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Cosgar
ParagonX
8311
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Posted - 2013.12.04 20:44:00 -
[31] - Quote
Cyrius Li-Moody wrote:Cosgar wrote:Cyrius Li-Moody wrote:Because Minmatar assaults and scouts are doing a lot of brick tanking. I instantly thought of you when I saw the shield nerf. Didn't you just now get your scout Mk.0? Dual specced Minnie Assault mk.0 and Scout mk.0. Loving that choice. ::puts head down. drags feet.:: Logi isn't that much better since you almost need to dual tank.
**** it! Back to BF4. Tired of waiting for this game to get good.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1307
|
Posted - 2013.12.04 20:45:00 -
[32] - Quote
Cat Merc wrote:Zero Harpuia wrote:Cat Merc wrote:Cyrius Li-Moody wrote:Because Minmatar assaults and scouts are doing a lot of brick tanking. They were hit wrongly. Which is why I think they need a reduced base recharge delay. Don't scouts already HAVE that? I thought that was one of their (few) bonuses? Was talking more about Minmatar assaults. However, scouts will need it too, just less so. (Because of the way % work)
Oh I know they will need more, but because it is there in the first place it gives you a leg up to ask for it to be increased. Just wanted to affirm my knowledge there. For example, asking the Heavy to be faster would get you laughed out of a discussion, but asking for him to be tankier... get what I'm saying?
Shields as Weapons
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1909
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Posted - 2013.12.04 20:45:00 -
[33] - Quote
Cat Merc wrote:Zero Harpuia wrote:Cat Merc wrote:Cyrius Li-Moody wrote:Because Minmatar assaults and scouts are doing a lot of brick tanking. They were hit wrongly. Which is why I think they need a reduced base recharge delay. Don't scouts already HAVE that? I thought that was one of their (few) bonuses? Was talking more about Minmatar assaults. However, scouts will need it too, just less so. (Because of the way % work)
If minnie assaults had 3 lows it wouldn't be bad.
But we don't.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Sephirian Fair
0uter.heaven Proficiency V.
144
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Posted - 2013.12.04 20:46:00 -
[34] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:48:00 -
[35] - Quote
Zero Harpuia wrote:Cat Merc wrote:Parson Atreides wrote:Magnus Amadeuss wrote:Cat Merc wrote:It's a step. You now need to fit regulators in your low slots to have quickly regenerating shields, no more armor plates. I can see your point, but aren't even the caldari now using armor plates because of lol TTK? ^This. Shield Regulators are so pathetically bad compared to adding more health with an armor plate that it's pointless to bother with them. The penalty to the delay better be incredibly low considering the small penalty you get for adding armor (which gives a lot more HP than shield extenders). You are comparing speed to recharge delay. These can't be directly compared. Now, yes plates give more HP, but armor doesn't have a base recharge and needs to fit armor repairers. One complex repairer is **** slow. Local Armor reps are actually meant more for Shield Tankers, so they can patch up the small amount of damage that might leak through when they're abit too slow on getting to cover. Any Armor Tanker relying on Armor Reppers is either a dead man or one not on the front lines. Armor Tankers NEED Logistics support, or need to be the Logi themselves, who wouldn't get shot as much if they are doing their job. Yes tell that to my Gallente Assault. Yeah it's worse than my Caldari Assault, but it's doing it's job.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1307
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Posted - 2013.12.04 20:48:00 -
[36] - Quote
Cosgar wrote:Cyrius Li-Moody wrote:Cosgar wrote:Cyrius Li-Moody wrote:Because Minmatar assaults and scouts are doing a lot of brick tanking. I instantly thought of you when I saw the shield nerf. Didn't you just now get your scout Mk.0? Dual specced Minnie Assault mk.0 and Scout mk.0. Loving that choice. ::puts head down. drags feet.:: Logi isn't that much better since you almost need to dual tank. **** it! Back to BF4. Tired of waiting for this game to get good.
