complex shield module gives as buffer.
The ADV has 2 high slots so there could be minimal impact to that suit, but PRO is again back at 1 high.... and personally I like having the kin/cat in my low slots, as with 4 I have to option to run 2 kin/cats, a stamina mod and armor repper... and still have a shield buffer in my high slots.
As a Gal scout, my focus isn't armor, it's speed and sensors..... and having kinetics in a high slot would take some serious adapting. I'd prefer them be left as-is.... doing this would really mix up scout play styles in a negative way.
This seems like it's highly beneficial to medium and heavy suits, which may be fine given their larger use in-game, but I think some thinking needs to be done so that a change like this doesn't entirely mess up light frame play styles. |
OZAROW
A.N.O.N.Y.M.O.U.S.
418
|
Posted - 2013.08.24 18:02:00 -
[20] - Quote
HELL NO!
Minmatar assault with 5 speed mods,!!!!, dude u crazy! So what my mini scout is forced to run armor, no shields? That's called a gallente scout. So if you run a shield based suit you should went armor like gallente assault for mor speed slots, instead of re arranging the game get a different suit, to get the opposite of what u have |
|
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
519
|
Posted - 2013.08.24 18:04:00 -
[21] - Quote
DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are.
So keep Gallente suits useless? Cool **** bro. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
519
|
Posted - 2013.08.24 18:06:00 -
[22] - Quote
Alena Ventrallis wrote:Mobius Wyvern wrote:DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking. Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. They are more like nanofiber or overdrives, passively boosting your speed, which belong in the lows. Your thinking an afterburner/microwarpdrive, which requires capacitor to use, as an active module.
Do we have AB's or MWD's for dropsuits? That's what I thought. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
519
|
Posted - 2013.08.24 18:08:00 -
[23] - Quote
OZAROW wrote:HELL NO!
Minmatar assault with 5 speed mods,!!!!, dude u crazy! So what my mini scout is forced to run armor, no shields? That's called a gallente scout. So if you run a shield based suit you should went armor like gallente assault for mor speed slots, instead of re arranging the game get a different suit, to get the opposite of what u have
Winmatar can dual tank, and quite well in fact. Stop yer' bitchin. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3289
|
Posted - 2013.08.24 18:47:00 -
[24] - Quote
Aizen Intiki wrote:Alena Ventrallis wrote:Mobius Wyvern wrote:DeadlyAztec11 wrote:No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modules in EVE. Those go in Mid slots specifically to work with the balance between shield and armor tanking. Dust's equivalent would be high-slots, and this would allow for armor users to "keep up" with their lighter teammates. They are more like nanofiber or overdrives, passively boosting your speed, which belong in the lows. Your thinking an afterburner/microwarpdrive, which requires capacitor to use, as an active module. Do we have AB's or MWD's for dropsuits? That's what I thought. Personally, that's what I see Kinetic Catalyzers as. They boost your sprint speed rather than your movement speed, after all. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |