Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11006
|
Posted - 2014.06.06 03:40:00 -
[1] - Quote
[SHIELD EXTENDERS] Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS] Problem: As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate.
Basic: 10% Enhanced: 20% Complex: 25%
Values are too low for significant effect
Difference between enhanced and complex is too low
Solution: Basic: 20% Enhanced: 30% Complex: 40%
Additional concern: The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
5954
|
Posted - 2014.06.06 03:45:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
Loving it. Looks exactly like a lot of the changes that were discussed over Skype not too long ago and I'm very excited that someone else agrees, especially on the regulators. One thing I'd like to take a look at in the future, if necessary, is a re-evaluation of the PG/CPU costs of some of the modules as it's very hard to fit some of them.
I think that buffing the Shield Regulators is a great way to encourage dedicated shield tanking over hybrid tanking, so I'm totally down for this either way.
+1
Useful Links
Aeon Amadi for CPM1
|
Malkai Inos
Any Given Day
1354
|
Posted - 2014.06.06 04:24:00 -
[3] - Quote
Liking it. Especially the increase in STD/ADV extenders should help early shield tanked fits.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
|
|
CCP Rattati
C C P C C P Alliance
2170
|
Posted - 2014.06.06 04:52:00 -
[4] - Quote
This is exactly in line with what we did for armor, i,.e. boosting repair modules, and in line with where we will be going. Shield recharge should be equally viable as extra armor. Shield repairers also need to be viable.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Frame
C C P C C P Alliance
2888
|
Posted - 2014.06.06 04:53:00 -
[5] - Quote
This is pretty cool, thanks Kagehoshi. I can also confirm that Rattati likes it. Might come back to you here with more info or post in a separate feedback thread soon. :)
EDIT: He beat me to it!
CCP Frame
|
|
Ghost Kaisar
The Last of DusT. General Tso's Alliance
5116
|
Posted - 2014.06.06 05:25:00 -
[6] - Quote
Aeon Amadi wrote:KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout. Loving it. Looks exactly like a lot of the changes that were discussed over Skype not too long ago and I'm very excited that someone else agrees, especially on the regulators. One thing I'd like to take a look at in the future, if necessary, is a re-evaluation of the PG/CPU costs of some of the modules as it's very hard to fit some of them. I think that buffing the Shield Regulators is a great way to encourage dedicated shield tanking over hybrid tanking, so I'm totally down for this either way. +1
Really? I discussed this on Skype with someone too!
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
|
DeathwindRising
ROGUE RELICS
314
|
Posted - 2014.06.06 06:02:00 -
[7] - Quote
Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11009
|
Posted - 2014.06.06 06:22:00 -
[8] - Quote
DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
5960
|
Posted - 2014.06.06 06:38:00 -
[9] - Quote
DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol
The thing about a percentage based module (this was discussed in depth in Skype) is that once you start stacking it naturally incurs it's own stacking penalty. The entire thing we're wanting to encourage is a for players to utilize regulators over armor plates as there really is no reason to do so. You also have to consider that shield extenders penalize the depleted shield recharge delay, so currently you have to fit regulators to compensate for the penalty of having extenders on your fit in the first place.
All in all there's a lot in the way of shield tanks being viable and the overall goal is to focus Shields in their area of expertise: Rapid recovery. I'm honestly not too worried about a guy with ~400 shield HP and ~60HP/s recharge because in a fire-fight, that's less than a second of direct fire from my Assault Rifle, which is already getting a very hefty bonus against shields. Laser weaponry will perform even better and once the meta begins to shift to shield modules a bit more, you'll see a lot more Amarr Commandos and Assaults to compensate.
It looks startling at first but you have to consider that there are suits available in game that have -MUCH- lighter delays than that, for instance the Caldari Sentinel which has a 1 second depleted delay. It's regarded as a true shield tank, bolstering rapid recovery at the expense of being easier to kill, it just so happens to also be one of the easiest sentinels to kill (at least for me).
Assuming you're right, and it gets really hard to deal with, there is absolutely nothing stopping us from reversing some of the changes and dialing it back until it settles in a nice spot. This is just the starting point and I think a lot of shield users will be happy to see these changes
Useful Links
Aeon Amadi for CPM1
|
DeathwindRising
ROGUE RELICS
314
|
Posted - 2014.06.06 07:46:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields.
