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Kaughst
Nyain San General Tso's Alliance
757
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Posted - 2014.10.25 18:45:00 -
[181] - Quote
Forlorn Destrier wrote: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
Racial weapon bonuses have nothing to do with what I am talking about.
The Amarr Ass. has increased stam. and armor at a expense of some speed. With the new rep added to amarr assault, the gal assault has relatively little to differentiate itself from amarr besides .5 rep and a increase in speed but it is irrelevant, while on par with cal assault, it is weighed down anyway by having to fit armor plates making the suit less efficient to capitalize on it's speed.
I am speaking for all the other Gal frames and roles the only way to really contrast the gal and amarr (especially the assault) is to give the Gallente suits less penalties to speed while using armor plates, this is was talked about by CCP last year but their developers did not have the tools to implement it at the time.
You have bad reading comprehension by the way.
"Why do we fight?"
"To win the war."
"Meh... Works for me."
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iWanderer
PT-BR
6
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Posted - 2014.10.25 20:01:00 -
[182] - Quote
I missed out on this post and only saw the deployment thread: https://forums.dust514.com/default.aspx?g=posts&t=178392 with final values and have responded in that thread, but I think only on the deployment thread it was also introduced the notion that basic fits should do better than racial.
These are my proposed values:
"Here a small lookup I made:
Shield recharge
Light Suits: ............................. Scout Suits: Basic Cal - 50.....................................Cal - 50 Basic Amarr - 30................................Amarr - 30 Basic Min - 40.....................................Min - 40 Basic Gal - 40.................................... Gal - 30 All the same except Gal light and Scout - should be fixed!!
Medium Suits:................................... Assault Suits: Basic Cal - 30........................................ Cal - 30 Basic Amarr - 20 ...................................Amarr - 20 Basic Min - 25 ....................................... Min - 25 Basic Gal - 20........................................ Gal - 20 All the same.
Heavy Suits: .....................................Sentinel Suits: Basic Cal - 30 .....................................Cal - 30 Basic Amarr - 15.................................Amarr - 15 Basic Min - 20..................................... Min - 20 Basic Gal 15 .......................................Gal - 15 All the same, note Gallente have half the shield regen then Caldari. Could be rebalanced...
Proposed Armor
Light Suits: ............................. Scout Suits: Basic Cal - 0,5.....................................Cal - 1 Basic Amarr - 1................................Amarr - 1,5 Basic Min - 1.....................................Min - 1,5 Basic Gal - 2.................................... Gal - 2,5
Medium Suits:................................... Assault Suits: Basic Cal - 1,5........................................ Cal - 2 Basic Amarr - 2 ...................................Amarr - 2,5 Basic Min - 2 ....................................... Min - 2,5 Basic Gal - 3........................................ Gal - 3,5 All the same.
Heavy Suits: .....................................Sentinel Suits: Basic Cal - 1 .....................................Cal - 1,5 Basic Amarr - 1,5.................................Amarr - 2 Basic Min - 1,5..................................... Min - 2 Basic Gal 2,5 .......................................Gal - 3
Commandos: - Gal - Min - Amarr - Cal - should be 3,5 - 2,5 - 2,5 - 2 Logis - Same as assault or I think better, use basic medium values if to make then tougher...
P.S: The theory that the basic suits should have more than racial does not apply for shields, than why for armor?..." |
Sylwester Dziewiecki
Interregnum.
397
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Posted - 2014.10.25 20:26:00 -
[183] - 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:
CCP Rattati wrote: Gallente Commando3 Logi3 Assault2.5 Sentinel2 Scout1.5
Minmatar Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
marr Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
Caldari Commando2 Logi2 Assault1.5 Sentinel1 Scout0.5
I like it partly because it is silent nerf to Repairing Tool with brings tons of free WP without any risks, and I dislike it because it is boost Caldari in way how they not suppose to be boost, it against racial bonuses. So actually I have mixed feelings. It's difficult to not have armor rep and at the same point fun because of it, right? We want to play challenging game or easy one?
