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Thread Statistics | Show CCP posts - 37 post(s) |
RedPencil
Abandoned Privilege Top Men.
54
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Posted - 2014.07.17 17:12:00 -
[211] - Quote
If you are going to change Sentinel Ama and Gal slot layout, You also need to swap their Sentinel bonus to reflex the new layout.
Beware paper cut M[;..;]M
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11425
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Posted - 2014.07.17 18:07:00 -
[212] - Quote
CCP Rattati wrote:OK this is literally going nowhere. Can I ask you to only reply with "I like these changes" and see if there is a harmony in those answers. I seem to see a few happy Min Assaults, what about the GA STD and ADV logis who have been shafted out of slots for no reason that I can see? My belief was that players were asking for the slots to make more sense, less duplicate options and more racial flavoring. Such as fewer 3-2, 2-3. I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. Also keep in mind that Assaults are getting a decent ehp buff and pg/cpu, so don't use the current pg/cpu as a reason to say "no I don't want 4-1. Also keep in mind that we will be buffing dmg mods so a better use for high slots. In the end, we cannot, with slot layout design, stop anyone from doing shield extenders and normal plates. Yes, they will have of ehp, and that is something we are trying to address in Delta with some fitting bonus/efficacy solutions.
I like these changes... but The slot gap between tiers for mediums is still to high. The advanced Cal scout still bothers me.
KAGEHOSHI Horned Wolf wrote:Vulpes Dolosus wrote:ADV Cal scout needs the second low slot do dodge scans. I shouldn't have to pull a proto scout suit just to be a scout. Please keep the slot progression as it is. Yeah, I have to agree with this. For specifically the ADV Cal scout, please keep the current slot layout.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Alldin Kan
Imperfects Negative-Feedback
1137
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Posted - 2014.07.17 18:28:00 -
[213] - Quote
Rattati I'm not seeing the Officer Assault ck.0 on the spreedsheet -_-
I would give it 5H/3L
Alldin Kan has joined the battle!
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Markus Karr
Altyr Initiative
0
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Posted - 2014.07.17 18:36:00 -
[214] - Quote
Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Also, making all the logi slots standardized doesn't make sense either. The Min Logi is based off a worker suit, which is why it has so many slots and equipment but doesn't have much hp.
The logi suits reflect every factions taste, making them all standardized and the same takes away their personalization. I believe it is important to keep this in mind, or it will feel like you're playing a suit for cosmetic purposes.
Of course, this is if you care about the lore in any degree. |
Cat Merc
Onslaught Inc RISE of LEGION
11089
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Posted - 2014.07.17 18:45:00 -
[215] - Quote
Markus Karr wrote:Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Pretty sure the Amarr have the most territory and the largest empire, not that they're the strongest.
Feline overlord of all humans - CAT MERC
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Markus Karr
Altyr Initiative
0
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Posted - 2014.07.17 18:47:00 -
[216] - Quote
Cat Merc wrote:Markus Karr wrote:Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Pretty sure the Amarr have the most territory and the largest empire, not that they're the strongest.
This is taken from the website, under the factions tab.
"The Amarr Empress rules the largest and oldest of the four empires, a vast theocracy supported by Minmatar slave labor. Amarrian citizens tend to be highly educated and fervently believe that slavery is but one step on a spiritual path toward fully embracing faith. Despite several recent setbacks, the Amarr Empire is the most stable nation and most powerful military in New Eden. Allied to the Caldari State, they wish to reclaim the Minmatar Republic." |
Thor Odinson42
Molon Labe. General Tso's Alliance
4043
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Posted - 2014.07.17 19:12:00 -
[217] - Quote
[quote=Jaysyn Larrisen]@ CCP Rattati...
Frame of Reference: I run primarily Cal Logi in support role and not slayer builds so that's the lens I'm viewing this from. Also, without a better idea of CPU/PG changes you may make to the suits its more challenging to give you slot count & layout feedback. Any changes to bonuses on the suits or roles also factor in so its hard gauge things in a holistic way.
