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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
JRleo jr
Xer Cloud Consortium
64
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Posted - 2014.07.18 17:51:00 -
[1] - Quote
CCP Rattati wrote:Dear players, We have been revisiting a lot of the PG/CPU (I will call it Capacity or Cap from now on) per dropsuit in the last months. It has become blatantly clear, by a lot of definitons, that Assault suits have too little capacity and Sentinels have way too much. Data points such as comparing capacity per slot for all the roles, and fitting limitations of the Assault. We tried and testing multiple combinations of full proto items in all slots, and the difference is very noticeable. The use of Assault Rifle Sentinels is also very prevalent and not something the game is balanced around, but we have not wanted to enforce Heavy weapons only in the Heavy Weapon slot, but will address it differently. For these numbers, an improved methodology of capacity slot allotment per individual slot has been worked out, so that the capacity is the sum of all slots, balanced per tier and slot type and race. That means that a slot layout change can be represented immediately in a new capacity. The result can be found in the following document. Dropsuit CapacityThe effective buff is around 10% increased capacity to Assaults, and an effective 10% nerf to Sentinel capacity, the reduction being offset by a 5% per level fitting reduction to Heavy Weapons. By these changes, Sentinels are still considerably ahead of the second highest capacity per slot, the Commando, and the third highest, the Scout. The Assault, having been the lowest, will be placed in and around Scouts and Logistics. We believe these changes are warranted and fair. We encourage you to prove, and demonstrate, that some viable fittings are OP or UP, and we will take those into consideration with the final numbers. Please keep it civil and constructive P.S. We also buffed Minmatar Scout PG a little Caldari assault needs about 15% more cpu, as energizers take the most out of the suit and I don't think 10% is enough, also, leave the cal sent cpu alone, as a basic hmg, an extender, 2 complex enerhjzers and a shield reg basically maxes my cpu.
Just saw the sheet
You nerfed cal sent cpu a tad too much, cal assault needs way more cpu
Put a cpu mod on proto cal assault, just basic so it's 15%, then change the numbers to that, 17 cpu isn't going to help...
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JRleo jr
Xer Cloud Consortium
64
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Posted - 2014.07.18 17:58:00 -
[2] - Quote
Killer's Coys wrote:DeathwindRising wrote:Killer's Coys wrote:CCP Rattati wrote:Dear players, We have been revisiting a lot of the PG/CPU (I will call it Capacity or Cap from now on) per dropsuit in the last months. It has become blatantly clear, by a lot of definitons, that Assault suits have too little capacity and Sentinels have way too much. Data points such as comparing capacity per slot for all the roles, and fitting limitations of the Assault. We tried and testing multiple combinations of full proto items in all slots, and the difference is very noticeable. The use of Assault Rifle Sentinels is also very prevalent and not something the game is balanced around, but we have not wanted to enforce Heavy weapons only in the Heavy Weapon slot, but will address it differently. For these numbers, an improved methodology of capacity slot allotment per individual slot has been worked out, so that the capacity is the sum of all slots, balanced per tier and slot type and race. That means that a slot layout change can be represented immediately in a new capacity. The result can be found in the following document. Dropsuit CapacityThe effective buff is around 10% increased capacity to Assaults, and an effective 10% nerf to Sentinel capacity, the reduction being offset by a 5% per level fitting reduction to Heavy Weapons. By these changes, Sentinels are still considerably ahead of the second highest capacity per slot, the Commando, and the third highest, the Scout. The Assault, having been the lowest, will be placed in and around Scouts and Logistics. We believe these changes are warranted and fair. We encourage you to prove, and demonstrate, that some viable fittings are OP or UP, and we will take those into consideration with the final numbers. Please keep it civil and constructive P.S. We also buffed Minmatar Scout PG a little Hi Rattati ! I've already seen for the PRO Caldari Assault... And it needs more CPU, I don't want more CPU to do an OP suit, but if I want to have a good Caldari-suit, I must have more CPU I propose : 317 => 330CPU So 330x1.30 = 429 CPU I think it's correct like this Because with 17CPU more, I could have +22.1 finally, but it's not enought to have a basic shield energizer However, thank you for changes and for listening to us im not going to say you did anything wrong with your fit. but i cant make an argument for that because at the PRO. you can use a cpu mod and you cpu issues are solved. ill be looking at all cal assault tiers in a moment. Rattati has said some times ago : "don't need absolutly a CPU mod" I know I can fit it, but it might caldari will loose 1 mod ? And it's use w compkex shield regs or don't use them at all, at least to be competitive, anything above 3 seconds for shield recharge is too high, as armor gets 20 hp/s on pro suits because 2 reps with 0 delay.
