Floyd20 Azizora
L.O.T.I.S.
50
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Posted - 2014.06.09 11:15:00 -
[1] - Quote
extenders hp/cpu/pg/pen 22/18/3/3 33/36/6/4 66/54/11/7
currently complex is so much better, that fitting 1 over 2 enhanced saves cpu, pg, less penalty, same hp, less cost. the difference is so bad i can fit a basic in that cpu gap, and need only 2 more pg, and get 23.2 extra shield for the trouble. cpu needs to be less linear, pg needs to drop, enhanced needs more hp, pen needs slight adjustment. proposed figures
hp/cpu/pg/pen 25/20/2/2 42/35/5/3.5 66(70?)/58/8(9)/6 shield has always been described as cpu heavy, yet complex extenders used 1 less pg for half the hp gain. these numbers mean a caldari suit running 3 of them(will be using current cal assault as basis form this point forward) gets same hp gain( 217.8), uses 174 cpu(12 more), but saves 9 pg(rr and magsec is happy), as well as slightly better shield recharge times. personally i like the idea of adding a module similar to what energizers does for rechargers. something like a heavy extender. cost more cpu, more pg, gives more shield, but hurts recharge times more(talking 10% or more, forcing regulators to get base times)
rechargers energizers increase/cpu/pg increase/cpu/pg/pen 15/30/0 25/40/0/2% an extra 10% recharge(3 on cal assault) for 10 cpu and 2% less shield(base only? 25/60/0 45/75/0/4% an extra 20% recharge(6 on cal assault) for 15cpu and 4% less shield(base only?) 42/90/0 60/96/0/6% an extra 18% recharge(5.5 cal assault) for 6cpu? and 6% less shield(base only?)
considering cal assault maxs at 392 cpu, i wonder why rechargers are little used. complex gives a bonus 14 shield per second. Not bad, but worth just under 25% of your cpu? more so when for an extra 6 cpu i can gain an extra 6 shield per second for 15 total hp. most people wont fit more then 2 unless experimenting, but stacking penalties tend to slow them down, plus fitting 4 on a cal assault means no cpu left. proposed figures
rechargers energizers increase/cpu/pg increase/cpu/pg/pen 20/25/0 30/35/1/3 32/40/0 45/65/1/5 54/72/0 65/85/1/7
improved rechargers for less cpu(may need adjusting), energizers give small improvments, little cpu exchanged for 1pg each.
Regulators increase/cpu/pg 10/11/1 20/24/2 25/35/3
these ain't in a bad place, 1 complex reduces 5s wait to 3.6, 2 drops to 2.7. maybe small increase (maxing out at 30%), with a little more cpu cost to match?
cal assault fitting 3 shield extenders 174 cpu 24 pg 217.8hp plus 262.5(maxed) gives 480.3 hp, recharge time drops to about 7.2 seconds (174/24) 1 complex recharger 54% plus skill bonus 15% (8.3) 62.8% about 48 shield recharge per second (72/0) energizer instead gives 65% plus skill bonus 15%(9.75) 75.25% 22.8 recharge per second(rough) at cost of about 18 shield (85/1) 2 regulators reduce time to 2.76 and 4.06 seconds (70/6) total cost 174+142= 316cpu or 316+13=329cpu and 30/31 pg currently costs 322/328cpu and 39pg
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Floyd20 Azizora
L.O.T.I.S.
58
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Posted - 2014.06.11 21:48:00 -
[3] - Quote
Phoenix 85 wrote:DeathwindRising wrote: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) Throw a proto kincat on a cal suit and its just as fast. cal scout is down a low slot on minmatar. assault dont tend to care, cal logi have a habit of fitting armor plates, heavies dont tend to do anything fast, except mow down stuff in front of it. |