1 complex energizer and 1 complex recharger is what? about 54 hp/s? and 2 complex exteneders gives you 392 shields... which is surprizingly, about 400 shields (this symbol " ~ " means approximately) |
|
DeathwindRising
ROGUE RELICS
314
|
Posted - 2014.06.06 08:00:00 -
[11] - Quote
Aeon Amadi wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol The thing about a percentage based module (this was discussed in depth in Skype) is that once you start stacking it naturally incurs it's own stacking penalty. The entire thing we're wanting to encourage is a for players to utilize regulators over armor plates as there really is no reason to do so. You also have to consider that shield extenders penalize the depleted shield recharge delay, so currently you have to fit regulators to compensate for the penalty of having extenders on your fit in the first place. All in all there's a lot in the way of shield tanks being viable and the overall goal is to focus Shields in their area of expertise: Rapid recovery. I'm honestly not too worried about a guy with ~400 shield HP and ~60HP/s recharge because in a fire-fight, that's less than a second of direct fire from my Assault Rifle, which is already getting a very hefty bonus against shields. Laser weaponry will perform even better and once the meta begins to shift to shield modules a bit more, you'll see a lot more Amarr Commandos and Assaults to compensate. It looks startling at first but you have to consider that there are suits available in game that have -MUCH- lighter delays than that, for instance the Caldari Sentinel which has a 1 second depleted delay. It's regarded as a true shield tank, bolstering rapid recovery at the expense of being easier to kill, it just so happens to also be one of the easiest sentinels to kill (at least for me). Assuming you're right, and it gets really hard to deal with, there is absolutely nothing stopping us from reversing some of the changes and dialing it back until it settles in a nice spot. This is just the starting point and I think a lot of shield users will be happy to see these changes
they die easily because they arent being played to their strengths. the guy you killed was probably using non- racial weapons and/or fighting you at close range.
try fighting the same guy at max RR optimal range or forge gun or sniper ranges and youll notice your attemps are rather futile at best. shield tank gain an indirect advantage when used at long range, as non laser weapons are ineffective at punching through all shield hp BEFORE the target has time to react and get to cover.
even sniper rounds (excluding thales) cant break it unless its a tactical with good player accuracy and maybe a headshot in there. lowering the delay makes it possible to under 2 seconds makes it extremely hard to be killed by a sniper rifle because the delay between shots combined with the need to take time to refocus your aim between shots is longer than the shield delay. if you miss any of the following shots, your target will likely have full shields again by the time you land a hit. your target can repeat this as necessary.
i find ~400 shield hp the minimum for defending against a sniper shot. 3 seconds or less for the shield delay. ~60 hp/s for recharge to be optimal. the deplete delay should never even be a factor when building a shield tank because you should never let your shields hit zero. the fact that extenders affect depleted delay means it doesnt interfere with your tank as much as you think. |
THEAMAZING POTHEAD
Nyain San General Tso's Alliance
1183
|
Posted - 2014.06.06 08:55:00 -
[12] - Quote
DeathwindRising wrote:KAGEHOSHI Horned Wolf wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields. 1 complex energizer and 1 complex recharger is what? about 54 hp/s? and 2 complex exteneders gives you 392 shields... which is surprizingly, about 400 shields (this symbol " ~ " means approximately) You'd be waay too squishy with 400 shields on an assault suit. 2 seconds also is way too long to regen in a 1v1 fight even against slow rof weapons... even if the enemy has to reload you'd still have only regend for 1 second by the time they finish reloading, making any shield regen pointless just as it always has been at point blank 1v1s. In ranged engagements sure you'd be hard to take down but that's literally the entire point of caldari and shields.... To have regen and small hp tank work 2 things are required, cloaks, and strafe fast enough to avoid fire very consistently at close range. Scouts have these things and can thus abuse them which is why scouts are op except when caught a the wrong distance, but a caldari assault can't fit a cloak and cannot strafe fast enough to avoid most players fire at close range, making it useless to regen tank...
