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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Rattati
C C P C C P Alliance
8988
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Posted - 2014.10.22 02:19:00 -
[1] - Quote
Dear players
we have been discussing this topic on and off for quite a while, especially concerning shield tanking, and the inherent need to always use a low slot to have "any" armor reps, which is bad for shield tanking, and quite hampering for racial fitting styles.
We are not proposing this, but would like to get your opinions on the general idea that we have been formulating (particularly with CPM Logi and Commando threads), and it ties well into empowering Logis and Commandos on top.
Without further ado:
Gallente (Current Gal Value) - Armor Rep kings Commando 4 (1.00) Logi 3.5 (2.00) Sentinel 3.0 (1.00) Assault 3.5 (2.00) Scout 2.0 (3.00) - (GA Scout is very strong right now)
Minmatar - Hit and run, hybrid armor and regen Commando 3.5 Logi 3.0 Sentinel 2.5 Assault 2.0 Scout 1.5
Amarr - slowly returning to high base ehp Commando 3.0 Logi 2.5 Sentinel 2.0 Assault 1.5 Scout 1.0
Caldari - shield tankers ("gain" a low slot) Commando 2.5 Logi 2 Sentinel 1.5 Assault 1 Scout 0.5
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
8990
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Posted - 2014.10.22 02:46:00 -
[2] - Quote
One Eyed King wrote:I guess my view of roles would be that Heavies had more innate shields/armor, to withstand some damage, but that they should have LESS regen than an Assault, who would be more cover based.
What is the rationale for giving sentinals more regen than Assaults while at the same time giving them higher HP?
Something I thought of as I pasted this, Assault should be over Sents, for fast recovery.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
9009
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Posted - 2014.10.22 07:59:00 -
[3] - Quote
Stefan Stahl wrote:Some issues here: - Buffing armor reps on Caldari suits seems counter-intuitive. Are we supposed to be fitting an armor tank on those now? (For reference: None of my Caldari suits have armor plates or reps so far.) - There's a one-sided element of powercreep here. All armor tankers are being buffed by a certain amount where as shield based suits are affected muss less, both in absolute numbers and in effect on gameplay due to the limited armor buffer. Don't get me wrong, my Amarr and Gallente suits would love this, but once in a while I like to mess around in my Caldari Assault and Sentinel, too.
What was the core problem you were trying to solve? If you state that we can maybe discuss alternative measures.
Helping New players that don't understand that they need to rep Helping Shield tankers use their low slots for regulators instead of always allocating one to a reactive/rep for that minimum 1hp/s Helping versatility, ferroscale usually gets dumped for a reactive, kincats, etc. Having a mandatory slot requirement to be reps is not fun
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
9042
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Posted - 2014.10.23 03:21:00 -
[4] - Quote
True Adamance wrote:Sgt Kirk wrote:True Adamance wrote:Sgt Kirk wrote:
Gallente Assault Shield stats:
Shield Recharge Rate: 20 hp/s Shield Recharge Delay: 7 seconds Shield Depleted Recharge delay: 10 seconds
Amarr Assault Shield stats:
Shield Recharge Rate: 20 hp/s Shield Recharge Delay: 7 seconds Shield Depleted Recharge delay: 10 seconds
Caldari Assault Shield Stats:
Shield Recharge Rate: 30 hp/s Shield Recharge Delay: 5 seconds Shield Depleted Recharge delay: 6 seconds
Rather than needing passive armour reps we should be looking at reducing the shield rep efficiency of our suits. I'm all for the Gallente to be top tier rep brawlers but just handing you passive reps equivalent to one extra advanced or prototype module is not the way to do it. If the assault needs a bonus you are starting at the answer. I'd like it if the suits had an armor repair modifier rate. Yeah that's a cool idea, a statistic that modifies the values of each repper stacked on the suit. E.G- Amarr = 1.0 Gallente = 1.15 So if a Complex Armour repair units repaired 10 Armour per second. Amarr recieved their standard values, while Gallente rep at 11.5 per repair unit they have stacked. Amarr 2x Complex Repair Units = 2*10 reps per second - stacking penalties Gallente 2xComplex Repair Units = 2* 11.5 reps per second - stacking penalties.
That's just module efficacy, and I am very interested in pursuing that, but right now, focused on smaller changes. Switching to efficacy is a widespread and fine-detail change.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
9056
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Posted - 2014.10.23 06:53:00 -
[5] - Quote
Revised proposal - MM and Amarr same, sentinel less then Assault, Commando and Logi the same, and overall lower hp/s
Gallente Commando3 Logi3 Assault2.5 Sentinel2 Scout1.5
Minmatar Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
Amarr Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
Caldari Commando2 Logi2 Assault1.5 Sentinel1 Scout0.5
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
11477
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Posted - 2014.11.17 08:31:00 -
[6] - Quote
Idea discussed long and hard, implemented with a lot of feedback from the Community, thanks everyone.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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