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Thread Statistics | Show CCP posts - 5 post(s) |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
672
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Posted - 2014.11.19 16:21:00 -
[1] - Quote
Ripley Riley wrote:HP modules, as in, shield extenders and armor plating?
im assuming only for armor plates, as extenders dont have movement penalties |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
672
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Posted - 2014.11.19 16:43:00 -
[2] - Quote
CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope
why? im curious. what problem do they cause?
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
677
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Posted - 2014.11.19 21:30:00 -
[3] - Quote
CCP Rattati wrote:DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty. Caldari scout OPness, might someone say
and i say that extenders have nothing to do with that.
wall hacks, combined with dual shield regulators, cloaks, and scout size hotbox mean that regardless of how much shield you have you will be hard to kill.
where plates can be abused on everything suit in the game, saying that extenders should be given a penalty for being used on a particular shield tanking suit seems odd. does your data say that cal assaults, logistics, and sentinels are all OP as well?
i doubt it. you need to look at the actual suit, not the extenders. if anything this is proof that we need hp mods according to weight class. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 03:12:00 -
[4] - Quote
hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box.
how long have we been telling CCP the scout hit boxes are stupid?
how long have they said basically that theyre are working as intended?
now they say the same exact scout we have been complaining about for months is suddenly OP, but not because of the hit box, its because shield extenders are OP?
GTFO |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 03:17:00 -
[5] - Quote
Vitantur Nothus wrote:DeathwindRising wrote:hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box. how long have we been telling CCP the scout hit boxes are stupid? how long have they said basically that theyre are working as intended? The CalScout hitbox isn't stupid or broken. It is magical.
i dont believe in such magics
lol |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
692
|
Posted - 2014.11.21 17:57:00 -
[6] - Quote
Aeon Amadi wrote:DeathwindRising wrote:hfderrtgvcd wrote:The only reason cal scouts seem overpowered is because of hit box issues. There's no need to destroy an entire tanking style because one suit has a broken hit box. how long have we been telling CCP the scout hit boxes are stupid? how long have they said basically that theyre are working as intended? now they say the same exact scout we have been complaining about for months is suddenly OP, but not because of the hit box, its because shield extenders are OP? GTFO Kind of a stretch. It's quite clear, to me, that Rattati is trying to combat EHP tanking as a whole by adding more penalties to Armor Plates and Shield Extenders by way of reducing strafe speed. The logic, toward extenders specifically, is that the module itself has weight, not necessarily the shield. Thereby, he's not saying shield extenders are OP at all and even if he were he's hinting at a counter-balance through Myrofibrals/Kinetic Catalyzers increasing strafe speed, as stated in an earlier post. The premise there is that he's trying to increase the benefits of utility while further discouraging simply stacking HP modules on everything. Is it the correct way to do it? That's up for debate. But he never once said that "Caldari Scouts are over-powered because of shield extenders". If anything, this change is more focused toward Sentinel's who arguably have no other reason to use any other module -BESIDES- HP tanking modules. It's a sound idea. Sentinel wants to stack plates/extenders, he's going to lose mobility, which makes him more vulnerable. Something I'm not entirely against because Sentinel's shouldn't be about mobility anyway. Scouts would be affected as well, which is good, because there's a lot of scouts out there (not just Caldari) that just brick tank and become a faster Assault. The worst that can happen is we try it, no-one likes it, and we revert back to the old ways. Honestly, I -liked- the way the strafe speeds were BEFORE the strafe speed increase bug back in 1.5 (I think) so I'm all for it.
wait... i asked him why he would nerf extenders... he replies:
CCP Rattati wrote:
Caldari scout OPness, might someone say
you telling me hes not talking about cal scouts being OP? not even a little bit?
so then the penalty should far less than any armor plate penalty. and the penalty for shields should be the same regardless of tier, since the shields themselves are weightless and the module itself is only an improvement in quality and technology. after all tech advancements generally go to reduce size and weight.
the caldari are already slow enough. there is no precedent anywhere for a need to reduce caldari mobility based on shield extender use. on top of it, shield tankers already have low enough hp. you want them to be even thinner?
im not sure how flux grenades and laser weaponry dont ease any and all concerns about shields being anywhere close to OP.
bro, do you even shield tank?
look im all for balancing the game, but lately ive be seeing nerfs on stuff and im not sure where the root cause for it is. Cal scout are OP so we nerf the main defense of all shield tankers? ONE suit is the cause for nerfing all of them lol?
i think theres another way to do this and its not by making shield tanking worse. one of the benefits of shield tanking was that you dont get any movement penalties from it.
some show me the pros and con of shield tanking vs armor tanking. and we wonder why armor tanking is so dominant lol
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
692
|
Posted - 2014.11.21 18:05:00 -
[7] - Quote
Varoth Drac wrote:Personally I don't like the idea of shields reducing movement, it doesn't seem to make sense.
