Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
851
|
Posted - 2013.10.16 13:28:00 -
[1] - Quote
Enhanced Shield Extenders are delusional, especially when compared to the Basic and the Complex versions.
Enhanced Extenders have a reason to exist even for maxed out characters, since they fit in our STD and ADV suits and they can be a reasonable choice even for PRO suits when we have limited PG and CPU.
But, of course, the current status of Enhanced Extenders is the biggest let-down for newer characters still specializing and grinding precious SP to upgrade their equipment. This is the main reason why I think their stats need to be changed.
BASIC SHIELD EXTENDER:
HP: 22 CPU: 18 PG: 3
ENHANCED SHIELD EXTENDER:
HP: 33 CPU: 36 PG: 6
COMPLEX SHIELD EXTENDER:
HP: 66 CPU: 54 PG: 11
Comparison:
-From Basic to Enhanced
HP +50% CPU cost: +100% PG cost: +100%
-From Enhanced to Complex:
HP +100% CPU cost: +50% PG cost: +45,45%
-From Basic to Complex:
HP +300% CPU cost: +300% PG cost: +366,66%
STATEMENTS:
The Basic and the Complex Extenders are very well balanced, with the Complex being ALMOST as good as 3 Basics, except for the negligible PG penalty. This makes the Complex Extender a great module, since many modules are not as effective as multiple copies of their cheaper versions.
The Complex Extender is particularly better than the Enhanced, since it gives double the amount of HP but its overall cost is less than 150% the Enhanced cost!
But at the same time, the Enhanced Extender is really terrible compared to the Complex. This huge gap makes it totally obsolete and it should NOT be like that. Right now, it is MUCH better to fit exclusively basic extenders and save the massive amount of PG and CPU for anything else!
But the Enhanced Extenders are really terrible when you compare them to the Basic. These are not Armor Plates, where the difference is still 25 HP between tiers, the HP amounts are higher from the start and the CPU difference is very limited.
If you have 3 high slots and you replace your Basic Extender with Enhanced ones, you gain 33 HP total at the cost of 54 CPU and 9 PG, which is almost the cost of one Complex Extender (which gives you 66 HP)!
FINAL VERDICT AND POSSIBLE SOLUTIONS:
Enhanced Shield Extenders are underperforming, because they give you MUCH less than you expect from their fitting cost.
I believe this is the right thing to do:
Enhanced Shield Extender:
HP: 33 CPU: 36 -> 30 PG: 6 -> 5
Thank you for reading, both Mercs and Developers. Feel free to comment and discuss. |
Takron Nistrom
eHarmony Inc.
89
|
Posted - 2013.10.16 13:54:00 -
[2] - Quote
You read my mind. |
RedZer0 MK1
Opus Arcana Covert Intervention
75
|
Posted - 2013.10.16 13:57:00 -
[3] - Quote
This is a problem for most modules from a new player perspective. I think modules should work kind of like weapons do. With each level of weapon doing 5% more damage than the last. Modules should follow a similar pattern. The disparity between complex, enhanced and basic modules makes new players feel superbly weak. Resulting in most not staying around. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6597
|
Posted - 2013.10.16 14:26:00 -
[4] - Quote
You make a good point. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1978
|
Posted - 2013.10.16 14:51:00 -
[5] - Quote
Nice! Can't wait for the the Complex Shield nerf. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
857
|
Posted - 2013.10.16 15:08:00 -
[6] - Quote
Iskandar Zul Karnain wrote:Nice! Can't wait for the the Complex Shield nerf.
Poor trolling, lol. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
7
|
Posted - 2013.10.16 15:37:00 -
[7] - Quote
Keri Starlight wrote:Enhanced Shield Extenders are delusional, especially when compared to the Basic and the Complex versions.
Enhanced Extenders have a reason to exist even for maxed out characters, since they fit in our STD and ADV suits and they can be a reasonable choice even for PRO suits when we have limited PG and CPU.
But, of course, the current status of Enhanced Extenders is the biggest let-down for newer characters still specializing and grinding precious SP to upgrade their equipment. This is the main reason why I think their stats need to be changed.