I understand that you want 'convice' players to use biotics more often by this, but people that want to use them today are using them today. There is just small problems with skill requirements applied to biotics for those who thinking about skilling them, with create rift between MLT and PRO versions, and so if someone is considering using MLT biotic or another armor plate or repair module he prefer not to use biotic.. could you focus on problem, and not on something that is the result of it?
I think that if you really wanted to gave some passive rep ability to Logi and Commando suits, you should gave them it by applying them to Nanohives - it would not make sentinel even more stronger that they actually is. In my opinion Commando is not meant to be solo wolf, he ave that big signature for a reason, he suppose to stick to squad and logi with rep tool, and in return he should give bonuses to players in his proximity same as scouts with high passive scanning range, but different like: - Caldari Commando should give bonus to shield regen or he should cut shield deley timers. - Amarr Commando should give bonuses to resistance. - Gallente Comm.. to armor rep. etc.
To proposed numbers specifically.. What does it meany to have 2AR/S on Gallente Sentinel?! With one usually have something between 600-1000 armor points? It is 300 to 500 seconds to fully repair critical damage, so that from 5 to 8 minutes while sentinel life spam(especially on ambush) is way much more sorter then 1 minute. 2AR/S will look different when skill will apply to this, but it seems to me a bit funny.
In EVE when someone do not have armor rep he is flying around with hat damaged armor or structures until he dock on station and fix it, or someone will fix it for him with remote modules, drones - no one make problem because of this and force CCP to do some mechanic changes.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Alena Ventrallis
Vengeance Unbound
2025
|
Posted - 2014.10.25 20:35:00 -
[184] - Quote
Sylwester Dziewiecki wrote: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:
CCP Rattati wrote: Gallente Commando3 Logi3 Assault2.5 Sentinel2 Scout1.5
Minmatar Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
marr Commando2.5 Logi2.5 Assault2 Sentinel1.5 Scout1
Caldari Commando2 Logi2 Assault1.5 Sentinel1 Scout0.5
I like it partly because it is silent nerf to Repairing Tool with brings tons of free WP without any risks, and I dislike it because it is boost Caldari in way how they not suppose to be boost, it against racial bonuses. So actually I have mixed feelings . It's difficult to not have armor rep and at the same point fun because of it, right? We want to play challenging game or easy one? I understand that you want 'convice' players to use biotics more often by this, but people that want to use them today are using them today. There is just small problems with skill requirements applied to biotics for those who thinking about skilling them, with create rift between MLT and PRO versions, and so if someone is considering using MLT biotic or another armor plate or repair module he prefer not to use biotic.. could you focus on problem, and not on something that is the result of it? I think that if you really wanted to gave some passive rep ability to Logi and Commando suits, you should gave them it by applying them to Nanohives - it would not make sentinel even more stronger that they actually is. In my opinion Commando is not meant to be solo wolf, he ave that big signature for a reason, he suppose to stick to squad and logi with rep tool, and in return he should give bonuses to players in his proximity same as scouts with high passive scanning range, but different like: - Caldari Commando should give bonus to shield regen or he should cut shield deley timers. - Amarr Commando should give bonuses to resistance. - Gallente Comm.. to armor rep. etc. To proposed numbers specifically.. What does it meany to have 2AR/S on Gallente Sentinel?! With one usually have something between 600-1000 armor points? It is 300 to 500 seconds to fully repair critical damage, so that from 5 to 8 minutes while sentinel life spam(especially on ambush) is way much more sorter then 1 minute. 2AR/S will look different when skill will apply to this, but it seems to me a bit funny. In EVE when someone do not have armor rep he is flying around with hat damaged armor or structures until he dock on station and fix it, or someone will fix it for him with remote modules, drones - no one make problem because of this and force CCP to do some mechanic changes. edit: don't you even think about basics suit at this point, ok? In Eve, shield and armor have the same HP values, armor reps aren't passive, and you can increase a given resistance.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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JIAF-PR
99
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Posted - 2014.10.25 23:36:00 -
[185] - Quote
I suggest this:
Gallente Commando 4.0 Logi 3.5 Sentinel 3.0 Assault 3.0 Scout 2.5
Minmatar Commando 3.0 Logi 2.5 Sentinel 2.0 Assault 2.0 Scout 1.5
Amarr Commando 2.5 Logi 2.0 Sentinel 1.5 Assault 1.5 Scout 1.2
Caldari Commando 2.0 Logi 1.5 Sentinel 1.2 Assault 1.2 Scout 0.9
I think that exceed 3 hp/s maybe it much but it's the only way I see feasible to note that is the distinctive ability of the Gallente.