1) Dropping the low slot for an equipment slot. On the surface this is somewhat logical, however it is very common to have to run CPU mods to fit your modules and equipment on Cal Logi suits already. If you pull the low slot you will definitely need to bump up the fitting resources (CPU and to a lesser extent PG) because the 4th equipment slot will create an even bigger deficit on the overstretched CPU. This would inadvertently gimp the Cal Logi pretty severely compared to other Logi suits.
I challenge anyone to show a fit with the Calogi in the proposed configuration that doesn't blow. I'm not even sure getting the 50 CPU back from the last nerf would help.
Level 4 Forum Warrior Currently on a quest to get all suits to ADV (8 remaining)
PSN: wbrom42
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Thor Odinson42
Molon Labe. General Tso's Alliance
4043
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Posted - 2014.07.17 19:15:00 -
[218] - Quote
Hopefully the madness of trying to do this means that you will just leave the logi suits alone. They aren't slayer suits anymore.
Level 4 Forum Warrior Currently on a quest to get all suits to ADV (8 remaining)
PSN: wbrom42
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B145PH3M3R
The Southern Legion Final Resolution.
16
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Posted - 2014.07.17 19:46:00 -
[219] - Quote
Fox Gaden wrote:CCP Rattati wrote:I also see a lot of Cals who want to keep their 2 lows to put amor plates or reps, that's really not a playstyle we would design around or cater too. I like these changes overall, but I wanted to address this one point. It has always been my feeling that an Armor Repair module was essential on any suit unless it had built in passive armor repair. Reactive plate can be substituted of course. I propose that every suit should get 1 HP/sec passive armor repair, so that Armor Repair modules are no longer a mandatory fitting. This would allow suits with only one low slot to equip something useful rather than only being able to choose between an Armor Repair or a Reactive Plate. Yes, Caldari are Shield Tankers, not armor tankers, but that is the point. If they get hit by a flux grenade they will need that armor buffer to survive long enough to get to cover. They don't rely on armor in every engagement, but they need a trickle regen so that small armor buffer is there when they need it. No just no. What happens when armor tankers get hit with a locus? Do we get shields to fall back on that that point? You can dual tank when we get armor reppers moved to hi slots.. |
PANDA UZIMAKI
Molon Labe. General Tso's Alliance
57
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Posted - 2014.07.17 21:23:00 -
[220] - Quote
CCP Rattati wrote:Hi all, We want to have this formal discussion and get your input. We believe that the community has wanted to have some say on this issue for some time, and now that I am studying this data in detail, some things brush me the wrong way (or my OCD). Dropsuit Slot LayoutFirst table is Current, next table is proposed, and third tracks the difference in slots between the two. We don't need to do any changes to these layouts right now. However, with PG/CPU increases for the Assault class on the horizon, more based on a PG/CPU allotment per slot type, it would be the right timing to swap a high with a low in strategic places, or add missing slots. The new premise is a single matrix of racial high/low arrangements and then tactical choices of the other slots (EQ, SA, W, G). The proposed matrix is also intended to be more thematically in line with EVE Online racial slots. Amarr highest number of low slots Caldari highest number of high slots Gallente equal number of highs and lows, preferring lows Minmatar equal number of highs and lows, preferring highs Moving forward with few changes without changing the whole layout of every dropsuit is certainly on the table as well. The logi sidearm f.ex. There are other "anomalies" that I would love to discuss, such as STD and ADV logi racial differences. Of course if you see some errors, please let us know. Have at it and keep it civil and constructive!