Not trying to flame, but wasn't BF4 full of bugs, glitches, and a poor micro-transaction system that sold power? Jim Sterling even made a full two videos on its 'paywall'.
And Logi does not need to dual tank. Play it as the support role it is intended to be and you will be surprised how much less HP you need out of it.
Shields as Weapons
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:49:00 -
[37] - Quote
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, while having near exact same HP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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R'adeh Hunt
The Unholy Legion Of DarkStar DARKSTAR ARMY
501
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Posted - 2013.12.04 20:50:00 -
[38] - Quote
Cosgar wrote:Move damage mods to low slots and armor/shield will be balanced then.
THIS!!
Armor tanking is clearly the superior way to tank now...so it would only fair to make it easier for shield tankers to fit damage mods and at least make up for it a bit. Especially since the stupid aim assist made speed tanking totally unviable.
In EVE (which uses similar "fitting" techniques), damage mods are low slot modules. I never understood why that's different in Dust.
Before the introduction of aim assist, you could have made the argument that shield tankers can make up for their inferior tank by speed tanking...but that's impossible now! |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1307
|
Posted - 2013.12.04 20:51:00 -
[39] - Quote
Cat Merc wrote:Zero Harpuia wrote:
Local Armor reps are actually meant more for Shield Tankers, so they can patch up the small amount of damage that might leak through when they're abit too slow on getting to cover. Any Armor Tanker relying on Armor Reppers is either a dead man or one not on the front lines. Armor Tankers NEED Logistics support, or need to be the Logi themselves, who wouldn't get shot as much if they are doing their job.
Yes tell that to my Gallente Assault. Yeah it's worse than my Caldari Assault, but it's doing it's job.
You can cap out your local armor reps at 15-22 per second, but then you've just turned yourself into a Shield Tank with no til death HP buffer because we have no 'hull' HP. If I understand what you are implying anyway. And even then, your now much smaller HP bar getting healed by a half-a-bullet every second isn't nearly as solid as a Logi-supported platewall.
Shields as Weapons
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:52:00 -
[40] - Quote
Zero Harpuia wrote:Cat Merc wrote:Zero Harpuia wrote:
Local Armor reps are actually meant more for Shield Tankers, so they can patch up the small amount of damage that might leak through when they're abit too slow on getting to cover. Any Armor Tanker relying on Armor Reppers is either a dead man or one not on the front lines. Armor Tankers NEED Logistics support, or need to be the Logi themselves, who wouldn't get shot as much if they are doing their job.
Yes tell that to my Gallente Assault. Yeah it's worse than my Caldari Assault, but it's doing it's job. You can cap out your local armor reps at 15-22 per second, but then you've just turned yourself into a Shield Tank with no til death HP buffer because we have no 'hull' HP. If I understand what you are implying anyway. And even then, your now much smaller HP bar getting healed by a half-a-bullet every second isn't nearly as solid as a Logi-supported platewall. I have around 500 armor, and 217 shields. I regen at around 10hp/s.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Sephirian Fair
0uter.heaven Proficiency V.
144
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Posted - 2013.12.04 20:52:00 -
[41] - 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. |
Cosgar
ParagonX
8315
|
Posted - 2013.12.04 20:53:00 -
[42] - Quote
Cat Merc wrote:Cosgar wrote:Move damage mods to low slots and armor/shield will be balanced then. How exactly will it be balanced? Why should armor get the highest HP ceiling and access to damage mods too? The only reason armor suits use damage mods is because there isn't any thing else worth putting in those high slots.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Tectonic Fusion
648
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Posted - 2013.12.04 20:53:00 -
[43] - Quote
Soldiersaint wrote:Cat Merc wrote:It's a step. You now need to fit regulators in your low slots to have quickly regenerating shields, no more armor plates. Ha thats what you think. Defensive players wont have any problems with this at all. The only people who are going to suffer are you run n gun rambo guys who think every one should always be out in the open. Battle brothers like me who actually have a brain will make sure to stay by cover and have other battle brothers nearby to back them up. Yeah. That's how I play when I'm Caldari Assault. TACAR For the wi-oh yeah... that's right...it got nerfed so... RAIL RIFLE FTW!!!
