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DeathwindRising
ROGUE RELICS VP Gaming Alliance
605
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Posted - 2014.10.23 00:37:00 -
[121] - Quote
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) |
Sgt Kirk
Fatal Absolution
8079
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Posted - 2014.10.23 01:25:00 -
[122] - 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.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13757
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Posted - 2014.10.23 01:27:00 -
[123] - Quote
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.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Sgt Kirk
Fatal Absolution
8079
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Posted - 2014.10.23 02:01:00 -
[124] - 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.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13759
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Posted - 2014.10.23 02:08:00 -
[125] - Quote
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.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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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 -
[126] - 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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13768
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Posted - 2014.10.23 03:45:00 -
[127] - Quote
CCP Rattati wrote: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.
Fair enough. But I do not understand how it is justified to improve armour tanking significantly by giving us a natural regenerative property, and more over buff a both races of armour tankers by essentially giving a number of their dropsuits the equivalent of an additional module.
I personally however am simply against passive repairs of any kind for any race, especially the Amarr (and by extension the Gallente) since it is just a pure buff to my armour reps.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
605
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Posted - 2014.10.23 03:52:00 -
[128] - Quote
CCP Rattati wrote: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.
its also completely necessary. it must be done at some point, though we can continue procrastinating.
the suit bonuses also need to be moved to the actual individual suits, so we can free up the actual skills to give unique bonuses without the need to to create additional skills. so that we can have suit variants using the same skills but with different bonuses.
it would create more varied fits and provide a variety of options. it wouldve been easier if this had been done from the beginning |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3852
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Posted - 2014.10.23 04:14:00 -
[129] - Quote
Hey adamance.
This buff to armor is not significant. It significantly helps suits with lor armor HP but is more cosmetic band-aid for gallente and amarr. The minmatar and caldari suits will gain more benefit from the lower regen than gallente will gain from higher
And to the argument that in EVE there is no regen fro armor... this ain't EVE and your argument falls off when you consider EVE you gain significant regen on armor from using one fitting slot. In DUST armor regen needs three to be enough to heal you at a decent clip.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
605
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Posted - 2014.10.23 04:34:00 -
[130] - Quote
if this is about the NPE and giving new players more survivability, then buff those useless basic suits. givie them the native armor reps and leave the other alone |
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Indy Strizer
Osmon Surveillance Caldari State
158
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Posted - 2014.10.23 04:48:00 -
[131] - Quote
Definitely looks good... The concept or premise anyways... Not going to bother number crunching though.
It's nice to know that I'm not going to have to deal with looking for armor reps with indefinitely damaged armor after 1/4th of my encounters until I die... or until I run to a supply depot and change my suit out.
I'm loving how the scout regen is below the assaults. Not sure if it's been that way for a while or if it's an upcoming change, but I always felt that since scout was a more stealthy playstyle, scouts should be penalized when they're caught- with slower regen and low HP that is, they should be relying on flanking and ambushing and such... It seems to be the convention for stealthy playstyles in other games so I never got why it wasn't here for the longest time.
Anyways,, I personally fit shield regulators and use compact nanohives as personal armor rep kits. So it doesn't actually free up a low slot for me, It frees up an equipment slot for me. So I'll still be using nothing but shield regulators on my caldari suits for the most part. It'll be nice to not have to carry those on me so much. |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP
1033
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Posted - 2014.10.23 04:49:00 -
[132] - Quote
This is needed for sure.
I would propose that passive reps should only return the suit to the suits base HP (including skills) and NOT repair any plates that have been stacked. This would be far more balanced than just applying a base set of reps and allowing people to tank one more plate.
Example:
ADV Amarr scout 170 HP + 405 from 3 complex plates Passive reps would only apply to the first 170 HP
This would keep reactive plates popular as well as limit brick tanking ability that would be buffed through a passive rep addition. |
Nocturnal Soul
Primordial Threat
4199
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Posted - 2014.10.23 05:44:00 -
[133] - Quote
No, your taking away a racial attribute that makes the gallente different from the Amarr just like yall butchered the Amarrs special trait and just gave it to the minmatar who have inherently better hacking and melee for their scouts. Need I remind you of when the Amarr scout was being released as the biotic scout and we told you it was ass backwards?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
4199
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Posted - 2014.10.23 05:58:00 -
[134] - Quote
Fizzer XCIV wrote:True Adamance wrote:I'm confused as to why armour suits need this at all.