Your post is making me facepalm. ò.ó
Nyan!~~=[,,..,,]:3
Nyain SanGäó (rated ® for rape) is currently accepting hatemails.
|
Korvin Lomont
United Pwnage Service RISE of LEGION
975
|
Posted - 2014.06.06 08:56:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
In general I like your Ideas and I was always in favor for a buff to std and adv extenders. But I am a little concerned about the regulator buff when stacking regulators you could get pretty insane recharge/depleted recharge delays... |
Korvin Lomont
United Pwnage Service RISE of LEGION
975
|
Posted - 2014.06.06 08:59:00 -
[14] - Quote
What you have to consider is regulators don't require a shield user to sacrifice HP in order to buff his HP Pool (even f this an indirect buff) this is something shield user have in advance to armor users... |
Korvin Lomont
United Pwnage Service RISE of LEGION
975
|
Posted - 2014.06.06 09:03:00 -
[15] - Quote
THEAMAZING POTHEAD wrote:DeathwindRising wrote:KAGEHOSHI Horned Wolf wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields. 1 complex energizer and 1 complex recharger is what? about 54 hp/s? and 2 complex exteneders gives you 392 shields... which is surprizingly, about 400 shields (this symbol " ~ " means approximately) You'd be waay too squishy with 400 shields on an assault suit. 2 seconds also is way too long to regen in a 1v1 fight even against slow rof weapons... even if the enemy has to reload you'd still have only regend for 1 second by the time they finish reloading, making any shield regen pointless just as it always has been at point blank 1v1s. In ranged engagements sure you'd be hard to take down but that's literally the entire point of caldari and shields.... To have regen and small hp tank work 2 things are required, cloaks, and strafe fast enough to avoid fire very consistently at close range. Scouts have these things and can thus abuse them which is why scouts are op except when caught a the wrong distance, but a caldari assault can't fit a cloak and cannot strafe fast enough to avoid most players fire at close range, making it useless to regen tank...
Shield are not meant for direct confontation and they never have been thats what armor is for. Shield is for hit and run and with these numbers you will be pretty deadly as hit and run assault or scout.
|
DeathwindRising
ROGUE RELICS
314
|
Posted - 2014.06.06 10:26:00 -
[16] - Quote
THEAMAZING POTHEAD wrote:DeathwindRising wrote:KAGEHOSHI Horned Wolf wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields. 1 complex energizer and 1 complex recharger is what? about 54 hp/s? and 2 complex exteneders gives you 392 shields... which is surprizingly, about 400 shields (this symbol " ~ " means approximately) You'd be waay too squishy with 400 shields on an assault suit. 2 seconds also is way too long to regen in a 1v1 fight even against slow rof weapons... even if the enemy has to reload you'd still have only regend for 1 second by the time they finish reloading, making any shield regen pointless just as it always has been at point blank 1v1s. In ranged engagements sure you'd be hard to take down but that's literally the entire point of caldari and shields.... To have regen and small hp tank work 2 things are required, cloaks, and strafe fast enough to avoid fire very consistently at close range. Scouts have these things and can thus abuse them which is why scouts are op except when caught a the wrong distance, but a caldari assault can't fit a cloak and cannot strafe fast enough to avoid most players fire at close range, making it useless to regen tank...
That's my point. What seems to be going on here is an attempt undo the only real weakness of shield tanking. Shields are supposed to suck at point blank range.
What I'm saying is clearly nobody understands what shields were meant for. They are for deflecting/absorbing incidental damage. Damage for falls, non fatal explosions, glancing shots, anything not really meant to kill but simply inflict damage or annoyance is handled by shields. That's why they perform better at range. That's why they suck at close range. It's always been deliberate. No other race besides caldari puts any faith on shields saving them in combat. The caldari do it because they never intend to be on the front lines.
So what do you guys really want here? Shield extenders with hp equal to plates? Zero shield delay lol? |
duster 35000
Algintal Core Gallente Federation
4
|
Posted - 2014.06.06 12:14:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout. Complex extenders do need buffing fyi They cost too much recources, and they need to give 72 hp per.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
|
DeathwindRising
ROGUE RELICS
314
|
Posted - 2014.06.06 12:24:00 -
[18] - Quote
TL:DR
buff basic and enhanced shield regulators to 20% and 25% respectively , and maybe complex to 30%.
OR
keep them as is and lower their cpu costs
here's a current shield tank build for a caldari assault ck.0 dropsuit.
