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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1306
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Posted - 2014.03.20 09:32:00 -
[31] - Quote
Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. The skin tubes should listen to the divine feline. The delay is not so great as to be an issue. The only issue is the HP values.
Yarn chaser, you went over on your PG/CPU. I'll chalk that up to your felis inclination to be indifferent to details. Go find a nice sunbeam and let the mud worms writhe with in the agony of understanding that their brain meats are inferior.
~Overlord
MAG ~ Raven
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Korvin Lomont
United Pwnage Service RISE of LEGION
781
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Posted - 2014.03.20 09:50:00 -
[32] - Quote
Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO.
God beware with up to 10% movement penalty you could simply remove anything above std plates. As it was before. Also consider that the armor penalty affects
walking speed strafing speed sprint speed and jump height.
That's 4 stats that get negatively affected with strafe and sprint speed getting a double penalty....
People should just stop to use shield's like armor . The only thing needed is a buff to std/adv extenders to 33/44 hp so they get more usefull |
rpastry
The Rainbow Effect Negative-Feedback
136
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Posted - 2014.03.20 09:52:00 -
[33] - Quote
the delay debuff should just be scrapped, as cat merc says its irrelevant to a scout (or a heavy come 1.8). I'd make shields increase your scan profile instead like it does in EvE.
yeh that would **** caldari scouts right up.... omlettes etc.
[Removed ASCII Art - CCP Logibro]
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Asha Starwind
DUST University Ivy League
534
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Posted - 2014.03.20 09:55:00 -
[34] - Quote
Baal Omniscient wrote:Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. The skin tubes should listen to the divine feline. The delay is not so great as to be an issue. The only issue is the HP values. Yarn chaser, you went over on your PG/CPU. I'll chalk that up to your felis inclination to be indifferent to details. Go find a nice sunbeam and let the mud worms writhe with in the agony of understanding that their brain meats are inferior. ~Overlord
He's only standing on his little soapbox because the scout and commando suits are coming in 1.8. Notice, he doesn't mention any mediums, the only Caldari suit in the game pre-1.8.
Mad Bomber
Now with 50% less profile
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
1129
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Posted - 2014.03.20 09:59:00 -
[35] - Quote
I don't think the shield delays on a scout will be significant. Especially since I don't intend to stack any plates on my scout, therefore I'm probably already dead if I get shot into armor.
That said, Caldari and Minmatar suits are having their delays reduced so CCP has listened to our complaints about shield delays being too long. Gallente and Minmatar look to have their delays increased, perhaps to make dual tanking less effective.
I would like to point out that the stated delay penalties may not reflect the actual in game delays (at least when I first timed the shield delays after fluxing when the penalty was initially introduced). The computation should work exactly like armor, where a stacking penalty reduces the delay percentage with each successive shield extender added. However I was getting 1.5x the stated depleted delay when using 5x extenders, indicating that something else was going on numbers-wise. |
General12912
Gallente Marine Corps
132
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Posted - 2014.03.20 10:02:00 -
[36] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. 1 second is alot for shields as they are squishyier than a lombax Armor suits are easier to hit though. Shields don't regenerate so if you take 1 damage....but 1 second is alot for a scout, and anyone else
1 damage is insignificant with 4 complex extenders anyways
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1312
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Posted - 2014.03.20 13:12:00 -
[37] - Quote
Just to be clear, I support Cat Merc's old idea of having shields restore gradually instead of in pulses. This way if you take damage it cuts off your regen where it left off instead of you being 0.01 seconds from your next pulse coming in and it getting voided altogether.
I also support increasing the HP given by all shield extenders to 33/66/99.
And if they did these two things, I would then support INCREASING the shield recharge delay per module by about another 5% per tier.
Moving on from there, armor would need to be put to 60/120/180 and armor reps to 3/6/9
Then suddenly.... O_O ARMOR/SHIELD BALANCE
Of course this is all just mutterings of an overcaffinated bored guy with a hangover trying to keep his brain busy because he's running on 3 hours of sleep. Feel free to ignore.
MAG ~ Raven
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rpastry
The Rainbow Effect Negative-Feedback
142
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Posted - 2014.03.20 17:24:00 -
[38] - Quote
from my maths;
shield 33/50/66, penalty 3/4.5/6% plates 70/105/140, penalty 2/3/4%
fitting is ok imo, cal suits would deserve a buff back to their old cpu values
[Removed ASCII Art - CCP Logibro]
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Chunky Munkey
Amarr Templars Amarr Empire
3578
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Posted - 2014.03.20 18:19:00 -
[39] - Quote
Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol.
A scan profile increase would make more sense, but I think people objected more to the concept of a shield penalty rather than any particular statistical hit.
No.
