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Jadek Menaheim
Xer Cloud Consortium
1824
|
Posted - 2014.01.26 03:45:00 -
[1] - Quote
Note: If a relevant topic on this matter has been posted please link it so I may direct traffic that way.
/ / / / / / / / /
Please correct me if I am wrong; it feel as though a major disparity between the shields and armor balance conundrum is the disparity in repair tools. I am suggestion that repair nanohives be converted to the role of shield energizers providing a buff to recharge delay and shield resistance (not shield repair), making repair hive placement crucial as mobile infantry move through hive field to either kick start their shields as they move to the next point or briefly wait to boost the resistance factor of their shields.
Methods Described:
Infantry runs through -Running through energizer will decrease a recharge delay.
Infantry Waits at Energizer -Standing in energizer field uses hive clusters to boost resistance factor of shields (resistance factor to be determined) -Shield Resistance Energy appears as secondary 'stamina' bar. -The Resistance Bar is always in a state of depletion expect when standing in the hive bubble. -When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided) -When outside the hive bubble the resistance bar decreases at a speed proportional to the amount of shield being energized. High Shield hp, Faster Resistance Depletion. Low Shield hp, Slower Resistance Depletion.
Thank you for reading this points. I look forward to your input.
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BL4CKST4R
WarRavens League of Infamy
1711
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Posted - 2014.01.26 03:53:00 -
[2] - Quote
No, you have self repairs you do not need any more repairs. Learn to use your suit... you know how I use my shield suit? I have level 5 scan range from there if I need to repair my shields in the middle of combat I simply kite the enemy until I have enough HP to re engage... seriously hives is the only thing armor suits have that is a dependant source of HP. People rarely use repair tools, and armor repairs sacrifice to much for little benefit.
Armor and Shields are not the same!
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Jadek Menaheim
Xer Cloud Consortium
1825
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Posted - 2014.01.26 04:14:00 -
[3] - Quote
BL4CKST4R wrote:No, you have self repairs you do not need any more repairs. Learn to use your suit... you know how I use my shield suit? I have level 5 scan range from there if I need to repair my shields in the middle of combat I simply kite the enemy until I have enough HP to re engage... seriously hives is the only thing armor suits have that is a dependant source of HP. People rarely use repair tools, and armor repairs sacrifice to much for little benefit. Thanks BL4CKST4R, good point on self sufficiency repair by the methods you described. What I am proposing is meant to place a greater dependence on the repair tool and disincentive equipment spam of triage hives to camp objectives in a bubble of health. These energizer units are meant to be placed down in a tactical and systematic method by teams to run along these supply nodes, that a.) decrease the shield delay time and b.) add additional resistance to shields. I would also suggest increasing shield delay for dropsuits to place a greater factor on moving between active energizer nodes.
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jordy mack
Ultramarine Corp
126
|
Posted - 2014.01.26 04:57:00 -
[4] - Quote
F'n oath they should do shields, they are caldari, with the proposed skill changes a shield logi is going to get a bonus to an armor + ammo, the weakest logi is in the middle of the fight on repper duty, and the other two are racially correct but kinda meh...
Your suggested changes Maybe a bit too complicated though, just make them instantly start recharge at the nanite cost of an armor rep.
No resistance, no recharge boost(BL4CKST4R), just a kickstart, this way if u are fighting a shield tanker sitting on a hive, he will only be healing at his suits natural rate(20-30hp) about as much as an armor suit on the weakest rep hive. So effectivley(?) U would only lose 20hp from your burst/shot.
Also shield tankers would gain no benefit from multiple hives except a larger nanite pool, unlike armour repping hives. They would still have choose betwen high hp or recharge rate. How could any armour tanked, damage modded suit think that isn't fair.
Less QQ more PewPew
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Jadek Menaheim
Xer Cloud Consortium
1828
|
Posted - 2014.01.26 05:08:00 -
[5] - Quote
jordy mack wrote:F'n oath they should do shields, they are caldari, with the proposed skill changes a shield logi is going to get a bonus to an armor + ammo, the weakest logi is in the middle of the fight on repper duty, and the other two are racially correct but kinda meh... dis **** be wack.
