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Thread Statistics | Show CCP posts - 4 post(s) |
DeathwindRising
ROGUE RELICS
334
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Posted - 2014.06.11 06:26:00 -
[121] - 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 |
duster 35000
Algintal Core Gallente Federation
21
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Posted - 2014.06.11 06:30:00 -
[122] - Quote
Velociraptor antirrhopus wrote:duster 35000 wrote: 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. Or stop thinking 5% will fix anything Also your heavy is a big slow target, if caught out of cover enough you will die instantly due to low shields, at least if you don't shoot back a split second after.
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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Dj grammer
Red Star. EoN.
249
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Posted - 2014.06.11 06:31:00 -
[123] - 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
Would you consider a decrease in cpu/pg cost of shield extenders?
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DeathwindRising
ROGUE RELICS
334
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Posted - 2014.06.11 06:37:00 -
[124] - 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 |
Boot Booter
Sinq Laison Gendarmes Gallente Federation
559
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Posted - 2014.06.11 06:48:00 -
[125] - Quote
Those numbers look ok but I really think you have to make the regulators stronger. As a shield tanker primarily, I would still be tempted for some armor at only 30% at pro. I will settle for 35%.
Really I don't think people will stack them too much. You gotta remember that one low goes to CPU upgrade to compensate for recharger. Secondly one low should be a repairer (or reactive). The cal assault only has 3 low slots.... My min only has two. (Also why I miss that 1hp/s on my suit which should still be there)
SMG Specialist
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
183
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Posted - 2014.06.11 07:13:00 -
[126] - Quote
Whatever. Consider yourselves warned.
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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I-Shayz-I
I-----I
3653
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Posted - 2014.06.11 07:24:00 -
[127] - Quote
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.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Baal Omniscient
L.O.T.I.S.
1648
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Posted - 2014.06.11 08:02:00 -
[128] - 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 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 dellay?
PSN ID: AlbelNox2569
Cross Atu for CPM1
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 09:14:00 -
[129] - 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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MINA Longstrike
851
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Posted - 2014.06.11 09:21:00 -
[130] - Quote
Could we see an increase to 20/30/40 on the shield recharge delay, while keeping the depleted delay at 15/25/35
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 09:32:00 -
[131] - 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. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6038
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Posted - 2014.06.11 09:32:00 -
[132] - 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.
So fix the suit, not the module. There's no reason to impose a change to a module because it would make one suit over-powered when it's delay was already brought into question before it was even released back in 1.8
Shield Regulators -need- to be powerful to encourage their use over plates. Reducing their value "because 'x' will be OP" is foolish and is just going to be replaced by things that are more useful which have already been deemed to be a problem. Unless someone has a better proposal as to how to encourage something other than hybrid-tanking, I don't see a reason why regulators can't be powerful, especially when they benefit the entire point of shield tanking to begin with.
To be clear, I'm totally against the new proposed numbers because I don't feel they're enough. If it was brought down to 15/25/35 I'd be more understanding because there's a clear cut advantage to using higher tiers but having a 5% increase on what we already have isn't going to suddenly encourage players to want to use them more. I'd rather have an additional 85 HP than shave off 0.3 seconds off the delay as opposed to what I can do now.
Useful Links
Aeon Amadi for CPM1
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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1188
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Posted - 2014.06.11 10:06:00 -
[133] - Quote
I have been messing around with Shield Regs, and energizers over the last week or two because I want to go into Caldari Sentinel, but its just not an option > the Gallente is currently king. I have tried putting regs on different heavies but anymore than 2 then it really does not make any difference. I have even used regs on my Gal.commando GK0. Any case:
'The Fit' IMHO would be my ideal fit http://www.protofits.com/fittings/view/0/4884
This thing is Shield depleted delay is complete BS - you have to fully deplete shields and not go into armour for it to activate (which is rarely the case), so this really needs addressing!
Having 1 low slot is not enough, it either needs to have less of a delay or an additional low slot or as previously said an increased level 25>40% on the complex reg. I think if you changed the complex reg it MAY result in an OP fit elsewhere ie. cal scout.
