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BL4CKST4R
warravens Final Resolution.
2761
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Posted - 2014.06.09 12:00:00 -
[31] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2102178
supercalifragilisticexpialidocious
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DeathwindRising
ROGUE RELICS
320
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Posted - 2014.06.09 12:12:00 -
[32] - 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 |
Cat Merc
Onslaught Inc RISE of LEGION
10233
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Posted - 2014.06.09 12:37:00 -
[33] - Quote
CPU upgrades already give insane amounts of CPU, there really is no need to buff them.
Here are the numbers I would propose: Proto: 66 ADV: 44 STD: 33
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%
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.
Feline overlord of all humans - CAT MERC
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DeathwindRising
ROGUE RELICS
321
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Posted - 2014.06.09 13:04:00 -
[34] - 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 |
Thaddeus Reynolds
Facepunch Security
31
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Posted - 2014.06.09 13:41:00 -
[35] - Quote
I'd like to see a more fundamental change in shield tanking...to where it works more like it does Space-Side. |
Cody Sietz
Bullet Cluster Lokun Listamenn
3310
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Posted - 2014.06.09 13:43:00 -
[36] - Quote
I don't think extenders need a CPU cut, more a PG reduction and a boost on the lower levels. Maybe 11+ hp to basic and advanced.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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WeapondigitX V7
The Exemplars Top Men.
153
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Posted - 2014.06.09 13:44:00 -
[37] - Quote
The CPU costs of shield rechargers and energizers are too high compared to the benefit they give. Please reduce the CPU costs by roughly 25% across all tiers and increase benefits by 12% across tiers.
Or only reduce CPU costs of all rechargers and energizers by roughly 35%.
Or only increase benefits of rechargers and energizers by roughly 35%. (CPU costs are so high I think this level of increase is justified) However dont go above an increase in benefits of 35% (36% increase/buff is overkill/over done).
Reduce CPU costs of Shield Regulators by 5%. Adjust there Benefits to roughly this: basic: 18% (max shield regulator efficacy skills bonus gets it past 20%) advanced: 23% (max shield regulator efficacy skills bonus gets it past 25%) proto: 28% (max skills gets it past 30%)
Regulators at basic level and adv level feel like they don't give enough benefit compared to there cost in fitting space.
Shields just feel like they don't regenerate fast enough (when you can recharge to a shield HP of roughly 350 on any suit) (recharge delay/depleted delay + amount of seconds needed to fully recharge shields). (When you have regulators and extenders and rechargers equipped, or extenders and energizers equipped and regulators).
Edit: Make shield extenders hp benefit progress with tier like this: basic: roughly 33 (no skills) advanced: roughly 45 (no skills) proto: 72 (max skills) (proto tier unchanged) |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
164
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Posted - 2014.06.09 14:07:00 -
[38] - Quote
One of the huge reasons I didn't choose Cal Logi was the recharge times/rates were pathetic compared to Scout and Sentinel.
If you aren't going to buff shield HP, which I think is a mistake since armor has the ability to constantly repair and gives more HP which means it is superior almost in both ways...
Then you definitely have to give shield tankers an easier time on recharging, and that's all I can really say.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1102
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Posted - 2014.06.09 14:59:00 -
[39] - Quote
I think most folks are isolating some the key points as far as the shield modules go. The regulator being a more direct competitor to the armor plates is one of the most important aspects of discouraging dual tanking.
Some things to consider:
1) Think of the shield tank based suits (Cal / Min) and how you can perhaps look at adjusting their base stats. Some shield base suits (specifically Cal Logi and Cal Commando) have surprisingly high recharge times for slow footed shield tank suits...the CalSentinel is spot on)
2) I like the 20/30/40% model that several folks have touted. I actually prefer it to be somewhat higher but that's a great step.
3) Recharges and Energizers are solid but need their resource cost shaved a small amount.
4) I think the complex extenders are solid with 66 hp buffer...however, basic and enhanced simply aren't worth the CPU/PG for the buffer.
5) One note on recharge delay penalties vs regulators...i'm a little unclear on how the math will work out but it seems that you even with the proposed buff to regulators that running complex extenders can quickly negate any advantage you get from your regulator. Conceptually, I really don't like the idea of having to run a regulator just to get back to the base suit stats on recharge time.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Appia Vibbia
Molon Labe. General Tso's Alliance
2849
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Posted - 2014.06.09 15:12:00 -
[40] - Quote
What would happen if we change the Shield Extender's shield deplete delay to just being shield delay. So that it effects both standard and depleted instead of just depleted delay. That would do a better job, IMO of pushing for more Shield Regulators
At the same time Energizers and Rechargers needs to have competative CPU costs with Shield Extenders. 90/80 CPU is just way too costly for anyone to fit without sacrificing multiple modules/slots.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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I-Shayz-I
I-----I
3647
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Posted - 2014.06.09 15:39:00 -
[41] - Quote
I know it's probabaly been said but let me say it one more time so that it gets changed already.