Your suggested changes Maybe a bit too complicated though, just make them instantly start recharge at the nanite cost of an armor rep.
No resistance, no recharge boost(BL4CKST4R), just a kickstart, this way if u are fighting a shield tanker sitting on a hive, he will only be healing at his suits natural rate(20-30hp) about as much as an armor suit on the weakest rep hive. So effectivley(?) U would only lose 20hp from your burst/shot.
Also shield tankers would gain no benefit from multiple hives except a larger nanite pool, unlike armour repping hives. They would still have choose betwen high hp or recharge rate. How could any armour tanked, damage modded suit think that isn't fair. How much would you suggest the kickstart cost in terms of nanite cluster. There would also be the matter in that case of units being destroyed to quickly if a shield tanker sits on a hive while being shot. Each time the shield zeros a cluster is eaten. That's why I suggest the added resistance mechanic because nanite usage to kickstart a suits normal repair functions might become problematic if it's only used the context of soaking fire.
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Iron Wolf Saber
Den of Swords
12605
|
Posted - 2014.01.26 05:09:00 -
[6] - Quote
Shields in New Eden are indeed energy based (unlike star trek's particle based) however also unlike star trek we're unable to convert energy into matter efficiently, In other words unless you have a way of turning triage nanites into quick energized capacitors without shorting then we can talk about hives that repair shields.
Now there is shield transferring technology in New Eden that involves generating a shield field in a tunneled projector, matching frequencies then augmenting the energy projection so as long as one does not overcharge beyond containment at a smooth rate it be good to go (think of a high pressure bubble leaking into a lower pressure bubble). In the past one ship would have to share shields with another in order to provide coverage for both but putting both at risk. This method was away with during the civil war between caldari and gallente as technology improved.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Henchmen21
Planet Express LLC
462
|
Posted - 2014.01.26 05:16:00 -
[7] - Quote
Iron Wolf Saber wrote:Shields in New Eden are indeed energy based (unlike star trek's particle based) however also unlike star trek we're unable to convert energy into matter efficiently, In other words unless you have a way of turning triage nanites into quick energized capacitors without shorting then we can talk about hives that repair shields.
There nanites that can repair armor, turn into bullets and grenades. Why wouldn't they be able to enter the energy system of a suit and turn into capacitors or turbocharge the suits innate shield regen systems. I am not even a fan of the idea (outside of another hive meant for the job) but come on in a world of nanites repairing damage to ship modules in real time or bring the dead back to life it's not that much of a leap in logic.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8465
|
Posted - 2014.01.26 05:22:00 -
[8] - Quote
Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5492
|
Posted - 2014.01.26 05:34:00 -
[9] - Quote
Henchmen21 wrote:Iron Wolf Saber wrote:Shields in New Eden are indeed energy based (unlike star trek's particle based) however also unlike star trek we're unable to convert energy into matter efficiently, In other words unless you have a way of turning triage nanites into quick energized capacitors without shorting then we can talk about hives that repair shields. There nanites that can repair armor, turn into bullets and grenades. Why wouldn't they be able to enter the energy system of a suit and turn into capacitors or turbocharge the suits innate shield regen systems. I am not even a fan of the idea (outside of another hive meant for the job) but come on in a world of nanites repairing damage to ship modules in real time or bring the dead back to life it's not that much of a leap in logic. Because it's hard to convert mass into energy.
Never forget
May 14, 2013: Beta 2.0
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 05:35:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 It could be argued that it shores up a weakness, but on the other hand it certainly assists their adversaries.
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 05:48:00 -
[11] - Quote
TheAmazing FlyingPig wrote:Because it's hard to convert mass into energy. Now what if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnets within regenerator coils of the dropsuit itself. In this case, shield regeneration would be tied to the percentage of ammo or armor supplied with each cluster of construction swarms are working at a more frenzied rate. More movement, greater electric potential.
