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knight guard fury
Carbon 7 Iron Oxide.
1071
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Posted - 2014.06.29 16:22:00 -
[1] - Quote
should the gallente suits (besides the heavy) passive repair be at 1 instead of what it is now.
back in the day when the minmatar had the passive rep it was 1 hp/s and it had still saved me many times before. i dont know why we had it, but it was probably because we were incredibly weak.
it shouldnt be too big of a deal to have 1hp/s and you would still have repair but it would take a mod to make it worth while.
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Heimdallr69
Nyain San
2651
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Posted - 2014.06.29 16:25:00 -
[2] - Quote
So gimp the assault even more?
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Cody Sietz
SVER True Blood Dirt Nap Squad.
3435
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Posted - 2014.06.29 16:25:00 -
[3] - Quote
It really is the only saving grace our suits have.
We literally have the worst suit bonus in game, and along with the Caldari, the lowest CPU/PG of any suit.
I don't mean just the lowest of the assault, but lower then scouts, heavies and Logis. I'm not even sure if we pass the Commando, but they have their own problems.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Atiim
EnvyUs.
9993
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Posted - 2014.06.29 16:27:00 -
[4] - Quote
No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
Taking Care of The Pilot Infestation in North American Skirmish
-HAND
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knight guard fury
Carbon 7 Iron Oxide.
1071
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Posted - 2014.06.29 16:28:00 -
[5] - Quote
as i said, i said all but the gall heavy be at 1, not just the assault. but i mean its still better than nothing, so, its something to at least think about.
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Atiim
EnvyUs.
9993
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Posted - 2014.06.29 16:31:00 -
[6] - Quote
knight guard fury wrote:as i said, i said all but the gall heavy be at 1, not just the assault. but i mean its still better than nothing, so, its something to at least think about. I think we should also reduce the direct damage of the Flaylock Pistol to 20HP as well.
It's better than nothing right?
Taking Care of The Pilot Infestation in North American Skirmish
-HAND
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Sgt Kirk
Fatal Absolution
6248
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Posted - 2014.06.29 16:36:00 -
[7] - Quote
I'd be completely fine with Amarr and Minmatar having native 1hp/s all around and +1 to all Gal suits (except scouts at least until assault scouts are fixed)
But to the Caldari I say no, between being a major shield tanker and all the ways their equipment let them get their armor back (more than actual freakin armor races) I say no to that. Also because of dual tanking, because its so much easier to dual tank with a shield suit than to dual tank with an armor suit.
This Federation is now at war. We have no time for dissenters
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knight guard fury
Carbon 7 Iron Oxide.
1071
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Posted - 2014.06.29 16:37:00 -
[8] - Quote
Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
if anything the minmatar could use thier 1 hp/s back
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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knight guard fury
Carbon 7 Iron Oxide.
1072
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Posted - 2014.06.29 16:41:00 -
[9] - Quote
Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
actually it would be a good idea to let gal have their regen but also allow minmatar to have thier passive 1 hp/s back to the way it use to be
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3966
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Posted - 2014.07.03 23:45:00 -
[10] - Quote
I'd say they need to keep it:
The issue isn't that Gallente have this magical edge it's that the Amarr don't have enough armor gap to make it worth losing out on a rep and a slot.
I would be down for Minmatar having a 1hp/s again
Also:
It makes sense to have a Heavy have the lesser of reps and a light frame to have the greater of reps because health to regen ratio:
As you increase in HP you decrease in Regen. As you decrease in HP you increase in regen. Thus we have the 1/2/3 system in place.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Midas Fool
Prophets of the Velocirapture
491
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Posted - 2014.07.03 23:58:00 -
[11] - Quote
No, it should stay as is. Amarr and Minmatar suits across the board should get 1-2hp/s armor rep native. Cal don't need anything, but it'd be nice if they had 1hp/s across the board too.
Kinda sucks to have HP that doesn't regen at all. I'm thinking Militia Min and Ammar mediums in particular.
CAPTURE CA-LARGE BLASTER TURRETS TO DESTROY ENEMY MCC
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Iron Wolf Saber
Den of Swords
15713
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Posted - 2014.07.03 23:59:00 -
[12] - Quote
From my point of view gal should lose a low and gain a high instead of matching amarr low slot count.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Monkey MAC
Rough Riders..
2995
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Posted - 2014.07.04 00:06:00 -
[13] - Quote
No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Heimdallr69
Nyain San
2695
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Posted - 2014.07.04 00:14:00 -
[14] - Quote
Iron Wolf Saber wrote:From my point of view gal should lose a low and gain a high instead of matching amarr low slot count. From an assault perspective that'd be terrible.
