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Middas Betancore
Kirjuun Heiian
105
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Posted - 2014.10.23 13:38:00 -
[151] - Quote
Ya. 5 on my scout and 1 on my sent....u didnt really give me much 30/60 armour a min If a game lasts 10 min I may fully rep my sent with a plate, scout would take about 3 mins to rep fully
However those are extreme examples And Caldari Logistics running high meta hives form an integral role in caldari squads, scouts running dampner and range, sentinel running an armour plate or kin cat, if their armour drops low, use buffed cal logi hives to rep your armour, while you quickly regen your shields. If you do go down, high level needles negate the need to rep temporarily.
All considered, I probably will run less repair modules on my caldari fittings But I do foresee that overall, these native rep values will feel too insignificant for some and will probably get a further tweak
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Middas Betancore
Kirjuun Heiian
105
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Posted - 2014.10.23 13:42:00 -
[152] - Quote
Could it be as simple as increasing everyone on the whole list by 1/sec
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Arkena Wyrnspire
Fatal Absolution
18374
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Posted - 2014.10.23 13:52:00 -
[153] - Quote
Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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MINA Longstrike
Kirjuun Heiian
1436
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Posted - 2014.10.23 14:01:00 -
[154] - Quote
Arkena Wyrnspire wrote:Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates.
The intention was apparently to give shield oriented suits the use of all their low slots without having to slap reactive plates or armor reppers to them. The first proposal had some issues and the second proposal is arguably worse.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6773
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Posted - 2014.10.23 15:35:00 -
[155] - Quote
MINA Longstrike wrote:Arkena Wyrnspire wrote:Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates. The intention was apparently to give shield oriented suits the use of all their low slots without having to slap reactive plates or armor reppers to them. The first proposal had some issues and the second proposal is arguably worse.
IMO, that -should- be one of the downfalls of shield tanking is that you have to fit a module to get any types of reps on Armor... For the longest time my Gallente Assault had a bonus to shield recharge with only 150 shields, it never persuaded me to fit shield rechargers whenever I lost that bonus.
Although I severely doubt my opinion of "Deal with it or change to armor tanking" will sway people....
Anyway, going with this current setup, my personal opinion would be that the Gallente should have higher reps but I am significantly worried about innate Logi reps as we've gone down that road previously and we had nothing but combat Logi's running around. Personally, I'd rather see the Logi's somewhere toward the bottom as far as reps if only to prevent that mentality. They have much better fitting (slots and CPU/PG) than Assaults anyway so it's not exactly asking much.
{ | bittervetmode = 0
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== Description ==
This player has recovered morale
[[Category: Hopeful]]
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CeeJ Mantis
Mantodea MC
57
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Posted - 2014.10.23 16:01:00 -
[156] - Quote
With the new rep amounts, Gallente suits seems kinda worthless. I get to rep 30HP/minute more than an amarr, and that's functionally insignificant. Also, I don't think I can use reactive plates on my Gal scouts anymore with these numbers. Havin 9 rep with 2 reactive plates let me put 4 ewaar mods on and still have decent turn around. 7.5 rep is just nowhere near as good as 10.875 rep. It's just better to stack plates and a rep at this point, but I'll have to downgrade my cloak field/nanite injector to fit a plate and a rep. And my commandos have more rep... but not even significantly more more than the nearest competator. You puts at least one repairer on a commando anyway, so as you put them on, that 0.5/sec supremacy is functionally insignificant. Honestly I picked the gallente commando for the PLC, but proto caldari commandos hit harder with plasma weapons and have the same total HP regen. I kinda don't see a point now.
As someone who uses Gal suits, I liked my regen/ Now, I don't see a point to picking one, and definately wouldn't recommend it to someone new. Perhaps if we had 1.5 reps more than the competition, it'd be nice, but now the amarr have more HP and stamina, caldari have WAY better shield recharge/delay numbers for the same base HP, and the min have speed, insane stamina regen, better hack speed. I get 15hp every 30 seconds better rep. This MIGHT shave me as much as 2 seconds on repair times over an amarr with identical slot layout... partly because he has more HP than me. Sorry to sounds whiney, but I feel that I don't actually get much benefit with gallente suits, and since this change effects my scout fittings so much, I might not use them anymore. Not worth it.
