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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
38
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Posted - 2013.12.24 10:18:00 -
[1] - Quote
as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates
if you buff shields plates become useless and if you buff plates shields become useless
so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more
so in a way im saying try to balance them both a bit by not adding HP but adding resistance to shields but keep Armour the same |
jerrmy12 kahoalii
Krullefor Organization Minmatar Republic
182
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Posted - 2013.12.24 10:26:00 -
[2] - Quote
Alam Storm wrote:as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates
if you buff shields plates become useless and if you buff plates shields become useless
so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more
so in a way im saying try to balance them both a bit by not adding HP but adding resistance to shields but keep Armour the same they still need a slight entende buff & recharge stuff buffs
recuruit link
5 to 11 mil isk per 100k recuruit
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Ulysses Knapse
Knapse and Co. Mercenary Firm
877
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Posted - 2013.12.24 10:49:00 -
[3] - Quote
Alam Storm wrote:so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more So basically, you want lasers to do twice as much damage against shields than hybrid weapons?
Hell no.
What's the difference between an immobile Minmatar ship and a pile of garbage?
The pile of garbage is more lethal.
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
38
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Posted - 2013.12.24 12:34:00 -
[4] - Quote
Ulysses Knapse wrote:Alam Storm wrote:so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more So basically, you want lasers to do twice as much damage against shields than hybrid weapons? Hell no.
no lasers already do 20% more damage to shields im saying keep the 20% damage but make them 40% resistant to explosives hybrids and anything else that falls under that category
basically there weakness stays the same but there strength is doubled |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
38
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Posted - 2013.12.24 12:37:00 -
[5] - Quote
jerrmy12 kahoalii wrote:Alam Storm wrote:as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates
if you buff shields plates become useless and if you buff plates shields become useless
so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more
so in a way im saying try to balance them both a bit by not adding HP but adding resistance to shields but keep Armour the same they still need a slight entende buff & recharge stuff buffs
if they did that then people wont use Armour plating and repairs as i said because the way its build you can not balance them both out if you buff one everyone will use it and not the other
but im basically trying to say is as shields have less HP give them more resistance instead of uping there HP |
jerrmy12 kahoalii
Krullefor Organization Minmatar Republic
185
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Posted - 2013.12.24 12:55:00 -
[6] - Quote
give shields less recharge rate shields get insta killed by everything buff CX shield extender hp by 14 buff shield regulaters by 10% buff armor repair modules by 1 or 2 hp/s buff armor plates by 20
btw im just listing module buff, not the buff base recharge rate or reduce base recharge delay
recuruit link
5 to 11 mil isk per 100k recuruit
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BL4CKST4R
WarRavens League of Infamy
1418
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Posted - 2013.12.24 13:18:00 -
[7] - Quote
Alam Storm wrote:as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates
if you buff shields plates become useless and if you buff plates shields become useless
so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more
so in a way im saying try to balance them both a bit by not adding HP but adding resistance to shields but keep Armour the same
And give plates 40% resistance to Plasma and energy weapons :)
Buf enhanced shield extender HP. This is all shields need, your not accounting for the passive repair shields get which an armor user needs to spend either 2 low slots for a Assault and 1 Low slot for a Logistics. In this scenario thought he shield user trumps the armor user because now he/she can be 1 shotted by any grenade and is still slower than shields. On the other hand he can use a triage/hybrid hive but now he is immobile and extremely vulnerable to grenades and high burst damage weapons, Combat rifle and the Rail rifle.