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Lorhak Gannarsein
Legio DXIV
3944
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Posted - 2014.07.04 00:17:00 -
[15] - Quote
OP, why.
That's a hell of an assertion. Especially when the lowest DPS weapon I can think of offhand style still deals over 200 (bolt pistol). That 2hp/s is not really significant.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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knight guard fury
Carbon 7 Iron Oxide.
1081
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Posted - 2014.07.04 00:19:00 -
[16] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further.
also remember that the minmatar are dual tankers as well so depending on the suit it will be either better shield tanked or armor tanked.
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Spademan
the unholy legion of darkstar DARKSTAR ARMY
2049
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Posted - 2014.07.04 00:20:00 -
[17] - Quote
knight guard fury wrote: i dont know why we had it, but it was probably because we were incredibly weak.
I think it may have been because back then a steady and infinite (nanomachines you see) supply of tape (all kinds, not just duct) was a key element of suit design.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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knight guard fury
Carbon 7 Iron Oxide.
1081
|
Posted - 2014.07.04 00:27:00 -
[18] - Quote
Spademan wrote:knight guard fury wrote: i dont know why we had it, but it was probably because we were incredibly weak.
I think it may have been because back then a steady and infinite (nanomachines you see) supply of tape (all kinds, not just duct) was a key element of suit design.
cuz back in the day rust was king, Trust In the Rust
NOLifing Dust for the Officer Combat rifle
Vherokior assassin
I fight for the Republic and my life is for the Elders
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Monkey MAC
Rough Riders..
2999
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Posted - 2014.07.04 10:54:00 -
[19] - Quote
knight guard fury wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. also remember that the minmatar are dual tankers as well so depending on the suit it will be either better shield tanked or armor tanked.
Yeah True, you also have to remember that Gallante and Amarr can fit damage mods, without sacrificing tank!
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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BL4CKST4R
Villore Sec Ops Gallente Federation
2844
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Posted - 2014.07.04 11:16:00 -
[20] - Quote
knight guard fury wrote:should the gallente suits (besides the heavy) passive repair be at 1 instead of what it is now.
back in the day when the minmatar had the passive rep it was 1 hp/s and it had still saved me many times before. i dont know why we had it, but it was probably because we were incredibly weak.
it shouldnt be too big of a deal to have 1hp/s and you would still have repair but it would take a mod to make it worth while.
Lol it should be higher the only reason that tiny spec of repair is even slightly significant is because passive repairing for armor doesn't suck but by itself it doesn't help at all if the user was purely plate tanking.
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2844
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Posted - 2014.07.04 11:18:00 -
[21] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further.
Purely dual tanked Caldari gets the highest EHP actually
supercalifragilisticexpialidocious
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Lorhak Gannarsein
Legio DXIV
3978
|
Posted - 2014.07.04 12:11:00 -
[22] - Quote
Lorhak Gannarsein wrote:OP, why.
That's a hell of an assertion. Especially when the lowest DPS weapon I can think of offhand style still deals over 200 (bolt pistol). That 2hp/s is not really significant.
Would like an answer pls
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Monkey MAC
Rough Riders..
2999
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Posted - 2014.07.04 12:14:00 -
[23] - Quote
BL4CKST4R wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Purely dual tanked Caldari gets the highest EHP actually
Not when in comes to Logis, Sentinels and Scouts.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Korvin Lomont
United Pwnage Service RISE of LEGION
998
|
Posted - 2014.07.04 12:20:00 -
[24] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further.
Hmmm this may be true for the heavy because of the odd slot layout but with new buffed amarr assault both the amarr scout and assault can out ehp their gallente counterpart.
Also if you lower the ehp of gal assaults and scout you would indirectly buff the gal suits is already stupid that those caldari shield tanker have the same ehp than us slow regen armor tankers and now you want to gimp us even more without touching the cals??
In terms of base ehP is should be lowest to highest: min < cal < gal < amarr
What I agree to is the difference between gal and amarr is not big enough there fore I would suggest to give Amarr slightly more armor and a different slot layout.
The amarr should be really focused on low slots while gallente should have a more balanced approach: e.g: amarr scout 1/5 vs gal scout 2/4 amarr assault 2/5 vs gal 3/4 amarr sentinel 1/5 vs 2/3
This combined with a small armor buff should be enough to make amarr the buffer tanker. |
Korvin Lomont
United Pwnage Service RISE of LEGION
998
|
Posted - 2014.07.04 12:22:00 -
[25] - Quote
Monkey MAC wrote:BL4CKST4R wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Purely dual tanked Caldari gets the highest EHP actually Not when in comes to Logis, Sentinels and Scouts.