Longest plasma cannon kill: 236.45m
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
101
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Posted - 2014.10.23 16:17:00 -
[157] - Quote
This is not supposed to be any sort of significant regen guys, don't complain that it's too low. Stay on target, this is just to provide a means for new players to get their 80 points in armor back somehow before they figure out how the game works. |
Banjo Robertson
Evzones Public.Disorder.
285
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Posted - 2014.10.23 16:23:00 -
[158] - Quote
Allow me to suggest some numbers that I find to be more appealing to both my senses, and sensibilities, and yeah, repair on scouts isnt why they are broken.
CCP Rattati wrote: 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)
Galmando 4.5 Galgistic 4.0 Gassault 4.0 Gentinel 3.0 Gout 3.0
CCP Rattati wrote: Minmatar - Hit and run, hybrid armor and regen Commando 3.5 Logi 3.0 Sentinel 2.5 Assault 2.0 Scout 1.5
Minmando 3.0 Mingistic 2.5 Massault 2.5 Mentinel 2.0 Mout 2.0
CCP Rattati wrote: Amarr - slowly returning to high base ehp Commando 3.0 Logi 2.5 Sentinel 2.0 Assault 1.5 Scout 1.0
Armando 2.5 Argistic 2.0 Arssault 2.0 Artinel 1.5 Art 1.5
CCP Rattati wrote:
Caldari - shield tankers ("gain" a low slot) Commando 2.5 Logi 2 Sentinel 1.5 Assault 1 Scout 0.5
Calmando 2.0 Calgistic 1.5 Cassault 1.5 Cantinel 1.0 Cout 1.0 |
MINA Longstrike
Kirjuun Heiian
1438
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Posted - 2014.10.23 16:24:00 -
[159] - Quote
Aeon Amadi wrote:MINA Longstrike wrote:Arkena Wyrnspire wrote:Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates. The intention was apparently to give shield oriented suits the use of all their low slots without having to slap reactive plates or armor reppers to them. The first proposal had some issues and the second proposal is arguably worse. IMO, that -should- be one of the downfalls of shield tanking is that you have to fit a module to get any types of reps on Armor... For the longest time my Gallente Assault had a bonus to shield recharge with only 150 shields, it never persuaded me to fit shield rechargers whenever I lost that bonus. Although I severely doubt my opinion of "Deal with it or change to armor tanking" will sway people.... Anyway, going with this current setup, my personal opinion would be that the Gallente should have higher reps but I am significantly worried about innate Logi reps as we've gone down that road previously and we had nothing but combat Logi's running around. Personally, I'd rather see the Logi's somewhere toward the bottom as far as reps if only to prevent that mentality. They have much better fitting (slots and CPU/PG) than Assaults anyway so it's not exactly asking much.
So should one of the downfalls of armor tanking be that you need to fit a shield recharger or a regulator? or that you simply don't get any shield rep if you have a repairer fit?
You can't have it both ways.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Sgt Kirk
Fatal Absolution
8085
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Posted - 2014.10.23 17:45:00 -
[160] - 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.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
102
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Posted - 2014.10.23 18:32:00 -
[161] - 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've thought this would be a great thing for any suit with very few low slots for a long time, make it happen |
Aeon Amadi
Fatal Absolution General Tso's Alliance
6774
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Posted - 2014.10.23 18:32:00 -
[162] - Quote
MINA Longstrike wrote:Aeon Amadi wrote:MINA Longstrike wrote:Arkena Wyrnspire wrote:Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates. The intention was apparently to give shield oriented suits the use of all their low slots without having to slap reactive plates or armor reppers to them. The first proposal had some issues and the second proposal is arguably worse. IMO, that -should- be one of the downfalls of shield tanking is that you have to fit a module to get any types of reps on Armor... For the longest time my Gallente Assault had a bonus to shield recharge with only 150 shields, it never persuaded me to fit shield rechargers whenever I lost that bonus. Although I severely doubt my opinion of "Deal with it or change to armor tanking" will sway people.... Anyway, going with this current setup, my personal opinion would be that the Gallente should have higher reps but I am significantly worried about innate Logi reps as we've gone down that road previously and we had nothing but combat Logi's running around. Personally, I'd rather see the Logi's somewhere toward the bottom as far as reps if only to prevent that mentality. They have much better fitting (slots and CPU/PG) than Assaults anyway so it's not exactly asking much. So should one of the downfalls of armor tanking be that you need to fit a shield recharger or a regulator? or that you simply don't get any shield rep if you have an armor repairer fit? There is a slot tax on shield suits you must use at least one low for an armor rep module unless you want to succumb to attrition. The intent of this change is to remove the slot tax. Armor users don't suffer from this slot tax because they were going to fit an armor rep anyways. Imagine if you had a slot tax on shield repair where you had to fit a shield recharger in order to get any shield rep at all, you would be upset because you'd want to use that valuable slot for something else like a damage mod. We (shield users) want to use our valuable low slot for something else like a dampener or a cardiac regulator, or a SHIELD REGULATOR. We are taxed, you are not, this is unhealthy and you cannot have it both ways.