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jordy mack
Ultramarine Corp
129
|
Posted - 2014.01.26 05:56:00 -
[12] - Quote
Iron Wolf Saber wrote:Shields in New Eden are indeed energy based (unlike star trek's particle based) however also unlike star trek we're unable to convert energy into matter efficiently, In other words unless you have a way of turning triage nanites into quick energized capacitors without shorting then we can talk about hives that repair shields.
Now there is shield transferring technology in New Eden that involves generating a shield field in a tunneled projector, matching frequencies then augmenting the energy projection so as long as one does not overcharge beyond containment at a smooth rate it be good to go (think of a high pressure bubble leaking into a lower pressure bubble). In the past one ship would have to share shields with another in order to provide coverage for both but putting both at risk. This method was away with during the civil war between caldari and gallente as technology improved.
No probs, just gimme some more details on the nanites, I'll invent some mad gadgets. Could they not form little spheres , trap and contract to compress air,the generator bit coud just be stuck on the hive.
But... surely there's some form of battery to run the containment field,which could be used at magically the exact same stats as the nanites.
Any problems with this logic?
Less QQ more PewPew
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:10:00 -
[13] - Quote
BL4CKST4R wrote:People rarely use repair tools, and armor repairs sacrifice to much for little benefit. Here's an idea. What if energizers increased the efficiency of armor repair modules?
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Cat Merc
Ahrendee Mercenaries EoN.
5991
|
Posted - 2014.01.26 06:12:00 -
[14] - Quote
Really people? 1.8 recharge rates: Caldari heavy: 30hp/s Caldari scout: 50hp/s Most likely caldari assault recharge rate: 40hp/s <--- Allotek Hive right there
Stop QQ'ing, even with how shields are right now my Caldari Assault is a perfectly capable suit. You just need to stop thinking like an armor tanker and start thinking like a shield tanker.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:16:00 -
[15] - Quote
Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.?
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Henchmen21
Planet Express LLC
468
|
Posted - 2014.01.26 06:20:00 -
[16] - Quote
TheAmazing FlyingPig wrote:Henchmen21 wrote:Iron Wolf Saber wrote:Shields in New Eden are indeed energy based (unlike star trek's particle based) however also unlike star trek we're unable to convert energy into matter efficiently, In other words unless you have a way of turning triage nanites into quick energized capacitors without shorting then we can talk about hives that repair shields. There nanites that can repair armor, turn into bullets and grenades. Why wouldn't they be able to enter the energy system of a suit and turn into capacitors or turbocharge the suits innate shield regen systems. I am not even a fan of the idea (outside of another hive meant for the job) but come on in a world of nanites repairing damage to ship modules in real time or bring the dead back to life it's not that much of a leap in logic. Because it's hard to convert mass into energy.
I am doing it right now in my fireplace, and do so every time I eat. Granted we're not very good at it today, but this is the far flung future we're talking about here. Fine call it overheating the regen systems of the suit and the nanites repair the damage done, either way you can make it work.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Cat Merc
Ahrendee Mercenaries EoN.
5992
|
Posted - 2014.01.26 06:28:00 -
[17] - Quote
Jadek Menaheim wrote:Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.? I'm going to say that armor is triage reliant, shield's aren't. Having armor hives help shields would be overkill IMHO.
However I would make a logi tool that "kickstarts" the shield's regen.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:30:00 -
[18] - Quote
Jadek Menaheim wrote:Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.? Or, if we want to the dive more into the idea of energizing modules, the boosted efficiency stats of modules (damage mods, self repairers, profile dampeners) would last as long as the 'stamina' of the resistance bar which is constantly draining proportional to the shield amount, cpu, and pg of the suit. The higher these are the faster your energizer stamina decreases, the lower those stats are the slower it drains.
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Sgt Kirk
Fatal Absolution Covert Intervention
4144
|
Posted - 2014.01.26 06:30:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit.
I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds.
Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%.
