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BL4CKST4R
WarRavens League of Infamy
1995
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Posted - 2014.03.08 13:09:00 -
[1] - Quote
Those numbers are good but they are a little to high... 3 enhanced armor plates on a adv suit take most of the PG away.
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![BL4CKST4R BL4CKST4R](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
BL4CKST4R
WarRavens League of Infamy
1995
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Posted - 2014.03.08 13:11:00 -
[2] - Quote
Cat Merc wrote:These stats I'm using are assuming that electronics ane engineering are maxed out. Anyone thinks it should be for level III? Or not at all?
These two skills make this really difficult to balance right.
Without time to pump out some math!
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BL4CKST4R
WarRavens League of Infamy
1995
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Posted - 2014.03.08 13:35:00 -
[3] - Quote
CSE: 65/7 CAP: 33/13 ASE: 46/5 AAP: 23/9 BSE: 32/4 BAP: 16/6
*Tweaking*
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BL4CKST4R
WarRavens League of Infamy
1995
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Posted - 2014.03.08 13:41:00 -
[4] - Quote
Cat Merc wrote:BL4CKST4R wrote:CSE: 65/7 CAP: 33/13 ASE: 46/5 AAP: 23/9 BSE: 32/4 BAP: 16/6
*Tweaking* Could you explain your numbers? I had a method creating mine.
Not done, posted so I don't lose them
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![BL4CKST4R BL4CKST4R](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
BL4CKST4R
WarRavens League of Infamy
1995
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Posted - 2014.03.08 14:55:00 -
[5] - Quote
BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:CSE: 65/7 CAP: 33/13 ASE: 46/5 AAP: 23/9 BSE: 32/4 BAP: 16/6
*Tweaking* Could you explain your numbers? I had a method creating mine. Not done, posted so I don't lose them
CSE: 62/9 CAP: 38/13 ASE: 48/6 AAP: 25/10 BSE: 37/5 BAP: 20/7
These numbers were acquired by following a % multiplier vs the total CPU/PG pool, I believe it was 70/40 for Caldari Shields, and 40/70 for Gallente armor. Initially I built it from Complex level then went down, and after adjusting some numbers I scaled it from Basic and up. The non-faction fitting multiplier is 1.25x Basic-ADV and 1.5x ADV to Proto, the faction fitting multiplier is 1.3x Basic-ADV-Proto.
This still allows dual tanking, in a way but it makes a dual tanked fitted very weak offensively. For example a Dual tanked suit cannot tank above the suits tier this will invalidate the fit. At proto level though this is not the case, and I do not intend that it is just a consequence of nothing being above proto. But without prof V a proto suit cannot fit a proto weapons, and may or may not be able to fit an ADV weapon, a proto suit HAS TO TANK WITH A SINGLE STYLE.
These numbers are only meant for non prof suit, if you want it to scale with prof then multiply each number by a modifier equivalent to the Prof level.
Scout C-1
174/33 DT: 131/22
Scout C/1 Series
244/46 DT: 194/38
Scout ck.0
330/74 DT: 324/62
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![BL4CKST4R BL4CKST4R](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
BL4CKST4R
WarRavens League of Infamy
1996
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Posted - 2014.03.08 15:39:00 -
[6] - Quote
Atiim wrote:I agree with your idea, but I am concerned about Minmatar Frames. They are supposed to be speed tankers, but the Kinetic Catalyzers are PG intensive. Lowering the PG on them would serve to make them underpowered even further. Reducing their PG would be an order. Also, the 3rd paragraph has a typo. I'm pretty sure people wouldn't want a strong stank. ![P](https://forums.dust514.com/Images/Emoticons/ccp_p.png)
How would lowering PG on Kin Cats make Min frames, or the module UP. I don't know if you mean the PG of the suit or the module.
For the Federation!
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![BL4CKST4R BL4CKST4R](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
BL4CKST4R
WarRavens League of Infamy
1996
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Posted - 2014.03.08 16:00:00 -
[7] - Quote
Marc Rime wrote:Is the ability to dual tank really a problem? It's a fairly recent phenomenon despite being possible (and viable) since beta. To me that suggests the rise in popularity of dual tanks is a mere symptom of some other problem... For some reason people suddenly prioritise max EHP over everything else -- my guess it is because of the shortened TTK (and weapon damage preventing movement).
Dual tanking + an extended TTK is going to make the combat extremely slow. That and the fact weapons to more damage to single tank builds rather than dual tanked builds means that dual tankers have the longest TTK regardless. This not only destroys combat but destroy field variability. Remember the old Caldari Logistics and how annoying and difficult it was to kill, this is going to be Dust 1.8 except with every suit.
For the Federation!
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![BL4CKST4R BL4CKST4R](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
BL4CKST4R
WarRavens League of Infamy
2011
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Posted - 2014.03.11 19:55:00 -
[8] - Quote
High Slot modules:
Shield extenders/Shield extender Medium Shield energizer/Shield flux coil Low Shield rechargers/Shield power relay Low Damage modifiers/Multiple names Low Myofibril stimulants/Damage category Low Precision enhancers/Target Painter Medium
Low slot modules:
Armor plates/Armor plates low Armor repairers/Armor repairers low Cardiac regulators/??? High maybe? CPU/PG upgrades/ Co-processor/Power diagnostics Low Kinetic catalyzes/ Microwarpdrive Medium Range amplifiers/Signal amplifier low -and- Signal booster medium Profile dampener/Remote sensor dampener Medium Shield regulators/ ??? High maybe?
Medium EVE = Dust514 High
The Low slot - High slot imbalance is pretty bad specially since the majority of high slot modules belong in the lows, or would. Equally there are some necessary modules that are missing like resistance modules, and EWAR modules.
In EVE medium slots are mostly for EWAR modules and shield tanking, while Low slot modules are Armor tanking, damage control, and increasing damage output. Without Capacitor there is also a whole line of high slot modules invalidated, so we would need some new modules to fix the balance.
Keep in mind that placing some of these modules into their proper slots in Dust could be game breaking. It is to my assumption that the module placement is like so since at the beginning of the game the only suits were shield tanked suits, aside from the Amarr heavy and partly the scout.
For the Federation!
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