Sure, I'd be down for it. I really don't think it's that big of a deal, honestly. I think people forget that Shields in and of themselves innately have faster regeneration and this is especially true -on- suits intended for shield tanking. You have to realize that shield tanking suits have their ups where they have their downs; sure, they don't have any base armor repair but in the same sense that the Gallente have at least some minor armor repair built in the Caldari have substantially higher shield regeneration capabilities by comparison.
Further more, while Armor Users don't suffer from this - how'd you put it - 'slot tax', we also have barely anything at all we can even put in our high slots to begin with that contribute to our fighting style. Damage mods, sure, but if you take those out of the mix (as they are extraordinarily high in fitting costs) we're left with... What do you know, shield modules and precision enhancers.
It ain't as one sided as you seem to put on.
{ | bittervetmode = 0
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== Description ==
This player has recovered morale
[[Category: Hopeful]]
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MINA Longstrike
Kirjuun Heiian
1441
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Posted - 2014.10.23 19:08:00 -
[163] - Quote
Aeon Amadi wrote: Sure, I'd be down for it. I really don't think it's that big of a deal, honestly. I think people forget that Shields in and of themselves innately have faster regeneration and this is especially true -on- suits intended for shield tanking. You have to realize that shield tanking suits have their ups where they have their downs; sure, they don't have any base armor repair but in the same sense that the Gallente have at least some minor armor repair built in the Caldari have substantially higher shield regeneration capabilities by comparison.
Further more, while Armor Users don't suffer from this - how'd you put it - 'slot tax', we also have barely anything at all we can even put in our high slots to begin with that contribute to our fighting style. Damage mods, sure, but if you take those out of the mix (as they are extraordinarily high in fitting costs) we're left with... What do you know, shield modules and precision enhancers.
It ain't as one sided as you seem to put on.
"if you take away the 'best' module it doesn't really mean anything!'. I'm sorry that high slots don't have a few more desireable modules and that ewar is fundamentally broken, if that wasn't the case you might see my point a bit easier.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3285
|
Posted - 2014.10.23 19:14:00 -
[164] - Quote
Updated Spreadsheet with Rattati Revision 1
https://docs.google.com/spreadsheets/d/13j77OkeazhiHNcg7C9GShM3eu0GjsfIJyGm51svxbX0/edit?usp=sharing
Hotfix Delta Sentinel eHP Calcs
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Toby Flenderson
research lab
595
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Posted - 2014.10.23 19:40:00 -
[165] - Quote
Forgive me if I am repeating an existing idea, but how about moving forward with some sort of native armor repair and then change armor repair modules to a percentage increase of repair rate that mimic the way shield extenders work? Obviously, I'm not suggesting that armor reps as fast as shields but by this respect the gallente could still maintain their role as the natural born reppers without giving them some ridiculously high native armor repair (say something between 5-10).
I think this would solve the problem of the ammar suits being nearly equal to the gallente in terms of repping. I'd honestly prefer this to be the way all modules work, but in the specific case of armor reps, I think it would help the gallente excel where they were intended to. |
Booby Tuesdays
Tuesdays With Boobies
892
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Posted - 2014.10.23 20:31:00 -
[166] - Quote
John Demonsbane wrote: - Also a godsend to us poor benighted logis, it's very hard to stay alive without passive reps.(I'm also very surprised that nobody has come out with the derpslayerlogi argument. Refreshing)
I think with every single suit able to slay better than a Logi these days, that argument has finally been retired? We can only hope. Passive reps will help a ton for the humble slayer servants.
