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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Yoma Carrim
Situation Normal all fraked up
265
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Posted - 2014.01.19 00:47:00 -
[1] - Quote
NextDark Knight wrote:Arkena Wyrnspire wrote:1 second shield recharge would basically mean perma-recharge. With a single energizer you'd be able to take the regen of the sentinel up to over 50 HP/s, while having strong resistances and being able to stack extenders.
So yeah. If you can survive long enough.. shields dont recharge under fire. Once the shell is broken that big suit is dead. Not entirely it still has 400+ armor with core skills at LVL5 so it's not that easy to kill once shields are down.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Yoma Carrim
Situation Normal all fraked up
265
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Posted - 2014.01.19 00:57:00 -
[2] - Quote
NK Scout wrote:Yoma Carrim wrote:NextDark Knight wrote:Arkena Wyrnspire wrote:1 second shield recharge would basically mean perma-recharge. With a single energizer you'd be able to take the regen of the sentinel up to over 50 HP/s, while having strong resistances and being able to stack extenders.
So yeah. If you can survive long enough.. shields dont recharge under fire. Once the shell is broken that big suit is dead. Not entirely it still has 400+ armor with core skills at LVL5 so it's not that easy to kill once shields are down. I doubt it will have that much armor and 400 armor is lol Lets see
http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitsuprising18.jpg
it has a proposed base armor of 390 sooooo if my math is correct with LVL5 core skill that's 487.5 armor
not bad considering your one low slot will probably be an armor repr
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Yoma Carrim
Situation Normal all fraked up
265
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Posted - 2014.01.19 02:01:00 -
[3] - Quote
Righteous Rage wrote:Pokey Dravon wrote:The 1 second depletion delay is obviously wrong, as depletion delay is always longer that natural recharge delay. I'd expect a value of 6 seconds.
Regardless, 4 seconds really is not THAT long, and the Caldari heavy needs that in order to sustain its HP. Keep in mind that even with the Sentinel bonus, the Caldari Heavy is going to take around 106% damage from laser weapons and even with 25% reduction to splash damage, a single flux grenade is going to wipe out its main line of defense. The CHeavy needs to be more focused on rapidly regenerating its shield HP and not so much on buffer like an armor heavy would. you will see a new Fotm cal heavy with RR. I was thinking more along the lines of Breach forge gunners with four damage mods one shot-ing dropships.......but that works to
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Yoma Carrim
Situation Normal all fraked up
265
|
Posted - 2014.01.19 02:53:00 -
[4] - Quote
Everyone on this thread dose know its the DEPLETED shield Recharge delay that's 1 sec right?
The regular shield recharge delay is 4 seconds
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
|
Yoma Carrim
Situation Normal all fraked up
266
|
Posted - 2014.01.19 17:33:00 -
[5] - Quote
Borne Velvalor wrote:4 seconds delay, 10 seconds depleted delay. They probably forgot a 0. I hope not
The Gallente and Minmatar have a 6 second depleted recharge delay
Amarr has a 5 second depleted recharge delay that is equal to its regular shield recharge delay
I'm hoping that CCP wouldn't give the primary shield heavy the worst depleted shield recharge delay....then again it is CCP
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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