2 complex shields extenders
1 complex shield energizer
1 complex shield recharger
2 complex shield regulators
1 complex cpu upgrade
heres the shield stats from that:
392 shield hp (~400 shield hp)
71.98 hp/s shield recharge (this is way over 60 hp/s yay! \o/)
2.76 seconds shield delay (under 3 seconds. good)
5.3 seconds depleted shield delay (dont care about this number at all)
you can swap the shield energizer for a shield recharger and 408 shield hp and 63.17 shield hp/s recharge if you REALLY think the extra 16 hp will save you lol.
you want your delay under 3 seconds as the current target, but honestly you want it as close to zero as you can without gimping shield hp and recharge. 2.76 seconds is the best you can do without dropping the cpu upgrade for a third regulator (which would give you 2.33 seconds shield delay) the problem is that without that cpu upgrade you cant run the shield rechargers, so you have to downgrade to whatever will fit
here's an example full fit:
2 complex shields extenders
1 complex shield recharger
1 enhanced shield recharger
3 complex shield regulators
1 std AR
you end up using 383/394 cpu and 33/79 pg. downgrading to an enhanced shield recharger brings you to 55.61 shield hp/s and gives a 2.33 seconds shield delay. not really worth it IMO.
so... is shield tanking really as broken as everyone thinks, or do people just need to be educated on shield tanking? if you buff complex shield regulators to 40% youll get a shield delay of 1.3 seconds and a depleted shield delay of 4.26 seconds when using 3 complex shield regulators. thats beyond broken lmao
buffing complex shield regulators to 30% would get you 1.94 seconds shield delay and a depleted shield delay of 4.84 seconds. thats the most extreme case scenario you could get using 3 complex shield regulators (its crazier on caldari logis which have 4 lows lol)
idealy, most fits would only use two complex shield regulators (2.39 shield delay)
|
Adipem Nothi
Nos Nothi
1461
|
Posted - 2014.06.06 12:39:00 -
[19] - Quote
KAGEHOSHI Horned Wolf wrote: Additional concern: The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
What is 200, 300, or 400 Shields to an AR, ScR, LR, Shotgun or Sniper Rifle?
An effective CalScout has no room for Rechargers, Regulators or stacked Extenders. Similarly, he has no room for Biotics, Armor or Damps. His Highs are committed to Precision and his Lows are committed to Range.
But you want to bone him just in case?
If your nerf is aimed at "Slayers" HP-tanking CalScouts, simply offer them better Assault Frames. Even so, what is 400 Shields to an AR, ScR, LR, Shotgun or Sniper Rifle?
Shoot scout with yes...
- Ripley Riley
|
Mobius Wyvern
Onslaught Inc RISE of LEGION
5291
|
Posted - 2014.06.06 12:39:00 -
[20] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout. This sounds excellent.
|
|
Mobius Wyvern
Onslaught Inc RISE of LEGION
5292
|
Posted - 2014.06.06 12:51:00 -
[21] - Quote
Adipem Nothi wrote:KAGEHOSHI Horned Wolf wrote: Additional concern: The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
What is 200, 300, or 400 Shields to an AR, ScR, LR, Shotgun or Sniper Rifle? An effective CalScout has no room for Rechargers, Regulators or stacked Extenders. Similarly, he has no room for Biotics, Armor or Damps. His Highs are committed to Precision and his Lows are committed to Range. But you want to bone him just in case? If your nerf is aimed at "Slayers" HP-tanking CalScouts, simply offer them better Assault Frames. Even so, what is 400 Shields to an AR, ScR, LR, Shotgun or Sniper Rifle? A. Running a suit set up like a mobile radar unit is less of an asset than you think. B. With the advent of Cloaks, why are you trying to go toe-to-toe with people?
I don't want to sound like I'm condoning ScoutShotgun (which pisses me off to no end), but the idea of a Scout suit is to use your stealthiness as an asset to move around the battlefield and get kills.
I use 2 Shield Extenders, 2 Precision Enhancers, 1 Range Amplifier, and 1 Profile Dampener along with a PRO Cloak Field.
Works just fine for me.
|
Cat Merc
Onslaught Inc RISE of LEGION
10154
|
Posted - 2014.06.06 13:08:00 -
[22] - Quote
I would increase the depleted delay penalty on extenders even further to make regulators even more attractive.
However, even without that I like the changes. I believe we discussed something like that a few weeks ago.
Feline overlord of all humans - CAT MERC
|
Mobius Wyvern
Onslaught Inc RISE of LEGION
5292
|
Posted - 2014.06.06 13:10:00 -
[23] - Quote
Cat Merc wrote:I would increase the depleted delay penalty on extenders even further to make regulators even more attractive.