BASIC SHIELD EXTENDER:
HP: 22 CPU: 18 PG: 3
ENHANCED SHIELD EXTENDER:
HP: 33 CPU: 36 PG: 6
COMPLEX SHIELD EXTENDER:
HP: 66 CPU: 54 PG: 11
Comparison:
-From Basic to Enhanced
HP +50% CPU cost: +100% PG cost: +100%
-From Enhanced to Complex:
HP +100% CPU cost: +50% PG cost: +45,45%
-From Basic to Complex:
HP +300% CPU cost: +300% PG cost: +366,66%
STATEMENTS:
The Basic and the Complex Extenders are very well balanced, with the Complex being ALMOST as good as 3 Basics, except for the negligible PG penalty. This makes the Complex Extender a great module, since many modules are not as effective as multiple copies of their cheaper versions.
The Complex Extender is particularly better than the Enhanced, since it gives double the amount of HP but its overall cost is less than 150% the Enhanced cost!
But at the same time, the Enhanced Extender is really terrible compared to the Complex. This huge gap makes it totally obsolete and it should NOT be like that. Right now, it is MUCH better to fit exclusively basic extenders and save the massive amount of PG and CPU for anything else!
But the Enhanced Extenders are really terrible when you compare them to the Basic. These are not Armor Plates, where the difference is still 25 HP between tiers, the HP amounts are higher from the start and the CPU difference is very limited.
If you have 3 high slots and you replace your Basic Extender with Enhanced ones, you gain 33 HP total at the cost of 54 CPU and 9 PG, which is almost the cost of one Complex Extender (which gives you 66 HP)!
FINAL VERDICT AND POSSIBLE SOLUTIONS:
Enhanced Shield Extenders are underperforming, because they give you MUCH less than you expect from their fitting cost.
I believe this is the right thing to do:
Enhanced Shield Extender:
HP: 33 CPU: 36 -> 30 PG: 6 -> 5
Thank you for reading, both Mercs and Developers. Feel free to comment and discuss.
I love this piece. Really well explained and so truthful. As well as the armor , let's not forget that too. I've realized that this game is privy to proto's . If you don't have proto's then there really is no need to complain , because all else is nothing , except for the blueprints. I have went face to face with multiple toxin's and they take me and my gek-38 ,with enhanced mods down. Even if I'm strafing or not. That's why I wrote that piece before about being fed up. I mean what do I grind for skill points for??? Oh yeah ... to get proto's , because nothing else on this game matters. That also goes for the mods. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3937
|
Posted - 2013.10.16 15:40:00 -
[8] - Quote
Honestly, I think both the non-complex shield extenders are underperforming. The basic isn't even enough to protect you from a single SMG shot, and you've highlighted part of the poor performance of enhanced extenders here - they're not much different from basic.
I think the scaling model we currently have with armour is the way to go- there's a noticeable increase in HP as you go through the tiers, and for the most part they're all usable. |
Kal Kronos
L.O.T.I.S. Public Disorder.
79
|
Posted - 2013.10.16 15:42:00 -
[9] - Quote
I honestly try to enlighten the new guys I play with to stay away from shield modules and go for armor/damage mods first. Armor tanking race suits seem to be the best suits to get into if you're a new player right now. This just illustrates the point of how low the marginal returns are for SP invested in shield tech. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
861
|
Posted - 2013.10.16 15:42:00 -
[10] - Quote
Arkena Wyrnspire wrote:Honestly, I think both the non-complex shield extenders are underperforming. The basic isn't even enough to protect you from a single SMG shot, and you've highlighted part of the poor performance of enhanced extenders here - they're not much different from basic.
I think the scaling model we currently have with armour is the way to go- there's a noticeable increase in HP as you go through the tiers, and for the most part they're all usable.
I like your point of view. |
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
8
|
Posted - 2013.10.16 15:46:00 -
[11] - Quote
RedZer0 MK1 wrote:This is a problem for most modules from a new player perspective. I think modules should work kind of like weapons do. With each level of weapon doing 5% more damage than the last. Modules should follow a similar pattern. The disparity between complex, enhanced and basic modules makes new players feel superbly weak. Resulting in most not staying around.
They do give you that option. You have five percent for the actual skill set before you apply it to obtain the actual item. You know that. That's why I went level three before I obtained the actual enhanced mods. But really it still doesn't matter unless you have proto's. Most people that believe We ( being new bee's ) complain is because they have proto's in some form or fashion. It does cause problems and it is misleading , working hard believing that you've obtained something that should be helpful , it runs extra and added computer and programming , when it's only like a three percent boost and that might be generous. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
9
|
Posted - 2013.10.16 16:18:00 -
[12] - Quote
Keri Starlight wrote:Enhanced Shield Extenders are delusional, especially when compared to the Basic and the Complex versions.
