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Gavr1lo Pr1nc1p
TRA1LBLAZERS
592
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Posted - 2014.02.14 21:55:00 -
[1] - Quote
The only real problems are fitting requirements and hp versus level. Right now, armor plates only have to be at ADV and are the best HP bonuser in the game, all things considered. Plates allow for easily stacked damage mods in the highs, as they should (plates=high pg low cpu, damage mods=high cpu low pg). However, shield extenders are only effective at prototype level, as STD and ADV give only 1/3 and 1/2 of the hp respectively. In addition, the fitting requirements on shield extenders are so very high that they are difficult to run much of anything past basic gear on. Extenders are supposed to allow for greater mobility so that they can leverage the suits superior shield regeneration, and thus should be coupled with Pg intensive biotic modules in the low slots. However, the fitting costs on extenders in the Pg department do not allow for this, unlike how armor's low cpu usage allows for damage mod usage. A great easy number tweaking would fix all of the aforementioned problems.
STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 30 CPU) PRO: (135 armor, 12 PG, 34 CPU) vs (72 shields, 7 PG, 54 CPU)
Kills- Archduke Ferdinand
Balance!
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Protocake JR
Royal Uhlans Amarr Empire
1344
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Posted - 2014.02.14 22:21:00 -
[2] - 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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Gavr1lo Pr1nc1p
TRA1LBLAZERS
593
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Posted - 2014.02.14 22:39:00 -
[3] - Quote
While i agree with you, i think your ideas would take time to implement. What do you think about my ideas?
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries EoN.
6506
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Posted - 2014.02.14 22:46:00 -
[4] - Quote
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.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Joel II X
Dah Gods O Bacon
1088
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Posted - 2014.02.14 23:00:00 -
[5] - Quote
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? |
Protocake JR
Royal Uhlans Amarr Empire
1346
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Posted - 2014.02.14 23:11:00 -
[6] - 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 -
[7] - 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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Cat Merc
Ahrendee Mercenaries EoN.
6508
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Posted - 2014.02.14 23:16:00 -
[8] - 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? Yup yup
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
595
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Posted - 2014.02.15 01:33:00 -
[9] - Quote
the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
595
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Posted - 2014.02.15 01:35:00 -
[10] - Quote
currently, if armor plates were scaled from proto how shields are scaled from proto, basic plates would give 45, and ADV would give 68. if shields were scaled to armor plates, basic would give 41, and ADV would give 54.
Personally, i think it would be better to reduce the difference between PRO and STD, therefore, option two is probably the best
Kills- Archduke Ferdinand
Balance!
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Darken-Soul
BIG BAD W0LVES
667
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Posted - 2014.02.15 01:44:00 -
[11] - Quote
My shields supply an infinite amount of hp. I don't have to fit anything to receive this regen. I take cover they come back. If I wanted a different play style I would skill into armor. Armor is reliable and slow. Repairing it takes some effort. I can't just pop in and out of cover. I have to go lick my wounds or rely on something else. I see nothing wrong with having choices.
Who wants some?
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Appia Vibbia
Ancient Exiles. Renegade Alliance
1187
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Posted - 2014.02.15 02:18:00 -
[12] - Quote
I keep telling you, but you don't want to listen. You just want validation for your own ideas.
High and Low slots have different costs. Giving them the same breaks certain variables in the game. You're also undercutting Shield HP. The Shield Mods should be around 66% of the Armor HP values. Without the Caldari getting a bonus to shield extenders this is a far more balanced structure.
Appia Vibbia for CPM1
[email protected] (checked every Monday/Wednesday/Friday)
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
355
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Posted - 2014.02.15 02:28:00 -
[13] - Quote
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.
I'm a shield tanker and I agree.
The not Logic Bomb!
-->We need better comms!<--
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The Robot Devil
Molon Labe. General Tso's Alliance
1628
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Posted - 2014.02.15 03:14:00 -
[14] - Quote
I stopped using complex plates and switched to enhanced because the 25 extra HP isn't worth it. I think we need more modules of different meta that give higher or lower amounts of HP with slightly different fitting costs. Each tier needs about 5 different modules in it. Basic plates should have about four variants all with different resource draw and HP amounts. I think our frustration comes from the lack of module choices not the actual performance of the module.