There is no reason to have natural passive armour reps as well. ITT True whines some more about how Dust is not an exact copy of EVE. Seriously dude. Stop. The future equivalent of naval warfare isn't going to be like the future equivalent of infantry combat. Besides that, they are completely different genres. It seems like you only show up on the forums nowadays to whine about how Amarr don't have an HAV yet, and point out when something isn't just like EVE. Then why is the game called Eve:Dust514? Instead of avoiding the solution how about CCP make the correct changes to shield tanking module efficiency and base stats on all suits to correctly tie in with the Eve universe.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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doc lowroar
THE 300 SPARTANS
14
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Posted - 2014.10.23 06:31:00 -
[135] - Quote
I run minmitar , reps yes please. It would be helpful for trying to run a regulater shield build at lower levels besides proto , due to lack of slots. With that said just give us all more slots it would make for more dynamic builds. Lol oh the op chaos , do just do it. Lol
"Wherever you go, there you are" -BB
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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 -
[136] - 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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Kaughst
Nyain San General Tso's Alliance
752
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Posted - 2014.10.23 07:25:00 -
[137] - 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
grr...what is the point of playing Gal assault when amarr Ass. is only .5 away in rep. I do not understand the benefit of using the Gal assault anymore.
"Why do we fight?"
"To win the war."
"Meh... Works for me."
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Firbolg Barun
Abandoned Privilege Top Men.
53
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Posted - 2014.10.23 07:32:00 -
[138] - Quote
CCP Rattati wrote:Revised proposal - MM and Amarr same, sentinel less then Assault, Commando and Logi the same, and overall lower hp/s
...
Just out of curiosity: Which parameters do you balance the armor reps around?
In the long term, I think it could be good to actually balance the REP so that all suits rep to max in similar amount of time, and make armor repair mods percentage based off your base recharge. This is of course a rough idea. Could be hard to balance. Could also force light suits to choose armor plates instead of armor reps. |
Kaze Eyrou
Molon Labe. General Tso's Alliance
767
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Posted - 2014.10.23 08:26:00 -
[139] - Quote
CCP Rattati wrote:Revised proposal - MM and Amarr same, sentinel less then Assault, Commando and Logi the same, and overall lower hp/s
(Brackets are old proposed stats)
Gallente Commando[4] 3 - Lowered Logi[3.5] 3 - Lowered Assault[3.5] 2.5 - Lowered Sentinel[3] 2 - Lowered Scout[2] 1.5 - Lowered
Minmatar Commando[3.5] 2.5 - Lowered Logi[3] 2.5 - Lowered Assault[2] 2 - Same Sentinel[2.5] 1.5 - Lowered Scout[1.5] 1 - Lowered
Amarr Commando[3] 2.5 - Lowered Logi[2.5] 2.5 - Same Assault[1.5] 2 - Raised Sentinel[2] 1.5 - Lowered Scout[1] 1 - Same
Caldari Commando[2.5] 2 - Lowered Logi[2] 2 - Same Assault[1] 1.5 - Raised Sentinel[1.5] 1 - Lowered Scout[0.5] 0.5 - Same Edits to show at a glance the old proposed and new proposed.
My Feedback: Ack! What happened to the stats from your first post?
Those looked fine to me, didn't give any overtly dramatic armor repair while at the same time distinguishing the different races.
Now the Minmatar and Amarr look like the same race. A "hybrid regen"? An armor repair race? Both sharing the same stats across the board?
Not to mention the Gallente seems to only be a very slight margin better than Amarr.
To be honest they looked better on the first page (brackets in quote above).
I will say that innate armor reps are extremely welcome in my book. I'll tinker around with my fit and I might keep my armor repair for added regen, but if this goes through, it will be nice to know my Logistics suit has SOME regen capabilities.
Closed Beta Vet // Logi Bro // @KazeEyrou
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Horizon Limit
Nexus Balusa Horizon
88
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Posted - 2014.10.23 08:27:00 -
[140] - Quote
CCP Rattati wrote:Revised proposal - MM and Amarr same, sentinel less then Assault, Commando and Logi the same, and overall lower hp/s
First try was better.
Cal scout vs Cal scout
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Mordecai Sanguine
What The French Red Whines.