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JRleo jr
Xer Cloud Consortium
64
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Posted - 2014.07.18 18:00:00 -
[3] - Quote
Boot Booter wrote:Killer's Coys wrote:CCP Rattati wrote:Dear players, We have been revisiting a lot of the PG/CPU (I will call it Capacity or Cap from now on) per dropsuit in the last months. It has become blatantly clear, by a lot of definitons, that Assault suits have too little capacity and Sentinels have way too much. Data points such as comparing capacity per slot for all the roles, and fitting limitations of the Assault. We tried and testing multiple combinations of full proto items in all slots, and the difference is very noticeable. The use of Assault Rifle Sentinels is also very prevalent and not something the game is balanced around, but we have not wanted to enforce Heavy weapons only in the Heavy Weapon slot, but will address it differently. For these numbers, an improved methodology of capacity slot allotment per individual slot has been worked out, so that the capacity is the sum of all slots, balanced per tier and slot type and race. That means that a slot layout change can be represented immediately in a new capacity. The result can be found in the following document. Dropsuit CapacityThe effective buff is around 10% increased capacity to Assaults, and an effective 10% nerf to Sentinel capacity, the reduction being offset by a 5% per level fitting reduction to Heavy Weapons. By these changes, Sentinels are still considerably ahead of the second highest capacity per slot, the Commando, and the third highest, the Scout. The Assault, having been the lowest, will be placed in and around Scouts and Logistics. We believe these changes are warranted and fair. We encourage you to prove, and demonstrate, that some viable fittings are OP or UP, and we will take those into consideration with the final numbers. Please keep it civil and constructive P.S. We also buffed Minmatar Scout PG a little Hi Rattati ! I've already seen for the PRO Caldari Assault... And it needs more CPU, I don't want more CPU to do an OP suit, but if I want to have a good Caldari-suit, I must have more CPU I propose : 317 => 330CPU So 330x1.30 = 429 CPU I think it's correct like this Because with 17CPU more, I could have +22.1 finally, but it's not enought to have a basic shield energizer However, thank you for changes and for listening to us That's not quite how it works fyi (317*1.05)*1.25 = 416 My min assault currently has 420 when maxed out and I have made the 5/2 layout work pretty well with this amount of CPU. However, fitting a beast mode energizer or two should require a CPU mod. It's part of the balance structure of shield recharge. Um, no. Unless you make it mandatory for armor tankers to use pg upgrades to use complex reppers, as for the weak base recharge of cal ass. You need a complex energizer.
