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Tectonic Fusion
1055
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Posted - 2014.02.16 01:16:00 -
[61] - 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. Also decrease the shield penalty down to armor penalty levels. 7% for a complex shield? Crazy...
Solo Player
Squad status: Locked
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NK Scout
Storm Wind Strikeforce Caldari State
378
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Posted - 2014.02.16 01:55:00 -
[62] - Quote
Tectonic Fusion 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. Also decrease the shield penalty down to armor penalty levels. 7% for a complex shield? Crazy... Does it apply to regular delay too? It feels like it.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4641
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Posted - 2014.02.16 01:59:00 -
[63] - Quote
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.
<..<
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
621
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Posted - 2014.02.16 02:10:00 -
[64] - 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. <..< Checkmate has a point that armor can easily mitigate its only disadvantages through the use of equipment, whereas shields cannot, and have less health, and are vulnerable to far more potent weapons than armor.
Also, you forgot the scrambler rifle being able to one-shot any shield value in the game with max proficiency. Or a breach scram pistol with a single headshot (regular if proficiency is maxed).
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
621
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Posted - 2014.02.16 02:14:00 -
[65] - Quote
Another thing- if shields are buffed, we will see weapons like the AR and ScR get their niches back, as far more people will shield tank their suits. People complain that these weapons have been displaced by the RR and CR, and this is the case, however, with shield tanking becoming viable, these weapons will again have a role to play on the battlefield. Flux grenades are already semi common, but increased viability of shields would stop at least a small bit of locus grenade spam, as flux grenades and a combat rifle will be all that is needed to take out a shielded suit
Kills- Archduke Ferdinand
Balance!
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4645
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Posted - 2014.02.16 02:45:00 -
[66] - Quote
Gavr1lo Pr1nc1p wrote: Checkmate has a point that armor can easily mitigate its only disadvantages through the use of equipment, whereas shields cannot, and have less health, and are vulnerable to far more potent weapons than armor.
Also, you forgot the scrambler rifle being able to one-shot any shield value in the game with max proficiency. Or a breach scram pistol with a single headshot (regular if proficiency is maxed).
Not only Shield has an EFFECTIVE weapon that deals BONUS damage to it (SCR RIFLE 120%), but there are also FLUX grenades that 1HKO shields.
The PG reduction on shields is a MUST. No discussion here.
But i like the OP's ideas on the HP buff to shields! If not....=
Something that COULD be done to BALANCE SHIELDS is a nanohive that besides giving ammo, stacks '' Hardener points'' on the suit, giving certain DAMAGE RESISTANCE for shields.
So Armor has lots more HP can cover their HP REPAIR weakness with Repair NAnohives or a friendly Rep Tool. Shields have LESS HP but could last LONGER with some type of HARDENER tech.
After all, nanos ARE CALDARI equipment.......
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
627
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Posted - 2014.02.16 02:47:00 -
[67] - Quote
KING CHECKMATE wrote:Gavr1lo Pr1nc1p wrote: Checkmate has a point that armor can easily mitigate its only disadvantages through the use of equipment, whereas shields cannot, and have less health, and are vulnerable to far more potent weapons than armor.
Also, you forgot the scrambler rifle being able to one-shot any shield value in the game with max proficiency. Or a breach scram pistol with a single headshot (regular if proficiency is maxed).
Not only Shield has an EFFECTIVE weapon that deals BONUS damage to it (SCR RIFLE 120%), but there are also FLUX grenades that 1HKO shields. The PG reduction on shields is a MUST.No discussion here. But i like the OP's ideas on the HP buff to shields! If not....= Something that COULD be done to BALANCE SHIELDS is a nanohive that besides giving ammo, stacks '' Hardener points'' on the suit, giving certain DAMAGE RESISTANCE for shields. So Armor has lots more HP can cover their HP REPAIR weakness with Repair NAnohives or a friendly Rep Tool. Shields have LESS HP but could last LONGER with some type of HARDENER tech. After all, nanos ARE CALDARI equipment.......
Its not a bad idea, but i really want to avoid bringing shields into the same problem that armor has, where they become insanely OP with equipment, but a timed hardened effect would be great, it would just cause all the gallants and amarr players to scream because they can't one shot any shield tanker in the game
Kills- Archduke Ferdinand
Balance!
