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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1026
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Posted - 2014.03.03 03:21:00 -
[1] - Quote
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
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7058
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Posted - 2014.03.03 03:24:00 -
[2] - Quote
Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. (30hp/s on heavies, 40hp/s on assaults, 50hp/s on scouts)
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1026
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Posted - 2014.03.03 03:25:00 -
[3] - Quote
Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7060
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Posted - 2014.03.03 03:33:00 -
[4] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum Well, Minmatar are less about tank and more about speed.
That and an absurd amount of firepower. (I'm scared of combat rifles with giant clips coming soon )
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Meeko Fent
Kirkinen Risk Control Caldari State
1869
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Posted - 2014.03.03 03:34:00 -
[5] - Quote
Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. (30hp/s on heavies, 40hp/s on assaults, 50hp/s on scouts) Really?
Jesus. That's fast.
But, considering the whole forums apparently want fights to last forever, maybe Shield extender should get a buff, because any word of a nerf that would result in somebody dying faster will send the forums off the hinges. Again. For the 10th time today.
Because you Wanted to be Something your Not.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1028
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Posted - 2014.03.03 03:59:00 -
[6] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum Well, Minmatar are less about tank and more about speed. That and an absurd amount of firepower. (I'm scared of combat rifles with giant clips coming soon ) If they have more speed (which they do, but only a teeny tiny bit more, they need more currently), they should have less tanking capabilities, but better regeneration capabilities as well. It just makes sense. If they had inherent damage bonuses, i would say they are fine, but they don't, and have to give up their main tank to gain damage bonuses. Id really like to see shield suits get higher base repair in 1.8, with minmitar having the best repair, as that is only sensible if they have less tank but more speed
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7064
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Posted - 2014.03.03 04:05:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum Well, Minmatar are less about tank and more about speed. That and an absurd amount of firepower. (I'm scared of combat rifles with giant clips coming soon ) If they have more speed (which they do, but only a teeny tiny bit more, they need more currently), they should have less tanking capabilities, but better regeneration capabilities as well. It just makes sense. If they had inherent damage bonuses, i would say they are fine, but they don't, and have to give up their main tank to gain damage bonuses. Id really like to see shield suits get higher base repair in 1.8, with minmitar having the best repair, as that is only sensible if they have less tank but more speed They don't need more to be honest. Max biotics and the speed gap further grows.
0.35m/s is nothing to be laughed at. (before the gap increase)
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
1384
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Posted - 2014.03.03 04:06:00 -
[8] - Quote
Well, at the moment, armor is better.
They should get a small hp nerf since the Caldari Assault is losing their extender bonus.
Other than the STD and ADV shields being crap, they're good where they are.
For shields: STD should be 30 ADV 46 and PRO 66 around there.
Armor should be where they were before they got their buff. |
abarkrishna
WarRavens
329
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Posted - 2014.03.03 04:06:00 -
[9] - Quote
Umm CCP can not balance. So my answer is never
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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deepfried salad gilliam
Sanguine Knights
450
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Posted - 2014.03.03 04:07:00 -
[10] - Quote
move damage mods to low slots move armor reps to high move kin cats to high
Proud Christian
add p2p already!
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deepfried salad gilliam
Sanguine Knights
450
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Posted - 2014.03.03 04:09:00 -
[11] - Quote
Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. (30hp/s on heavies, 40hp/s on assaults, 50hp/s on scouts) link?
Proud Christian
add p2p already!
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Disturbingly Bored
The Strontium Asylum
1832
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Posted - 2014.03.03 04:11:00 -
[12] - Quote
deepfried salad gilliam wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. (30hp/s on heavies, 40hp/s on assaults, 50hp/s on scouts) link?
I'm sure it's from IRC. It's always from ******* IRC.
ED: Waitaminute.
Cat, you're only quoting the Caldari suit shield regen for 1.8. It's not like every suit is getting that.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1028
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Posted - 2014.03.03 04:23:00 -
[13] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum Well, Minmatar are less about tank and more about speed. That and an absurd amount of firepower. (I'm scared of combat rifles with giant clips coming soon ) If they have more speed (which they do, but only a teeny tiny bit more, they need more currently), they should have less tanking capabilities, but better regeneration capabilities as well. It just makes sense. If they had inherent damage bonuses, i would say they are fine, but they don't, and have to give up their main tank to gain damage bonuses. Id really like to see shield suits get higher base repair in 1.8, with minmitar having the best repair, as that is only sensible if they have less tank but more speed They don't need more to be honest. Max biotics and the speed gap further grows. 0.35m/s is nothing to be laughed at. (before the gap increase) If there was 0 aim assist i would agree; sadly, this is not the case
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1028
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Posted - 2014.03.03 04:28:00 -
[14] - Quote
Also, i seriously recommend people at least read the first post of my signature before they post some form of ignorance upon this thread
Kills- Archduke Ferdinand
Balance!
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Korvin Lomont
United Pwnage Service RISE of LEGION
629
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Posted - 2014.03.03 08:58:00 -
[15] - Quote
Joel II X wrote:Well, at the moment, armor is better.
They should get a small hp nerf since the Caldari Assault is losing their extender bonus.
Other than the STD and ADV shields being crap, they're good where they are.
For shields: STD should be 30 ADV 46 and PRO 66 around there.
Armor should be where they were before they got their buff.
