Shyeer Alvarin
Dead Six Initiative Lokun Listamenn
149
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Posted - 2014.02.17 11:26:00 -
[1] - Quote
Alright, so... Call me frickin' crazy, but I was reading a thread and saw something about how shield tanking's "good" because you get to use profile dampeners. Staying off the radar and whatnot. Crazy idea occurred.
Alright, we've got the four races: Amarr, Caldari, Gallente, Minmatar. Each race has its' benefits. Caldari, heavy shielding, long range high powered weaponry.
Amarr, lots of lasers and in-your-face-interface, glorious golden Reclaimers.
Gallente, short-range "bow before me" assault and CQC weaponry.
Minmatar... Well. Minmatar have rust. And ductape. (And also LOTS OF THINGS THAT GO BOOM!)
Now that we're getting parity in our dropsuits while we've got a wide variety of light weapons already at our disposal... It makes sense to ME at least... That the damage modifiers for the races specialty weapons should be tailor-made to work with that races suit. EX: (Minmatar) Mass Driver is a low-powered weapon, damage mods should be a low-slot to match. EX: (Amarr) Lasers on the other hand are extremely high powered and would rely more heavily on the dropsuit's power systems to get any real effect. High-Slots for their damage mods. EX: (Gallente) Assault rifles fire bolts of magnetically encapsulated plasma. Kinda screams High Powered, right? Right.
Splitting up the Damage Mod's by race as well adds more routes through which players would have to dump SP, contributing to CCP's "10 year skill plan." Ex: Minmatar Light Weapon upgrades, Minmatar Heavy Weapon Upgrades, Minmatar Turret Upgrades etc. Splitting the Damage mods by race adds to the need to "specialize" rather than dumping points into one skill to get disgusting amounts of damage with EVERY gun they get.
Also, tune values for Damage mods. 3-5-7 seems like a better progression for improving TTK than the current 3-5-10. With the disparity between shield and armor modules being what it is, Damage Mods are a far more attractive alternative to... Pretty much everything you can put in your High Slots considering the fitting costs.
All things considered, with how little an effect you get from Shield Regulators, shield extenders recharge delay penalty is abysmal when you factor in how difficult it is to be viable in a stand-up fight against a squad. The recharge delay bonus would make -far- more sense if Shield Extenders HP values were equal to -HALF- of the values given by armor plates at each tier.
Now... "What's to stop people from turning into crazy killer bumblebees with shield tanks then?" You have the Scrambler Rifle, Scrambler Pistol, Shotguns, and Flux Grenades. The scrambler rifle deals an additional 20% damage against shields. Quit bitching. Nothing does that much bonus damage against armor besides explosives and you're already complaining about Remotes.
On the same note: With armor tankers in their current position, I propose this: Either Armor Suit Damage mods go in the Highs where they won't lose tank, or they go in the Lows so they're in the same boat with us Caldari Loyalists and have to sacrifice Shield Tank for damage. With the "New Player Experience" being what it is, it gives Stompers a choice. Feed your damage mod habit and be squishy as hell, or be tanky as hell and stand up to a real fight rather than mowing over the Newberries.
Also: Shield Tanking and Sig Radius: If Sig Radius were hand-in-hand with Shield tanking, Make Shield Tank Sig appropriate. EVE-side is the total opposite. Tiny little frigates wind up having the same sigs as some battleships. Either that argument dies here, or CCP can tweak Sig Radius for suits intended to shield tank.
tl/dr- Racial Damage Mods Associated Racial Skills Shield Extenders = 50% like level Armor Plate. No suit gets bonus to shield extender efficacy Racial Damage Mods either take the same slots their racial suits would put tank into, or they are made opposites. Tweak Sig Rad for Shield Tanks if "working as intended."
Discuss.
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Ku Shala
Onuoto Uakan Huogaatsu
868
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Posted - 2014.02.17 17:57:00 -
[2] - Quote
you had the short solution right there damage mods either effect shield or armour not both, 1 takes a high slot one takes a low slot if you want to deal both bonus damage you can fill you highs and lows with damage mods,
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Shyeer Alvarin
Dead Six Initiative Lokun Listamenn
152
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Posted - 2014.02.17 20:28:00 -
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Ku Shala wrote: you could make mods that disable repairs of armour (fractionl seconds per shot up so many seconds) and mods that increase delays on shield instead of dealing additional damage (1 second for basic 3 for proto per delay restart).more high and low modules anyone?
Armor already repairs very slowly. My proposed solution involves putting Racial Damage mods appropriate to their tank, whether it be high slots or low slots (Low for Amarr/Gallente, High for Minmatar/Caldari). Either applying damage mods to suits forces users to sacrifice some tank for extra damage, or all four races are given some freedom in their fittings.
As it is with shields, the base recharge delay (not depleted) is six seconds when a shield tanker takes damage. Armor doesn't get that delay, so people that stack Reactive Plates and Armor Repair Modules begin repairing armor as soon as their armor starts to drop.
Once shields drop, shield tankers are very very squishy unless they put on a plate or two, and they don't have the Lows to do much to supplement their tank with additional HP.
It does give me an idea though. In tune with Damage Mods being appropriate for the weaponry of the racial suit they're used on, they could give the -current- damage bonuses to their racial weaponry with decreased effectiveness when other weapons are used.
Reasoning: The Minmatar for instance, aren't going to have the same understanding of how to amplify Amarrian Laser technology as the Amarr would. Likewise, the Gallente wouldn't have the same understanding of Railguns as the Caldari et cetera.
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