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Protocake JR
Royal Uhlans Amarr Empire
1344
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Posted - 2014.02.14 22:21:00 -
[1] - Quote
The biggest difference is the fact that "teamwork" is treated as a balancing factor between shields and armor.
Armor gets pathetically low reps, and if you want to increase it by any respectable amount you need to sacrifice TONS of armor health to achieve a very small amount of health regeneration.
However, you could just stack plates in all your lows and rely on repair hives and repair tools to achieve greater health AND greater regen than shields (no delay, higher regen per second). This is not okay.
Armor should have a small native regeneration rate rather than none at all. Shields need their own version of "repair tools" and "repair hives" that give them shield related benefits. And CCP, just please get rid of all the penalties. The only reason shields have a penalty is because armor has one (for some reason).
The only logical reason I can think of why armor plates must have a speed penalty is so that we won't have scouts running at full speed with 700+ armor health. That's fine, but there are other solutions to that. Armor penalty is just lazy and penalizes other suits that don't need to be penalized. CCP needs to design suits so that modules affect them differently than another suit of a different frame.
Light suits get less hp from a plate/extender than mediums. Mediums get less hp from a plate/extender than heavies.
Light suits get more reps from repairs/rechargers than mediums. Mediums get more reps from repairs/rechargers than heavies.
And so on....
And i'm sure CCP could design an even better system. However, they are working with old designs from years ago that they are trying to salvage, back when they thought they could make any piece of trash as quick as they can (I'm actually thankful they didn't release PVE in 2012, would have been another rushed piece of garbage).
Oh, and things like PG, CPU, and ISK are very, very, very, VERY minor balancing points. They have nothing to do with moment to moment gameplay, so they should not be considered when balancing armor and shields for moment to moment gameplay.
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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Protocake JR
Royal Uhlans Amarr Empire
1346
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Posted - 2014.02.14 23:11:00 -
[2] - Quote
Joel II X wrote:Cat Merc wrote:Increasing STD and ADV shields HP = Good
Increasing PRO shields HP = BAD
PRO shields are balanced with PRO armor, STD and ADV is where the problem lies. Basic 33 shields Enhanced 46 shields Complex 66 shields Sound good?
Much better than what we have now.
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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Protocake JR
Royal Uhlans Amarr Empire
1346
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Posted - 2014.02.14 23:15:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:While i agree with you, i think your ideas would take time to implement. What do you think about my ideas?
Yeah, you are right about the shield extenders only being effective at complex level. The tiering needs to be reworked.
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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Protocake JR
Royal Uhlans Amarr Empire
1358
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Posted - 2014.02.16 09:28:00 -
[4] - Quote
KING CHECKMATE wrote:Protocake JR wrote:The biggest difference is the fact that "teamwork" is treated as a balancing factor between shields and armor.
Armor gets pathetically low reps, and if you want to increase it by any respectable amount you need to sacrifice TONS of armor health to achieve a very small amount of health regeneration. y. True.But there are Armor Repping Tools and Nanohives.Equipments that COVER these weakness.Shields dont have anything to cover their weakness ( having less HP ) and instead get 1HKO'd by Flux grenades. <..<
Did you read my entire post? I'm pretty sure I cover that in the next segment.
The PC and SL should fit into the Sidearm slot so it's accessible and practical to carry one.
AV spam vs V spam
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