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DeathwindRising
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316
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Posted - 2014.06.09 09:10:00 -
[1] - Quote
duster 35000 wrote:CCP Rattati wrote:As announced, we want to tweak all aspects of shield tanking so it becomes viable.
I don't foresee any boosting of Extender hp, but their progression is up for discussion. However, we really want regulators and rechargers to be competitive choices to Armor.
Most anything is on the table, PG/CPU, recharge delay, depleted recharge delay, recharge rates etc. Even CPU upgrades to get more CPU for those hard to fit regulators.
Your proposals must be tweaks, nothing game altering and have to be focused on fixing shield tanking, without making hybrid tanking an even better choice. Less cpu on energizers and rechargers, especially complex Regulator buff by at least 70% Less depleted delays on caldari and minmatar suits, and less regukar delay, those 2 up for discussion.
do you know what increasing complex regulators to 30% even looks like? if you ran two of them your shield delay would be 2.39 seconds. anything higher and youre delay will be dipping under two seconds. a 40% regulator will have you just a tad over one second. thats stupid considering that you can get a shield recharge of 70 hp/s with 1 complex energizer and 1 complex recharger on the caldari assault suits.
i suggest that adding the shield damage threshold that tanks use to dropsuits. nothing crazy, but if high enough it'd be possible to use long ranges to lower incoming damage to under the threshold. at this point, your shields recharge uninterrupted and you essentially take no damage.
short range weapons like plasma rifles and combat rifle (outside of their optimal ranges) become useless at long range.
then the two tanking styles become more clearly defined where armor should be taken out from long range and shields should be taken out at close range. |
DeathwindRising
ROGUE RELICS
316
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Posted - 2014.06.09 09:12:00 -
[2] - Quote
Spartan MK420 wrote:CCP Rattati wrote:As announced, we want to tweak all aspects of shield tanking so it becomes viable.
I don't foresee any boosting of Extender hp, but their progression is up for discussion. However, we really want regulators and rechargers to be competitive choices to Armor.
Most anything is on the table, PG/CPU, recharge delay, depleted recharge delay, recharge rates etc. Even CPU upgrades to get more CPU for those hard to fit regulators.
Your proposals must be tweaks, nothing game altering and have to be focused on fixing shield tanking, without making hybrid tanking an even better choice. proto regulators should be around 75% or 80% (so they can stack shields with the shield recharge penalty holding no bearing) 1 thing that has always annoyed me iabout shields, is how little the shield rechargers add to your gross recharge rate in the end. Sums up to a wasted slot. The Energizers are much more what I expected the rechargers to be.
yea except energizers nerf you shield hp by a ton.
you also cant have regulators that high. youd have normal shield delays thatd be less than 1 second lol |
DeathwindRising
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318
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Posted - 2014.06.09 09:41:00 -
[3] - Quote
duster 35000 wrote:DeathwindRising wrote:Spartan MK420 wrote:CCP Rattati wrote:As announced, we want to tweak all aspects of shield tanking so it becomes viable.
I don't foresee any boosting of Extender hp, but their progression is up for discussion. However, we really want regulators and rechargers to be competitive choices to Armor.
Most anything is on the table, PG/CPU, recharge delay, depleted recharge delay, recharge rates etc. Even CPU upgrades to get more CPU for those hard to fit regulators.
Your proposals must be tweaks, nothing game altering and have to be focused on fixing shield tanking, without making hybrid tanking an even better choice. proto regulators should be around 75% or 80% (so they can stack shields with the shield recharge penalty holding no bearing) 1 thing that has always annoyed me iabout shields, is how little the shield rechargers add to your gross recharge rate in the end. Sums up to a wasted slot. The Energizers are much more what I expected the rechargers to be. yea except energizers nerf you shield hp by a ton. you also cant have regulators that high. youd have normal shield delays thatd be less than 1 second lol That would mean PURE shields would have use in pc, and people would stop using armor on shield suits.
ok then, buff regulators in two separate parts.
buff the "shield delay" to 30% and then the "depleted shield delay" to what ever we need to offset stacking shield extenders.
but reducing the shield delay by 75% per module (not including stacking penalties) is insane
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DeathwindRising
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320
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Posted - 2014.06.09 12:12:00 -
[4] - Quote
well i'd like to know a few things:
can shields have their delay removed completely? this would fix the complaints about shields not have a comparable equipment to supplement their defense (nanohive, repair tools)
also, shield regulators have two modifiers. can they be changed independent of each other? something 100% reduction to shield delay and 30% reduction to depleted shield delay
lets say the shield delay was set to zero by having regulators give a 100% reduction to shield delay, this would let shields recharge/repair every second the same way armor repair modules work. but we now we also increase the depleted shield delay on all suits to something crazy like 10 seconds. then we stack regulators to lower the depleted shield delay.
this basically screws over anyone trying to dual tank
for the record i still think current shield tanking is fine. but if we must play around with it, lets do something crazy lol |
DeathwindRising
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Posted - 2014.06.09 13:04:00 -
[5] - Quote
Cat Merc wrote:CPU upgrades already give insane amounts of CPU, there really is no need to buff them.