However, even without that I like the changes. I believe we discussed something like that a few weeks ago. That we did.
|
Cat Merc
Onslaught Inc RISE of LEGION
10154
|
Posted - 2014.06.06 13:10:00 -
[24] - Quote
"KAGEHOSHI's glorious "shields not sucking" plan to feed his scrambler ri... I mean for balance"
Hehehe
Feline overlord of all humans - CAT MERC
|
Adipem Nothi
Nos Nothi
1461
|
Posted - 2014.06.06 13:12:00 -
[25] - Quote
Mobius Wyvern wrote: A. Running a suit set up like a mobile radar unit is less of an asset than you think. B. With the advent of Cloaks, why are you trying to go toe-to-toe with people?
A. Squad Recon is the best use of CalScout; do your job and leave slaying to suits optimized for it. B. At ~250HP, I try my level best to avoid people who can insta-gib me (which is pretty much everyone).
Mobius Wyvern wrote: I don't want to sound like I'm condoning ScoutShotgun (which pisses me off to no end), but the idea of a Scout suit is to use your stealthiness as an asset to move around the battlefield and get kills.
I use 2 Shield Extenders, 2 Precision Enhancers, 1 Range Amplifier, and 1 Profile Dampener along with a PRO Cloak Field.
Works just fine for me.
Your build isn't bad for a pub fit, but it wouldn't hold up well against Min/Maxers in PC.
21 dB (cloak active) should get around everything except a GalLogi or 3+ Precision CalScout. * Good for Pubs (unless you're up against proto stompers) * Bad for PC
Instead of being "OK" as hunting and "OK" at hiding, you could be excellent at one or the other. * Optimize your CalScout for hunting; get a squad and stick with them. * Switch out for your GalScout when the mission calls for sneaking / infiltration.
PS: Pardon the alt (45M SP Scout)
Shoot scout with yes...
- Ripley Riley
|
Cat Merc
Onslaught Inc RISE of LEGION
10154
|
Posted - 2014.06.06 13:15:00 -
[26] - Quote
Adipem Nothi wrote:Mobius Wyvern wrote: A. Running a suit set up like a mobile radar unit is less of an asset than you think. B. With the advent of Cloaks, why are you trying to go toe-to-toe with people?
A. Squad Recon is the best use of CalScout; do your job and leave slaying to suits optimized for it. You mean the Cal Scout isn't optimized for combat?
Feline overlord of all humans - CAT MERC
|
Adipem Nothi
Nos Nothi
1461
|
Posted - 2014.06.06 13:16:00 -
[27] - Quote
Cat Merc wrote:Adipem Nothi wrote:Mobius Wyvern wrote: A. Running a suit set up like a mobile radar unit is less of an asset than you think. B. With the advent of Cloaks, why are you trying to go toe-to-toe with people?
A. Squad Recon is the best use of CalScout; do your job and leave slaying to suits optimized for it. You mean the Cal Scout isn't optimized for combat? It won't be once Rattati fixes Assault frames :-)
Shoot scout with yes...
- Ripley Riley
|
Master Smurf
Nos Nothi
504
|
Posted - 2014.06.06 14:21:00 -
[28] - Quote
Looks great and as Aeon said we should probably look at the PG requirements of extenders.
Is the prototypical setup many extenders and one energizer / recharger as opposed to the armor setup being one plate and multiple reppers? - Not saying this how "you must" play but what the design of the system was.
If so then multiple adv and proto extenders are costly even if you have a recharger/energizer with no PG cost. - If you are a Matari suit and want to use Kin Cats then you really have it difficult with your weapon choices.
"Shine bright like a diamond"
|
Cross Atu
OSG Planetary Operations Covert Intervention
2284
|
Posted - 2014.06.06 17:17:00 -
[29] - Quote
Adipem Nothi wrote:Cat Merc wrote:Adipem Nothi wrote:Mobius Wyvern wrote: A. Running a suit set up like a mobile radar unit is less of an asset than you think. B. With the advent of Cloaks, why are you trying to go toe-to-toe with people?
A. Squad Recon is the best use of CalScout; do your job and leave slaying to suits optimized for it. You mean the Cal Scout isn't optimized for combat? It won't be once Rattati fixes Assault frames :-) Edit: That's really all I'm asking; can we press pause on Scout Nerfs until we're done re-balancing frames? I'm fully in support of an incremental and iterative approach to balance, after all anything else just creates more work in the long run and delays overall balance.