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Toby Flenderson
research lab
373
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Posted - 2014.03.20 19:09:00 -
[40] - Quote
Vitharr Foebane wrote:Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO. Armor would need a sh*t ton more hp if they gave the old penalties back... Maybe not with the improved TTK? I think I'll wait to see what dust is like in 1.8 to decide if the old penalties are too harsh but I think Ghost hit the nail on the head above.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
600
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Posted - 2014.03.20 19:14:00 -
[41] - Quote
jerrmy12 kahoalii wrote:Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. 1 second is alot for shields as they are squishyier than a lombax
LEAVE THE LOMBAX OUT OF THIS!!!
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Toby Flenderson
research lab
373
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Posted - 2014.03.20 19:16:00 -
[42] - Quote
Sgt Kirk wrote:jerrmy12 kahoalii wrote: You dont want shuelds to be good
Oh and ive said this about every game on earth There is no point in fast regen if there is nothing to regen or your hp is too low.
. . . . . . . . . . . . . . . . . . . ________ . . . . . .. . . . . . . . . . . ,.-GÇÿGÇ¥. . . . . . . . . .``~., . . . . . . . .. . . . . .,.-GÇ¥. . . . . . . . . . . . . . . . . .GÇ£-., . . . . .. . . . . . ..,/. . . . . . . . . . . . . . . . . . . . . . . GÇ¥:, . . . . . . . .. .,?. . . . . . . . . . . . . . . . . . . . . . . . . . .\, . . . . . . . . . /. . . . . . . . . . . . . . . . . . . . . . . . . . . . ,} . . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . . ,:`^`.} . . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:GÇ¥. . . ./ . . . . . . .?. . . __. . . . . . . . . . . . . . . . . . . . :`. . . ./ . . . . . . . /__.(. . .GÇ£~-,_. . . . . . . . . . . . . . ,:`. . . .. ./ . . . . . . /(_. . GÇ¥~,_. . . ..GÇ£~,_. . . . . . . . . .,:`. . . . _/ . . . .. .{.._$;_. . .GÇ¥=,_. . . .GÇ£-,_. . . ,.-~-,}, .~GÇ¥; /. .. .} . . .. . .((. . .*~_. . . .GÇ¥=-._. . .GÇ£;,,./`. . /GÇ¥ . . . ./. .. ../ . . . .. . .\`~,. . ..GÇ£~.,. . . . . . . . . ..`. . .}. . . . . . ../ . . . . . .(. ..`=-,,. . . .`. . . . . . . . . . . ..(. . . ;_,,-GÇ¥ . . . . . ../.`~,. . ..`-.. . . . . . . . . . . . . . ..\. . /\ . . . . . . \`~.*-,. . . . . . . . . . . . . . . . . ..|,./.....\,__ ,,_. . . . . }.>-._\. . . . . . . . . . . . . . . . . .|. . . . . . ..`=~-, . .. `=~-,_\_. . . `\,. . . . . . . . . . . . . . . . .\ . . . . . . . . . .`=~-,,.\,. . . . . . . . . . . . . . . .\ . . . . . . . . . . . . . . . . `:,, . . . . . . . . . . . . . `\. . . . . . ..__ . . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--==`` . . . . . . . . . . . . . . . . . . . . _\. . . . . ._,-%. . . ..`\ ^^ this.
Clearly there is a balance between massive armor and almost no regen and little armor and super fast regen. No one needs to be told this. Your statement about regen is pretty worthless unless you try to quantify it in some way.
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Dauth Jenkins
Ultramarine Corp
271
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Posted - 2014.03.20 19:39:00 -
[43] - Quote
Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO.
People complain because most of them get killed before they can duck into cover. Hopefully that fixes itself with the increase TTK
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Texs Red
DUST University Ivy League
306
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Posted - 2014.03.20 20:32:00 -
[44] - Quote
Dauth Jenkins wrote: People complain because most of them get killed before they can duck into cover. Hopefully that fixes itself with the increase TTK
As long as we don't go back to where long TTK and people strafing was giving some shield users the ability to begin shield regen in the middle of combat. It happened to me around 1.2 or 1.3 with a minmatar scout, it was stupid.
I am actually very nervous for 1.8, I know CCP said they want to slightly increase TTK but I think between the nerf of all the rifles/damage mods, the buff to sentinel suits, and the changing of the proficiency skill there will be a far bigger impact than "slight". EX: The scrambler rifle on an Amarr assault suit. Previously you would stack damage mods in highs with plates in lows, but now that damage mods are nerfed it is better to use extenders. Result: no prof bonus or damage mods (was +35%), a roughly 10% nerf, and a -20% vs armor (native weakness). Result: A difference of 45% damage vs armor from 1.7 to 1.8. You call that *slight*!
I know some people are upset with short TTK but there are trade offs.
Short TTK favors armor tanking as shield tankers have a hard time bringing their regen to bear so a slight increase would help. But so too would buffing STD and ADV extenders then reducing shield extender PG draw.
However short TTK also helps newer players, by using good tactical ability they can kill someone if they get the drop of them. Regardless if the player is using proto or a heavy suit. With a long TTK how is a new player with a MLT suit and MLT AR supposed to match up to a player with a 1.8 heavy suit plus HMG? Even with a surprise attack it won't be even close to fair.
In my opinion what we need isn't longer TTK, it's more options. Anti-armor weapons will do well vs armor but struggle vs shields, in 1.8 the answer is to dual tank with the most eHP possible. Instead we need to have meaningful options in high and low slots so that dual tanking gives you a raw eHP advantage but hurts other tactical choices. It will be impossible to balance this game when the only two fitting options in tank or gank, and CCP just crippled the gank option.
What is the point of equipping yourself so you can easily surprise your foe when their eHP is so high and your DPS vs a dual tank is so low that it doesn't matter. How is a new player supposed to fit into that? |
Ghost Kaisar
Fatal Absolution General Tso's Alliance
3619
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Posted - 2014.03.20 20:33:00 -
[45] - Quote
Dauth Jenkins wrote:Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO. People complain because most of them get killed before they can duck into cover. Hopefully that fixes itself with the increase TTK
You will never be able to break cover if you are pinned down by enemy fire (At least if you are not a scout). A good player will light you up if you try to leave. Instead of leaving, try popping out and counter-suppressing. When they take cover, BAIL.
TTK should make shields overall easier to use though.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Asha Starwind
DUST University Ivy League
538
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Posted - 2014.03.21 03:56:00 -
[46] - Quote
Cat Merc wrote:Asha Starwind wrote:Sorry but the battle likes to chase after me when I have 0 shields. Yeah, which is why you activate cloak :P
Yeah, I'll just activate that cloak that I've fitted on the assault/logi/heavy suit or the scout fit that I didn't include one on.
Mad Bomber
Now with 50% less profile
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jerrmy12 kahoalii
578
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Posted - 2014.03.21 04:57:00 -
[47] - Quote
Ghost Kaisar wrote:jerrmy12 kahoalii wrote: /super-facepalm What I mean is there is practically no time to get to cover And wno said I was talking about scouts.....damm....
Oh ps I can 1v1 proto logis as a scout
Scouts have the lowest shield ratings in the game, and the highest shield regen times. That is practically what you said earlier. As for no time to get to cover? This is where battlefield awareness comes into play. You should ALWAYS be moving cover to cover. How do you know when it is safe to leave cover? You peek, check fire lanes, and then MOVE. Don't dilly dally, GET TO COVER. Scouts are the BEST in this regard. Their high speed and awareness makes it possible to quickly move cover to cover under fire. They can quickly take the 100 some odd points of damage in transition, and then pause and wait for shields to regen for a bit. Don't just run past cover either. Stay in it for a second to throw off their aim. If they are tracking you, they will follow your previous path if the cover is small. Pause, and then resume running in a direction they will NOT expect. This is done to throw off their aim. I've never really had a problem dodging enemy fire in a scout suit. The only times I've had trouble with this is when you are just in a terrible tactical situation. And you just need to learn to avoid those potential situations. This is part of battlefield awareness. You should be thinking about the upcoming area and identifying the best places for cover, the best places to shoot from, and the best places for the ENEMY to shoot from. Identify areas without cover. With this information, you can determine the Most probable lanes of fire for both the your team and the enemies. Areas without cover and inside of lanes of fire are "Kill Zones". NEVER GO THERE. With the above done, you should have no trouble finding the best way to flank the target. Since you know where they are firing from, and where they will be looking (Kill Zones, and where your team is in cover), you can easily find the best route to flank. I could go more into detail, but I really do need to get to bed. Also: Nobody is impressed by your chest beating. Exept that when im in xover you can die instantly And I went 29-9? Or 5 as a scout, I know what im doing, against proto logis, you get killed faster to react if you get caught Ps I have a 20 inch tv
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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jerrmy12 kahoalii
578
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Posted - 2014.03.21 05:13:00 -
[48] - Quote
ResistanceGTA wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. 1 second is alot for shields as they are squishyier than a lombax LEAVE THE LOMBAX OUT OF THIS!!! No! The lombax must suffer! And his little pal too!
Closed beta vet
Logi,
Heavy,
Python,
Scout.
Dark souls 2 new game plus.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
482
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Posted - 2014.03.21 05:29:00 -
[49] - Quote
Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol.
Your right that's astonishing! 1.24 is a whopping 1.24 seconds too long. Shields are supposed to rep passively.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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