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CharCharOdell
1718
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Posted - 2013.12.02 21:35:00 -
[1] - Quote
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.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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THUNDERGROOVE
ZionTCD Public Disorder.
350
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Posted - 2013.12.02 21:40:00 -
[2] - Quote
Meh.
On my cheaper armor builds I have to actually dual tank so I have shields to give me a buffer for my armor to come back. Shield tankers seem to completely forget how long it takes to rep 500 armor at 3 hp/s(Almost three minutes) not everyone can afford to run 30K ISK rep hives 24/7.
Just cut the PG cost from 3 to 2 while leaving the CPU.
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Assert Dominance
0bamacare
513
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Posted - 2013.12.02 21:44:00 -
[3] - Quote
THUNDERGROOVE wrote:Meh. On my cheaper armor builds I have to actually dual tank so I have shields to give me a buffer for my armor to come back. Shield tankers seem to completely forget how long it takes to rep 500 armor at 3 hp/s(Almost three minutes) not everyone can afford to run 30K ISK rep hives 24/7. Just cut the PG cost from 3 to 2 while leaving the CPU. there are cheaper rep hives...
http://www.youtube.com/watch?v=BROWqjuTM0g < 1.7 leak!
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Cat Merc
Ahrendee Mercenaries EoN.
4256
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Posted - 2013.12.02 21:48:00 -
[4] - Quote
Assert Dominance wrote:THUNDERGROOVE wrote:Meh. On my cheaper armor builds I have to actually dual tank so I have shields to give me a buffer for my armor to come back. Shield tankers seem to completely forget how long it takes to rep 500 armor at 3 hp/s(Almost three minutes) not everyone can afford to run 30K ISK rep hives 24/7. Just cut the PG cost from 3 to 2 while leaving the CPU. there are cheaper rep hives... Compact hives - One use, and if you use them you can't have ammo, and they disappear quickly. Advanced armor rep hives - They cost more CPU/PG than a normal proto hive, pretty difficult to fit on non proto suits. They also rep like 15hp/s and have an awful ammo resupply rate. Allotek Hive - The first decent armor repping hive, expensive though and costs a crap load of CPU/PG. Triage Hive - Costs EVEN MORE CPU/PG, and you can't use ammo.
So basically, Allotek hives are the only decent one, and you can only fit those on proto suits. And when I do fit those on proto suits, I have awfully low amounts of armor because I can't fit more.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Killar-12
The Corporate Raiders Top Men.
1827
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Posted - 2013.12.02 21:50:00 -
[5] - 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. OR lets wait for the TTK to get rebalanced... still the PG on the extenders might need a little whack down to 3 PG MLT 2 PG STD 4 PG ADV 7 PG PRO
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
92
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Posted - 2013.12.02 21:51:00 -
[6] - 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.
Just wait for the combat rifles and rail rifles to come out. Then that armor won't mean as much.
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Cosgar
ParagonX
8206
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Posted - 2013.12.02 22:00:00 -
[7] - 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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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5694
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Posted - 2013.12.02 22:02:00 -
[8] - Quote
I'd rather see the scaling on shield extenders be similar to the scaling on armour. I quite like the scaling on armour - it's worth running the low tier modules. Something like 44/55/66.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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THUNDERGROOVE
ZionTCD Public Disorder.
350
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Posted - 2013.12.02 22:06:00 -
[9] - Quote
Cat Merc wrote:Assert Dominance wrote: there are cheaper rep hives...
Compact hives - One use, and if you use them you can't have ammo, and they disappear quickly. Advanced armor rep hives - They cost more CPU/PG than a normal proto hive, pretty difficult to fit on non proto suits. They also rep like 15hp/s and have an awful ammo resupply rate. Allotek Hive - The first decent armor repping hive, expensive though and costs a crap load of CPU/PG. Triage Hive - Costs EVEN MORE CPU/PG, and you can't use ammo. So basically, Allotek hives are the only decent one, and you can only fit those on proto suits. And when I do fit those on proto suits, I have awfully low amounts of armor because I can't fit more. This^^ Cheaper rep hives that suck.
It's pretty much Allotek or nothing. The only reason I feel bad for shield tankers is because +10% to shields from ARs
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5695
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Posted - 2013.12.02 22:55:00 -
[10] - Quote
THUNDERGROOVE wrote:Cat Merc wrote:Assert Dominance wrote: there are cheaper rep hives...
Compact hives - One use, and if you use them you can't have ammo, and they disappear quickly. Advanced armor rep hives - They cost more CPU/PG than a normal proto hive, pretty difficult to fit on non proto suits. They also rep like 15hp/s and have an awful ammo resupply rate. Allotek Hive - The first decent armor repping hive, expensive though and costs a crap load of CPU/PG. Triage Hive - Costs EVEN MORE CPU/PG, and you can't use ammo. So basically, Allotek hives are the only decent one, and you can only fit those on proto suits. And when I do fit those on proto suits, I have awfully low amounts of armor because I can't fit more. This^^ Cheaper rep hives that suck. It's pretty much Allotek or nothing. The only reason I feel bad for shield tankers is because +10% to shields from ARs
Wiyrkomis are also very effective, but generally are restricted to logis.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Mejt0
Made in Poland...