One specific sidebar on the above, if the Cal is to be heavily pushed into an eWar primary role so much so that it's combat potential is actively reduced then those passive scans will need to have earnings (i.e. WP) attached to them somehow. It's bad practice to attach a suits primary role to something which they can't break even doing (let alone something which they do not get earnings for at all).
No reason not to continue discussion of shield mods, but certainly important not to push for changes out of context (i.e. too quickly), in other words keep up the theory crafting, but keep it clear that it's theory crafting because Alpha is still so new and there are so many other changes to be made (I'm looking at you 'pathetic state of medium frames') that the implications may well alter here as well.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
|
Pvt Numnutz
Watchdoge Explosives
1397
|
Posted - 2014.06.06 17:34:00 -
[30] - Quote
Yes, regulators are in need of a buffing so I can stop hybrid tanking and go full caldari |
|
Adipem Nothi
Nos Nothi
1469
|
Posted - 2014.06.06 17:50:00 -
[31] - Quote
Cross Atu wrote: One specific sidebar on the above, if the Cal is to be heavily pushed into an eWar primary role so much so that it's combat potential is actively reduced then those passive scans will need to have earnings (i.e. WP) attached to them somehow. It's bad practice to attach a suits primary role to something which they can't break even doing (let alone something which they do not get earnings for at all).
o7
My CalScout Recon fits generate decent WP returns thru Active Scanners assists.
I'm incredibly squishy, but I can see far enough out to avoid insta-gib most of the time. I've little need for cloak (too easily scanned) so I drop it for a 2nd active scanner. With two active scanners, I paint hostiles fairly frequently and am able to augment my oft unreliable shared passives. My role isn't particularly glorious, but it offers a substantial boost to my squad's effectiveness.
I am overwatch. I use a Rail, MagSec or K.Tac Sniper Rifle to soften / kill-steal hostiles. I play to my strengths and rely on my squad; I try avoid contact as best I can; when I err I die.
Snipers, other CalScouts and GalScouts are my constant counter. If and when I make a mistake, any hostile in my proximity can kill me.
Shoot scout with yes...
- Ripley Riley
|
Ghost Kaisar
The Last of DusT. General Tso's Alliance
5129
|
Posted - 2014.06.06 19:10:00 -
[32] - Quote
KAGEHOSHI Horned Wolf wrote:DeathwindRising wrote:Anything over 30% for shield regulators will put the shield delay under two seconds when stacked. Is that intended? Caldari assault with ~400 shield hp and ~60hp/s recharge and delay under 2 seconds? Combined with mobility, you wouldn't kill one of these unless you grabbed him by the neck and shot him in the face lol Or if you just kill him without giving him time to hide and regen, I think it would be balanced since there is stacking penalties, and the low slots could otherwise have been used to stack 160+ armor (2 plates); I think its a fair HP vs regen speed tradeoff. Also, a Caldari assault can't have 60hp/s regen rate without using 2 energizers; a significant slot sacrifice, even with a prototype Caldari assault you cannot have enough high slots left over after using 2 energizers to get 400 shields.
Hey look! Shield tanking working as intended!
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
|
Texs Red
DUST University Ivy League
330
|
Posted - 2014.06.06 21:30:00 -
[33] - Quote
I agree with the the proposed changes to shield tanking. However, as a Gallente armor tanker, it would leave me really disappointed because shield tankers would have all of the versatility in fits if they so chose while I am forced to select between extenders, useless damage mods, and useless melee mods.
While I understand that the idea of shields is more "hit-and-run" and armor is a more "brawler" type of fighting (Yes, EVE has options that defy that idea but Dust isn't as developed as EVE so lets stick with the basics), then armor needs the ability to continue to engage his foe even if they should try to run away. Therefore: Sprint mods should be high slots. Ideally there would be a second module in low slots that gives a lower percent boost to speed in general, but I last I checked CCP wasn't adding anything.
To support: In EVE active speed mods are mid slots (=Dust high slots) that give a significant bonus to speed but consume your ships energy (capacitor) that makes it more difficult for your ship to run indefinitely. Sprinting is "active" speed tanking vs your base movement speed. |
KEROSIINI-TERO
The Rainbow Effect
1061
|
Posted - 2014.06.06 21:32:00 -
[34] - Quote
+1 for Kage's post, good conservative approach to weaker shield module buffing.
