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lloyder EIRE
Mcalpines Fusiliers Covert Intervention
6
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Posted - 2014.08.06 22:45:00 -
[1] - Quote
the topic says it all
i started the game awile back and at the start i choose the caldri assault suit at the start it had its uses it wasent bad then with every update came some sort of nerf/cpu/pg reduction something always made it worse then it was making this suit and the mimitar suit being left behind in the current updates due to most the community being armour based players not that it is the problem
the problem with the shield based suits are "shield recharge delay for stacking our hp mod" i see that as a huge disadvantage aswell as we carnt heal during battles just like armour then u have the argument u hide.... well with recent updates with armour repers being increased by time im full shields most the time the armour player im vsing is full armour again not to mention even wile im shooting at him hes still gaining hp where shields do not
i have speced into armour base assault suit myself and i can without a doubt say armour suits are a insanely better then sheild based suits and between the 2 i don't see any situation where i ever use my shield base suit no more since it just really has fallen behind in the current updates i can point out so many different points why and with hotfix charlie around the corner i see it geting worse and worse
armour gets: more hp per mod with reduction to speed and less space taken per mod repairs during combat and can reach really good repair rates compare to sheild recharge also
shield gets: slight reduction to most used weapon damage...... a gd recharge rate but only out of combat.......
yet shields have less hp per mod and if u want gd shield levels u have to take a shield recharge delay and its a steep debuff per hp
shields mods cost more then armour base and gets less for wat it takes up
all in all shields needs a rework alot of armour base players will disagree and cuss in this thread but why should a suit have such big gaps between them adding more slots wont fix this gap it will make it wider like i said i was caldri for a long time i know how the cadri suit runs i ran it for over a year i ran it though every update and every update removed more and more of its competitiveness to fight armour base suits it got to the point i completely changed my suit to an armour based suit it was that bad
like i said this is not a rage post i just feel shield assault suits are not a threat on the battle field no more and i feel they need work and they dont get touched cos most comunity are armour base players and the devs listen to the community well yes that is great but sometimes the devs will have to make choices them selfs and i am armour and shield base player i have the upgrades full for both types and armour outclasses the shields by alot many can say im playing shield based characters wrong i started as a shield character i run it how it is intended and then i speced into armour based suit and it dose everything ur sheild suits do and more
how is this fair for eg. if an armour suit vs a shield suit 1v1 say they both have 100% acc in this fight first off lets say its pretty damn sure the armour player will have more hp to begin with and the shield player wil have to hide.... when he hides i know this for a fact 2 complex armour reppers give 18.75hp/s count the seconds that shield player has to wait for his shields to start recharging then count how many it takes him to full his shields.... armour player is at full hp and has time to move b4 that shield player will step out and the armour player heals during the gun fight with that being said i would like to hear peoples veiws on the this
THIS TOPIC IS FOR ASSAULT SUITS ONLY (I THINK SHIELDS NEEDS TO BE WORKED ON) WHAT DO U THINK
Mcalpines Fusiliers is where I was born and it shall be my Death Bed
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Sgt Kirk
Fatal Absolution
7045
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Posted - 2014.08.06 23:09:00 -
[2] - Quote
Dual tanking needs to be addressed first.
HP Modules need to be reworked to use more resources. HP Support modules need to cost less.
see you space cowboy...
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Apothecary Za'ki
Biomass Positive
255
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Posted - 2014.08.06 23:26:00 -
[3] - Quote
armor tanking is just flatly op.. stupid high hp and can fit damage moduals.. or shield extenders ontop of armor for even more stupidly OP tanks.. its stupid.. in charlie amarr assaults will have like 1600 ehp
> LogiBro in Training
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Apothecary Za'ki
Biomass Positive
255
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Posted - 2014.08.06 23:28:00 -
[4] - Quote
Sgt Kirk wrote:Dual tanking needs to be addressed first.
HP Modules need to be reworked to use more resources. HP Support modules need to cost less.
no the problem is shield extenders are still mega crap vs armor.. they need improveing to 50 75 and 100 for std adv and pro that way they can contend with armor
> LogiBro in Training
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1791
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Posted - 2014.08.07 03:37:00 -
[5] - Quote
Apothecary Za'ki wrote:Sgt Kirk wrote:Dual tanking needs to be addressed first.
