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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Rattati
C C P C C P Alliance
1042
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Posted - 2014.05.16 14:54:00 -
[1] - Quote
We need a lively discussion on this one.
Status update (yes I know you know)
Plates are being used to stack EHP in over abundance. There is little drawback to that strategy and the other options are not competitive/viable.
This is having a big effect on the landscape, both brick tanked scouts and heavies, making scramblers/flux weapons out of place.
I would like to hear ideas on how to remedy that. For insight, these are the armor modules ordered by consumption
1. Plates 2. Repair 3. Reactive 4. Ferroscale
out of the three plates, normal plates are 85& prevalent and the other two split the difference.
How to make them viable, and also a bonus question, can "active" armor tanking be viable without being OP. My GA sentinel with 4 pro reps is not competitive, fun, but not competitive.
Discuss.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1202
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Posted - 2014.05.16 14:56:00 -
[2] - Quote
% increase, giving Heavies the greatest benefit with Scouts getting less. Is it possible on server update?
I think I'm over Dust now...
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jerrmy12 kahoalii
Proficiency V.
1511
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Posted - 2014.05.16 14:57:00 -
[3] - Quote
A slight buff to armor reps Maybe a pg increase to armor plates Ferroscale and reactive hp buff and reactive rep buff ao its 1 hp/s at std, 2.5 hp/s at adv or higher, 4 hp/s at pro.
Closed beta vet.
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Brush Master
HavoK Core RISE of LEGION
1231
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Posted - 2014.05.16 15:08:00 -
[4] - Quote
I would like plates switched to a % of base armor so you would get less benefit on a scout and a lot more benefits on a heavy, much more dynamic that way.
Dust Veteran. June 2012 - ?
My alliance predicted Legion...
@dustreports
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Adipem Nothi
Nos Nothi
695
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Posted - 2014.05.16 15:09:00 -
[5] - Quote
On Armor Plates * Apply scaling penalty to rotation speed * Exclude Ferroscale and Reactive Plates * Exclude Assault Frames from penalty |
Driftward
Subdreddit Test Alliance Please Ignore
957
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Posted - 2014.05.16 15:43:00 -
[6] - Quote
How about stacking penalties that either decrease subsequent amounts of armor added or increase the movement penalty (1 basic plate -> -1% movement; 2 basic plates -> -3% movement)
% based increases to HP wouldn't scale well at all. Let's say that complex plates would give a 35% boost to armor, that gives sentinels (base 500 armor) 175 armor increase and a scout gets (base 125) ~44 armor. Any module % that properly balances the amount a heavy gains from plates will be intrinsically unbalanced for every other class. While yes this does have the effect of making scouts un-tankable, it is directly contrary to game vision (ie specialists should be best in one category but have the ability to play other styles less well).
The high variability of base HP makes % based armor modules a bad idea. Besides then you have to do the same thing with shield modules at which point nobody will use anything other than sentinels. Have you ever tried to use a 300 eHP scout? Makes me remember pre 1.8 days of scouting....
If we want to stop the main problem, which in my opinion is the stacking of the same module to the exclusion of all else, then we need to add greater benefits to the other variants as well as penalize stacking the same module. That way we get more variable and interesting loadouts with more options for playstyle. You should be able to have a viable passive rep tank just as much as active repping by logi using plates. |
ANON Cerberus
Tiny Toons
703
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Posted - 2014.05.16 15:53:00 -
[7] - Quote
CCP Rattati wrote:We need a lively discussion on this one.
Status update (yes I know you know)
Plates are being used to stack EHP in over abundance. There is little drawback to that strategy and the other options are not competitive/viable.
This is having a big effect on the landscape, both brick tanked scouts and heavies, making scramblers/flux weapons out of place.
I would like to hear ideas on how to remedy that. For insight, these are the armor modules ordered by consumption
1. Plates 2. Repair 3. Reactive 4. Ferroscale
out of the three plates, normal plates are 85& prevalent and the other two split the difference.
How to make them viable, and also a bonus question, can "active" armor tanking be viable without being OP. My GA sentinel with 4 pro reps is not competitive, fun, but not competitive.
Discuss.
On the state of active armour tanking - how about pulse tanking? Instead of a constant x hp per second, they give 'bursts' of ehp similar to how shields recharge?