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Ventis Gant
Goibhniu Industries
49
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Posted - 2014.02.16 03:17:00 -
[68] - Quote
Essentially what you have rediscovered here is something that has long been known in EVE:
For PvP (which is all we have, of course) gank and buffer tank trumps regeneration every time. The average engagement is too short for regeneration to have as much effect as higher initial EHP. The circumstances are slightly different here than in EVE, as it is impossible to take cover in EVE, but some of the same principals apply. Shields need to have the option of fitting for EHP as well, at the expense of some of the regen. This, I believe, was the goal of introducing the penalty on shield extenders, but they forgot that in order for this penalty to be justified, the shield user needs a lot more EHP.
The other side of this issue is that there should be four distinct tanking options, each of which has advantages in certain circumstances:
High EHP armor with no or very limited innate repair (which is what is used now, the repair is from equipment or teammates, not built into the suit). Balanced by fairly stiff speed penalties.
Low EHP armor with relatively high repair. Balanced by the aforementioned low EHP, but does not have speed penalties built in.
High EHP shield with relatively low regen. Balanced by signature penalties. This is how shield buffer fits are balanced in EVE. They are faster to target. The closest equivalent we have to this in Dust is to make them easier to detect. All that shielding puts out a lot of electronic noise.
Low EHP shield with fast regen. At the far end of the scale, the time to begin regen should be able to be brought low enough that the suit begins regeneration almost as soon as it is not actively taking fire. This suit cannot stand and fight, but is well suited to hit and run. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
633
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Posted - 2014.02.16 03:22:00 -
[69] - Quote
Ventis Gant wrote:Essentially what you have rediscovered here is something that has long been known in EVE:
For PvP (which is all we have, of course) gank and buffer tank trumps regeneration every time. The average engagement is too short for regeneration to have as much effect as higher initial EHP. The circumstances are slightly different here than in EVE, as it is impossible to take cover in EVE, but some of the same principals apply. Shields need to have the option of fitting for EHP as well, at the expense of some of the regen. This, I believe, was the goal of introducing the penalty on shield extenders, but they forgot that in order for this penalty to be justified, the shield user needs a lot more EHP.
The other side of this issue is that there should be four distinct tanking options, each of which has advantages in certain circumstances:
High EHP armor with no or very limited innate repair (which is what is used now, the repair is from equipment or teammates, not built into the suit). Balanced by fairly stiff speed penalties.
Low EHP armor with relatively high repair. Balanced by the aforementioned low EHP, but does not have speed penalties built in.
High EHP shield with relatively low regen. Balanced by signature penalties. This is how shield buffer fits are balanced in EVE. They are faster to target. The closest equivalent we have to this in Dust is to make them easier to detect. All that shielding puts out a lot of electronic noise.
Low EHP shield with fast regen. At the far end of the scale, the time to begin regen should be able to be brought low enough that the suit begins regeneration almost as soon as it is not actively taking fire. This suit cannot stand and fight, but is well suited to hit and run.
Personally, i think shields should work as they do now, just be more effective. In the hands of the right player, if they are more effective, they will be able to easily compete with the ganking and tanking of armor because they will have speed and good electronics. By reducing the electronics part, you remove one of the main upsides to using shields- speed and stealth
Kills- Archduke Ferdinand
Balance!
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Thrillhouse Van Houten
DIOS EX. General Tso's Alliance
81
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Posted - 2014.02.16 09:10:00 -
[70] - Quote
NK Scout wrote:Tectonic Fusion 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. Also decrease the shield penalty down to armor penalty levels. 7% for a complex shield? Crazy... Does it apply to regular delay too? It feels like it.
I don't believe it does. It is a pretty damn steep penalty for the fitting cost/eHP gain. I don't agree with the assertion made by Cat Merc. PRO shields aren't balanced with PRO armor because of two things. Any armor tank can fit damage mods for one thing and the shield regen delay penalty on shields isn't in step with the speed penalty on armor.
Armor gets 135 at PRO but shields only get 66. I get that shields regen but armor can be repaired and often is (Logis like those triage points). Adding any sort of regen penalty to shield extenders (especially one that increases with meta level) makes that 66 HP gain worse and worse.
