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GET ATMESON
Dem Durrty Boyz Renegade Alliance
188
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Posted - 2013.12.07 04:14:00 -
[1] - Quote
Give armor something besides damage mods as a high slot? So sort of self armor rep but at the cost of high PG and CPU? Besides nerfing damage mods why not bring something in that armor will need more then damage mods? How about "explosive plates" reduce the damage of explosions. Explosions do an extra 20% damage to armor and thats alot of extra damage. Thats why shields are having problems with the ScR doing an extra 20% to shields and its very high base damage + damage mods + prof.
Changing damage mods to a low wouldn't fix anything. You would then have a problem with shields stacking on damage mods. If damage mods have to be nerfed I think that STD and ADV should stay the same. PRO should be 7% instead of 10%
I would like to say its about time shield's get's whats coming to it to. Armor has sucked for a very long time. The people who switched over to armor Shame on you. You just follow everyone. To the players who didnt have anything else to spend there SP on idc about you :)
What do you guys think would "balance" shields vs armor.
Heavys only have 2 heavy guns. Please dont turn the NERF bat on them. Give heavys more suits or guns please :D
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Cat Merc
Ahrendee Mercenaries EoN.
4473
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Posted - 2013.12.07 04:22:00 -
[2] - 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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Cosgar
ParagonX
8450
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Posted - 2013.12.07 04:23:00 -
[3] - Quote
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.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4894
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Posted - 2013.12.07 04:23:00 -
[4] - Quote
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.
Never forget
How to fix the Logi
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Cat Merc
Ahrendee Mercenaries EoN.
4473
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Posted - 2013.12.07 04:25:00 -
[5] - 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
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Posted - 2013.12.07 04:26:00 -
[6] - 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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DUST Fiend
OSG Planetary Operations Covert Intervention
8420
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Posted - 2013.12.07 04:33:00 -
[7] - 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 it's any consolation, I hope you get your wish, so I can get a full respec and fly my maxed out Incubus off into the sunset
Win ISK / Vids / O7
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Cosgar
ParagonX
8450
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Posted - 2013.12.07 04:40:00 -
[8] - Quote
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.
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.
4473
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Posted - 2013.12.07 04:46:00 -
[9] - 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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Cosgar
ParagonX
8450
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Posted - 2013.12.07 04:53:00 -
[10] - Quote
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?
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.
4473
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Posted - 2013.12.07 04:56:00 -
[11] - 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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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
528
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Posted - 2013.12.07 05:10:00 -
[12] - Quote
There is nothing friken wrong with damage mod. There was almost no QQ about the before the TTK dropped in 1.6. Leave the damage mods the **** alone. You guys are ****ing ruining this game.
{:)}{3GÇó>
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Rynoceros
Rise Of Old Dudes
1493
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Posted - 2013.12.07 05:17:00 -
[13] - Quote
Speculation - Resistance Modules (coming SoonGäó) go to High Slots.
We need a Mid Slot option for CPU/PG Extenders, Biotics, or the Electronics branch of Passive Scanning Modules.
Cheeseburgers.
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Cosgar
ParagonX
8450
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Posted - 2013.12.07 05:24:00 -
[14] - Quote
Cat Merc wrote:How would webs even work unless they're similar to a rep tool only different effect? AOE? That's what I used to think back in the day. A little "gun" you pull out from you equipment that slows everything in a cone AOE. Good idea in concept, but why not have both active and passive? Make passive for dropsuits (because CCP will never do active modules) and active for equipment.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Nocturnal Soul
Immortal Retribution
1195
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Posted - 2013.12.07 05:30:00 -
[15] - Quote
Resistance plates would make me quit using DMG mods
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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Alena Ventrallis
Osmon Surveillance Caldari State
235
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Posted - 2013.12.07 05:31:00 -
[16] - Quote
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. |
Cat Merc
Ahrendee Mercenaries EoN.
4476
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Posted - 2013.12.07 05:48:00 -
[17] - 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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