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stlcarlos989
SVER True Blood Public Disorder.
764
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Posted - 2013.12.30 20:38:00 -
[1] - Quote
Complex shield extenders Give 72 HP and require 54 CPU and 11 PG, while basic armor plates offer 86.7 - 93.5 HP and only 2% movement penalty for 10 CPU and 1 PG. Complex plates offer 148.5 HP at 30 CPU and 12 PG and only a 5% movement penalty. That is ridiculous getting double the HP for almost half the CPU and essentially the same PG and getting to use damage mods in the highs.
Suggestions for balance only one of these is need for balance Damage mods become a low slot and armor repairers become a high slot Reinstate the old movement penalties for armor Increase armor CPU cost Decrease Shield extender CPU/PG cost
CCP you went from Shields>Armor to Armor>>Shields you just need to do one change to get balance I believe damages to lows would be the best since it would match up with EVE and would mean shield tanked suits have less HP but more damage and armor tanked suits would have much higher HP and they would get their armor repairs for the highs.
... balance
STB Director, #1 in Warpoints E3 Closed Beta Build
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stlcarlos989
SVER True Blood Public Disorder.
764
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Posted - 2013.12.30 20:44:00 -
[2] - Quote
Smooth Assassin wrote:Hmm... this might actually help scouts.... but.... its gonna be harder to take down "Prototypes" No it will be about the same, it will just create balance between shield tanking and armor tanking.
STB Director, #1 in Warpoints E3 Closed Beta Build
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stlcarlos989
SVER True Blood Public Disorder.
764
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Posted - 2013.12.30 20:51:00 -
[3] - Quote
Sgt Kirk wrote:Damage mods become a low slot and armor repairers become a high slot- Yes Reinstate the old movement penalties for armor-Only for non armor races (Full penalty for Caldari Mid-penalty for Minmatar, Current Penalties for Gallente and Amarr) Increase armor CPU cost- No armor doesn't have automatic regenerative properties like shields and the ones that do have a huge PG/DPU consumption Decrease Shield extender CPU/PG cost-No Shields can automatically regain by themselves.
Some of this makes since but it's still obvious that you're looking at this from a shield QQers point of view. Broaden your perspective and look at both sides before you shout crap willy-nilly. I only said one change not all, and the one I think would be best is the one you agree with.
And I'm not QQing I just armor tank my caldari suit and use damage mods, I adapted but I just want viability brought back to shields.
STB Director, #1 in Warpoints E3 Closed Beta Build
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stlcarlos989
SVER True Blood Public Disorder.
764
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Posted - 2013.12.30 21:06:00 -
[4] - Quote
The dark cloud wrote:Armor doesnt naturally regen like shields. You get very similar numbers when you use 2 plates and 2 reppers compared to 4 shield extenders. Armor is supposed to be brawling up close with very high DPS. Shields are supposed for higher mobility and long range engagements. Additionally you recharge shields way faster then you repair armor. So your point is invalid. Sure i could use 4 complex plates and get insane high amount of HP. But i have to rely on my team to repair me which is honestly not a thing that every 1 does.
And no to damage mods beeing low slot modules simply cause shield users have allready: -Kinetic catalysers (run faster) -kardio regulators (run longer and faster stamina regen) -profile dampeners (stay hidden from active scanners) -PG+CPU upgrades (strecth your fitting to the max, like 4 shield extenders and a proto sidearm+light weapon on top for example)
What does armor have for high slots? -precision enhancers (useless module) -scan range extenders (even more useless due to active scanners) -damage mods (only viable option for a armor tanker) -nanofibril stimulants (or whatever they are called) which enhance your melee damage (yeah right melee is super effective...)
You seriously ask that CCP should take away the only usefull highslot module because you want to be aible to do everything with a caldari/minmatarr suit? And did you ever tried to run around with a suit that has 3-4 complex plates? I highly doubt it cause its painfully slow. Like I posted I would switched armor repairers and damage mods so armor tankers could fit reps and have higher HP
STB Director, #1 in Warpoints E3 Closed Beta Build
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stlcarlos989
SVER True Blood Public Disorder.
769
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Posted - 2013.12.30 23:08:00 -
[5] - Quote
PEW JACKSON wrote:If reps got changed to highs, I'd stack two basic plates and 5 complex reps on the Assault MK0 just to see the Wut Dee Fawk!??!? reactions. you would have very little HP so you would go down quite quickly.
STB Director, #1 in Warpoints E3 Closed Beta Build
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