62
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Posted - 2013.12.02 22:56:00 -
[11] - Quote
I play as shield tanker. Its BAD. Regen you say? Why regen if you dont have time for it? Duvolle few rounds youre off. Imperial sr 3shoots youre off. Armor you have +5from logi and another +6.25from compx armor rep + proto triage hives. If you want you can fit another 600armor + proto gun. Hey you have egnouth cpu/pg for this ,easly :]. (armor wins, even cal assault more and more wield basic armor plates) |
SponkSponkSponk
The Southern Legion The Umbra Combine
546
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Posted - 2013.12.02 23:40:00 -
[12] - Quote
The problem is basic plates, not complex shield extenders.
Here, have a graph that shows just how efficient basic plates are:
http://i.imgur.com/i7vFQYM.png
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2672
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Posted - 2013.12.02 23:45:00 -
[13] - 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.
NOT ONLY< but Caldari soldiers that depend EVEN MORE ON SHIELD EXTENDERS happen to have LEss CPU...
Support SCOUTS : https://forums.dust514.com/default.aspx?g=posts&t=124408&find=unread
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Cosgar
ParagonX
8215
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Posted - 2013.12.02 23:55:00 -
[14] - 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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Killar-12
The Corporate Raiders Top Men.
1828
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Posted - 2013.12.03 00:03:00 -
[15] - 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
Only if Red bottles (AB's/MWD's) and Green Bottles (Cap Batteries I guess)are made high slots
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Komodo Jones
Chaotik Serenity
241
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Posted - 2013.12.03 00:09:00 -
[16] - Quote
modules just need a shift, someone pointed out that it really didn't make sense for shields to be in the same slot as damage mods, shield tankers are skirmishers and armor tankers are long term fighters, why should anyone have a crapload of health and tons of damage? Though if they just changed damage mods to a low slot that would make the cal-logi a huge fit of the month again lol. They also just need to reduce gun damage across the board so it would actually be sensible to use something other than just armor tanking damage dealers just to survive.
But yeah I agree, shield extenders need some work, a basic one doesn't give you enough hp to ward off 1 shot from any gun except an hmg lol, what's the point of that? |
Kazeno Rannaa
BIG BAD W0LVES
339
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Posted - 2013.12.03 00:18:00 -
[17] - 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
Probably one of the better approaches to the problem. Hats off. This may even help address the imaginary issues between everyone and their logiGÇÖs. |
deepfried salad gilliam
Sanguine Knights
216
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Posted - 2013.12.03 00:38:00 -
[18] - Quote
THUNDERGROOVE wrote:Meh. On my cheaper armor builds I have to actually dual tank so I have shields to give me a buffer for my armor to come back. Shield tankers seem to completely forget how long it takes to rep 500 armor at 3 hp/s(Almost three minutes) not everyone can afford to run 30K ISK rep hives 24/7. Just cut the PG cost from 3 to 2 while leaving the CPU. But remember if youve taken that much damage a shielder would have died
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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deepfried salad gilliam
Sanguine Knights
216
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Posted - 2013.12.03 00:47:00 -
[19] - 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
Noooio, wed have to wait so long till charge, current delay is to long as is
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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Cosgar
ParagonX
8224
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Posted - 2013.12.03 01:56:00 -
[20] - 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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Patrick57
Fatal Absolution
1870
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Posted - 2013.12.03 02:08:00 -
[21] - 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. Thus making the Caldari Logi OP once again.
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Cosgar
ParagonX
8224
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Posted - 2013.12.03 02:10:00 -
[22] - 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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Patrick57
Fatal Absolution
1870
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Posted - 2013.12.03 02:12:00 -
[23] - Quote
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?
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE!
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Killar-12
The Corporate Raiders Top Men.
1830
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Posted - 2013.12.03 02:51:00 -
[24] - Quote
Cosgar wrote:Killar-12 wrote:[quote=Cosgar]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.
Agreed but send Biotics to the Highs too...
Level 1 Forum Warrior
I'm a bittervet, if I seem like a douche it's because of your stupidity
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
382
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Posted - 2013.12.03 02:54:00 -
[25] - 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.
I doing often agree with Char...but when I do, it's about shield extenders. |
Cosgar
ParagonX
8227
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Posted - 2013.12.03 03:51:00 -
[26] - 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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Atiim
Living Like Larry Schwag
1545
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Posted - 2013.12.03 04:06:00 -
[27] - Quote
A basic armor plate is more productive than a complex shield extender.
And without good reps, high HP won't mean jack $#!t. Even with 500 armor.
Especially when I see Caldari suits running around with 500HP of shields, with a 20-30HP/s shield regen and a quick delay.
My Very First Thread About Tanks
-HAND
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1681
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Posted - 2013.12.03 04:24:00 -
[28] - Quote
I don't really fit basic plates on a proto suit unless I'm really lacking on the CPU/PG(usually when I try to fit a advanced dmg on my suit.
I can usually run 2 complex plates and 1 complex/enhanced rep combo getting me 10 repair a sec and around 550 armour.
On that same fit, I can get a proto AR, 1 complex dmg mod, 1 enhanced dmg mod, 1 basic shield extender and a std nanohive.
Oh and a M1+toxic dmg.
720 ehp and 10 reps a sec. That's not bad, not as good as a Logo but still not bad. Of course this is with max skills in CPU/PG reduction ect.
How can you guys do with a proto caldari suit?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5708
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Posted - 2013.12.03 07:17:00 -
[29] - 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
This is such a massive buff to shields I don't really know what to say.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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The dark cloud
The Rainbow Effect
1917
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Posted - 2013.12.03 07:30:00 -
[30] - Quote
No reduction of PG+CPU on shield extenders. You scumbags would then just put armor plates on your suits to get more HP and dual tank.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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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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