HP CPU PG Militia 65 15 2 Basic 85 10 1 Enhanced 110 20 6 Complex 135 30 12
Each one of theses tiers should have at least three other meta options. Yes, I know this isn't EVE but the same scheme could be used because the different meta versions allow for tighter fittings. Armor and shields could be done similar to this to allow us to actually have a meta game. The four plates I list above don't allow us to optimize our fits like we should be able to.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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NK Scout
Storm Wind Strikeforce Caldari State
366
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Posted - 2014.02.15 03:34:00 -
[15] - Quote
Marlin Kirby 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. I'm a shield tanker and I agree. With 401 shields earlier, my cr just pwned people, I was hitting and running, literally, in q building, kill some protos, then run, then kill again then die, it was fun.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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One Eyed King
Eyniletti Rangers Minmatar Republic
328
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Posted - 2014.02.15 03:36:00 -
[16] - Quote
NK Scout wrote:Marlin Kirby 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. I'm a shield tanker and I agree. With 401 shields earlier, my cr just pwned people, I was hitting and running, literally, in q building, kill some protos, then run, then kill again then die, it was fun.
You are so baller... What's it like to be you??
Looking for the scout hangout? CCP banished it to the locker room
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NK Scout
Storm Wind Strikeforce Caldari State
366
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Posted - 2014.02.15 03:40:00 -
[17] - Quote
One Eyed King wrote:NK Scout wrote:Marlin Kirby 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. I'm a shield tanker and I agree. With 401 shields earlier, my cr just pwned people, I was hitting and running, literally, in q building, kill some protos, then run, then kill again then die, it was fun. You are so baller... What's it like to be you?? **** **** in ambush is what its like.....if no vehicles....
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Cat Merc
Ahrendee Mercenaries EoN.
6514
|
Posted - 2014.02.15 10:23:00 -
[18] - Quote
Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6514
|
Posted - 2014.02.15 10:25:00 -
[19] - Quote
The Robot Devil wrote:I stopped using complex plates and switched to enhanced because the 25 extra HP isn't worth it. I think we need more modules of different meta that give higher or lower amounts of HP with slightly different fitting costs. Each tier needs about 5 different modules in it. Basic plates should have about four variants all with different resource draw and HP amounts. I think our frustration comes from the lack of module choices not the actual performance of the module. HP CPU PG Militia 65 15 2 Basic 85 10 1 Enhanced 110 20 6 Complex 135 30 12 Each one of theses tiers should have at least three other meta options. Yes, I know this isn't EVE but the same scheme could be used because the different meta versions allow for tighter fittings. Armor and shields could be done similar to this to allow us to actually have a meta game. The four plates I list above don't allow us to optimize our fits like we should be able to. No. Keep militia at 85, that was one of the points of why armor sucks back before armor was buffed.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
272
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Posted - 2014.02.15 10:29:00 -
[20] - Quote
I agree on many points:
1) the proto should never = 3x std or 2x adv... this is wrong. Proto shouldn't even = 2x std (85 vs 135 is slightly more than 1.5x)
2) Shield should take less PG than armor
3) shields are just uncompetitive right now. |
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4908
|
Posted - 2014.02.15 10:36:00 -
[21] - Quote
Slightly off topic but am I the only one who thinks Armor Plates being a high PG item in a low-powered slot is ******* silly?
Useful Links
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BL4CKST4R
WarRavens League of Infamy
1904
|
Posted - 2014.02.15 11:11:00 -
[22] - Quote
Gavr1lo Pr1nc1p wrote:The only real problems are fitting requirements and hp versus level. Right now, armor plates only have to be at ADV and are the best HP bonuser in the game, all things considered. Plates allow for easily stacked damage mods in the highs, as they should (plates=high pg low cpu, damage mods=high cpu low pg). However, shield extenders are only effective at prototype level, as STD and ADV give only 1/3 and 1/2 of the hp respectively. In addition, the fitting requirements on shield extenders are so very high that they are difficult to run much of anything past basic gear on. Extenders are supposed to allow for greater mobility so that they can leverage the suits superior shield regeneration, and thus should be coupled with Pg intensive biotic modules in the low slots. However, the fitting costs on extenders in the Pg department do not allow for this, unlike how armor's low cpu usage allows for damage mod usage. A great easy number tweaking would fix all of the aforementioned problems.
STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 30 CPU) PRO: (135 armor, 12 PG, 34 CPU) vs (72 shields, 7 PG, 54 CPU)
Shields do not need an HP buff unless you nerf the passive HP regen. If you learn to use your suit you can get more "mileage" out of shields than armor and you can also get the same effective HP an armor suit can get while being faster and having more active repair.
So no buffing shields HP is bad.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
1904
|
Posted - 2014.02.15 11:12:00 -
[23] - Quote
Aeon Amadi wrote:Slightly off topic but am I the only one who thinks Armor Plates being a high PG item in a low-powered slot is ******* silly?
I think it's silly that armor even costs PG. Why do I need to run energy through my armor? !?!?!
For the Federation!
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
201
|
Posted - 2014.02.15 13:35:00 -
[24] - Quote
BL4CKST4R wrote:Aeon Amadi wrote:Slightly off topic but am I the only one who thinks Armor Plates being a high PG item in a low-powered slot is ******* silly? I think it's silly that armor even costs PG. Why do I need to run energy through my armor? !?!?! Running power through the suit to offset weight? Wait, no, that's actually not done. Or maybe each armor module weighs a ton and the power is there to offset the weight to *only* the current speed reduction.
Anyway, what the hell is with all those "There should be shield repairers" claims and stuff like that? Shield and armor symbolize the two facets of FPS: - Shield is the new "red goo means take cover" approach where your health is effectively infinite but you turn squishy - Armor is the oldschool "be a tank, but make sure to not overextend and conserve health" playstyle. The rep tool has basically the same function as the health packs of the past.
Personally, I'd say that the shield/armor tanking duality should be taken to its extreme. Something like giving armor tanking suits no or only extremely neglegible shields and vice versa. However, that would require damage type bonuses to be evened out, because it otherwise breaks balance on an encounter basis. Shield modules should focus less on raising shield HP and more on making its actual strength more of an advantage - Less regen delay, higher regeneration. The former is good for frontline fighters to pop into cover, regenerate a bit and then go on fighting. The latter is good for hit and run players that can take the time to let their shields regenerate. The shield values for both of those playstyles should be the same. What should be different is to either have faster regeneration or lower regeneration delay.
Armor, on the other hand, should have far more variety in terms of HP values. The advantage is a steady output and a frontloaded design - Your armor *always* regenerates, but when it's shot off, you'll take a while until you are fully regenerated. This, again, should be used as a basis for customization. Amarr trade regeneration and speed for high alpha armor (...I think I just raped a word), while Gallente focus on regeneration with swift movement and the ability to be far more flexible in cover usage. A Caldari will always need to pop into cover for a few moments before regeneration kicks in, while a Gallente doesn't need to care about one or two stray shots breaking regeneration. However, attrition will favor the shield tanker over the armor tanker, because the armor tanker will have more and more trouble getting back to full HP.
The idea of the repair tool here is to have armor reliant on infrastructure and coordination. Shields, meanwhile, should be independant. Having them regenerate easily is part of that, but maybe there should be more to it. How can we emphasize the fact that shields are the playstyle for unorganized groups and lone wolfs? What if shield modules had integrated scan profile reduction, while armor modules (not reppers) increase your profile? Unfortunately, this would run into issues due to Gallente being the stealth focused faction. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 14:37:00 -
[25] - Quote
Darken-Soul wrote:My shields supply an infinite amount of hp. I don't have to fit anything to receive this regen. I take cover they come back. If I wanted a different play style I would skill into armor. Armor is reliable and slow. Repairing it takes some effort. I can't just pop in and out of cover. I have to go lick my wounds or rely on something else. I see nothing wrong with having choices.
my armor supplies an infinite amount of hp, and my hives supply it faster than your shields do. there really is no supportable argument that could be conceived by a sane man about why shields should not get a buff at STD and ADV at the very least, and the firing requirement reduction brings it more in line with armor. by raising PRO shield extenders, I'm simply bringing their hp to slightly above half of armor plates instead of below
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 14:43:00 -
[26] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area.
