Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4015
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Posted - 2013.12.05 04:25:00 -
[1] - Quote
Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4019
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Posted - 2013.12.05 12:14:00 -
[2] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture.
If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points.
3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero).
That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay.
Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4021
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Posted - 2013.12.05 14:02:00 -
[3] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately. Bottom line: scouts weakened. This is my point. Yes it's only focusing on scouts, I can't speak for medium to heavy suits that dual tank as I don't play that role, and maybe this change is suitable to address balance issues for them, but scouts have been needing buffs for a long long time now, and this is a nerf. Some explanation from CCP as to why this has been done would at least allow us to understand it, but if you take the scout role, on it's own, and look at the change, it's a nerf. Doesn't matter how big or small, it's a nerf. Scouts are leaving this game, and have been for months. This will accelerate that. Who gives a cr@p about us?
I've been advocating Scouts ever since Beta; trust me, I know full well that they need some re-balancing, but if you want to call BS on this marginal change and say that it's a nerf... I dunno what to tell you. This is such a miniscule change that I don't think anyone is going to really notice save for the brick/dual tankers.
The TTK a Scout is so low that this change won't even be noticed by the vast majority of players who don't watch the forums like a hawk. Theres a member of my corporation who doesn't have immediate access to the internet and we relay this information to him and even he wasn't concerned about this change at all. It matters only on a min-maxing standpoint because honest to god there are far more pressing concerns in-game than shields recharging a fraction of a second longer.
While I like this kind of passion and energy, it could really be better used elsewhere.
Edit: Another thing to keep in mind is that CCP isn't planning on making many (if any at all) changes to Scouts until all the racial scouts are in; that's a good idea, I feel. No point in buffing them just to re-balance them later on and have people getting riled up over it. The good news is that we've already seen renders of the Amarr Scout, so it shouldn't be too long before they show up.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4023
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Posted - 2013.12.05 16:43:00 -
[4] - Quote
WAR-MONGER SLAUGHTER wrote:CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4 where the fu.ck is this in the patch notes? are yous just making sh!t up as u go . just when u think a patch is good ... they ruin it .. fu.ck this game already..
It was left out by accident and they plugged afterward when reminded. They're not making this up, it falls in with the rest of the AV/Vehicle rebalancing. Not sure how this ruined an entire patch that is boiling over with content O.o
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