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Buzzwords
Deadly Blue Dots RISE of LEGION
501
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Posted - 2013.12.05 23:37:00 -
[1] - Quote
it specifically states DEPLETED recharge delay.
a caldari assault has a base depleted recharge delay of 8 seconds, and i feel that it is a common enough suit to be a reasonable example.
now i don't know how much a proto extender will slow recharge, but lets assume 10% (this was how much the old complex armor plate slowed movement, so i think it's a reasonable worst case scenario)
so we fill the highs with extenders for a 40% increase in depleted recharge delay.. bringing it up to 11.2 seconds. (i'm gonna say 11 seconds because of reasons)
that's an increase of 3 seconds. on your DEPLETED recharge delay only. how often is that going to come up, REALLY?
how often have you gotten AWAY from a gunfight after your shields depleted for 8 full seconds, but NOT for 11 seconds? and honestly if they find you in that window aren't you likely dead anyway? if you're stacking extenders then you're NOT stacking rechargers, so that 3 seonds of shield regen you'll now be missing out on wasn't worth much anyway?
looking at this another way, how many people actually bother to use shield regulators? that is essentially the same stat that we're discussing here, just pulling in the other direction. if you DON'T use regulators, then you already DON'T value recharge delay very highly, and this nerf will likely have minimal impact for you.
and i guess this finally solves the "why should armor plates have a built in penalty if shield extenders don't?" question. of course we were all asking that when a militia plate only gave 40 armor instead of 85... and a complex plate had a 10% movement penalty instead of 5%....
don't get me wrong i get that this is a nerf that's probably not needed since ccp has been buffing the crap out of armor lately, and it may affect different suits differently (off the top of my head i expect it to hurt scouts more and heavies even less) but i really don't think it's going to be the end of the world? i doubt it will even affect how i fit?
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1722
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Posted - 2013.12.05 23:41:00 -
[2] - Quote
Enough to actually make shield users consider a using a reguator or 2 instead of just armour plates.
Edit:also, it doesn't hurt my scout so much since I'm fourced to use a dmg mod nowadays anyway.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Fizzer94
L.O.T.I.S. Public Disorder.
1117
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Posted - 2013.12.05 23:44:00 -
[3] - Quote
This is true. If a shield tanker gets their shields depleted, they should be more worried about running away than how long it will take their shields to recharge. This nerf isn't nearly as much of a big deal as some are making it out to be. Shields needed a penalty, and this is probably the most forgiving penalty possible, they got off lucky TBH. A small HP buff to extenders would be fairly rational now though. Probably something like 40/58/75 would be reasonable.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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deepfried salad gilliam
Sanguine Knights
219
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Posted - 2013.12.05 23:45:00 -
[4] - Quote
Well when basic plates give more hp than complex extenders and will we get ferroscale extenders? (No penalty) And regulators have little effect I run 3 extenders this doubles my cool down and if I try to counter act it I lose 80hp
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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Cody Sietz
Unkn0wn Killers Renegade Alliance
1722
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Posted - 2013.12.05 23:48:00 -
[5] - Quote
deepfried salad gilliam wrote:Well when basic plates give more hp than complex extenders and will we get ferroscale extenders? (No penalty) And regulators have little effect I run 3 extenders this doubles my cool down and if I try to counter act it I lose 80hp You now know what it is like to be a Gallente Assault.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Fizzer94
L.O.T.I.S. Public Disorder.
1117
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Posted - 2013.12.05 23:49:00 -
[6] - Quote
deepfried salad gilliam wrote:Well when basic plates give more hp than complex extenders and will we get ferroscale extenders? (No penalty) And regulators have little effect I run 3 extenders this doubles my cool down and if I try to counter act it I lose 80hp A complex penaltyless extender would probably have ~30 HP, and basic would probably have ~15. I don't see a reason to make these, considering they would be useless.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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deepfried salad gilliam
Sanguine Knights
219
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Posted - 2013.12.05 23:49:00 -
[7] - Quote
This mainly is making my shielded brethren mad because we were already gimped and we do have a penalty Dramatically less hp Delayed recharge (now getting worse) And we can't use dmg mods
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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Cosgar
ParagonX
8408
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Posted - 2013.12.06 00:21:00 -
[8] - Quote
Given that weapon damage is so high, you're going to be depleted as soon as anyone with damage mods gives you a stern look, I'm going to say a hell of a lot.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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N1ck Comeau
Ahrendee Mercenaries EoN.
1573
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Posted - 2013.12.06 00:23:00 -
[9] - Quote
i dont think it will be a big deal, just run a regulator or 2.
Dedicated heavy, tanker, and pilot.
You could say i like heavy things.
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Thor Odinson42
Molon Labe. RISE of LEGION
2174
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Posted - 2013.12.06 00:25:00 -
[10] - Quote
It won't, as I've said it would be like nerfing 3% damage on flaylock pistols.
It's just the principle.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
143
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Posted - 2013.12.06 00:32:00 -
[11] - Quote
Sorry Buzz, but 3 seconds is quite a long time and can be used to actually recharge my shields at least 75 HP (depending on suit being used).
Red-dots spawn in three seconds in a lot of cases.
The not Logic Bomb!