722
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Posted - 2014.10.23 08:43:00 -
[141] - 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
The main problem here, is you define Galente as "Armor rep kings" But actually they're also the "high ehp unit". Amarr base ehp is actually useless since once fitted, Gallente have same armor than amarr, with better hp regen. Amarr should get a little more base ehp (10/20 ehp more) or getting some speed. (Since Minmatarr got more ehp why Amarr should stay with their native slower speed ?) |
BL4CKST4R
La Muerte Eterna Dark Taboo
3223
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Posted - 2014.10.23 10:12:00 -
[142] - 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
Facepalm, the majority agreed that gal bonus should of been higher and then you lower it. Again, the gal suits rely on repairs and on board passive repairs to make up the difference in the other bonuses other classes excel (amarr armor, cal shield rep, etc) but due to the nature of how repaired are stacked the more you stack them the more negligible the bonus becomes. As a gal, your main goal is to balance rep with hp, and mitigating speed. But with these numbers this doesn't matter since an anarr suit Will get more rep, more hp regardless of speed. The gal bonus should be high enough to make it stand out amongst all the other suits, because if it doesn't it's going to suck.
supercalifragilisticexpialidocious
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Klubba Dkc2
Atmospheric Pollution
32
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Posted - 2014.10.23 10:20:00 -
[143] - Quote
To buff all Gallente get f*****?
At least give a decent buff, current number are way to low.
Klubba pay Toll
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
12
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Posted - 2014.10.23 10:37:00 -
[144] - Quote
Any thoughts where the basic suits, medium, light, heavy fit in to this?
Or are we basically saying that these are on the way out as all discussion about balance, roles, uses etc completely ignores them? |
X7 lion
Mikramurka Shock Troop Minmatar Republic
376
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Posted - 2014.10.23 10:48:00 -
[145] - Quote
as a gal scout i can tell you having native reps are useful but not op. i want other suits to have it to what ever variying extents, but if you take my armour rep down any meh nova knives shall find you ;)
Do not contribute to malice what can be explained by ignorance.
being contradictory is not the same as being offensive.
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Broonfondle Majikthies
Dogs of War Gaming
1334
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Posted - 2014.10.23 11:46:00 -
[146] - Quote
I like the principle of this.
Always thought it odd that the best hit and run suits were the Cals since they regen a larger portion of their health faster than a Min. My personal suggestion was to make a difference between faster recharge and shorter depleted delay.
Your suggestion does open some very interesting avenues for the Min suits, which I've always felt had to sacrifice module space to even function as intended and therefore inherently suffer. My lows are often sacrificed to make the shields regen quicker and my armour repair. The net result being that my preferred Proto fit felt more like an Adv. Then when compensating the other way denied the hit and run role which it is intended for since the suit took too long to be combat viable again.
Really interested in seeing these changes.
"The air smells damp and oppressive, like a wet nun"
"Why am I talking to a lightbulb? Illuminate me"
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John Demonsbane
Unorganized Ninja Infantry Tactics
4247
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Posted - 2014.10.23 11:48:00 -
[147] - 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
I like the new concept but don't know that you really needed to drop the absolute values as well.
(The godfather of tactical logistics)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3858
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Posted - 2014.10.23 12:44:00 -
[148] - Quote
First proposal was superior.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2258
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Posted - 2014.10.23 12:45:00 -
[149] - Quote
Breakin Stuff wrote:Hey adamance.
This buff to armor is not significant. It significantly helps suits with lor armor HP but is more cosmetic band-aid for gallente and amarr. The minmatar and caldari suits will gain more benefit from the lower regen than gallente will gain from higher
And to the argument that in EVE there is no regen fro armor... this ain't EVE and your argument falls off when you consider EVE you gain significant regen on armor from using one fitting slot. In DUST armor regen needs three to be enough to heal you at a decent clip. Agreed. Native regen will make no difference in an engagement, other that what non armor-tanking suits choose to do with the extra slot.
Some will use it to support their shield tank, fewer may use it for a larger armor buffer. Fitting mods will increase fitting diversity/tier, ewar should be popular and codebreakers will get some uptake.
That extra lowslot might be a nice place to put the 'Boundless Industries Native Ammo Regen' module
PSN: RationalSpark
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MINA Longstrike
Kirjuun Heiian
1436
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Posted - 2014.10.23 13:24:00 -
[150] - 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
The numbers weren't that bad in the first place, just a few things needed to be adjusted to be slightly higher from the original proposal: cal sent, scout and assault were the only ones I had any real issue with.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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