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JRleo jr
Xer Cloud Consortium
65
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Posted - 2014.07.18 18:11:00 -
[4] - Quote
Killer's Coys wrote:Boot Booter wrote:Killer's Coys wrote:CCP Rattati wrote:Dear players, We have been revisiting a lot of the PG/CPU (I will call it Capacity or Cap from now on) per dropsuit in the last months. It has become blatantly clear, by a lot of definitons, that Assault suits have too little capacity and Sentinels have way too much. Data points such as comparing capacity per slot for all the roles, and fitting limitations of the Assault. We tried and testing multiple combinations of full proto items in all slots, and the difference is very noticeable. The use of Assault Rifle Sentinels is also very prevalent and not something the game is balanced around, but we have not wanted to enforce Heavy weapons only in the Heavy Weapon slot, but will address it differently. For these numbers, an improved methodology of capacity slot allotment per individual slot has been worked out, so that the capacity is the sum of all slots, balanced per tier and slot type and race. That means that a slot layout change can be represented immediately in a new capacity. The result can be found in the following document. Dropsuit CapacityThe effective buff is around 10% increased capacity to Assaults, and an effective 10% nerf to Sentinel capacity, the reduction being offset by a 5% per level fitting reduction to Heavy Weapons. By these changes, Sentinels are still considerably ahead of the second highest capacity per slot, the Commando, and the third highest, the Scout. The Assault, having been the lowest, will be placed in and around Scouts and Logistics. We believe these changes are warranted and fair. We encourage you to prove, and demonstrate, that some viable fittings are OP or UP, and we will take those into consideration with the final numbers. Please keep it civil and constructive P.S. We also buffed Minmatar Scout PG a little Hi Rattati ! I've already seen for the PRO Caldari Assault... And it needs more CPU, I don't want more CPU to do an OP suit, but if I want to have a good Caldari-suit, I must have more CPU I propose : 317 => 330CPU So 330x1.30 = 429 CPU I think it's correct like this Because with 17CPU more, I could have +22.1 finally, but it's not enought to have a basic shield energizer However, thank you for changes and for listening to us That's not quite how it works fyi (317*1.05)*1.25 = 416 My min assault currently has 420 when maxed out and I have made the 5/2 layout work pretty well with this amount of CPU. However, fitting a beast mode energizer or two should require a CPU mod. It's part of the balance structure of shield recharge. Yes, but you will get a PG/CPU buff for hotfix C, we too. So, we should have more CPU than now, and than you have now... You speak about your fit NOW, without CPU buff, I speak about my fit AFTER hotfix Charlie, so I think it's noraml to have more CPU than you have now. I can tell you the same thing : you don't need PG/CPU buff... you have enought CPU/PG to fit a good Min assault after hotfix Chalie But I don't, because the objective of Rattati is IMPROVE the assaults situation, so more CPU is important for the Caldari JRleo jr wrote: Rattati has said some times ago : "don't need absolutly a CPU mod" I know I can fit it, but it might caldari will loose 1 mod ?
And it's use w compkex shield regs or don't use them at all, at least to be competitive, anything above 3 seconds for shield recharge is too high, as armor gets 20 hp/s on pro suits because 2 reps with 0 delay.
That's why I want to have more CPU Fit 3 extenders, 2 energizers, 2 regulators... But it would be impossible without more CPU[/quote] Yea my fitting is 1 basic cpu mod, complex energizer, 2 shield regs, and fill the rest with extenders.
Cal assault just needs 15% base cpu buff, I don't use sidearm or equipment and I can't fit crap even with a std weapon at proto without a cpu mod.
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JRleo jr
Xer Cloud Consortium
65
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Posted - 2014.07.18 18:16:00 -
[5] - Quote
Boot Booter wrote:@ killer
You forget that you have better base shield recharge, shield delay, and shield depleted delay than my minmatar assault has. So you're effectively getting what my min assault has now except with 2 free basic mods attached.
Look there's balance between recharge and delay. If you want super high recharge you have to sacrifice shield delay and vise versa.
You guys are gonna be able to achieve 450 HP @ 80 hp/s. Seriously what are you complaining about? For shields anything higher than a 3.5s delay is too high, or 4
And yet armor gets 600 hp and over 100 hp/s with a rep or 20 hp/s or more with no delay and shields to cover armor.
Also acting like 450 hp is anything, besides you can't get 80 hp/s...
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JRleo jr
Xer Cloud Consortium
65
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Posted - 2014.07.18 19:25:00 -
[6] - Quote
Boot Booter wrote:Killer's Coys wrote:Boot Booter wrote:@ killer
You forget that you have better base shield recharge, shield delay, and shield depleted delay than my minmatar assault has. So you're effectively getting what my min assault has now except with 2 free basic mods attached.
Look there's balance between recharge and delay. If you want super high recharge you have to sacrifice shield delay and vise versa.