HP Modules need to be reworked to use more resources. HP Support modules need to cost less.
no the problem is shield extenders are still mega crap vs armor.. they need improveing to 50 75 and 100 for std adv and pro that way they can contend with armor
No, shields are not meant to be raw HP buffers like armor. If you remove the differences then all you're doing is making armor suits slower and slower-regenerating. There will be no balance.
Hitpoints are not everything. Shields suits are not meant for close range brawling. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1883
|
Posted - 2014.08.07 03:42:00 -
[6] - Quote
Apothecary Za'ki wrote:Sgt Kirk wrote:Dual tanking needs to be addressed first.
HP Modules need to be reworked to use more resources. HP Support modules need to cost less.
no the problem is shield extenders are still mega crap vs armor.. they need improveing to 50 75 and 100 for std adv and pro that way they can contend with armor As a pro shield tanker...no.
Those values are way too high.
What needs to be done is simply increasing the shield recharge and delay values on min/cal suits.
Min should have lowest delays, with Cal having the highest recharge.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1792
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Posted - 2014.08.07 03:46:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote: As a pro shield tanker...no.
Those values are way too high.
What needs to be done is simply increasing the shield recharge and delay values on min/cal suits.
Min should have lowest delays, with Cal having the highest recharge.
And if they do something stupid like crank the shield extenders THAT high I'll be swapping to caldari/minnie Sentinels for EVERYTHING. |
lloyder EIRE
Mcalpines Fusiliers Covert Intervention
7
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Posted - 2014.08.07 06:16:00 -
[8] - Quote
since all the armour tweaks and changes its had hp per mod increased its also had armour rep per mod increased shields really do not compare to the armour base suits im speced into amarr assault pro and caldri assault pro and i never have any need to use the shield tanker simply because i have more hp and a 18.60 hp repair rate
its fine people saying things they shouldent have raw hp of armour but when u haven't played on both sides don't try keep the one side overly benefiting to the other im not expecting shields to get the raw hp of armour as it would be stupid im saying shields need tweaks recharge rates something anything its been the same for so long and armours been getting consistently buffed in every part due to the fact most community is armour tanker players so shields get over looked every time
and as for the armour tankers out there don't want shields to have a competitive chance against them no one uses shields rarely any more because they suck i started as a shield base player and started as one for over a year and armour got tweaks and buffs in many ways wile shields never progressed forward wat so ever and now its come to a point shield assault suits don't have the even playing ground they used to i swapped myself to an armour base suit and since then ive never touched my shield assault suit because armour dose it all better
im sure u will have people say u move slower well that's why u have ferro plates no speed reduction use armour reppers dont stack hp and u wont be so slow simple
shields stacking penalty is huge impact on the suit personally i feel that 7% shield recharge delay is too high but that's my opinion u loss speed with armour ok it makes u slower but think of it from the sheild players point of veiw u stack hp and u slow down the time it takes for ur shields to recharge and yes u can counter it with other mods
end of the day shields are over looked on assault suits and its time they got some much needed love make shields competitive again on assault suits because right now it really dose not
Mcalpines Fusiliers is where I was born and it shall be my Death Bed
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OP FOTM
Commando Perkone Caldari State
299
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Posted - 2014.08.07 06:18:00 -
[9] - Quote
and with the sentinel fitting nerf Caldari will have a harder time with shield regen
Dust servers will be a ghost town on 09/09/14
Destiny kicks ass... Like Halo knocked up Mass Effect and gave birth
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JRleo jr
Xer Cloud Consortium
200
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Posted - 2014.08.07 06:26:00 -
[10] - Quote
OP FOTM wrote:and with the sentinel fitting nerf Caldari will have a harder time with shield regen Look at this crappy suit that has 157 more shields tuan my assault.
http://www.protofits.com/fittings/view/138/5692
Every heavy has at least 900 armor, now the cal heavy isn't competitive unless you just want to hmg non heavies.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Sgt Kirk
Fatal Absolution
7061
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Posted - 2014.08.07 07:36:00 -
[11] - Quote
I think this guy's issue is more that he thinks Shields should act the same way as armor with none of the consequences.
