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Logi Bro
2711
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Posted - 2014.01.25 20:34:00 -
[1] - Quote
Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent.
While I'm here, I figure I might as well make a corresponding thread. Take a look at my armor plates thread here.
So our shield extenders have always been slightly iffy. People find a lot of use for the complex extenders, but very little use for the basic, or even enhanced ones. Take a look at the line-up.
STD: 22 HP, 3% depleted shield recharge delay penalty, 10/3 CPU/PG ADV: 33 HP, 3% depleted shield recharge delay penalty, 36/6 CPU/PG PRO: 66 HP, 3% depleted shield recharge delay penalty, 54/11 CPU/PG
Practically everything that I see here is wrong. Huge PG costs, a static penalty, and wildly fluctuating values. This is basically the opposite problem that armor plates have, the complex is the only useful module, while the others are more or less useless.
To my knowledge (and I admit my EvE knowledge is low) shield based modules tend to have high CPU costs, and low PG costs, and armor modules vice versa. So why do the basic and enhanced shield extenders take more CPU AND PG than the basic and enhanced armor modules? Even the complex shield extender only uses one less PG than the complex armor plate, with ~75% more CPU costs. That should be fixed above all else. My personal thoughts would be:
STD: 20/1 CPU/PG ADV: 40/3 CPU/PG PRO: 60/6 CPU/PG
More CPU usage, less PG usage.
The static penalty just doesn't make sense from a common sense point of view. The better module uses more power, so why doesn't it give a larger penalty? Just line it up with armor plates.
STD: 2% depleted shield recharge delay penalty ADV: 3% depleted shield recharge delay penalty PRO: 5% depleted shield recharge delay penalty
True that it would nerf complex shield extenders, but it is far from heavy-handed, and my stats aren't finished yet.
Wildly fluctuating values. You get a tiny buffer to begin with, then you get 50% more, and then 100% more after that. You end up with 300% of the values you began with. Let's change that a bit.
STD: 30 HP --> 33 w/maxed skills ADV: 50 HP --> 55 w/maxed skills PRO: 70 HP --> 77 w/maxed skills
And before anyone says, "OMG you're buffing complex shield extenders!" You should realize there is only a 5 HP difference between my proposed values and the current ones.
So compiling that:
STD: 30 HP, 2% depleted shield recharge delay penalty, 20/1 CPU/PG ADV: 50 HP, 3% depleted shield recharge delay penalty, 40/3 CPU/PG PRO: 70 HP, 5% depleted shield recharge delay penalty, 60/6 CPU/PG
So the CPU has been increased slightly, PG has been cut 50%, HP values have risen slightly(most notable at ADV tier), and the penalties are dynamic. Mostly a buff, with some nerf mixed in.
TLDR; I don't really have a tldr here, just read my compilation of stats right above this line, and you should be good.
This is a signature.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
240
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Posted - 2014.01.25 20:41:00 -
[2] - Quote
Logi Bro wrote:Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent. While I'm here, I figure I might as well make a corresponding thread. Take a look at my armor plates thread here. So our shield extenders have always been slightly iffy. People find a lot of use for the complex extenders, but very little use for the basic, or even enhanced ones. Take a look at the line-up. STD: 22 HP, 3% depleted shield recharge delay penalty, 10/3 CPU/PG ADV: 33 HP, 3% depleted shield recharge delay penalty, 36/6 CPU/PG PRO: 66 HP, 3% depleted shield recharge delay penalty, 54/11 CPU/PG Practically everything that I see here is wrong. Huge PG costs, a static penalty, and wildly fluctuating values. This is basically the opposite problem that armor plates have, the complex is the only useful module, while the others are more or less useless. To my knowledge (and I admit my EvE knowledge is low) shield based modules tend to have high CPU costs, and low PG costs, and armor modules vice versa. So why do the basic and enhanced shield extenders take more CPU AND PG than the basic and enhanced armor modules? Even the complex shield extender only uses one less PG than the complex armor plate, with ~75% more CPU costs. That should be fixed above all else. My personal thoughts would be: STD: 20/1 CPU/PG ADV: 40/3 CPU/PG PRO: 60/6 CPU/PG More CPU usage, less PG usage. The static penalty just doesn't make sense from a common sense point of view. The better module uses more power, so why doesn't it give a larger penalty? Just line it up with armor plates. STD: 2% depleted shield recharge delay penalty ADV: 3% depleted shield recharge delay penalty PRO: 5% depleted shield recharge delay penalty True that it would nerf complex shield extenders, but it is far from heavy-handed, and my stats aren't finished yet. Wildly fluctuating values. You get a tiny buffer to begin with, then you get 50% more, and then 100% more after that. You end up with 300% of the values you began with. Let's change that a bit. STD: 30 HP --> 33 w/maxed skills ADV: 50 HP --> 55 w/maxed skills PRO: 70 HP --> 77 w/maxed skills And before anyone says, "OMG you're buffing complex shield extenders!" You should realize there is only a 5 HP difference between my proposed values and the current ones. So compiling that: STD: 30 HP, 2% depleted shield recharge delay penalty, 20/1 CPU/PG ADV: 50 HP, 3% depleted shield recharge delay penalty, 40/3 CPU/PG PRO: 70 HP, 5% depleted shield recharge delay penalty, 60/6 CPU/PG So the CPU has been increased slightly, PG has been cut 50%, HP values have risen slightly(most notable at ADV tier), and the penalties are dynamic. Mostly a buff, with some nerf mixed in. TLDR; I don't really have a tldr here, just read my compilation of stats right above this line, and you should be good.