What I don't get...this game is closely affiliated with Eve, right? Shield extenders have a dramatic effect on a ships signature...so why don't shield extenders have an equally dramatic effect on signature radius instead of shield depleted regen delay?
Armor has a penalty on speed. That inherently makes the user more vulnerable. The benefit for wearing shields is greater speed and flexibility, right? So why not make them glowing beacons of RED DOT on the radar while they run circles around armor tanked people? That would be a much more parallel penalty in my eyes to the armor movement penalty AND would jive with the effects of shield extenders in Eve. |
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Protocake JR
Royal Uhlans Amarr Empire
1358
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Posted - 2014.02.16 09:28:00 -
[71] - 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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Gavr1lo Pr1nc1p
TRA1LBLAZERS
642
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Posted - 2014.02.16 21:16:00 -
[72] - Quote
Thrillhouse Van Houten wrote:NK Scout wrote:Tectonic Fusion 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. Also decrease the shield penalty down to armor penalty levels. 7% for a complex shield? Crazy... Does it apply to regular delay too? It feels like it. I don't believe it does. It is a pretty damn steep penalty for the fitting cost/eHP gain. I don't agree with the assertion made by Cat Merc. PRO shields aren't balanced with PRO armor because of two things. Any armor tank can fit damage mods for one thing and the shield regen delay penalty on shields isn't in step with the speed penalty on armor. Armor gets 135 at PRO but shields only get 66. I get that shields regen but armor can be repaired and often is (Logis like those triage points). Adding any sort of regen penalty to shield extenders (especially one that increases with meta level) makes that 66 HP gain worse and worse. What I don't get...this game is closely affiliated with Eve, right? Shield extenders have a dramatic effect on a ships signature...so why don't shield extenders have an equally dramatic effect on signature radius instead of shield depleted regen delay? Armor has a penalty on speed. That inherently makes the user more vulnerable. The benefit for wearing shields is greater speed and flexibility, right? So why not make them glowing beacons of RED DOT on the radar while they run circles around armor tanked people? That would be a much more parallel penalty in my eyes to the armor movement penalty AND would jive with the effects of shield extenders in Eve.
The problem with this is that currently the only strength that shield tankers have is speed and stealth, and by taking that away, you invalidate anything that shield tankers have spent SP to do.
The problem is that shields have very low HP, so are only viable for hit and run tactics, and thus NEED the stealth. Speed tanking no longer exists, as armor tankers with damage mods and aim assist invalidate any of that
Kills- Archduke Ferdinand
Balance!
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Tectonic Fusion
1058
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Posted - 2014.02.16 21:28:00 -
[73] - Quote
Thrillhouse Van Houten wrote: So why not make them glowing beacons of RED DOT on the radar while they run circles around armor tanked people? Because that would make Caldari and Minmatar scouts suck. EDIT: HYDERPOO
Solo Player
Squad status: Locked
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
644
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Posted - 2014.02.16 21:59:00 -
[74] - Quote
Tectonic Fusion wrote:Thrillhouse Van Houten wrote: So why not make them glowing beacons of RED DOT on the radar while they run circles around armor tanked people? Because that would make Caldari and Minmatar scouts suck. EDIT: HYDERPOO
exactly
Kills- Archduke Ferdinand
Balance!
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Shutter Fly
Molon Labe. General Tso's Alliance
260
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Posted - 2014.02.16 22:43:00 -
[75] - 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. This is true, but armor tankers still have a high regen shield buffer on top of their primary armor tank, while shield tankers have to rely on a non regenerative armor buffer UNDER their primary shield tank.
Obviously, this gives armor tankers a significant advantage in this respect solely from the mechanics of shields vs. armor. Armor tankers have a reliable buffer on top of their primary tank, preventing an initial burst of damage from doing significant damage and allowing their armor more time to regenerate. Shield tankers have to deal with the fact that their primary line of defense is their FIRST line of defense, meaning every bit of damage taken is significant to their primary HP.
I've run shield tanked Minmatar Assaults and armor tanked Gallente Scouts, and I can honestly say that 6hp/s armor repair with a k-17/D NH on my scout is much more efficient than the 22.5hp/s shield regen with 1hp/s armor rep on my assault. They both have about the same total eHP, but my scout has significantly more long term survivability, despite having presumably worse repair.
