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Cat Merc
Ahrendee Mercenaries EoN.
4473
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Posted - 2013.12.07 04:22:00 -
[1] - Quote
MORE high CPU/PG modules? How about giving us something that doesn't cost a fuckton of those? We have damage mods and shield extenders, both heavy on CPU/PG.
Shield tankers not only got more options that aren't as heavy, but they also got CPU/PG extenders.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4473
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Posted - 2013.12.07 04:25:00 -
[2] - Quote
Cosgar wrote:Move all scanning and EWAR to high slots. Move damage mods to low slots. When we get EWAR like webifiers and the like, it'll give armor tanking suits/vehicles a better tradeoff for having less mobility by being able to tackle. Shield tankers will be able to actually rely on hit and run tactics while having to choose between more damage and the risk of being overexposed when depleted, or more self sustained shield recharging.
All this is assuming that TTK gets addressed and webifiers are actually an active module. Actually, they don't even have to be, just make webifiers passive and when you deal damage to someone, they get webbed- instant tackling.
Damn, I have to stop dreaming. It makes this game more depressing. If shield tankers want damage mods, I want CPU extenders, PG upgrades, Kin cats, cardiac regs, profile damps and range amps in high slots.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4473
|
Posted - 2013.12.07 04:26:00 -
[3] - Quote
TheAmazing FlyingPig wrote:GET ATMESON wrote: What do you guys think would "balance" shields vs armor.
Turning the forums off for a week, forcing people to actually play the game rather than create threadnaughts on theorycrafted butthurt, backed by anecdotes. Pretty much this. How about playing the game and noticing that the difference between the two is close to nothing?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4473
|
Posted - 2013.12.07 04:46:00 -
[4] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Move all scanning and EWAR to high slots. Move damage mods to low slots. When we get EWAR like webifiers and the like, it'll give armor tanking suits/vehicles a better tradeoff for having less mobility by being able to tackle. Shield tankers will be able to actually rely on hit and run tactics while having to choose between more damage and the risk of being overexposed when depleted, or more self sustained shield recharging.
All this is assuming that TTK gets addressed and webifiers are actually an active module. Actually, they don't even have to be, just make webifiers passive and when you deal damage to someone, they get webbed- instant tackling.
Damn, I have to stop dreaming. It makes this game more depressing. If shield tankers want damage mods, I want CPU extenders, PG upgrades, Kin cats, cardiac regs, profile damps and range amps in high slots. You would already be getting range enhancers, but you get nos, webifiers, painters, ECM, destabilizes, and jammers. That's a hell of a deal already. Webs = Equipment Painters = Equipment ECM = ? But probably equipment Destabilizers = ? But probably equipment Jammers = ? But probably equipment
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4473
|
Posted - 2013.12.07 04:56:00 -
[5] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Cosgar wrote:Move all scanning and EWAR to high slots. Move damage mods to low slots. When we get EWAR like webifiers and the like, it'll give armor tanking suits/vehicles a better tradeoff for having less mobility by being able to tackle. Shield tankers will be able to actually rely on hit and run tactics while having to choose between more damage and the risk of being overexposed when depleted, or more self sustained shield recharging.
All this is assuming that TTK gets addressed and webifiers are actually an active module. Actually, they don't even have to be, just make webifiers passive and when you deal damage to someone, they get webbed- instant tackling.
Damn, I have to stop dreaming. It makes this game more depressing. If shield tankers want damage mods, I want CPU extenders, PG upgrades, Kin cats, cardiac regs, profile damps and range amps in high slots. You would already be getting range enhancers, but you get nos, webifiers, painters, ECM, destabilizes, and jammers. That's a hell of a deal already. Webs = Equipment Painters = Equipment ECM = ? But probably equipment Destabilizers = ? But probably equipment Jammers = ? But probably equipment I hope not because logis really would be OP. They should at least follow my idea with webs, nos, and destabilizers. Put them in a high slot to slow, absorb, deplete stamina. Who's really going to want to pull out a web from their equipment when they can just shoot the guy? How would webs even work unless they're similar to a rep tool only different effect? AOE?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
4476
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Posted - 2013.12.07 05:48:00 -
[6] - Quote
Alena Ventrallis wrote:Cat Merc wrote:Cosgar wrote:Move all scanning and EWAR to high slots. Move damage mods to low slots. When we get EWAR like webifiers and the like, it'll give armor tanking suits/vehicles a better tradeoff for having less mobility by being able to tackle. Shield tankers will be able to actually rely on hit and run tactics while having to choose between more damage and the risk of being overexposed when depleted, or more self sustained shield recharging.
All this is assuming that TTK gets addressed and webifiers are actually an active module. Actually, they don't even have to be, just make webifiers passive and when you deal damage to someone, they get webbed- instant tackling.
Damn, I have to stop dreaming. It makes this game more depressing. If shield tankers want damage mods, I want CPU extenders, PG upgrades, Kin cats, cardiac regs, profile damps and range amps in high slots. CPU/PG upgrades and damage mods in the lows. Everything else in the highs. Eve does it the same. "EVE does the same" doesn't apply. In EVE armor gets an excellent rep that rivals shields. While slightly slower, it consumes very minor amounts of capacitor /s comapred to shield boosters.
Gallente also get second highest base speed after Minmatar, and can use their mid slots (where shields go) for tackle mods, making them excellent CQC brawlers.
And finally armor has higher base resistances than shields.
Oh and armor vs shields balance is considered to be in favor of shields right now. So yeah.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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