Here are the numbers I would propose:
Extenders: HP | Penalty Proto: 66 / 14% ADV: 44 / 10% STD: 33 / 6%
I increased the penalties to make regulators much more attractive. If the delays are low in the first place, nothing you will do can make people use them.
Make sure that both shield extenders and armor plates are PG hungry, so that fitting both would be difficult at best.
Regulators: Proto: 40% ADV: 30% STD: 20%
Current numbers are just too low to be worth it. Combined with the increased penalty, I believe regulator use will increase dramatically.
Rechargers and Energizers: I would keep the numbers the same, MAYBE reduce CPU and increase PG slightly. Also, you should look at the penalty on energizers, as it only applies to the base HP of shields, so for everything except heavies it's a much better deal than rechargers.
we could also buff the "shield delay" bonus only and nerf the "depleted shield delay" on the regulators.
so you could do
PRO: 40% shield delay and 20% depleted shield delay
ADV: 30% shield delay and 15% depleted shield delay
STD: 20% shield delay and 10% depleted shield delay |
DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 17:59:00 -
[6] - Quote
if you buff complex regulators to 40% youll get a 1.3 second shield delay when using 3 of them
ive seen you guys talking about 75% and higher in some cases
DeathwindRising wrote: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 standard level rifle
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 because you can only use a standard weapon with no equipment or grenades.
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 and 5.01 depleted shield delay). buffing complex shield regulators to 30% would be like running 3 complex shield regulators today. its a big buff but only if you know how to use it.
we cant buff regulators anymore unless we decide that shield delays of less than a second is ok. and that point we could just make the bonus 100% to shield delay and the bonus to depleted shield delay 20%, 25%, 30%
then jack the penalty on extenders even higher (5%, 10%, 15%) |
DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 19:29:00 -
[7] - Quote
Aeon Amadi wrote:DeathwindRising wrote:if you buff complex regulators to 40% youll get a 1.3 second shield delay when using 3 of them
ive seen you guys talking about 75% and higher in some cases
we cant buff regulators anymore unless we decide that shield delays of less than a second is ok. and that point we could just make the bonus 100% to shield delay and the bonus to depleted shield delay 20%, 25%, 30%
then jack the penalty on extenders even higher (5%, 10%, 15%) I genuinely don't see a problem with these sort of fits for a few reasons. Shields are all about having fast recovery, less down-time at the expense of having less HP. I genuinely don't have a problem with someone having a two second shield recharge delay if it takes less than a second of continuous fire to put them down in the first place. That being said, we already have fits in-game that are more than capable of doing stuff along these lines. Take, for instance, the Caldari Sentinel: -x2 Complex Shield Extenders -x2 Complex Shield Energizers -Complex Shield Regulator -M1 Locus Grenade -Boundless HMG - Kaalakiota MAGsec SMG. 725 shields, 487 armor. 81 HP/sec recharge rate with a depleted delay of only 0.83 seconds. If you min-max the absolute hell out of it with nothing but energizers you can even get some pretty insane recovery rates as high as 135 HP/sec with an even lower depleted delay of 0.73 seconds. The thing you have to consider though is that Shield Extenders don't really provide that much HP to begin with, so they're not exactly amazing on anything other than Scouts. A Sentinel/Commando won't need the HP as much so it's probably better off using Rechargers/Energizers since they're far cheaper on the fitting costs. Doing so nets some pretty interesting results if you know when to break off the engagement and take cover for a few seconds. We're talking <5 seconds to completely recover your shields with a Caldari Sentinel. This is, of course, assuming you don't die in the firefight to begin with, which a lot of players have a problem with because they don't know when to just break off and come back later when they've recovered.
