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J0LLY R0G3R
And the ButtPirates
911
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Posted - 2014.06.19 22:00:00 -
[31] - Quote
Heavies are UP, Buff Heavies.
My Destiny Will Be Streamed
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
10860
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Posted - 2014.06.19 22:17:00 -
[32] - Quote
NoxMort3m wrote:Complex plates need a buff in hp to have a greater gain from the advanced but to keep it balanced increase the fitting cost , This would be a nice way for heavies to use up essesive fittings that the suit has as well as make it harder for ligher frames to tank as much hp, plates should scale up in hp more similar to shield extenders but cost more fittings
Yeah balance a module based on a single class..... yup don't care about how that affects all other frames.......
"You are weak Ouryon....weakness serves not the Empire. I shall teach you strength."
-Yurius of the Brutor to Ouryon
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Cross Atu
OSG Planetary Operations Covert Intervention
2446
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Posted - 2014.06.20 04:09:00 -
[33] - Quote
NoxMort3m wrote: Yesterday I came across (and got killed) by an Amarr sentinel with over 1100 armor...
I have seen gal logi's with close to 1000 and just think they get(i think ->)three highs to fiddle with too, but they have one more low than the sent. ,[/quote] Gal Logi stacking all lows save one (for a repper) with Complex Plates run at max skills clock in at under 900 total armor, and move at speeds only slightly above those of a brick tanked Amarr Sentinel.
Figures provided via my fittings screen in game as of 6/18/2014
Cross Atu for CPM1- An emergent candidate
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
457
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Posted - 2014.06.24 06:14:00 -
[34] - Quote
Bump
Director:Diplomat
Search DL514 to apply
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Guiltless D667
39
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Posted - 2014.06.24 06:45:00 -
[35] - Quote
As a adv gal heavy i can already stack 3 complex armor plates have well over 1000armor HP with just lvl3 CPU/PG core skills,can fit a freaking boundless HMG and complex damage mod and you want to give me more?
A Strange Game.
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OP FOTM
Commando Perkone Caldari State
4
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Posted - 2014.06.24 06:48:00 -
[36] - Quote
we should also give D.A.R.K. L.E.G.I.O.N. invincible suits with god-like weapons
oh wait... they already have those... |
The Eristic
Dust 90210
483
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Posted - 2014.06.24 06:49:00 -
[37] - Quote
Min heavy only good heavy, and **** plates. Any heavy not stacking kincats is a scrub.
Reality is the original Rorschach.
Verily! So much for all that.
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Cat Merc
Onslaught Inc RISE of LEGION
10401
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Posted - 2014.06.24 07:29:00 -
[38] - Quote
Shields regenerate much quicker and for free. Armor does not, armor users have to use armor repairers, which means that not all of the slots can be used effectively for HP. They CAN be used, but unless you have a logi hugging you, you're just asking to die a slow painful death.
Feline overlord of all humans - CAT MERC
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NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
457
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Posted - 2014.06.25 05:14:00 -
[39] - Quote
OP FOTM wrote:we should also give D.A.R.K. L.E.G.I.O.N. invincible suits with god-like weapons
oh wait... they already have those... Your right lol DL is op ccp should nerf us , ps this post just got tgis thread into my favorites
Director:Diplomat
Search DL514 to apply
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trollface dot jpg
The Bacon Corporation
167
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Posted - 2014.06.25 08:36:00 -
[40] - Quote
OliX PRZESMIEWCA wrote:Victor889 wrote:Shields - SHEILDS need a buff, why can't they have similar increases like Armour?
Basic - 65 Enhanced 85 Proto 135 (I think?)
same for shields as opposed to Basic - 22!? Advanced - 40something Proto - 60.. Like somebody said before: 1) Shields are self-recharging, 2) Shields are not made for tank, 3) Shields don't have move penalty, 4) Armor plates are made for tank, 5) Armor plates got move penalty, Everybody got choice, You can play shield type class wich is fast, low ehp or You can play armor class, slow but stuffed with ehp. It will be way OP if shielders get same ehp amount as armored ones. If it goes Your way armor shouldn't have any penalty at all. Shields do have a penalty, might wanna re-read that module stat chart in-game. Nice list, it's cute. Here's my list:
1) The more shields a shield tanker stacks, the longer it takes for them to come back when depleted. 2) The more an armor tanker stacks armor, the slower he moves. 3) With brick tankers, you have both issues but LOTS of eHP. 4) Armor can repair itself by equiping a module in place of a high HP plate 5) Shields repair themselves. 6) Armor can be repaired (or your repair sped up if you already have a repping module) by teammates. 7) Shields can repair faster by equipping a module in place of another shield. 8) Armor can be repaired (or your repair sped up if you already have a repping module) by special nanohives. 9) Armor gives more HP. 10) Armor is immune to getting fluxed off (flux grenades do far more damage and have a far larger radius than locust, making it simple to remove a shield suit's primary HP source. Also, don't even get me STARTED on the effect of the ScR on us compared to the RR on you)
My solution to the issue?
Make the shield extenders add to BOTH recharge delays instead of just depleted, buff regulators all the way to usability and buff shield modules to 60, 85, 110. Move Kincats to high slots.
Shields can tank and have proper counterable penalties using their low slots, and armor suits have do the same.
The only downside to this I can see is the negative impact this would have on Minmatar scouts, but with a little brain power that's fixable too. Add the skill: +10% Kinetic Catalyzer module efficacy per level so that at max level they really only need 1 to outrun most suits, 2 to out run 99% of anything, and 3 if they need no eHP just speed.
RIP MAG, you will be missed.
MAG Vet ~ Raven
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