Solo Player
Squad status: Locked
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Eldest Dragon
0uter.heaven Proficiency V.
387
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Posted - 2013.12.04 20:54:00 -
[44] - Quote
Its also a step towards eliminating ppl using shields at all.
When your playing dust and your frustrated...if all else fails...turn off the ps3. Works every time.
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:55:00 -
[45] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
462
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Posted - 2013.12.04 20:55:00 -
[46] - Quote
Why would an armor tanker care about having no inherent regen when a logi will gladly rep them for 40-175 HP/sec to farm WP? Or when multiple beams make them unkillable by anything except except cores, a forge gun direct hit, a vehicle hit, or an OB, all the while acting as a source of WP for their team?
Why would an armor tanker care about lower movement speed when they are tethered to a logi by a repair tool beam, or to one spot by the radius of their triage nanohive?
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:57:00 -
[47] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Move damage mods to low slots and armor/shield will be balanced then. How exactly will it be balanced? Why should armor get the highest HP ceiling and access to damage mods too? The only reason armor suits use damage mods is because there isn't any thing else worth putting in those high slots. CEILING. No armor tanker worth a damn runs with more than 600 armor HP. My armor tanker suit without logistics support: 500 armor. My armor tanker suit WITH logistics support: 600 armor.
If I completely forget about armor reps, don't have any equipment, and use an advanced weapon, I can get 800 HP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5778
|
Posted - 2013.12.04 20:57:00 -
[48] - Quote
Sana Rayya wrote:Why would an armor tanker care about having no inherent regen when a logi will gladly rep them for 40-175 HP/sec to farm WP? Or when multiple beams make them unkillable by anything except except cores, a forge gun direct hit, a vehicle hit, or an OB, all the while acting as a source of WP for their team?
So, people using teamwork against people too stupid to shoot the logi?
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.12.04 20:58:00 -
[49] - Quote
Sana Rayya wrote:Why would an armor tanker care about having no inherent regen when a logi will gladly rep them for 40-175 HP/sec to farm WP? Or when multiple beams make them unkillable by anything except except cores, a forge gun direct hit, a vehicle hit, or an OB, all the while acting as a source of WP for their team?
Why would an armor tanker care about lower movement speed when they are tethered to a logi by a repair tool beam, or to one spot by the radius of their triage nanohive?
But that's exactly it, it means armor is doing it's job. It's moving slowly with logistics support behind it.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cosgar
ParagonX
8315
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Posted - 2013.12.04 20:59:00 -
[50] - Quote
Zero Harpuia wrote:Cosgar wrote:Cyrius Li-Moody wrote:Cosgar wrote:Cyrius Li-Moody wrote:Because Minmatar assaults and scouts are doing a lot of brick tanking. I instantly thought of you when I saw the shield nerf. Didn't you just now get your scout Mk.0? Dual specced Minnie Assault mk.0 and Scout mk.0. Loving that choice. ::puts head down. drags feet.:: Logi isn't that much better since you almost need to dual tank. **** it! Back to BF4. Tired of waiting for this game to get good. Not trying to flame, but wasn't BF4 full of bugs, glitches, and a poor micro-transaction system that sold power? Jim Sterling even made a full two videos on its 'paywall'. And Logi does not need to dual tank. Play it as the support role it is intended to be and you will be surprised how much less HP you need out of it. How about we stop telling each other how to fit our suits? This is why we have the problems we have now. And this is coming from a logi that uses proto equipment, despite any incentive to do so.