Agree to your buff for shields but disagree on the armor nerf (apart from basic plates) the "old" plates were heavily UP compared to the old shields so armor deserved the buff. And even though most of this community won't accept the fact shields work still pretty well its just flanking and using speed seems to much of a complicated concept for most dust players as all want shields work like armor just with insane regen |
Omareth Nasadra
The New Age Outlaws WINMATAR.
314
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Posted - 2014.03.03 10:29:00 -
[16] - Quote
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
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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BL4CKST4R
WarRavens League of Infamy
1924
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Posted - 2014.03.03 11:04:00 -
[17] - Quote
Shields and armor will be balanced when shield tankers stop trying to brick tank and armor tankers stop wishing to be self sufficient.
For the Federation!
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
429
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Posted - 2014.03.03 11:05:00 -
[18] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Base plates nerf.
That's about it really, shields are going to get insane regen speeds in 1.8. I believe that that is only on caldari suits, minmitar suits are still screwed. But, like i said, input at a minimum Well, Minmatar are less about tank and more about speed. That and an absurd amount of firepower. (I'm scared of combat rifles with giant clips coming soon ) **** the cr, how about core flaylocks with 8 round clips? |
SponkSponkSponk
The Southern Legion League of Infamy
668
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Posted - 2014.03.03 11:09:00 -
[19] - Quote
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)
Selling dust codes!
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Omareth Nasadra
The New Age Outlaws WINMATAR.
316
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Posted - 2014.03.03 11:10:00 -
[20] - Quote
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
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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BL4CKST4R
WarRavens League of Infamy
1924
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Posted - 2014.03.03 11:12:00 -
[21] - Quote
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.
For the Federation!
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Fox Gaden
Immortal Guides
2701
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Posted - 2014.03.03 11:16:00 -
[22] - Quote
Increasing TTK will directly buff Shields. The more often you survive long enough to get to cover, the more often the faster regen of Shields will be useful.
Which is not to say that this will fully balance Shields against Armor, but it will have a noticeable effect, and will bring them closer to to balanced.
Fox Gaden: DUST Wall of Fame, 2014
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Omareth Nasadra
The New Age Outlaws WINMATAR.
316
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Posted - 2014.03.03 11:19:00 -
[23] - Quote
Fox Gaden wrote:Increasing TTK will directly buff Shields. The more often you survive long enough to get to cover, the more often the faster regen of Shields will be useful.
Which is not to say that this will fully balance Shields against Armor, but it will have a noticeable effect, and will bring them closer together balance wise. fair point, but still the fitting cost is unbalance imho, wich lead to more dual tanker, kills variety and dropsuits roles
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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Monkey MAC
Rough Riders..
2132
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Posted - 2014.03.03 11:23:00 -
[24] - Quote
Reactive Armour Plates need a buff.
REP: 1/2/3 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.
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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ALT2 acc
202
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Posted - 2014.03.03 11:30:00 -
[25] - Quote
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
Hater attractor proficiency 5, hater attractor optimization 5.
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Mregomies
Beer For Evil Mercs
165
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Posted - 2014.03.03 11:31:00 -
[26] - Quote
Balance? There is none. armor plates give you >100hp each complex shield ext. 66hp... 1 shot (ScR) to shield = all gone 1 shot (ScR) to armor = nothing Shields should have reppertool also Think: dualbean reptool, 1 for shield 1 for armor. That would make my logiheart pump.
Suomi, Finland, PERKELE!
Logibro
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ALT2 acc
202
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Posted - 2014.03.03 11:33:00 -
[27] - Quote
Mregomies wrote:Balance? There is none. armor plates give you >100hp each complex shield ext. 66hp... 1 shot (ScR) to shield = all gone 1 shot (ScR) to armor = nothing Shields should have reppertool also Think: dualbean reptool, 1 for shield 1 for armor. That would make my logiheart pump. In 1.8 they NEED to lessen the damage profile of laser pulse weapons 115% shield 85% armor
Other no one will use caldari suits.
Hater attractor proficiency 5, hater attractor optimization 5.
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I-Shayz-I
I-----I
2444
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Posted - 2014.03.03 11:43:00 -
[28] - Quote
Higher pg cost of armor mods. Or lower pg for shields.
It costs 10/1 for a basic plate, yet almost twice as much for basic shields...that give 1/4 the amount of hp. Then again I'm not sure how eve does it...but shield mods should eat up your cpu while armor mods eat up pg.
Or we change shield mods to 33/50/66 (or something like that...this one is my personal favorite) Having the complex mod give 3x the basic level and twice the enhanced is silly. Right now therenis no reaso nto ever use enhanced extenders.
The least they need to do is increase the enhanced from 33 to 44. So 22/44/66. Even though that still makes basics a bad choice, it at least evens out the scaling.
Links:
List of Most Important Threads
I make logistics videos!
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Satori Particle
Onslaught Inc RISE of LEGION
32
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Posted - 2014.03.03 12:18:00 -
[29] - Quote
Give shield extenders more hp at the cost of a higher profile signature. |
ALT2 acc
202
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Posted - 2014.03.03 12:22:00 -
[30] - Quote
Satori Particle wrote:Give shield extenders more hp at the cost of a higher profile signature. Uh, no.
Hater attractor proficiency 5, hater attractor optimization 5.
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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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