|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Midas Fool
Black Phoenix Mercenaries Legacy Rising
318
|
Posted - 2014.01.19 08:55:00 -
[1] - Quote
...lies in the choice between basic/reactive plates/reps versus shield regulators. Guess which is the clear choice?
Currently the extra EHP plates/reps offer far outweighs the tiny reduction in recharge delay, especially at basic level.
The solution? Buff shield regulators. Make them much more effective (10/2025 -> 20/35/50) or give some extra shields (maybe 10/20/30). Honestly one or the other would suffice.
Extenders are fine, rechargers/energizers *might* need a slight fitting cost reduction. Regs need some fixing.
Thoughts?
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries Legacy Rising
321
|
Posted - 2014.01.19 09:08:00 -
[2] - Quote
Sinboto Simmons wrote:I know I shouldn't agree with this for reasons vets already know but what the hell. +1
I wish I had been on the forums in closed beta so I could have 4000 likes. I was playing EVE at the time.
What do vets already know?
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries Legacy Rising
326
|
Posted - 2014.01.19 19:31:00 -
[3] - Quote
Spademan wrote:That shield tankers used to be nigh-invulnerable. Wasnt that long ago really, just by the open beta and maybe a bit after, Shields were the obvious choice then.
Ah yes this is what I figured someone had to vaguely/sarcastically say (not directed at you, Spademan).
I remember when shields were overpowered. I remember the relentless armor tanker crying over it, and I remember armor being buffed and shields nerfed hard.
I didn't say I wanted shields to be back to that level, but it is clear that they need a buff. I don't need to be a vet to see this.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries Legacy Rising
326
|
Posted - 2014.01.19 19:57:00 -
[4] - Quote
The dark cloud wrote:This argument is just as stupid as comparing damage mods to shield extenders. Oh look i "only" get +10% damage but a shield extender gives me +66HP. You are comparing 2 different modules and advocating dualtanking with plates and shield extenders. What comes next? You compare biotics with armor repairs? Just down right stupid. Shield tankers have profile dampeners, shield regulators and the option to get more stamina/speed out of their suit. While armor tanked suits are getting slower with increased HP but can aswell fit damage mods to overcome this drawback.
Never underestimate enhanced mobility or staying off grid from scanners.
This is completely irrelevant. The irony is that the very thing you accuse me of doing (comparing apples to oranges) is exactly what you did. This thread is about one module versus another, not a whole slew of them.
However now that you bring it up some modules do need a little bit of a boost. Unlike the situation I presented in this thread which has to do with one factor only (EHP), there is a complicated set of factors that determine if non-EHP modules are balanced or not. For instance, I would argue that it is not worth fitting Myofibril Stimulants at the moment because of the high population of players using mid-long range weapons. It is competely irrelevant to compare that module to electronics or damage mods because they rely on different factors for balance.
Also I fit kincats and cardiac regs consistently. They barely make a difference with AA and CbRs but I guess they help for dodging tanks. Against competent players profile dampeners/precision enhancers mean nothing. I don't fool myself in to believing that these modules are anything but drawbacks in the current TTK environment.
Finally, only the Gallente are free of dual tanking. Slot layout/TTK prohibits Amarr or Caldari mediums from reliably choosing one or the other until proto level. Minmatar are required to dual tank all the way through. I don't know how light frames work but I am fairly certain they fit basic armor plates instead of shield regulators.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries Legacy Rising
329
|
Posted - 2014.01.19 20:08:00 -
[5] - Quote
Arkena Wyrnspire wrote:Shields were never nerfed hard. A depleted shield delay penalty does not constitute a heavy nerf. Armour did, however, receive a pretty good buffing and shields need to be able to leverage their superior regen more.
Forgive me, Gods of Semantics, for clearly I sin against you far too much.
Ok, so shields received a (nice and gentle) nerf. This is flat out true. I feel as though the introduction of AA and the consistent lowering of TTK by the introduction and emphasis on extremely powerful weapons has had a much greater effect on shields feeling "nerfed" than the depleted delay. But yes, now that the raw HP potential of armor has been accentuated to counter these things the regen potential of shields should follow suit.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries Legacy Rising
359
|
Posted - 2014.02.11 19:13:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:Buff them!
Hopefully 1.8
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
|
|
|