About Regulators, All should remember that their bonuses are REDUCTING bonuses, not adding (or rather multiplying). Therefore their modification amount is smaller than those increasing something.
This becomes even more significant when stacking those said modules, in many cases reducting modules wouldn't even need stacking penalties as they naturally hamper each other just by themselves.
:-S
|
Sir Dukey
SAM-MIK General Tso's Alliance
989
|
Posted - 2014.06.06 22:03:00 -
[35] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout.
caldari scout shields are balanced for a scout suit, I think this is how shield tanking suits should be with max 5 delay and minimum 30 recharge with no modules. |
Alldin Kan
Imperfects Negative-Feedback
1095
|
Posted - 2014.06.07 02:31:00 -
[36] - Quote
KAGEHOSHI Horned Wolf wrote:[SHIELD EXTENDERS]Problem: Basic shield extenders are not worth using for only 22 more shields.
Likewise, enhanced shields give too little HP. 33 more HP basically only protects from 1 AR shot.
Complex shield extenders are good and require no changes in my opinion, but it is troubling that they give 100% more HP than enhanced shield extenders; progression is clearly not right.
I personally don't bother with shield extenders unless they're complex, and I know others who feel the same way.
Solution: Buff basic extenders to 33
Buff enhanced extenders to 44
[SHIELD REGULATORS]Problem:As a low slot module, shield regulators are in direct competition with the much more attractive armor modules. Ideally shield regulators should be more attractive to shield tankers than an armor plate. Basic: 10% Enhanced: 20% Complex: 25% Values are too low for significant effect
Difference between enhanced and complex is too low
Solution:Basic: 20% Enhanced: 30% Complex: 40% Additional concern:The Caldari scout has unnecessarily and obscenely high shield recharge rate, combined with extremely short shield recharge delays. These have to be reduced, or else my proposed changes will lead to further imbalanced with the Caldari scout. For shield regulators I would like to have a variant that gives a smaller reduction to shield delay than your suggestion but also that gives a percent increase to base shields. By going for percentage instead of a fixed HP increase this would prevent the Caldari scout from becoming OP and favor more the medium/heavy suit while not making them too good. The suggestion I'm giving would have the same CPU/PG requirements as normal regulator (if it would be different then the bonuses would have to change as well).
Basic: 10% reduction to shield recharge delay and 5% increase to base shields. Enhanced: 20% reduction to shield recharge delay and 10% increase to base shields. Complex: 25% reduction to shield recharge delay and 15% increase to base shields.
Dropsuit comparison:
Cal Scout with Complex Reg variant - 149.5 Shields-> 19.5 HP increase Cal Assault with Complex Reg variant - 241.5 Shields-> 31.5 HP Increase Cal Sentinel with Complex Reg Variant - 603.75 Shields -> 78.75 HP Increase
By using these regulators you would have a higher chance to survive a lethal attack that may have killed you quickly. However, it's not the best module to use for prolonged battles since the HP recovered from using the 20/30/40 regulators would outweigh the benefits of starting with higher Shields.
Alldin Kan has joined the battle!
|
Snake Sellors
Hellstorm Inc League of Infamy
88
|
Posted - 2014.06.07 16:59:00 -
[37] - Quote
I really like the sounds of this, shields definitely aren't right at the moment, the regulator will be a big help, I'm cal sentinel and it is too squishy, it would go along way to fixing it's issues.
my only concern is simply that there should still be some way of logi shield support for when we squad up. (although it could be pointed out that a sentinel could chose armour plates in that low slot, it still isn't quite good enough)
overall though +1 |
Thaddeus Reynolds
Facepunch Security
31
|
Posted - 2014.06.08 03:59:00 -
[38] - Quote
I'd like to see shield tanking changed to be more similar to how it works space-side. Recharge rate isn't static, but determined by a recharge time and shield capacity (the two values that modules modify other than resistances). Also shields recharge while under fire, but not at a constant rate. Dividing the shield Capacity by the recharge time gives you the average shield recharge rate, but shields space-side recharge at a variable rate, the lower the shields, the higher the rate, until you reach 25% capacity, then shield recharge rate drops. I don't think this would make shield tankers overpowered, as the recharge rates would still be easily outdone by most standard weaponry, and shield are in a place where they need every bit of help that they can (especially considering there is no remote shield booster infantry side). |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
154
|
Posted - 2014.06.08 09:14:00 -
[39] - Quote
In my opinion, complex shields could use a buff up to at least 80 HP.