The difference is the 87-160 shield buffer on the Gallente scout, as the first 87-160 damage of every encounter is essentially negated, meaning I take less damage to my armor. Once the damage is taken, I can continue to fight with a bit more caution, as I know that I can always take some damage without sacrificing armor. In the event that I take major damage, I can fall back, drop a hive, and possibly get help from a logi. The shield-based assault, on the other hand, is forced to retreat after taking any significant damage and stay under cover until fully healed. In the event that I have my shields completely reduced, I am guaranteed to have to hide for at least 18 seconds until I have enough shields to fight again. There is no chance of continuing to fight while waiting, as any damage taken will prolong the wait and possibly result in having to start completely over. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
646
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Posted - 2014.02.17 01:17:00 -
[76] - Quote
Shutter Fly wrote: This is true, but armor tankers still have a high regen shield buffer on top of their primary armor tank, while shield tankers have to rely on a non regenerative armor buffer UNDER their primary shield tank.
Obviously, this gives armor tankers a significant advantage in this respect solely from the mechanics of shields vs. armor. Armor tankers have a reliable buffer on top of their primary tank, preventing an initial burst of damage from doing significant damage and allowing their armor more time to regenerate. Shield tankers have to deal with the fact that their primary line of defense is their FIRST line of defense, meaning every bit of damage taken is significant to their primary HP.
I've run shield tanked Minmatar Assaults and armor tanked Gallente Scouts, and I can honestly say that 6hp/s armor repair with a k-17/D NH on my scout is much more efficient than the 22.5hp/s shield regen with 1hp/s armor rep on my assault. They both have about the same total eHP, but my scout has significantly more long term survivability, despite having presumably worse repair.
The difference is the 87-160 shield buffer on the Gallente scout, as the first 87-160 damage of every encounter is essentially negated, meaning I take less damage to my armor. Once the damage is taken, I can continue to fight with a bit more caution, as I know that I can always take some damage without sacrificing armor. In the event that I take major damage, I can fall back, drop a hive, and possibly get help from a logi. The shield-based assault, on the other hand, is forced to retreat after taking any significant damage and stay under cover until fully healed. In the event that I have my shields completely reduced, I am guaranteed to have to hide for at least 18 seconds until I have enough shields to fight again. There is no chance of continuing to fight while waiting, as any damage taken will prolong the wait and possibly result in having to start completely over.
This right here is exactly why it is so backwards for shield to have so much less HP than armor, and not enough pg to fit complementary modules
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
648
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Posted - 2014.02.17 03:52:00 -
[77] - Quote
Protocake JR wrote: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.
Protocake, what are is your specific opinion about the numbers in my OP?
Kills- Archduke Ferdinand
Balance!
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Thrillhouse Van Houten
DIOS EX. General Tso's Alliance
83
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Posted - 2014.02.17 06:49:00 -
[78] - Quote
Tectonic Fusion wrote: ... Because that would make Caldari and Minmatar scouts suck. EDIT: HYDERPOO
Gavr1lo Pr1nc1 wrote:exactly
I do see this problem. My inelegant solution would be to make shield extender variants, just like the armor variants. Why are there three kinds of armor plates but only one kind of shield extender? Standard plates give penalties but ferroscale and reactive plates do different things with different bonuses and requirements. Why not have different kinds of energy field or something where scouts could load up on lower shield/no penalty variants and leave the signature radius problems to the rest of us.
I also think that shield regens should either get some serious loving in the high slots or be moved to low slots. That might shift around some strategies.
As a slow ass Cal Logi, my problem isn't being spotted on radar. I can't get out to revive people because my HP is low (even though I'm half-assed hybrid tanked) and because my suits are so slow. I need more HP from my shields. Even when I can take a hit, when I duck back around to safety it takes forever and a half for my shields to start regenerating thanks to the ridiculous shield regen penalty. I went shield tank initially because I thought I'd be lighter on my feet but I had to add armor because even a pure shield tanked Cal Logi is still slow as hell and I was getting railroaded.
CCP needs to higher a couple fresh minds who can work on balance. Balance will keep people playing longer than some new whizz-bang weapon or suit... |
Spectre-M
The Generals General Tso's Alliance
279
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Posted - 2014.02.17 07:02:00 -
[79] - 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.