This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. |
Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:33:00 -
[20] - Quote
Cat Merc wrote:Jadek Menaheim wrote:Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.? I'm going to say that armor is triage reliant, shield's aren't. Having armor hives help shields would be overkill IMHO. However I would make a logi tool that "kickstarts" the shield's regen. I was talking about enhancing the properties of modules. Not armor repair specifically. A person would need to have armor repair modules applied to receive any bonus. True a careful balance is needed.
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Cat Merc
Ahrendee Mercenaries EoN.
5995
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Posted - 2014.01.26 06:42:00 -
[21] - Quote
Sgt Kirk wrote:KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit. I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds. Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%. This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. Actually Kirk, the triage hives aren't made by Caldari. Allotek is a Gallente company.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:44:00 -
[22] - Quote
Good call.
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Cat Merc
Ahrendee Mercenaries EoN.
5995
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Posted - 2014.01.26 06:46:00 -
[23] - Quote
Honestly Jadek, I never had a triage hive debate as calm and good as with you.
You are put in my "Not stupid" list
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Jadek Menaheim
Xer Cloud Consortium
1829
|
Posted - 2014.01.26 06:48:00 -
[24] - Quote
How many triage hive debates do you have?
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Cat Merc
Ahrendee Mercenaries EoN.
5995
|
Posted - 2014.01.26 06:49:00 -
[25] - Quote
Jadek Menaheim wrote:How many triage hive debates do you have? It's one of the main "Armor is OP" arguments, and I don't believe that. So lots.
I just don't feel that armor is OP, I use my Caldari Assault, and unless the Gallente assault sucks ass, shields seem up to par.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Sgt Kirk
Fatal Absolution Covert Intervention
4144
|
Posted - 2014.01.26 06:52:00 -
[26] - Quote
Cat Merc wrote:Sgt Kirk wrote:KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit. I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds. Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%. This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. Actually Kirk, the triage hives aren't made by Caldari. Allotek is a Gallente company. [/Facepalm] Knock Knock, Ishukone Nanohive? Allotek is the one Company that makes a certain Nanohive out of all of the Nanohives.
Similarly to how the Minmatar make the Advanced Nanite injector but it's heavily assumed to be Caldari based tech.
And how we had one Allotek Uplink out of all the Amarr ones (before the market switched them all to Allotek for some reason)
As well as the Ishukone Sub-machine gun. A Caldari Company that manufactured a weapon based on Minmatar tech.
Don't try to teach me at lore, there are only a few that know more than me about New Eden on these forums and you're not one of them. |
Iron Wolf Saber
Den of Swords
12614
|
Posted - 2014.01.26 06:53:00 -
[27] - Quote
Cat Merc wrote:Sgt Kirk wrote:KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit. I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds. Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%. This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. Actually Kirk, the triage hives aren't made by Caldari. Allotek is a Gallente company.
Ishkone is Caldari though
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Jadek Menaheim
Xer Cloud Consortium
1831
|
Posted - 2014.01.26 06:54:00 -
[28] - Quote
But ermagard ARMOR IS OP
No, I will conceded Shields are in a very good position compared to armor with regards to current weapon damage types and calculations.
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Jadek Menaheim
Xer Cloud Consortium
1831
|
Posted - 2014.01.26 06:56:00 -
[29] - Quote
Iron Wolf Saber wrote:Ishkone is Caldari though So is Wiyrkomi.
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Auld Syne
156
|
Posted - 2014.01.26 06:56:00 -
[30] - Quote
Sgt Kirk wrote:Don't try to teach me at lore, there are only a few that know more than me about New Eden on these forums and you're not one of them. That hurt and it wasn't even directed at me |
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jordy mack
Ultramarine Corp
130
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Posted - 2014.01.26 07:10:00 -
[31] - Quote
Cat Merc wrote:Really people? 1.8 recharge rates: Caldari heavy: 30hp/s Caldari scout: 50hp/s Most likely caldari assault recharge rate: 40hp/s <--- Allotek Hive right there
Stop QQ'ing, even with how shields are right now my Caldari Assault is a perfectly capable suit. You just need to stop thinking like an armor tanker and start thinking like a shield tanker.
