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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1193
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Posted - 2014.01.13 16:51:00 -
[1] - Quote
I personally like the low TTK, I remember the days when all it took was a slow brick tanked logi to defeat anyone with less than 300 eHP. That being said it's killed pure shield tanking as a viable option. I've been a Gallente Logi since Uprising 1.0 so I've been on the other side, but I could still dual tank and I really want a balance. The newest none Gallente suit I specced into was the Caldari Assault in the hopes of having a purely shield tanked suit. TTK was the biggest issue, the lower shield HP meant that even weapons more suited for armor didn't have a problem cutting through them. Also the fact that hp bonuses for shields and armor are such that a basic armor plate gives you more HP than a complex shield extender and barely slows you down while also having a much lower CPU/PG cost leaving room for better damage mods and armor reppers.
So how do we bring back shields without imbalancing the two? I don't think the solution is as simple as boosting shield stats or nerfing armor, than people will just brick tank again.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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Ku Shala
Onuoto Uakan Huogaatsu
752
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Posted - 2014.01.13 17:40:00 -
[2] - Quote
A samall buff to the basic and advanced shield extenders are needed, but i think sheilds should have active amplifiers/ hardeners that are temparary. one instantly forces sheilds recharge while taking damage. one reduces damage by a pecent for so many seconds. these should take a small amount of cpu and pg to counter the high cost of sheild tanking. and fit in low slots to replace armour.
Onuoto Uakan Huogaatsu Apply today!
For the State
Caldari Loyalist
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Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
287
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Posted - 2014.01.13 20:51:00 -
[3] - Quote
Move damage mods from medium slot to a low slot then shiled becomes the low EHP high HPS and armor becomes the high buffer lower dps this would be somewhat of a fix but basic and enhanced extenders really need a looking at right now full basic fit (rookie players) are going to get the shaft if they shield tank |
GET ATMESON
Dem Durrty Boyz Renegade Alliance
222
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Posted - 2014.01.13 22:11:00 -
[4] - Quote
This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through shields so fast to 2-3 damage mods. 18% more damage for 2 and im not sure about 3. They add alot of damage on to a gun.
Maybe make them 2,4,6 instead of 3,5,10. It would drop the TTK by alot.
Open Beta Fed 16th 2013. Scout fix + Heavy suits + Heavy guns = soonGäó
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Clone D
Grundstein Automation
28
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Posted - 2014.01.13 22:26:00 -
[5] - Quote
GET ATMESON wrote:What could balance out armor and shields
Scratch armor repair modules. Those are ridiculous. Only shields should regenerate.
And raise percentages of shield regulators by 10% each.
Grundstein Automation
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
229
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Posted - 2014.01.13 23:22:00 -
[6] - Quote
Clone D wrote:GET ATMESON wrote:What could balance out armor and shields Scratch armor repair modules. Those are ridiculous. Only shields should regenerate. Or reduce armor repair efficiency to nearly 0 requiring a much longer time to recharge. And raise percentages of shield regulators by 10% each.
The would break the game towards shield tankers.
The not Logic Bomb!
-->We need better comms!<--
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1197
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Posted - 2014.01.14 00:17:00 -
[7] - Quote
GET ATMESON wrote:This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through shields so fast to 2-3 damage mods. 18% more damage for 2 and im not sure about 3. They add alot of damage on to a gun.
Maybe make them 2,4,6 instead of 3,5,10. It would drop the TTK by alot.
Nerfing damage mods would just lead to more brick tanking. Brick tanking is bad because it's a combat strategy of being able to outlast that favors logis. Making people choose one type or the other only make eHP marginally higher than an unfitted suit meaning damage mods, cardiac regulaotr, dampners, and every other module has more usefulness.
Tarn chose peace. Tallen chose war. Where is my Gallente sidearm?
SoonGäó514
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bogeyman m
Learning Coalition College
4
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Posted - 2014.01.14 22:17:00 -
[8] - Quote
Tallen Ellecon wrote:GET ATMESON wrote:This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through shields so fast to 2-3 damage mods. 18% more damage for 2 and im not sure about 3. They add alot of damage on to a gun.
Maybe make them 2,4,6 instead of 3,5,10. It would drop the TTK by alot. Nerfing damage mods would just lead to more brick tanking. Brick tanking is bad because it's a combat strategy of being able to outlast that favors logis. Making people choose one type or the other only make eHP marginally higher than an unfitted suit meaning damage mods, cardiac regulaotr, dampners, and every other module has more usefulness.
Solution:
1. Add a second grenade slot (rename?) for Assault suits only.
2. Move Damage Mods to (new) grenade category.
3. Adjust CPG/PG *minimally*, if at all.
Result:
A. Shields vs Armour issue resolved.
B. Assault vs Logi(Assault) issue resolved.
You're welcome. \8^) |
bogeyman m
Learning Coalition College
12
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Posted - 2014.01.15 19:51:00 -
[9] - Quote
bogeyman m wrote:Tallen Ellecon wrote:GET ATMESON wrote:This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through shields so fast to 2-3 damage mods. 18% more damage for 2 and im not sure about 3. They add alot of damage on to a gun.
Maybe make them 2,4,6 instead of 3,5,10. It would drop the TTK by alot. Nerfing damage mods would just lead to more brick tanking. Brick tanking is bad because it's a combat strategy of being able to outlast that favors logis. Making people choose one type or the other only make eHP marginally higher than an unfitted suit meaning damage mods, cardiac regulaotr, dampners, and every other module has more usefulness. Solution: 1. Add a second grenade slot (rename?) for Assault suits only. 2. Move Damage Mods to (new) grenade category. 3. Adjust CPG/PG *minimally*, if at all. Result: A. Shields vs Armour issue resolved. B. Assault vs Logi(Assault) issue resolved. You're welcome. \8^)
Of course, non-Assault suits could still use a Damage Mod in this redefined slot category, but they would have to forego a grenade to do so. |
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