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stlcarlos989
SVER True Blood Public Disorder.
937
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Posted - 2014.01.13 03:14:00 -
[1] - Quote
Badly.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
937
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Posted - 2014.01.13 03:25:00 -
[2] - Quote
Marston VC wrote:stlcarlos989 wrote:Badly or base shields regen delay time on caldari suits seeds to be slightly reduced. You really want shield tanking to be more popular don't you? Personally I think they should add an active shield boosting module that you could use between combat. The regulator scould use a buff too, but I feel like having an active shield boosting module for low slots would give shield tankers a lot more opportunities as well. Think about it, someone has 500 shields, they take fire, and get nocked down to 100 shields, they don't take anymore damage for another 3 seconds and are allowed to activate a shield boost module that reps like 50 hp/s for 10 seconds and has a cool down of 30 seconds. It would make shield tanking suits the ultimate hit and run suits, which I think would play well with their mobility advantage against armor dropsuits. If they were to just buff regulator though, I would say 45% complex, 35% enhanced and 20% basic. It would make shield tanking...... interesting. OH. And I would also have the regulators work on fully depleted shields too. as it stands right now, I believe shield tanked suits don't receive any bonus from regulators if the shields get fully depleted. Which means typically they'll have to wait 10 seconds before the shields begin to regen. Not more popular just more viable.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
938
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Posted - 2014.01.13 03:46:00 -
[3] - Quote
Talos Alomar wrote:Shiruba Ryou wrote:And I want an armor based module for my high slots. It's called the damage mod. Armor tankers get to not worry about putting anything for their tank in the high slot letting them stack extra damage. I agree with OP, shield tanking may need some help. From what eve players have told me damage mods are a low slot in EVE which makes no sense having them be a low slot in dust. The high HP suits slow should be the ones that do less damage but have tons of tank while the low HP fast suits should do more damage but have a much lower comparative tank.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
939
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Posted - 2014.01.13 03:51:00 -
[4] - Quote
Marston VC wrote:stlcarlos989 wrote:Marston VC wrote:stlcarlos989 wrote:Badly or base shields regen delay time on caldari suits seeds to be slightly reduced. You really want shield tanking to be more popular don't you? Personally I think they should add an active shield boosting module that you could use between combat. The regulator scould use a buff too, but I feel like having an active shield boosting module for low slots would give shield tankers a lot more opportunities as well. Think about it, someone has 500 shields, they take fire, and get nocked down to 100 shields, they don't take anymore damage for another 3 seconds and are allowed to activate a shield boost module that reps like 50 hp/s for 10 seconds and has a cool down of 30 seconds. It would make shield tanking suits the ultimate hit and run suits, which I think would play well with their mobility advantage against armor dropsuits. If they were to just buff regulator though, I would say 45% complex, 35% enhanced and 20% basic. It would make shield tanking...... interesting. OH. And I would also have the regulators work on fully depleted shields too. as it stands right now, I believe shield tanked suits don't receive any bonus from regulators if the shields get fully depleted. Which means typically they'll have to wait 10 seconds before the shields begin to regen. Not more popular just more viable. Also active hardener dropsuit modules is a bad idea, because why wouldn't you have active dropsuit armor hardeners? Answer this, who is going to most likely win a 1v1 between 2 players of equal FPS skill, A fully shield tanked suit that just activated a shield hardener vs an armor tanked dropsuit who just activated an armor hardner and has passive damage mods in his high slots, also the armor suit will likely have a minimum of 200 more armor then the shields suit has shields. I didn't say hardners bud ;) And as far as balance goes the active shield booster would be shields only. Or at least until they find a way to balance shield tanking vs armor suits (IE: your idea with the complex damage modifiers being low slots instead of high slots.) Fair enough but good luck activating a shield booster mid gunfight, and with such a low TTK getting 50HP/s means nothing when most weapons on an armor tanked suit with damage mods do 600+ DPS, or when a charge shot from an SCR drops all your shields and 2 single shots finished your armor, or when one STD flux takes out all of your shields and then they instantly drop the rest of your 100-200 armor.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
941
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Posted - 2014.01.13 04:32:00 -
[5] - Quote
jerrmy12 kahoalii wrote:GET ATMESON wrote:stlcarlos989 wrote:Badly or the base shields regen delay time on caldari suits seeds to be slightly reduced. I have put on 3 enhanced regulators on my my heavy and played around with it. I drop my recharge time from 7 seconds to 5 and depleted from 10 to 7. I strongly disagree with this. Shield tankers have 4 lows on there caldari logy suit. With 4 enhanced on there suit they could have 4.5 seconds for delay and 6 for depleted. With the assault they could still drop it down to 5 seconds. Keep in mind I only used enhanced for this. Im not sure how I would do with complex. I haven't had anyone to test this. Shields also rep alot more then armor if you dont count to nanohives or repair tool. Personally I waited for the day Armor was > Now shields need to be messed with but I dont think messing with the regulators will help 3 regulaters gave you 2 sec less? regulaters need a HUUUUUGE buff also 4 seconds is too long, 2 seconds or 1.5 will make it worth it (complex) 4 complex regulators on a Caldari logi gets it to 2 seconds and and 6.28 fully depleted and thats with its 25% regulator module bonus
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
943
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Posted - 2014.01.13 13:42:00 -
[6] - Quote
jerrmy12 kahoalii wrote:stlcarlos989 wrote:4 complex regulators on a Caldari logi gets it to 2 seconds and and 6.28 fully depleted and thats with its 25% bonus to regulator mods Thats using all 4 slots with 4 complex with the bonus, maybe still too long, idk but that sounds reasonable for 1 or 2 complex regulaters if they get buffed Thats my point, shields used to be better then armor then armor got an HP buff and a movement penalty reduction and shields got an increase recharge delay. Now with TTK so low shields are terrible compared to an armor suit with damage mods.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
944
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Posted - 2014.01.13 17:24:00 -
[7] - Quote
RedZer0 MK1 wrote:Move damage mods to low slots, armor reppers to high. Combine regulators and rechargers (overall faster shield regen). Increase regulators from 10/20/25 to 15/25/35. Keep them in the low slots, done and done. I completely agree switching damage mods and armor reppers would create armor vs shield balance
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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stlcarlos989
SVER True Blood Public Disorder.
958
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Posted - 2014.01.15 16:08:00 -
[8] - Quote
CCP care to comment on any intentions to even the playing field between shields vs armor?
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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