Like when Armor players complain their HP doesn't regenerate by itself or as fast as shields.
Plebs are funny and sad at the same time.
see you space cowboy...
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JRleo jr
Xer Cloud Consortium
202
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Posted - 2014.08.07 07:42:00 -
[12] - Quote
Sgt Kirk wrote:I think this guy's issue is more that he thinks Shields should act the same way as armor with none of the consequences.
Like when Armor players complain their HP doesn't regenerate by itself or as fast as shields.
Plebs are funny and sad at the same time. Sunny, they are sunny.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1798
|
Posted - 2014.08.07 07:53:00 -
[13] - Quote
Shields are inferior when your sole calculation considered valid is raw HP.
Me caldari sentinel is more survivable than my galsent and amarr sent. I also use the traditional caldari tactic of engaging at Go To Hell ranges and refusing to brawl. My minmatar sentinel suits are remarkably effective at appearing out of nowhere, ganking someone and escaping to cover faster than most enemies react. Burst HMG is an excellent fastgank but its an assassination weapon in a minmatar heavy hands. Its the fatty shotgun.
I get consistent, positive results when I play caldari for range and refuse to brawl. I get results with gallente as a heavy squad backup with focus on recovery. I get the best results with minmatar playing hit and run and refuse to brawl. Best results with amarr comes from digging in like a tick and forcing the enemy to enter my chosen ground and soaking fire while spraying pain. |
lloyder EIRE
Mcalpines Fusiliers Covert Intervention
8
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Posted - 2014.08.07 08:24:00 -
[14] - Quote
this thread is base on ASSAULT SUIT'S ONLY NO OTHER SUITS
sentinels u can not count sentinels in on this post simply because the damage reduction bounes they receive caldri sents have natural resistance to other heaves so please stop bringing them into this thread they arnt nothing to do with the original post
my simple point is shields are not good at wat they was designed for no more and they need tweaking on the assault suits
i am now a armour base character im maxed in shields and armour i have pro suits to match both but i never have to run shield base suits because quite frankly they are rubbish even at wearing down an enemy these days
let me explain before u all say im wrong....
armour rep rate on my amarr is 18.75 (2 complex armour reps) my armour points is 521 (2 enhanced armour plates) i loss a little movement speed but moving in and out cover makes no difference honestly my opinion i heal during combat i can increase my repair rate with triage nano hives/ having logi on team armour mods don't take as much space as shields and gives more hp
shields i have higher recharge rate then armour , BUT I HAVE TO BE OUT OF COMBAT FOR A FEW SECONDS (varies depening on build) i can not increase my shield recharge rate by any other means then moduals (unlike armour) i have some natural resistance to the most used most used weapons in game right now (rr,cr) always have tight space on cpu
don't have shield build simply because i don't use them no more so have non built to put down
those was just quick eg of the difference between the two i can quickly come up with im sure there are others my point is since the armour rep buff shields have become a lot less viable at wat they do best im talking strictly 1v1 scenarios right now
armour repairs a considerable amount faster now since recent armour changes and has more hp per mod since updates also
armour has progressed in each and every update making it better and better and better i think your seing the pattern here
shields have been basicly left in the dark and never really been updates because most the community is armour tankers lets be honest when ur on the battle field how many shield base assault suits do u see and if u do how often do they actually manage to wear u down i can tell u now very few people run shield based assault suits and if they do they will eventually end up swapping down anybody who has tried both sides of the coin will mainly choose armour
this thread is not counting scouts sentinels commando
Mcalpines Fusiliers is where I was born and it shall be my Death Bed
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Arkena Wyrnspire
Fatal Absolution
15627
|
Posted - 2014.08.07 11:07:00 -
[15] - Quote
lloyder EIRE wrote: armour rep rate on my amarr is 18.75 (2 complex armour reps) my armour points is 521 (2 enhanced armour plates) i loss a little movement speed but moving in and out cover makes no difference honestly my opinion i heal during combat i can increase my repair rate with triage nano hives/ having logi on team armour mods don't take as much space as shields and gives more hp
By sticking three extenders, a recharger, and two regulators (as I assume you're going with ADV on this) you get the following:
560 shields 50 HP/s 2 second recharge delay 3 second depleted delay
You are unburdened. You move 10% quicker.
