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Fire9er Greko
Imperfect Bastards
100
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Posted - 2013.11.25 12:50:00 -
[1] - Quote
why? so you can add 1 complex damage mod instead then everyone would stop crying. |
TechMechMeds
Swamp Marines Kleenex Inc.
1491
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Posted - 2013.11.25 13:25:00 -
[2] - Quote
I think they should be 33 basic, 66 advanced and either 99 or 100 complex.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Fizzer94
L.O.T.I.S. Public Disorder.
955
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Posted - 2013.11.25 13:28:00 -
[3] - Quote
TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
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Fire9er Greko
Imperfect Bastards
100
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Posted - 2013.11.25 13:29:00 -
[4] - Quote
Fizzer94 wrote:TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO
if they decided to go that high there is a happy medium to find. |
Korvin Lomont
United Pwnage Service RISE of LEGION
265
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Posted - 2013.11.25 13:32:00 -
[5] - Quote
TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex.
Then they need to introduce some sort of penalty for shields otherwise they need to buff armor again and so the circle starts again.
Right now armortankers trade mobility and regen capability for more health and damage (if they use DMG mods).
Shield tankers trade raw HP and damage capability for more mobility and faster (built in) recharge. |
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
341
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Posted - 2013.11.25 13:34:00 -
[6] - Quote
Proto extenders are fine, but standard and enhanced could use a buff. Shields tanker are supposed to be lower EHP and vastly superior rep rate and so have shorter downtimes between fights whilst Armour tankers have higher EHP, but have next to no innate reps so downtime is much larger and have to rely on outside sources for reps.
The problem we have is that TTK is so short this doesn't work as both will die before they get a chance to rep.
'Insert witty signature here'
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Fizzer94
L.O.T.I.S. Public Disorder.
956
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Posted - 2013.11.25 13:34:00 -
[7] - Quote
The only real problem with shield extenders is that the Standard and Enhanced ones don't have enough. Standard - 34 Enhanced - 50 Complex - 66 This would be better I think.
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
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calisk galern
BurgezzE.T.F Public Disorder.
1271
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Posted - 2013.11.25 13:35:00 -
[8] - Quote
if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. |
Fizzer94
L.O.T.I.S. Public Disorder.
956
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Posted - 2013.11.25 13:36:00 -
[9] - Quote
calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots.
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
|
Korvin Lomont
United Pwnage Service RISE of LEGION
266
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Posted - 2013.11.25 13:39:00 -
[10] - Quote
calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different.
There are already more useful low slot items than high slot items this would only makes the situation worse. |
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TechMechMeds
Swamp Marines Kleenex Inc.
1491
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Posted - 2013.11.25 13:45:00 -
[11] - Quote
Fizzer94 wrote:TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO
I don't mind, ttk is so short I don't think it would matter much, I mean its not like because my next proto will be caldari assault has anything to do with my suggestion lol
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Saoa Scum
Judge Mercenaries
15
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Posted - 2013.11.25 13:52:00 -
[12] - Quote
calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different.
+1 this is how it should be, |
Fire9er Greko
Imperfect Bastards
100
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Posted - 2013.11.25 14:02:00 -
[13] - Quote
Fizzer94 wrote:calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots.
THIS
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Sum1ne Else
WASTELAND JUNK REMOVAL
772
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Posted - 2013.11.25 14:05:00 -
[14] - Quote
They should be more resistant to things like SMGs & ARs
Public Relations WJR
Its a leopleuradon Charlie a magical leoplueradon, its gunna guide our way to candy mountain!
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Saoa Scum
Judge Mercenaries
15
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Posted - 2013.11.25 14:05:00 -
[15] - Quote
Fire9er Greko wrote:Fizzer94 wrote:calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots. THIS
wich wouldnt make sense, since in eve they are low slots.. :P |
Fizzer94
L.O.T.I.S. Public Disorder.
960
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Posted - 2013.11.25 14:28:00 -
[16] - Quote
Saoa Scum wrote:Fire9er Greko wrote:Fizzer94 wrote:calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots. THIS wich wouldnt make sense, since in eve they are low slots.. :P How about this?