I like it, i just think armor plates should take the same cpu they take now, and maybe one more pg. Overall, I like your buffs to shields, and they really allow them to be useful, whereas right now a damage mod>2x complex shield extenders and an STD armor plate>2x shield extenders (due to cpu/pg values as well as hp) I really hope we get some armor and shield rebalancing next patch
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Glitch116
Black Phoenix Mercenaries Legacy Rising
22
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Posted - 2014.01.25 20:45:00 -
[3] - Quote
i like this a lot shields have need some love for a while now
I AM THE KING OF THE BLASTER!!!
deal with it
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Shutter Fly
Molon Labe. Public Disorder.
217
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Posted - 2014.01.25 20:48:00 -
[4] - Quote
Umm, the shield extender Deplete Recharge Delay penalty is already 3/5/7 (insanely high for complex).
Even so, I would still say your changes should be implemented. It think it would be enough to even out the gap between shields and armor. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
241
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Posted - 2014.01.25 20:50:00 -
[5] - Quote
Even better would be instead of buffing shield hp would be a bonus to shield mechanics as a whole by giving cal and min suits a lot lower recharge delay (keep shield depleted recharge times), and more recharge rate so that they have a lot better regeneration. Also, it would be nice if there was a certain dps threshold that had to be passed before shield recharge was halted. All these would go a long way towards making shields unique from armor, but relevant as well, and make biotics/regulators in the low slots a lot better as well instead of dual tanking
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Logi Bro
2713
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Posted - 2014.01.25 20:52:00 -
[6] - Quote
Shutter Fly wrote:Umm, the shield extender Depleted Recharge Delay penalty is already 3/5/7 (insanely high for complex).
Even so, I would still say your changes should be implemented. It think it would be enough to even out the gap between shields and armor.
That's my bad, I read once that they were all equal and never bothered to check on it. I'll make the appropriate edits.
This is a signature.
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Bethhy
Ancient Exiles. Renegade Alliance
923
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Posted - 2014.01.25 21:05:00 -
[7] - Quote
Shield tankers need to be more viable and have more parity with armor, and Dual armor/shield tanking needs to go. Ruins so much diversity in DUST for the sake of a brick tank. |
Soldner VonKuechle
SAM-MIK
286
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Posted - 2014.01.25 21:18:00 -
[8] - Quote
Bethhy wrote:Shield tankers need to be more viable and have more parity with armor, and Dual armor/shield tanking needs to go. Ruins so much diversity in DUST for the sake of a brick tank.
I don't know who's mindless idea it wastoo discourage brick tanking by adding recharge penalty to extenders. You think people are going to drop raw hp to negate a penalty on a weaker defensive system? All it did was further ensure the death of buffer shield tanking. Homogenized everyone into brick tanking, and killed off the min suits for lacking the ability to do so.
Rounds of applause nameless employee, Round of applause.
Also I like your suggestion logi.
Something witty here.
How DOES one get a cat into a dropsuit?