I'm not sure exactly how that might work, however it might be more viable in a real setting? |
Sirpidey Adtur
Aloren Foundations
138
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Posted - 2014.05.16 16:00:00 -
[8] - Quote
CCP Rattati wrote:That would maybe remedy brick tanking scouts, but not the bigger picture of plate prevalence and lack of variety. There is also lack of incentive to move to higher class plates, as basics are very simple and efficient.
Perhaps have more reasonable penalties for higher level plates? 85 armor for a 2% penalty, 110 for 3%, or 135 for 5%.
Drop it to a flat 2% penalty for every level.
Also, something to consider about plates. Let's look at some various modules at basic/adv/proto, and their bonuses.
Shield extender. 22/33/66. That is a 50% boost at adv, and a 200% boost at proto.
Armor rep 2/3/5 That is a 50% boost at adv, and 150% at proto.
Codebreaker 10/15/25 That is a 50% boost at adv, and 150% at proto.
Damage mod 3/4/5 33% boost at adv, and 66% boost at proto.
Armor plates 85/110/135 30% boost at adv, and 59% boost at proto
Most weapons 5% boost at adv, 10% boost at proto.
I strongly believe that lower tier gear should be relevant, and not literally a third as effective as prototype gear. (Looking at you, shield extenders).
Perhaps the tendancy for players to use basic armor plates over adv and proto.... is how things SHOULD be, and other modules should be brought in line with it.
Basic/militia is not a synonym for "Joke" and "Worthless"
Bottom line: Perhaps the movement penalties for regular plates could use more standardization, but aside from that, they're fine, and should be used as a model for other modules. |
Arkena Wyrnspire
Fatal Absolution
13381
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Posted - 2014.05.16 16:04:00 -
[9] - Quote
I see a huge problem as the scaling.
A basic plate requires 1 PG and 10 CPU, and gives almost as much as a complex plate which requires 12 PG, 30 CPU, and has over twice the speed penalty.
Also, I hear that the strafe penalty on plates is double what descriptions suggest it to be (an artefact of the old penalties). Is that true?
Also, typing something up a little more detailed. The tanking problem isn't just limited to armour plate stacking, but also shield extender scaling. A basic shield extender gives such a trivial amount of HP it's not worth using.
You have long since made your choice. What you make now is a mistake.
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
342
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Posted - 2014.05.16 16:14:00 -
[10] - Quote
Change bonuses on the suits themselves instead of the plates/reppers.
Allow Amarrian suits in certain roles to bonus the HP gained from plates, same with Gallente and reppers/reactive plates.
That way reppers themselves won't be OP, but using them on Gallente would make them competitive.
CEO of General Tso's Alliance.
Winner of Hulkageddon IV.
Contact me on my EVE character: Burseg Sardaukar
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Oswald Rehnquist
1351
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Posted - 2014.05.16 16:22:00 -
[11] - Quote
1) Fixing Armor plates
Armor plates -> % based Other plates-> Raw EHP + Utility
Heavier or armor based suits would use % based plates, while lighter or shield based suits would use raw + utility. As long as the % is higher than the raw+utility plates then you should be able to scale them both down a bit. Also as a tidbit of advice, pro players don't throw on complex armor plates but advance due to the trade off of ehp and penalty bonuses.
Result:
Scouts go with the armor plates built for speed or regen, which is what they should do and not ehp tank. Heavies and armor based mediums go with % to fill in their "stand and deliver" type of play. The only thing now is scaling
2) Fix Shield Modules
Alpha Damage
As it currently stands shield extenders are rather poor if one does not duel tank (they are great when duel tanking). Regen is pointless is you can't survive the alpha attack, and in most cases shields do not have what it takes to survive such. Alpha damage in this game is around 400-550 range (which is getting close to max shields) and dps in this game is around 375-500.
Other shield modules aren't worth it
Again alpha is such a pain to shield tankers that they need all the buffer they can get, and with the severely cpu costly regen modules they are ignored and regulators aren't better than armor plates, which exasperate the first problem.
3) Active Armor Idea
Mirror Hardeners
Not sure how "active" we are talking about but, a short activated time of reduce damage would suffice mechanically similar to how your tanking mods work. If you want a "passive active" idea like regen mods were which you call "active" then a reduction on the first second of dps given could be something.