High slots: Shield Extenders Shield Energizers Shield Rechargers Armor Hardeners Myofibril Stimulants Stamina Mods (I can't remember their name) Heat Sinks (reduce weapon heat buildup) Radiators (increases weapon cool down rate)
Low slots: Armor Plates Armor Repairers Shield Regulators Magazine Extensions Reload Speed Enhancers Weapon Stabilizers Profile Dampeners Precision Enhancers Scanning Extenders Kinetic Catalyzers PG Mods CPU Mods
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
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Fire9er Greko
Imperfect Bastards
100
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Posted - 2013.11.25 14:36:00 -
[17] - Quote
Fizzer94 wrote:Saoa Scum wrote:Fire9er Greko wrote:Fizzer94 wrote:calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots. THIS wich wouldnt make sense, since in eve they are low slots.. :P How about this? High slots: Shield Extenders Shield Energizers Shield Rechargers Armor Hardeners Myofibril Stimulants Stamina Mods (I can't remember their name) Heat Sinks (reduce weapon heat buildup) Radiators (increases weapon cool down rate) Low slots: Armor Plates Armor Repairers Shield Regulators Magazine Extensions Reload Speed Enhancers Weapon Stabilizers Profile Dampeners Precision Enhancers Scanning Extenders Kinetic Catalyzers PG Mods CPU Mods
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Cat Merc
Ahrendee Mercenaries EoN.
4029
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Posted - 2013.11.25 14:40:00 -
[18] - Quote
TechMechMeds wrote:Fizzer94 wrote:TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO I don't mind, ttk is so short I don't think it would matter much, I mean its not like because my next proto will be caldari assault has anything to do with my suggestion lol I would mind it. It would mean that without any armor plates they could get 1000 eHP, without any speed penalty of any sort. Have 31hp/s regeneration. And have a delay of 2s until shields start recharging.
Any buff is BS, shields are more than fine right now.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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TechMechMeds
Swamp Marines Kleenex Inc.
1492
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Posted - 2013.11.25 14:43:00 -
[19] - Quote
Cat Merc wrote:TechMechMeds wrote:Fizzer94 wrote:TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO I don't mind, ttk is so short I don't think it would matter much, I mean its not like because my next proto will be caldari assault has anything to do with my suggestion lol I would mind it. It would mean that without any armor plates they could get 1000 eHP, without any speed penalty of any sort. Have 31hp/s regeneration. And have a delay of 2s until shields start recharging. Any buff is BS, shields are more than fine right now.
Oh lol, I see.
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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Flix Keptick
Red Star. EoN.
1358
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Posted - 2013.11.25 14:49:00 -
[20] - Quote
I have already made a thread on why buffing hp is a BAD idea!!!! The shield value were fine before the instakill rifles appeared in 1.6
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Saoa Scum
Judge Mercenaries
15
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Posted - 2013.11.25 14:57:00 -
[21] - Quote
Fizzer94 wrote:Saoa Scum wrote:Fire9er Greko wrote:Fizzer94 wrote:calisk galern wrote:if damage mods were low slots like they are supposed to be, similar to as in eve this thread would be very different. If damage mods were low slots, I would demand armor hardeners for my high slots. THIS wich wouldnt make sense, since in eve they are low slots.. :P How about this? High slots: Shield Extenders Shield Energizers Shield Rechargers Armor Hardeners Myofibril Stimulants Stamina Mods (I can't remember their name) Heat Sinks (reduce weapon heat buildup) Radiators (increases weapon cool down rate) Low slots: Armor Plates Armor Repairers Shield Regulators Magazine Extensions Reload Speed Enhancers Weapon Stabilizers Profile Dampeners Precision Enhancers Scanning Extenders Kinetic Catalyzers PG Mods CPU Mods
Ah so the armor tanker should be able to stack plates/and or reppers with dmg modules and shield tankers have to choose between dps/extenders or rechargers ... Yes shields has a "in-built" regen but it takes alot of time for it to even start to regen (fully depleted takes 10sec /8sec for logis i think) in 10sec a complex armor repper has regen 50hp, if 2 fitted it would be 100hp.. and thats before my shield even have started to regen... It just doesnt add up... when i as a shield tanker feel the need to use plates something is wrong.. dont you think?
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Fire9er Greko
Imperfect Bastards
100
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Posted - 2013.11.25 14:57:00 -
[22] - Quote
so why leave it gallente logi's facing nerf and not balance! we already have other options than to create another caldari logi? I'm so confused? why is it when a planned skill set comes to fruition it is determined to be nerfed. Where is the balance? Just make everything have same slots and bonuses and then end it with it's balanced? why are we fighting? |
RAMB0
Condotta Rouvenor Gallente Federation
18
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Posted - 2013.11.25 14:58:00 -
[23] - Quote
54 cpu for just 66 hp is a rip off |
Fizzer94
L.O.T.I.S. Public Disorder.