DEAR CEEP RATTAI OR WHATEVER. Now I know this a bold request and I also suffer from OCD now wouldn't it be perfect if MK.0 scout had 4 low slots like the AK.0 and GK.0 since it dosent get all those passive bounes I MEAN THAT DOES SOUND FAIR RIGHT. that is all. |
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Cat Merc
Onslaught Inc RISE of LEGION
11091
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Posted - 2014.07.17 21:27:00 -
[221] - Quote
Markus Karr wrote:Cat Merc wrote:Markus Karr wrote:Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Pretty sure the Amarr have the most territory and the largest empire, not that they're the strongest. This is taken from the website, under the factions tab. "The Amarr Empress rules the largest and oldest of the four empires, a vast theocracy supported by Minmatar slave labor. Amarrian citizens tend to be highly educated and fervently believe that slavery is but one step on a spiritual path toward fully embracing faith. Despite several recent setbacks, the Amarr Empire is the most stable nation and most powerful military in New Eden. Allied to the Caldari State, they wish to reclaim the Minmatar Republic." According to this, they would be considered the most powerful military faction. The EVE Intro said that Caldari are the strongest military wise.
It's really just fluff, ignore it.
Feline overlord of all humans - CAT MERC
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B145PH3M3R
The Southern Legion Final Resolution.
20
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Posted - 2014.07.17 21:32:00 -
[222] - Quote
Cat Merc wrote:Markus Karr wrote:Cat Merc wrote:Markus Karr wrote:Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Pretty sure the Amarr have the most territory and the largest empire, not that they're the strongest. This is taken from the website, under the factions tab. "The Amarr Empress rules the largest and oldest of the four empires, a vast theocracy supported by Minmatar slave labor. Amarrian citizens tend to be highly educated and fervently believe that slavery is but one step on a spiritual path toward fully embracing faith. Despite several recent setbacks, the Amarr Empire is the most stable nation and most powerful military in New Eden. Allied to the Caldari State, they wish to reclaim the Minmatar Republic." According to this, they would be considered the most powerful military faction. The EVE Intro said that Caldari are the strongest military wise. It's really just fluff, ignore it. Caldari has the LARGEST navy. Amarr has always been technologically, and socially, the strongest. |
Cat Merc
Onslaught Inc RISE of LEGION
11092
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Posted - 2014.07.17 22:07:00 -
[223] - Quote
B145PH3M3R wrote:Cat Merc wrote:Markus Karr wrote:Cat Merc wrote:Markus Karr wrote:Rattati,
I understand that we want to keep the game balanced, but the changes to the logis don't make sense from a lore and faction standpoint. If you take the sidearm away from the Amarr Logi, does it not go against what the faction stands for? They are the strongest military faction according to the lore, which is why it makes sense that all the suits, including the logi, are armed to the teeth.
Pretty sure the Amarr have the most territory and the largest empire, not that they're the strongest. This is taken from the website, under the factions tab. "The Amarr Empress rules the largest and oldest of the four empires, a vast theocracy supported by Minmatar slave labor. Amarrian citizens tend to be highly educated and fervently believe that slavery is but one step on a spiritual path toward fully embracing faith. Despite several recent setbacks, the Amarr Empire is the most stable nation and most powerful military in New Eden. Allied to the Caldari State, they wish to reclaim the Minmatar Republic." According to this, they would be considered the most powerful military faction. The EVE Intro said that Caldari are the strongest military wise. It's really just fluff, ignore it. Caldari has the LARGEST navy. Amarr has always been technologically, and socially, the strongest. lmao no. Caldari have the smaller Navy.
Gallente and Amarr are the two sleeping giants, while Caldari and Minmatar are small but very active.
Feline overlord of all humans - CAT MERC
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B145PH3M3R
The Southern Legion Final Resolution.
20
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Posted - 2014.07.17 22:27:00 -
[224] - Quote
You're right. They have the largest battleship fleet. I was thinking it was total fleet. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
179
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Posted - 2014.07.17 23:16:00 -
[225] - Quote
Will there be a shield recharge delay reduction for the caldaris, since now there are less low slots for regulators?
