Gawen Eadan
Altyr Initiative
30
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Posted - 2014.02.24 10:38:00 -
[1] - Quote
Personally if the shield extenders were increased from 22/33/66 to say around 30-40/40-50/70-85 when you add on you have a 10% increase of these modules at proto, this doesn't add alot to caldari suits, but 4 complex extenders feel like 93 as opposed to 72 a piece, giving a suit a whopping 21 extra ehp a module for. I know this is an "amazing" amount but it does add 84 hp in this scenario. That's enough for an extra bullet that could save your life or not.
The recharger's are fine where they are, to an extent, preventing a suit from having stupid regeneration on the shields, but could still use some love.
The regulators being a low slot is a bit of a kick in the rear for shield tankers, as if they were moved to high, they could be abused, due to a relatively low cost to max shields, but if they were buffed and kept in the low slots, armor tankers could potentially dual tank with the upcoming Gallente sentinel's, albeit not as well at shields as Caldari thanks to the resistances being introduced, but more formidable none the less. Possibly what could be done is up the shield regulator skill from 2% to 3% this would add to make the 49.5% at proto to 51.75%. Then due to the tendencies of stacking penalties where its 100%>86.9%>57.1 the second one is only reaching 44% total, followed by 29.54% on the third. For examples sake an 8 second delay suit would be at 1.37 seconds, yes, this is a huge reduction, but consider the slot layout of a caldari suit normally having between 2-1 low at proto typically, making your delay from depleted 1.94 seconds, assuming you lived after loosing your shields, its exceptionally small change but if I did my math right it shaves 0.2 of a second of delay at three stacked regulators, which can get you killed or save your life. if you really want to push it and find its not enough, change the skill to 4%, 5% at the most. Keep the shield reduction penalties where they are, possibly add 1% to each tier if we start noticing issues.
What I think would be exceptionally useful is a high slot that increase shield recharge rate, and max shields, similar to how reactive plates increased armor and rep rate. This could possibly work with the current shield extender numbers of 22/33/66, only instead with a skill buff to the recharge rate, instead of max shields to emphasis hit and run as opposed to increasing plating value. The recharge bonus could be roughly roughly 2/3 of what the recharger basics do in each tier (numbers not on hand, I apologize).
Yet again, instead of buffing the rechargers and energizers directly, do it indirectly with 4% instead of 3% to them and the new module through the skill, possibly 5% if it doesn't feel sufficient enough after 4%. This would cause a minor increase, but shift a caldari sentinel from a potential 88 when stacked with penalties on energizers, to almost 96 per second should they stick to energizers solely and not this combo version.
(this argument being valid only assuming I didn't mix my module names up.) |