so why not dump the delay completely? keep the depleted delay though so that basically your only vulnerble if you completely lose your shields. which isnt hard to do with flux grenades and scrambler rifles |
DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 19:53:00 -
[8] - Quote
Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote:DeathwindRising wrote:if you buff complex regulators to 40% youll get a 1.3 second shield delay when using 3 of them
ive seen you guys talking about 75% and higher in some cases
we cant buff regulators anymore unless we decide that shield delays of less than a second is ok. and that point we could just make the bonus 100% to shield delay and the bonus to depleted shield delay 20%, 25%, 30%
then jack the penalty on extenders even higher (5%, 10%, 15%) I genuinely don't see a problem with these sort of fits for a few reasons. Shields are all about having fast recovery, less down-time at the expense of having less HP. I genuinely don't have a problem with someone having a two second shield recharge delay if it takes less than a second of continuous fire to put them down in the first place. That being said, we already have fits in-game that are more than capable of doing stuff along these lines. Take, for instance, the Caldari Sentinel: -x2 Complex Shield Extenders -x2 Complex Shield Energizers -Complex Shield Regulator -M1 Locus Grenade -Boundless HMG - Kaalakiota MAGsec SMG. 725 shields, 487 armor. 81 HP/sec recharge rate with a depleted delay of only 0.83 seconds. If you min-max the absolute hell out of it with nothing but energizers you can even get some pretty insane recovery rates as high as 135 HP/sec with an even lower depleted delay of 0.73 seconds. The thing you have to consider though is that Shield Extenders don't really provide that much HP to begin with, so they're not exactly amazing on anything other than Scouts. A Sentinel/Commando won't need the HP as much so it's probably better off using Rechargers/Energizers since they're far cheaper on the fitting costs. Doing so nets some pretty interesting results if you know when to break off the engagement and take cover for a few seconds. We're talking <5 seconds to completely recover your shields with a Caldari Sentinel. This is, of course, assuming you don't die in the firefight to begin with, which a lot of players have a problem with because they don't know when to just break off and come back later when they've recovered. so why not dump the delay completely? keep the depleted delay though so that basically your only vulnerble if you completely lose your shields. which isnt hard to do with flux grenades and scrambler rifles It's been considered but let's just take things one step at a time, yeah..? To reason to jump straight to over-powered if we can help it..
well thats my concern. everyone saying buff regs by 75% or more lol the delay would be like what? .5 seconds when you stack them?
thats why im not sure what the goal is here. shield tanking works as INTENDED. the problem is people arent following that and getting frustrated.
just buff the delay on regs by 100% and be done with it already. leave the depleted delay alone. boom brand new game changing shield tanking mechanic lol |
DeathwindRising
ROGUE RELICS
329
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Posted - 2014.06.10 04:16:00 -
[9] - Quote
Boot Booter wrote:I think you should follow what KAGEHOSHI describes hereI have done some calculations on the numbers he provided for regulators and they seem to make sense. If you don't feel like reading it's not necessary, but trust me his numbers make sense from math side of things, assuming rechargers are in a good place (which I think they are). Math. So for my experiment here I work with Caldari Assault numbers assuming that they use 3 complex shield extenders (480 shield). So a basic shield enigizer gives 25% bonus. Normally with the shield HP of 480 it would take 16 seconds to recharge. With a basic enigizer, it's down to 12.8. This represents a percent change of 20%. I believe that a basic regulator should balance with recharger. Therefore, a basic regulator should give 20%. If you do the same math for complex modules you'll find a percent change of 37.5. So let's round up to 40% for complex regulators. Enhanced falls right in the middle with 30%. These numbers also fall in line with theorycrafting for potential viable shield tanked Caldari and minmatar suits. Also I think everyone agrees with him about shield extender tier progression. I see a ton of noise about what to do with shields; but a lot of people have done real work on this, opposed to randomly throwing numbers out there, and have arrived at what KAGEHOSHI describes.
did you read this part too at the bottom?
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.
the caldari scout has a 3 second normal delay, and a 4 second depleted delay.
the caldari sentinel has a 4 second normal delay, and a 1 second depleted delay.
and which one does he complain about? the scout with its lower hp, but higher regen and shorter delays. my point is that the depleted delay isnt really the big a deal compared to the normal delay. the other concern is the slot layout. the cal scout has more than one low slot to stack regulators with. the cal assault has 3 at proto level.
we're looking at the return of shield tanking from chromosome when we high latency and bad hit detection. youll have dudes bunny hopping in combat just long enough to regen their shields in your face and kill you.