Yer that might be a bit much in conjunction with my idea, but I think I would rather my idea than a general recharge increase because imo it's the recharge delay that usually get u killed not so much the rate. Regs kinda suck compared to what u could have in those slots. I do ok in a caldari suit too, and I'm sure cat merc would probably own in most suit setups. Surely we can discuss our options without qqing.
Less QQ more PewPew
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Cat Merc
Ahrendee Mercenaries EoN.
5996
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Posted - 2014.01.26 09:08:00 -
[32] - Quote
Sgt Kirk wrote:Cat Merc wrote:Sgt Kirk wrote:KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 Because they still have a small amount of armor underneath their suit. I always thought Nanohives that rep'd were made ideally for Caldari units that got a little damaged after their shields depleted. Even if you're a shield race you don't want to instantly die after your shields get depleted. The Nanohive does just that, on paper. In reality, instead of being ideal for the Caldari repairing in small amounts (which is actually a considerable amount if you're a Caldari with only 150 armor) You get a bunch spammed in an area to repair a +500 armor suit back in a few seconds. Instead the Nanohoves might be better if they worked similarly to the Nanite Injector but unlike Nanite injector they should repair armor up to a set amount instead of a percentage. i.e 125 hp instead of 80%. This would probably keep armor tankers away from Abusing Nanohives outside of their intended race while still greatly benefiting the Caldari...and Minmatar if the suit is Shield Based. Actually Kirk, the triage hives aren't made by Caldari. Allotek is a Gallente company. [/Facepalm] Knock Knock, Ishukone Nanohive? Allotek is the one Company that makes a certain Nanohive out of all of the Nanohives. Similarly to how the Minmatar make the Advanced Nanite injector but it's heavily assumed to be Caldari based tech. And how we had one Allotek Uplink out of all the Amarr ones (before the market switched them all to Allotek for some reason) As well as the Ishukone Sub-machine gun. A Caldari Company that manufactured a weapon based on Minmatar tech. Don't try to teach me at lore, there are only a few that know more than me about New Eden on these forums and you're not one of them. Uhhh... I was just pointing out that the triage variant of hives is made by Allotek.
I wasn't saying that nanohives are Gallente tech.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8450
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Posted - 2014.01.26 10:05:00 -
[33] - Quote
I'd just like to point out that triage hives are receiving a significant lifespan nerf IIRC.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:29:00 -
[34] - Quote
Arkena Wyrnspire wrote:I'd just like to point out that triage hives are receiving a significant lifespan nerf IIRC. Unless you have Caldari logistics maxed, then yes.
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:38:00 -
[35] - Quote
Anyone have thought on the idea of hives temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ?
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Texs Red
DUST University Ivy League
129
|
Posted - 2014.01.26 11:53:00 -
[36] - Quote
I like the idea because then something else could be introduced for stationary armor repairs. I means the race that is supposed to be biggest on armor repairs is ironically the race that failed to invent the nanohive or repair tool. So I say let nanites be caldari based the give a new equipment that Gallente tech that repairs armor. |
jordy mack
Ultramarine Corp
131
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Posted - 2014.01.26 11:58:00 -
[37] - Quote
Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ?
Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives.
Less QQ more PewPew
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Texs Red
DUST University Ivy League
130
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Posted - 2014.01.26 12:55:00 -
[38] - Quote
jordy mack wrote:Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ? Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives.
Perhaps but then let there be a down side, once you leave that aura your modules are less effective by a factor of 5% for X amount of time. So you could set up camp but then if said nanohive gets destroyed by a flux then you are weakened for a period of time as well, allowing you to be easily routed.
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Teilka Darkmist
76
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Posted - 2014.01.26 13:08:00 -
[39] - Quote
They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Texs Red
DUST University Ivy League
130
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Posted - 2014.01.26 13:42:00 -
[40] - Quote
Teilka Darkmist wrote:They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit.
When you word it like that then the problem sounds more like a lack of content than a need to alter CPU/PG. If they stick with traditional themes then passive mods for damage, speed, and fitting mods all go in low slots which allow shield tanks to have overall better performance but little ability to do anything different. Then your high slots typically give you the ability to do active modules that have greatly improved abilities but (for dust) would have limited duration.