You guys are gonna be able to achieve 450 HP @ 80 hp/s. Seriously what are you complaining about? Ok, I've better shield regulator and shield regen, but, what do you have you ? - more speed - more stamine - more armor passive hp - more stamina regen Sorry, I know what must the Caldari have to fit a ggod suit... And if Caldari gets more CPU, the other races would get more CPU too... So... What's the problem ? Do you hate Caldari ? Do you want we not to have a good fit ? Or do you just think the suppl buff would be just for Caldari ? EDIT : with the PG/CPU buff, we could get less PG/CPU than you have now... ouch.... EDIT2 : you say we have "2 free mod more than you" => you have many freemods more than us : - cardiac regulator - kinetic catalyser - ferroscale plate 3 mods free more pg cpu OK if you want to play that game, you also have a free complex shield extender worth 54 CPU and 11 PG. I don't hate the Caldari I just don't think you deserve a huge CPU buff on top of the CPU buff that Rattati posted. I find it ridiculous that you think you should be able to put on 2 regulators, 2 energizer, and stack HP as well. And yet armor tankers get 2 complex reps, 2 complex plates and shield extenders...
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 19:55:00 -
[7] - Quote
Boot Booter wrote:DeathwindRising wrote:JRleo jr wrote:
Also acting like 450 hp is anything, besides you can't get 80 hp/s...
450 shield hp and 86.48 shield hp/s and a 3.07 seconds shield delay is possible with two complex energizers but only on the proto cal ass. i posted the fit earlier in this thread. Killer wrote: And yet armor tankers get 2 complex reps, 2 complex plates and shield extenders... Using the fit that death posted you will match the armor tanker in total hp repaired by 4 seconds and totally surpass them following. Armor tanker with 550 hp @ 20 hp/s will take 28 seconds to fully repair. With only one energizer you could reach 540 hp with 50 hp/s and a 3 sec delay = 14 seconds full repair. I don't think I need to say more about this. 14 seconds is quite alot because shields get insta melted And shields can't be repped by a rep tool
And where are you getting 550 hp from?
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 20:31:00 -
[8] - Quote
Killer's Coys wrote:Ok that's a bit cheat lol - 3 shield extenders - 2 basic shield energizer - light weapon proto - sidearm weapon basic - m1 - nanohive - 2 enhanced shield regulator => shield regen : 53,4hp/sec => (if CCP gives +120hp shield) (210 + 120)x1.25 + 3x72.2 = 629.1hp shield => shield delay regen : 2.75sec => shield spent delay regen : 4.56sec Hoooo yeah 53 hp/s? Lol, barely anything for shield suits since armor rep buff.
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 20:54:00 -
[9] - Quote
Cody Sietz wrote:JRleo jr wrote:Killer's Coys wrote:Ok that's a bit cheat lol - 3 shield extenders - 2 basic shield energizer - light weapon proto - sidearm weapon basic - m1 - nanohive - 2 enhanced shield regulator => shield regen : 53,4hp/sec => (if CCP gives +120hp shield) (210 + 120)x1.25 + 3x72.2 = 629.1hp shield => shield delay regen : 2.75sec => shield spent delay regen : 4.56sec Hoooo yeah 53 hp/s? Lol, barely anything for shield suits since armor rep buff. Uhhhhh, have you tried reps? Yes 20 hp/s no delsy, more hp, logis can rep you, in pc you never need to wait for s logi because it's pc.
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 21:09:00 -
[10] - Quote
DeathwindRising wrote:Disregarding the new slot layout:
Pro cal assault:
2 complex extenders
2 complex energizers
1 complex CPU mod
2 complex regulators
377 shield hp
86.48 shield hp/s
~3/3.5 second shield delay
~8 second depleted shield delay
Fixed
And shield hp is pathetic no matter the recharge rate.
Enjoy dying in 5 shots from a scr...
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 21:11:00 -
[11] - Quote
Cody Sietz wrote:JRleo jr wrote:Cody Sietz wrote:JRleo jr wrote:Killer's Coys wrote:Ok that's a bit cheat lol - 3 shield extenders - 2 basic shield energizer - light weapon proto - sidearm weapon basic - m1 - nanohive - 2 enhanced shield regulator => shield regen : 53,4hp/sec => (if CCP gives +120hp shield) (210 + 120)x1.25 + 3x72.2 = 629.1hp shield => shield delay regen : 2.75sec => shield spent delay regen : 4.56sec Hoooo yeah 53 hp/s? Lol, barely anything for shield suits since armor rep buff. Uhhhhh, have you tried reps? Yes 20 hp/s no delsy, more hp, logis can rep you, in pc you never need to wait for s logi because it's pc. And the fitting cost, and slower speed from plates and the fact that any armour based suit can't get near the shield regain a shield suit has but any shield based suit can get the armour repair of armour suits. Not to mention you are comparing complex reps on a Gallente assault to enhanced mods. Hmm? In a competitive environment armor always trumps shields, they always rep faster because of the reps, so shields need less time to reach full hp without having 350 hp or so shield hp.