You have more raw HP.
You recharge vastly quicker. After three seconds of being out of combat (four if your shields were fully depleted) you've overtaken the recharge rate of armour. Duck to reload and you've out-regenerated your opponent.
The sheer regeneration strength of a shield tanked assault is staggering post 1.8. There is nothing that comes remotely close to it. In addition to that, it remains competitive on HP. You won't reach the HP numbers of a fully plated armour suit but a fully plated armour suit cannot regenerate while you can, and at a very swift rate.
You have long since made your choice. What you make now is a mistake.
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RKKR
The Southern Legion Final Resolution.
995
|
Posted - 2014.08.07 11:47:00 -
[16] - Quote
Also weren't shield-suits designed to fight at long race (Caldari)?
Stand in long range. Your shields will go down, even if it's by 1. This leaves you with no shield regeneration, unless you hide in cover...giving the enemy the chance to move in closer. Would you have this problem if your armor + repper takes this kind of damage? Does that really makes the shield suit the go-to suit for long range?
Armor based suits also have more possibilities with fitting wear modules in their lows. |
Cody Sietz
SVER True Blood Dark Taboo
3790
|
Posted - 2014.08.07 14:30:00 -
[17] - Quote
Just run 1 complex reactive and 2 complex FS plates and you got yourself a armour suit with almost no speed penalty and a super shield buffer.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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JRleo jr
Xer Cloud Consortium
214
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Posted - 2014.08.07 14:34:00 -
[18] - Quote
Arkena Wyrnspire wrote:lloyder EIRE wrote: armour rep rate on my amarr is 18.75 (2 complex armour reps) my armour points is 521 (2 enhanced armour plates) i loss a little movement speed but moving in and out cover makes no difference honestly my opinion i heal during combat i can increase my repair rate with triage nano hives/ having logi on team armour mods don't take as much space as shields and gives more hp
By sticking three extenders, a recharger, and two regulators (as I assume you're going with ADV on this) you get the following: 560 shields 50 HP/s 2 second recharge delay 3 second depleted delay You are unburdened. You move 10% quicker. You have more raw HP. You recharge vastly quicker. After three seconds of being out of combat (four if your shields were fully depleted) you've overtaken the recharge rate of armour. Duck to reload and you've out-regenerated your opponent. The sheer regeneration strength of a shield tanked assault is staggering post 1.8. There is nothing that comes remotely close to it. In addition to that, it remains competitive on HP. You won't reach the HP numbers of a fully plated armour suit but a fully plated armour suit cannot regenerate while you can, and at a very swift rate. Erm, you get 450 hp not 560...
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2870
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Posted - 2014.08.07 14:35:00 -
[19] - Quote
RKKR wrote:Also weren't shield-suits designed to fight at long race (Caldari)?
Stand in long range. Your shields will go down, even if it's by 1. This leaves you with no shield regeneration, unless you hide in cover...giving the enemy the chance to move in closer. Would you have this problem if your armor + repper takes this kind of damage? Does that really makes the shield suit the go-to suit for long range?
Armor based suits also have more possibilities with fitting wear modules in their lows.
This is such a terrible scenario. If your at long range and you get shot who cares if your not repairing your a long range you can kill the enemy before they do any significant damage to your shields. When their dead if your suit is property fitted you will be at full HP in a matter of seconds like 10-12 seconds, after dispatching of your enemy.
The problem with shield tankers is that they only see things in high numbers and they don't fit their tank completely. You just slap on some shield extenders and call it a day then come to the forums and ***** about you sucking. Put on some damn regulators, swap out an extender for a energizer and play smart, play as a shield suit would; go in throw in a couple punches and leave don't brawl your not meant to brawl don't chase kills if your getting shot or are dying that's stupid.
Obviously this doesn't work as of right now on assault but try it on a commando or an assault scout it works, it works very good.
supercalifragilisticexpialidocious
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Arkena Wyrnspire
Fatal Absolution
15634
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Posted - 2014.08.07 15:25:00 -
[20] - Quote
JRleo jr wrote: Erm, you get 450 hp not 560...
No, you get 560 HP.
