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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Regis Blackbird
DUST University Ivy League
458
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Posted - 2014.11.20 07:13:00 -
[121] - Quote
I think I also would prefer Sig Profile penalty on extenders instead of strafe speed. A "scanned" scout is a dead Scout after all...right?
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Kensai Dragon
DUST University Ivy League
91
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Posted - 2014.11.20 07:16:00 -
[122] - Quote
Meeko Fent wrote:Can we stop applying EVELogic to DUST?
Please? I'm sure the Army's strategy and gear it uses is different in use and philosophy then The navy.
Infantry troops and tanks=/= Battleships.
Strategy is strategy, you just implement the tools at hand. Artillery divisions - Battle cruisers Air support - Air support Infantry - Fast assault craft
The individual tactics may be different but the strategies are strikingly similar. |
Kensai Dragon
DUST University Ivy League
91
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Posted - 2014.11.20 07:18:00 -
[123] - Quote
Auris Lionesse wrote:extenders have no penalties in eve apart from sig.
they should have no penalties here, we dont even have target painters or anything like that.
this is the dumbest thing ive ever heard, i dont even use shields. theyre completely broken cause they dont rep passively already.
strafing is a skill and a staple of first person shooters. it shouldnt be penalized in the first place.
if anything there needs to be an inertia modifier which eve has. maybe make it so if you strafe for too long it compounds and slows you down. or when your in a deadsprint. you slide a little when you try to stop. why are we doing things that arent in eve.
and if ferroscales have 0% movement penalties they should in absolutely no way affect strafing. just give the scouts a larger inertia modifier cause theyre faster. they cant strafe. slow down how fast a heavy suit can turn.
Wait, First you said strafing shouldn't be nerfed. Then you agree there should be an inertial modifier. What's the difference?
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jhon hartigan
Dead Man's Game RUST415
410
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Posted - 2014.11.20 07:50:00 -
[124] - Quote
2 things 1:Rattati please dont nerf assaults ability to strafe, up to now it is the only thing that let us not be completely destroyed by sentinels, and dont say "you can Fit something that isnt hp" cause that s almost the only thing Worth fitting.
2 if you need to add a strafing bonus to something it should be the kincats. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5164
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Posted - 2014.11.20 09:00:00 -
[125] - Quote
jhon hartigan wrote:2 things 1:Rattati please dont nerf assaults ability to strafe, up to now it is the only thing that let us not be completely destroyed by sentinels, and dont say "you can Fit something that isnt hp" cause that s almost the only thing Worth fitting.
2 if you need to add a strafing bonus to something it should be the kincats. Assaults can pull the strafe glitch too.
Sentinels can only dodge heavy blaster/rail turret fire.
Nothing needs a strafe speed bonus
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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wripple
WarRavens Capital Punishment.
218
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Posted - 2014.11.20 09:11:00 -
[126] - Quote
Well it's about time. I got fed up with this game's CS GO-like strafe controls ages ago. My biggest pet peeve with this game for the longest time was the lack of aim adhesion coupled with comedically fast strafe speeds, giving KBM users a stupidly overpowered advantage in what is supposed to be a console FPS. Perhaps we'll finally see an end to 200 HP scouts wiggling unharmed through Boundless HMG streams. This is a tactical shooter, if you insist on making a strafe shooter then just hurry up and finish the PC version of this game where that genre belongs. |
Cat Merc
Onslaught Inc RISE of LEGION
13324
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Posted - 2014.11.20 09:32:00 -
[127] - Quote
For the love of everything that's holy don't reduce Assault speed. You will KILL the Gallente Assault, speed is a must to get anywhere near people with the Plasma Rifle.
I'll just put on Rail Rifle/Combat Rifle and be done with it.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
13324
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Posted - 2014.11.20 09:33:00 -
[128] - Quote
CCP Rattati wrote:Kain Spero wrote:If this is implemented I do think that should modify KinCats to buff strafe speed. or myofibs ;) I love you
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
13324
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Posted - 2014.11.20 09:36:00 -
[129] - Quote
Francois Sanchez wrote:Adding penalty to shield extenders and not to ferroscale plates isn't right as ferroscale give you more HP than equal tier exenders (that btw use much more CPU PG) Moreover that penalty to shield extenders doesn' t make sense, an ewar penakty would be more logical. I know strafing cal scout is BS but you're not attacking the right problem, the true problem is that the Cal scout hitbox is broken and all light and medium suits base strafe speeds are way too high (or add inertia) Ferroscales don't get free 30hp/s. Or 50hp/s if you're a cal scout.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
13324
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Posted - 2014.11.20 09:46:00 -
[130] - Quote
hfderrtgvcd wrote:CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few. how is stacking shield extenders a "sin". What else are caldari and minmatar assaults supposed to put in their high slots? That is a question that armor tankers ask themselves.
