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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Godin Thekiller
shadows of 514
2570
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Posted - 2014.06.10 22:24:00 -
[91] - Quote
Heinrich Jagerblitzen wrote:Godin Thekiller wrote:you guys clearly don't understand what in the hell a tweak is lol Actually, its about time we start migrating away from the ignorance that "tweak" must mean "small". This notion is arbitrary, misinformed, and if we categorically refuse to allow Rattati to adjust a value by more than 10% we're only going to shoot ourselves in the foot and slow down progress. In fact - when balancing a game system, one of the fastest methods of arriving at a proper value is to either double or halve it, observe, and either double again, or split the difference between the doubled/halved value and the original. A small series of doubling or halving a value (with observation in between) is actually one of most efficient ways to arrive at the proper number in the least amount of adjustments. Likewise, applying this methodology for every project is equally arbitrary. It at least illustrates that when an element of the game is dramatically underpowered or overpowered, tweaking by 5% or 10% only as a matter of dogma can actually interfere with a designers ability to quickly arrive at the best value, as they may end up performing twice the number of adjustments than if they had just been bold to begin with. We have a major advantage here guys - a rapid patch framework and CCP staff willing to adjust constantly until a system is polished. There's no need to be so ridiculously conservative that we fail to recognize that 5% or 10% just isn't going to cut it for a lot of adjustments that need to be made.
That simply wastes time. Instead of just buffing to some random amount and not looking at the math behind it and hoping that it will work is just a bad idea.
click me
Blup Blub Bloop. Translation: Die -_-
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
259
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Posted - 2014.06.10 22:32:00 -
[92] - Quote
Luther Mandrix 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. How about a shield hive that acts like a Recharge mod like in a suit so when a shielded player that has damage goes over it ,his base valves of shield recharge are jack up higher like a additional slot mod. Once activated will self destruct in x amount of time. This could be the shield rep nanohive Armor Tank in this shield hive Mod would only increase His base recharge rate like a mod on a suit would do. This would help a shield tank Cal more than a Armor Gall shield recharge rate. |
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
259
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Posted - 2014.06.10 22:36:00 -
[93] - Quote
Malkai Inos wrote:Luther Mandrix wrote:Luther Mandrix 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. How about a shield hive that acts like a Recharge mod like in a suit so when a shielded player that has damage goes over it ,his base valves of shield recharge are jack up higher like a additional slot mod. Once activated will self destruct in x amount of time. This could be the shield rep nanohive You could shield tank with no rechargers standing in these like a armor plate tank with no reps in a armor rep nanohive. And, most importantly, an armor tank could do the same, partially defeating the whole "make shields more viable against armor" since the recharged shield synergizes well with armor reps while the inverse is generally not the case. The Sheild hive acts as a Module on your suit increasing the base rate like a recharger would. Shield Tank Race suits would be helped way more than an armor tank .But then again a Sheild tank suit can have its armor repaired by a repair hive. |
Malkai Inos
Any Given Day
1357
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Posted - 2014.06.10 23:55:00 -
[94] - Quote
Malkai Inos wrote:Luther Mandrix wrote:You could shield tank with no rechargers standing in these like a armor plate tank with no reps in a armor rep nanohive.
The Sheild hive acts as a Module on your suit increasing the base rate like a recharger would. Shield Tank Race suits would be helped way more than an armor tank .But then again a Sheild tank suit can have its armor repaired by a repair hive. And, most importantly, an armor tank could do the same, partially defeating the whole "make shields more viable against armor" since the recharged shield synergizes well with armor reps while the inverse is generally not the case.
Botched the quotes a little.
You also mentioned in your second post that it would bypass the shields cooldown and that's where the problem lies.
To take armor damage your shields have to be down first, when a shield tank steps into a triage hive, the total amount of potential armor reps a triage hive could give you is limited by your armor buffer plus the amount of shield regeneration from shield hives if present. Remeber that repping armor before shields are breached will usually do nothing.
Once your shields are depleted, you'd have a good chance of dying before getting even a single armor rep cycle off of a triage hive with todays average weapon DPS. Try a focused rep tool on a pure shield cal assault. You'll realize it does next to nothing because there's simply not enough buffer armor once shields are gone and he'll die pretty quickly. Even an additional shield rep soaking some, say 100 damage, will not give the armor reps enough time to significantly delay the inevitable if all you have is a 130hp buffer getting pounded by 300-400DPS.