Planetside 2
Eventually
Eh
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Baal Omniscient
Onslaught Inc RISE of LEGION
1961
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Posted - 2014.07.18 01:08:00 -
[226] - Quote
PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Doc DDD
TeamPlayers
219
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Posted - 2014.07.18 01:48:00 -
[227] - Quote
Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife.
For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? |
Cat Merc
Onslaught Inc RISE of LEGION
11092
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Posted - 2014.07.18 01:51:00 -
[228] - Quote
Doc DDD wrote:Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? Shield suits have sad survivability? lawl, I am doing just fine with 427 armor and 200 shields, you might be expecting too much And the most popular weapons right now are anti armor.
So, no, your survivability isn't far off from armor if at all any different, just play to your strenghts.
Feline overlord of all humans - CAT MERC
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Brokerib
Lone Wolves Club
1805
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Posted - 2014.07.18 02:12:00 -
[229] - Quote
Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. Agree with everything except KinCats to high. Kin Cats should stay in lows, put Code Breakers in high instead.
And I'd like to see Myofibs changes to give an additional bonus to the other biotics (speed and stam). That way you can fit Myofibs to prop up the biotics in low, or to get a small increase (half or less bonus compared to the specific modules) in other biotics skills.
Knowledge is power
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Baal Omniscient
Onslaught Inc RISE of LEGION
1961
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Posted - 2014.07.18 02:17:00 -
[230] - Quote
Doc DDD wrote:Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? The problem being discussed is that ALL useful mods short of sHP and damage mods are in the low slots, giving low-slot laden suits a world of diversity for fits and severely limiting high-slot laden suits.
Instead of kincats, which directly benefit shield based suit's strengths, how about regs and codebreakers for highs instead? Fitting diversity is needed one way or another.
Actually cardiac regs in the high slot wouldn't be a bad idea. Armor suits couldn't reverse the effects of their armor plates without loosing a low, but they could increase their ability to keep running at full speed thereby helping make up for their low speed by a bit.
Anyway, don't think my goal is to gimp the shield suits. I've run nothing but for about as long as I've played Dust. I just want to have something to throw in my highs other than eHP or broken damage bumps that don't come close to making up for the sHP you loose by equipping them.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
68
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Posted - 2014.07.18 02:17:00 -
[231] - Quote
So, you want to change up the slot layout? Pull up a chair! I've got some GREAT ideas!
- I like the proposed slots so far except for one thing. These "specialized" suits (logi, commando, sentinel, scout, assault) should not have so many slots. PERIOD. Keep the proposed slot layout for the frames. This gives the frames a use. More slots for more modules, but the trade-off is the loss of the bonuses and what each "specialized" suit offers. The "specialized" suits should have less slots (presumably due to what they currently have. Logis get extra equipment, scouts get low profiles, high scans, range. Commandos get that extra light weapon and sentinels get the resistances) but keep the bonuses. A good option would be a Cal logi having 2 or 3 highs and 1 low, but they get the equipment. A min logi would have only 1 high and 1 low due to the fact that they get 4 equipment and Gal should never have had that 4th equipment.
- I agree that you need some standards for the race suits and for that I say go look at Eve online. Amarr and Caldari generally have bonus to resistances while Gallente generally have bonuses to repairs and minmatar generally have bonuses to damage. So have the Cal and Amarr with high HP or the potential for high HP, give the Gallente passive reps or bonuses to armor repairers. As for the minmatar I do not think it would be a good move to give bonuses to damage but neither do I care for the hacking bonuses that they were given. Instead, make them like the Gallente. Take away the Caldari's insane shield regen and give SOME of that to the Minmatar. I'm not saying that the minmatar scout should have 50 shield regen per second, but 25 or 30 wouldn't be a bad place to start. If the Amarr and Caldari will be the resistance group, make the Gallente and the Minmatar a group that could come back into the fight quicker. Boomerangs!
