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Knight Soiaire
BurgezzE.T.F Public Disorder.
3463
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Posted - 2013.12.04 18:58:00 -
[1] - Quote
Fo' real CCP?
Please tell me this is some joke......
And then we can laugh this off and be friends again....
'Added shield extender penalty - stacking slows down the depleted shield recharge delay'
Why dont you just go ahead and REMOVE the Minmatar Scout?
Its as if you only think about Med Frames when balancing these modules.
Forum Prison Escapee
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Ripley Riley
116
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Posted - 2013.12.04 19:01:00 -
[2] - Quote
Up until now shield extenders did not have a penalty. Meanwhile, on the armor side of the fence, we get a decreased movement speed unless we want to fit ferroscale plates (not nearly as much HP). So yeah, extenders get a penalty now. Finally.
No paid respecs without massive SP penalties.
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BMSTUBBY
391
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Posted - 2013.12.04 19:02:00 -
[3] - Quote
Knight Soiaire wrote:
Its as if you only think about Med Frames when balancing these modules.
Med Frames pay da bills yo!
Sad but true.
Dusters - MMO WhenGäó ?
CCP - MMO SoonGäó .
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Knight Soiaire
BurgezzE.T.F Public Disorder.
3463
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Posted - 2013.12.04 19:03:00 -
[4] - Quote
Ripley Riley wrote:Up until now shield extenders did not have a penalty. Meanwhile, on the armor side of the fence, we get a decreased movement speed unless we want to fit ferroscale plates (not nearly as much HP). So yeah, extenders get a penalty now. Finally.
I just want to know the numbers.
Seems stupid of them saying there is a penalty, but not listing the %.
Hopefully its something like the Energizer penalty, and its just small.
Forum Prison Escapee
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Buddha Brown
Factory Fresh
470
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Posted - 2013.12.04 19:03:00 -
[5] - Quote
Coming from a shield tank I dont think it's that big of an issue, fair is fair. Armor has penatly, shields have penalty. I dont think theyre thinking about screwing 1 certain class when they make these changes |
shaman oga
Nexus Balusa Horizon
1095
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Posted - 2013.12.04 19:04:00 -
[6] - Quote
I would have added a penalty on profile signature instead of shield depleted delay.
"Just another piece of duct tape"
Drugs for mercs
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Knight Soiaire
BurgezzE.T.F Public Disorder.
3463
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Posted - 2013.12.04 19:05:00 -
[7] - Quote
shaman oga wrote:I would have added a penalty on profile signature instead of shield depleted delay.
That would've been worse.
Forum Prison Escapee
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1887
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Posted - 2013.12.04 19:06:00 -
[8] - Quote
They should buff the overall HP of extenders. Sorry but minmatar suits can't really armor tank that well. Shields are all we have and one complex extender is about 2 bullets. 3 extenders covers less than 10 AR rounds. Everything except the combat rifle and the MD have a bonus to shields.
Come on now.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Forlorn Destrier
2244
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Posted - 2013.12.04 19:07:00 -
[9] - Quote
Knight Soiaire wrote:Fo' real CCP?
Please tell me this is some joke......
And then we can laugh this off and be friends again....
'Added shield extender penalty - stacking slows down the depleted shield recharge delay'
Why dont you just go ahead and REMOVE the Minmatar Scout?
Its as if you only think about Med Frames when balancing these modules.
Shield tanking vs armor tanking balancing is a good thing (says me, the shield tanked player).
Chivalry is not dead, but many who practiced it are.
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Zero Notion
Wraith Company
367
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Posted - 2013.12.04 19:10:00 -
[10] - Quote
It's kind of amusing because a great deal of players are utilizing damage mods more than shields.
TTK is bad. Surviving encounters is bad due to a whole plethora of reasons and not just poor user skills. Why bother with shields when they offer pretty minimal overall EHP in terms of how they're going to help enhance your survival rate when it's more about purely burst offensive prowess (Dmg Mod+AR=pewpew).