The shield regs only really benefit a Heavy (amarr heavy could benefit too!!) or an assault. So in turn this could help our situation with assault suits so all in all it definitely needs re-working.
Shield Energizers need an additional bonus like added resistance. From shield re chargers to energizers there's only an increased amount rather than anything additional. I think it would be great if the energizers had an added resistance to armour based weapons..
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
1086
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Posted - 2014.06.11 10:29:00 -
[134] - Quote
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 speed, 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 getting the enhanced shield extender to 44 hp which is a no given, and suggesting to lower the shield regulator fitting requirements. Rechargers are expensive, but very difficult to balance when some shield tanking suits have 50 hp of base recharging value and others have 18 or less.
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. |
BL4CKST4R
warravens Final Resolution.
2770
|
Posted - 2014.06.11 10:50:00 -
[135] - 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.
Dont trust that do it by hand :)
Let's say your delay is 5
3.25 seconds for first module
2.26 for the second module
1.81 for the third module
supercalifragilisticexpialidocious
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BL4CKST4R
warravens Final Resolution.
2770
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Posted - 2014.06.11 10:51:00 -
[136] - Quote
db post
supercalifragilisticexpialidocious
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Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 11:35:00 -
[137] - Quote
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.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 11:52:00 -
[138] - 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
ROGUE RELICS
335
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Posted - 2014.06.11 11:58:00 -
[139] - Quote
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 |
Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 12:02:00 -
[140] - Quote
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....
PSN ID: AlbelNox2569
Cross Atu for CPM1
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DeathwindRising
ROGUE RELICS
335
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Posted - 2014.06.11 12:11:00 -
[141] - Quote
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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The dark cloud
The Rainbow Effect
3245
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Posted - 2014.06.11 12:33:00 -
[142] - Quote
Could you please edit the spreadsheet so that we see the actual rate of fire changes instead of the silly numbers where i have to do the math by myself? For example the rate of fire with the assault rifle. In the spreadsheet its listed that we currently have a fire interval of 0.08 and the proposed change is 0.075. For those who dont understand it i teach you now what this actually means:
weapon stats are allways rounds per minute (rpm) and a minute has 60 secs (duh). So all you have to do is to devide 1 minute with that number in the spreadsheet. For the assault rifle it looks like this:
60/0,08= 750 RPM (thats what the stats ingame will tell you) 60/0,075= 800 RPM (thats the proposed change)
So you see the assault rifle gets a +50 RPM buff but to figure that out i had to run maths. Not every simpleton here has the patience to do that. So instead of posting random numbers i would like to see that you show the ingame stats which makes our all life much easier. |
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CCP Rattati
C C P C C P Alliance
2485
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Posted - 2014.06.11 12:37:00 -
[143] - Quote
The dark cloud wrote:Could you please edit the spreadsheet so that we see the actual rate of fire changes instead of the silly numbers where i have to do the math by myself? For example the rate of fire with the assault rifle. In the spreadsheet its listed that we currently have a fire interval of 0.08 and the proposed change is 0.075. For those who dont understand it i teach you now what this actually means:
weapon stats are allways rounds per minute (rpm) and a minute has 60 secs (duh). So all you have to do is to devide 1 minute with that number in the spreadsheet. For the assault rifle it looks like this:
60/0,08= 750 RPM (thats what the stats ingame will tell you) 60/0,075= 800 RPM (thats the proposed change)
So you see the assault rifle gets a +50 RPM buff but to figure that out i had to run maths. Not every simpleton here has the patience to do that. So instead of posting random numbers i would like to see that you show the ingame stats which makes our all life much easier.
