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Komodo Jones
Chaotik Serenity
535
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Posted - 2014.02.24 07:47:00 -
[1] - Quote
Just want to gather thoughts on what people think should be done to better balance the shield-armor relationship.
And yes it is unbalanced and their relationship doesn't make sense, if shield tankers are supposed to be the hit and run skirmishers why are damage mods in the high slot? So we armor tankers can have alot of health AND more damage? Sure why not. If shields are supposed to be fast regenerating why is it that armor seems to be unceasing when armor repairing equipment come in to play? Why is there no equipment that helps shields? Why does a complex shield extender give you less health than a basic armor plate? I'm rambling, moving on.
If you're someone who realizes how disproportionate this situation is then share how you think it could be fixed, if you think everything is fine then while I don't think this post is for you I would be interested to hear your explanation of why things should stay the same.
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Lorhak Gannarsein
Science For Death
1801
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Posted - 2014.02.24 07:56:00 -
[2] - Quote
I always assumed that damage mods were to supplement armour in the same way that regulators supplement shields.
Damage mods are better by far, though.
EDIT: I don't think the situation is reasonable, though.
Either shields need an option in lows that supplements main tank (and is useful in the current meta) or damage mods need a bit of a nerf.
Which is problematic because AV.
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Venerable Phage
Red Shirts Away Team
58
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Posted - 2014.02.24 07:57:00 -
[3] - Quote
Would be nice if this part was like Eve: More shields = higher repair rate |
NK Scout
Storm Wind Strikeforce Caldari State
527
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Posted - 2014.02.24 07:58:00 -
[4] - Quote
Venerable Phage wrote:Would be nice if this part was like Eve: More shields = higher repair rate And shield regulators mean something
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One day shields, soon.
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Cody Sietz
Bullet Cluster Legacy Rising
2395
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Posted - 2014.02.24 09:23:00 -
[5] - Quote
Fun fact.
Shield suits run dmg mods and armour plates.
Have reps on doesn't matter if TTK is high, and shield suits get that nice buffer of shield, so they don't have to worry about reps anyway.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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THUNDERGROOVE
ZionTCD
520
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Posted - 2014.02.24 09:26:00 -
[6] - Quote
Shields are fine. Armor is fine.
Both require to invest ISK to be useful. Shields need more extenders while armor needs triage hives or a good logi(More expensive).
Director of ZionTCD
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Monkey MAC
Rough Riders..
2036
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Posted - 2014.02.24 09:56:00 -
[7] - Quote
Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both.
Combat Engineer in training.
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Chuckles Brown
153
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Posted - 2014.02.24 10:01:00 -
[8] - Quote
Who said they were supposed to be balanced?
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jhon hartigan
Maphia Clan Corporation
77
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Posted - 2014.02.24 11:32:00 -
[9] - Quote
THUNDERGROOVE wrote:Shields are fine. Armor is fine.
Both require to invest ISK to be useful. Shields need more extenders while armor needs triage hives or a good logi(More expensive). This is the idiotest thing ever |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
275
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Posted - 2014.02.24 11:37:00 -
[10] - Quote
Shields should be passive and resemble eve by giving suits caps. Also fix the weapon damage and give suits damage resistances. they're going in the right direction with sentinels, just give them base resistances on the suits depending on race before skill application, and do the sane for the rest of the suits. Then add resistance mods, increase slots, add midslots, and buff weapon damage as needed to account for the new ehp and time to kill will go up like everyone agrees it should. Armor isn't to bad wear it is. But I think the movement penalties are a little too harsh. 15% for three complex plates is too much.
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Joel II X
Dah Gods O Bacon
1287
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Posted - 2014.02.24 12:09:00 -
[11] - Quote
THUNDERGROOVE wrote:Shields are fine. Armor is fine.
Both require to invest ISK to be useful. Shields need more extenders while armor needs triage hives or a good logi(More expensive). Basic and enhanced extenders are trash, they're only good to an extent on the Caldari Assault until 1.8 drops. |
Alternate Insano
SUICIDE SPITE SQUAD
160
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Posted - 2014.02.24 12:09:00 -
[12] - Quote
You do have a good point about how disproportionate it is. However, show me something in DUST that isn't skewed like this. Don't waste your time looking. Everything is broken in comparison to other popular fps games that keep players on even ground in regards to equipment. This game is designed to do what it is doing, and it is working perfectly. DUST's target audience doesn't want fair fights, is willing to pay to win, and since they provide the devs with a paycheck, they will get what they want. And that's fine. Nobody is forcing any of us to play. I know I got DUST for free, so when it goes **** up I will have lost nothing.