The problem is that the is not evident in dust. The only thing high slots are useful for are damage, shield, and (with 1.8 scouts) precision mods. Where are lows are good for armor plates, passive armor repair, shield mods, fitting improvement, passive scanning, biotics, ect. To be honest I think the whole organization of that needs to be redone from the ground up.
My idea:
Highs: Active damage mods Active speed boosts Active scan mods that greatly enhance passive scan precision/range for a short period of time Profile dampeners Shield modules
Lows: Armor plates/reppers CPU/PG upgrades Passive scan precision/range enhancers Passive damage amps Passive speed boosts
Now having the option for all those active modules means the module wheel will be pretty cluttered for infantry so I would remove weapon selection from it and just have people use the button so that the module wheel is just for equipment and active modules. Then if Dust ever goes to PS4 you could make use of that touch pad on the controller too like in KIll Zone.
Conclusion: You now have fulling meaningful high slots and low slots that make sense. Ex: Gallente are armor tanks and use active modules to get up close to their prey to unleash their powerful CQC weapons while the Caldari use shields and have better consistent performance to keep their enemies at a distance where their weapons are most effective. |
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Yoma Carrim
Situation Normal all fraked up
319
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Posted - 2014.01.26 14:26:00 -
[41] - Quote
Cat Merc wrote: Uhhh... I was just pointing out that the triage variant of hives is made by Allotek.
I wasn't saying that nanohives are Gallente tech.
Cat Allotek makes the Nanohive(R) is true but
the actually Triage Nanohive (armor repair only no ammo supply) is made by the caldari company Wiyrkomi
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Teilka Darkmist
77
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Posted - 2014.01.26 14:30:00 -
[42] - Quote
Texs Red wrote:Teilka Darkmist wrote:They should make personal reppers less effective imo. At least untill they have a large enough range of usefull modules out that you have to choose between tank and something else. The reason you don't Dual tank in EVE is because that means you can't use the slots for anything else, and the other things you can do are just as usefull as your tanking. In Dust, you can often fit reps for shield and armour and still use the other modules you want. And this is on top of in built reppers (Every suit has shield regen that only takes a few seconds to get you back up to full when you're not being shot at and a lot have armour reps as well). Eve's built in shield reps takes minutes to build the shields back up to full.
The other option is make the modules more costly in terms of PG and CPU so that you can't fit both on the same suit. When you word it like that then the problem sounds more like a lack of content than a need to alter CPU/PG. If they stick with traditional themes then passive mods for damage, speed, and fitting mods all go in low slots which allow shield tanks to have overall better performance but little ability to do anything different. Then your high slots typically give you the ability to do active modules that have greatly improved abilities but (for dust) would have limited duration. The problem is that the is not evident in dust. The only thing high slots are useful for are damage, shield, and (with 1.8 scouts) precision mods. Where are lows are good for armor plates, passive armor repair, shield mods, fitting improvement, passive scanning, biotics, ect. To be honest I think the whole organization of that needs to be redone from the ground up. My idea: Highs: Active damage mods Active speed boosts Active scan mods that greatly enhance passive scan precision/range for a short period of time Profile dampeners Shield modules Lows: Armor plates/reppers CPU/PG upgrades Passive scan precision/range enhancers Passive damage amps Passive speed boosts Now having the option for all those active modules means the module wheel will be pretty cluttered for infantry so I would remove weapon selection from it and just have people use the button so that the module wheel is just for equipment and active modules. Then if Dust ever goes to PS4 you could make use of that touch pad on the controller too like in KIll Zone. Conclusion: You now have fulling meaningful high slots and low slots that make sense. Ex: Gallente are armor tanks and use active modules to get up close to their prey to unleash their powerful CQC weapons while the Caldari use shields and have better consistent performance to keep their enemies at a distance where their weapons are most effective.
