|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Sgt Kirk
Fatal Absolution
8060
|
Posted - 2014.10.22 04:05:00 -
[1] - Quote
CCP Rattati wrote: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
I am liking what I'm seeing here which is an accomplishment because it takes a bit to impress me.
I do have something to pick at though, some of which has already been addressed:
-The Amarr and Caldari Sentinels shouldn't have more than their Assault counterparts because they are the two HP tank races. I'm fine with where Gallente and Minmatar Sentinels are. Minmatar is especially fine because their heavies are Hybrid tankers anyway and being an odd ball in general but that's the beauty of Minmatar.
-A previous person suggested a overall 1.5 more hp/s for Gallente but that's a bit much. If anything at the most give them .5 more hp/s if we even need that but I see where he's coming from.
As far as everything else is concerned this list is Sgt Kirk Approved. Hopefully this will bring out Caldari suits that actually fit their suits like they should. I'd love to see some diversity.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8060
|
Posted - 2014.10.22 04:10:00 -
[2] - Quote
Cross Atu wrote: In some cases - I'm looking at you Caldari (as one example) - a player saying "Nah, I don't need armor reps" is actually not a bad thing. And I say this as a support player who's potential match earnings will be cut by having more suits with self sustaining levels of armor reps on board.
Cheers, Cross
Even though I'm an Armor rep guy I do not fit armor reps on my Scout suit just because I already have 3hp/s and I could much better use those slots for Kin Cats, Dampeners, and Ferroscale Plates.
You can see this game slowly going evolving away from the mindset of HP > All. Slowly but surely we are getting there and it is a breath of fresh air.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8073
|
Posted - 2014.10.22 14:10:00 -
[3] - Quote
XxGhazbaranxX wrote:I'm all for it but, shouldn't we be making shields more viable ? I am full armor tanker on all my suits and I think that shield tanking in dust is still not quite right and I haven't even bothered to train into them in the years I have played dust.
Overall I think its a great change but will only further the dichotomy between armor and shields; leaving shield behind by a hood margin. Tread lightly around this change since it will open up the ability to buffer tank without reppers on and, on some suits, an extra plate would make them a little unbalanced.
TL;DR
Love it, potentially destabalizes balance, shied need to be heavily prioritized after this change There are definitely some things that need to be worked out with shields but it's nowhere near as terrible as people would like to believe, at least on Caldari suits. Regulators are my worst enemy when I play against Mex or any actual Caldari suit in FW. They make use of the Regulators and Rechargers to where their down time from battle is less than 7 seconds. Keep in mind these players try to keep their range which makes it even worse for me.
I just wished people played like them more often instead of crying that shields are tremendously far behind shields (I'm not saying you specifically, just people in general)
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8079
|
Posted - 2014.10.23 01:25:00 -
[4] - Quote
DeathwindRising wrote:Pokey Dravon wrote:True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:
Why is it not possible to extend armour suit shield recharge times as well as reduce per pulse values?
Forgive me if I'm misreading, but are you essentially saying to reduce recharge rate of shields on armor suits? Fundamentally I guess. I'd prefer to feel more reliant on my armour as my primary HP buffer than the shield. I suppose in a pure tanking situation, a shield tanker has no armor reps fitted and thus essentially he will never get his armor back if he loses most of it (unless acted upon by an outside force). If we lower armor suit shield regen, it would essentially mean that once an armor suit loses its shields, it will likely never get all of it back before they are killed due to extremely long recharge times. I could see that as an acceptable method as well, though I am concerned that the above mentioned 'Pure Tanking' method may cause more balancing issues than it's worth. thats kind of my issue here is that armor tankers benefit from both their shield hp buffers as well as their primary armor buffer. i purely shield tank. i dont get my armor back when i lose unless i can find a logi or rep hive. we should reduce shield recharge on armor suits so that they cannot always rely on their shield buffers. it should be the same as with shield tankers, the initial shield buffer is for "first encounters" and at no time after should it be fully recharged before the next encounter unless they remove themselves from battle for extended periods of time (5hp/s sounds good to me for armor tankers)
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
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8079
|
Posted - 2014.10.23 02:01:00 -
[5] - Quote
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.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8085
|
Posted - 2014.10.23 17:45:00 -
[6] - Quote
CCP Rattati wrote: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
This one is painful to look at, what's the point in even being Gallente when your reps dont stand apart from the rest when it comes to repair rate.
Previous proposed numbers were in general better.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8103
|
Posted - 2014.10.24 15:28:00 -
[7] - Quote
Arkena Wyrnspire wrote:I feel the Gallente advantage in native reps should be more pronounced.