The amarr scout can out ehp the gal scout by roughly 100 or 200 ehp as the amarr scout is the only one that can achieve 1000ehp +
the gal can get 900 ehp and the dual tanked cal 800 ehp if i remember correctly |
Vitoka79 from SVK
ACME SPECIAL FORCES RISE of LEGION
102
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Posted - 2014.07.04 12:32:00 -
[26] - Quote
[/quote]
actually it would be a good idea to let gal have their regen but also allow minmatar to have thier passive 1 hp/s back to the way it use to be[/quote] I remember the 1hp passive rep on the Min suit.But that was the only logi suit available at that time.Thats why it had the passive rep. And about nerfing gallente.Dont forget that the gallente suits have the lovest stamina and speed.
DUST 514 open market?Rest in pieces...
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Cody Sietz
SVER True Blood
3471
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Posted - 2014.07.04 12:38:00 -
[27] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. That would be Amarr.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Monkey MAC
Rough Riders..
3000
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Posted - 2014.07.04 12:39:00 -
[28] - Quote
Korvin Lomont wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Hmmm this may be true for the heavy because of the odd slot layout but with new buffed amarr assault both the amarr scout and assault can out ehp their gallente counterpart. Also if you lower the ehp of gal assaults and scout you would indirectly buff the gal suits is already stupid that those caldari shield tanker have the same ehp than us slow regen armor tankers and now you want to gimp us even more without touching the cals?? In terms of base ehP is should be lowest to highest (obvious with min the lowest amarr the highest): min < cal < gal < amarr What I agree to is the difference between gal and amarr is not big enough there fore I would suggest to give Amarr slightly more armor and a different slot layout. The amarr should be really focused on low slots while gallente should have a more balanced approach: e.g: amarr scout 1/5 vs gal scout 2/4 amarr assault 2/5 vs gal 3/4 amarr sentinel 1/5 vs 2/3 This combined with a small armor buff should be enough to make amarr the buffer tanker.
Seems fair enough, I would also have nerfed the cal scouts aswell, but since this was a gal thread I kept gal changes. Yeah the Amarr does need a greaater pool of armour and it would probably solve the gal disparity.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Monkey MAC
Rough Riders..
3000
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Posted - 2014.07.04 12:43:00 -
[29] - Quote
Korvin Lomont wrote:Monkey MAC wrote:BL4CKST4R wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Purely dual tanked Caldari gets the highest EHP actually Not when in comes to Logis, Sentinels and Scouts. The amarr scout can out ehp the gal scout by roughly 100 or 200 ehp as the amarr scout is the only one that can achieve 1000ehp + the gal can get 900 ehp and the dual tanked cal 800 ehp if i remember correctly
Yes the amarr scout can, and that is fine, forgot about him. However the Gallante Sentinel can reach 1900, while the amarr can achieve only 1800, this needs to be swapped around.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Monkey MAC
Rough Riders..
3000
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Posted - 2014.07.04 12:44:00 -
[30] - Quote
Cody Sietz wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. That would be Amarr.
Only on the Scout suits
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Cody Sietz
SVER True Blood
3471
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Posted - 2014.07.04 12:50:00 -
[31] - Quote
Monkey MAC wrote:Cody Sietz wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. That would be Amarr. Only on the Scout suits Same slots as Gallente plus a higher overall base ehp. Not sure about the heavy.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Scheneighnay McBob
Cult of Gasai
5561
|
Posted - 2014.07.04 14:18:00 -
[32] - Quote
Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Monkey MAC
Rough Riders..
3007
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Posted - 2014.07.04 15:36:00 -
[33] - Quote
Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout.
So up the fitting cost of plates. Make it so that you struggle to fit copius amounts of plating to gallante.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Sgt Kirk
Fatal Absolution
6312
|
Posted - 2014.07.04 15:47:00 -
[34] - Quote
Bonus to module efficacy would solve so many of these issues.
see you space cowboy...
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 15:59:00 -
[35] - Quote
The difference is that the Minmatar use armor as their secondary tank. Gallente use armor is their main tank.
Feline overlord of all humans - CAT MERC
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Texs Red
DUST University Ivy League
348
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Posted - 2014.07.04 16:01:00 -
[36] - Quote
Scheneighnay McBob wrote: I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout.
That is more of a problem of current game meta than the suits fault. It would be like giving the Amarr more base armor and me saying "well the extra armor just allows for the fitting of more reps".