Also? Who had a better release? BF4 or Uprising.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
462
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Posted - 2013.12.04 21:00:00 -
[51] - Quote
Logi can be in cover. Logi can be up to 31 meters away if they are using the Lai Dai flux repair tool, perhaps pushing them out of your optimal. And it's harder to shoot and kill the target that's farther away when the closer guy is killing you whenever your head pops into the open. |
Slag Emberforge
Immortal Retribution
191
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Posted - 2013.12.04 21:01:00 -
[52] - Quote
Save your tears and wait for the numbers people.
It could be 1/3/5% penalty just like the 1/3/5 for movement speed on plates. Or 2/4/6..
Or 20/40/60%.
The numbers are what determine whether its game breaking or not, and none of you know them. So shut up about it already. |
Cosgar
ParagonX
8315
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Posted - 2013.12.04 21:02:00 -
[53] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote:Move damage mods to low slots and armor/shield will be balanced then. How exactly will it be balanced? Why should armor get the highest HP ceiling and access to damage mods too? The only reason armor suits use damage mods is because there isn't any thing else worth putting in those high slots. CEILING. No armor tanker worth a damn runs with more than 600 armor HP. My armor tanker suit without logistics support: 500 armor. My armor tanker suit WITH logistics support: 600 armor. If I completely forget about armor reps, don't have any equipment, and use an advanced weapon, I can get 800 HP. Sounds like a first world problem.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cat Merc
Ahrendee Mercenaries EoN.
4324
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Posted - 2013.12.04 21:03:00 -
[54] - Quote
Cosgar wrote: How about we stop telling each other how to fit our suits? This is why we have the problems we have now. And this is coming from a logi that uses proto equipment, despite any incentive to do so.
Also? Who had a better release? BF4 or Uprising.
"How about we stop telling each other how to fit our suits?" A shield tanker named Cosgar keeps saying that armor suits run with stacked plates. A armor tanker named Cat Merc keeps saying that it isn't viable without logi support, which means team work, which should be more powerful.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Sephirian Fair
0uter.heaven Proficiency V.
145
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Posted - 2013.12.04 21:03:00 -
[55] - 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. |
Cat Merc
Ahrendee Mercenaries EoN.
4324
|
Posted - 2013.12.04 21:04:00 -
[56] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote:Move damage mods to low slots and armor/shield will be balanced then. How exactly will it be balanced? Why should armor get the highest HP ceiling and access to damage mods too? The only reason armor suits use damage mods is because there isn't any thing else worth putting in those high slots. CEILING. No armor tanker worth a damn runs with more than 600 armor HP. My armor tanker suit without logistics support: 500 armor. My armor tanker suit WITH logistics support: 600 armor. If I completely forget about armor reps, don't have any equipment, and use an advanced weapon, I can get 800 HP. Sounds like a first world problem. Considering the stats on my Caldari Assault, not at all.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cat Merc
Ahrendee Mercenaries EoN.
4324
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Posted - 2013.12.04 21:04:00 -
[57] - Quote
Sephirian Fair wrote: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. I did. It existed for months now without any confirmation that it's going to be fixed.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
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Cosgar
ParagonX
8315
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Posted - 2013.12.04 21:07:00 -
[58] - Quote
Cat Merc wrote:Cosgar wrote: How about we stop telling each other how to fit our suits? This is why we have the problems we have now. And this is coming from a logi that uses proto equipment, despite any incentive to do so.
Also? Who had a better release? BF4 or Uprising.
"How about we stop telling each other how to fit our suits?" A shield tanker named Cosgar keeps saying that armor suits run with stacked plates. A armor tanker named Cat Merc keeps saying that it isn't viable without logi support, which means team work, which should be more powerful. Personally, I'm glad neither one of us are devs for this **** game.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Sephirian Fair
0uter.heaven Proficiency V.
145
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Posted - 2013.12.04 21:08:00 -
[59] - 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 -
[60] - 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. |
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