Below 28 dB
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Grimmiers
546
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Posted - 2014.05.16 16:22:00 -
[12] - Quote
Along with tweaking the stat increases, cpu, and pg of the armor plates to be more balanced I think it would be important to add a stacking penalty only for armor plates of the same type. Once you do this players would choose 1 or 2 armor plates and then decide if they want more tank without losing speed, a high repair rate, or a decent repair rate with extra tank. The reactive and ferroscale plates shouldn't take up as much cpu and pg as they do now, but at the same time it should be hard to fit 4 specialty plates.
My math might be off, but here's a comparison of 4 basic plates with a stacking penalty.
Stacking Penalty: 231.2 No penalty: 340
So you're losing about 1 enhanced plate worth of armor with the penalty. Another oddity is the fact that basic armor plates only take up 10 cpu and 1 pg when the advanced takes up 20cpu 6 pg with only a 25 armor difference.
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Starfire Revo
DUST University Ivy League
247
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Posted - 2014.05.16 16:45:00 -
[13] - Quote
Sirpidey Adtur wrote:[quote=CCP Rattati]Perhaps have more reasonable penalties for higher level plates? 85 armor for a 2% penalty, 110 for 3%, or 135 for 5%.
Drop it to a flat 2% penalty for every level. Agree with pretty much everything else you've said, but 2% seems too little considering how much you get out of it. Would rather see something like a 4 or 5% penalty to encourage the use of ferroscales.
Speaking of which, one of the problems I come across when looking at using ferroscales on dropsuits is that I'll often favour the reactive plate to get some self repair. Maybe those 2 plate types are a bit too close to each other and could potentially be rolled into a single type?
As for armour reps, something I saw suggested in a Skype group once was changing reps to heal a % of your base armour instead of a flat value. This would make self repair sentinels a bit more viable, at the cost of losing a large chunk of EHP. something like 1.5/1.75/2% of base hp/s would be similar to a single lower quality rep tool.
I make videos of EVE and Dust http://www.youtube.com/mrgimbleb
I write about EVE and Dust http://mrgimbleb.blogspot.com
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Raedon Vo-Graza
Armored Dragon Corp
16
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Posted - 2014.05.16 16:46:00 -
[14] - Quote
if hear a lot of people when they say that changing from definite amounts to percentages can be a problem( though i like the idea) we could have all plates guzzle pg and cpu (like the cloak) and have suit bonuses to reduce the consumption, scouts would get the least bonuses, and sentinels would get the most. Maybe also we could introduce different variants of armor plate modules, basic light armor, basic medium armor, and basic heavy armor plates, with differing pg/cpu requirements to match. |
iliel
Capital Acquisitions LLC General Tso's Alliance
50
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Posted - 2014.05.16 17:05:00 -
[15] - Quote
CCP Rattati wrote:We need a lively discussion on this one.
Status update (yes I know you know)
Plates are being used to stack EHP in over abundance. There is little drawback to that strategy and the other options are not competitive/viable.
This is having a big effect on the landscape, both brick tanked scouts and heavies, making scramblers/flux weapons out of place.
I would like to hear ideas on how to remedy that. For insight, these are the armor modules ordered by consumption
1. Plates 2. Repair 3. Reactive 4. Ferroscale
out of the three plates, normal plates are 85& prevalent and the other two split the difference.
How to make them viable, and also a bonus question, can "active" armor tanking be viable without being OP. My GA sentinel with 4 pro reps is not competitive, fun, but not competitive.
Discuss.
First, the only reason a scout should stack plates is to be even somewhat viable against heavies. The heavy suit is so imbalanced right now. Let me note that I can fit a 2 Complex Plate, Boundless Hmg, and an Adv SMG on a Mlt Gal Heavy Frame. For me to beat with my proto Cal Scout with a Boundless Combat at 40-50 meters I have to land every shot. This is just silly. Fix it first! (Note that I only run one adv armor plate).
Second, plate stacking on scouts only makes them more viable than assaults, so why nerf anything with plates when you can first simply buff assaults - - such as, DMG. Give them %5 to their race's weapon per lvl. Then let us play a week to see what happens...