I agree they should have a penalty to reduce the effectiveness of shield stacked Caldari scouts. Exactly what penalty, I'm not sure. Scout only regen reduction, gets worse with tier?
it should increase their scan profile. cal scouts dont need to hide anyways when they can see you coming |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 04:37:00 -
[8] - Quote
Vitantur Nothus wrote:DeathwindRising wrote:Varoth Drac wrote:Personally I don't like the idea of shields reducing movement, it doesn't seem to make sense.
I agree they should have a penalty to reduce the effectiveness of shield stacked Caldari scouts. Exactly what penalty, I'm not sure. Scout only regen reduction, gets worse with tier? it should increase their scan profile. cal scouts dont need to hide anyways when they can see you coming Magic hitbox or not, if there's a single Super Strafer who has earned a rightful nerf, it is the CalScout. Slap a couple ferro or reactive plates on a shield-tanked CalScout, and become the very best Super Strafer in the game. Stand toe-to-toe with Assaults with twice your HP. Slug it out, wiggle-wiggle and win. And do you really care about your scan profile? Of course you don't, or you would've have run damps instead of HP. I don't have the answer (this one's tough), but I don't think that Sig Penalty is going to fix the guys who need fixin'. Low-HP MinScouts running double and triple damps would take the biggest hit here, and the CalScout Super Strafer would walk away largely unscathed.
the work being done to scans combined with a sig penalty to extenders, should create a scenario not beneficial to scouts.
if armor plates get their new penalty and the sig penalty was severe enough to make scouts show up on scans like light bulbs even while cloaked, then i think it would be fine.
the issue with them up til now is that they still get scan bonuses even while brick tanking and no ewar mods fitted.
no one is saying the cal scout shouldnt get nerfed, but i dont think a movement penalty should be applied where it affect suits that were totally fine before.
if scout HP is too high from stacking, then why not make new variants of HP mods with CPU/PG requirements meant for different suit sizes?
we do it for vehicles, why not for the suits? |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 04:45:00 -
[9] - Quote
Vitantur Nothus wrote:Cat Merc wrote:Vitantur Nothus wrote:jace silencerww wrote: I like it. how about the shield delay to both recharge when partly & depleted being the same & scan profile goes up?
I am of the opinion that Sig Penalties on Shield Extenders would do more harm than good; hoping Rattati finds another way. Why? 1. Sig Penalty poses a direct threat to Minmatar Scout viability. 2. Sig Penalty destabilizes intra-class balance among Scouts. 3. Sig Penalty devalues MedFrame EWAR module investment (we should be doing the opposite). 4. Sig Penalty does not constitute a meaningful drawback to its intended target (Assault Lite). 5. Sig Penalty will have little-if-any affect on predominant loadout meta (HP stacking / King HP). I've had a few margaritas, Cat, and I expect that these five points will make infinitely less sense when I read them tomorrow. Let me know if I need elaborate or illustrate.
a sig penalty would make assault lite as easy to detect as a regular assault. so anyone running true scouts or even mediums running ewar could see the little abomination coming. and assault lite dont have the same hp as their true assault brothers. they just make up for it with cloaks and built in ewar bonuses.
a scout that cant hide and has no ewar is simply an assault with less assault ability. they would get wrecked |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
705
|
Posted - 2014.11.28 11:50:00 -
[10] - Quote
BL4CKST4R wrote:DeathwindRising wrote:CCP Rattati wrote:DeathwindRising wrote:Ripley Riley wrote:HP modules, as in, shield extenders and armor plating? im assuming only for armor plates, as extenders dont have movement penalties extender stacking is also under the scope why? im curious. what problem do they cause? EDIT: if you were to add a penalty to extenders, the only one that makes sense coming from EVE is a penalty to scan profile. But if you do that then shield tanking would need to be looked at again. i can already think of a bunch of issues with that, especially for caldari. but that could be easily fixed with adding a bonus to regulators to offset the extender penalty. Because you can break strafing with extenders to Edit to your edit: Caldari ships are the slowest so if you'd like you could ask to take a heavy speed reduction
I thought amarr were slowest. Caldari have good agility. But sure, nerd my speed and in return give us superior scan range lol |
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