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Play, or play not. There is no balance.
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Komodo Jones
Chaotik Serenity
537
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Posted - 2014.02.24 18:00:00 -
[13] - Quote
Monkey MAC wrote:Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both. hybrid mods? you mean something useful to both armor and shields?
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Arkena Wyrnspire
Fatal Absolution
10007
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Posted - 2014.02.24 18:07:00 -
[14] - Quote
If the TTK wasn't so short, I think that shields would be fine. The problem at the moment with stacking armour (and indeed, both armour + shields at once) comes more from the way that it's really the only way to survive under a decent amount of fire for some time.
If shields could live long enough to leverage their advantages (better speed + regen) then they'd be in a happier place. I would question what you're doing with shields presently though. They don't stand up to fire particularly well, but consider how effective dampening is right now. I'm having fantastic success with a triple complex shield extender dual damp Amarr assault presently simply because of how excellent the options that low slots offer are.
There are definitely a few stupid things though. Low tier shield extenders giving barely any HP is stupid - the lower tier shield extenders should be buffed. One problem is that it's easier to fit armour than it is shields because you can efficiently stack basic plates for little cost - shields do not have that option. The lack of team support options is also silly. I've always liked the idea of a rep tool that jump starts shield regen (not an active thing, but like a spark to start it off).
Forum Master I
Lenin of the glorious armoured revolution
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Komodo Jones
Chaotik Serenity
537
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Posted - 2014.02.24 18:08:00 -
[15] - Quote
Auris Lionesse wrote:Shields should be passive and resemble eve by giving suits caps. Also fix the weapon damage and give suits damage resistances. they're going in the right direction with sentinels, just give them base resistances on the suits depending on race before skill application, and do the sane for the rest of the suits. Then add resistance mods, increase slots, add midslots, and buff weapon damage as needed to account for the new ehp and time to kill will go up like everyone agrees it should. Armor isn't to bad wear it is. But I think the movement penalties are a little too harsh. 15% for three complex plates is too much. Galle te is supposed to be a bit faster.
The recharge penalty on extenders needs to go, its awful, and shields should go 44/66/88 in my opinion.
The foundation we get from eve is too complex to be dumbed down the way it is in dust. Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we changed the amount of high and low slots the suits had and then gave them mid slots to shove scanner mods and biotics in that would make things a bit more interesting.
Also the movement penalty argument isn't that accurate, for those who don't know the speed reduction also has a stacking penalty, 5 complex plates don't reduce your speed by 25% it's more like 14%
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Komodo Jones
Chaotik Serenity
538
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Posted - 2014.02.24 18:13:00 -
[16] - Quote
Alternate Insano wrote:You do have a good point about how disproportionate it is. However, show me something in DUST that isn't skewed like this. Don't waste your time looking. Everything is broken in comparison to other popular fps games that keep players on even ground in regards to equipment. This game is designed to do what it is doing, and it is working perfectly. DUST's target audience doesn't want fair fights, is willing to pay to win, and since they provide the devs with a paycheck, they will get what they want. And that's fine. Nobody is forcing any of us to play. I know I got DUST for free, so when it goes **** up I will have lost nothing.
Except time.
They want to make changes and they listen to the community, the problem is the community is disorganized and short sighted, everyone blamed logistics for being too powerful when really it was just that there were several small problems within the game that logies could take advantage of because of all of the room they had for modules and weapons, but since everyone says "nerf the logies" they may just get screwed over which doesn't solve the problem it sweeps it under the rug.
Yes there's alot of problems with this game, let's fix them.
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Awry Barux
Ametat Security Amarr Empire
1070
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Posted - 2014.02.24 18:14:00 -
[17] - Quote
Komodo Jones wrote:Monkey MAC wrote:Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both. hybrid mods? you mean something useful to both armor and shields?
I assume he means something like reactive plates but for shields- say, a regulator/extender hybrid or a recharger/regulator hybrid. |
Arkena Wyrnspire
Fatal Absolution
10009
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Posted - 2014.02.24 18:18:00 -
[18] - Quote
Komodo Jones wrote: Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we changed the amount of high and low slots the suits had and then gave them mid slots to shove scanner mods and biotics in that would make things a bit more interesting.
EVE employs more elegant solutions - for a number of reasons, it's often more desirable to go for the utility module after you've gotten some tank on, and you can't stack similar modules (like tank, or indeed utility) fully because they take up differing amounts of PG/CPU. ATM in Dust PG/CPU aren't differentiated that much.