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DeathwindRising
ROGUE RELICS
331
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Posted - 2014.06.10 11:39:00 -
[10] - Quote
Aeon Amadi wrote:DeathwindRising wrote:Aeon Amadi wrote: Having played around with some fits using some of proposed stats, I haven't really found anything game-breaking. Even running nothing but Shield Extenders and Shield Regulators, the only suit that really sticks out from the crowd is the Caldari Sentinel with it's 0.73 second depleted delay... Which is exactly what it is with current stats if you decide to fore-go the shield extenders and go for a 135 HP/sec recharge build.
The Caldari Assault is looks very promising but it's limited on CPU/PG in some cases. To get 553 Shield HP with a 2.85 recharge delay, I had to fit a complex CPU Upgrade.
yea but the caldari sentinel lacks mobility. so its balanced. And the Caldari Scout lacks HP O.o; what's your premise lol Mobility isn't the only way to balance things out.
im saying that because the sentinel cant get away he'll lose his shields from quick attacks from cover, since his actual delay isnt short enough.
the scout doesnt have that problem. with two complex regulators its normal shield delay is 1.43 seconds. thats faster than most reloads and one complex shield recharge gives it 74.15 hp/s with 380 shield hp using three complex extenders. its also fitting a proto rail rifle. the limited hp pool is offset by high mobility, short normal delays, and the suits own native scan bonuses.
it really depends on what you want to do with each suit. what you cant do however no matter how hard you try is win a straight up fight against a armor tanked suit using a shield tanked suit. you dont have the hp/damage ratio for that kind of fight |
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DeathwindRising
ROGUE RELICS
331
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Posted - 2014.06.10 14:22:00 -
[11] - Quote
Cat Merc wrote:Boot Booter wrote:Cat Merc wrote:Lynn Beck wrote: Personally i see no problems with a Caldari Assault reaching 600 shields with a 1.6 second delay with a rate of 50, or a HP of 400 with a delay of 1.6 and a rate of 116, OR 600/300 HPs, with a delay of 8 or 10, with a rate of 50. That kind of makes the Gallente Assault useless... That's 200 more shields than I have armor, 40/30~ more HP/s, all for a tiny little 1.6 seconds delay. Or same HP with 100 less HP/s. You have to consider speed as a factor, plating without ferroscales is expensive to your speed, if a Cal Assault can achieve similar (or in this case better) results without any speed penalty, that's simply imbalanced. Here are a few common Gal Assault fits for Hotfix Alpha (Numbers aren't 100% accurate, but very close): 420 armor / 11hp/s / 8.23m/s - Very PG heavy 420 armor / 20hp/s / 7.35m/s - Very PG heavy 510 armor / 11hp/s / 7.35m/s - Medium PG 504 armor / 20hp/s / 6.77m/s - Medium / High PG 410 armor / 30hp/s / 6.9m/s - Very high PG AND CPU This should give you a ball park of the relationship between armor, repair and speed. Those numbers for the Caldari Assault would not be achievable without a ridiculous buff to shield extenders. Not to mention that shield recharger practically require one low for a CPU upgrade. A more reasonable Caldari Assault would look like. 470 shield / 48hp/s with a 1.75 delay This assumes that complex regulator gets buffed to 40% and extenders and recharger at pro remains the same. Does that balance with the gallente assault? Hmm ideally heavy regen shields repair twice as fast as heavy regen armor. So for your gallente it would be around 20 seconds (20 hp/s * 20s = 400 hp). For that Caldari Assault it would be 11.75 seconds. This seems OK to me once you factor in the shield as a buffer on armor tankers and the ability for damage mods in high slots. It doesn't to me considering shield tankers have an armor buffer to save their asses, where as armor tankers don't have a clear time to GTFO since we are fighting with our last line of defense. One of the many reasons people don't hull tank in EVE. We're talking about a Gallente suit here bud, we are supposed to repair the **** out of our armor In addition, damage mods are bad, shield extenders give much better results... So... We are practically forced to dual tank because there are no worthwhile utility modules. And lastly, that CPU extender doesn't just help you shield tank. All my Caldari fits have proto light weapons, sidearms, grenades, equipment, all because I have a **** ton of CPU left over. My Gallente fits are lucky to have a proto light weapon.