Base shields for Calassault is set to be 275. The bonus for training shields brings that to 343.75 shield HP. Three extenders at 66 HP each totals 198 HP. With the bonus, that comes to 217.8 shield HP. The sum of those two comes to 561 shield HP.
You have long since made your choice. What you make now is a mistake.
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RKKR
The Southern Legion Final Resolution.
996
|
Posted - 2014.08.07 17:03:00 -
[21] - Quote
BL4CKST4R wrote:RKKR wrote:Also weren't shield-suits designed to fight at long race (Caldari)?
Stand in long range. Your shields will go down, even if it's by 1. This leaves you with no shield regeneration, unless you hide in cover...giving the enemy the chance to move in closer. Would you have this problem if your armor + repper takes this kind of damage? Does that really makes the shield suit the go-to suit for long range?
Armor based suits also have more possibilities with fitting wear modules in their lows. This is such a terrible scenario. If your at long range and you get shot who cares if your not repairing your a long range you can kill the enemy before they do any significant damage to your shields. When their dead if your suit is property fitted you will be at full HP in a matter of seconds like 10-12 seconds, after dispatching of your enemy. The problem with shield tankers is that they only see things in high numbers and they don't fit their tank completely. You just slap on some shield extenders and call it a day then come to the forums and ***** about you sucking. Put on some damn regulators, swap out an extender for a energizer and play smart, play as a shield suit would; go in throw in a couple punches and leave don't brawl your not meant to brawl don't chase kills if your getting shot or are dying that's stupid. Obviously this doesn't work as of right now on assault (until charlie) but try it on a commando or an assault scout it works, it works very good. Here is my CK.0 fit for Charlie http://www.protofits.com/fittings/shared/0/5721
Because a few guys can force you to go back in cover while some of his friends go up closer to you. Because a armor tanker can do it just aswell.
I usually play callogi, energizer don't get as much benefit as an assault suit, we do got better recharge stats so we don't need as much regulators...the problem is that I need to fit some equipment aswell without depleting my CPU before people call me a slayerlogi . Stamina on logi is also so crap to run to safety if they catch you which is usually where I lose my shield bit per bit, maybe it's just the retorted team that does what you describe and I'm the last one left, but thanks for just slapping a description on me .
Anyway...so it currently doesn't work with assaults? Why not? Does it work on a logi without being a 'slayerlogi'? Will it work with logis after hot fix Charlie? |
JRleo jr
Xer Cloud Consortium
220
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Posted - 2014.08.07 17:28:00 -
[22] - Quote
Arkena Wyrnspire wrote:JRleo jr wrote: Erm, you get 450 hp not 560...
No, you get 560 HP. Base shields for Calassault is set to be 275. The bonus for training shields brings that to 343.75 shield HP. Three extenders at 66 HP each totals 198 HP. With the bonus, that comes to 217.8 shield HP. The sum of those two comes to 561 shield HP. Well, his stats were pre Charlie, so I assumed you were bs'ing me.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song ever.
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2874
|
Posted - 2014.08.07 22:54:00 -
[23] - Quote
RKKR wrote:BL4CKST4R wrote:RKKR wrote:Also weren't shield-suits designed to fight at long race (Caldari)?
Stand in long range. Your shields will go down, even if it's by 1. This leaves you with no shield regeneration, unless you hide in cover...giving the enemy the chance to move in closer. Would you have this problem if your armor + repper takes this kind of damage? Does that really makes the shield suit the go-to suit for long range?