My opinion: Instead of altering slot layouts, why not give the Amarr more armor than the Gallente equal to a basic plate. Also don't start handing out free reps to everybody, that is what the Gallente are supposed to be about (armor self reps). You Minmatar fellows can go take a hike because while you do dual tank your original calling actually should be regenerative shield tanking so you should be hating on the Caldari for having the best of both buffer and regen tanking, not trying to jump in on a feature that is obviously Gallente. Amarr are buffer tankers and should therefore have superior base armor (significantly). The Caldari already have superior shield regen over the Gallente and they are shield tankers so they have no right to have innate armor reps (they should have the highest amount of shields). Then the Minmatar are shield regen so pull back the Caldari regen a bit, jack up the Minmatar's regen, and giving the Caldari a slight boost to base shields.
Minmatar want to argue? Name a Minmatar ship in EVE that has a bonus to self armor reps. Then list all the ones that give bonuses to shield boosters and see the difference.
Let me do it for you: Shield booster/remote booster: 10 (Including logi cruiser) Armor repair/remote repair: 2 (Both carriers and both remote repairs, not self)
So maybe if there ever was a logi HAV it could do armor and shield remote reps for you but other than that you don't get bonuses to self armor reps.
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:02:00 -
[37] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. So basically, you want to force me to plate up? Because right now, I have 411 armor and 200 shields. Considering I don't have the speed advantage of Minmatar, and I'm fighting in CQC (Gallente weaponry), that's tiny.
I will be forced to plate the **** out of my assault.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:12:00 -
[38] - Quote
If Amarr Assault had 2/5 and Gallente Assault had 3/4, then Amarr Assault would be better at both repairing and tanking.
It's the truth, when it comes to armor, ONE SLOT makes ALL THE DIFFERENCE IN THE WORLD.
140HP per plate, 9.35hp/s per repairer, one slot gives you that.
So no, that's a terrible idea, either they both have 2/5 or neither.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:15:00 -
[39] - Quote
Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout. Yes because 2hp/s means I will fit more armor plates, right?
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:17:00 -
[40] - Quote
Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple.
Feline overlord of all humans - CAT MERC
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Texs Red
DUST University Ivy League
350
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Posted - 2014.07.04 16:52:00 -
[41] - Quote
Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple.
Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators.
If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each:
Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps
Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor
Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps
Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor
Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted.
Thoughts? |
Scheneighnay McBob
Cult of Gasai
5561
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Posted - 2014.07.04 17:24:00 -
[42] - Quote
Cat Merc wrote:Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout. Yes because 2hp/s means I will fit more armor plates, right? 2hp/s, as we've seen in action, means that you don't need to fit any reps at all and just fill the lows with plates.
I'm not saying this could happen, I'm saying it IS happening, and a solution is necessary.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Lynn Beck
Fooly Cooly. Anime Empire.
1997
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Posted - 2014.07.04 17:51:00 -
[43] - Quote
Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Let caldari keep their delays.
IMO caldari should be about near constant, but slower shield recharge, while minmatar is about delayed, but higher shield regen.
Only swap shield recharge.
Also: let's make the Amarr's innate racial bonus be more than a simple 30HP, say, make yhe scout have 75HP more, and give it a 1/5 slot layout.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:51:00 -
[44] - Quote
Scheneighnay McBob wrote:Cat Merc wrote:Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout. Yes because 2hp/s means I will fit more armor plates, right? 2hp/s, as we've seen in action, means that you don't need to fit any reps at all and just fill the lows with plates. I'm not saying this could happen, I'm saying it IS happening, and a solution is necessary. As a SCOUT. Scouts aren't in constant danger, they can cloak up and GTFO, get to a supply depot, switch suit, come back and wreak havoc. Or carry around Allotek Hives, it's not like they're lacking the CPU/PG or equipment slots.
Assaults, Logistics, Heavies, they're all at the frontlines and need to repair their armor ASAP or else they're useless. My Assault suit would require 4 minutes to regenerate it's armor at 2hp/s. That's 1/4th of the match spent on sitting somewhere, regenerating.
If I fit more plates (because that 4 minutes mark is with two complex ferro), then that number bumps up to 6+ minutes.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:55:00 -
[45] - Quote
Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Those aren't realistic fits ya know. I'm pretty sure the Gallente Assault doesn't even have enough CPU/PG for that. (When combined with weapons, grenades and equipment) Same for Caldari Assault.