perhaps new damage mods that work only against shields or armor but with a higher damage bonus? especially since thats what they did already to the proficiency skills
and this is all kinda off track, but what the melee damage mod included a bonus to movement speed? to offset the penalties from armor plates
complex regulators with 40% to shield delay but 25% to depleted shield delay? honestly, why would you be letting your shields go to zero in the first place unless youre armor tanking? |
DeathwindRising
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Posted - 2014.06.11 02:27:00 -
[12] - Quote
Cat Merc wrote:Baal Omniscient wrote:Cat Merc wrote:Honestly I will be happy if kin cats were moved to high slots and got their PG requirements cut back. Sorry CatMerc, but a armor tanked Amarr Sentinel with 2x complex kincats would be the absolute end of Dust for me as far as I'm concerned. Hell, a 50/50 rep/armor stacked Gallente Sentinal with 1 complex Kincat would be f'n insane. I'd be happy to give you PG upgrades, Cardiac regs and codebreakers as highs if you need high slot variety though. Eh, good enough. TBH I don't see your problem here, shields are now performing very close to armor at prototype, the majority of tweaks need to happen at STD/ADV. Moving kin cats to high slots won't really change anything, other than me being one step closer to a true Gallente (Gallente use afterburners and Micro Warp Drives to close the distance quickly and destroy the enemy with short range weaponry in EVE). But hey, I can accept PG upgrades, cardiac regs and code breakers, good enough I guess.
make kincats high slots and damage mods low slots |
DeathwindRising
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332
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Posted - 2014.06.11 04:40:00 -
[13] - Quote
the point is that armor tankers use extenders because the damage mods got nerfed so badly and theres nothing worth while other than extenders for them to use in their highslots
so why not buff the damage mods, by increasing their bonus but only to either armor damage or shield damage. not both. i dont think it would affect TTK too much.
it seems that moving kincats to highslots would nerf the minmatar too heavily. so include a movement bonus to the melee damage mods. it would make them useful to the minmatar and help offset armor plate penalties
lastly, would super short shield delays but longer depleted delays be ok for shield tankers? say we buff regulators so that we we can get a 1 second delay but we leave the depleted delay the same. armor reps work even while taking fire, but shields only recharge when not taking fire. so that would be the difference between them. |
DeathwindRising
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Posted - 2014.06.11 06:11:00 -
[14] - Quote
CCP Rattati wrote:Hi, we are back with numbers here, we are aiming for tweaks as the bonuses are mostly % based, so stacking can lead to invincible suits. Numbers
i like it. but id still like to know if its possible to modify the the shield delay and depleted shield delays bonues independtly of each other |
DeathwindRising
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Posted - 2014.06.11 06:26:00 -
[15] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:Hi, we are back with numbers here, we are aiming for tweaks as the bonuses are mostly % based, so stacking can lead to invincible suits. Numbers i like it. but id still like to know if its possible to modify the the shield delay and depleted shield delays bonues independtly of each other it is possible
Would you consider making regulators have a higher bonus to shield delay? I think that because shield tanking overall carries less hp, being actively aware and not letting your shields reach zero should be the focus rather than everyone using their shield hp as a buffer. I would've left the depleted delay alone, as it's already enough to offset any shield extender penalties |
DeathwindRising
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Posted - 2014.06.11 06:37:00 -
[16] - Quote
FabryX10 wrote:Caldari assault should have the same shields delays of an heavy. 1 sec of depleted shield delay is more usefull to Assault IMO.
Actually a 1 second depleted delay means you have to let your shields drop to zero first. You wouldn't notice it if you're not letting the enemy completely knock out your shields.
A1 second delay is more noticeable because as long as you have 1 hp of shields left, they'd start to recharge 1 second after you got hit, provided you don't get hot again within one second or less |
DeathwindRising
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Posted - 2014.06.11 09:14:00 -
[17] - Quote
I-Shayz-I wrote:Quick feedback of the new regulator numbers: While the buff to 25% and 30% is great, it still isn't enough of a gap to use proto over advanced, especially when you consider the fact that they also have a stacking penalty. This also makes advanced a lot better than standard too. To summarize, we want to create a decent gap between advanced and proto without making standard too powerful compared to advanced, and prototype not able to reduce your recharge rate to game breaking levels. Here's a few solutions: 15, 20, 30 -This I feel works best as you still get a good step up using multiple modules, and is the same ratio as the new shield values 10, 20, 30 -Probably the most balanced, and my personal favorite (10% at basic makes it easy for new players to imagine the effects, 10% of 5 seconds is obviously 0.5 seconds, 20% and 30% is double and triple respectively, so double 0.5 seconds...easy mental math), but I'm guessing most players want more of a buff than just 5% at proto) 15, 25, 35 -Makes prototype the semi-obvious choice, keeps standard and advanced from being useless and encourages multiple module use. Biggest problem is the 35... See, even with stacking penalties 30 is technically possible to remove your shield delay altogether by using 4 modules...but anyone using 4 is sacrificing a lot of fitting options to do so. Unfortunately 35% makes it possible to remove the shield delay at only 3 modules (for easy calculations see this). idk, this is pretty difficult.
