Berserker007
Imperfects Negative-Feedback
509
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Posted - 2014.03.22 03:41:00 -
[1] - Quote
will be honest, didn't read the full OP, so take what I say at a grain of salt....
I think the TTK will be to long come 1.8 . That said, it is way to fast at the moment, but the changes CCP have initially done, I believe are to much. Since Replication, whenever CCP tried to alter one "thing" in more then 1/2 ways, it has ended horribly, and took months to fix (and still does; as I can probably count the # of hotfixes to gameplay items off top of my head which is sad).
TTK changes:
1). Damage mods 2). Proficiency changes 3). Straight damage reduction for most light weapons, SMG
If I was CCP, id have to finally agree with the community in a change was needed but this was probably to far. With how weapons will feel, our current proto weapons with feel similar/weaker then current basic weapons by a long shot by reduction in damage mods and how proficiency skills work. What I would of done is just the first two things listed, as if the ttk was still to much, a HOTFIX could be added to readjust weapon damage; though not to their levels in most weapons, I think the damage reduction was to much. At most I'd of suggested a straight 5% reduction across the board as a first hotfix and work from there.
I bring up TTK b/c that inturns affects how both armor/shields and damage interact. That said, aside from just pure HP differences which is a problem in their interaction; it also is shields utility items, and suit costs that negatively affect how it performs.
having been dickng around on protofits lately with the upcoming suit respect; ive been testing fittings out from every factions scout/logi/assault. One thing I noticed, especially when doing a tank fit (on anything but heavy/commando as didn't do that as no desire to play that really); I noticed a 'unique" massive advantage that armor have over shields.
No matter the type of shield suit you choose, compared to that of armor; you are REQUIRED to run a cpu upgrade in one of your low slots. This severly limits your ability to tank and run other options in your low slots. It isn't just to tank, but in shield tanking ultiity is also limited as recharges for the most costly item (compared to cloaks will be).
So, what I thought of, was to give shields a more "on par" fight with armor; I came up with these ideas:
1). Shield costs: 40/65/90 --> 44/71.5/99 Fitting : 10/1GǪGǪGǪGǪ30/4GǪGǪGǪ..50/6 A). This # setup still keeps armor at ~50hp increase at all levels; yet increase shield tankers viability at lower levels, as the 22-->85 disparity his quite horrible.
2). Regulators : 20/30/40 % --> This makes it more of a cost/benefit of having a dampener. As as much as you want to be "cloaked", this will really help in the duck away and regen ability that shields need to have
3). This will probably get the most flack; but for Caldari assault (as didn't get to test other shield suits) as an example, call for a 25% CPU increase, from 300 --> 375 . With max CPU affecting abilities that goes from ~394 --> ~493. Reason for this, is I stated, that no matter the shield suit you want to tank, you are REQUIRED to run a cpu upgrade, and even more so if you run a recharger/energizer; whereas armor suits allow you all your non hp slots for affects applications (damge mods, extenders, range precision). So not only do you get all your primary slots for use, you get all your secondary slots as well. Shield users, get there main source to use, but in their secondary slot source they are limited b/c one has to be a CPU upgrade which is a "unseen' imbalance in my opinion.....
Assault gk.0
Complex Shield Extender CPU 393.41 / 393.75 gF Enhanced Light Damage Modifi PG 77.3125 / 78.75 kW Complex Precision Enhancer Shield 150 [222.6] HP Complex Armor Plates Armor 262.5 [653] HP Enhanced Armor Plates eHP 412.5 [875.6] HP Enhanced Armor Plates Enhanced Armor Repairer Duvolle Assault Rifle N7-A Magsec SMG M1 Locus Grenade Allotek Nanohive (R)
Continued.......................
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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