Forum Master I
Lenin of the glorious armoured revolution
MAG Raven
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Komodo Jones
Chaotik Serenity
538
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Posted - 2014.02.24 18:20:00 -
[19] - Quote
Arkena Wyrnspire wrote:If the TTK wasn't so short, I think that shields would be fine. The problem at the moment with stacking armour (and indeed, both armour + shields at once) comes more from the way that it's really the only way to survive under a decent amount of fire for some time.
If shields could live long enough to leverage their advantages (better speed + regen) then they'd be in a happier place. I would question what you're doing with shields presently though. They don't stand up to fire particularly well, but consider how effective dampening is right now. I'm having fantastic success with a triple complex shield extender dual damp Amarr assault presently simply because of how excellent the options that low slots offer are.
There are definitely a few stupid things though. Low tier shield extenders giving barely any HP is stupid - the lower tier shield extenders should be buffed. One problem is that it's easier to fit armour than it is shields because you can efficiently stack basic plates for little cost - shields do not have that option. The lack of team support options is also silly. I've always liked the idea of a rep tool that jump starts shield regen (not an active thing, but like a spark to start it off). I feel like TTK being short is a side effect of multiple different problems, aim assist, damage mods, scanners, incredibly high powered weapons, only 2 of which are being fixed and one of those we have no info on.
So if you put on a basic shield extender would that give you the same regen penalty as a complex one? Or do complex extenders affect the recharge delay even more?
The dampening effect is interesting, I use gallente so there wasn't much of an option for shields for me but I can see how it would be useful to evade scanners that cover the entire map, luckily though scanners will become alot less powerful in 1.8.
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Komodo Jones
Chaotik Serenity
538
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Posted - 2014.02.24 18:27:00 -
[20] - Quote
Arkena Wyrnspire wrote:Komodo Jones wrote: Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we changed the amount of high and low slots the suits had and then gave them mid slots to shove scanner mods and biotics in that would make things a bit more interesting.
EVE employs more elegant solutions - for a number of reasons, it's often more desirable to go for the utility module after you've gotten some tank on, and you can't stack similar modules (like tank, or indeed utility) fully because they take up differing amounts of PG/CPU. ATM in Dust PG/CPU aren't differentiated that much. So is it something like defensive modules take up a large amount of PG (arbitrarily chosen) where offensive modules take up more CPU? Or just that stacking defense just stops becoming possible at some point because of the amount of PG and CPU we have? I've always liked the idea of giving us more modules slots just so we could have a bit more flexibility but the problem is if you throw in more mod slots people are going to stack on more defense, there's not really a limit to tanking, would make sense for a mid slot of just an exponential or prohibitive cost of stacking defensive or offensive modules.
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Komodo Jones
Chaotik Serenity
539
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Posted - 2014.02.24 18:29:00 -
[21] - Quote
Awry Barux wrote:Komodo Jones wrote:Monkey MAC wrote:Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both. hybrid mods? you mean something useful to both armor and shields? I assume he means something like reactive plates but for shields- say, a regulator/extender hybrid or a recharger/regulator hybrid. Would be interesting as long as they're better than reactive plates, there's absolutely no point to them unless you only have 1 slot and can't decide between armor and repair.
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Komodo Jones
Chaotik Serenity
539
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Posted - 2014.02.24 18:34:00 -
[22] - Quote
Monkey MAC wrote:Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both. Forgot about the other part of this, I thought it would be useful to have a piece of equipment dedicated to shields but shields spark and start recharging in too short of a window for a logi to notice, run in, and have an effect. A secondary function to the repair tool would be interesting though, is there any equipment in eve that regenerates shields? I know we had shield transporters and armor repairers for vehicles for a while and suspected there might be something similar, just curious what we could work up for infantry.
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Pisidon Gmen
Ivory Vanguard
18
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Posted - 2014.02.24 18:34:00 -
[23] - Quote
THUNDERGROOVE wrote:Shields are fine. Armor is fine.
Both require to invest ISK to be useful. Shields need more extenders while armor needs triage hives or a good logi(More expensive).
shield and armor are both pointless do to the damage per sec of 90% of the weapons in the game what good dose having complex shield extenders do when a rail rifle will do 60+ damage per shot with proficiency and damage mods . this goes the same 4 several weapons in the game calculate out the damage per sec with out proficiency and damage mods and then dose it matter if u can take 1 or 2 more bullets when rounds per min are over 400 fore most weapons even armor mods are only 135 at proto level so that's 3 or 4 hits difference so whats the point of running any thing other then damage mods. this is the imbalance in the game more then anything else. esp when logie suits are used to stack 3 ,4 or 5 damage mods the stack penalty is too little what most of the people who post on here forget is that new players don't have a chance the way things are set up now and with out new players dust will not stay a game long most posters seem to forget not every one has 12 mill + sp in the game |
Pisidon Gmen
Ivory Vanguard
18
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Posted - 2014.02.24 18:36:00 -
[24] - Quote
Komodo Jones wrote:Monkey MAC wrote:Damage Mods go in high slot because armour tankers are slower, so its harder to do sustained damage. When it comes to shield armour inbalance its rather simple.