Aside; why people complain so much for a difference of less than 1.0 hp/s, if the difference of the Minmatar and the Gallente at full speed with all low slots dedicated to kincats is only 0.01 m/s.
Sorry for my English, JIAF-PR
"Los grandes no son grandes sino porque estamos de rodillas. Levantémonos"
GÇô Pedro Albizu Campos
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Middas Betancore
Kirjuun Heiian
107
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Posted - 2014.10.25 23:52:00 -
[186] - Quote
Hmmm im not sure on exact numbers, but im feeling raise the maximum of the scale, gal commando @ 5-6 hp/sec, to allow u more developmental "wiggle room", scale the rest accordingly along rattati's design, galmando down to cal scout.
Essentially galmandos get a free repper, but that lets them chose more on their lows
That's my bit for now, keep up the hard work
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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iWanderer
PT-BR
6
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Posted - 2014.10.26 09:21:00 -
[187] - Quote
I agree, a maximum of 5/6 on gal commando gives better room on rep down scale. I could revise my proposal to accomadate that. |
Killer's Coys
Prima Gallicus
127
|
Posted - 2014.10.26 13:27:00 -
[188] - Quote
3.5HP/s for Gallogi and Galassault ? Why don't you give directly them 10HP/s ? If you want to make it OP, increase it again
I see Rattati is a Galassault, much more PG/CPU... Cheat armor repair... Amazing passive armor repairer... Halalala..... Bala....whot ?
2.5HP/s was good, but apparently it wasn't enought cheat...
With 3.5HP/s, you'll see 75% Galassault with 1100HP armor, and a good repair... Nice, very nice. The only balancing thing in the Galassault was the choose between armor tanking >< good armor repair. But with this change, you'll just make : Amazing tanking + nice armor repair >< very good tanking + amazing armor repair....
.... Wait and see
Logibro, you're my boy
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Templar XIII
Vherokior Combat Logistics Minmatar Republic
14
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Posted - 2014.10.26 13:42:00 -
[189] - Quote
The idea of small passive armor reps is not altogether bad, but...
- why grant Minstar suits better armor regeneration than to Amarr suits, where the latter is armor only, the prior a hybrid tank with clear speed advantage (damage mitigation via strafing)?
- why grant Sentinel suits worse regeneration than Assault suits (same argument as above)?
I propose these two stats switchings in racial suits and role relation to make this whole. |
Killer's Coys
Prima Gallicus
127
|
Posted - 2014.10.26 13:54:00 -
[190] - Quote
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
Logibro, you're my boy
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Sgt Kirk
Fatal Absolution
8119
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Posted - 2014.10.26 14:20:00 -
[191] - 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.
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Alena Ventrallis
Vengeance Unbound
2028
|
Posted - 2014.10.26 14:36:00 -
[192] - Quote
Sgt Kirk wrote: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) All good points Kirk.
Armor does however have the advantage of a recovering buffer that must be chewed through before reaching your primary tank. If shields break and you aren't dual tanking, you're basically hosed. However, native armor regen will mean that I don't have to sacrifice a low slot in order to get any sort of armor regen at all, so I don't see why we need to up shield regen as well. Gallente are gaining an extra 2hp/s and everyone else is getting around 2hp/s. On my CalAssault, I'll have 194 base armor which will come back in 97.5 seconds from 0 armor.
A minute and a half for full regen of less than 200 armor. Laughable for actual combat use. All this does is allow my CalAssault to drop that damn reactive plate for another regulator or perhaps a kincat. Gallente should have the highest armor regen since that is their tanking method. I see no problem.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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Sgt Kirk
Fatal Absolution
8119
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Posted - 2014.10.26 14:51:00 -
[193] - 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.