But if you were to use an armor tank plus shield hives, you'd get an instant surge of shield HP that will first slightly increase your effective shield buffer and then continue to soak armor damage taken until all armor is depleted. This makes armor last longer which, in turn, gives amor and shield reps more time to generate eve more HP.
Yes it will probably be better for shield tanks than for armor ones in absolute terms but armor is still directly benefiting from shield reps while the same is not true for armor reps on shield tanks. You risk not buffing shields enough relative to armor if this module is too weak or make it paradoxically similarly good as armor reps for armor tanks if it's too strong, especially in light of the recent armor regenerator buffs.
Easiest solution to this inherent problem of bypassing shield cooldown is to not bypass shield cooldown. Boosting resistance of shields instead will greatly increase shield eHP and multiply all inherent recharge rates similar to your proposal. Only difference being that it doesn't allow you to continuously take damage, which some consider not to be a thing shields should be good at anyway.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Baal Omniscient
L.O.T.I.S.
1644
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Posted - 2014.06.11 01:57:00 -
[95] - Quote
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.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Cat Merc
Onslaught Inc RISE of LEGION
10279
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Posted - 2014.06.11 02:01:00 -
[96] - Quote
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.
Feline overlord of all humans - CAT MERC
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DeathwindRising
ROGUE RELICS
332
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Posted - 2014.06.11 02:27:00 -
[97] - 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 |
Cat Merc
Onslaught Inc RISE of LEGION
10280
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Posted - 2014.06.11 02:53:00 -
[98] - Quote
DeathwindRising wrote: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 Why not?
Feline overlord of all humans - CAT MERC
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One Eyed King
Land of the BIind
1918
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Posted - 2014.06.11 03:00:00 -
[99] - Quote
Cat Merc wrote:DeathwindRising wrote: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 Why not? There is already a thread detailing how that would be a bad thing by many experienced minjas here.
The REAL Internet King
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Cat Merc
Onslaught Inc RISE of LEGION
10280
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Posted - 2014.06.11 03:11:00 -
[100] - Quote
One Eyed King wrote:There is already a thread detailing how that would be a bad thing by many experienced minjas here. It doesn't detail anything, just people saying "it will be bad" without explaining why. That's the opposite of detailing.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
1652
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Posted - 2014.06.11 03:36:00 -
[101] - Quote
Cat Merc wrote:One Eyed King wrote:There is already a thread detailing how that would be a bad thing by many experienced minjas here. It doesn't detail anything, just people saying "it will be bad" without explaining why. That's the opposite of detailing. Can you guys kindly leave Scouts out of this thread? We've got a bunch of other sh*t to deal with.
Shoot scout with yes...
- Ripley Riley
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Shotty GoBang
2840
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Posted - 2014.06.11 03:53:00 -
[102] - Quote
Cat Merc wrote: It doesn't detail anything, just people saying "it will be bad" without explaining why. That's the opposite of detailing.
@ Cat Merc
I understand you've enjoyed your past 3 months as a "Scout". I understand you're having tons 'o fun slapping bricks on our precision instrument, and I'm sure you're quite good at it. I understand you'd like to "go fast" at 700 HP 'cause it'd be #yoloswag (or whatever you slayer types call it) so why not switch Biotics to highs?
But Scouts -- actual Scouts -- don't appreciate our beloved, precision instruments being discussed, defiled and/or tweaked to support the whims of an "Assault Lite" FoTM-chasing band of Tourist scrubs and wannabes. No offense.
If you'd like to know why your ideas on Scouts are bad, post them here and actual Scouts will be glad to tell you. The same invitation is extended to the rest of you.
When and if you stop by the Barbershop, don't forget to ask for your free shave. o7 |
Scout Registry
Nos Nothi
2134
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Posted - 2014.06.11 03:53:00 -
[103] - Quote
redacted |
Cat Merc
Onslaught Inc RISE of LEGION
10280
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Posted - 2014.06.11 04:06:00 -
[104] - Quote
Shotty GoBang wrote:Cat Merc wrote: It doesn't detail anything, just people saying "it will be bad" without explaining why. That's the opposite of detailing.
