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GRIM GEAR
NECROM0NGERS Covert Intervention
106
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Posted - 2013.12.05 21:44:00 -
[1] - Quote
I think the shield regulators need to have their stats doubled (I did some number crunching and decided 100% increase to shield regulators was too much and toned it down to a 60% increase). So basic would decrease shield fully depleted and depleted charge times by 15% rounded down from 16 (currently is 10%), adv 30% rounded down from 32 (currently is 20%) and complex 40% (currently is 25%).
To balance this out shield regulator fitting costs should be increased having their cpu increased by 30% and their pg doubled (100%). Therefore basic shield regulator fitting cost would increase from 11 cpu and 1 pg to 15 cpu and 2 pg, advanced 24 cpu and 2 pg to 32 cpu and 4 pg, finally complex 35 cpu and 3 pg to 46 cpu and 6 pg.
That would help counteract the shield extender stacking penalty as well as make shield tanking viable yet not over powered. Hence bringing shield tanking on to a level playing field when compared to armour tanking or duel tanking.
Just my two cents worth.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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RedZer0 MK1
The Generals General Tso's Alliance
118
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Posted - 2013.12.05 21:48:00 -
[2] - Quote
Recharger/energizer and regulators in one module. Done and done. |
GRIM GEAR
NECROM0NGERS Covert Intervention
106
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Posted - 2013.12.05 21:55:00 -
[3] - Quote
RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done.
That's not a bad idea except, what would it count as module slot allocation wise high or low?
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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PEW JACKSON
s i n g u l a r i t y
110
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Posted - 2013.12.05 21:58:00 -
[4] - Quote
How about making the fitting a little less intensive? Scraping up CPU/PG on a scout is hard enough as is.
Other than that I agree the modules need a buff. |
Skihids
Unkn0wn Killers Renegade Alliance
2490
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Posted - 2013.12.05 22:00:00 -
[5] - Quote
GRIM GEAR wrote:RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done. That's not a bad idea except, what would it count as module slot allocation wise high or low?
Low, you wouldn't want it competing with Extenders. |
GRIM GEAR
NECROM0NGERS Covert Intervention
106
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Posted - 2013.12.05 22:13:00 -
[6] - Quote
PEW JACKSON wrote:How about making the fitting a little less intensive? Scraping up CPU/PG on a scout is hard enough as is.
Other than that I agree the modules need a buff.
I agree I can hardly fit that on my proto scout suit, though I am trying to be unbiased maybe I should decrease the increased 30% CPU fitting cost to 20-25%
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Cosgar
ParagonX
8393
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Posted - 2013.12.05 22:16:00 -
[7] - Quote
Make a regulator variant that works like an energizer, taking a percentage of base recharge rate for a larger regulation bonus.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
427
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Posted - 2013.12.05 22:18:00 -
[8] - Quote
GRIM GEAR wrote:RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done. That's not a bad idea except, what would it count as module slot allocation wise high or low?
If you combinded all three so you essential had a "shield regenerator" module i would make that a PG intensive low slot module. Essentially power surging to jumpstart recharge and bring you back to max buffer quickly. This has the added simplicity of managing 1x buffer and 1x regen module much like how the armor tankers do now.
Recommendation.... - Keep the extenders resource cost the same, give a 10 HP buff to each level and retain the stacking penalty as noted in 1.7. - Combine the Energizer/Regulator/Recharger into a "shield regenerator" that is resource intensive but practical (probably around the drop uplink cost range). |
HYENAKILLER X
Gallente PowerHouse
363
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Posted - 2013.12.05 22:30:00 -
[9] - Quote
GRIM GEAR wrote:I think the shield regulators need to have their stats doubled (I did some number crunching and decided 100% increase to shield regulators was too much and toned it down to a 60% increase). So basic would decrease shield fully depleted and depleted charge times by 15% rounded down from 16 (currently is 10%), adv 30% rounded down from 32 (currently is 20%) and complex 40% (currently is 25%).
To balance this out shield regulator fitting costs should be increased having their cpu increased by 30% and their pg doubled (100%). Therefore basic shield regulator fitting cost would increase from 11 cpu and 1 pg to 15 cpu and 2 pg, advanced 24 cpu and 2 pg to 32 cpu and 4 pg, finally complex 35 cpu and 3 pg to 46 cpu and 6 pg.
That would help counteract the shield extender stacking penalty as well as make shield tanking viable yet not over powered. Hence bringing shield tanking on to a level playing field when compared to armour tanking or duel tanking.
Now from my point of view with the time to kill being so fast, you are more or less likely to die before you can get back into cover to allow your shields to regenerate, even if you do make it back into cover you will most likely have fully depleted shields therefore having to wait out the fully depleted shield timer plus the additional stacking penalty. Which of course is what shields are suppose to do though it could be a 10 second or more wait, which when compared to armour module repairers shield recharge rate seems godly. Though when you take into account the advantages of triage nano hives and the god like repair tools it's hardly what I would call an even playing field.
Rant over.
Just my two cents worth. I didnt even read op.
