|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sephirian Fair
0uter.heaven Proficiency V.
144
|
Posted - 2013.12.04 20:46:00 -
[1] - Quote
Stopping brick tanking? This hits the pure Shield tankers far more than the dual tanks. I've been running pure Shield Extenders and Regulators since the start of Chromosome. My primary fit doesn't even use a proto weapon so I can fit 4 Shield Extenders and 3 Regulators because it is my favorite style of play. If the penalty is even as high as 5%, CCP just completely fucks over the ones actually using Shields to their initial design as hit and run skirmishers. The Brick tankers don't give a damn about a small added delay. They survive their encounter based on eHP, which isn't changed and just take a little longer to get back to full health.
If regulators aren't buffed in conjunction to this, CCP just again proves how poor at balancing they are. The same mistakes are constantly made with no signs of them ever learning. |
Sephirian Fair
0uter.heaven Proficiency V.
144
|
Posted - 2013.12.04 20:52:00 -
[2] - Quote
Cat Merc wrote:Sephirian Fair wrote:Stopping brick tanking? This hits the pure Shield tankers far more than the dual tanks. I've been running pure Shield Extenders and Regulators since the start of Chromosome. My primary fit doesn't even use a proto weapon so I can fit 4 Shield Extenders and 3 Regulators because it is my favorite style of play. If the penalty is even as high as 5%, CCP just completely fucks over the ones actually using Shields to their initial design as hit and run skirmishers. The Brick tankers don't give a damn about a small added delay. They survive their encounter based on eHP, which isn't changed and just take a little longer to get back to full health.
If regulators aren't buffed in conjunction to this, CCP just again proves how poor at balancing they are. The same mistakes are constantly made with no signs of them ever learning. Actually, my Caldari Assault has a recharge delay of 2 seconds. Considering there is a bug that allows shields to recharge in fire for one pulse every time the delay has passed, it basically recharges more /s than my Gallente Assault with two complex armor reps.
And you're running 3 regulators on it. That's how you get 2 seconds, or it is technically 1.9 seconds. 2 regulators is 2.6-2.7 range. A 5% penalty will remove an Enhanced Regulator's worth when using all Shield Extenders.
And that's not a bug, that is people missing. If they miss for that 1.9 seconds, you get a pulse of health from it. Unless there is a legitimate bug where the pulsing doesn't stop, then that would need to be reported and dealt with. |
Sephirian Fair
0uter.heaven Proficiency V.
145
|
Posted - 2013.12.04 21:03:00 -
[3] - Quote
Cat Merc wrote:Sephirian Fair wrote:Cat Merc wrote:Sephirian Fair wrote:Stopping brick tanking? This hits the pure Shield tankers far more than the dual tanks. I've been running pure Shield Extenders and Regulators since the start of Chromosome. My primary fit doesn't even use a proto weapon so I can fit 4 Shield Extenders and 3 Regulators because it is my favorite style of play. If the penalty is even as high as 5%, CCP just completely fucks over the ones actually using Shields to their initial design as hit and run skirmishers. The Brick tankers don't give a damn about a small added delay. They survive their encounter based on eHP, which isn't changed and just take a little longer to get back to full health.
If regulators aren't buffed in conjunction to this, CCP just again proves how poor at balancing they are. The same mistakes are constantly made with no signs of them ever learning. Actually, my Caldari Assault has a recharge delay of 2 seconds. Considering there is a bug that allows shields to recharge in fire for one pulse every time the delay has passed, it basically recharges more /s than my Gallente Assault with two complex armor reps. And you're running 3 regulators on it. That's how you get 2 seconds, or it is technically 1.9 seconds. 2 regulators is 2.6-2.7 range. A 5% penalty will remove an Enhanced Regulator's worth when using all Shield Extenders. And that's not a bug, that is people missing. If they miss for that 1.9 seconds, you get a pulse of health from it. Unless there is a legitimate bug where the pulsing doesn't stop, then that would need to be reported and dealt with. It pulses, then it waits until the delay has passed, and pulses again. It doesn't care if there is damage.
Then report the bug, probably with less vagueness than you are doing here. Nerfing the play style because of the bug doesn't make any sense anyways. The two classes of defense have been fairly equal since armor's last buff and CCP's decision to nerf one class compared to making the distinct playstyle of it more appealing just continues to show how amateurish that are when it comes to balancing their game.
This doesn't stop brick tankers. I don't know what about this even comes close. All it does is hurt the pure shield mercs and nearly forces them to brick tank. |
Sephirian Fair
0uter.heaven Proficiency V.
145
|
Posted - 2013.12.04 21:08:00 -
[4] - Quote
Cat Merc wrote: I did. It existed for months now without any confirmation that it's going to be fixed.
Do you have any recording devices? Or maybe a corp mate has one? It really seems like video evidence is practically needed for CCP to get their head out of their ass to fix stuff. |
Sephirian Fair
0uter.heaven Proficiency V.
145
|
Posted - 2013.12.04 21:13:00 -
[5] - Quote
OMG. I am a ******* idiot. Holy ****... I just reread the patch notes again...
Added shield extender penalty - stacking slows down the depleted shield recharge delay.
..........Okay, I take back everything I have said thus far. There isn't going to be any change to the hit and run playstyle that I typically do. The depleted recharge delay isn't even half as important as the normal delay. You are completely correct Cat Marc, this hurts Brick Tankers worse than pure Shield tankers. A pure Shield tanker never lets his shield hit 0, therefore the depleted delay is typically irrelevant
Crisis adverted. |
|
|
|