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Cody Sietz
Bullet Cluster
1212
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Posted - 2013.10.19 16:00:00 -
[1] - Quote
Shield extenders now add a 1-1.5 second delay to shield recharge time.
Vehicle scanner results are shared with squad and provide intal assist points.
Handheld scanners now give off a blip when used if user has higher scan profile then active scanner being used. Person A uses scanner with a accuracy of 36db and has a scan profile of 50, he shows up on person B's radar for half of a second. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 16:07:00 -
[2] - Quote
Nocturnal Soul wrote:doubt the shield nerf, I've seen Gallente running around with them Ascr's, the shield vs. armor debate is done and now balanced in my opinion. That's the number they were toying with, I don't know if it will be what they use. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 16:53:00 -
[3] - Quote
Cosgar wrote:I thought stacking shields was going to affect recharge rate. If it's delay, that's even better. I'm pretty sure that's what they said, though I could be wrong. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 17:11:00 -
[4] - Quote
bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
It doesn't bother me either way, though I would take extenders off my scout. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 17:18:00 -
[5] - Quote
Cosgar wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
Making extenders affect shield delay might be a good way to stop omnitanking. Honestly, I think CCP will put the movement penalty back on to plates but leave the high up amounts they have now. I think them making it low was a temporary solution till they figure out the code to make it so only Gallente suits don't suffer from the penalty. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 17:24:00 -
[6] - Quote
Aleksander Black wrote:Cody Sietz wrote:Cosgar wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
Making extenders affect shield delay might be a good way to stop omnitanking. Honestly, I think CCP will put the movement penalty back on to plates but leave the high up amounts they have now. I think them making it low was a temporary solution till they figure out the code to make it so only Gallente suits don't suffer from the penalty. The penalty is still annoyingly hard. The original penalties were straight up outrageous, particularly in the complex plate. They are not reverting back to that, I really hope. Yeah, I never even bothered with them. Now I can fit my Gallente Assault and get a decent amount of ehp without being the same speed as a heavy. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 17:28:00 -
[7] - Quote
Nocturnal Soul wrote:Cody Sietz wrote:Cosgar wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
Making extenders affect shield delay might be a good way to stop omnitanking. Honestly, I think CCP will put the movement penalty back on to plates but leave the high up amounts they have now. I think them making it low was a temporary solution till they figure out the code to make it so only Gallente suits don't suffer from the penalty. Nooo....no no no never again never eveeeeeeer. xD I didn't say they should, just that I feel they will. I don't think it will be as bad as before maybe 2.5/4/6
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Cody Sietz
Bullet Cluster
1212
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Posted - 2013.10.19 17:33:00 -
[8] - Quote
Coleman Gray wrote:Cosgar wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
Making extenders affect shield delay might be a good way to stop omnitanking. Or possibly enforce it if people feel that the shield part is less effective. Shields will still recharge on their own at a rate of 20-25 per sec and it would make shield recharge modules move viable. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 18:01:00 -
[9] - Quote
Cosgar wrote:Coleman Gray wrote:Cosgar wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
Making extenders affect shield delay might be a good way to stop omnitanking. Or possibly enforce it if people feel that the shield part is less effective. Two of the most commonly used weapons are effective against shields and the two we're waiting on are more effective against armor. If they give shields a penalty when the other rifles come out, omnitanking won't be the absolute meta. Yeah, that combat and rail rifle are gonna shred my armour to pieces. |
Cody Sietz
Bullet Cluster
1212
|
Posted - 2013.10.19 18:44:00 -
[10] - Quote
Cyrius Li-Moody wrote:If shields get nerfed no one is going to play in a minmatar suit. There almost zero room for a decent armor tank on that suit and shields go down in in a blink of an eye as it is.
Let's not punish suits that rely on shields because people dual tank the **** out of caldari suits. To be fair, they aren't meant to be high ehp soldiers. They are meant to be high speed, that is why I think Minmatar scout and assaults should get a .5-1 meter per second buff to there overall speed.
@bolsh lee, I completely understand and you make some good points. However, only Caldari and maybe Amarr can get to 400/400 and Amarr would probably have to gimp themselves pretty bad all the way around. |
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Cody Sietz
Bullet Cluster Legacy Rising
1223
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Posted - 2013.10.22 13:42:00 -
[11] - Quote
Dead? |
Cody Sietz
Bullet Cluster Legacy Rising
1226
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Posted - 2013.10.22 15:05:00 -
[12] - Quote
Drapedup Drippedout wrote:Cody Sietz wrote:Cyrius Li-Moody wrote:If shields get nerfed no one is going to play in a minmatar suit. There almost zero room for a decent armor tank on that suit and shields go down in in a blink of an eye as it is.
Let's not punish suits that rely on shields because people dual tank the **** out of caldari suits. To be fair, they aren't meant to be high ehp soldiers. They are meant to be high speed, that is why I think Minmatar scout and assaults should get a .5-1 meter per second buff to there overall speed. @bolsh lee, I completely understand and you make some good points. However, only Caldari and maybe Amarr can get to 400/400 and Amarr would probably have to gimp themselves pretty bad all the way around. I agree. No matter what the changes, Minmatar medium suits need an extra low, or a speed boost to be on 'par' with the other medium suit variants (when arguing ehp vs TTK). The main reason to go Minmatar is for the increased movement speed, but with only 2 low slots at proto, it is near impossible to capitalize on the current build. You almost always have to put a CPU upgrade to run proto highs, which leaves you with 1 low remaining; now pick kin-cat, armor plate, or shield reg. You can't have anything else, and are at a distinct disadvantage. If you are running Min assault, then it is not too hard to think you will run a dmg mod (either light dmg or sidearm to get more out of suit bonus) leaving you with 4 hi's and 1 low to build a suit out of. Not much EHP within that build and even at baseline 7.42 m/s run speed, still too slow for the speed boost to be a gamechanger. Yeah my shotty eats most Minmatar Assault suits in one hit. Some speed would at least help the problem and make them the go to speed suit. |
Cody Sietz
Bullet Cluster Legacy Rising
1226
|
Posted - 2013.10.22 15:13:00 -
[13] - Quote
TranquilBiscuit ofVaLoR wrote:Cody Sietz wrote:bolsh lee wrote:Lol if CCP nerfs anything to do with shields in 1.6 that will add to the chart even more proof that they don't play their own game...
It doesn't bother me either way, though I would take extenders off my scout. hence destroying the Minnie scout even more... /facepalm I'm sure they are trying to figure out the balance, but would 1 second really ruin your scout?
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