id actually be ok with 35% on the shield delay only and leave the depleted shield delay at what it is currently. that would make shield tanks alot more powerful while their shields are up while leaving them weak to flux grenades and close combat.
the strength in shield tanking is a balance use of all three type of mods. if you brick your shields youll be weak against flux nades and close combat. if you run all regulators in your lows then you nerf your recharge which leaves you weak against flux and close combat again.
id like to see complex regulators look like this: -35% to shield delay, and -25% to depleted shield delay.
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DeathwindRising
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Posted - 2014.06.11 09:32:00 -
[18] - Quote
Baal Omniscient wrote:CCP Rattati wrote:Hi, we are back with numbers here, we are aiming for tweaks as the bonuses are mostly % based, so stacking can lead to invincible suits. Numbers Would it be possible to add regulator variants? Like one that reduces depleted delay more but gives no bonus to regular delay, and one that reduces regular delay more but doesn't effect depleted delay? Edit: The problem is that adding a 5% bonus to an already far too weak module isn't going to be enough to make it worth running over an additional plate For example: a Minmatar assault with 4 shield extenders has about a 10.2 second recharge delay (which is in itself ridiculous since it's the lowest eHP assault suit in the game). Throwing on a current prototype regulator will reduce that to 7.6 seconds to wait while bullets are raining all around you and missiles are falling from the sky. Waiting that long before your shields START to recover, not before they ARE recovered. With this new bonus, instead we'll be waiting 7.1 seconds for our shields to START coming back. You just saved me 0.5 seconds on a 7+ second wait...... thanks. That might be enough to save me.... 3% of the time. I don't know how well you know your Minmatar suits, but that means we have 168 (at max armor passive skill) to keep us alive until our shields begin to regen, and that's if you don't take any fall damage, get clipped by a vehicle, or get grazed by a stray bullet in the meantime. 1-6 bullets from just about any weapon is enough to kill that, and I don't know if you've noticed but our guns shoot a lot of bullets really fast. So tell me why, with this minuscule wait time increase, would I not be more inclined to simply throw on a plate? At least then I'd have the health to run away once my shields went down. With this low eHP, I'd be better off having at least one plate to give me the health to run when necessary as opposed to dying while hiding and hoping my shields come back before the guy that shot my shields off decides to come play peek-a-boo around whatever cover I'm using.
I'll use you as my example of why shield tanking is done wrong by players. You only needed enough shield hp to absorb whatever blast hit you. What's your shield delay? Extenders don't penalize your normal shield delay. If you hadn't let your shields drop to zero you actually would've only had to wait maybe 5 seconds. I think that's too long and should be shortened. But It's my belief that anyone who stacks that much shield hp and still manage to let their shield drop to zero deserves to die. |
DeathwindRising
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Posted - 2014.06.11 11:52:00 -
[19] - Quote
Flyingconejo wrote:Sorry if this have been said before, but a rework to shield tanking should start with the suits stats. The really important stats when considering shield tanking are shield recharge rate, shield recharge delay and shield depleted delay. Those stats vary wildly between shield tanking suits, even in the same race.
The shield tanking stats of a Caldari scout or heavy are much, much better than the ones from a Caldari logi or assault, and a dream to a Minmatar assault. Due to that it is very difficult to propose changes to shield modules, because if we make them reasonable to say, for example, the Caldari scout, they will probably be worthless for a Caldari Logi or a Min assault. And if we make them good enough for the Min Assault, then they will be OP in a Caldari Heavy or Scout.
So my 2 cents is that the shield tanking rework should start at equalizing a little more the related base stats of the shield tanking suits, and with that I mean buffing the base stats of the Cal assault/logi and to a lesser extent, the Min suits. Only after that it would be reasonable to start talking about modules.
So if you have in mind any future changes to the base stats of any suit, and you could share them with us, it would make for a more fruitful discussion.
If you don't want to do that, I don't dare to throw numbers here, apart from suggesting to lower strongly the shield regulator fitting requirements.
