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Saoa Scum
Judge Mercenaries
37
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Posted - 2013.12.03 07:43:00 -
[31] - Quote
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
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 )
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Cosgar
ParagonX
8251
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Posted - 2013.12.03 08:09:00 -
[32] - 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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Rei Shepard
The Rainbow Effect
1238
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Posted - 2013.12.03 08:12:00 -
[33] - Quote
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.
And thats how it works in Eve....Shields -> PVE, Armor -> PVP, but the moment armor gets 20hp reps a second for free and no weight penalties then maybe we can talk about it, right now complex Armor plates are still too much penalty to use and the Ferro plates hardly provide more EHP but cost more PG to fit then a shield, witch makes no sense at all, except for balanace reasonings.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Cat Merc
Ahrendee Mercenaries EoN.
4274
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Posted - 2013.12.03 10:54:00 -
[34] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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hgghyujh
Expert Intervention Caldari State
180
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Posted - 2013.12.03 11:02:00 -
[35] - Quote
sheilds are fine play them right. |
Killar-12
The Corporate Raiders Top Men.
1833
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Posted - 2013.12.03 16:27:00 -
[36] - 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. 109x4=436+260=696 with maxed skills still a gal can get arond 850 if they sacrifice reps even with 1 rep they get 700
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Cat Merc
Ahrendee Mercenaries EoN.
4288
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Posted - 2013.12.03 17:06:00 -
[37] - Quote
Killar-12 wrote: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. 109x4=436+260=696 with maxed skills still a gal can get arond 850 if they sacrifice reps even with 1 rep they get 700 IF sacrificing reps, and IF they use a ****** suit with no equipment, standard weapons and ****** stuff in high slots. A Caldari Assault at level V has a shield recharge rate of 31hp/s.
Also, your math is slightly wrong, it's 700 HP.
So basically, a Caldari Assault would get comparable HP, no speed penalty, and HUGELY more reps? Are you joking?
Also, no one uses Complex plates on Gallente assaults, they're too expensive CPU/PG wise, and unlike Caldari we can't use CPU/PG extenders.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cosgar
ParagonX
8266
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Posted - 2013.12.03 17:10:00 -
[38] - 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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Killar-12
The Corporate Raiders Top Men.
1833
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Posted - 2013.12.03 17:16:00 -
[39] - Quote
Cat Merc wrote:Killar-12 wrote: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. 109x4=436+260=696 with maxed skills still a gal can get arond 850 if they sacrifice reps even with 1 rep they get 700 IF sacrificing reps, and IF they use a ****** suit with no equipment, standard weapons and ****** stuff in high slots. A Caldari Assault at level V has a shield recharge rate of 31hp/s. Also, your math is slightly wrong, it's 700 HP. So basically, a Caldari Assault would get comparable HP, no speed penalty, and HUGELY more reps? Are you joking? Also, no one uses Complex plates on Gallente assaults, they're too expensive CPU/PG wise, and unlike Caldari we can't use CPU/PG extenders. Why not buff the Gal Assault then? the suit needs some serious help.
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Meeko Fent
Commando Perkone Caldari State
1701
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Posted - 2013.12.03 17:25:00 -
[40] - Quote
CharCharOdell wrote:Maybe back when armor was garbage, it made sense, but now a basic armor plate is more protective than a complex 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. Yeah, I could see a moderate buff.
Basic extender- 33 Enhanced-66 Complex-99
Still quite weak compared to the plates, but now worth a bit more at lower levels, and with better scaling.
Edit- The numbers are of course adjustable.
Refunding a few AUR militia Blueprints pertaining to vehicles because their respective modules will not exist anymore
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