Add Shield low slot modules including hybrid modules and rework the reactive plates. Then add a new function to the repair tool, to overcharge shield regen, so it works on both. Forgot about the other part of this, I thought it would be useful to have a piece of equipment dedicated to shields but shields spark and start recharging in too short of a window for a logi to notice, run in, and have an effect. A secondary function to the repair tool would be interesting though, is there any equipment in eve that regenerates shields? I know we had shield transporters and armor repairers for vehicles for a while and suspected there might be something similar, just curious what we could work up for infantry.
o yea remember they all ready nurffed the shields do to wieners that said they came back up too fast . |
Alena Ventrallis
The Neutral Zone
762
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Posted - 2014.02.24 18:38:00 -
[25] - Quote
Shields are about hitting hard and getting out. Armor is about staying power and EWAR. Therefore, move damage mods to the lows, and everything else save armor, fitting moods, and regulators to the highs.
Best PVE idea I've seen.
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Arkena Wyrnspire
Fatal Absolution
10009
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Posted - 2014.02.24 18:39:00 -
[26] - Quote
Komodo Jones wrote:Arkena Wyrnspire wrote:If the TTK wasn't so short, I think that shields would be fine. The problem at the moment with stacking armour (and indeed, both armour + shields at once) comes more from the way that it's really the only way to survive under a decent amount of fire for some time.
If shields could live long enough to leverage their advantages (better speed + regen) then they'd be in a happier place. I would question what you're doing with shields presently though. They don't stand up to fire particularly well, but consider how effective dampening is right now. I'm having fantastic success with a triple complex shield extender dual damp Amarr assault presently simply because of how excellent the options that low slots offer are.
There are definitely a few stupid things though. Low tier shield extenders giving barely any HP is stupid - the lower tier shield extenders should be buffed. One problem is that it's easier to fit armour than it is shields because you can efficiently stack basic plates for little cost - shields do not have that option. The lack of team support options is also silly. I've always liked the idea of a rep tool that jump starts shield regen (not an active thing, but like a spark to start it off). I feel like TTK being short is a side effect of multiple different problems, aim assist, damage mods, scanners, incredibly high powered weapons, only 2 of which are being fixed and one of those we have no info on. So if you put on a basic shield extender would that give you the same regen penalty as a complex one? Or do complex extenders affect the recharge delay even more? The dampening effect is interesting, I use gallente so there wasn't much of an option for shields for me but I can see how it would be useful to evade scanners that cover the entire map, luckily though scanners will become alot less powerful in 1.8.
I think complex extenders affect it more, but I'm not completely certain on that because I rarely notice the different in recharge delays. Because it's only depleted, an unencumbered assault can often get out of the way of incoming fire quickly enough to avoid complete shield depletion. By doing that, and not going charging in, you can eke out a lot more juice from your shields. It's a nice little thing you can do, though I find the idea of a recharge delay penalty dubious.
As for your problems, scanners, high powered weapons, and damage mods are all being fixed. Two of which we have no info on, but damage mods are being looked at and we already know about scanners and some weapon nerfs.
By the way, even if you're Gallente (this is going to sound mad) but if you want to try dampening there's no reason you can't shield tank it. I used a similar fit on a Gallente suit for some time with dual dampeners. It works much better with the assault thanks to the shield recharge bonus, which is useful for these things even if it is a stupid bonus. Just be a little more careful getting out of fire, that's all. You might find the extra speed liberating - I know I did, coming from heavily plated suits.
Forum Master I
Lenin of the glorious armoured revolution
MAG Raven
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Arkena Wyrnspire
Fatal Absolution
10009
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Posted - 2014.02.24 18:45:00 -
[27] - Quote
Komodo Jones wrote:Arkena Wyrnspire wrote:Komodo Jones wrote: Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we changed the amount of high and low slots the suits had and then gave them mid slots to shove scanner mods and biotics in that would make things a bit more interesting.