Also, the Amarr Assault would have AT LEAST one rep to sustain itself, can't rely on logistics.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:57:00 -
[46] - Quote
Lynn Beck wrote:Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Let caldari keep their delays. IMO caldari should be about near constant, but slower shield recharge, while minmatar is about delayed, but higher shield regen. Only swap shield recharge. Also: let's make the Amarr's innate racial bonus be more than a simple 30HP, say, make yhe scout have 75HP more, and give it a 1/5 slot layout. Caldari and Minmatar: Caldari focus on lange range fighting, Minmatar are aggressive urban fighters. It makes sense to have lower delays on Minmatar than Caldari, but slower recharge.
As far as the Amarr, you're asking for bricked scouts, you know that right?
Feline overlord of all humans - CAT MERC
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Lynn Beck
Fooly Cooly. Anime Empire.
1997
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Posted - 2014.07.04 18:32:00 -
[47] - Quote
Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Lynn Beck
Fooly Cooly. Anime Empire.
1997
|
Posted - 2014.07.04 18:35:00 -
[48] - Quote
Also, think of the fits you could make:
2 ferroscales 1 armor rep 2 kincats
You now have a super sprint, but still decently tanked Amarr Scout
3 ferroscales 1damp 1 armor rep
This fit focuses on not being scanned by Pro Scans, and focuses on being more survivable.
3 reps 1 kincat 1 ferroscale
This fit is a Amarr attempting to do the Gallente, but slower.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Cat Merc
Onslaught Inc RISE of LEGION
10643
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Posted - 2014.07.04 18:35:00 -
[49] - Quote
Lynn Beck wrote:Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me. Gallente are also speedy, though they use bursts of speed rather than constant speed like the Minmatar.
MWD to get cloes to the enemy, then blast them with the most powerful short range weaponry.
Feline overlord of all humans - CAT MERC
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Vordred Knight
WarRavens Final Resolution.
203
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Posted - 2014.07.04 18:58:00 -
[50] - Quote
Monkey MAC wrote:Korvin Lomont wrote:Monkey MAC wrote:BL4CKST4R wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Purely dual tanked Caldari gets the highest EHP actually Not when in comes to Logis, Sentinels and Scouts. The amarr scout can out ehp the gal scout by roughly 100 or 200 ehp as the amarr scout is the only one that can achieve 1000ehp + the gal can get 900 ehp and the dual tanked cal 800 ehp if i remember correctly Yes the amarr scout can, and that is fine, forgot about him. However the Gallante Sentinel can reach 1900, while the amarr can achieve only 1800, this needs to be swapped around. not really the gallente heavy can reach 1810.35 but the amarr can only reach 1790.7 the difference is only 19.65 but i agree they should be swapped
Markdown:
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Monkey MAC
Rough Riders..
3011
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Posted - 2014.07.04 20:25:00 -
[51] - Quote
Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Absolutely perfect, though give Minmatar a fitting boost so they can fit a reactive plate.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Korvin Lomont
United Pwnage Service RISE of LEGION
1000
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Posted - 2014.07.04 20:35:00 -
[52] - Quote
Monkey MAC wrote:Korvin Lomont wrote:Monkey MAC wrote:BL4CKST4R wrote:Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. Purely dual tanked Caldari gets the highest EHP actually Not when in comes to Logis, Sentinels and Scouts. The amarr scout can out ehp the gal scout by roughly 100 or 200 ehp as the amarr scout is the only one that can achieve 1000ehp + the gal can get 900 ehp and the dual tanked cal 800 ehp if i remember correctly Yes the amarr scout can, and that is fine, forgot about him. However the Gallante Sentinel can reach 1900, while the amarr can achieve only 1800, this needs to be swapped around.
Here I totally agree |
Monkey MAC
Rough Riders..
3012
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Posted - 2014.07.04 20:46:00 -
[53] - Quote
Cat Merc wrote:Lynn Beck wrote:Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me. Gallente are also speedy, though they use bursts of speed rather than constant speed like the Minmatar. MWD to get cloes to the enemy, then blast them with the most powerful short range weaponry.
No the minmatar has the lowest EHP, gimping there delay just makes them the bad suit. Give the caldari longer delays, because they have a higher buffer.
My suit's a bit rusty, but that could just as easily be me!
Monkey Mac - Swinging from the Rooftops Forum Warrior Lvl2
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Cat Merc
Onslaught Inc RISE of LEGION
10650
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Posted - 2014.07.05 00:32:00 -
[54] - Quote
Monkey MAC wrote:Cat Merc wrote:Lynn Beck wrote:Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me. Gallente are also speedy, though they use bursts of speed rather than constant speed like the Minmatar. MWD to get cloes to the enemy, then blast them with the most powerful short range weaponry. No the minmatar has the lowest EHP, gimping there delay just makes them the bad suit. Give the caldari longer delays, because they have a higher buffer. That's what I said :|
Feline overlord of all humans - CAT MERC
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