LOL at all the Gallente players wanting 5000 HP/s passive reps and no downside. Perhaps give them 15 - 20 HP/s passive reps, and take their shield recharge timer to 15 and 25 (depleted) seconds and amount repaired to 10 HP/s? Would that be a fair compromise armor rep kings?
Day One Proto Minmatar Commando.
A Mass Driver IS My Sidearm.
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Red OfDust
Generation Zero
46
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Posted - 2014.10.23 21:13:00 -
[167] - Quote
I want the reason behind why the reduction of the gallente scout reps! Every other suit gets increased reps so why the gal scout is the only one being nerfed? Brick tanking for a scout is no more an option too, so dont see the reason fpr it |
Yonkou Ifrit
A.G.E.N.T.S. O.F. S.M.I.T.H.
198
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Posted - 2014.10.23 22:13:00 -
[168] - Quote
The gallente scout nerf again the other scouts are competitive now i don't see why you want nerf again the gallente scout the reps is one of the seals of that suit.
I'm a gallente suits user and almost always see how my suits are nerfed.
¿Quieres ser un A.G.E.N.T.?
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6780
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Posted - 2014.10.24 00:37:00 -
[169] - Quote
MINA Longstrike wrote:Aeon Amadi wrote: Sure, I'd be down for it. I really don't think it's that big of a deal, honestly. I think people forget that Shields in and of themselves innately have faster regeneration and this is especially true -on- suits intended for shield tanking. You have to realize that shield tanking suits have their ups where they have their downs; sure, they don't have any base armor repair but in the same sense that the Gallente have at least some minor armor repair built in the Caldari have substantially higher shield regeneration capabilities by comparison.
Further more, while Armor Users don't suffer from this - how'd you put it - 'slot tax', we also have barely anything at all we can even put in our high slots to begin with that contribute to our fighting style. Damage mods, sure, but if you take those out of the mix (as they are extraordinarily high in fitting costs) we're left with... What do you know, shield modules and precision enhancers.
It ain't as one sided as you seem to put on.
"if you take away the 'best' module it doesn't really mean anything!'. I'm sorry that high slots don't have a few more desireable modules and that ewar is fundamentally broken, if that wasn't the case you might see my point a bit easier.
Shield Regulators Ferroscale Plates Reactive Plates Cardiac Regulators Kinetic Catalyzers Myrofibral Stimulants Profile Dampeners Range Enhancers CPU Upgrades PG Upgrades
There's a lot list of things you can put in the low-slots when you run Shield Tanking. Your argument is more for 'I want to use more of my utility slots for utility' than 'I want to stack nothing but shield regulators in my lows' because we all know that that's not what is going to happen, not with the extreme amount of fitting costs it would require - even on high end suits. I can see your point clearly, I just don't think it's as much of an issue as people are making it out to be. My opinion wouldn't change even if half of the modules listed above were somehow switched over to high-slots.
That being said, what about Armor Tanking? Shield tankers can fit CPU/PG upgrades in their lows if they need it - but I can't. Do I get a free CPU/PG boost to accommodate my tanking style?
{ | bittervetmode = 0
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== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Forlorn Destrier
Havok Dynasty
2813
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Posted - 2014.10.24 00:54:00 -
[170] - Quote
Kaughst wrote: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.
For Gallente Assault, you get bonuses to hipfire dispersion and kick - ideal for the AR. For Amarr Assault you get reduction in heat build up - ideal for the scramber and laser rifles. So, which weapon do you prefer? Use the weapon that is paired with the suit, and accept the other features of the suit. I, personally, hate heat build up so I don't use laser and scramber rifles at all. Others hate dispersion, so they pick the Amarr. If your choice is based on passive reps, then pick the one you like better.