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iWanderer
PT-BR
6
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Posted - 2014.10.26 15:35:00 -
[194] - Quote
Just posted in response to Lloyd Orfay, post https://forums.dust514.com/default.aspx?g=posts&m=2420311#post2420311
...."In sum, and that I think Gal should be top armorers, you values are good with a few changes or my proposal thats gets a good Beta value across the board, with exception to Gal and Min Scout. Your proposal with 4hp for Gal Assualt could compensate for the suit bonus fiasco, but thats another discussion.
This should be looked at because not all suits are the same in regard to armor, shield, shield regen and in sum, total hp. The revision should not be simple and say give commando and logi in all cases the same becausa total hp is not the same. CCP Rattati, have you tried this approach with Beta Value?" |
Arkena Wyrnspire
Fatal Absolution
18462
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Posted - 2014.10.26 16:48:00 -
[195] - 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)
No, they can't.
Under your fits: With an energizer fitted on a Calassault Ck.0 you can attain 614 shields with extenders. With three armour repairers fitted on a Galassault Gk.0 you can attain maximum 640 armour, though nobody actually runs this fit because it takes up 3/4 of the powergrid.
Quote: - Armor is the second part of life (there are first the shield)
This... is not a disadvantage?
Quote: - A flux and the shield is gone
A locus and the armour tanker is dead. Yes, a flux will wreck your shields. It will not, however, kill you.
This proposal is almost entirely a buff to shield tankers. 1 or 2 HP/s is utterly negligible to anyone fitting three reps. It will, however, remove the need to fit a reactive or rep on a shield tanking suit, freeing up a slot for the impressive array of utility modules available to shield tankers.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Ansla Valier
One Corps
0
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Posted - 2014.10.26 17:01:00 -
[196] - Quote
Not a bad idea. One of the things I always look at when creating/updating fittings is the total time to get back to 100% armor from 0 health. For anything but heavies I try to keep this close to or under 60 seconds. It's enough time to recover and get back into the fight and less than that means I'm trading plates for reppers.
Before the 1.8 repec I had all my skill points in Caldari assault but kept getting mowed down. Switched to Gallente and had no regrets. The shield regen increase at the cost of total ehp wasn't helping because my ehp was so low I'd always be dead before getting a chance to take advantage of the regen. Right now Assault C-1 has 194 armor with the skill armor 5. For me the difference would be swapping an enhanced armor repairer with complex reactive plates. So down 2.75 hp/s, up 66 armor, -1% movement. Not a huge difference but definitively an improvement.
I still think shields or shield depleted recharge delay for shield tanked assault suits needs fixed but this will help a bit. It's still not enough that I'd reskill Caldari assault. Unless I'm a heavy it seems like most of my deaths still happen within under 10 seconds of engaging enemies when I'm at 80-100% hp going into the fight. Trading armor for shield regen still doesn't seem worth it to me overall. |
Killer's Coys
Prima Gallicus
127
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Posted - 2014.10.26 19:45:00 -
[197] - Quote
Yeah... Maybe I've said those things badly... No problem For me there are a problem with Caldari assault (and minmassault who are shield tankers)
I agree with all you have said, but just for proto suits
Actually, I'm speaking about basic assault
And, with the passive armor repair, I'll be able to fit a shield regulator, but just 1... So I'll be getting 3sec shield recharge delay (and 3.95 for dep.) The problem (for ME) is that when you are in a fight against a Gallente (with amor repair for example) if you hide for short time (~3/4 sec) Caldari isn't getting back her shield, but Gallente will get +60HP That's.
So conclusion : passive shield recharge delay is to long for me... (for minma and calda assaults) A racial suit bonus ? Or like the Calda heavies ?
I'm for the second. Why don't have assaults the same thing as the heavies ? When you have lost ALL your shield, the delay is just 1sec (or 2, but not 6) And the normal delay (when shield isn't totaly gone) stay the same.
I know I'm totaly out of the topic, but I think this is an interesting question. I really like my last idea (about getting the same thing as the Calda heavy)
Thought ?