I think it's a case of either/or to be honest. You should have to sacrifice one thing to get something else. Whether they do it by adding more modules that make an effective difference to survivability and/or damage or just be altering PG/CPU doesn't make much difference. However, the modules one would have to be a longer term plan as they'd have to add a few at a time, and keep tweaking the balance to make it all work out whereas if they adjusted the CPU and PG now, they could still add more modules later and adjust the requirements back later.
Ultimately, I'm not sure which way would be best, but I really thing they should make it so that, at least, you either armour tank or shield tank.
Your idea for modules does seem to be a reasonably good one. It would be easier to judge is passive and active modules were easier to tell between. In EVE it's easy. Active ones need you to switch them on to be usefull, passive ones are 'always on'. Going by that standard everything in low and high slots is passive.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 20:53:00 -
[43] - Quote
jordy mack wrote:Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ? Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives. That's why I introduced this mechanic to reduce camping on a stack of hives.
Jadek Menaheim wrote:-When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided)
Multiple hives would not further increase the efficiency rating, only the pool of available nanite cluster and charge speed of the power 'stamina' gauge. However, standing in this zone at full charge would begin to quickly spool down the amount of available cluster soon self destructing nanohives. They are meant to quickly move through an not set up camp on. It becomes a matter of timing your entrance into the supply zones.
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Roy Ventus
Foxhound Corporation General Tso's Alliance
989
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Posted - 2014.01.26 21:01:00 -
[44] - Quote
Nah. I'd prefer the Caldari or Minmatar get some type of consumable mobile equipment, mobile like the Scanner or Cloak, that boosts their shields or harden them. A immobile tool such as a nanohive is stupid for shield tanking since shield tanking emphasizes mobility.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 21:05:00 -
[45] - Quote
Roy Ventus wrote:Nah. I'd prefer the Caldari or Minmatar get some type of consumable mobile equipment, mobile like the Scanner or Cloak, that boosts their shields or harden them. A immobile tool such as a nanohive is stupid for shield tanking since shield tanking emphasizes mobility. From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
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pegasis prime
BIG BAD W0LVES
1545
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Posted - 2014.01.26 21:07:00 -
[46] - Quote
instead of altering what we have id like to see the introduction of shield regulation field stabilisers or something of the sort.
Its gone from suck .....to blow
level 1 forum warrior
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:11:00 -
[47] - Quote
pegasis prime wrote:instead of altering what we have id like to see the introduction of shield regulation field stabilisers or something of the sort. Shield Regulator Fields would reduce recharge delay? Would they increase recharge speed?
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:24:00 -
[48] - Quote
Note from OP: This system behaves almost exactly as the Biotic Gas Cloud from Mass Effect 2. Moving or temporarily standing in the energizer cloud improves the potential of your powers and shield, but loitering too long is hazardous for your health.
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Roy Ventus
Foxhound Corporation General Tso's Alliance
989
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Posted - 2014.01.26 21:39:00 -
[49] - Quote
Jadek Menaheim wrote: From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
Was going to argue against you but that actually makes perfect sense but just like IWS said it doesn't make sense in the lore. o.O So because shield-nanohives aren't possible at all w/o the Jove I'm still going for my idea.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Mordecai Sanguine
What The French
346
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Posted - 2014.01.26 21:42:00 -
[50] - Quote
Jadek Menaheim wrote:Note: This system behaves almost exactly as the Biotic Gas Cloud from Mass Effect 2. Moving or temporarily standing in the energizer cloud improves the potential of your powers and shield, but loitering too long is hazardous for your health. / / / / / / / / / Addendum: Alright, we can still have armor repair hives; however I am going to argue that they give much less armor per cluster. Consider the following. What if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnets within the dropsuit itself. This would also include energizing and improving the efficiency of various modules within the suit such as repair modules, damage mods, profile dampening, etc. In this case, suit energizing speed would be tied to the percentage of ammo or armor supplied with each cluster of construction swarms are working at a more frenzied rate. Higher resupply rate equals greater kinetic energy which translates to greater electric potential. / / / / / / / / / Please correct me if I am wrong; it feel as though a major disparity between the shields and armor balance conundrum is the disparity in repair tools. I am suggestion that repair nanohives be converted to the role of shield energizers providing a buff to recharge delay and shield resistance (not shield repair), making repair hive placement crucial as mobile infantry move through hive field to either kick start their shields as they move to the next point or briefly wait to boost the resistance factor of their shields. Methods Described: Infantry runs through-Running through energizer will moderately decrease recharge delay. Infantry Waits at Energizer-Standing in energizer field will strongly decrease recharge delay. -Standing in energizer field uses hive clusters to boost resistance factor of shields (resistance factor to be determined) -Standing in energizer field uses same hive cluster to boost efficiency factors of suit modules (efficiency factor n/a) -Shield Resistance Energy appears as secondary 'stamina' bar. -The Resistance Bar is always in a state of depletion expect when standing in the hive bubble. -When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided) -When outside the hive bubble the resistance bar decreases at a speed proportional to the amount of shield being energized. High Shield hp, Faster Resistance Depletion. Low Shield hp, Slower Resistance Depletion. Thank you for reading this points. I look forward to your input.