Any buff to shields would need to come with a slight buff to armor, the reason why people use armor so much now is because it allows them to stack damage modules. Which should honestly be removed from the game or made extremely situational. |
Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
38
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Posted - 2013.12.24 13:29:00 -
[8] - Quote
BL4CKST4R wrote:Alam Storm wrote:as we all know shields are pretty useless in this game atm and looking for past experiences there will be no way to balence the difference between shields and plates
if you buff shields plates become useless and if you buff plates shields become useless
so i was thinking seeing as shields are the weakest out of the two instead of buffing it by giving it more HP why not put more of a resistance on it like 40% for example so all explosive's and hybrid weapons etc. do 40% less damage but lasers and scamblers etc. do 20% more
so in a way im saying try to balance them both a bit by not adding HP but adding resistance to shields but keep Armour the same And give plates 40% resistance to Plasma and energy weapons :) Buf enhanced shield extender HP. This is all shields need, your not accounting for the passive repair shields get which an armor user needs to spend either 2 low slots for a Assault and 1 Low slot for a Logistics. In this scenario thought he shield user trumps the armor user because now he/she can be 1 shotted by any grenade and is still slower than shields. On the other hand he can use a triage/hybrid hive but now he is immobile and extremely vulnerable to grenades and high burst damage weapons, Combat rifle and the Rail rifle. Any buff to shields would need to come with a slight buff to armor, the reason why people use armor so much now is because it allows them to stack damage modules. Which should honestly be removed from the game or made extremely situational.
plates have more armour they dont need the extra resistance |
deepfried salad gilliam
Sanguine Knights
326
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Posted - 2013.12.24 18:05:00 -
[9] - Quote
I'm in favor of adding a large diffrence to everything
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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Eko Sol
3dge of D4rkness SoulWing Alliance
2
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Posted - 2013.12.24 18:15:00 -
[10] - Quote
I have to chime in here and completely discount that there is any issue with shields. Shields take hits but recharge at epic rates. In addition, buffing up shields takes less resources to include speed and stamina degradation.
I will stand by the fact that shields are just fine the way they are as is armor. Besides, if you do ANYTHING to shields it will have the same effect on vehicles. |
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Artificer Ghost
Bojo's School of the Trades
818
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Posted - 2013.12.24 18:26:00 -
[11] - Quote
Hybrid Weapons, you need to elaborate on.
There are two types of Hybrid damage. Railguns move at the speed of f*cking light, AND are covered in energy. This makes them Kinetic Hybrids (-10% Shield/+10% Armor)
Plasma moves relatively slow, but is super-heated to hazardous levels, meaning it won't punch Armor as much, but Shields will take a beating (+10% Shield/-10% Armor)
Also, with your 40% PASSIVE Resistance on Extenders, that makes any weapon other than Lasers pretty much non-viable. That means that my ~300 Shield immediately turns into ~600 Shield when I'm facing a Rail Rifle, or a Submachien Gun.
I'd say AT MOST, release a non-stackable module that gives a 10 percent bonus on Complex.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.24 20:12:00 -
[12] - Quote
Artificer Ghost wrote:Hybrid Weapons, you need to elaborate on.
There are two types of Hybrid damage. Railguns move at the speed of f*cking light, AND are covered in energy. This makes them Kinetic Hybrids (-10% Shield/+10% Armor)
Plasma moves relatively slow, but is super-heated to hazardous levels, meaning it won't punch Armor as much, but Shields will take a beating (+10% Shield/-10% Armor)
Also, with your 40% PASSIVE Resistance on Extenders, that makes any weapon other than Lasers pretty much non-viable. That means that my ~300 Shield immediately turns into ~600 Shield when I'm facing a Rail Rifle, or a Submachien Gun.
I'd say AT MOST, release a non-stackable module that gives a 10 percent bonus on Complex.
they all do the same thing they are bullets or shells wrapped in plasma casing al im referring to all hybrids
the shields dont need a buff is HP they need a resistance buff and 300 shields will turn into 420 shields given them a few extra shots which is needed |
Artificer Ghost
Bojo's School of the Trades
825
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Posted - 2013.12.24 20:15:00 -
[13] - Quote
Nope.
Railgun is Kinetic. There is NO plasma in Railgun.
Plasma is, well, plasma. THOSE are metal shells with hot stuff inside them.
Railguns do more damage to Armor, less damage to Shields. Plasma Weaponry does more damage to Shields, less damage to Armor.
The Rail Rifle, Forge Gun, and Sniper Rifle are all Kinetic damage. Shotguns, Assault Rifles, and Plasma Cannons are all Plasma damage.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.24 20:17:00 -
[14] - Quote
Artificer Ghost wrote:Nope.
