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Karl Marx II
Holdfast Syndicate Amarr Empire
325
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Posted - 2013.12.07 11:59:00 -
[1] - Quote
Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great.
Your recent posts are starting to get on my nerves
Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs.
If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them
It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic
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Karl Marx II
Holdfast Syndicate Amarr Empire
325
|
Posted - 2013.12.07 12:02:00 -
[2] - Quote
Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource.
And thus making logi suits unable to use equipment
You really thought that idea through didn't you
PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:17:00 -
[3] - Quote
pegasis prime wrote:to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it
It's a nice idea but the problem with it is that it would be difficult to put them on in the middle of battle, if you look at the current system for activating vehicle modules doing something like that as an infantryman is extremely difficult and really they'd have to allow you to only have 1 active module on a suit which is activated by pressing square on a dpad for example .. it'd have to be quick and easy and not going to a menu to pick it and activate it but if they did have a 1 button activation then yes it'd work
There's an idea out there somewhere which is to introduce passive modules like the ones above that increase shield resistance/armour resistance by a much smaller amount .. pretty much like the energised plates on vehicles so you can choose to either have higher base hp or exchange some hp for stronger shields/armour resistance to damage
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:24:00 -
[4] - Quote
Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource. And thus making logi suits unable to use equipment You really thought that idea through didn't you PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on That's fine, they don't exist anyway.
http://www.youtube.com/watch?v=vCUE4HRPwGM
Just because you can't find any to help you doesn't mean they don't exist and if you weren't such a stuck up d1ck to us maybe some of us would actually step forward to help you but as it stands all your doing is making us not want to help you and word spreads
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:26:00 -
[5] - Quote
Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great. Your recent posts are starting to get on my nerves Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs. If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic Armor isn't a "lot" better. It's better right now because the AR and SCR are anti shield weapons. I have both Gallente and Caldari assault to max skills, along with armor and shields. Whatever CCP does I am prepared for it. So basically, I am the least biased here. That is all.You're also comparing HP to HP. That simply doesn't work, a proper armor tank has at least two armor reps, or else it's not viable without some logi support. And Caldari can use CPU/PG mods without affecting their tank.
You stuck up, arrogant child
Conversation ended
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:28:00 -
[6] - Quote
pegasis prime wrote:Karl Marx II wrote:pegasis prime wrote:to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it It's a nice idea but the problem with it is that it would be difficult to put them on in the middle of battle, if you look at the current system for activating vehicle modules doing something like that as an infantryman is extremely difficult and really they'd have to allow you to only have 1 active module on a suit which is activated by pressing square on a dpad for example .. it'd have to be quick and easy and not going to a menu to pick it and activate it but if they did have a 1 button activation then yes it'd work There's an idea out there somewhere which is to introduce passive modules like the ones above that increase shield resistance/armour resistance by a much smaller amount .. pretty much like the energised plates on vehicles so you can choose to either have higher base hp or exchange some hp for stronger shields/armour resistance to damage having a mix of both passive and active could be cool . it would have to be implemented right and coukd really shake things up a bit
Yeah it'd add some diversity that's for sure, anything to make the game better gets my support
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