Yeah, I know someone is going to come along and say, "We did the math and shield extenders are more effective!" but that math was done forever ago and doesn't seem to take into account for the radical change in game play.
I guess this is their way of trying to have players utilize regulators (lol). |
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1893
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Posted - 2013.12.04 19:11:00 -
[11] - Quote
Zero Notion wrote:It's kind of amusing because a great deal of players are utilizing damage mods more than shields.
TTK is bad. Surviving encounters is bad due to a whole plethora of reasons and not just poor user skills. Why bother with shields when they offer pretty minimal overall EHP in terms of how they're going to help enhance your survival rate when it's more about purely burst offensive prowess (Dmg Mod+AR=pewpew).
Yeah, I know someone is going to come along and say, "We did the math and shield extenders are more effective!" but that math was done forever ago and doesn't seem to take into account for the radical change in game play.
I guess this is their way of trying to have players utilize regulators (lol).
A regulator takes a low slot which minnies only have two of.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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shaman oga
Nexus Balusa Horizon
1095
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Posted - 2013.12.04 19:11:00 -
[12] - Quote
Knight Soiaire wrote:shaman oga wrote:I would have added a penalty on profile signature instead of shield depleted delay. That would've been worse. I know
"Just another piece of duct tape"
Drugs for mercs
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Daxxis KANNAH
Distinct Covert Initiative
488
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Posted - 2013.12.04 19:12:00 -
[13] - Quote
If they buff extender HP this will be fine
Or if every extra extender adds some tiny split second to the delay it wont be an issue.
Anyway - will just continue to rock a DMG mod on my scouts. |
THEAMAZING POTHEAD
Nyain San Renegade Alliance
609
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Posted - 2013.12.04 19:15:00 -
[14] - Quote
Zero Notion wrote:It's kind of amusing because a great deal of players are utilizing damage mods more than shields.
TTK is bad. Surviving encounters is bad due to a whole plethora of reasons and not just poor user skills. Why bother with shields when they offer pretty minimal overall EHP in terms of how they're going to help enhance your survival rate when it's more about purely burst offensive prowess (Dmg Mod+AR=pewpew).
Yeah, I know someone is going to come along and say, "We did the math and shield extenders are more effective!" but that math was done forever ago and doesn't seem to take into account for the radical change in game play.
I guess this is their way of trying to have players utilize regulators (lol). caldari and minmatar logis both use damage mods+armor, the only suits that still go primary shield tank are minassault,calassault, and minscout, due to the lack of usable lows. Some other suits stack shields instead of damage mods w/ the AR since it doesn't need it but i guess thatll be pointless as well. |
Cosgar
ParagonX
8299
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Posted - 2013.12.04 19:16:00 -
[15] - Quote
They need to do one of three things to make shields to actually worth using. Pick one: -Scale extender HP higher to make them worth the CPU/PG cost: 33/66/99HP -Lower CPU/PG cost -Buff rechargers/energizers/regulators, dropsuit base shield recharge and recharge/depleted delay.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Zero Notion
Wraith Company
367
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Posted - 2013.12.04 19:18:00 -
[16] - Quote
Quote:A regulator takes a low slot which minnies only have two of.
Should have planned ahead before skilling into a Minnie suit. It's not as if there is some warning that explains to players that radical changes are still occurring and game mechanic stability is going to be in a constant state of flux thus potentially devaluing their SP/Time investment. I mean, the game is live yo. This isn't no beta, man.
This is what you get for dreaming of being a badass shotgunning, hacking and knifing Ninja. Dreams are for suckers! Now by a booster and dry your tears with your fistful of Aurum.
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Zero Notion
Wraith Company
367
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Posted - 2013.12.04 19:19:00 -
[17] - Quote
THEAMAZING POTHEAD wrote:Zero Notion wrote:It's kind of amusing because a great deal of players are utilizing damage mods more than shields.