Logibro, you're my boy
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Arkena Wyrnspire
Fatal Absolution
18470
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Posted - 2014.10.26 20:40:00 -
[198] - Quote
Killer's Coys wrote: Actually, I'm speaking about basic assault
And, with the passive armor repair, I'll be able to fit a shield regulator, but just 1... So I'll be getting 3sec shield recharge delay (and 3.95 for dep.) The problem (for ME) is that when you are in a fight against a Gallente (with amor repair for example) if you hide for short time (~3/4 sec) Caldari isn't getting back her shield, but Gallente will get +60HP That's.
Alright, let's talk about these numbers.
For the Gallente assault to get +60 HP in those 3 seconds, they're going to be using 2 complex modules. Let's do a comparison.
The Caldari assault is using a regulator + recharger. The Gallente assault is using two repairers. At the basic level, the Caldari assault will also be able to fit two shield extenders in its highs.
The Caldari assault gets 45 HP/s with a 3s shield delay. The Gallente assault gets 20 HP/s with no delay. With their slot layouts, the Caldari assault can fit two extenders and the Gallente assault can fit one plate, after the other slots are filled.
This leaves the Caldari assault with 490 shields and the Gallente assault with 492 armour HP. This is pretty much equal. The Gallente assault has a movement penalty, though.
Let's look at the regeneration rates. After 3 seconds, the Gallente assault has regenerated 62 HP. At that point the Caldari's shield regen kicks in. After another three seconds the Caldari regen overtakes the Gallente regen, at 135 HP regenerated vs 125 HP. The gap keeps getting wider after that point.
So as you can see, the shield regeneration far outpaces the armour repair rate. It would do so even without the regulator and even with the depleted recharge.
In the immediate short term, the Gallente assault will have a slight advantage. That's how armour works - as a brawler that doesn't get the chance to back off for extended periods. In every other term, however, the Caldari shield regeneration is far superior to the Gallente armour repair rate.
Quote: So conclusion : passive shield recharge delay is to long for me... (for minma and calda assaults) A racial suit bonus ? Or like the Calda heavies ?
I'm for the second. Why don't have assaults the same thing as the heavies ? When you have lost ALL your shield, the delay is just 1sec (or 2, but not 6) And the normal delay (when shield isn't totaly gone) stay the same.
If it's too long, then chances are you're using the wrong tanking style. Shields have a short delay, but once they start going they regenerate very, very quickly. Armour has no delay but the regeneration rate is far outpaced by shields.
Given that the shield regeneration rates are obviously already well ahead of armour regeneration rates, I don't see the need to buff them further.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Sgt Kirk
Fatal Absolution
8120
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Posted - 2014.10.27 02:12:00 -
[199] - 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.
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Middas Betancore
Kirjuun Heiian
108
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Posted - 2014.10.27 03:06:00 -
[200] - Quote
Shields are awesome, regen tanking is tough, takes discipline,a well balanced fit, u gotta know ur ranges too.
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Middas Betancore
Kirjuun Heiian
111
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Posted - 2014.10.27 03:18:00 -
[201] - Quote
Arkenas math shows the crux of it, once my shields kick in, the gap widens quickly
If I take 1 dmg though....I lose another few seconds
Back on track
im still of the mindset the overall range should increase,
allowing the gal suits a real "bonus" at the high end(3-7hp/sec) Allowing more room for a variety moving down through ammar/ minmatar (2-5hp/sec) And giving the cal something at least "workable" (1-2.5) hp/sec
I know it's rough, im working on a full table
But I agree commandos and mediums getting the higher end of reps Commandos get a nice slight buff to sustained combat Mediums get more flexibility in their lows Sentinels need logis for maximum efficiency...still....good Scouts can make up their own mind....have reppers...or don't
Hope this helps/strikes a chord
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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Alena Ventrallis
Vengeance Unbound
2029
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Posted - 2014.10.27 06:18:00 -
[202] - Quote
Sgt Kirk wrote: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. 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.
As for native reps, I've long held the belief that everyone should have had them from the start.
Templar XIII wrote:- why grant Minstar suits better armor regeneration than to Amarr suits, where the latter is armor only, the prior a hybrid tank with clear speed advantage (damage mitigation via strafing)?
