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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
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Posted - 2014.01.30 02:47:00 -
[1] - Quote
A key reason shields are not viable currently is that Damage mods are high slots. The way it is in eve is that Armor is a naturally stronger tank but competes for slots with damage mods. This means that shield tankers traditionally have weaker tanks with more damage.
In dust High slots are home to three types of modules, utility modules, damage modules, and shield modules. In order for shields and armor to strike a meaningful balance damage mods need to move to low slots. Utilities should stay in high slots this way you have armor and utility or shields and damage and if you wish to break away from that you are sacrificing.
Shield extenders also would be better off giving the following hp amounts, 35 at base, 60 at Adv, and 75 at proto. Regulators while good do not have a significant enough bonus, each regulator should be harder to fit but also more effective perhaps 20, 35, 45% recharge delay.
Lastly like in eve each suit should have a shield recharge time. The total time it takes to go from 0 to full shields. This means that extenders actually increase your shield return per second. So say a caldari suit takes 8 seconds to fill on shields well with 240 base shields that means 30 per second but if you extend it to 400 shields you now get 50 per second. The extenders should keep the shield depleted delay increase though. |
shady merc
RisingSuns Public Disorder.
39
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Posted - 2014.01.30 02:54:00 -
[2] - Quote
In your last paragraph it sounds like you want shields to recharge while under fire. So you asking for shield extenders to give more hitpoint and as a side effect increase shield recharge. Increase regulator bonuses as well as move dmg mods to low slots. Sounds like we just made shield op and armor up again. Now I agree shields need some love but I can't agree with your choices |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
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Posted - 2014.01.30 03:19:00 -
[3] - Quote
I do not want recharge under fire I would like more fitting intensive regulators with larger bonuses. So fitting two on a suit is just not something you can do but one is more significant.
Damage mods being low would be a benefit and I think non damage non hp mods need fitting requirement reductions or bonus boosts.
The key to the last paragraph is that once shields begin recharging the time to full recharge should be fixed so increasing total hp of the suit increases the amount per second, it is that way in eve and I think would be beneficial to be that way here as well. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
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Posted - 2014.01.30 03:43:00 -
[4] - Quote
Also all survivability modules should be more powerful but cost more fitting such that using all of your high slots or all of your low slots for tank items leaves you nearly out of fitting. Then utility modules can cost less and actually result in meaningful fitting choices. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1746
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Posted - 2014.01.30 03:54:00 -
[5] - Quote
One flaw. If Damage Mods go to low slots, what are Armor tankers supposed to put in their high slots? Myofibril Stimulants?
They stay in high slots until there is an armor module for highs...
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
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Posted - 2014.01.30 04:04:00 -
[6] - Quote
The only armor mod that should ever go into a high slot is an active resistance module. The high slots should be used for utility items with bonuses significant enough to actually have them be useful. Like passive scanner range enhancers where the effect isn't pathetic, or ammo expanders, or scan enhancers, or kinetic enhancers and such.
All scanning, moving, and ammo mods should go into high slots as well as most shield modules. Low slots should be armor and damage. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1746
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Posted - 2014.01.30 04:14:00 -
[7] - Quote
Actually, this whole thread is irrelevant. Damage Mods are going to get reworked in 1.8 Let's see what they do with them before we suggest anything else...
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
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Posted - 2014.01.30 04:16:00 -
[8] - Quote
Fizzer94 wrote:Actually, this whole thread is irrelevant. Damage Mods are going to get reworked in 1.8 Let's see what they do with them before we suggest anything else...
I was unaware of that. Thank you for mentioning that. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
94
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Posted - 2014.01.30 04:20:00 -
[9] - Quote
solution: introduce midslots and rebalance modules. up the max to 8 just like eve.
through a cap in there too so i can active tank as gallente with constant repping until my cap drains. like it should be, same for shields. someone should be able to fit a caldari suit like a drake or gal-myrmidon. or you can use damage mods and go in brutix style with high dps. |
Squagga
The State Protectorate
89
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Posted - 2014.01.30 04:42:00 -
[10] - Quote
I'm not disagreeing with you by any means, but to me it seems that there was nothing wrong with shields. We don't need to fix the slow loadout options. They just need to put shields back to how they were
Reloading, the silent killer.
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