Done
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 12:40:00 -
[144] - Quote
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.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Alldin Kan
Imperfects Negative-Feedback
1099
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Posted - 2014.06.11 14:11:00 -
[145] - Quote
Wow, some of you should really just stop posting in feedback as it's clear that you don't know how to properly play the game. The only issue with Minmatar lies with the heavy variant as it doesn't have outstanding abilities like the medium/light racial bonuses, all it has is a decent stamina recovery. Shield rechargers/energizers are not in need of tweaks, the bonus is good enough and if you can't fit it USE A CPU UPGRADE. As suggested in a different thread, shield regulators should be changed to a 20/30/40 progression while adding a new variant that does the following:
STD - 10% reduction to delay and 5% increase to base shields. ADV - 20% reduction to delay and 10% increase to base shields. PRO - 25% reduction to delay and 15% increase to base shields.
With that we have one variant that is useful when frequently taking damage and another that gives some HP but with a slightly longer wait time to recover it.
Alldin Kan has joined the battle!
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AmlSeb
Molon Labe. General Tso's Alliance
89
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Posted - 2014.06.11 14:16:00 -
[146] - Quote
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. Adding Medium Weapons for Medium suits and making the gap between Light, Medium and Heavy weapons much larger would help a lot. Scouts could run past you but never do enough damage if they are alone before you'd notice him and wreck him with ease.
First day veteran, Logi and Commander
Soon a Legionnaire
AmlSeb on Twitter
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Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 14:27:00 -
[147] - Quote
Alldin Kan wrote:Wow, some of you should really just stop posting in feedback as it's clear that you don't know how to properly play the game. The only issue with Minmatar lies with the heavy variant as it doesn't have outstanding abilities like the medium/light racial bonuses, all it has is a decent stamina recovery. Shield rechargers/energizers are not in need of tweaks, the bonus is good enough and if you can't fit it USE A CPU UPGRADE. As suggested in a different thread, shield regulators should be changed to a 20/30/40 progression while adding a new variant that does the following:
STD - 10% reduction to delay and 5% increase to base shields. ADV - 20% reduction to delay and 10% increase to base shields. PRO - 25% reduction to delay and 15% increase to base shields.
With that we have one variant that is useful when frequently taking damage and another that gives some HP but with a slightly longer wait time to recover it. Wow, some of you should really just stop posting in feedback as it's clear you refuse to accept that everyone has different viewpoints on the same playstyles to share. You know, that thing we call "Feedback". And I must have missed the part where someone was complaining about being able to fit modules.
On Topic - If you were to put in this variant you would be adding a low module that adds shield HP. Would it not make sense to move reactive plates to a high slot so that armor to even things out in that respect? Reactives are about as close to regulators as armor modules get, and it would give armor fits something useful apart from shields to throw in their high slots. Thoughts?
PSN ID: AlbelNox2569
Cross Atu for CPM1
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DeathwindRising
ROGUE RELICS
336
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Posted - 2014.06.11 14:40:00 -
[148] - Quote
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 |
Baal Omniscient
L.O.T.I.S.
1649
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Posted - 2014.06.11 14:46:00 -
[149] - Quote
DeathwindRising wrote: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 I'll post my response in this thread as we are crowding a shield balancing thread with a suit argument. If you want to see it, feel free to go there here in a few minutes. Either way, we don't need to bog this thread down with this topic.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Alldin Kan
Imperfects Negative-Feedback
1099
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Posted - 2014.06.11 14:49:00 -
[150] - Quote
Baal Omniscient wrote:Wow, some of you should really just stop posting in feedback as it's clear you refuse to accept that everyone has different viewpoints on the same playstyles to share. You know, that thing we call "Feedback". And I must have missed the part where someone was complaining about being able to fit modules.
On Topic - If you were to put in this variant you would be adding a low module that adds shield HP. Would it not make sense to move reactive plates to a high slot so that armor to even things out in that respect? Reactives are about as close to regulators as armor modules get, and it would give armor fits something useful apart from shields to throw in their high slots. Thoughts? Offering misleading feedback would result in unnecessary tweaks or balance issues (see current state of scouts). Anyways, reactives should remain on low due to armor suits already having huge HP, for the variant I suggested it's ok due to shields needing extra HP but still not being able to get too close to armor suit HP total (shields are quick to recover). Moving reactice to high would be overkill due to lower cpu/pg req than shields.
Alldin Kan has joined the battle!
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