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Alena Ventrallis
Vengeance Unbound Dark Taboo
1735
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Posted - 2014.09.14 23:35:00 -
[1] - Quote
LP items in Eve are superior to their tech 2 counterparts. For instance, the tech 2 adaptive invulnerability field gives 30% resistance to all damage types on shield. The Caldari Navy adaptive invulnerability field gives 37.5% resistances.
I say we make LP items better than proto. If not in damage, than in other ways (improved magazine size, reload speed, lock on time, etc.)
Shoot Scout with yes.
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gustavo acosta
Opus Arcana Covert Intervention
260
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Posted - 2014.09.15 00:00:00 -
[2] - Quote
I think the specialist variants are fine, the best way for me to fit almost all proto mods on my suits..
Gallente scout, heavy, logi, and assault
Eternal Can I haz ur isk?
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
779
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Posted - 2014.09.15 00:13:00 -
[3] - Quote
Yes just slightly better, let's not go overboard here. The Caldari Nanite injector and Amarr Commando from the LP Store are fine examples of how better they should be in comparison to ISK variants.
"Your forefathers fought alongside the Empire, it is your choice to follow them or not." Captain Dante to "Forever".
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2061
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Posted - 2014.09.15 00:56:00 -
[4] - Quote
Yes, but buff the price of them considerably, lvl5 to use, and add a fairly high minimum loyalty level as well. That should be worth making them better. |
Meee One
Hello Kitty Logistics
1138
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Posted - 2014.09.15 01:12:00 -
[5] - Quote
Alena Ventrallis wrote:LP items in Eve are superior to their tech 2 counterparts. For instance, the tech 2 adaptive invulnerability field gives 30% resistance to all damage types on shield. The Caldari Navy adaptive invulnerability field gives 37.5% resistances.
I say we make LP items better than proto. If not in damage, than in other ways (improved magazine size, reload speed, lock on time, etc.) No one seems to understand you're talking about modules.
But i agree. Min would have: shield regulators 10% better recharge and kincats 5% better,card regs 40% better.
Cal would have extenders with 22 more shields and a 2% lower delay,and rechargers with 8% better recharge,and energizers with 10% better recharge with 1/2 the penalty of their Pro equivalent modules.
Gal would have rep modules that repair 10hp/s before passives,and reactives that repair 5 hp/s.
Amarr would have plates that have 50 more armor with 3% reduction to the speed penalty,ferros with 40 more armor,reactives with 35 more armor and no speed penalty.
Anyone who runs FW would be pretty kitted out with these. And i'm sure die-hard PC players would be in FW all the time.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1739
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Posted - 2014.09.15 01:21:00 -
[6] - Quote
I meant weapons as well, but your suggestions on modules are exactly in line with my idea.
Shoot Scout with yes.
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Meee One
Hello Kitty Logistics
1138
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Posted - 2014.09.15 09:37:00 -
[7] - Quote
Alena Ventrallis wrote:I meant weapons as well, but your suggestions on modules are exactly in line with my idea. As for weapons...
Currently all weapons do a great deal of damage. All that can really be done is alter the profile of the weapon.
EG a weapons' profile is -20/+20 It would become -15/+25 Or -15/+20.
It becomes stronger that way,without a direct damage increase. But it couldn't be specialist,you'd have to choose damage or fitting.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP
987
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Posted - 2014.09.15 10:17:00 -
[8] - Quote
Specialist weapons are a great start to this and problem more than enough (if we had ALL of them) until we get some really good balance.
First they need to have all items in the LP store and make a few changes to the payout system to really get factional boosters selling then they will looking at adding more specialized equipment. |
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