Third, plate stacking between scouts IMO is really only an issue when two shotgun scouts meet 1v1. In these, the Gallente scout has the clear advantage (also being more stealthy with two complex dampeners and 2 adv plates). Two combats are not a problem because the speed advantage of the non-stacker can and often does win the 1v1. But the shotgun's range and dmg makes speed less important - - especially if you're not an all-star shotgun user. Personally, I'd suggest some sort of nerf to shotguns rather than plates so that only a prototype shotgun can one-shot a prototype scout. Adv shotguns should not be winning or even tying 1v1's against Six-Kins just because they can cloak, sneak up, and one-shot before they're uncloaked.
In sum, don't touch the plates until you rebalance the other obvious issues with the current build: in order of importance, Heavies being OP, Assaults being UP, Shotguns being OP. |
Raedon Vo-Graza
Armored Dragon Corp
17
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Posted - 2014.05.16 17:12:00 -
[16] - Quote
iliel wrote:
First, the only reason a scout should stack plates is to be even somewhat viable against heavies.[/b]
scouts are not suppost to go up against heavies. they are the scouts, they move fast, steal hackable things, relay information, and maybe take out a logi or assault from the shadows. beyond that TRYING to go up against a heavy should be an assaults job. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
870
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Posted - 2014.05.16 17:54:00 -
[17] - Quote
The key issue is fitting costs and scaling (armour vs shields). The basic armour plate is the best bang for fitting cost out of ANY module. Reactive and Ferroscale cost WAY to much to fit, they could also use a small increase in hp too.
The shield extenders cost a lot to fit relative to basic armour plates. Also the enhanced shield extender is useless at only 33 HP and it's fitting costs.
CCP continues to make the wrong choices, one choice at a time. aka Legion.
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Adipem Nothi
Nos Nothi
710
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Posted - 2014.05.16 17:58:00 -
[18] - Quote
@ Raedon Vo-Graza A Scout should be quite capable at assassinating a Heavy from behind, and he should have to stack plates to survive the takedown. Whoever told you otherwise was mistaken.
@ Oswald / Resistance (on percentage-based values) A Scout often needs tank to survive taking out a Heavy, especially in competitive play. Even assuming perfect technique on the part of the Scout, Heavies are slow to die and quick to pirouette (arguably too quick). I am not arguing in favor of brick-tanked Scouts; I agree that there should be more drawback. I simply disagree with this particular solution. |
Raedon Vo-Graza
Armored Dragon Corp
18
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Posted - 2014.05.16 18:00:00 -
[19] - Quote
Adipem Nothi wrote:@ Raedon Vo-Graza A Scout should be quite capable at assassinating a Heavy from behind, and he should have to stack plates to survive the takedown. Whoever told you otherwise was mistaken.
@ Oswald / Resistance (on percentage-based values) A Scout often needs tank to survive taking out a Heavy, especially in competitive play. Even assuming perfect technique on the part of the Scout, Heavies are slow to die and quick to pirouette (arguably too quick). I am not arguing in favor of brick-tanked Scouts; I agree that there should be more drawback. I simply disagree with this particular solution. if you get behind a heavy then proto nova knives will cut him to ribbons, still no reason to tank. use your maneuverability to stay away from the pointy side. otherwise you deserve to get filled with holes |
Adipem Nothi
Nos Nothi
710
|
Posted - 2014.05.16 18:10:00 -
[20] - Quote
Raedon Vo-Graza wrote: if you get behind a heavy then proto nova knives will cut him to ribbons, still no reason to tank. use your maneuverability to stay away from the pointy side. otherwise you deserve to get filled with holes
A Scout should seldom, if ever, survive a frontal assault against a Heavy. I suspect we agree on that point.
Where we'll likely disagree is on a heavy's rotation speed when up-armored. I'm of the opinion that an up-armored a merc should be slower to respond to threats from behind. I'm of the opinion that a reduction to mobility when stacking plates would fix two problems ... (1) brick-tanked scouts and (2) pirouetting heavies. |
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Raedon Vo-Graza
Armored Dragon Corp
18
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Posted - 2014.05.16 18:19:00 -
[21] - Quote
Adipem Nothi wrote:Raedon Vo-Graza wrote: if you get behind a heavy then proto nova knives will cut him to ribbons, still no reason to tank. use your maneuverability to stay away from the pointy side. otherwise you deserve to get filled with holes
A Scout should seldom, if ever, survive a frontal assault against a Heavy. I suspect we agree on that point. Where we'll disagree is on that heavy's rotation speed when up-armored. I'm of the opinion that the more armor a merc is wearing, the slower he should be able to respond to threats from behind.
actually i do agree with you, i do think heavies need a small decrease in rotation speed. play heavy once in a blue moon and it's like a shooting gallery. while they should be feared on the map, the should not spin so fast. |
Adipem Nothi
Nos Nothi
712
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Posted - 2014.05.16 18:29:00 -
[22] - Quote
Raedon Vo-Graza wrote: actually i do agree with you, i do think heavies need a small decrease in rotation speed. play heavy once in a blue moon and it's like a shooting gallery. while they should be feared on the map, the should not spin so fast.
