Arkena Wyrnspire
Fatal Absolution
7143
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Posted - 2013.12.26 23:42:00 -
[1] - Quote
ISEEYOU ZAP wrote: I'll explain: 1) Every shield module has a deplete delay penalty (which does not affect badly gallente nor minmatar nor amarr). But it kills Caldari right off the bat, we see ourselves forced to run complex regulators and enhanced or complex energizers (which take about 1/3 maybe 1/2 of the dropsuits total CPU count). For caldari, PG is not much of a problem unless running Drop Uplinks, Scanners of Nanohives, which we don't depend from neither. We solely repair the ally, which as far as I'm concerned, the point of Caldari is to NOT depend on the ally, the ally depends on YOU in the logistic player's case, like me. But gallente, amarr and minmatar have a response to that, which is armor repping nanohives, which throws our game to the trash in a matter of 6 minutes or less.
Minmatar primarily shield tank, bar the logistics. Also note that triage hives take up a valuable equipment slot and a LOT of fitting resources and SP as well as being stationary and vulnerable. Of course, that's not a problem on the logistics suits, but this is not so much indicative of a problem with the Caldari shield tank so much as it is is a problem with the logistics class.
Additionally, you are hardly forced to run shield regulators or energizers. That's simply a choice you make.
I'm not sure about this '6 minutes' number either. How is it that triage hives wreck your suit in 6 minutes?
Quote: 2) Shield repping is solely depending whether your aislated or not. Caldari repair 20 shields per second, which is pretty high, but the delay, once again, decides whether we live or not. Once we're hit even by 1HP, we have to wait a pretty long time, like me, running 4 complex shield extenders, maybe 5. I'm not asking to the shield repping to be passive, that would be totally broken, but all i'm saying is: Please for God's sake, remove the shield delay stacking penalty, it kills Caldari.
I don't think the penalty was necessary, honestly. It's a case of CCP being rather out of touch.
However - it only applies to the depleted delay. Thus, there is no difference in delay when being plinked by 1 HP regardless of how many extenders you have.
Quote: 3) The resiliency of shields is not the same as before. We Caldarians are, well use too, very resilient. Massive strength,, except for laser, which is understandable, every faction must have a weakness. But it's just too far to the point that hybrid weapons take us out faster the Caldarians rather to the gallentians, which, well, it's not bad, but shields are as fluffy as armor at the moment, the -10% of native damage is not doing a difference.
Plasma weapons are geared towards killing shields. Railgun weapons are geared towards killing armour.
There is no significant difference here. Instead of pointing out the hybrid damage profile, which is balanced, I would instead highlight the projectile weapon's profile. Projectiles only have a -5% modifier to shields rather than a -10% modifier that would be more in keeping with other resistance profiles, for reasons unknown.
And there really isn't any difference between the straight 'resilience' of shields between now and 1.0. Even in Chromosome plasma weapons did more damage to shields. The short TTK has simply reduced your ability to exercise your advantages in the form of superior mobile regen.
Quote: 4) Our weaponry is not as good as plasma based weaponry. Rail rifles are very powerful, but it's not the same missing 3 shots from the rail rifle rather than the assault rifle, due to the RoF, which is a game changer right there, yeah the assault rifle is good the way it is, but the rail rifle is nothing, the combat rifle took the spotlight.
You are wrong. The rail rifle is a very strong weapon. It's may not be quite as good as the plasma rifle at CQC, but that is entirely by design. You have a massive range advantage over everything else. The DPS is also hardly lacklustre. The heavier weighting towards damage per shot rather than RoF simply means that you need to aim better.
Quote: CCP, we've been loyal to you, and i'm asking nicely, not insulting, not asking like a douche, i'm giving actually relevant points. Please CCP, give us back our resiliency and old shields system back, every faction has a way to respond... except for us. We have no passive shield reppers nor shield repping hives, we solely depend on our shield count (which is good the way it is) and our shield RESILIENCY, which, to top things off, we have lower shield count than every other faction has armor count, and our shields are as strong as their armor. Not cool.
There is no difference between the current shielding and the 'old shielding' bar the shield depleted regen penalty.
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
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