|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Saoa Scum
Judge Mercenaries
21
|
Posted - 2013.11.28 10:55:00 -
[1] - Quote
Yes i know this is getting old but i feel the need to give my thoughts on the issue from a Callogi point of view
Was trying some fits to pure shield tank ( hit and run playstyle is my type of gameplay ) and i actually found a viable fit against those armor brick tanks. In some situations i found myself having the advantage with the help of terrain of course
The only problem with it is that i have to sacrifice 2 highslots, 3 lowslots to make it work somewhat good (with current TTK) And i really think a solution to this would be to buff shield regulation and shield recharge rate. Only tried on proto suit since it would not work on advanced cause lack of slots The fit:
2 Complex Shield extenders ( +72hp/module ) 2 "Weld" Basic shield recharger ( +25% recharge rate and -2% on shield hp/ module ) 1 Complex dmg modifier
1 Complex dampener ( to me its a must:P ) 1 "Tether" Complex shield regulator ( -25% recharge delay, -32,75 with skills ( 25x1,31=32,75 )) 2 Enhanced shield regulator ( -20% recharge delay, -26,2% with skills ( 20x1,31=26,2 ))
Shield hp: 361 Armor hp: 112 Ehp: 473 Shield recharge rate: 30,43 ( 20x1,5=30 ) Shield recharge delay: 2,19763854 sec ( 6 x 0,6725 x 0,738 x 0,738 ) Shield depleted recharge delay: 2,93018472 sec ( 8 x 0,6725 x 0,738 x 0,738 )
My skills are: Cal logi suit 5 (+25% shield reg efficiency) Shield regulation 3, (+6% shield reg efficiency) Shield recharger 0, ( no bonus ) Shield extension 5 (+10% shield ext efficiency)
As you can see the recharge delay is now 2 sec and 3 sec wich doesnt sound like much but it still only regens 30hp/s so i still need to hide for alot more time before i engage again, Now this is how the suit stat should look like with one complex regulator and 1 complex recharger if you ask me, with my skills. Not 3 Regulators and 2 Rechargers. Would be so much better to just fit 3 plates or 2 plates and a running module wich also have lower CPU/PG cost In a gunfight 3sec is an awful lot of time especially when the TTK is this low
So my conclusion... do NOT buff shield extenders, do NOT nerf armor plates but BUFF regulators and rechargers!
Thoughts on this? |
Saoa Scum
Judge Mercenaries
22
|
Posted - 2013.11.28 11:23:00 -
[2] - Quote
But my point with the thread is.. if they buffed regulation and recharge rate i wouldnt need to use all these slots to make it viable.. It was a test fit ( i normally use plates and extenders/dps as everybody else :P ) |
Saoa Scum
Judge Mercenaries
22
|
Posted - 2013.11.28 11:30:00 -
[3] - Quote
I dont see how you calculated this.. i calculate the assault suit to at best 3,38seconds assuming its complex regulators and maxed skills (8 x 0,65 x 0,65) and still 3,3 sec is a too long time |
Saoa Scum
Judge Mercenaries
22
|
Posted - 2013.11.28 12:55:00 -
[4] - Quote
Sgt Kirk wrote:well **** what do you want a recharge rate of 200 with a delay of 1/2?
Nope not really, but think of it like this.. 3seconds it how long does it take to kill anything?.. with 4xx ehp im down to armor if not dead before i can even react and need to hide for 3 seconds before i can engage again, on top of that i only regen 30hp/sec wich is not even 1 single hit...so basically i need to wait for 5 sec before i regen 30hp.. im not saying it should be more but however... Sacrificing 2 highslots AND 3 lowslots to just be a viable shield tank ( viable doesnt necessarily mean good, but managble ) is a bit much dont you think? |
Saoa Scum
Judge Mercenaries
23
|
Posted - 2013.11.28 16:01:00 -
[5] - Quote
Galvan Nized wrote:Well math seems off. Complex Regulators give -25%. Skill gives 10% increase. Cal logi gives 25%. So 1 complex is 25x1.1x1.25=34.375. Plus the 2 ADV 20x1.1x1.25=27.5 each.
Okay they have stacking penalties though....So it's 34.75 + (0.87x27.5)+(0.57x27.5)=-74.35 delay.
Logi has 6/8 sec delay. 6x0.2665=1.59, 8x0.2665=2.132. That's INSANELY fast regen, it's TTK that is too low.
The single Complex Dampener mod, does that get you below ADV scanners? Because skill is 10%. So 1 mod is 27.5. 50x0.725=36.25. Adv scanners are 36db so unless I'm missing something I'm not seeing how you escape them. It's better to throw a armor plate or biotic there.
You are using an energizer, not recharger. These are nearly worthless to shield tankers as you are forced to give up hp (from loss of slot and the 2% hit).
Same with DMG mods, avoid them unless you are getting hp from somewhere else.
Hard to balance shields right now because the 2 best weapons are better against shields. Also TTK is WAY too low to make it mean anything.
Its actually your math that is off... read the post carefully again and you might notice why.. And yes.. one complex dampener is enough try it yourself... And energizer provide alot more shield recharge then normal ones.. ( complex are 60%, wich i cannot use) again read the whole post
Your math is calculated with perfect skills... wich i dont have... so yes..your math is off
|
|
|
|