Exactly! And I think the same concept could be applied to curb the predominance of brick-tanked Scouts. If a Scout stacks plates, then that Scout should more vulnerable to attacks from behind than a Scout who does not.
* Shield-tankers are already extremely vulnerable to attacks from behind (i.e. flux grenades). |
JP Acuna
Pendejitos Zero-Day
155
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Posted - 2014.05.16 18:31:00 -
[23] - Quote
I do use complex ferroscale plates on my Gal-scout. I did use Complex Reactives before the suit had self-reps.
On every non-Heavy suit i only use basic armor plates, because i don't like the speed penalty.
Reactive plates should be used by shield tankers i guess, but the requirements are too high.
My suggestion is: Don't nerf armor. Buff shields, make them viable. If shield extenders were better, we would see many more people using Regulators and Rechargers, which i think no one is really using right now.
No one wants to sacrifice an extender for a recharger, except maybe a Cal-Heavy.
This would also help to make weapons that are good on shields attractive again. |
Raedon Vo-Graza
Armored Dragon Corp
18
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Posted - 2014.05.16 18:35:00 -
[24] - Quote
Adipem Nothi wrote:Raedon Vo-Graza wrote: actually i do agree with you, i do think heavies need a small decrease in rotation speed. play heavy once in a blue moon and it's like a shooting gallery. while they should be feared on the map, the should not spin so fast.
Exactly! And I think the same concept could be applied to curb the predominance of brick-tanked Scouts. If a Scout opts to forgo mobility and stack plates, then that Scout should lose his ability to instantly pirouette in response to flank attack.
my other idea was to copy a bf4 trait, (you notice it most when you are prone. mhm! ccp! mhm) that was while you can rotate and all, the first 15 degrees or so to the left or right would be quick because you are twisting your body, but after that you would slow down because you are rotating your whole body around, i think this mechanic would be great here. |
Booby Tuesdays
Ahrendee Mercenaries
491
|
Posted - 2014.05.16 18:43:00 -
[25] - Quote
Something as simple as bringing back the old speed penalties to plates would help greatly.
I feel that the Armor Repair Skill should apply to Reactive Plates as well.
Possibly make Standard Variant Armor Plates unusable on Scout Suits, due to it "severely inhibiting their performance".
Add a new Light Armor type for Scout Suits only. Not sure if possible with only hotfixes viable now.
Ferroscale would see a bump in usage with a slight HP buff.
Remove speed penalty from Reactive Plates.
Just some thoughts. Stacking armor plates is the true FoTM. Make the other modules more appealing!
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Nothing Certain
Bioshock Rejects
704
|
Posted - 2014.05.16 18:53:00 -
[26] - Quote
Oswald Rehnquist wrote:1) Fixing Armor plates
Armor plates -> % based Other plates-> Raw EHP + Utility
Heavier or armor based suits would use % based plates, while lighter or shield based suits would use raw + utility. As long as the % is higher than the raw+utility plates then you should be able to scale them both down a bit. Also as a tidbit of advice, pro players don't throw on complex armor plates but advance due to the trade off of ehp and penalty bonuses.
Result:
Scouts go with the armor plates built for speed or regen, which is what they should do and not ehp tank. Heavies and armor based mediums go with % to fill in their "stand and deliver" type of play. The only thing now is scaling
2) Fix Shield Modules
Alpha Damage
As it currently stands shield extenders are rather poor if one does not duel tank (they are great when duel tanking). Regen is pointless if you can't survive the alpha attack, and in most cases shields do not have what it takes to survive such. Alpha damage in this game is around 400-550 range (which is getting close to max shields) and dps in this game is around 375-500.
Other shield modules aren't worth it
Again alpha is such a pain to shield tankers that they need all the buffer they can get, and with the severely cpu costly regen modules they are ignored and regulators aren't better than armor plates, which exasperate the first problem.