That would give the proto Caldari a little more of an HP edge when compared to Gallente HP. Basically when a Caldari fits everything right, as things are now he has less HP than a Gallente.
I don't think a complex extender buff will negatively affect Cal Scouts. As a matter of fact it will make using those high slots on extenders more attractive than precision, which is exactly what we all need them to be doing so they aren't OP anymore.
If you also keep in mind that shield's resistances to weapons in this game are poor, and that shield based weapons melt through them quicker than armor based ones do to armored suits, the idea of increasing shield HP is a positive change all around.
Also worth a mention is this will make classes that aren't Logi think of extenders as more attractive options than say, a Heavy damage mod. It would also encourage Caldari heavies to use them instead of Energizers.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
Texs Red
DUST University Ivy League
330
|
Posted - 2014.06.08 13:29:00 -
[40] - Quote
Velociraptor antirrhopus wrote:
I really don't like how you guys aren't changing the complex HP mods.
Not giving a speed penalty and PG/CPU increase to complex armor plates means people who don't care about ISK and are just going for the kills/proto stomp will continue to brick tank their scouts and heavies too much without having to skill into fitting optimization to do so.
In my opinion, complex shields could use a buff up to at least 80 HP.
That would give the proto Caldari a little more of an HP edge when compared to Gallente HP. Basically when a Caldari fits everything right, as things are now he has less HP than a Gallente.
I don't think a complex extender buff will negatively affect Cal Scouts. As a matter of fact it will make using those high slots on extenders more attractive than precision, which is exactly what we all need them to be doing so they aren't OP anymore.
If you also keep in mind that shield's resistances to weapons in this game are poor, and that shield based weapons melt through them quicker than armor based ones do to armored suits, the idea of increasing shield HP is a positive change all around.
Also worth a mention is this will make classes that aren't Logi think of extenders as more attractive options than say, a Heavy damage mod. It would also encourage Caldari heavies to use them instead of Energizers.
I would have to disagree with most of what you said.
1) People who don't care about ISK and who want to proto stomp with do so regardless, making complex armor plates an undesirable module simply because proto stompers use it solves nothing as it will just be replaced by the next "broken" thing.
2) Buffing shield extenders to the point where people want to use them over precision mods would mean that you traded the class idea of the Caldari scout from being a detection specialist to being nothing more than another brink (shield) tanked scout. That does not add to the diversity of the game.
3) When everything is fit, the shields are supposed to have less HP than armor fits. The reason being that, except on the heaviest of suits, your defense will full restore itself within 10-15 seconds and even less than that if you aim to do so. While armor fits have no way of restoring their armor unless they, or someone else, equips a module to do so. Depending on the amount of armor to be restored and the rate of restoration, it can take well over a full minute or more to full restore ones defense as an armor tanker. The entire point of being an armor tanker is to have a large buffer of HP at the cost of restoration rate, while shields recharge quicker at the cost of total HP.
4) Shield resistances are not poor, if anything they are better than most based on popular weapons used. The 3 primary anti-shield weapons would be laser weapons, plasma weapons, and the flux grenade. Laser weapons are rarely used at this point, mainly because everybody armor tanks and they are terrible vs armor, and plasma weapons lack any real range to them, plus they are often overshadowed in DPS by other longer range weapons. Then the flux grenade is also only used occasionally, the locus being the preferred for it's ability to kill and being an explosive you get resistances against it. The only exception to all of this is the shotgun, which has such high DPS that it matters very little if you are shield or armor tanked. Vs shields: Explosive -30%, Laser +20%, Plasma +10%, Projectile -5%, Rail -10% Total: -15% Vs armor: Explosive +30%, laser -20%, Plasma -10%, Projectile +10%, Rail +10% Total: +20% So shields have a better profile but just less total HP than armor, which is why it goes down quickly.
5) If you want extenders to give enough HP that it is really meaningful to heavy total HP then you will run into the same problem with shield scouts are we are now with armor ones, lots of HP of suits that are supposed to be low HP. If you wanted extenders to act fairly with both scouts and heavies then they should be percentage based instead of exact numbers, same goes for plates. |
|
|
|
|
Pages: 1 2 :: [one page] |