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Sgt Kirk
SyNergy Gaming EoN.
3287
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Posted - 2013.12.06 15:36:00 -
[31] - Quote
Takahiro Kashuken wrote:Shields in EVE mean an increase in sig radius which means you are easier to lock on to
In DUST if a sig radius was increased it means you find it harder to hide because scanners would pick you up more easily but also suit scanner may also pick you more easily This is the way it should be.
I'd like to see a stacking penalty of shields to armor specialized suits and Shields giving a shield suits a bonus to negate this penalty. The overall penalty to shields should be a spike to your detection rating (also if we had a complex radar system shields would increase range to be detected, independent of the enemies suit scan range)
Side note: scanners need to be readjusted. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
481
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Posted - 2013.12.06 15:51:00 -
[32] - Quote
Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended.
So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances.
Armor is better than shields. |
TERMINALANCE
Zumari Force Projection Caldari State
233
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Posted - 2013.12.06 15:55:00 -
[33] - Quote
Sana Rayya wrote:Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended. So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances. Armor is better than shields.
You forget grenades, and other splash dmg weapons that annihilate armor. |
Saoa Scum
Judge Mercenaries
39
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Posted - 2013.12.06 16:44:00 -
[34] - Quote
TERMINALANCE wrote:Sana Rayya wrote:Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended. So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances. Armor is better than shields. You forget grenades, and other splash dmg weapons that annihilate armor.
And you forget about the flux.
I cant believe some people actually defend this nerf. It was very unecessary. Personally i think the core of the problem lies within the weapons that dont have a kick or dispersion. Shield tankers shouldnt go toe to toe with an armor tanker, fine its not my playstyle anyway but when i get killed by AR far outside of their optimal range something is wrong. Sidenote the scramblerrifle might need to be adjusted abit.. ive been 1-shotted and 2-shotted with that thing.. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
159
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Posted - 2013.12.06 17:03:00 -
[35] - Quote
Where's the part where shields are inherently weaker than armor?
The not Logic Bomb!
-->We need better comms!<--
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 17:04:00 -
[36] - Quote
Sana Rayya wrote:Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended. So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances. Armor is better than shields.
Ferroscail do not "negate" the penalty. If you have a Ferroscale and a complex plate on then the penalty for the speed penalty for the complex plate is at .869 efficiency, which would drop the penalty from 5% to 4.345%. Also ferrscales are very dificult to fit. The most common Gal proto fit is two enhanced vanilla plates a complex armor repairer and an enhanced armor repairer. You know what that works out to? It's 504 armor and 10 HP/sec repair. Are you really trying to call this OP? lol.
{:)}{3GÇó>
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