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Rogue Saint
Science For Death
989
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Posted - 2014.03.03 12:24:00 -
[31] - Quote
No recharge delay except when depleted.
GôêGÆ+GÆ+GƦ - Causes headaches, it's official
+1 for Infantry Skills Refund in 1.8 or I win DUST514
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Satori Particle
Onslaught Inc RISE of LEGION
32
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Posted - 2014.03.03 12:26:00 -
[32] - Quote
ALT2 acc wrote:Satori Particle wrote:Give shield extenders more hp at the cost of a higher profile signature. Uh, no.
Well, fine then. |
ALT2 acc
202
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Posted - 2014.03.03 12:28:00 -
[33] - Quote
Satori Particle wrote:ALT2 acc wrote:Satori Particle wrote:Give shield extenders more hp at the cost of a higher profile signature. Uh, no. Well, fine then. Shields are already underpowered enough
Hater attractor proficiency 5, hater attractor optimization 5.
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ALT2 acc
203
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Posted - 2014.03.03 12:29:00 -
[34] - Quote
Rogue Saint wrote:No recharge delay except when depleted. Or a 1 second delay and/or damage threshold
Hater attractor proficiency 5, hater attractor optimization 5.
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Satori Particle
Onslaught Inc RISE of LEGION
32
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Posted - 2014.03.03 12:36:00 -
[35] - Quote
ALT2 acc wrote:Satori Particle wrote:ALT2 acc wrote:Satori Particle wrote:Give shield extenders more hp at the cost of a higher profile signature. Uh, no. Well, fine then. Shields are already underpowered enough
So give them a significantly greater boost in hp at the cost of a higher profile signature? I believe this is how it works in EVE. I'm not saying EVE mechanics should be the blueprint, but I rather like the idea.
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Monkey MAC
Rough Riders..
2134
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Posted - 2014.03.03 12:45:00 -
[36] - Quote
ALT2 acc wrote:Monkey MAC wrote:Reactive Armour Plates need a buff.
REP: 2/3/4 hp/s HB: 22/44/88 hp SP: - 2/3/4 %
Then give shields a couple of hybrid modules as well, such as: Extender/Regulator hybrid Extender/ Kincat hybrid
I would say move some armour modules to high slots, but the ramifications would overpower armour considerably.
Sorted. Fixed armor rep on plate Then buff repairers by 1 or 2 hp/s And shield extender, proto, needs to give 70 or 75 base before we get hybrid extenders, and they need to be at 66 at proto
No giving all plates reps will overpower them. Fix Reactive Plates, then armour is fine. Then give shields hybrid modules and they will be fine.
By the ti e rifles get nerfed, shield base regen gets buffed, shields will be suffecient. Add hybrid modules in high slots to give more diverse fittings.
Then buff ALL non health, rep or damage based modules. Kin cats should give 80% speed buff at proto. Dampners should give 33% dampening at proto. Range Amplfiers should give 100% at proto. Prescision enhancers should give 25% at proto. Stamina Biotics should give 100% stamina and 75% recharge at proto. Hacking modules should give 50% at proto.
Create new modules give additional improvements such as: Momentum Recycler (gives speed boost longer the suit is in motion, upto 300%, deviation of more than 10 degrees resets.) Tactical Rigging (Increase max ammo capacity, does not increase starting capacity) Fibre Densifier ( Increase Jump Height, decrease jump stamina use) Targeting VI (Increase Zoom fidelity while ADS) Stock ServoMotors ( Increase Accuracy, decrease ROF) Adaptive Webbing (Faster Weapon Reload, Slower Resupply rates, Grenades cannot be resupplied)
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Lorhak Gannarsein
Science For Death
1867
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Posted - 2014.03.03 13:05:00 -
[37] - Quote
Satori Particle wrote:ALT2 acc wrote:Satori Particle wrote:ALT2 acc wrote:Satori Particle wrote:Give shield extenders more hp at the cost of a higher profile signature. Uh, no. Well, fine then. Shields are already underpowered enough So give them a significantly greater boost in hp at the cost of a higher profile signature? I believe this is how it works in EVE. I'm not saying EVE mechanics should be the blueprint, but I rather like the idea.
That's not useful, though, considering that my passive scan is 10m.
Essentially, that's a buff with no downside, because the people who can exploit the higher profile can already see you.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7075
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Posted - 2014.03.03 13:17:00 -
[38] - Quote
Gavr1lo Pr1nc1p wrote: If there was 0 aim assist i would agree; sadly, this is not the case
It's not even about strafing (though it's STILL HUGELY important, contrary to popular belief).
There are many, many uses to speed in battle, just be creative, use the advantage that you know you have over the enemy.
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 General Tso's Alliance
7076
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Posted - 2014.03.03 13:20:00 -
[39] - Quote
BL4CKST4R wrote:Omareth Nasadra wrote:SponkSponkSponk wrote:Omareth Nasadra wrote:basic armor plate, cost nothing to fit and give you close to 100 hp with a laughable speed penalty, most unbalance module by far, just look at the fitting cost of ferroscale and reactive, it's ridiculous in graph form: http://i.imgur.com/SDHzvbp.png(guess which dot is basic plates) lol Just give armor plates the same speed penalty, increase PG for enh and basic and reduce CPU. Same with shields except buff the enhanced extender and either remove or increase that laughably useless penalty. As for reactive they should give 26/52/79 HP PG same as armor plates but higher CPU, and ferro scale 31/70/84 HP lower PG but higher CPU. Nah, enhanced does't need to cost more PG.
Just the absurd basic.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1040
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Posted - 2014.03.03 21:22:00 -
[40] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote: If there was 0 aim assist i would agree; sadly, this is not the case
It's not even about strafing (though it's STILL HUGELY important, contrary to popular belief). There are many, many uses to speed in battle, just be creative, use the advantage that you know you have over the enemy. This is such a vague and indecisive set of reasons why speed is important, whereas damage is concrete in its set of reasons Damage-lower TTK against Enemy, they have a higher relative TTK versus you, therefore improving survivability and overall performance Speed- Be creative and make something work and its good
See the difference?
Speed is important- however, with strafing caps as they are, my dual proto kincatted min scout strafes as fast as my dual basic armor plated amarr logi. Therefore, up to a certain point, speed for strafing or dodging bullets is unimportant. It really comes down to the skill of the player and not the suit. And, therefore, if the more skilled player can use a better suit, they will fare equally better.
I get where you are coming from- speed is important on the battlefield, however, many of its benefits are negated, or at the very least minimized, whereas damage is always useful, and receives no such mitigations
Kills- Archduke Ferdinand
Balance!
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Hynox Xitio
Molon Labe. General Tso's Alliance
293
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Posted - 2014.03.03 21:24:00 -
[41] - Quote
Gavr1lo Pr1nc1p wrote:This is an open discussion. I will limit my input, however, if you would like to see what i think, click my sig's link
Nothing, armor will always be heavier than it's mass in shields.
Hynox Xitio // Patron Saint of Fogwogglers // Master Heavy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1040
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Posted - 2014.03.03 21:27:00 -
[42] - Quote
Hynox Xitio wrote:Gavr1lo Pr1nc1p wrote:This is an open discussion. I will limit my input, however, if you would like to see what i think, click my sig's link Nothing, armor will always be heavier than it's mass in shields. What about the relative CPU and PG cost comparison?
Kills- Archduke Ferdinand
Balance!
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