------>We need this! <------
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KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2797
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Posted - 2013.12.06 00:34:00 -
[12] - Quote
Buzzwords wrote:it specifically states DEPLETED recharge delay.
a caldari assault has a base depleted recharge delay of 8 seconds, and i feel that it is a common enough suit to be a reasonable example.
now i don't know how much a proto extender will slow recharge, but lets assume 10% (this was how much the old complex armor plate slowed movement, so i think it's a reasonable worst case scenario)
so we fill the highs with extenders for a 40% increase in depleted recharge delay.. bringing it up to 11.2 seconds. (i'm gonna say 11 seconds because of reasons)
that's an increase of 3 seconds. on your DEPLETED recharge delay only. how often is that going to come up, REALLY?
how often have you gotten AWAY from a gunfight after your shields depleted for 8 full seconds, but NOT for 11 seconds? and honestly if they find you in that window aren't you likely dead anyway? if you're stacking extenders then you're NOT stacking rechargers, so that 3 seonds of shield regen you'll now be missing out on wasn't worth much anyway?
looking at this another way, how many people actually bother to use shield regulators? that is essentially the same stat that we're discussing here, just pulling in the other direction. if you DON'T use regulators, then you already DON'T value recharge delay very highly, and this nerf will likely have minimal impact for you.
and i guess this finally solves the "why should armor plates have a built in penalty if shield extenders don't?" question. of course we were all asking that when a militia plate only gave 40 armor instead of 85... and a complex plate had a 10% movement penalty instead of 5%....
don't get me wrong i get that this is a nerf that's probably not needed since ccp has been buffing the crap out of armor lately, and it may affect different suits differently (off the top of my head i expect it to hurt scouts more and heavies even less) but i really don't think it's going to be the end of the world? i doubt it will even affect how i fit?
Considering ARMOR repairs CONSTANTLY and with Logi as a suit (LOL U DONT SAY) you can still reach 15-20HP easily... Well, an extended period of shield delay Is a BIG deal.Specially for Caladari suits and Mk.0 scouts.
WELCOME! TO ARMORED MED514 : https://forums.dust514.com/default.aspx?g=posts&m=1565076#post1565076
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Foxbat 071
The Unholy Legion Of DarkStar DARKSTAR ARMY
63
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Posted - 2013.12.06 02:47:00 -
[13] - Quote
CCP Logibro wrote: Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay.
If I'm reading this correctly, there is a 3% stacking penalty on the depleted shield recharge. So, using the same math as the OP, 4 extenders would lead to a 12% penalty to the depleted shield recharge. With a base recharge of 8s, the modified recharge would be ~9s.
I doubt most people run four extenders in the first place. For me, I would only lose a fraction of a second on most of my fits. With this said, it still seems like an unnecessary nerf. I was actually anticipating a small shield buff in 1.7.
BLAP
( X ) Call For Help
( O ) Respawn
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Tectonic Fusion
649
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Posted - 2013.12.06 03:10:00 -
[14] - Quote
Foxbat 071 wrote:CCP Logibro wrote: Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay. If I'm reading this correctly, there is a 3% stacking penalty on the depleted shield recharge. So, using the same math as the OP, 4 extenders would lead to a 12% penalty to the depleted shield recharge. With a base recharge of 8s, the modified recharge would be ~9s. I doubt most people run four extenders in the first place. For me, I would only lose a fraction of a second on most of my fits. With this said, it still seems like an unnecessary nerf. I was actually anticipating a small shield buff in 1.7. Caldari Assaults all run 4 complex at least, and stack basic plates.
Solo Player
Squad status: Locked
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deepfried salad gilliam
Sanguine Knights
222
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Posted - 2013.12.06 03:29:00 -
[15] - Quote
Foxbat 071 wrote:CCP Logibro wrote: Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay. If I'm reading this correctly, there is a 3% stacking penalty on the depleted shield recharge. So, using the same math as the OP, 4 extenders would lead to a 12% penalty to the depleted shield recharge. With a base recharge of 8s, the modified recharge would be ~9s. I doubt most people run four extenders in the first place. For me, I would only lose a fraction of a second on most of my fits. With this said, it still seems like an unnecessary nerf. I was actually anticipating a small shield buff in 1.7. This I'm okay with but if was 10% like op then id be mad
Christ is lord
Sanguine knights , open recruitment, join now.
Fear is a choice, I choose not to let it control me.
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Ivy Zalinto
Bobbit's Hangmen
101
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Posted - 2013.12.06 03:33:00 -
[16] - Quote
This nerf honestly wont matter to smart players even if they are shield tanked. Using cover to regen before your shields are out is the best way to shield tank...take it from a scout that only has 80 shields...You guys aren't nearly as bad off as you think. Dont make me laugh about speed being my advantage...I've already maxed my advantages...their scan range and profile dampening. Not sure where to go next, probably precision enhancment.
Now maybe people wont worry about topping out their hp and might think about a balance of hp and recharge time...
Dedicated scout.
Player bodyguard
Pistol supremacy.
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low genius
The Sound Of Freedom Renegade Alliance
957
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Posted - 2013.12.06 03:36:00 -
[17] - Quote
it'll make the cal logi a little tougher, i'd say. |
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