Cal vs gal commando
Gal wins regen because base recharge rate is bad
Did I mention armor suits get shield and it reps making armor far superior in regen and hp?
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 21:41:00 -
[12] - Quote
DeathwindRising wrote:JRleo jr wrote:DeathwindRising wrote:Disregarding the new slot layout:
Pro cal assault:
2 complex extenders
2 complex energizers
1 complex CPU mod
2 complex regulators
377 shield hp
86.48 shield hp/s
~3/3.5 second shield delay
~8 second depleted shield delay
Fixed And shield hp is pathetic no matter the recharge rate. Enjoy dying in 5 shots from a scr... Or two charge shots. But running max hp only helps in 1v1 and no matter what we do, armor tankers will have more hp. And even 553 shield hp with 4 complex extenders won't save you from a scr or LR. I actually die faster that way as the regen is so low you can't recover fast enough to either fight back or run away Exept you can strafe, more hp really helps.
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 22:46:00 -
[13] - Quote
Killer's Coys wrote:JRleo jr wrote: 53 hp/s? Lol, barely anything for shield suits since armor rep buff.
Uhhhhh, have you tried reps? Yes 20 hp/s no delsy, more hp, logis can rep you, in pc you never need to wait for s logi because it's pc.[/quote] And the fitting cost, and slower speed from plates and the fact that any armour based suit can't get near the shield regain a shield suit has but any shield based suit can get the armour repair of armour suits.
Not to mention you are comparing complex reps on a Gallente assault to enhanced mods.[/quote] Hmm? In a competitive environment armor always trumps shields, they always rep faster because of the reps, so shields need less time to reach full hp without having 350 hp or so shield hp.
Cal vs gal commando
Gal wins regen because base recharge rate is bad
Did I mention armor suits get shield and it reps making armor far superior in regen and hp?[/quote]
Heu... You are saying Caldari or Gallente are the best suit... That's not the question... Caldari or Gallente = different gameplay.. Any suit is better than the other... For example : I prefer playing with Caldari suit because I love playing shield... So I think Caldari is the best suit... But someone else who prefer playing with Gallente suit thinks Gallente is better... [/quote] I don't think you understand, what's your lifetime sp just for curiosity? And gallente is just superior in terms of the cal play style since they're are alot of logis in a competitive environment.
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JRleo jr
Xer Cloud Consortium
66
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Posted - 2014.07.18 22:47:00 -
[14] - Quote
CCP Rattati wrote:The dark cloud wrote:You shouldnt nerfed the caldari and minmatarr sentinels. They allready have the lowest amount of HP and are overshadowed by gallente and amarr cause they can be repaired which encourages plate stacking. We are applying a consistent method to PG/CPU calculations and balancing. We, therefore, need to make shield tanking more viable to make these suits competitive or give them better bonuses. For starters, more base speed for shield heavies, at least to the speed of regular heavy frames.
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JRleo jr
Xer Cloud Consortium
67
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Posted - 2014.07.19 04:05:00 -
[15] - Quote
The Eristic wrote:Agree with the above. Min Sentinel does not need any kind of nerf, ESPECIALLY not a PG reduction. The basic suit will be pretty much unfittable in any reasonable way. If anything, it needs a buff, though not necessarily to its current resources. They're ok where they are.
The Min Scout PG buff needs another 1-2, as well, unless KCs and Knives are going to have their PG "slashed." Even though I don't use them, yea min scout needs more pg.
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JRleo jr
Xer Cloud Consortium
68
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Posted - 2014.07.19 07:18:00 -
[16] - Quote
Boot Booter wrote:Well it does kinda make more sense for both fitting styles and balance reasons. And the cal assault cpu is much better.