- why grant Sentinel suits worse regeneration than Assault suits (same argument as above)?
-Because Amarr tank with a large health pool using plates, and Minmatar tank with quick recovery using reps and energizers. Amarr shouldn't have both high health and high reps, that's definitely OP.
-Same as above. Sentinels tank using raw health. Mediums are more about recovering health. Giving sentinels high health and high recovery is OP.
Proof that Rattati/CCP do listen to the playerbase.
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Sgt Kirk
Fatal Absolution
8121
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Posted - 2014.10.27 06:28:00 -
[203] - 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.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
656
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Posted - 2014.10.27 06:32:00 -
[204] - Quote
Sgt Kirk wrote: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. Add PG modules to that list. They should be High slots anyway, and stop taking up CPU.
Swag-suit4lyfe!
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iWanderer
PT-BR
6
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Posted - 2014.10.27 07:35:00 -
[205] - Quote
In regard to armor repping, check out a new spreadsheet I made in post: https://forums.dust514.com/default.aspx?g=posts&m=2421336#post2421336 |
Alena Ventrallis
Vengeance Unbound
2032
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Posted - 2014.10.27 07:55:00 -
[206] - Quote
Sgt Kirk wrote: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. The idea is that Armor gets more health and consistent regen to last through a heavy assault, but has movement penalties which can be made up for with biotics. Shield would have less health but good regen and extra damage to hit-and-run.
Really, 0 PG? Surely that's a typo.
Proof that Rattati/CCP do listen to the playerbase.
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Arkena Wyrnspire
Fatal Absolution
18476
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Posted - 2014.10.27 08:59:00 -
[207] - Quote
Nope, plasma cannon takes 0 PG.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Operative 1125 Lokaas
True Companion Planetary Requisitions
536
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Posted - 2014.10.27 11:22:00 -
[208] - Quote
Make vehicles like this too. So extra low slot for Cal vehicles.
THIS IS THE VOICE OF RÁN
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Mell caneva
Bloodline Rebellion Capital Punishment.
152
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Posted - 2014.10.27 16:17:00 -
[209] - 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 now)
Caldari - shield tankers ("gain" a low slot) Commando 2.5 Logi 2 Sentinel 1.5 Assault 1 Scout 0.5
Lets se... First sorry for the bad translation The Gall scout is strong, but novody uses 4 cmplx arnor plates on, also, if u do, the speed is like 6.60 or less, . The caldari shield repair is about the 35% of the base shield, is the dropsuit with more shield repair of all, the gall scout is right now the dropsuit with best repair rate of all dropsuits, and then of the update it will be the one with the worst repair rate, us have to put more, like 4.5, because the scout dont have very much HP. And anyways, all the caldari scouts have 4 cmplx shield and armor plates, most of the gal scouts uses like much 2 armor plates... Regards and sorry for my english
GÖÑGÖí|| \o(^-¤)o/ || pÇèAgradecer no cuesta nada, no mezquines un Like ;)pÇï || \o(^-¤)o/ ||GÖíGÖÑ
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John Demonsbane
Unorganized Ninja Infantry Tactics
4275
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Posted - 2014.10.27 16:20:00 -
[210] - Quote
Mell caneva wrote: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 now)
Caldari - shield tankers ("gain" a low slot) Commando 2.5 Logi 2 Sentinel 1.5 Assault 1 Scout 0.5
Lets se... First sorry for the bad translation The Gall scout is strong, but novody uses 4 cmplx arnor plates on, also, if u do, the speed is like 6.60 or less, . The caldari shield repair is about the 35% of the base shield, is the dropsuit with more shield repair of all, the gall scout is right now the dropsuit with best repair rate of all dropsuits, and then of the update it will be the one with the worst repair rate, us have to put more, like 4.5, because the scout dont have very much HP. And anyways, all the caldari scouts have 4 cmplx shield and armor plates, most of the gal scouts uses like much 2 armor plates... Regards and sorry for my english
The last thing that needs to happen right now is to buff the Gal scout. No thanks.
(The godfather of tactical logistics)
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