- The "Specialized" suits need to be more unique!
- Commando = 2 light weapons
- Logi = greatest number of equipment slots
- Sentinel = highest resistances
- Scout = Profile, Scans, Scan Range (should NOT include speed)
- Assault = ??? What do you want? 2nd grenade? Boost to overall HP? Speed? Remove headshot bonuses (Make their heads no longer a weak spot)? Passive bonuses to weapon stats (reload speed, clip size, dispersion, spread, weapon swap speed)? A clear definition of the assault suit needs to be given that hopefully relates to the name that it has.
There's going to be more ideas, but for now I want to let these float for a bit.
Sincerely,
Your Multi-purpose Everything User
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Doc DDD
TeamPlayers
220
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Posted - 2014.07.18 02:23:00 -
[232] - Quote
Cat Merc wrote:Doc DDD wrote:Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? Shield suits have sad survivability? lawl, I am doing just fine with 427 armor and 200 shields, you might be expecting too much And the most popular weapons right now are anti armor. So, no, your survivability isn't far off from armor if at all any different, just play to your strenghts.
Ummmm yeah armor is great with a nice shield buffer, a logi repping you, triage hives healing you, damage mods helping you out damage shield tanks with no sacrifice to your natural armor tank, Flux grenades having no effect other than causing you to drop more repping hives, no delay for your reps, and the insane wps farmed for your squad from said armor reps..
yes cat merc tell us more about how armor based suits and shield based suits are on par..
you are once again only worried about staying OP. Stay out of this unless you are being constructive or I will release the hounds on you.
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Cat Merc
Onslaught Inc RISE of LEGION
11093
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Posted - 2014.07.18 02:33:00 -
[233] - Quote
Doc DDD wrote:Cat Merc wrote:Doc DDD wrote:Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? Shield suits have sad survivability? lawl, I am doing just fine with 427 armor and 200 shields, you might be expecting too much And the most popular weapons right now are anti armor. So, no, your survivability isn't far off from armor if at all any different, just play to your strenghts. Ummmm yeah armor is great with a nice shield buffer, a logi repping you, triage hives healing you, damage mods helping you out damage shield tanks with no sacrifice to your natural armor tank, Flux grenades having no effect other than causing you to drop more repping hives, no delay for your reps, and the insane wps farmed for your squad from said armor reps.. yes cat merc tell us more about how armor based suits and shield based suits are on par.. you are once again only worried about staying OP. Stay out of this unless you are being constructive or I will release the hounds on you. * Logi reps outside of squads are rare * I don't have enough CPU/PG for triage hives (CPU upgrade would come in handy here ) * Damage mods have been nerfed to hell, and it's not like I can fit them anyway * Flux grenades are much rarer than Locus Grenades, and when a Locus Grenade comes, I don't lose my armor. I die. * I may not have delay for reps, but it's still 1/3rd of the speed of the free repair rate on Caldari Assaults
Basically, the advantages armor has can only come when fighting in classic battles where there's a frontline. Skirmish fighters (like myself) can't benefit of Logi tools, Repair hives or anything of the sort.
Try fitting a kin cat instead of trying to brick, see what happens then
Oh and about your "staying OP" comment, I've been running armor since Uprising 1.0. And I KNEW, on day 1, that armor is underpowered.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11093
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Posted - 2014.07.18 02:54:00 -
[234] - Quote
Actually, that's not true. I've been putting armor plates on my Assault since Chromosome.
That's right, I've been armor tanking my Caldari Assault in Chromosome, because Gallente.
Feline overlord of all humans - CAT MERC
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Baal Omniscient
Onslaught Inc RISE of LEGION
1964
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Posted - 2014.07.18 03:10:00 -
[235] - Quote
Cat Merc wrote:Doc DDD wrote:Cat Merc wrote:Doc DDD wrote:Baal Omniscient wrote:PG upgrades to high slot Kincats to high slot Damage mod 4/6/8 Damage mod stacking penalty greatly reduced
^Adds utility to high slots and allows stacking of damage mods to mean something. Helps to reduce the Amarr assault's eHP advantage while opening up the high-slots to more than shield tanking.