They are worthless. Maybe the most worthless thing in this game. Get rid of regulation add a secondary 5% armor buff.
You are welcome for my leadership
Gallente PowerHouse ftw >: )
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GRIM GEAR
NECROM0NGERS Covert Intervention
107
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Posted - 2013.12.05 22:35:00 -
[10] - Quote
HYENAKILLER X wrote:GRIM GEAR wrote:I think the shield regulators need to have their stats doubled (I did some number crunching and decided 100% increase to shield regulators was too much and toned it down to a 60% increase). So basic would decrease shield fully depleted and depleted charge times by 15% rounded down from 16 (currently is 10%), adv 30% rounded down from 32 (currently is 20%) and complex 40% (currently is 25%).
To balance this out shield regulator fitting costs should be increased having their cpu increased by 30% and their pg doubled (100%). Therefore basic shield regulator fitting cost would increase from 11 cpu and 1 pg to 15 cpu and 2 pg, advanced 24 cpu and 2 pg to 32 cpu and 4 pg, finally complex 35 cpu and 3 pg to 46 cpu and 6 pg.
That would help counteract the shield extender stacking penalty as well as make shield tanking viable yet not over powered. Hence bringing shield tanking on to a level playing field when compared to armour tanking or duel tanking.
Now from my point of view with the time to kill being so fast, you are more or less likely to die before you can get back into cover to allow your shields to regenerate, even if you do make it back into cover you will most likely have fully depleted shields therefore having to wait out the fully depleted shield timer plus the additional stacking penalty. Which of course is what shields are suppose to do though it could be a 10 second or more wait, which when compared to armour module repairers shield recharge rate seems godly. Though when you take into account the advantages of triage nano hives and the god like repair tools it's hardly what I would call an even playing field.
Rant over.
Just my two cents worth. I didnt even read op. They are worthless. Maybe the most worthless thing in this game. Get rid of regulation add a secondary 5% armor buff.
I don't know why you even bothered to reply if you did not read the opening post, better yet you continue to make yourself look like a complete idiot by pulling some random armour comment from out of your arse.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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GRIM GEAR
NECROM0NGERS Covert Intervention
108
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Posted - 2013.12.05 23:32:00 -
[11] - Quote
Cosgar wrote:Make a regulator variant that works like an energizer, taking a percentage of base recharge rate for a larger regulation bonus.
I like your idea about the regulator working like an energizer though I think it should deduct a certain percentage from your shield, mainly because it seems a bit counter-intuitive having a module that lowers shield regeneration times while also increasing them.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
GRIM GEAR
NECROM0NGERS Covert Intervention
108
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Posted - 2013.12.05 23:35:00 -
[12] - Quote
Jaysyn Larrisen wrote:GRIM GEAR wrote:RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done. That's not a bad idea except, what would it count as module slot allocation wise high or low? If you combinded all three so you essential had a "shield regenerator" module i would make that a PG intensive low slot module. Essentially power surging to jumpstart recharge and bring you back to max buffer quickly. This has the added simplicity of managing 1x buffer and 1x regen module much like how the armor tankers do now. Recommendation.... - Keep the extenders resource cost the same, give a 10 HP buff to each level and retain the stacking penalty as noted in 1.7. - Combine the Energizer/Regulator/Recharger into a "shield regenerator" that is resource intensive but practical (probably around the drop uplink cost range).
This is an awesome idea if CCP were to create a module like this shield regulator and Energizer/Recharger rolled into one, though we may only be able to access it we Caldari loyalty points.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
|
RedZer0 MK1
The Generals General Tso's Alliance
123
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Posted - 2013.12.06 01:57:00 -
[13] - Quote
GRIM GEAR wrote:RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done. That's not a bad idea except, what would it count as module slot allocation wise high or low?
I would say high slot myself, just because highs are supposed to deal with *Hank Hill voice* shields and shields accessories. There is too many things in low slots atm. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
429
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Posted - 2013.12.06 03:40:00 -
[14] - Quote
GRIM GEAR wrote:Jaysyn Larrisen wrote:GRIM GEAR wrote:RedZer0 MK1 wrote:Recharger/energizer and regulators in one module. Done and done. That's not a bad idea except, what would it count as module slot allocation wise high or low? If you combinded all three so you essential had a "shield regenerator" module i would make that a PG intensive low slot module. Essentially power surging to jumpstart recharge and bring you back to max buffer quickly. This has the added simplicity of managing 1x buffer and 1x regen module much like how the armor tankers do now. Recommendation.... - Keep the extenders resource cost the same, give a 10 HP buff to each level and retain the stacking penalty as noted in 1.7. - Combine the Energizer/Regulator/Recharger into a "shield regenerator" that is resource intensive but practical (probably around the drop uplink cost range). This is an awesome idea if CCP were to create a module like this shield regulator and Energizer/Recharger rolled into one, though we may only be able to access it we Caldari loyalty points.
LP store wont keep your from accessing any item...just gives you a specialist version with proto stats but reduced cpu/pg cost. |
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