@ Cat Merc I understand you've enjoyed your past 3 months as a "Scout". I understand you're having tons 'o fun slapping bricks on our precision instrument, and I'm sure you're quite good at it. I understand you'd like to "go fast" at 700 HP 'cause it'd be #yoloswag (or whatever you slayer types call it) so why not switch Biotics to highs? But Scouts -- actual Scouts -- don't appreciate popping into official feedback threads and finding our beloved, precision instruments being discussed, defiled and/or tweaked to support the whims of an "Assault Lite" FoTM-chasing band of Tourist scrubs and wannabes. No offense. If you'd like to know why your ideas on Scouts are bad, post them here and actual Scouts will be glad to tell you. Seriously, we welcome all inquiries and would enjoy spit-balling concepts and crafting theories; pop in anytime, you might actually learn something. This same invitation is extended to everyone, Scout or otherwise. Swing by the Barbershop if you want to talk Scout or have ideas for / about Scouts. When and if you stop by, don't forget to ask for your free shave. Closest in New Eden. o7 I'm sorry, I guess 300-400 HP is the new 700 HP? You can piss off sir, my scouts have never been deployed with more than 500HP, and even that was for only one match of testing.
Feline overlord of all humans - CAT MERC
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DeathwindRising
ROGUE RELICS
332
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Posted - 2014.06.11 04:40:00 -
[105] - 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. |
Alena Ventrallis
The Neutral Zone Psychotic Alliance
1295
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Posted - 2014.06.11 04:58:00 -
[106] - Quote
Here's a thought.
Remove shield recharge delay, so shields constantly regen even under fire.
BUT, increase depleted recharge delay, meaning once the shield breaks, its longer for them to begin regening.
This means shield tank play more skirmish like, because once that shield breaks, they are in dire straights. It also promotes the use of regulators, because higher depleted delay mean regulators are that much more efficient. Rechargers also become useful, since the regen is constant, having more hp regen per second is finally useful, at the cost of being easier for your shield to break under sustained fire.
That's what you get!! - DA Rick
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JP Acuna
Pendejitos Zero-Day
180
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Posted - 2014.06.11 05:11:00 -
[107] - Quote
IMO, the key is on regulators. I think their benefits are too poor. It's hard to notice a real difference when you fit them, at least at basic is unnoticeable.
As for rechargers... i don't know if they're attractive enough when you'll most probably choose to fit an extender instead. I can only imagine using one effectively in a Caldari heavy. Probably moving them to low-slots will make shield tanking more interesting, but i don't know if that's possible, and i'm not an expert on shield tanking and high/low slot balances to be honest, but it doesn't seem too crazy to me. |
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CCP Rattati
C C P C C P Alliance
2450
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Posted - 2014.06.11 05:21:00 -
[108] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
177
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Posted - 2014.06.11 05:25:00 -
[109] - 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 suitsNumbers
http://www.protofits.com/fittings/view/0/4935
Correction. One invincible suit.
Edit: To clarify I think those percentages are acceptable. But I'd watch the Caldari Sentinel closely after you make this change.
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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duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 05:30:00 -
[110] - 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 Not enough Complex reg shoukd be 40% Comeplex energizer should be 70% 5% won't make a slightest difference for shield tanking ability.
Also, complex shield energizers take too much cpu, please lower it slightly.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 05:30:00 -
[111] - Quote
Woops double post.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
177
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Posted - 2014.06.11 05:32:00 -
[112] - Quote
duster 35000 wrote: Not enough Complex reg shoukd be 40% Comeplex energizer should be 70% 5% won't make a slightest difference for shield tanking ability.
I disagree because Cal Sentinel is really good. Going too crazy on shield regen ability will make it OP.
Instead you should change the base values of Caldari mediums and probably Calmando as well.
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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duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 05:32:00 -
[113] - Quote
Velociraptor antirrhopus wrote:duster 35000 wrote: Not enough Complex reg shoukd be 40% Comeplex energizer should be 70% 5% won't make a slightest difference for shield tanking ability.