Edit: Also, make Myofibs add rang to your melee attacks, 2 PRO's giving you equal range to that of a Nova Knife. For the love of god don't do any of this. Shield based suits suck already don't nerf their ability to use kinkats or pg units without sacrificing their already sad survivability. How happy would you be to have damage mods moved to lows? Shield suits have sad survivability? lawl, I am doing just fine with 427 armor and 200 shields, you might be expecting too much And the most popular weapons right now are anti armor. So, no, your survivability isn't far off from armor if at all any different, just play to your strenghts. Ummmm yeah armor is great with a nice shield buffer, a logi repping you, triage hives healing you, damage mods helping you out damage shield tanks with no sacrifice to your natural armor tank, Flux grenades having no effect other than causing you to drop more repping hives, no delay for your reps, and the insane wps farmed for your squad from said armor reps.. yes cat merc tell us more about how armor based suits and shield based suits are on par.. you are once again only worried about staying OP. Stay out of this unless you are being constructive or I will release the hounds on you. * Logi reps outside of squads are rare * I don't have enough CPU/PG for triage hives (CPU upgrade would come in handy here ) * Damage mods have been nerfed to hell, and it's not like I can fit them anyway * Flux grenades are much rarer than Locus Grenades, and when a Locus Grenade comes, I don't lose my armor. I die. * I may not have delay for reps, but it's still 1/3rd of the speed of the free repair rate on Caldari Assaults * The only benefit of my shield buffer is that shields regenerate faster than armor, hence it's better for me to take shield damage. The time to disengage from battle is still the same for shield and armor users. Basically, the advantages armor has can only come when fighting in classic battles where there's a frontline. Skirmish fighters (like myself) can't benefit of Logi tools, Repair hives or anything of the sort. Try fitting a kin cat instead of trying to brick, see what happens then Oh and about your "staying OP" comment, I've been running armor since Uprising 1.0. And I KNEW, on day 1, that armor is underpowered. To be fair, the armor-variant assault suits in Chrome were pretty UP then too. I ran 1 rep, 1 S-reg and a plate on my Vk.1.
.....and suddenly, Nostalgia....
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Doc DDD
TeamPlayers
220
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Posted - 2014.07.18 03:43:00 -
[236] - Quote
Yes exactly armor tanking is more effective than shield tanking right now, which is why everyone stacks armor. It's more effective than stacking shields. You rep at 1/3 rd a Cal assault's rep immediately to effectively by the time he starts repping shields you are far ahead of him in the rep department so I would imagine that is when you push.. because now your shields are soon to come up while he is still waiting for some regen ( because time to kill is so ooooo long right cat merc? ) boom you win due to out repping his shields before his delay is over.
Why don't you ask for more plate buffs? Oh wait you have in several the threads, even though EVERY ONE armor tanks because shields alone are not viable.
Shields are in a bad place right now and again all you are concerned with is YOU ARMOR BUILD DOING WELL VS SHIELDS.
Don't be a scaredy cat, puss puss, I know you are terrified of what would happen without your armor crutch but let's push for some balance rather than exclaim how you armor based 550 hp suit is doing well Of course it is its armor based. Way to rely on your suit to do the work for you.