FINAL VERDICT AND POSSIBLE SOLUTIONS:
Enhanced Shield Extenders are underperforming, because they give you MUCH less than you expect from their fitting cost.
I believe this is the right thing to do:
Enhanced Shield Extender:
HP: 33 CPU: 36 -> 30 PG: 6 -> 5
Thank you for reading, both Mercs and Developers. Feel free to comment and discuss.
You might even want to go to forty on the hit points , because you go from twenty-two to thirty- three and from thirty-three to sixty-six??? There is no middle ground and I like your computer and programming adjustments if it's at least forty. Not thirty-three , still with that massive amount of computer and programming usage. The aim should be to balance out the suits to where they can support the mods ...i.e. basic supports basic , series and pros support enhanced and so on. But it doesn't and that's what they need to fix. The suits should bridge , like militia to basic and basic to series and so on but the mods don't support that ideal. |
RedZer0 MK1
Opus Arcana Covert Intervention
79
|
Posted - 2013.10.16 16:28:00 -
[13] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:RedZer0 MK1 wrote:This is a problem for most modules from a new player perspective. I think modules should work kind of like weapons do. With each level of weapon doing 5% more damage than the last. Modules should follow a similar pattern. The disparity between complex, enhanced and basic modules makes new players feel superbly weak. Resulting in most not staying around. They do give you that option. You have five percent for the actual skill set before you apply it to obtain the actual item. You know that. That's why I went level three before I obtained the actual enhanced mods. But really it still doesn't matter unless you have proto's. Most people that believe We ( being new bee's ) complain is because they have proto's in some form or fashion. It does cause problems and it is misleading , working hard believing that you've obtained something that should be helpful , it runs extra and added computer and programming , when it's only like a three percent boost and that might be generous.
Are you talking about the passive bonus for modules? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2778
|
Posted - 2013.10.16 17:23:00 -
[14] - Quote
I talked about this in passing on a post about armor plates:
Quote:Shield HP 22 -> 33 -> 66
Armor plates: 10/1 - 85hp, 2% 20/6 - 110hp, 3% 30/12 - 135hp, 5%
Shield HP goes: +11, then +33. Huuuuge jump. Or you could look at it as +50%... then +200%. Shield fitting is comparatively normal: 18, 36, 54 (+18) and 3, 6, 11 (+3, +5). This is similar to plate fitting in progression: 10, 20, 30 (+10), 1, 6, 12 (+5, +6). They're both "fairly" linear fitting-wise, and armor is exactly linear on hp with the +25%.
The contrasting factors here are that the speed penalty build is disproportionate on the plates (you take twice the increase in speed penalty for the exact same increase in hp going to complex on armor plates), and that the HP progression on extenders gives you paltry returns on ADV, and triples the degree of increase on complex while holding fitting at the same progression.
It might make more sense to have the ADV extender at 44hp, which would preserve linear progression on the shield extenders. That's a bit off-topic though. Hmm.
The short of it is that the ADV hp should change to 44. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1663
|
Posted - 2013.10.16 17:33:00 -
[15] - Quote
Zeylon Rho wrote: The short of it is that the ADV hp should change to 44.
or the complex could be lowered to 55... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2778
|
Posted - 2013.10.16 17:44:00 -
[16] - Quote
Talos Alomar wrote:Zeylon Rho wrote: The short of it is that the ADV hp should change to 44.
or the complex could be lowered to 55...
Well, I based it on how the stat progression seemed to work in sequence.
Armor progresses in a linear fashion: 85, 110, 135
The change each rank is +25 hp, +10 CPU, and + about 6 PG. The only part of the gain that isn't linear is the speed penalty, which doubles.
Shields have: 22, 33, 66
The CPU part of the fitting is linear (18, 36, 54) a literal +18 CPU, while the PG change is not (+3, +5) but the values are still small.
If the PRO value dropped to 55, it'd still be a non-linear progression (+11, +22), whereas 11 more hp on the Enhanced creates an even +22 progression similar to the +25 that armor has.
I'd like the speed penalty to be normalized on Complex plates as well mind you, (4%), but this seems fair on the shield extender end of things. |
DJINN Jecture
Hellstorm Inc League of Infamy
63
|
Posted - 2013.10.16 20:08:00 -
[17] - Quote
Arkena Wyrnspire wrote:Honestly, I think both the non-complex shield extenders are underperforming. The basic isn't even enough to protect you from a single SMG shot, and you've highlighted part of the poor performance of enhanced extenders here - they're not much different from basic.