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JRleo jr
Xer Cloud Consortium
69
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Posted - 2014.07.19 08:41:00 -
[17] - Quote
Boot Booter wrote:JRleo jr wrote:Boot Booter wrote:Well it does kinda make more sense for both fitting styles and balance reasons. And the cal assault cpu is much better. haha true. They should do that, 390 cpu seems good enough with a 5/2 layout.
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JRleo jr
Xer Cloud Consortium
71
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Posted - 2014.07.19 11:25:00 -
[18] - Quote
Cat Merc wrote:Macchi00 wrote:CCP Rattati wrote:Dear players, We have been revisiting a lot of the PG/CPU (I will call it Capacity or Cap from now on) per dropsuit in the last months. It has become blatantly clear, by a lot of definitons, that Assault suits have too little capacity and Sentinels have way too much. Data points such as comparing capacity per slot for all the roles, and fitting limitations of the Assault. We tried and testing multiple combinations of full proto items in all slots, and the difference is very noticeable. The use of Assault Rifle Sentinels is also very prevalent and not something the game is balanced around, but we have not wanted to enforce Heavy weapons only in the Heavy Weapon slot, but will address it differently. For these numbers, an improved methodology of capacity slot allotment per individual slot has been worked out, so that the capacity is the sum of all slots, balanced per tier and slot type and race. That means that a slot layout change can be represented immediately in a new capacity. The result can be found in the following document. Dropsuit CapacityThe effective buff is around 10% increased capacity to Assaults, and an effective 10% nerf to Sentinel capacity, the reduction being offset by a 5% per level fitting reduction to Heavy Weapons. By these changes, Sentinels are still considerably ahead of the second highest capacity per slot, the Commando, and the third highest, the Scout. The Assault, having been the lowest, will be placed in and around Scouts and Logistics. We believe these changes are warranted and fair. We encourage you to prove, and demonstrate, that some viable fittings are OP or UP, and we will take those into consideration with the final numbers. Please keep it civil and constructive P.S. We also buffed Minmatar Scout PG a little EDIT: Please do not factor in the theoretical new layout. Use current slot layouts for theory crafting as those are familiar to you. Combining the two discussions will result in inconclusive data for us. I think lowering the CPU of the C-Assault, and we should increase the PG instead. Because, RR and Bolt pistol, and shield extender have high PG. Wat Caldari already fit CPU mods all the time. You want to reduce Caldari CPU further? Ikr? Cal assault needs 15% cpu buff minimum, not the 4% that was proposed...
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JRleo jr
Xer Cloud Consortium
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Posted - 2014.07.19 13:48:00 -
[19] - Quote
DeathwindRising wrote:CCP Rattati wrote:Amarr Assault needs a second look, agreed. Anything else? You need a little more CPU on the adv caldari assault. You can't fit adv av grenades while using adv racial weapons and mods. You also can't fit any equipment at all unless you downgrade weapons or mods The proto cal assault needs its base cpu brought up to at least 370...
And why are we bringing up fits with only 4 high cal ass.? Why not 5? For 4 you need base 370 cpu, or 360 For 5, you need 400 base cpu.
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JRleo jr
Xer Cloud Consortium
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Posted - 2014.07.20 03:45:00 -
[20] - Quote
Cat Merc wrote:http://www.protofits.com/fittings/shared/136/5599
As you can see, the powergrid on the Caldari Assault is pretty much wasted. Even if I fit a prototype sidearm, grenade and equipment, I'm pretty sure I still won't be able to fill the PG on the Cal Assault.
With a 5/2 slot layout this will become even worse. Ok -15 pg and +90 cpu or more.