TTK is bad. Surviving encounters is bad due to a whole plethora of reasons and not just poor user skills. Why bother with shields when they offer pretty minimal overall EHP in terms of how they're going to help enhance your survival rate when it's more about purely burst offensive prowess (Dmg Mod+AR=pewpew).
Yeah, I know someone is going to come along and say, "We did the math and shield extenders are more effective!" but that math was done forever ago and doesn't seem to take into account for the radical change in game play.
I guess this is their way of trying to have players utilize regulators (lol). caldari and minmatar logis both use damage mods+armor, the only suits that still go primary shield tank are minassault,calassault, and minscout, due to the lack of usable lows. Some other suits stack shields instead of damage mods w/ the AR since it doesn't need it but i guess thatll be pointless as well.
Yeah. That's what I'm saying. Shields are out the window. They are terrible. The only thing that make them potentially worthwhile is the recharge rate for hit and run tactics that are best utilized by speed-tanked scouts and assaults (but that would be silly for an assault). |
Knight Soiaire
BurgezzE.T.F Public Disorder.
3472
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Posted - 2013.12.04 19:20:00 -
[18] - Quote
So, I WAS going to get my Shield skills up.
But that was back when I thought CCP had possession of a functioning brain.
So, I guess I'll just finish getting Pro V Snipers, and get some Complex Damage mods, and admire the new Volcanic scenery from the safety of a hill.
Forum Prison Escapee
Yes, 1.7 is going to suck.
T_T
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1893
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Posted - 2013.12.04 19:20:00 -
[19] - Quote
Zero Notion wrote:Quote:A regulator takes a low slot which minnies only have two of. Should have planned ahead before skilling into a Minnie suit. It's not as if there is some warning that explains to players that radical changes are still occurring and game mechanic stability is going to be in a constant state of flux thus potentially devaluing their SP/Time investment. I mean, the game is live yo. This isn't no beta, man. This is what you get for dreaming of being a badass shotgunning, hacking and knifing Ninja. Dreams are for suckers! Now by a booster and dry your tears with your fistful of Aurum.
.....?
Alright there guy.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Erth Deteis
Maphia Clan Unit Unicorn
57
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Posted - 2013.12.04 19:23:00 -
[20] - Quote
Plates have penality, but gives a lot of HP, if they buff proto shield to 75, it's ok
HOW TO BALANCE THIS GAME
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Johnny Guilt
Algintal Core
370
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Posted - 2013.12.04 19:24:00 -
[21] - Quote
shields are dead
A strange game.
The only winning move is
not to play.
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Zero Notion
Wraith Company
367
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Posted - 2013.12.04 19:26:00 -
[22] - Quote
Cosgar wrote:They need to do one of three things to make shields to actually worth using. Pick one: -Scale extender HP higher to make them worth the CPU/PG cost: 33/66/99HP -Lower CPU/PG cost -Buff rechargers/energizers/regulators, dropsuit base shield recharge and recharge/depleted delay.
There's one easy solution. Remove the 10% damage buff weapons currently do.
If they did that already, then they need to do all those things.
Implement better racial and role bonuses.
Moar synergy. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
121
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Posted - 2013.12.04 19:27:00 -
[23] - Quote
Ripley Riley wrote:Up until now shield extenders did not have a penalty. Meanwhile, on the armor side of the fence, we get a decreased movement speed unless we want to fit ferroscale plates (not nearly as much HP). So yeah, extenders get a penalty now. Finally.
Our penalty was less HP.
The not logic bomb!