Spot on. Also when TTK is a little higher I think the differences in the 2 types will be much more evident and unique. The immediate advantage is still noticeable and at range they perform very well.
I'd still like to see the shield support modules become more attractive.
Amarr Factional Warfare Loyalist
Minnmatar in Amarr Armor
I am a Wolf in Sheeps Clothing
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The dark cloud
The Rainbow Effect Negative-Feedback
2208
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Posted - 2014.02.17 07:33:00 -
[80] - Quote
No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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NK Scout
Storm Wind Strikeforce Caldari State
414
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Posted - 2014.02.17 07:45:00 -
[81] - Quote
The dark cloud wrote:No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them. 2 basic dampeners dont work, you need 3 after i scanned a nyan san scout mk.0 in my stealth logi i killed him and terminated him
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
652
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Posted - 2014.02.17 15:57:00 -
[82] - Quote
The dark cloud wrote:No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them. The problem is biotics cost more Pg than armor, therefore, the extra Pg is necessary. A good solution to brick tanking would be to make extenders have anhp reduction if armor plates are equipped and vice versa.
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
652
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Posted - 2014.02.17 17:06:00 -
[83] - Quote
Updated the OP
Kills- Archduke Ferdinand
Balance!
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
271
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Posted - 2014.02.17 22:52:00 -
[84] - 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.
EDITS: change speed penalty to 3/4/5 for armor plates as well so that proto plates are more attractive for use 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) Bump |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
666
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Posted - 2014.02.17 23:35:00 -
[85] - Quote
INFINITE DIVERSITY IDIC 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.
EDITS: change speed penalty to 3/4/5 for armor plates as well so that proto plates are more attractive for use 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) Bump
So you agree with these changes?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
705
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Posted - 2014.02.20 00:30:00 -
[86] - Quote
NK Scout wrote:The dark cloud wrote:No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them. 2 basic dampeners dont work, you need 3 after i scanned a nyan san scout mk.0 in my stealth logi i killed him and terminated him
I didn't know nyan san ran minmitar scoutsGǪ.doesnt it require too much skill?
Kills- Archduke Ferdinand
Balance!
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NK Scout
Storm Wind Strikeforce Caldari State
461
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Posted - 2014.02.20 00:50:00 -
[87] - Quote
Gavr1lo Pr1nc1p wrote:NK Scout wrote:The dark cloud wrote:No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them. 2 basic dampeners dont work, you need 3 after i scanned a nyan san scout mk.0 in my stealth logi i killed him and terminated him I didn't know nyan san ran minmitar scoutsGǪ.doesnt it require too much skill? They brick tanked it, i scanned it with a basic scanner
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
705
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Posted - 2014.02.20 00:58:00 -
[88] - Quote
NK Scout wrote:Gavr1lo Pr1nc1p wrote:NK Scout wrote:The dark cloud wrote:No to shield extender buff. You would just use the spare PG to put armor plates on and bricktank. What you should do is either use biotics or profile dampaners on your lowslots. They do work and because every muppet is running with a actve scanner around they wouldnt even notice you if you would stand 20m infront of them. 2 basic dampeners dont work, you need 3 after i scanned a nyan san scout mk.0 in my stealth logi i killed him and terminated him I didn't know nyan san ran minmitar scoutsGǪ.doesnt it require too much skill? They brick tanked it, i scanned it with a basic scanner it was probably just a light frame then hahaha
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
713
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Posted - 2014.02.21 03:05:00 -
[89] - Quote
bumping for justice
Kills- Archduke Ferdinand
Balance!
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Roy Ventus
Foxhound Corporation General Tso's Alliance
1118
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Posted - 2014.02.21 03:30:00 -
[90] - Quote
Just take the shield penalty away?
It never really mattered that much to keep it, imo. The "penalty" that shield users have against armor is that they can't be stacked on the same way. You can't stack damage mods and can't get 450+ shields with little effort. You do have mobility and a big repair once it starts up. Buff the other shield based modules of course, along with nerfing the fitting usage of the Reactive Plates and Ferroscale Modules(although I'd argue also giving Ferroscales a small speed penalty as well because having 500+ Armor on someone with base speed is damn near OP in my book).
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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