the problem is half the slots are not dedicated to armor reppersGǪthere is nobody who does that except a select few, no offense to you. I think you read my idea before, but i am going to post it here again about a module that increases total armor repair rate that goes in the high slot, allowing gallants who have high base armor rep rate to stack plates in the lows, and still have have repair. It just makes sense
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 14:48:00 -
[27] - Quote
BL4CKST4R wrote:Gavr1lo Pr1nc1p wrote:The only real problems are fitting requirements and hp versus level. Right now, armor plates only have to be at ADV and are the best HP bonuser in the game, all things considered. Plates allow for easily stacked damage mods in the highs, as they should (plates=high pg low cpu, damage mods=high cpu low pg). However, shield extenders are only effective at prototype level, as STD and ADV give only 1/3 and 1/2 of the hp respectively. In addition, the fitting requirements on shield extenders are so very high that they are difficult to run much of anything past basic gear on. Extenders are supposed to allow for greater mobility so that they can leverage the suits superior shield regeneration, and thus should be coupled with Pg intensive biotic modules in the low slots. However, the fitting costs on extenders in the Pg department do not allow for this, unlike how armor's low cpu usage allows for damage mod usage. A great easy number tweaking would fix all of the aforementioned problems.
STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 30 CPU) PRO: (135 armor, 12 PG, 34 CPU) vs (72 shields, 7 PG, 54 CPU) Shields do not need an HP buff unless you nerf the passive HP regen. If you learn to use your suit you can get more "mileage" out of shields than armor and you can also get the same effective HP an armor suit can get while being faster and having more active repair. So no buffing shields HP is bad.
if you learn to use your armor suit, you can get more hp, more damage, and better regen than a shield suit. The argument that shield extenders should not work with biotics due to poor fitting requirements and more than 2x less hp than plates is flawed. Give me one logical and legitimate reason why armor should have very good scaling and over twice the hp of shields with much lower and better fitting costs, whereas shields have absolutely terrible scaling that makes them useless at any level other than proto, and cost so much PG that they can't be used in conjunction with biotic modules?
Kills- Archduke Ferdinand
Balance!
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ZDub 303
TeamPlayers Negative-Feedback
2207
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Posted - 2014.02.15 14:50:00 -
[28] - Quote
Be careful what you wish for, lowering shield extender PG cost just makes it easier to dual tank on both sides.
It makes more sense to me to make PG the EHP modifier and make other modules require a higher bias on CPU. This make its so you're incentivized to not dual tank just by fitting cost alone.
The only non EHP module that has obscene PG cost is the kin cat iirc. Just lower the PG on that and now shield tankers have more incentive to run kin cats over armor plates. Armor tankers already choose between power hungry shields or the more logical damage mods. It's all relatively balanced.
The tiers on extenders are terrible though, 100% agreed. 42/54/66 with maybe a slight bump in std and adv PG cost would make much more sense to me. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 14:51:00 -
[29] - Quote
Aeon Amadi wrote:Slightly off topic but am I the only one who thinks Armor Plates being a high PG item in a low-powered slot is ******* silly? Logically, it makes very little sense, the only reason begin that your suit requires greater amounts of power to propel you under the huge weight of armor plates.
Balance wise, it makes more than perfect sense, as it allows for easy stacking of damage mods or e-warfare mods in the high slots, because armor costs very little CPU.
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 14:57:00 -
[30] - Quote
ZDub 303 wrote:Be careful what you wish for, lowering shield extender PG cost just makes it easier to dual tank on both sides.
It makes more sense to me to make PG the EHP modifier and make other modules require a higher bias on CPU. This make its so you're incentivized to not dual tank just by fitting cost alone.
The only non EHP module that has obscene PG cost is the kin cat iirc. Just lower the PG on that and now shield tankers have more incentive to run kin cats over armor plates. Armor tankers already choose between power hungry shields or the more logical damage mods. It's all relatively balanced.
The tiers on extenders are terrible though, 100% agreed. 42/54/66 with maybe a slight bump in std and adv PG cost would make much more sense to me.
Well, if you want to lower dual tanking, an easy fix would be to make armor cost more PG, instead of shields. It just makes more logical sense. Kincats, in my opinion, are fine where they are at. The best fix to dual tanking in my opinion would be to make the speed penalty for armor constant across all levels, and give armor a remote repair module in the high slots that would allow for increased base armor repair for second, similar to how regulators boost shield statistics if they are in the low slots. It would give armor tankers more incentive to put a damage mod and a few repairers in the highs, because now they don't have to waste low slots for repair.
For shield tankers, modules like regulators and kin cats need to be more incentivized, particularly regulators. I would say remove regulator stacking penalty, or at least severely reduce it, so that stacking regulators is very viable and very useful for shield tanking suits.
Kills- Archduke Ferdinand
Balance!
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