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BL4CKST4R
WarRavens League of Infamy
1706
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Posted - 2014.01.25 21:27:00 -
[9] - Quote
Logi Bro wrote:Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent. While I'm here, I figure I might as well make a corresponding thread. Take a look at my armor plates thread here. So our shield extenders have always been slightly iffy. People find a lot of use for the complex extenders, but very little use for the basic, or even enhanced ones. Take a look at the line-up. STD: 22 HP, 3% depleted shield recharge delay penalty, 10/3 CPU/PG ADV: 33 HP, 4% depleted shield recharge delay penalty, 36/6 CPU/PG PRO: 66 HP, 7% depleted shield recharge delay penalty, 54/11 CPU/PG Practically everything that I see here is wrong. Huge PG costs, overreaching penalties, and wildly fluctuating values. This is basically the opposite problem that armor plates have, the complex is the only useful module, while the others are more or less useless. To my knowledge (and I admit my EvE knowledge is low) shield based modules tend to have high CPU costs, and low PG costs, and armor modules vice versa. So why do the basic and enhanced shield extenders take more CPU AND PG than the basic and enhanced armor modules? Even the complex shield extender only uses one less PG than the complex armor plate, with ~75% more CPU costs. That should be fixed above all else. My personal thoughts would be: STD: 20/1 CPU/PG ADV: 40/3 CPU/PG PRO: 60/6 CPU/PG More CPU usage, less PG usage. The penalties given to the modules are rather high, considering shield modules spent the longest time without the penalty and were fine, so a bit of a reduction might be in order. Just line them up with armor module penalties. STD: 2% depleted shield recharge delay penalty ADV: 3% depleted shield recharge delay penalty PRO: 5% depleted shield recharge delay penalty Wildly fluctuating values. You get a tiny buffer to begin with, then you get 50% more, and then 100% more after that. You end up with 300% of the values you began with. Let's change that a bit. STD: 30 HP --> 33 w/maxed skills ADV: 50 HP --> 55 w/maxed skills PRO: 70 HP --> 77 w/maxed skills And before anyone says, "OMG you're buffing complex shield extenders!" You should realize there is only a 5 HP difference between my proposed values and the current ones. So compiling that: STD: 30 HP, 2% depleted shield recharge delay penalty, 20/1 CPU/PG ADV: 50 HP, 3% depleted shield recharge delay penalty, 40/3 CPU/PG PRO: 70 HP, 5% depleted shield recharge delay penalty, 60/6 CPU/PG So the CPU has been increased slightly, PG has been cut 50%, HP values have risen slightly(most notable at ADV tier), and the penalties are less damaging. Mostly a buff, with some nerf mixed in. TLDR; I don't really have a tldr here, just read my compilation of stats right above this line, and you should be good.
I think the penalty to shields should be to both delays, it should be something felt constantly not sometimes. When I armor tank I don't get slow sometimes I am slow all the time.
Armor and Shields are not the same!
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Logi Bro
2718
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Posted - 2014.01.25 21:37:00 -
[10] - Quote
BL4CKST4R wrote:I think the penalty to shields should be to both delays, it should be something felt constantly not sometimes. When I armor tank I don't get slow sometimes I am slow all the time. Then again it's not like it matters the penalty is so small that it barely affects recharge at all. 15% of 10 seconds is only 1.5 seconds.
That's fair to say, though it would hurt shield tankers more than is necessary. Hit and run tactics seem to be a shield tanker's main form of attack here in dust, so it would stand to reason that they would be able to regen quickly if all they took was a small hit to their shields.
Shield Recommendations
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
259
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Posted - 2014.01.26 17:36:00 -
[11] - Quote
Logi Bro wrote:BL4CKST4R wrote:I think the penalty to shields should be to both delays, it should be something felt constantly not sometimes. When I armor tank I don't get slow sometimes I am slow all the time. Then again it's not like it matters the penalty is so small that it barely affects recharge at all. 15% of 10 seconds is only 1.5 seconds. That's fair to say, though it would hurt shield tankers more than is necessary. Hit and run tactics seem to be a shield tanker's main form of attack here in dust, so it would stand to reason that they would be able to regen quickly if all they took was a small hit to their shields.
The idea i had was to make a certain dps threshold that had to be passed before shields stopped regenerating, which would help them a LOT
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8479
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Posted - 2014.01.26 17:37:00 -
[12] - Quote
As the Lenin of the glorious armoured ex-proletariat revolution, I approve of this idea and/or thread.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
259
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Posted - 2014.01.26 17:39:00 -
[13] - Quote
Arkena Wyrnspire wrote:As the Lenin of the glorious armoured ex-proletariat revolution, I approve of this idea and/or thread.
Would you mind giving approval on my thread as well? its about the pg fittings on shields be reduced
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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8213
BIG BAD W0LVES
1465
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Posted - 2014.01.26 17:41:00 -
[14] - Quote
How can so many people clearly miss the point? Shield tanking cannot -should not- be compared to armor.
Your best players are shield tankers. Guess why.
Fish in a bucket!
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8480
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Posted - 2014.01.26 17:43:00 -
[15] - Quote
8213 wrote:How can so many people clearly miss the point? Shield tanking cannot -should not- be compared to armor.
Your best players are shield tankers. Guess why.
This doesn't really affect shield vs armour tanking that much, it simply tweaks it to emphasise the differences.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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Rei Shepard
The Rainbow Effect
1502
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Posted - 2014.01.26 17:52:00 -
[16] - Quote
Bethhy wrote:Shield tankers need to be more viable and have more parity with armor, and Dual armor/shield tanking needs to go. Ruins so much diversity in DUST for the sake of a brick tank.
3 damage mods on any gun negates any brick tank in this game, pretty much, with the ttk being this low and the projected damage output of a full clip, everything goes down in a single clip, except a tank.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Joel II X
Dah Gods O Bacon
682
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Posted - 2014.01.26 17:55:00 -
[17] - Quote
I like it.