Railgun is Kinetic. There is NO plasma in Railgun.
Plasma is, well, plasma. THOSE are metal shells with hot stuff inside them.
Railguns do more damage to Armor, less damage to Shields. Plasma Weaponry does more damage to Shields, less damage to Armor.
The Rail Rifle, Forge Gun, and Sniper Rifle are all Kinetic damage. Shotguns, Assault Rifles, and Plasma Cannons are all Plasma damage.
it will still give a bonus even its its 40% or 10% every bit will help |
Artificer Ghost
Bojo's School of the Trades
825
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Posted - 2013.12.24 20:19:00 -
[15] - Quote
Ok, and do you know how much 40% is? It's an awful lot. An impossible lot. Vehicles are OP ATM because of the Speed + Resistances. The resistance they have while their modules are on is 60%. If you were to add this in, it would need to apply to vehicles as well. This would give Shield Vehicles, WITH hardeners on, 100% resist, making them insanely OP.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
825
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Posted - 2013.12.24 20:22:00 -
[16] - Quote
I think your main problem is that you're not using Shields correctly. Shield-Tanking is meant for popping in and out of cover, and not being in a fight very long. If you need to, run away, but what you need to do is stack Shield Regulators and Extenders/Rechargers to reach maximum efficiency. But again, it requires you to use cover and run away if you have to. People think Armor is better though because people think that all tanking is meant for prolonged engagement. Wrong. Only armor is. Armor is supposed to tank EVERYTHING for a very long time, but recharge very slowly and run VERY slowly. Shield tankers are the exact opposite of that.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.24 20:22:00 -
[17] - Quote
Artificer Ghost wrote:Ok, and do you know how much 40% is? It's an awful lot. An impossible lot. Vehicles are OP ATM because of the Speed + Resistances. The resistance they have while their modules are on is 60%. If you were to add this in, it would need to apply to vehicles as well. This would give Shield Vehicles, WITH hardeners on, 100% resist, making them insanely OP.
the code for vehicles and suits are completely different CCP can for example make Armour strongest for vehicles and shield strongest for infantry if they wanted to
so no vehicles wont have to have these put on |
Artificer Ghost
Bojo's School of the Trades
825
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Posted - 2013.12.24 20:27:00 -
[18] - Quote
Right, but 40% isn't that far off from 60%. Just lower your numbers and you're maybe fine. I suggest 10%-15%, which is a ton.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.24 20:28:00 -
[19] - Quote
look pick holes in this all you want im trying to say that if u up the shield HP everyone will start using shields then you will have people bitching in forums about amour being useless
if you up the Armour people will ***** that shields are useless like they already are
im saying instead of this ever ending cycle of buffing and nerving HP and people bitching take a different approach
armour is effective shields arent give the shields more resistance to DROPSUITS to give them a chance to last longer
and only reason why tanks are impossible to beat is because CCP not only nerved range but damage which in my eyes was stupid either 1 or the other |
Artificer Ghost
Bojo's School of the Trades
825
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Posted - 2013.12.24 20:34:00 -
[20] - Quote
If you buff Shield HP, no one will think Armor's useless. Because Armor Tankers can still stack Damage Mods without sacrificing main tank. Shield Tankers can't. See what I'm saying? Don't give Shield Dropsuits a super OP resistance, give them more HP. Currently, there's no reason to use Enhanced Extenders. Here's the numbers I have.
STD - 40 HP ENH - 60 HP COM - 80 HP
There. Shields aren't "underpowered" even though they're fine as they are now, and Armor is still viable. Look at those numbers. Now look at my signature. I know what I'm talking about.
EDIT: Also the Swarm nerf was completely fine. They just need to raise the numbers a tiny bit, but other than that, I can finally fly a dropship without immediately dying, so I'm fine.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
39
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Posted - 2013.12.24 20:43:00 -
[21] - Quote
Artificer Ghost wrote:If you buff Shield HP, no one will think Armor's useless. Because Armor Tankers can still stack Damage Mods without sacrificing main tank. Shield Tankers can't. See what I'm saying? Don't give Shield Dropsuits a super OP resistance, give them more HP. Currently, there's no reason to use Enhanced Extenders. Here's the numbers I have.