TL;DR
We should be talking about buffing the base stats (recharge rate, delay, depleted delay) of the weaker shield tanking suits, before starting to talk about modules.
not true. the scout and heavy have bad slot layouts. the scout could run a shield tank without a cpu mod if it gives up its cloak. but if it wants to keep its cloak and fit a shield tank it needs to use it second low slot for a cpu mod. the scout can then either go with a 2/2 extender/recharger setup or a 3/1 extender/recharger setup for an optimal shield tank.
the heavy is screwed with only one low slot, so you throw a regulator on and then fit whatever 2 recharger or energizers you can for best recharge and then throw on extender. id even argue for a full rack of extenders honestly
the imbalance from buffing regulators comes from stacking them, but the high cpu cost of shield mods keeps things somewhat balanced (which is why we cant lower the cpu costs of complex mods) |
DeathwindRising
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Posted - 2014.06.11 11:58:00 -
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Baal Omniscient wrote:I know I'm taking liberty with your lack of specificity here, but since this is a thread on shield tanking here is a link to my thoughts on Caldari vs Minmatar shield tanking as it pertains to Assault Suits. Ya know, for when you guys get to that point.
i think that was poorly thought out. you given them shield base stats that are higher than the amarr and gallente have armor. youve shown that your focus is on brick tanking shield hp. thats not how shields work |
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DeathwindRising
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Posted - 2014.06.11 12:11:00 -
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Baal Omniscient wrote:DeathwindRising wrote:Baal Omniscient wrote:CCP Rattati wrote:Hi, we are back with numbers here, we are aiming for tweaks as the bonuses are mostly % based, so stacking can lead to invincible suits. Numbers Would it be possible to add regulator variants? Like one that reduces depleted delay more but gives no bonus to regular delay, and one that reduces regular delay more but doesn't effect depleted delay? Edit: The problem is that adding a 5% bonus to an already far too weak module isn't going to be enough to make it worth running over an additional plate For example: a Minmatar assault with 4 shield extenders has about a 10.2 second recharge delay (which is in itself ridiculous since it's the lowest eHP assault suit in the game). Throwing on a current prototype regulator will reduce that to 7.6 seconds to wait while bullets are raining all around you and missiles are falling from the sky. Waiting that long before your shields START to recover, not before they ARE recovered. With this new bonus, instead we'll be waiting 7.1 seconds for our shields to START coming back. You just saved me 0.5 seconds on a 7+ second wait...... thanks. That might be enough to save me.... 3% of the time. I don't know how well you know your Minmatar suits, but that means we have 168 (at max armor passive skill) to keep us alive until our shields begin to regen, and that's if you don't take any fall damage, get clipped by a vehicle, or get grazed by a stray bullet in the meantime. 1-6 bullets from just about any weapon is enough to kill that, and I don't know if you've noticed but our guns shoot a lot of bullets really fast. So tell me why, with this minuscule wait time increase, would I not be more inclined to simply throw on a plate? At least then I'd have the health to run away once my shields went down. With this low eHP, I'd be better off having at least one plate to give me the health to run when necessary as opposed to dying while hiding and hoping my shields come back before the guy that shot my shields off decides to come play peek-a-boo around whatever cover I'm using. I'll use you as my example of why shield tanking is done wrong by players. You only needed enough shield hp to absorb whatever blast hit you. What's your shield delay? Extenders don't penalize your normal shield delay. If you hadn't let your shields drop to zero you actually would've only had to wait maybe 5 seconds. I think that's too long and should be shortened. But It's my belief that anyone who stacks that much shield hp and still manage to let their shield drop to zero deserves to die. I have 5 high slots. Should I be leaving them empty? Damage mods are useless, my passives pick up any non-damped suits and anyone who IS damped is going to be beyond anything less than 2 precision enhancers. Putting on less shields means my shields get depleted fully SOONER, and I even though shield HP is the high end of the HP pool on my suit even before mods, I only have 37.4 more base shields than Amarr or Gallente and 75 less than a Caldari while having less armor than anyone (base 135). To top that off, I already have to run a recharger or energizer in one of my highs in order to keep my recharge speed up with the Caldari's base recharge stats; and even with just 2 shield extenders fitted, a Complex regulator wont keep my depleted delay up with a Caldari assault's base depleted delay stats. (You know the Caldari right? The ones who are supposed to TANK shields and not BUFFER TANK them?) So tell me, when running my 2 shield extenders (keeping my shield health equal to a Caldari assault with one extender on), just to keep my depleted delay ALMOST as low as a Caldari assault's depleted delay when I have a COMPLEX regulator on, how should I run my suit to keep my HP above that of a scout so I can survive? You know, the guys that can run faster than me, strafe faster than me, don't show on my radar, and can passively see me on theirs? What do you suggest? Armor plate? Oh wait, we're trying to FIX that problem, aren't we....