963
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Posted - 2013.11.25 15:06:00 -
[24] - Quote
Saoa Scum wrote:Fizzer94 wrote:
High slots: Shield Extenders Shield Energizers Shield Rechargers Armor Hardeners Myofibril Stimulants Stamina Mods (I can't remember their name) Heat Sinks (reduce weapon heat buildup) Radiators (increases weapon cool down rate)
Low slots: Armor Plates Armor Repairers Shield Regulators Magazine Extensions Reload Speed Enhancers Weapon Stabilizers Profile Dampeners Precision Enhancers Scanning Extenders Kinetic Catalyzers PG Mods CPU Mods
Ah so the armor tanker should be able to stack plates/and or reppers with dmg modules and shield tankers have to choose between dps/extenders or rechargers ... Yes shields has a "in-built" regen but it takes alot of time for it to even start to regen (fully depleted takes 10sec /8sec for logis i think) in 10sec a complex armor repper has regen 50hp, if 2 fitted it would be 100hp.. and thats before my shield even have started to regen... It just doesnt add up... when i as a shield tanker feel the need to use plates something is wrong.. dont you think? im against OP wish to buff the extender..i would rather see something to the regulator or a fix for the dps modules Damage mods aren't even on that list. I replaced them with mods that indirectly increase damage, and spread those out between both high and low slots. I am an armor tanker, moving damage mods to low slots as some have suggested would force me to use shield extenders... that is just as wrong as you equipping plates.
[+ªa¦Ç+¦++-ö-Å94]
The Plasma Cannon is not underpowered.
BUFF PLASMA CANNON DIRECT DAMAGE
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Sephirian Fair
0uter.Heaven Proficiency V.
138
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Posted - 2013.11.25 15:14:00 -
[25] - Quote
Cat Merc wrote:TechMechMeds wrote:Fizzer94 wrote:TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. That would let Caldari Medium frames have 700+ shields, they would be even more OP than the old Callogi. NO I don't mind, ttk is so short I don't think it would matter much, I mean its not like because my next proto will be caldari assault has anything to do with my suggestion lol I would mind it. It would mean that without any armor plates they could get 1000 eHP, without any speed penalty of any sort. Have 31hp/s regeneration. And have a delay of 2s until shields start recharging. Any buff is BS, shields are more than fine right now.
To be fair, the 2 second delay is only if you stack 3 complex regulators on the CK.0 Assault. This is very suit restricting and won't allow the use of a prototype weapon if you have 4 complex shield extenders. Otherwise, you are typically left with just 2 regulators and a cpu upgrade, which is closer to around 2.6 seconds.
I agree that Shield Extenders don't need a buff. Going with raw effective HP is too uncreative and simplistic as a nerf/buff system. And honestly, complaining about Shields right now is a little silly. The two most used weapons right now are Assault Rifles (Plasma) and Scrambler Rifles, which are both powerful against shields. In 1.7, we are getting two weapons that have a bonus to Armor. The reason why some Shield users may feel weak compared to Armor users is because Armor essentially has a 20% - 40% damage resistance against the two most powerful class of weapons currently. Once the Rail Rifle and Combat Rifle are released, there will be proper itemization against Armor classed units and we should see the two styles balance out accordingly. |
Saoa Scum
Judge Mercenaries
17
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Posted - 2013.11.25 16:22:00 -
[26] - Quote
aah didnt noticed you swapped the dps modules to something new, and i looked closer at your list and i could live with that.. seems solid. +1
And i do feel its legit to complain about the extenders even thou the new weapons aint out yet.. Massdrivers has been out for quite awhile now and even if they work nicely against armor tankers... they sure do work well against shields as well.. |
TranquilBiscuit ofVaLoR
F.T.U.
687
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Posted - 2013.11.25 16:24:00 -
[27] - Quote
TechMechMeds wrote:I think they should be 33 basic, 66 advanced and either 99 or 100 complex. well this would make for even tougher medium frames, but it would also help the minmatar scout. God knows it needs it...
Tell me, how exactly DOES a biscuit gain Valor?
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Kal Kronos
L.O.T.I.S. Public Disorder.
124
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Posted - 2013.11.25 17:14:00 -
[28] - Quote
For the hundredth time, buff basic and enhanced extenders along with a rework of regulators and shields are back in the fight. We don't need more HP we need to be able to function in our role without a huge armor buffer.
Dedicated redline sniper, tower forger, nade spammer, protostomper, and mass driver.
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