I disagree because Cal Sentinel is really good. Going too crazy on shield regen ability will make it OP. Instead you should change the base values of Caldari mediums and probably Calmando as well. No, 5% won't make a difference. Either bring it to 40% and 70% or don't bother changing it at all, 5% for a regulator or recharger is hardly noticible.
Also, you can't balance off one almost underpowered suit, without the hmg the cal sent dies to everything easy due to being slow, and easy to hit, you have to basically hug cover to use it.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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DeathwindRising
ROGUE RELICS
333
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Posted - 2014.06.11 06:11:00 -
[114] - 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 |
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CCP Rattati
C C P C C P Alliance
2455
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Posted - 2014.06.11 06:17:00 -
[115] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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FabryX10
Fatal Absolution General Tso's Alliance
94
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Posted - 2014.06.11 06:20:00 -
[116] - Quote
Caldari assault should have the same shields delays of an heavy. 1 sec of depleted shield delay is more usefull to Assault IMO. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
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Posted - 2014.06.11 06:20:00 -
[117] - Quote
duster 3500,
You are wrong about the Caldari Sentinel. That is all I have to say.
Go back and look at my proto fits link. As it is now, it takes him under 8 seconds to be back to full HP when his shields aren't depleted, and when they are it takes under 4 seconds.
If we keep buffing the Cal Sentinel we will be crossing the threshold to having him instantly back to full health, if all he does is evade or find cover. Instantly.
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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duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 06:22:00 -
[118] - Quote
Velociraptor antirrhopus wrote:duster 3500,
You are wrong about the Caldari Sentinel. That is all I have to say.
Go back and look at my proto fits link. As it is now, it takes him under 8 seconds to be back to full HP when his shields aren't depleted, and when they are it takes under 4 seconds.
If we keep buffing the Cal Sentinel we will be crossing the threshold to having him instantly back to full health, if all he does is evade or find cover. Instantly. And 5% is compketely worthless We can't balance off one suit Gtfo
He is a 500 shiele HEA Y, a big target, and SLOW. If anything, that needs a buff to 600 shields total.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 06:24:00 -
[119] - Quote
duster 35000 wrote:Velociraptor antirrhopus wrote:duster 35000 wrote: Not enough Complex reg shoukd be 40% Comeplex energizer should be 70% 5% won't make a slightest difference for shield tanking ability.
I disagree because Cal Sentinel is really good. Going too crazy on shield regen ability will make it OP. Instead you should change the base values of Caldari mediums and probably Calmando as well. No, 5% won't make a difference. Either bring it to 40% and 70% or don't bother changing it at all, 5% for a regulator or recharger is hardly noticible. Also, you can't balance off one almost underpowered suit, without the hmg the cal sent dies to everything easy due to being slow, and easy to hit, you have to basically hug cover to use it. Also, I will not waste my time testing a useless 5% buff as shields will still suck hard and it would be too frustrating to try with such a useless buff. 5% to a 60% is lol 5% to a 25% isn't noticeable, and it will take more than 5% to make shields have better use, if shields already suck so hard, what makes you think 5% is going to fix it? It will take alot more than 5% to be competitive. So if anyone thinks that 5% changes are acceptable and will fix the mess that is the greatly underpowered shields, they obviously have never used them or they may need a cat scan. To get an idea how useless the buff is...what is 5% of 30? Hint, it is less than 3. Please provide me with feedback ccp Tell me you will increase mods to 40% and 70% at complex, 40% being regulator
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
180
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Posted - 2014.06.11 06:24:00 -
[120] - Quote
duster 35000 wrote:Velociraptor antirrhopus wrote:duster 3500,
You are wrong about the Caldari Sentinel. That is all I have to say.
Go back and look at my proto fits link. As it is now, it takes him under 8 seconds to be back to full HP when his shields aren't depleted, and when they are it takes under 4 seconds.
If we keep buffing the Cal Sentinel we will be crossing the threshold to having him instantly back to full health, if all he does is evade or find cover. Instantly. And 5% is compketely worthless We can't balance off one suit Gtfo He is a 500 shiele HEA Y, a big target, and SLOW. If anything, that needs a buff to 600 shields total.
It would do your Cal Mediums a LOT BETTER to change THEIR BASIC DROPSUIT VALUES, not the modules in general.
I am AGREEING WITH YOU, just in a different way. Stop raging and QQing.
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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