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JRleo jr
Xer Cloud Consortium
78
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Posted - 2014.07.20 15:43:00 -
[21] - Quote
The dark cloud wrote:On protofits i can allready see the new sentinels however the fitting bonus for HMG's is not displayed there yet. I have massive issues fitting a proto CK.0 sentinel. CPU is a huge issue on that cause all shield modules require tons of CPU. I cant have a 2 complex shield extenders and 2 complex rechargers/energizers at the same time with a boundless HMG. I either have to dowgrade the shield modules or go down a tier. And now i compare it to the other heavys that are getting "nerfed":
Ak.0 sentinel: -2 complex damage mods -3complex plates -boundless HMG -Ishukone assault SMG -c-7 flux
as you can see even with the CPU+PG nerf i can go full proto without any problems. So lets have a look at the gallente sentinel:
GK.0sentinel: -1 complex damage mod -4 complex plates -boundless HMG -Ishukone assault SMG -c-7 flux
Same thing like with the amarr. It can go full proto without going over its fitting limitations. So now lets have a look how badly i can only fit the CK.0 sentinel:
-1 complex shield energizer -1 complex shield recharger -1 complex shield extender -1 enhanced shield extender - 1 complex shield regulator -MH-82 HMG -Toxin SMG (standard!) -flux grenade (again standard)
So some 1 explain me please where the heavy nerf is apart for the caldari sentinel which gets allready mowed down by gallente and amarr sentinels which can stack plates? Compared to the other sentinels the caldari has to make drawbacks on its tank and all of its weapons. This is just not fair. Shield heavys cannot be supported with repair tools to gain their shields back and now you even make their lifes harder.
The community is not complaining about the caldari sentinels, its the armor sentinels in squads that are receiving logi support to make usage of their plate stacking abilitys. Don't you know? Ccp purposely keeps caldari cpu low and shield mods high requirements.
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JRleo jr
Xer Cloud Consortium
78
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Posted - 2014.07.20 16:30:00 -
[22] - Quote
Varoth Drac wrote:Please take a look at these two charlie assault fits. Gallente assaultCaldari assaultI have tied to make two equivalent fittings with similar level mods, weapons and equipment. I have also tried to make decent fits that fit the vision of each suit. Each suit has all proto mods except one which is advanced. Each has a proto light weapon, an advanced sidearm and an advanced nanohive. Yes I have gone with ferroscale on the Gallente suit which has lower fitting costs, however to balance this the Caldari suit has a cardiac regulator which is possibly the module with the lowest CPU cost other than a CPU enhancer. I like to think the Gallente would appreciate the speed of ferroscale plates and the Caldari would enjoy the stamina to enable wide flanking to make full use of the rail rifles long range. As you can see the Caldari suit is 51 CPU over and 18 PG under, whereas the Gallente suit fills up it's resources quite nicely. Hopefully this illustrates the Caldari fitting issue quite nicely. It appears you could comfortably give the Caldari suit an extra 50-55 CPU at the cost of 11 PG (assuming an approximate 5cpu to 1pg ratio) or more. Would it be a problem if Caldari suits were CPU heavy? I know rail weapons are PG heavy but it hardly seems to matter compared to shield CPU usage. What about the scout suit? Caldari scouts are light on CPU like other Caldari suits, but it is rarely a problem for them as they have no need to fit CPU guzzling recharges/energizers. edit: looking at Caldari scout fittings there appears to be room to adjust the CPU/PG balance in favor of CPU without messing anything up. I recommend a less extreme change than the one I proposed for the assault. I haven't looked at heavies but it seems they are the same as assaults with the need to fit rechargers. I would assume that if you did re-balance Caldari fittings you would have to be consistent with all Caldari suits. How about actually buffing something without taking away things? And not everyone has pg skills maxed, only 5-8 pg should be taken if necessary.
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JRleo jr
Xer Cloud Consortium
80
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Posted - 2014.07.20 19:18:00 -
[23] - Quote
Varoth Drac wrote:Obviously this is all due to the massive CPU usage of rechargers and energizers. You could reduce the fitting cost of these modules, however I prefer the idea of swapping some shield suit (mainly Caldari) PG for CPU. This should have the following benefits over changing the modules requirements:
It strengthens the differences between shield and armor suits
It encourages more varied fittings/playstyles by discouraging dual tanking and encouraging the use of regen mods. Regen mods still need a decrease though...
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JRleo jr
Xer Cloud Consortium
81
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Posted - 2014.07.23 00:40:00 -
[24] - Quote
CCP Rattati wrote:Thank you for the feedback. Let us retreat back into our caves and come back with final designs based on you r feedback. Any chance you guys buffed cal assault cpu more than 17?
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