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General12912
Gallente Marine Corps
58
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Posted - 2014.02.10 10:58:00 -
[61] - Quote
the thing though is the regen abilities are supposed to be the way they are right now.
armor repairs at a very tiny rate of 1hp/sec, but it is constant. shields repair at a much larger rate of around 20hp/sec, but the recharging will stop if damage is taken. what you are suggesting may make shields repair almost instantly. if you let off on a shield tank for a second (and it takes more than a second to reload most, if not, all weapons), they will be much farther thn you in hp. that could make shield tankers effective at close range. shield tankers, such as caldari players who prefer tanking over damage mods or shield regen, are supposed to be long range players. thats part of the reason why caldari enjoy long range guns. they shoot, and if they are shot, they are supposed to take cover, in a place they wont take damage, and let their shields recharge at a rate that recovers quickly... usually quickly enough to shoot at the guy they were shooting at before they get away or get too close to them. |
Ku Shala
Onuoto Uakan Huogaatsu
847
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Posted - 2014.02.10 17:23:00 -
[62] - Quote
dampening over armour, regulators could use a buff for fully depleted sheild ( because of the extenders increasing recharge delay on fully depleted), but should not effect the normal so basic 10% reduction on sheild recharge delay and 15% on fully depleted recharge delay
For what is right. For what is ours, Onuoto Uakan Huogaatsu Join us today!
The States Necromancer
For The State!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9025
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Posted - 2014.02.11 08:22:00 -
[63] - Quote
Buff them!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
518
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Posted - 2014.02.11 14:36:00 -
[64] - Quote
read my signature, second post. It has everything you want
Kills- Archduke Ferdinand
Balance!
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Midas Fool
Black Phoenix Mercenaries Legacy Rising
359
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Posted - 2014.02.11 19:13:00 -
[65] - Quote
KAGEHOSHI Horned Wolf wrote:Buff them!
Hopefully 1.8
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
134
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Posted - 2014.02.17 20:08:00 -
[66] - Quote
Go the route of EVE. Put Damage mods in low slots so shields have extenders and rechargers in highs with damage and regs in lows.
Now take all that utility stuff that is currently a low slot and put it where it belongs, in high slots. Bam now you have the sturdier tank HP-wise with utility or you have a more hit and run tank with damage. You can mix this up but you won't be maxed tank then similar to in EVE. For this there should also be modules like dispersion reducers, ammo extenders, range enhancers etc. these should be mixed between low and high slots. Bring in more utility mods worth taking and split things between highs and lows more effectively. You will see real suit fitting variety and a reason to actually take a module besides an HP module.
Last thing, reduce fitting costs of all non-hp total modules while increasing HP module fittings. Plates, extenders, reps and rechargers should be the highest fitting requirement modules in game by a significant margin. Rechargers and Reps should use more CPU than PG and plates and Extenders should be more focused on PG cost. By doing that and balancing the numbers you make things like all plates still doable but require sacrifices elsewhere, for instance low PG equipment or weapons, again emphasizing a mix of recovery and HP. Now with either highs or lows entirely full of tanking modules it should be a real struggle to put meaningful tanking modules in the other slots but things like damage mods, dispersion reducers, grenade pouches, repair tool enhancers, nanohive expanders, scanner range mods, scanner beam width mods, heat reduction mods, etc are still viable options. |
deepfried salad gilliam
Sanguine Knights
432
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Posted - 2014.02.19 04:03:00 -
[67] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Midas Fool wrote:...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, although I would prefer the first option.
Extenders are fine, rechargers/energizers *might* need a slight fitting cost reduction. Regs need some fixing.
Thoughts? Sure but put armor repairers in the highs or move regulators in the lows. Shield regulators work as they are now you just want some godly regeneration that can matrix through bullets. No. Armour repairers in the highs would make armour too strong. As much as I like the idea of having something other than damage mods or shield extenders, I do not think it would be a good idea to allow 12.5-18.75 HP/s regen rates combined with heavy plate stacking. what if it was armor reps in highs but dmg mods in lows?
Proud Christian
add p2p already!
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Obodiah Garro
Tech Guard RISE of LEGION
660
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Posted - 2014.02.22 06:24:00 -
[68] - Quote
Currently Armor is well over powered compared to shields, mainly because Dust foolishly follows and disregards its Eve heritage at the same time. Damage mods are low slots, in Dust they are high slots, both games follow with armor mods being low slots, shield mods are mid slots in Eve, high slots in Dust.
Result - Shield users get the shaft.
I propose they move shield mods to low slots and all boosters to high slots to even the playing field. A HP buff to shield extenders would help resolve the insane inbalance between HP, the movement rate penalty to armor is a sad joke at best and constant armor reps just take the cake.
Would mean a rebalance in suits, but whatever it takes to get better parity between shield and armor.
Oh yea, armor users benefit from having the best gun in the game as well, SCR. Makes full proto suits with complex gear die near instantly. |
Gawen Eadan
Altyr Initiative
30
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Posted - 2014.02.24 10:38:00 -
[69] - 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.) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10367
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Posted - 2014.04.09 21:42:00 -
[70] - Quote
KAGEHOSHI Horned Wolf wrote:Regulators need a buff What this sexy stranger said
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10608
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Posted - 2014.04.24 05:18:00 -
[71] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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