As an armor tanker, I approve.
Also want to add in that shields shouldn't be as strong as armor in their respective tiers because armor does not repair by itself and it slows you down. Just want people to understand this.
Carry on, lads. You have my support. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
259
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Posted - 2014.01.26 18:16:00 -
[18] - Quote
Heres another thread about shield extender balancing: https://forums.dust514.com/default.aspx?g=posts&t=138251&find=unread
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Texs Red
DUST University Ivy League
131
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Posted - 2014.01.26 18:49:00 -
[19] - Quote
I am an armor tanker and I agree. Although your number are hard to take at a first glance and it wasn't until I looked at shield stats compared to armor stats in both EVE and Dust that I relented.
For those who care to look at the numbers:
EVE Large Shield Extender: 2625 shields, 165 PG, 46 CPU 800mm Plate: 2400 armor, 230 PG, 28 CPU
Medium Shield Extender: 1050 Shields, 31 PG, 34 CPU 400mm Plate: 1200 armor, 35 PG, 23 CPU
Small Shield Extender: 263 shields, 3 PG, 23 CPU 200mm Plate: 300 armor, 6 PG, 11 CPU
Dust STD: (85 armor, 1 PG, 10 CPU) vs (22 shields, 3 PG, 10 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (33 shields, 6 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (66 shields, 11 PG, 54 CPU)
My suggestion: STD: (85 armor, 3 PG, 10 CPU) vs (45 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (60 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (75 shields, 8 PG, 54 CPU) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
260
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Posted - 2014.01.26 18:58:00 -
[20] - Quote
Texs Red wrote:I am an armor tanker and I agree. Although your number are hard to take at a first glance and it wasn't until I looked at shield stats compared to armor stats in both EVE and Dust that I relented.
For those who care to look at the numbers:
EVE Large Shield Extender: 2625 shields, 165 PG, 46 CPU 800mm Plate: 2400 armor, 230 PG, 28 CPU
Medium Shield Extender: 1050 Shields, 31 PG, 34 CPU 400mm Plate: 1200 armor, 35 PG, 23 CPU
Small Shield Extender: 263 shields, 3 PG, 23 CPU 200mm Plate: 300 armor, 6 PG, 11 CPU
Dust STD: (85 armor, 1 PG, 10 CPU) vs (22 shields, 3 PG, 10 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (33 shields, 6 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (66 shields, 11 PG, 54 CPU)
My suggestion: STD: (85 armor, 3 PG, 10 CPU) vs (45 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (60 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (75 shields, 8 PG, 54 CPU) perfect, this should balance everything, Ill include this in my thread.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Logi Bro
2724
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Posted - 2014.01.26 20:40:00 -
[21] - Quote
Arkena Wyrnspire wrote:As the Lenin of the glorious armoured ex-proletariat revolution, I approve of this idea and/or thread.
EDIT: You say that the complex shield extender uses 75% more CPU than the complex armour plate. It doesn't. It's 54 vs 30.
Err my math can be bad at times, I admit, but when you multiply 1.75*30, you get 52.5, which is roughly 54, so I said ~75%.
Unless I just completely had a brain fart and am using the wrong formula for percentage increase.
Shield Recommendations
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
267
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Posted - 2014.01.26 21:07:00 -
[22] - Quote
secret stealthy ninja bump
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
301
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Posted - 2014.01.27 22:47:00 -
[23] - Quote
STD: (85 armor, 3 PG, 10 CPU) vs (45 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (60 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (75 shields, 8 PG, 54 CPU)
Ill leave this here
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8660
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Posted - 2014.01.27 22:54:00 -
[24] - Quote
+1 I think a major issue however is shield regulators not being worh it, no one would choose to take a a few seconds off their shield recharge delay when they can just add a plate for HP or armor repairer for armor regen. Regulators need a buff.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Leadfoot10
Molon Labe. Public Disorder.
319
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Posted - 2014.01.27 23:01:00 -
[25] - Quote
I agree....Shield is relatively weak versus armor (although the new rifles help equalize that a bit) and deserves a HP buff.
Beyond that, shield regulators are practically useless. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1315
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Posted - 2014.01.27 23:36:00 -
[26] - Quote
I like Texs Red numbers. I also think regulators should be buffed. The big problem is TTK is so low there is hardly and time to get to cover to recharge shields. If TTK was increased more emphasis could be put on shields and biotics balance with armor and damage mods. I'm also an armor tanker, I just despise brick tanking.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
378
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Posted - 2014.02.02 04:41:00 -
[27] - Quote
MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (85 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers- move to a high slot, or instead just add a high module that bonuses armor regen -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost
just gonna leave this here
Kills- Archduke Ferdinand
Help Shields
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