Armor based suits also have more possibilities with fitting wear modules in their lows. This is such a terrible scenario. If your at long range and you get shot who cares if your not repairing your a long range you can kill the enemy before they do any significant damage to your shields. When their dead if your suit is property fitted you will be at full HP in a matter of seconds like 10-12 seconds, after dispatching of your enemy. The problem with shield tankers is that they only see things in high numbers and they don't fit their tank completely. You just slap on some shield extenders and call it a day then come to the forums and ***** about you sucking. Put on some damn regulators, swap out an extender for a energizer and play smart, play as a shield suit would; go in throw in a couple punches and leave don't brawl your not meant to brawl don't chase kills if your getting shot or are dying that's stupid. Obviously this doesn't work as of right now on assault (until charlie) but try it on a commando or an assault scout it works, it works very good. Here is my CK.0 fit for Charlie http://www.protofits.com/fittings/shared/0/5721 Because a few guys can force you to go back in cover while some of his friends go up closer to you. Because a armor tanker can do it just aswell. I usually play callogi, energizer don't get as much benefit as an assault suit, we do got better recharge stats so we don't need as much regulators...the problem is that I need to fit some equipment aswell without depleting my CPU before people call me a slayerlogi . Stamina on logi is also so crap to run to safety if they catch you which is usually where I lose my shield bit per bit, maybe it's just the retorted team that does what you describe and I'm the last one left, but thanks for just slapping a description on me . Anyway...so it currently doesn't work with assaults? Why not? Does it work on a logi without being a 'slayerlogi'? Will it work with logis after hot fix Charlie?
You shouldn't be going against a "few guys" hell even when I run a heavy I don't go against more than two people.
The problem with the suit your using is that it's CPU is still crap since when it got nerfed.
Doesn't work with assaults because they haven't been buffed yet
supercalifragilisticexpialidocious
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Jack 3enimble
Vengeance Unbound Dark Taboo
144
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Posted - 2014.08.08 04:23:00 -
[24] - Quote
My 2 ISK.
Reptool that bypasses shield delay but does NOT actually recharge shields itself. Shield suits are specialized and should always be set up that way. Yes I run shield suits only. |
Boot Booter
Murphys-Law
838
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Posted - 2014.08.08 08:38:00 -
[25] - Quote
As a shield tanker I actually think they are pretty close to balanced. I would prefer regulators to be a bit stronger maybe 40% idk. rattati said he thinks that plates should be more PG too.
In your scenarios, you are always trying to brawl with the armor tanker. You simply wont win that fight. You should never really let anyone shoot you more than a few rounds. If you start taking too much damage or are getting in a tight spot, bounce outta there with your superior speed, wait a little bit, and move to another flank.
At least thats how us minmatars rolll...
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
68
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Posted - 2014.08.08 09:05:00 -
[26] - Quote
If your tank hits zero you hide and it comes back if my tank hits zero I die..your not using shields right..I've run amar for all of uprising now I'm specing minmatar and it's awesome..different playstyle but awesome anyways
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
68
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Posted - 2014.08.08 09:06:00 -
[27] - Quote
Boot Booter wrote:As a shield tanker I actually think they are pretty close to balanced. I would prefer regulators to be a bit stronger maybe 40% idk. rattati said he thinks that plates should be more PG too. In your scenarios, you are always trying to brawl with the armor tanker. You simply wont win that fight. You should never really let anyone shoot you more than a few rounds. If you start taking too much damage or are getting in a tight spot, bounce outta there with your superior speed, wait a little bit, and move to another flank. At least thats how us minmatars rolll...
This so much this
no im not a mortedeamor alt..im her slave
When my master is banned I represent her wishes and that of the Mortimor famil
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Arkena Wyrnspire
Fatal Absolution
15659
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Posted - 2014.08.08 09:41:00 -
[28] - Quote
JRleo jr wrote:Arkena Wyrnspire wrote:JRleo jr wrote: Erm, you get 450 hp not 560...
No, you get 560 HP. Base shields for Calassault is set to be 275. The bonus for training shields brings that to 343.75 shield HP. Three extenders at 66 HP each totals 198 HP. With the bonus, that comes to 217.8 shield HP. The sum of those two comes to 561 shield HP. Well, his stats were pre Charlie, so I assumed you were bs'ing me.
... Why on earth would you use pre-Charlie stats in an assault discussion?!
You have long since made your choice. What you make now is a mistake.
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xAckie
Ghost. Mob
444
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Posted - 2014.08.08 10:53:00 -
[29] - Quote
Boot Booter wrote:As a shield tanker I actually think they are pretty close to balanced. I would prefer regulators to be a bit stronger maybe 40% idk. rattati said he thinks that plates should be more PG too.
yep. regs need to be a bit better. Personally, I would prefer 45%. It would mean Caldari assault wouldnt have to stack 2 to make shields work
I am against a shield repair tool. Shield delay etc. should be achieved through regs. |
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