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DTOracle
BlackWater Liquidations INTERGALACTIC WARPIGS
168
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Posted - 2013.12.04 19:28:00 -
[24] - Quote
Ripley Riley wrote:Up until now shield extenders did not have a penalty. Meanwhile, on the armor side of the fence, we get a decreased movement speed unless we want to fit ferroscale plates (not nearly as much HP). So yeah, extenders get a penalty now. Finally. If Shield tanking was a viable option ATM, then I would agree. But they simply are not. & Specifically the Min scout gets hit the hardest, since shield rechargers & regulators are virtually useless when compared to armor or even speed tanking, with the remaining 2 slots we have. I'm just amazed that they managed to actually nerf my Minnie scout, however minor it may be. |
Rozencrutz89
From The Mist
7
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Posted - 2013.12.04 19:29:00 -
[25] - Quote
Zero Notion wrote:Cosgar wrote:They need to do one of three things to make shields to actually worth using. Pick one: -Scale extender HP higher to make them worth the CPU/PG cost: 33/66/99HP -Lower CPU/PG cost -Buff rechargers/energizers/regulators, dropsuit base shield recharge and recharge/depleted delay.
There's one easy solution. Remove the 10% damage buff weapons currently do. If they did that already, then they need to do all those things. Implement better racial and role bonuses. Moar synergy.
Definitely agree there, it'll be nice seeing drops suits fitting more into the roles their races are known for, synergy would be a nice change. Though I would like to see more suits added, aka the rest of the racial suit classes currently excluded. |
Erth Deteis
Maphia Clan Unit Unicorn
58
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Posted - 2013.12.04 19:30:00 -
[26] - Quote
Marlin Kirby wrote:Ripley Riley wrote:Up until now shield extenders did not have a penalty. Meanwhile, on the armor side of the fence, we get a decreased movement speed unless we want to fit ferroscale plates (not nearly as much HP). So yeah, extenders get a penalty now. Finally. Our penalty was less HP.
And pg/cpu usage
HOW TO BALANCE THIS GAME
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Cosgar
ParagonX
8300
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Posted - 2013.12.04 19:31:00 -
[27] - Quote
Rozencrutz89 wrote:Zero Notion wrote:Cosgar wrote:They need to do one of three things to make shields to actually worth using. Pick one: -Scale extender HP higher to make them worth the CPU/PG cost: 33/66/99HP -Lower CPU/PG cost -Buff rechargers/energizers/regulators, dropsuit base shield recharge and recharge/depleted delay.
There's one easy solution. Remove the 10% damage buff weapons currently do. If they did that already, then they need to do all those things. Implement better racial and role bonuses. Moar synergy. Definitely agree there, it'll be nice seeing drops suits fitting more into the roles their races are known for, synergy would be a nice change. Though I would like to see more suits added, aka the rest of the racial suit classes currently excluded. Don't worry we'll be getting new dropsuits as early as 2019 while they work on core mechanics that should've been established since early alpha.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Lance 2ballzStrong
SyNergy Gaming EoN.
4545
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Posted - 2013.12.04 19:33:00 -
[28] - Quote
Zero Notion wrote: Implement better racial and role bonuses.
hahahahahaha *wipes tears away*
This is WAY too much logic sir. Giving a heavy reload speed and a bonus on "feedback damage" is brilliant! Exactly what a "Sentinel" (a camper with an HMG) needs!
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Zero Notion
Wraith Company
368
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Posted - 2013.12.04 19:33:00 -
[29] - Quote
I think they're hesitant to release more dropsuits due to the fact that the commando suit release was a huge failure (that's basically the equivalent of releasing a new class that doesn't work). People get fired for that in the industry.
Scout suits are continuing to hemorrhage their usefulness and viability as a class. Sorry guys. Some of you are very good at what you have but we can all agree that you have no love.
Also, they're pretty busy making all those sweet Aurum templates. |
TechMechMeds
Swamp Marines Kleenex Inc.
1571
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Posted - 2013.12.04 19:51:00 -
[30] - Quote
shaman oga wrote:I would have added a penalty on profile signature instead of shield depleted delay.
No
Level 1 forum warrior.
Minmatar and Gallente fw.
Fix PC lag please CCP.
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