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Cosgar
ParagonX
8206
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Posted - 2013.12.02 22:00:00 -
[1] - Quote
Even when TTK gets sorted out, shields are most likely going to be lacking. Here's 2 Ideas I've been musing over:
Make suits work like EVE ships (with minor tweaks)
Minmitar/Caldari suits = High CPU, Low PG Gallente suits = Low CPU, High PG Amarr suits = Moderately high CPU/PG
Shield Modules = High CPU, Low PG Armor Modules = High PG, Low CPU
CPU enhancers draw PG to add CPU Make damage mods low slot modules Add passive damage control high slot modules with 3/5/10% resistance to all damage moderatly high CPU/PG Remaining PG in a fitting adds +1% shield recharge rate per unit Remaining CPU reduces recharge delay by -1% per unit
Buff shields and add a penalty
-33/66/99 across the extender tiers -Add a 3/5/10% penalty to recharge/depleted delay across the tiers -Buff each suit's base shield recharge by 10 and lower recharge/depleted delay by 2/3 -Make energizers add a flat bonus to shield recharge rate by 5/10/20 with the current penalties to base shield
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8215
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Posted - 2013.12.02 23:55:00 -
[2] - Quote
I have to admit, you called it and nobody listened.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8224
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Posted - 2013.12.03 01:56:00 -
[3] - Quote
Killar-12 wrote:Cosgar wrote:Even when TTK gets sorted out, shields are most likely going to be lacking. Here's 2 Ideas I've been musing over:
Make suits work like EVE ships (with minor tweaks)
Minmitar/Caldari suits = High CPU, Low PG Gallente suits = Low CPU, High PG Amarr suits = Moderately high CPU/PG
Shield Modules = High CPU, Low PG Armor Modules = High PG, Low CPU
CPU enhancers draw PG to add CPU Make damage mods low slot modules Add passive damage control high slot modules with 3/5/10% resistance to all damage moderatly high CPU/PG Remaining PG in a fitting adds +1% shield recharge rate per unit Remaining CPU reduces recharge delay by -1% per unit
Buff shields and add a penalty
-33/66/99 across the extender tiers -Add a 3/5/10% penalty to recharge/depleted delay across the tiers -Buff each suit's base shield recharge by 10 and lower recharge/depleted delay by 2/3 -Make energizers add a flat bonus to shield recharge rate by 5/10/20 with the current penalties to base shield
Only if Red bottles (AB's/MWD's) and Green Bottles (Cap Batteries I guess)are made high slots Make all electronics modules high slots.
Kazeno Rannaa wrote:Probably one of the better approaches to the problem. Hats off. This may even help address the imaginary issues between everyone and their logiGÇÖs. Someone gets it^
deepfried salad gilliam wrote:Noooio, wed have to wait so long till charge, current delay is to long as is Shield base shield recharge delay gets a buff. Notice the part where I said every suits base recharge/depleted delay is reduced by 2/3 seconds.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8224
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Posted - 2013.12.03 02:10:00 -
[4] - Quote
Patrick57 wrote:CharCharOdell wrote:Maybe back when armor was garbage, it made sense, but now a basic armor plate is more protective than a basic extender. The tradeoff is passive shield regen. With this in mind, their costs need to be equalized because its putting MN and CA at a disadvantage. Thus making the Caldari Logi OP once again. Flux grenades.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8227
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Posted - 2013.12.03 03:51:00 -
[5] - Quote
Patrick57 wrote:Cosgar wrote:Patrick57 wrote:CharCharOdell wrote:Maybe back when armor was garbage, it made sense, but now a basic armor plate is more protective than a basic extender. The tradeoff is passive shield regen. With this in mind, their costs need to be equalized because its putting MN and CA at a disadvantage. Thus making the Caldari Logi OP once again. Flux grenades. The whole point of the nerf was to keep them from running all Shield Extenders. Flux Grenades were also part of the game before the nerf, no? Why would CCP do something to counter the very change they made in the first place? CaLogi was OP because of its insanely high CPU, extender bonus, and shield > armor imbalance. 2/3 have been fixed and there's a gun and grenade that melts their shields in no time.