Progression should be 22, 44, 66. NO ONE uses enhanced shield extenders right now. Why would you spend TWICE the fitting cost of a basic extender for only 11 more shield instead of 22? Yet complex gets 3 TIMES the amount of basic.
Oh, and do something about energizers. Right now they make rechargers useless because the shield penalty affects the base shields of the suit instead of the total shields. I know you probably can't fix that, but at least mark it down for reference. As for a tweak, you could always inrease that penalty, but it would make them incredibly punishing for heavies...
Regulators aren't used as much as I'd like them to be because of one major reason: Their effects aren't shown on the stats screen. You put on on and you really don't know how much it's effecting your suit. Also, decreasing your shield delay from 5 to 4 might seem like it's useful, but in actual practice a single armor plate or repair is actually 10x better.
While buffing regulators in general would be a bad idea (getting shield delays down to almost 0 might be game breaking), I would suggest that they decrease shield delay while also lowering something else (as in, a tradeoff similar to plate speed penalty).
OR, restrict suits to only be able to use one regulator, then buff regulators across the board. I think that most people want to use them, but feel that a single one won't do much, and that sacrificing all of their lows for a module with a stacking penalty that doesn't show them the stats would just be a stupid idea.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Dauth Jenkins
Ultramarine Corp Covert Intervention
541
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Posted - 2014.06.09 17:11:00 -
[42] - Quote
I almost exclusively shield tank (former caldari logi, current minmatar logi). And I can tell you, running 1 regulator right now is worthless. Shield rechargers are sort of worthless, as the bonus they give is not worth it.
-Sincerely
--The Dual Swarm Commando
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Lynn Beck
Heaven's Lost Property
1740
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Posted - 2014.06.09 17:31:00 -
[43] - Quote
Make Energizers grant double the recharger's, and make the penalties MUCH higher:
Proposal: Basic Recharger- 25% recharge, 40 CPU Enhanced- 40% recharge, 60 CPU Proto- 65% recharge, 80 CPU
energizers: Basic- 50% recharge, 60 CPU enhanced- 80%, 80 CPU, Proto- 130%, 100 CPU
extenders need a serious reduction in Pg, as fitting a decent tank requires multiple, and that uses up to 50% of your Pg.
Basic- 33 HP, 15 or 20/1 cpu/pg Enhanced, 44 or 55 HP, 28 or 36/3 cpu/pg Prototype- 66 or 77 HP, 54 or 60/7 cpu/pg
Regulators need to be very much worth it, compared to Armor Plates. Proposal: Basic, 20/25%, costs 10/1 Enhanced- 30/35%, costs 15/2 Prototype- 40/45%, costs 25/4, or 30/4.
The idea behind this, is that a player sacrificin both of his slots can either mimic an armor tanker- achieving high HP, and near constant HP regen, or moderate tank with higher regen AND lower timers, depending on highslot layout, lowslots are now splittable between Kincats, Ferroscales, and Regulators.
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.
General John Ripper
Like ALL the things!!!
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DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 17:59:00 -
[44] - 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%) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6012
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Posted - 2014.06.09 18:52:00 -
[45] - Quote
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.
Useful Links
Aeon Amadi for CPM1
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
5161
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Posted - 2014.06.09 19:08:00 -
[46] - Quote
Okay, so I took Kagehoshi's shield changes and loaded them into a custom fitting tool I use when theory crafting.
Using the Min Assault and Cal Assault, here are the fits I came up with. Please note, I changed their slot layouts to what they SHOULD be. 5/2 and 4/3
Anyways: Shield Tanked Min Assault
Hm. With the Current changes, I can put 405 shields on it easily.
1 Complex at the New Changes puts him at a 3.36s Delay
Not bad. Lets see if I can't make this guy a true hit and run character
2x Complex Regs and a Complex Speed gives me 8.77 Sprint and 2s delay. I'm not doing Depleted, as my old fitting tool doesn't multiply the Depleted correctly.
At zero extra shielding, 2x regs gives you 2.08s delay and 2.77 depleted. Not bad for a shield tanker. This allows you to tank damage and recharge quickly, but ONLY if you stop taking fire. For CQC Combat, nothing will beat the armor tanker, as they will NEVER stop healing.
Recharge rate seems a tad bit weak, but not bad. Complex puts you at almost 40hp/s. This means that you can take 300 points of damage (Most of your tank) and recover in around 9 seconds.
I would like it to be at 50 hp/s. This cuts it down to around 8s to fully heal from that damage.
Shield Tanked Cal Assault
Now, this suit really starts to make shield tanking shine. With the extra high slots, you can actually start to tank effectively.