STD - 40 HP ENH - 60 HP COM - 80 HP
There. Shields aren't "underpowered" even though they're fine as they are now, and Armor is still viable. Look at those numbers. Now look at my signature. I know what I'm talking about.
EDIT: Also the Swarm nerf was completely fine. They just need to raise the numbers a tiny bit, but other than that, I can finally fly a dropship without immediately dying, so I'm fine.
last time they gave shields more HP was in 1.5 and people complained armour become useless thats why they had to buff the Armour giving it a 20 HP boost and reducing the moving speed from mods from 10% down to 5% since then no one has used shields only damage mods giving shields more HP wont change a dam thing people will still going for Damage mods why because damage mods don't have penalty i have posted in forums a few weeks ago that if you give the damage mods 10% damage but 3% dispersion people wont stack many of them but again no one agreed to this it was a logitical idea and no one took to it
but they are perfectly happy ruining the game by saying every weapon apart from the one they are using is OP and getting them nerved
take the assault rifle for example that weapon has been nerved 4 times since closed beta and people are still complaining is OP not the fact people are running around with 4 damage mods on noooo its the weapon fault |
Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
93
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Posted - 2013.12.25 01:31:00 -
[22] - Quote
If you give shields an even more buff against explosives then why even bother having a mass driver weapon in the game. Explosives already have a 20% reduction to shields. Giving shields even more buff would kill the MD. Sure you could argue that you could use flux grenades. However you are suddenly limiting a weapon to a even more niche roll and even render it obsolete. Tier the shield module strength more consistently and a bigger base shield recharge rate.
Trust in the Rust!
7-Time Matar Mass Driver World Champion
Combat Rifle is for Combat!
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Stephen Seneca
State Patriots Templis CALSF
30
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Posted - 2013.12.25 01:57:00 -
[23] - Quote
Im going to agree with Artificer on this. A 40/60/80 run of SEs would give you enough time to run for cover.
The unfortunate thing is : a shield user has less overall HP and because of the shield and damage mods being in the same slot has less overall dps.
"Hit and run" tactics should employ much higher dps and much less hp.
Another thing, the armor guys having much more HP and Logi backup will not need the high dps, being able to stay on field longer due to HP as well as firing at weaker targets.
Damage mods in Eve are low slots along with armor mods. I dont understand the discrepancy here when theyve made a good balance there.
For the State!
Keep your stick on the ice and get the pucks in deep, eh.
Rail Rifles. All. The. Way!
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Draco Cerberus
BurgezzE.T.F Public Disorder.
630
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Posted - 2013.12.25 07:18:00 -
[24] - Quote
Resistance for Shields and Armor would be great, check out my post for some more details on how CCP could use existing Eve assets in Dust 514.
Edit: Damage mods have their place but a fast shield user will more likely be able to out strafe a slow moving armor merc in a 1v1, also they don't need a logi to rep them, only time to get to cover which is more easily done when you run like the wind. Can you imagine a flux not being able to take your shields down to 0 with the appropriate resistance mod? I can and look forward to a day when this is possible.
LogiGod earns his pips
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Alam Storm
Third Rock From The Sun INTERGALACTIC WARPIGS
40
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Posted - 2013.12.25 18:47:00 -
[25] - Quote
Draco Cerberus wrote:Resistance for Shields and Armor would be great, check out my post for some more details on how CCP could use existing Eve assets in Dust 514. Edit: Damage mods have their place but a fast shield user will more likely be able to out strafe a slow moving armor merc in a 1v1, also they don't need a logi to rep them, only time to get to cover which is more easily done when you run like the wind. Can you imagine a flux not being able to take your shields down to 0 with the appropriate resistance mod? I can and look forward to a day when this is possible.
so what you are saying if they brought out another type of damage mod that went on Low slots and it only worked for certain suits for example caldari and gave certain suits use them on high for example gallente without allowing you to put damage mods in both low and high on same suit people would use shields and well as armour |
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