In other words - pick the suit that matches your preferences and playstyle instead of complaining
I am the Forgotten Warhorse, the Lord of Lightning
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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
118
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Posted - 2014.10.24 02:59:00 -
[171] - Quote
Aeon Amadi wrote:Shield Regulators Ferroscale Plates Reactive Plates Cardiac Regulators Kinetic Catalyzers Myrofibral Stimulants Profile Dampeners Range Enhancers CPU Upgrades PG Upgrades
There's a lot list of things you can put in the low-slots when you run Shield Tanking. Your argument is more for 'I want to use more of my utility slots for utility' than 'I want to stack nothing but shield regulators in my lows' because we all know that that's not what is going to happen, not with the extreme amount of fitting costs it would require - even on high end suits. I can see your point clearly, I just don't think it's as much of an issue as people are making it out to be. My opinion wouldn't change even if half of the modules listed above were somehow switched over to high-slots.
That being said, what about Armor Tanking? Shield tankers can fit CPU/PG upgrades in their lows if they need it - but I can't. Do I get a free CPU/PG boost to accommodate my tanking style?
Do you have modules that cost 90cpu to fit?
Weep not poor children, For life is this way, Murdering beauty and passion.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13814
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Posted - 2014.10.24 03:03:00 -
[172] - Quote
Malleus Malificorum wrote:Aeon Amadi wrote:Shield Regulators Ferroscale Plates Reactive Plates Cardiac Regulators Kinetic Catalyzers Myrofibral Stimulants Profile Dampeners Range Enhancers CPU Upgrades PG Upgrades
There's a lot list of things you can put in the low-slots when you run Shield Tanking. Your argument is more for 'I want to use more of my utility slots for utility' than 'I want to stack nothing but shield regulators in my lows' because we all know that that's not what is going to happen, not with the extreme amount of fitting costs it would require - even on high end suits. I can see your point clearly, I just don't think it's as much of an issue as people are making it out to be. My opinion wouldn't change even if half of the modules listed above were somehow switched over to high-slots.
That being said, what about Armor Tanking? Shield tankers can fit CPU/PG upgrades in their lows if they need it - but I can't. Do I get a free CPU/PG boost to accommodate my tanking style? Do you have modules that cost 90cpu to fit?
Simple answer?
Reduce fitting costs.
Not institute native 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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Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
118
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Posted - 2014.10.24 03:44:00 -
[173] - Quote
True Adamance wrote:Malleus Malificorum wrote:Aeon Amadi wrote:Shield Regulators Ferroscale Plates Reactive Plates Cardiac Regulators Kinetic Catalyzers Myrofibral Stimulants Profile Dampeners Range Enhancers CPU Upgrades PG Upgrades
There's a lot list of things you can put in the low-slots when you run Shield Tanking. Your argument is more for 'I want to use more of my utility slots for utility' than 'I want to stack nothing but shield regulators in my lows' because we all know that that's not what is going to happen, not with the extreme amount of fitting costs it would require - even on high end suits. I can see your point clearly, I just don't think it's as much of an issue as people are making it out to be. My opinion wouldn't change even if half of the modules listed above were somehow switched over to high-slots.
That being said, what about Armor Tanking? Shield tankers can fit CPU/PG upgrades in their lows if they need it - but I can't. Do I get a free CPU/PG boost to accommodate my tanking style? Do you have modules that cost 90cpu to fit? Simple answer? Reduce fitting costs. Not institute native armour reps.
You're treating the symptom, not the problem - wait, nope, you're not even doing that True. This game is not designed to have potentially unbreakable tanks like eve is, the speed at which armor users get shield back without modules sets a very bad double standard. Imagine having the 5+ minute long shield repair rate that old gunnlogi's had with passive repair increasing module on every armor dropsuit that wasn't fit with 'proper' shield modules and you might come close to understanding what it feels like to be a current shield tanker under the 'Slot Tax'.
Native armor repair is not a bad thing.
Weep not poor children, For life is this way, Murdering beauty and passion.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6783
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Posted - 2014.10.24 04:23:00 -
[174] - Quote
Malleus Malificorum wrote:True Adamance wrote:Malleus Malificorum wrote:Aeon Amadi wrote:Shield Regulators Ferroscale Plates Reactive Plates Cardiac Regulators Kinetic Catalyzers Myrofibral Stimulants Profile Dampeners Range Enhancers CPU Upgrades PG Upgrades
There's a lot list of things you can put in the low-slots when you run Shield Tanking. Your argument is more for 'I want to use more of my utility slots for utility' than 'I want to stack nothing but shield regulators in my lows' because we all know that that's not what is going to happen, not with the extreme amount of fitting costs it would require - even on high end suits. I can see your point clearly, I just don't think it's as much of an issue as people are making it out to be. My opinion wouldn't change even if half of the modules listed above were somehow switched over to high-slots.