Lets try 3x Shields, 2x Recharge, 1x Reg for now.
Hm. 480 shields is fantastic for a shield tanker. You also get a WHOPPING 63 HP/s recharge. Delay goes down to 2.26s. This means that you can recover 400 damage in around 8.6s
Lets really try to buff out that shield as a main tank. All shield modules. 3x shields 2x recharge and 2x reg
Delay goes down to 1.73s
This is actually great. It means that you can quickly regen damage if you use cover correctly. Lets say that get hit by 4 RR shots and take around 200 points of damage. Get behind cover, and after 2s you start regen at 60 hp/s. Within 6s, you recover fully.
The armor tanker would take time. You recover at almost 3x the rate of the armor tanker, but it takes 2s to reach that time.
Regen over time compared to the 2x Complex Rep Gal Assault
1s: 0 / 20 2s 0 / 40 3s 60 / 60 4s 120 / 90 5s 180 / 120 6s 240 / 150
You see the advantage here? Shield tanking now lets you recover from large amounts of damage faster! The armor tanker is able to quickly repair from multiple engagements faster
Like lets say that the Both get hit from a 50dmg shot once after every 3 cycles. See how the Repair over time changes. The numbers will represent Delta Hp
1s: 0 / 20 2s 0 / 40 3s 60 / 60 Damage 4s 10 / 30 5s 10 / 50 6s 70 / 70 Damage 7s 20 / 40 8s 20 / 60 9s 80 / 80
See how they change? They might both repair the same overall amount after every 3s, but the Armor repair has a Higher Overall health over time, due to the fact that it constantly repairs.
Why did I bring this up? Notice how the numbers line up. This is balance. Shield tankers will be able to survive at range and quickly regen, allowing for more hit and run tactics. The Armor tankers can quickly repair damage from constant battle, and have a better chance of surviving due to their higher HP total.
Will Update more as I theorycraft more
Headed to Destiny, To Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 19:29:00 -
[47] - 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 |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6014
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Posted - 2014.06.09 19:45:00 -
[48] - Quote
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..
Useful Links
Aeon Amadi for CPM1
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DeathwindRising
ROGUE RELICS
326
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Posted - 2014.06.09 19:53:00 -
[49] - 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 |
Boot Booter
Sinq Laison Gendarmes Gallente Federation
555
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Posted - 2014.06.09 20:06:00 -
[50] - Quote
I think you should follow what KAGEHOSHI describes here
I 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.
SMG Specialist
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RAIDER 04
The Exemplars Top Men.
13
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Posted - 2014.06.09 21:31:00 -
[51] - Quote
Sole Fenychs wrote:AmlSeb wrote:The whole tanking system should be like in EVE so it has to be game changing! Dude, your EVE fanatism is getting obnoxious. This is a hotfix of an FPS game. It shouldn't be like EVE in the first place, due to its infantry combat, and it can't be, anyway, because the devs can't make major changes anymore. There is a point to be made about making vehicles more like EVE, but not for infantry. The engagement times are way too ridiculously short to make that a sane choice. Do you understand the EVE system or do you wish to bash an Idea you don't understand just because it is in EVE?
The Corporate Raiders PAC Endorses Free Tacos
Nixon for CPM
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PLAYSTTION
GamersForChrist
165
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Posted - 2014.06.09 22:12:00 -
[52] - Quote
Decreasing delay and increasing recharge would be where i would start. I say this because on some of my suits my armour reps faster than my shield when it is double the HP than them. I would suggest no delay unless all your shields are taken down, and if taken all the way down It it would be a 3 second delay. For the recharge i would increase it from the 20hp/s it is usually, to 50hp/s or a little lower like 30 or 40hp/s. I wouldn't change the extender values because with the new recharge their shields would pop back up fast enough that they could be ready for battle again within 1-7 seconds. This would make shields more able to compete with armour as armour has high HP to survive long intense combat and then taking a break to rep up and the shields enter short intense bursts of combat and then run to recharge and return to battle really fast.
EDIT: These are changes to the base stats of shield tanking race's suits (Min and Cal) not to the modules. I think they are fine where they are.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
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Cat Merc
Onslaught Inc RISE of LEGION
10254
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Posted - 2014.06.09 23:46:00 -
[53] - Quote
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.
Feline overlord of all humans - CAT MERC
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Alena Ventrallis
The Neutral Zone Psychotic Alliance
1280
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Posted - 2014.06.10 00:18:00 -
[54] - Quote
Either buff extenders to 44/66/88, or reduce their pg/cpu , mainly their CPU. As it stands, they only have 1 less pg for double the CPU cost of plates. Either their health should be increased to reflect this cost, or the cost should be reduced to be in line with how little they give.
