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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. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
|
Posted - 2014.01.30 03:19:00 -
[2] - 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
|
Posted - 2014.01.30 03:43:00 -
[3] - 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. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
|
Posted - 2014.01.30 04:04:00 -
[4] - 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. |
Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
124
|
Posted - 2014.01.30 04:16:00 -
[5] - 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. |
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