keep fighting the good fight for imbalance cat merc. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
312
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Posted - 2014.07.18 04:11:00 -
[237] - Quote
Velociraptor antirrhopus wrote:I'm not a huge fan of the Amarr and Gallente Sentinel slot changes. Why? Not much sense using a shield extender on the Amarr anymore. No sense whatsoever. Edit: Hey, it would make a TON of sense to switch the Hybrid Rail resistance to Armor now instead of Shields.Oh, and I can't even use a sidearm damage mod if I want to with my heavy mod. Have you even ran the numbers to see how these changes will affect sentinel vs sentinel? Looks to me like Gallente is getting the advantage over Amarr now with an extra slot for a heavy damage mod or even a shield extender. Somehow I doubt even with the Amarr's 15% innate resistance to projectile weapons that an extra armor plate will help much against what is effectively a 4% DPS buff to Gallente and -4% nerf to Amarr's DPS. I can already see the FOTM coming CCP... it's a good thing I was planning on skilling into the Caldari sentinel next so my shield extender skill doesn't go to a complete waste.
I'm bumping my own post because no one replied to it.
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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Cat Merc
Onslaught Inc RISE of LEGION
11095
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Posted - 2014.07.18 04:16:00 -
[238] - Quote
Doc DDD wrote:Yes exactly armor tanking is more effective than shield tanking right now, which is why everyone stacks armor. It's more effective than stacking shields. You rep at 1/3 rd a Cal assault's rep immediately to effectively by the time he starts repping shields you are far ahead of him in the rep department so I would imagine that is when you push.. because now your shields are soon to come up while he is still waiting for some regen ( because time to kill is so ooooo long right cat merc? ) boom you win due to out repping his shields before his delay is over.
Why don't you ask for more plate buffs? Oh wait you have in several the threads, even though EVERY ONE armor tanks because shields alone are not viable.
Shields are in a bad place right now and again all you are concerned with is YOU ARMOR BUILD DOING WELL VS SHIELDS.
Don't be a scaredy cat, puss puss, I know you are terrified of what would happen without your armor crutch but let's push for some balance rather than exclaim how you armor based 627 hp suit is doing well Of course it is its armor based. Way to rely on your suit to do the work for you.
keep fighting the good fight for imbalance cat merc. Well, let's see... If I rep at 1/3rd the rate of a Caldari Assault, that means that by the time he gets his first recharge cycle out, I repaired around 20HP more than him. The next cycle he repaired 10HP more. Then next 30HP more.
So umm, yeah, only two ticks before you surpass my regen.
Now, when did I ask for plate buffs? Back before 1.4? When armor sucked ballz and EVERYONE was using shield based suits? Unless you mean reactive and ferroscale plates, which no armor tanker used.
627 armor? Try 427, the same amount of armor as most Caldari suits have shields
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11095
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Posted - 2014.07.18 04:19:00 -
[239] - Quote
Oh and apparently running Assault suits, ya know, the suits that are considered the most underpowered, when I have access to proto scouts and heavies, means I look for crutches?
Hah
Feline overlord of all humans - CAT MERC
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3811
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Posted - 2014.07.18 04:25:00 -
[240] - Quote
Velociraptor antirrhopus wrote:Velociraptor antirrhopus wrote:I'm not a huge fan of the Amarr and Gallente Sentinel slot changes. Why? Not much sense using a shield extender on the Amarr anymore. No sense whatsoever. Edit: Hey, it would make a TON of sense to switch the Hybrid Rail resistance to Armor now instead of Shields.Oh, and I can't even use a sidearm damage mod if I want to with my heavy mod. Have you even ran the numbers to see how these changes will affect sentinel vs sentinel? Looks to me like Gallente is getting the advantage over Amarr now with an extra slot for a heavy damage mod or even a shield extender. Somehow I doubt even with the Amarr's 15% innate resistance to projectile weapons that an extra armor plate will help much against what is effectively a 4% DPS buff to Gallente and -4% nerf to Amarr's DPS. I can already see the FOTM coming CCP... it's a good thing I was planning on skilling into the Caldari sentinel next so my shield extender skill doesn't go to a complete waste. I'm bumping my own post because no one replied to it.
WTF would you put a shield extender on an Amarr sentinel? That hurts my head.
It's an abomination, it is.
(The godfather of tactical logistics)
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