Here's why:
Each race has a notable advantage across all of their suits. Amarr - Have higher base armour (not counting the large stamina pool because that's paid for with the speed trade-off) Caldari - Have much higher shield regeneration rates and lower shield regeneration delays Minmatar - Have higher base speed and exceptional stamina recovery rates (admittedly less significant given their HP tradeoff. I'm going to quite confidently guess that the Minmatar suits are statistically less used, though)
Gallente - Have... 0.5 HP/s advantage over the Amarr/Minmatar? 1 HP/s over the Caldari?
For comparison, the Caldari regeneration advantage is much more significant. The gap is as wide as 20 HP/s in places and is never less than 10 HP/s, and typically they also have a few seconds shaved off the regen time.
The Amarr armour HP advantage ranges from 40 to 75 HP. For the Gallente native repair to overcome this advantage would take 80-150 seconds - that is to say, a long time.
0.5-1 HP/s advantage does not compare to these.
I'll agree with what you're saying. I change my stance on the Gallente's 0.5 hp/s in exchange for something much higher. The current, as Ark has stated, is too close to the Amarr to the point where you might as well skill Amarr and have the extra health.
The Amarr should be obvious when it cones to Health The Caldari should be obvious when it comes to Overall shields The Gallente should be obvious when it comes to Armor repair. The Minmatar should be obvious when it comes to working at late night Gastations.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8119
|
Posted - 2014.10.26 14:20:00 -
[8] - Quote
Killer's Coys wrote:I had You are increasing the armor repair. Let's do the same thing, but with shield, don't we ?
Because at the moment (without this change) Galassault Gk.0 with 3 armor repair is getting ~30.5HP/s armor Calassault Ck.0 with 1 energizers, 2 regu (same number of slots) is getting ~50HP/s shield regen + 2,3sec shield regulator
BUT - Armor tankers can have more and more armor (for example : ~700HP armor against 530 shield to have the same slots) - Armor is the second part of life (there are first the shield) - A flux and the shield is gone
For me, an armor repair increasing is good, but do the same with shield
My proposal for assaults - Amarr : 20HP/s - Gallente : 20HP/s - Minma : 30HP/s - Caldari : 35 or 40HP/s You didn't list a single negative for armor you just listed the negatives for shield which is completely bias.
1. It takes three modules to even get to where your suit has built in shield regen 2. Anyone who Plate stacks their Gallente Assault is a fool that's waiting to get themselves insta-popped. 3. Strafing penalties of armor 4. Movement penalty of armor. 5. Sprinting speed of armor 6. WIth a complex Energizer and a Caldari suit with the rest of the highs being shield extenders you are getting about 600 shields, more than my Prototype Gallente suit. With might I add, the over 50 shield regen. 7.A Gallente Assault with three armor repairs will not have more than 600 armor and then realistically even less because proper Gallente assaults wouldn't stack two complex armor plates in their last two low slots to slow them down to base commando level. 8. Gallente and Amarr have half the shield regeneration rate of Caldari which starts at 30 hp/s, the previous two, 15 hp/s (for assaults)
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8119
|
Posted - 2014.10.26 14:51:00 -
[9] - Quote
Yes, as you said, the main benefit of this change is that you guys can finally get rid of a reactive or armor repair in place of a much more useful module.
CPU extender or Another regulator maybe, you can do a lot with low slots, which I'm jealous of because I can only do two things with highslots.
CCP holds the Caldari's hand so this doesn't happen again.
|
Sgt Kirk
Fatal Absolution
8120
|
Posted - 2014.10.27 02:12:00 -
[10] - Quote
So just to summarize this page on this thread for those that don't want to read it.
Shield suits are not at a disadvantage like they'd like to think, they just do not fit their suits and play to the suits advantages like they are supposed to.
Long story short, stay on your side of the field damn Caldari.
CCP holds the Caldari's hand so this doesn't happen again.
|
|
Sgt Kirk
Fatal Absolution
8121
|
Posted - 2014.10.27 06:28:00 -
[11] - Quote
Alena Ventrallis wrote: Personally, I think we need to switch damage mods to lows and move some other things like biotics and codebreakers to the highs... but that's a discussion all its own.
I could very well get behind that, it would be difficult to fit on a Caldari suit without Sacrificing something because of the high amount of CPU but you can offset that with A CPU enhancer.
If we could move Codebreakers, Kinetic Catalyzers and Cardiac Regulators to highslots then I wouldn't mind trading in Damage Modifiers.
Codebreakers however should not take up that much PG. That's ridiculous, almost as ridiculous as the Allotek Plasma Cannon taking 117 CPU but 0 PG.
That's right, Plasma Cannon takes 0 PG and it makes absolutely no sense.
CCP holds the Caldari's hand so this doesn't happen again.
|
|
|
|