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deepfried salad gilliam
Sanguine Knights
426
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Posted - 2014.02.04 01:48:00 -
[1] - Quote
id like to see a shield module that 1 increases shield hp based on percentage instead of set value 2 decreases recharge delay 3 increase shield recharge rate and of course stacking penalty
im thinking omnishield for the name for basic highslot 3% more shield hp(applied after any extenders) -3% shield delay +3% recharge rate
adv 5%
proto 7%
it should cost about 10% more cpu pg than an extender
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Text Grant
Death Firm. Canis Eliminatus Operatives
325
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Posted - 2014.02.04 02:10:00 -
[2] - Quote
deepfried salad gilliam wrote:id like to see a shield module that 1 increases shield hp based on percentage instead of set value 2 decreases recharge delay 3 increase shield recharge rate and of course stacking penalty
im thinking omnishield for the name for basic highslot 3% more shield hp(applied after any extenders) -3% shield delay +3% recharge rate
adv 5%
proto 7%
it should cost about 10% more cpu pg than an extender % instead of base health would gimp scouts and over buff heavies. |
deepfried salad gilliam
Sanguine Knights
426
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Posted - 2014.02.04 02:22:00 -
[3] - Quote
thats why i went with a really low number and a stacking penalty although it could go with like 2 4 6%
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
140
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Posted - 2014.02.04 04:27:00 -
[4] - Quote
Armor needs a high slot module before sheilds get a 4th when armor has 2. Regulators go in the low, a high slot shouldnt give that bonus.
Plus it seems useless even at 7% proto. |
deepfried salad gilliam
Sanguine Knights
427
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Posted - 2014.02.04 05:28:00 -
[5] - Quote
Auris Lionesse wrote:Armor needs a high slot module before sheilds get a 4th when armor has 2. Regulators go in the low, a high slot shouldnt give that bonus.
Plus it seems useless even at 7% proto. first off, this has nothing to do with armor modules, it is simply an idea for a shield module 2nd it would be effective enough to run 1 of, with an extender recharger and then regs in the low it would be effective
btw im in favor of making armor reps a high slot module
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Alena Ventrallis
The Neutral Zone
625
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Posted - 2014.02.04 08:51:00 -
[6] - Quote
Extenders are in the highs. Extender penalty is longer recharge delay. Regulators fix this weakness, and are in the lows.
Plates are in the lows. Plate penalty is slower speed. Kincats fix this weakness, and are in the lows.
Solution: move kincats to highs. Armor can now shore up their weakness just as shields can.
Best PVE idea I've seen.
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General12912
Gallente Marine Corps
49
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Posted - 2014.02.04 11:13:00 -
[7] - Quote
Text Grant wrote:deepfried salad gilliam wrote:id like to see a shield module that 1 increases shield hp based on percentage instead of set value 2 decreases recharge delay 3 increase shield recharge rate and of course stacking penalty
im thinking omnishield for the name for basic highslot 3% more shield hp(applied after any extenders) -3% shield delay +3% recharge rate
adv 5%
proto 7%
it should cost about 10% more cpu pg than an extender % instead of base health would gimp scouts and over buff heavies. scouts arent supposed to be tanky. as a matter of fact, scouts are supposed to avoid major combat and the frontlines. they are supposed to infiltrate the enemy, taking out some unsuspecting hostiles from behind. but hostiles should never be confronted in major groups. |
Korvin Lomont
United Pwnage Service RISE of LEGION
576
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Posted - 2014.02.04 12:10:00 -
[8] - Quote
Alena Ventrallis wrote:Extenders are in the highs. Extender penalty is longer recharge delay. Regulators fix this weakness, and are in the lows.
Plates are in the lows. Plate penalty is slower speed. Kincats fix this weakness, and are in the lows.
Solution: move kincats to highs. Armor can now shore up their weakness just as shields can.
Kincats can only fix a small part of the drawback we get from regular plates. As kincats don't let you jump higher but plates lower your jumping ability, kincats don't increase basespeed, but plates reduce base speed. The only thing kincats improve is sprintspeed which in fact is lowered by plates as well. |
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