3) Active Armor Idea
Mirror Hardeners
Not sure how "active" we are talking about but, a short activated time of reduce damage would suffice mechanically similar to how your tanking mods work. If you want a "passive active" idea like regen mods were which you call "active" then a reduction on the first second of dps given could be something.
This was more or less my solution to create variety. Regular armor plates should be percentage based while reactive and ferroscale are absolute. The latter need slightly easier fitting costs and a little buffing.
Shield Extenders need to be both increased and their fitting costs reworked. 22 HP is barely worth using and the fitting costs for 66 HP isn't worth it since it is more than running three basic extenders. It is inefficient.
I don't like active hardeners, they suck and are abused on tanks and they will suck and be abused on dropsuits. Armor repairers are Ok where they are at, they don't heal you unless you have a lot of time but we want rep tools to be valuable still.
Because, that's why.
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shaman oga
Nexus Balusa Horizon
2140
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Posted - 2014.05.16 19:04:00 -
[27] - Quote
Add rep to all the suit and then nerf HP of the plates. Less HP ----> better regen Then if you want to tank you have to use all your slot, but you don't sacrify all your reps.
PSN: ogamega
I'm here to bla bla bla...
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
991
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Posted - 2014.05.16 19:18:00 -
[28] - Quote
Plates are being fit in overabundance for a couple of reasons. Fitting on suits is nuts. Armor doesn't cost that much to fit (buffer of both varieties doesn't really), so there's no incentive NOT to fit plates whenever possible. They provide the most-hp-per-isk around. The movement speed penalty isn't high enough to scare armor tankers off.
You guys have to incentivize the use of repairs and plates. One solution would be to add pretty sizable speed penalties to plates (maybe 5-10-15%) but give Amarr suits a reduction to these fitting penalties in the form of suit bonuses (or if you don't like that, role bonuses even). That way, Amarr suits would be ideal in fitting heavy plates (since they would received a much lower speed penalty (say, the bonus is -50% penalty), matching their racial style of heavy, but slow tanks) while its use on other suits would be disincentivized.
Next, buff armor repair module amounts. They are hardly worth fitting now. The "vision" behind armor repair is that they continue to repair "even during battle!" But, the repair amount is so piddly that it doesn't really make sense to regenerate (even fitting many reps) ~17.5 hp/5 when weapons are doing FAR more than that. Certainly, don't match them, because you don't want unkillable repairs, but make it competitive. I'm not going to sacrifice all buffer tank on a suit for reps when the repair amount per second isn't even remotely near the damage I'm going to take. Shield suits can sort of get away with this, because they have low downtimes between recharge, and a properly fit shield suit can regenerate shields nearly to full in a few seconds of cover. Armor WISHES it could compete--during battle or not. Adding Gallente suit bonuses (through role bonus or similar) to repair amount is another way to incentivize armor repair use on Gallente suits and not have them broken for everyone else.
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tastzlike chicken
ROGUE SPADES
278
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Posted - 2014.05.16 19:29:00 -
[29] - Quote
A few initial thoughts:
1. Before messing with any EHP or DPS equipment please fix the slow-down effect and dial down the the aim assist then pull the knobs off of those particular controls so nobody f's with them again.
2. Create Small, medium, and large armor plate categories.
Any suit may be fitted with plates of the equivalent or lesser category. (e.g. a medium frame can use medium and small armor plates but not large.) Scale the bonuses and movement penalties by meta level and category(frame size).
3. Shields need love. At the time I stopped playing regularly (way before 1.8) the curiously strong Aim assist and the bullet slow down effect made dedicated shield tanking a silly option for most frames. I believe the shield modules need to be buffed across the board (though slowly and incrementally) They should have stacking penalties apply to the suits scan profile. And there should be a high slot module that hardens the suit against flux grenades (% decrease in damage from flux grenades). -Such that with "X" number of such modules in the high slots and max skills the FLUX grenades are unable to affect the suits native shield amount significantly -but any extender derived points are stripped. -something like that.
I support legion. - it's more of a theoretical support. Depending on the feedback I get, it may become actual support.
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tastzlike chicken
ROGUE SPADES
278
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Posted - 2014.05.16 19:32:00 -
[30] - Quote
posting error.
I support legion. - it's more of a theoretical support. Depending on the feedback I get, it may become actual support.
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