EVE employs more elegant solutions - for a number of reasons, it's often more desirable to go for the utility module after you've gotten some tank on, and you can't stack similar modules (like tank, or indeed utility) fully because they take up differing amounts of PG/CPU. ATM in Dust PG/CPU aren't differentiated that much. So is it something like defensive modules take up a large amount of PG (arbitrarily chosen) where offensive modules take up more CPU? Or just that stacking defense just stops becoming possible at some point because of the amount of PG and CPU we have? I've always liked the idea of giving us more modules slots just so we could have a bit more flexibility but the problem is if you throw in more mod slots people are going to stack on more defense, there's not really a limit to tanking, would make sense for a mid slot of just an exponential or prohibitive cost of stacking defensive or offensive modules.
That's partially it. Higher grade weaponry takes up more PG, stacking defensive modules will take up a lot of PG. Utility modules take up a lot of CPU.
Utility modules are a lot more important in EVE. Stasis webifiers, propulsion mods, tracking computers, etc give much more variety to armour utility slots. In Dust, it's just damage mods or dual tanking, really. Myofibril stimulants are a stupid proposition and precision enhancers are only useful in some niche fits and sometimes will have very little or no effect. Damage mods are in the lows in EVE, and many view that as a justification to move them but if you do, there's essentially no viable option for high slots except to shield tank, and honestly if that's the case I'd much rather go pure shield and enjoy the huge variety of useful modules in the low slots.
Forum Master I
Lenin of the glorious armoured revolution
MAG Raven
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Komodo Jones
Chaotik Serenity
541
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Posted - 2014.02.24 19:41:00 -
[28] - Quote
Arkena Wyrnspire wrote:I think complex extenders affect it more, but I'm not completely certain on that because I rarely notice the different in recharge delays. Because it's only depleted, an unencumbered assault can often get out of the way of incoming fire quickly enough to avoid complete shield depletion. By doing that, and not going charging in, you can eke out a lot more juice from your shields. It's a nice little thing you can do, though I find the idea of a recharge delay penalty dubious.
As for your problems, scanners, high powered weapons, and damage mods are all being fixed. Two of which we have no info on, but damage mods are being looked at and we already know about scanners and some weapon nerfs.
By the way, even if you're Gallente (this is going to sound mad) but if you want to try dampening there's no reason you can't shield tank it. I used a similar fit on a Gallente suit for some time with dual dampeners. It works much better with the assault thanks to the shield recharge bonus, which is useful for these things even if it is a stupid bonus. Just be a little more careful getting out of fire, that's all. You might find the extra speed liberating - I know I did, coming from heavily plated suits.
I guess that makes sense, I'd have about the same health if I had a bunch of extenders on, it would be great not to be hunted down 24/7
I know scanners and weapons are getting fixed but I heard nothing about damage mods, no info passed "getting looked at"? I mean that's good enough for me but if they have a plan they let us in on that would be great, haven't seen a dev blog since january.
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Komodo Jones
Chaotik Serenity
541
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Posted - 2014.02.24 19:54:00 -
[29] - Quote
Arkena Wyrnspire wrote:That's partially it. Higher grade weaponry takes up more PG, stacking defensive modules will take up a lot of PG. Utility modules take up a lot of CPU.
Utility modules are a lot more important in EVE. Stasis webifiers, propulsion mods, tracking computers, etc give much more variety to armour utility slots. In Dust, it's just damage mods or dual tanking, really. Myofibril stimulants are a stupid proposition and precision enhancers are only useful in some niche fits and sometimes will have very little or no effect. Damage mods are in the lows in EVE, and many view that as a justification to move them but if you do, there's essentially no viable option for high slots except to shield tank, and honestly if that's the case I'd much rather go pure shield and enjoy the huge variety of useful modules in the low slots. So let's get some armor mods in the high slots lol. You're right that the main problem is still defense or damage and that I think comes from the fact that there's just no use for other modules, and I mean that literally, there is just nothing else to do in this game but war and when you go to war you bring things that keep you alive and things that make other things go boom. We can't go mine asteroids or direct the troops or team's defenses, this is self evident from the fact that there is no current suit that has the title "non-combat". Therefore there is no such thing as fight or flight, you can temporarily run away from a hairy situation sure but the simple fact is if you want to make any progress you HAVE to fight at some point, you have to get back in the battle, can't just leave the area and the war behind.
If I were going out to scavenge materials I would definitely pack scanner modules and speed mods, I'm not equipped to handle a fight at that point so I gotta bail but there's nothing to do except be a part of that fight
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
924
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Posted - 2014.02.24 19:56:00 -
[30] - Quote
step one to fixing the problem- nerf amarr and gallente shield regen and delay by a lot step two buff caldari and minmitar shield recharge and delay by a lot step three add a remote repair module for high slots that increases total armor repair by a percentage step four change the shield and armor hp and fitting stats
Kills- Archduke Ferdinand
Balance!
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