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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Alldin Kan
Imperfects Negative-Feedback
1099
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Posted - 2014.06.11 14:11:00 -
[1] - Quote
Wow, some of you should really just stop posting in feedback as it's clear that you don't know how to properly play the game. The only issue with Minmatar lies with the heavy variant as it doesn't have outstanding abilities like the medium/light racial bonuses, all it has is a decent stamina recovery. Shield rechargers/energizers are not in need of tweaks, the bonus is good enough and if you can't fit it USE A CPU UPGRADE. As suggested in a different thread, shield regulators should be changed to a 20/30/40 progression while adding a new variant that does the following:
STD - 10% reduction to delay and 5% increase to base shields. ADV - 20% reduction to delay and 10% increase to base shields. PRO - 25% reduction to delay and 15% increase to base shields.
With that we have one variant that is useful when frequently taking damage and another that gives some HP but with a slightly longer wait time to recover it.
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1099
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Posted - 2014.06.11 14:49:00 -
[2] - Quote
Baal Omniscient wrote:Wow, some of you should really just stop posting in feedback as it's clear you refuse to accept that everyone has different viewpoints on the same playstyles to share. You know, that thing we call "Feedback". And I must have missed the part where someone was complaining about being able to fit modules.
On Topic - If you were to put in this variant you would be adding a low module that adds shield HP. Would it not make sense to move reactive plates to a high slot so that armor to even things out in that respect? Reactives are about as close to regulators as armor modules get, and it would give armor fits something useful apart from shields to throw in their high slots. Thoughts? Offering misleading feedback would result in unnecessary tweaks or balance issues (see current state of scouts). Anyways, reactives should remain on low due to armor suits already having huge HP, for the variant I suggested it's ok due to shields needing extra HP but still not being able to get too close to armor suit HP total (shields are quick to recover). Moving reactice to high would be overkill due to lower cpu/pg req than shields.
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1100
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Posted - 2014.06.11 15:16:00 -
[3] - Quote
Baal Omniscient wrote:Alldin Kan wrote:Offering misleading feedback would result in unnecessary tweaks or balance issues (see current state of scouts). Anyways, reactives should remain on low due to armor suits already having huge HP, for the variant I suggested it's ok due to shields needing extra HP but still not being able to get too close to armor suit HP total (shields are quick to recover). Moving reactice to high would be overkill due to lower cpu/pg req than shields. Would these regulators be giving a percentage of base shields or total shields? Because if it's total, a Caldari assault fully shield tanked right now would go from 552.3 to 634.8 shields (not too terribly large of a jump if they only used a single module, potential for issues if stacked), but a Caldari heavy would go from 946.7 to 1088.7 and tbh with resistances boosting eHP the way they are already this could be something of an issue. I specified base shields.
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1102
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Posted - 2014.06.11 17:11:00 -
[4] - Quote
Phoenix 85 wrote:WHY IS IT THAT CALDARI SUITS HAVE STATS BETTER SUITED FOR HIT AND RUN AND THE MOST POTENTIAL SHIELD HP WHEN MINMATAR HAS THE LEAST SHIELD HP AND WEAK REGEN.
Seriously, Ive been at this for months now, please fix minmatar suits. CAL should be relying on HP, MIN on regen. Please fix by swaping the layouts on some of the suits (especially assault) as well as swaping their shield recharge delays. **** I almost forgot about this.
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1104
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Posted - 2014.06.11 17:15:00 -
[5] - Quote
D legendary hero wrote:Energizer's need to be adjusted to 30%, 50%, and 75% respectively. And have their penalty reduced. No.
Alldin Kan has joined the battle!
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Alldin Kan
Imperfects Negative-Feedback
1104
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Posted - 2014.06.11 17:53:00 -
[6] - Quote
duster 35000 wrote:Alldin Kan wrote:D legendary hero wrote:Energizer's need to be adjusted to 30%, 50%, and 75% respectively. And have their penalty reduced. No. Yes except penalty part Complex cpu is way too much too.
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Alldin Kan
Imperfects Negative-Feedback
1105
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Posted - 2014.06.11 18:17:00 -
[7] - Quote
duster 35000 wrote:96 cpu, more than 1/3rd of cpu on most suits. You mean ADV suits? The cost is reasonable considering how fast I get my shields back, it's the best module for any heavy.
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