That being said, what about Armor Tanking? Shield tankers can fit CPU/PG upgrades in their lows if they need it - but I can't. Do I get a free CPU/PG boost to accommodate my tanking style? Do you have modules that cost 90cpu to fit? Simple answer? Reduce fitting costs. Not institute native armour reps. You're treating the symptom, not the problem - wait, nope, you're not even doing that True. This game is not designed to have potentially unbreakable tanks like eve is, the speed at which armor users get shield back without modules sets a very bad double standard. Imagine having the 5+ minute long shield repair rate that old gunnlogi's had with passive repair increasing module on every armor dropsuit that wasn't fit with 'proper' shield modules and you might come close to understanding what it feels like to be a current shield tanker under the 'Slot Tax'. Native armor repair is not a bad thing.
Or you could just use one of those free low slots to fit a CPU extender... Since they have 0 fitting costs what-so-ever. It's a luxury most if not all armor tankers simply don't get the option of fitting because we desperately need to fit all the low slots we can with things that contribute to our tanking style; whereas the current argument here is simply, "because we have to if we want to make use of the armor that we don't tank".
And if you really wanna bring Eve Online into the mix you really should consider the fact that most if not all shield tankers in Eve will -never- fit an armor repairer despite none of the ships having innate armor repair. I'd sooner give up my built-in repair as a Gal Assault to end the constant entitlement toward it from other players than say, "Yeah, let's make the same mistakes we made when the Logis all had 5 HP/sec built-in from skill bonuses."
It's this players honest opinion that it's just not worth it and I think we're starting to go into a Call of Duty-esque mentality by entitling every player to the ability to have some kind of innate regen, regardless of how much it goes against that particular race's combat philosophy. As I said before, it's a draw-back of the Shield Tanker, and it never stopped anyone in the past two years. Not until now, at least.
{ | bittervetmode = 0
I }
== Description ==
This player has recovered morale
[[Category: Hopeful]]
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Gabriella Grey
THE HANDS OF DEATH RUST415
199
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Posted - 2014.10.24 04:24:00 -
[175] - 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 think this looks good for the most part Rattati. This is going to greatly help those who play Commandos across the boards, and I believe the same for Logistics players. I am a bit concerned about the Gallente and Amarr scout. If the Amarr scout will have a low armor repair, will it be able to tank more as a balance to the Gallente scout already being able to have passive reps while piling on the armor plates? I ask because I am just wondering if CCP's plans are still to make the Amarr Scout the tank of scouts or do you have a plan to change this in the near future?
Always Grey Skies
Leader of the Alpaca Commandos
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John Demonsbane
Unorganized Ninja Infantry Tactics
4254
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Posted - 2014.10.24 05:34:00 -
[176] - Quote
Booby Tuesdays wrote:John Demonsbane wrote: - Also a godsend to us poor benighted logis, it's very hard to stay alive without passive reps.(I'm also very surprised that nobody has come out with the derpslayerlogi argument. Refreshing)
I think with every single suit able to slay better than a Logi these days, that argument has finally been retired? We can only hope. Passive reps will help a ton for the humble slayer servants.
*glares at aeon amadi*
Apparently not. The struggle against illogic continues...
(The godfather of tactical logistics)
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Arkena Wyrnspire
Fatal Absolution
18414
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Posted - 2014.10.24 11:56:00 -
[177] - Quote
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.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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manboar thunder fist
Dead Man's Game RUST415
173
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Posted - 2014.10.24 13:53:00 -
[178] - Quote
if base rep rate for gal gear is going up disproportionally to amarrian suits i feel a slight ehp buff might be nice. :3
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Sgt Kirk
Fatal Absolution
8103
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Posted - 2014.10.24 15:28:00 -
[179] - 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.
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The-Errorist
SVER True Blood
830
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Posted - 2014.10.24 19:26:00 -
[180] - Quote
I would very much like this and have no objections.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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