I think the scaling model we currently have with armour is the way to go- there's a noticeable increase in HP as you go through the tiers, and for the most part they're all usable. This is why the Damage Mods go in the high slot too. |
ZDub 303
TeamPlayers EoN.
2152
|
Posted - 2013.10.16 21:23:00 -
[18] - Quote
The right thing to do would be to level out the progression between tiers on extenders.
instead of 22 - 33 - 66 it should be more like 40 - 53 - 66. |
THUNDERGROOVE
ZionTCD
207
|
Posted - 2013.10.16 22:21:00 -
[19] - Quote
Just about 180,000 SP until complex extenders, as a heavy as my main role, they are for my other suits. Currently extenders are basic or complex. The only reason to run an enhanced is if you have the fit the way you like it and have not enough CPU/PG for a complex.
|
KEROSIINI-TERO
The Rainbow Effect
776
|
Posted - 2013.10.16 23:28:00 -
[20] - Quote
Agreed. Been wondering why they aren't 44 HP. |
|
deepfried salad gilliam
Sanguine Knights
76
|
Posted - 2013.10.17 02:44:00 -
[21] - Quote
DJINN Jecture wrote:Arkena Wyrnspire wrote:Honestly, I think both the non-complex shield extenders are underperforming. The basic isn't even enough to protect you from a single SMG shot, and you've highlighted part of the poor performance of enhanced extenders here - they're not much different from basic.
I think the scaling model we currently have with armour is the way to go- there's a noticeable increase in HP as you go through the tiers, and for the most part they're all usable. This is why the Damage Mods go in the high slot too. Sir I am a caldari assault soldier, your post is absurd |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
1846
|
Posted - 2013.10.17 04:02:00 -
[22] - Quote
Leave Enhanced Shield Ext as they are only=
GÖª 44 instead of 33 Shields GÖª + Bonus equals: 46 instead of 34.
Done |
Vyzion Eyri
The Southern Legion The Umbra Combine
1488
|
Posted - 2013.10.17 05:25:00 -
[23] - Quote
I'd like to see an increase in HP from all extenders, something in the form of
13HP for basics,
37HP for enhanced,
73HP for prototype.
So essentially the base stats for extenders will be as if a player had Shield Extension V for the 10% bonus. Then change Shield Extension's skill bonus to a 5% reduction to shield extender fitting cost. |
George Moros
Area 514
143
|
Posted - 2013.10.17 09:43:00 -
[24] - Quote
Keri Starlight wrote: The Basic and the Complex Extenders are very well balanced, with the Complex being ALMOST as good as 3 Basics, except for the negligible PG penalty. This makes the Complex Extender a great module, since many modules are not as effective as multiple copies of their cheaper versions.
No, they are not well balanced. Complex SE isn't almost as good as 3 basic SE, it's much, much better. Because CSE has practically the same stats as 3BSE, CSE gives you 2 extra high slots left to make your fit even better. This is an enormous advantage in and of itself. This is also the primary reason why (unlike armor plates) fitting basic/advanced shield extenders makes very little sense, resulting in a situation where you either train Shield Extension to 5, or don't train it at all. The numbers as they are therefore heavily favor high SP players, which is a bad thing.
Very similar situation (actually, even worse) is with damage mods. The difference in bonus across tiers is simply too high. Complex damage mods give you >3 times better bonus than basic. Actually, due to stacking penalty, it would take an infinite number of basic damage mods to get the same bonus as one complex. This is (again) very new-player-unfriendly, and for a game that has such low player retention rates - simply insane.
The gap should be narrowed significantly (as some people already suggested). More in the line of 44-55-66 for shield extenders, and 6-8-10 for damage mods.
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
11
|
Posted - 2013.10.17 15:45:00 -
[25] - Quote
RedZer0 MK1 wrote:[quote=Shinobi MumyoSakanagare ZaShigurui][quote=RedZer0 MK1]This is a problem for most modules from a new player perspective. I think modules should work kind of like weapons do. With each level of weapon doing 5% more damage than the last. Modules should follow a similar pattern. The disparity between complex, enhanced and basic modules makes new players feel superbly weak. Resulting in most not staying around.[/quote
Are you talking about the passive bonus for modules?
I'm sorry it took me so long to get back to you , but I guess that's what it's called. You know the drop suit armor or shield upgrades give you a five percent boost to the maximum level and that two percent , to the module efficacy for the actual plating and extensions. So that's what I meant , that I applied the skill points to the actual upgrade and increased my total before acquiring the actual extensions and plating. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |