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The-Errorist
658
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Posted - 2014.04.30 17:52:00 -
[1] - Quote
If shield rechargers and energizes were moved to low slot to prevent dual tanking on shield tanked suits, armor repairers would also have to be moved on high slots to prevent armor based suits from dual tanking too. Anyway, I have no stong feelings one way or the other about such changes.
Quote:Regulators? IDK Make shield repair constant keep shield depleted delay Reduce onboard shield repair by 3x I agree with you that shield modules in general are too costly in fitting space. I also have no strong feelings for or against making shield repair constant. Reducing on-board shield repair of suits by 3 would defeat the point of using shields, since they are supposed to be the tank type that recharges quickly.
Shield HP doesn't necessarily a buff, what needs a buff is the enhanced shield extenders. Shield extenders are 2(11) at standard, 3(11) at advanced, and 6(11) at prototype, which is inconsistent. Enhanced shield extenders need to give 44 HP which is 4(11), which would make the HP progression consistent like shield extenders for vehicles and armor plates for both vehicles and infantry. Thread about that here.
Shield rechargers and energizers might need a small buff, but the stats you're asking for aren't right.
Shield energizers: Proposed/Current
Complex: 65%/60% Enhanced: 55%/45% Basic: 45%/25%
The current shield enegizers increase by ~20% per tier and what you're asking for would make the gap 10% which I don't approve of. What I do like though, is that you want the complex enegizer to give 65% which would make the % progression consistent for the current energizers.
Shield rechargers: Proposed/Current
Complex: 50%/42% Enhanced: 40%/25% Basic: 35%/15%
Both your proposed stats and the current stats don't have a consistent progression between tiers. What I think it should be is: Complex: 45% Enhanced: 30% Basic: 15% |
The-Errorist
659
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Posted - 2014.04.30 21:58:00 -
[2] - Quote
BL4CKST4R wrote:if your shields aren't depleted to 0 it's constant. And as I said there should be a mod to stop dual tanking for armkr.
You should be been more clear from the start about what you meant by having a constant shield repair while keeping the delay. When I read it, I thought you meant that you want shields to not repair itself in quick chunks as it does now, but have a consistent repair rate when it starts to repair. The way you wrote it didn't make it seem like you wanted shields to only have a depleted recharge delay, so it only stops recharging when shields are depleted.
If thats what you want, that's even more reason not to buff shield HP of shield extenders. |
The-Errorist
659
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Posted - 2014.04.30 23:29:00 -
[3] - Quote
Talos Alomar wrote:The-Errorist wrote:To make dual tanking for armor dropsuits less appealing, armor repair modules could be moved to high slots as I said before in post #7. Or move armor plates to the highs. That way you'd have to choose between high shield HP or high armor HP. Moving armor plates to highs would make shield tankers become weird armor tankers and armor tankers would only be able to put at most 3 plates, which would just break how everything works.
Moving armor repairers to high slots if shield rechargers and energizers where moved to low slots, would be the best way to discourage armor tankers from dual tanking, while allowing them to use all of their slots for armor tanking.
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The-Errorist
664
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Posted - 2014.05.01 18:59:00 -
[4] - Quote
Here is my attempt at compromising with what you said you want in your thread:
- Remove shield delay, so that there is only a depleted shield recharge delay.
- Reduce base shield recharge rates of suits by 30%.
- Move shield rechargers and energizers to low slots.
- Move armor repairers to high slots.
These changes would allow all of a suit's slots to be used for 1 particular tank and discourage non-Minmatar suits from dual tanking.
[Shield modules] [Shield energizers]: Proposed/Current Complex: 65/60% Enhanced: 45/45% Basic: 25/25%
This 5% buff to the prototype module would make the shield energizers increase by a flat 20% per tier.
[Shield rechargers]: Proposed/Current Complex: 45%/42% Enhanced: 30%/25% Basic: 15%/15%
This buff the prototype module by 3% and made shield rechargers increase by a flat 15% per tier.
[Shield extenders]: Proposed/Current Complex: 66/66 HP Enhanced: 44/33 HP Basic: 22/22 HP This 11 HP buff to the advanced module makes the shield extenders increase by a flat 22 HP per tier. https://forums.dust514.com/default.aspx?g=posts&t=127230
[Armor plates]: Current Complex: 135 HP Enhanced: 110 HP Basic: 85 HP Difference is 25 HP between tiers.
[Ferroscale plates]: Proposed/Current Complex: 85/75 HP Enhanced: 60/50 HP Basic: 35 HP Difference is 25 HP between tiers, the gap between regular plates is 50 HP instead of 60.
[Reactive plates]: Proposed/Current Complex: 70 HP & 2 HP/s / 60 HP & 2 HP/s Enhanced: 45 @ 2 HP/s / 40 HP @ 1 HP/s Basic: 20 @ 2 HP/s / 25 HP @ 1 HP/s The gap between tiers is 25, the gap between regular plates is 65.
[Armor repairers]: Proposted/Current Complex: 6/5 Enhanced: 4/3 Basic: 2 2 HP/s between tiers
[Gallente base armor repair] Current Light: 3 Medium: 2 Heavy: 1 |
The-Errorist
664
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Posted - 2014.05.02 05:01:00 -
[5] - Quote
Ignore this post |
The-Errorist
664
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Posted - 2014.05.02 05:03:00 -
[6] - Quote
I accidently double posted, I'm going to read the previous post and edit this to make a reply |
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