you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style
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DeathwindRising
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Posted - 2014.06.11 14:40:00 -
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Baal Omniscient wrote:DeathwindRising wrote:you just explained why minmatar are guerrilla warfare specialists. this is why the combat rifle does so much damage. combined with minmatar speed you get in fast, blast your target and leave before anyone can do anything about it. then you do it again to someone else. minmatar dont do slug matches. they are hit and run. more so than caldari. their stats are designed purposely so they cant stand toe to toe with anyone. theyre designed to force you into the hit and run play style
No, I just described why Minmatar SHOULD be hit-and-run specialists. The Minmatar scout is a great hit-and-run suit because of it's native scans and damps combined with it's spectacular speed and balanced slot loadout. The Minmatar assault is not fast enough to be able to get the run part of "hit-and-run" down since every scout that's not completely loaded down with plates and any assault with a single basic kincat can keep up with. There is not enough good cover in this game to bounce from cover to cover avoiding gunfire. It has no bonus to scans or damps so even if you do run you are 75% of the time just picked off by a scout who saw what you were doing and got ahead of you. With 3 complex precision enhancers this suit cannot scan a scout with a single damp on (3 complex puts my scan at 26.35db, scout with 1 proto damp = 23.63), so that increases the % of people I can scan over no precision enhancers by about 3% since my maxed passives already pick up anyone not a scout or damped, so that's useless. I can't Damp tank to avoid scanners or scout passives since I only have 2 lows, one always held by a regulator. And since my ability to recover from damage is worse than anyone's, my suit fails at recovering in a pinch. So, basically all the things that could be used to put together a great hit-and-run class the Minmatar either fails at miserably or attempts but falls short of. No, sir, YOU are the one who has no clue what he is speaking of.
so youre not using complex kincats? i dont need cover just kill, run and flank the next target.
you dont need scanners and you dont need defense really. just focus on speed and firepower. thats it and use damage mods. i just did a match (lost it) but i went 17/6 in milita medium frame lol. dont tell me idk how to hit and run. i just did without any problems and died 3 times in it. i hack a point, left, came back and killed three guys counter hacking ran away, and came back killed a dude as he was being revived, then killed the guy who revived him, then a heavy caldari after that.
i dont even run minmatar and know how they work lol
1 complex extender
1 enhanced recharger
1 enhanced damage mod
std combat rifle
std smg
compact nanohive |
DeathwindRising
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Posted - 2014.06.11 17:00:00 -
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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.
because they cant run like the minmatar can. caldari are more stationary. minmatar can just run away (when possible) |
DeathwindRising
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Posted - 2014.06.12 02:37:00 -
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Texs Red wrote:jaksol JAK darnson wrote: caldari main streangth is its shield minmatar main streangth is it mobility
*Perhaps* on the scout but if that is intended to be a true defense for the Minmatar then it is largely lost on the medium and heavy suits. Which would be more useful to a heavy suit, being .5 seconds faster to cover or spending 4 less seconds stuck behind it to recharge shields (which it has less of and recharges less quickly than the Caldari. Minmatar Sentinal Mk.0 Shield 390 Armor 435 Shield Recharge rate 20 Shield Recharge Delay 4.0s Depleted Delay 6s Speed 4.05 Sprint 5.67 Caldari Sentinal Ck.0 Shield 525 Armor 390 Shield Recharge Rate 30 Recharge Delay 4s Depleted Delay 1s Speed 3.85 Sprint 5.39 Conclusion: For .2 speed and .28 sprint speed less than the Minmatar heavy the Caldari heavy gets 6x better depleted recharge delay and 50% better recharge rate with 90 more eHP. If sprinting from cover to cover (say 20m) this means the minmatar will get there .2 seconds faster and, if they lost all their shields, spend 7 more seconds in cover before their shields recharge and have less shields to boot. So explain again to me how "mobility" is supposed to be their asset? Well what about modules you say? Well lets say you play to your races "strengths" so speed for Minmatar and shields for Caldari. Should they go for it the Caldari heavy can get a recharge rate around 100, over 3x their base stat, while the Minmatar can get around 5.8 sprint speed, a paltry .13 better than their base. Say what you want but math says mobility, for medium and heavy frame suits at least, is as useful as a melee damage mods.
you didnt factor in minmatar stamina
minmatar stamina pool and regen allows them to run further, faster, and more often. caldari cant do that.
so while caldari need to hide behind cover to let their shields recharge, the minmatar will have simply left the combat zone entirely.
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