Killar-12 wrote:Agreed but send Biotics to the Highs too... That would make shields having a speed advantage over armor pointless.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8251
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Posted - 2013.12.03 08:09:00 -
[6] - Quote
Arkena Wyrnspire wrote:Cosgar wrote:Even when TTK gets sorted out, shields are most likely going to be lacking. Here's 2 Ideas I've been musing over:
Make suits work like EVE ships (with minor tweaks)
Minmitar/Caldari suits = High CPU, Low PG Gallente suits = Low CPU, High PG Amarr suits = Moderately high CPU/PG
Shield Modules = High CPU, Low PG Armor Modules = High PG, Low CPU
CPU enhancers draw PG to add CPU Make damage mods low slot modules Add passive damage control high slot modules with 3/5/10% resistance to all damage moderatly high CPU/PG Remaining PG in a fitting adds +1% shield recharge rate per unit Remaining CPU reduces recharge delay by -1% per unit
Buff shields and add a penalty
-33/66/99 across the extender tiers -Add a 3/5/10% penalty to recharge/depleted delay across the tiers -Buff each suit's base shield recharge by 10 and lower recharge/depleted delay by 2/3 -Make energizers add a flat bonus to shield recharge rate by 5/10/20 with the current penalties to base shield
This is such a massive buff to shields I don't really know what to say. It's two possible changes we could do. One is a massive rework while the other is minor adjustments both with the idea to reinforce the advantage shields should have over armor. I think I'm liking the idea of buffing shields and adding a penalty since it would make sense to do so while deterring brick tanking as the only viable meta, but the rework makes as much sense too when you think of how out of place stats and modules are.
Saoa Scum wrote:I like this idea assuming the dmg control is restricted to just one? (just like in eve) Not sure if i like the numbers on the extenders.. 99hp seems alot especially if buffing regulation and recharge rate (yes im a shield tanker) and if TTK is fixed.. But then again adding the dmg control to highslot would be nice to balance that out
+1 for me... but first add kick/dispersion before any kind of balance should be made ( think i write this in every thread now :P )
The idea is that shield's can't get a good enough buffer to make using recharge/regulation modules worthwhile. Most of this is a TTK issue when you look a base shield delay/depletion numbers which are still horrendous if 1.0 Uprising didn't have the aiming and hit detection issues. The reality is that both shields and armor have always been bad, but armor just made shields look better by comparison. A lot of issues need to be addressed like damage profiles and maybe reworking the new range system. For example, I'd rather see rails and kinetics have the current range system with damage falloff while plasma and EM have the 1.0 range hard cap, but the ability to deal consistent damage at all ranges. Simple changes like that could go a long way in making a more balanced environment since weapon tiers dictate raw DPS and range over other perks.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8266
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Posted - 2013.12.03 17:10:00 -
[7] - Quote
Cat Merc wrote:Cosgar wrote:Even when TTK gets sorted out, shields are most likely going to be lacking. Here's 2 Ideas I've been musing over:
Make suits work like EVE ships (with minor tweaks)
Minmitar/Caldari suits = High CPU, Low PG Gallente suits = Low CPU, High PG Amarr suits = Moderately high CPU/PG
Shield Modules = High CPU, Low PG Armor Modules = High PG, Low CPU
CPU enhancers draw PG to add CPU Make damage mods low slot modules Add passive damage control high slot modules with 3/5/10% resistance to all damage moderatly high CPU/PG Remaining PG in a fitting adds +1% shield recharge rate per unit Remaining CPU reduces recharge delay by -1% per unit
Buff shields and add a penalty
-33/66/99 across the extender tiers -Add a 3/5/10% penalty to recharge/depleted delay across the tiers -Buff each suit's base shield recharge by 10 and lower recharge/depleted delay by 2/3 -Make energizers add a flat bonus to shield recharge rate by 5/10/20 with the current penalties to base shield
Cosgar. PLEASE stop posting that HORRIBLE suggestion. 99 hp on complex plates = Caldari assaults with 750 shields. That's more than any of my Gallente assaults can get with armor, wtf. Again, flux grenades.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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