That's what you get!! - DA Rick
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Talon Paetznick II
Gallente Federation Resistance
7
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Posted - 2014.06.10 01:28:00 -
[55] - Quote
AmlSeb wrote:FYI: Almost every type of tanking is completely broken The only ways tanking work are Armor buffer tanking and the Minmatar Logi+Focused Rep tool (the one with 100+ HP/sec) and Gal Sentinel combo. This reduces most incoming damage to a tankable level but still most of the time you win because you have a large enough buffer as your tank breaks when a second guy comes in. Passive Shield tanking: Does not work because we have a delay (why?) Active shield/armor tanking: No active mods Shield buffer tanking: Does not work because of low HP increase (tbh it-¦s not very effective in EVE likewise) Speed tanking: Barely works on scouts (damage should be reduced with higher speeds) Signature tanking: Nope because of signature is not involved when calculating damage Another thing is that the DPSs of all weapons exceed any tanking ability. Let-¦s take your proposed rifle changes: Even the weapon with the lowest DPS has 361 (RR) which is with a fully skilled Gal Sentinel 306 DPS. Assume every second shot hits he still does 153 DPS. A Minmatar logi can repair up to 126 DPS so your tank is still broken. The only way you survive is because you have a lot of hp and thus survive until he has to reload and you have a HMG with a lot of ammo. So you can kill him before he can kill you. To get to the topic(finally): As I propose you won-¦t add active mods or shield transporters in near future the best way to improve shield tanking is by improving passive shield tanking. Remove the shield recharge delay, shields should repair all the time Shield recharge rates should be like in EVE, fluent It should take a certain time to fully repair your shields, if you add extenders it still takes the same time -> better recharge rates The recharge rates should be better the closer you get to an empty shield The recharge rates would require a bit of tuning of course https://wiki.eveonline.com/en/wiki/Passive_Shield_TankingAnd most important: Reduce DPS! DPS should be at a sustainable level so you really can tank at least one enemy or maybe even two-three in a sentinel A DPS reduction by 75% for example would be fine. Damage dealing classes like Assaults should get a decent DPS bonus then so they would be able to break a tank quite easy. It would also differentiate them from other classes.
*senses OP* *waits for hotfix* *observes dev approaching with nerfhammer* i do agree with lowering costs and possibly improving passive shielding though, just not so extremely
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6020
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Posted - 2014.06.10 02:30:00 -
[56] - Quote
DeathwindRising wrote:
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
Just so we're clear, 75% would bring a Complex Shield Regulator to about 43% in reduction. That's not much to ask for, honestly.
I've previously stated in other discussions that percentage-based modules HAVE to be high because of their self-applied stacking penalty (5 + 50% = 7.5, a 2.5 increase) (7.5+50%=11.25, a 3.75 increase). You also have to consider that there are two shield modules which are self-defeating to the tank in the first place, with Extenders increasing the Shield Depleted Delay and Shield Energizers which reduce the total Shield HP. Both are designed so that shields don't get too crazy.
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.
So they're not all that crazy, they just have fast regen - which is what they're designed for - and if it was working as intended there would have been SOMEONE that would have chanced upon the playstyle and used it properly, but there hasn't, in fact, most of the people who -DID- shield tank naturally bled over to Armor Tanking because it was more viable than shield tanking, which is why we're discussing bringing them back up in the first place.
It's just important to remember that Shield Tanks have to make sacrifices to fit how they want. They have ultra fast regen at the expense of maximum HP, or they can have moderately high HP at the expense of longer regen. I don't think it's much to ask to just play with some numbers and dial it all back if it's too much.
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DeathwindRising
ROGUE RELICS
329
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Posted - 2014.06.10 04:16:00 -
[57] - 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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XxGhazbaranxX
Eternal Beings Proficiency V.
1440
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Posted - 2014.06.10 04:16:00 -
[58] - Quote
Sole Fenychs wrote:AmlSeb wrote:The whole tanking system should be like in EVE so it has to be game changing! Dude, your EVE fanatism is getting obnoxious. This is a hotfix of an FPS game. It shouldn't be like EVE in the first place, due to its infantry combat, and it can't be, anyway, because the devs can't make major changes anymore. There is a point to be made about making vehicles more like EVE, but not for infantry. The engagement times are way too ridiculously short to make that a sane choice.
Well I actually disagree; EvE has a lot of factors that are perfect for Dust. The only reason people say things like this is because they either don't play eve or don't know how half the things work in eve. The assumption is that eve is a spaceship game and dust is a shooter and while that would be right the difference in both games is basically the exposition of the data. potato potahto
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
556
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Posted - 2014.06.10 06:26:00 -
[59] - Quote
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.
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:35:00 -
[60] - Quote
you guys clearly don't understand what in the hell a tweak is lol
click me
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