Hives are using Nanites. They can "create" ammo and parts of armor. They can't replenish your shield. |
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Jadek Menaheim
Xer Cloud Consortium
1836
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Posted - 2014.01.26 21:54:00 -
[51] - Quote
Roy Ventus wrote:Jadek Menaheim wrote: From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
Was going to argue against you but that actually makes perfect sense but just like IWS said it doesn't make sense in the lore. o.O So because shield-nanohives aren't possible at all w/o the Jove I'm still going for my idea. Potential solutions on this have been brought up. I suggested that the movement of nanite swarms stimulate energy capacitors within the dropsuit itself.
Jadek Menaheim wrote:What if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnetic rotors within the dropsuit itself.
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:26:00 -
[52] - Quote
^^^ Is something like this outside the realm of possibility?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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manboar thunder fist
SAM-MIK
23
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Posted - 2014.01.26 22:29:00 -
[53] - Quote
Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:35:00 -
[54] - Quote
manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble?
McDonell Miller Explains the Dust Challenge Lottery Protocol
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manboar thunder fist
SAM-MIK
23
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Posted - 2014.01.26 22:38:00 -
[55] - Quote
Jadek Menaheim wrote:manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble?
Personally I think triage hives need a "minimum distance" to get rid of huge stacks. If too close it should simply not let you deploy them.
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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Atiim
Living Like Larry Schwag
3975
|
Posted - 2014.01.26 22:44:00 -
[56] - Quote
Cat Merc wrote:Really people? 1.8 recharge rates: Caldari heavy: 30hp/s Caldari scout: 50hp/s Most likely caldari assault recharge rate: 40hp/s <--- Allotek Hive right there
Stop QQ'ing, even with how shields are right now my Caldari Assault is a perfectly capable suit. You just need to stop thinking like an armor tanker and start thinking like a shield tanker. My Minmatar Assault suit can't even engage people from a distance without getting sneezed on and dying.
Next On To-Do List: Particle Cannons
To create a vehicle free environment.
There can only be one!
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Jadek Menaheim
Xer Cloud Consortium
1837
|
Posted - 2014.01.26 22:45:00 -
[57] - Quote
manboar thunder fist wrote:Jadek Menaheim wrote:manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble? Personally I think triage hives need a "minimum distance" to get rid of huge stacks. If too close it should simply not let you deploy them. Yes. Yet, I might like the option to recover, disable, or destroy weak hives to replace with stronger ones.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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bamboo x
Eternal Beings Proficiency V.
49
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Posted - 2014.01.26 22:56:00 -
[58] - Quote
I love my triage hives. This thread is the work of Satan. |
Jadek Menaheim
Xer Cloud Consortium
1837
|
Posted - 2014.01.26 22:58:00 -
[59] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. And I play the role of Devil's advocate
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Jadek Menaheim
Xer Cloud Consortium
1843
|
Posted - 2014.01.27 02:32:00 -
[60] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. WarRavens taught me well in the ways of repair hIves and PC battles. I seek a change.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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