It appears that CCP wants everyone to damage mod the hell out of their suits.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Onslaught Inc RISE of LEGION
13325
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Posted - 2014.11.20 09:52:00 -
[131] - Quote
Sgt Kirk wrote:Alena Ventrallis wrote:Sgt Kirk wrote:Shield Extenders should not decrease speed.
What should happen instead is Caldari suits move slower in general similar to how it is in EVE. Not Amarr slow but the way speed works in EVE is: Minmatar, Gallente, Caldari, Amarr.
Currently it's like this but Caldari and Gallente are the same speed. So what if we simply buff Gallente and leave Caldari where they are? That could also work and is a lot better than slowing them down anymore. Barely anymore Movement speed but a focus on Sprint speed. Have it very ambush oriented. That idea is a lot better in fact, but one thing is for sure that shield extenders should absolutely not ever slow you down when it comes to speed. I agree with the Kirk.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5164
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Posted - 2014.11.20 10:12:00 -
[132] - Quote
Because you can strafe speed glitch in assault suits too. That's why shields should give strafe penalty. You're strapping on a bigger generator.
I don't understand why heavies will be getting a larger penalty when their strafe speed is the worst already. I don't recall being able to dodge bullets in one. Thoughif someone can reproduce the effect I'm all ears.
You can dodge heavy blasters because of the firing mechanics.
But not reducing strafe on cal/min will mean only cal/min will be able to exploit the odd hit detection rather than making the playing field even.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Tesfa Alem
Death by Disassociation
421
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Posted - 2014.11.20 10:48:00 -
[133] - Quote
Breakin Stuff wrote:Because you can strafe speed glitch in assault suits too. That's why shields should give strafe penalty. You're strapping on a bigger generator.
I don't understand why heavies will be getting a larger penalty when their strafe speed is the worst already. I don't recall being able to dodge bullets in one. Thoughif someone can reproduce the effect I'm all ears.
You can dodge heavy blasters because of the firing mechanics.
But not reducing strafe on cal/min will mean only cal/min will be able to exploit the odd hit detection rather than making the playing field even.
Strapping on bigger generator
Sure thats a good excuse for the lore, but its B.S. considering stacking ferroscale give no strafe penalty but more HP.
So far i haven't seen how tying strafing to hp will reduce strafing on suits that don't rely on hp, and not retain a massive advatage over suits that do.
The reason I advise on cutting down across the board on moving backwards, left and right is because that what the circle strafe is, moving in a circle at a high speed, not just simply left and right.
You don't have to penalize shield reliant suits. You don't need to penalize suits that rely on HP for survivability (such as min logi, if your not stacking armor and shield hp modules you're in big trouble) rather than than circle glitching. You can run forward sure, but you start dancing in the open you're in big trouble.
Punishing "the many the sins of a few" is a joke. Its not just a scout thing, i have seen every suit in the game dance like mad, and they pull it off by not stacking HP.
Strafe Mods are just a bad, bad idea. People will just stack strafe mods on suits and still do what they are doing now, its just as bad idea as simultaneously in creasing the fire delay to prevent shooting while cloaked, but increasing the decloack animation so we can sill shoot while cloaked.
Redline for Thee, but no Redline for Me.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14883
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Posted - 2014.11.20 10:51:00 -
[134] - Quote
Cat Merc wrote:Sgt Kirk wrote:Alena Ventrallis wrote:Sgt Kirk wrote:Shield Extenders should not decrease speed.
What should happen instead is Caldari suits move slower in general similar to how it is in EVE. Not Amarr slow but the way speed works in EVE is: Minmatar, Gallente, Caldari, Amarr.
Currently it's like this but Caldari and Gallente are the same speed. So what if we simply buff Gallente and leave Caldari where they are? That could also work and is a lot better than slowing them down anymore. Barely anymore Movement speed but a focus on Sprint speed. Have it very ambush oriented. That idea is a lot better in fact, but one thing is for sure that shield extenders should absolutely not ever slow you down when it comes to speed. I agree with the Kirk.
I would agree with Kirk but am a little confused are we talking about percentages of speed penalty or fixed values. Fact of the matter is the Amarr are already noticeably slow and less manoeuvrable than other suits which is enough of a penalty for the 40 HP (one bullet) ehp we gain.
I mean I am not wholly against mass penalties because on ships with high mass like Amarr ships such penalties are somewhat mitigated.....
But I'll be damned if I let you guys forget that in EVE the Amarr have some of the fastest ships in the game in the form of the Slicer and Crusader..... hell if there is anything in the WZ as fast as a Slicer ( 4.5 km/p sec) and the Crusader than can remain combat worthy as well I haven't seen it.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5165
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Posted - 2014.11.20 10:55:00 -
[135] - Quote
I will see your slicer and raise you one taranis.
Might not be as fast... but you're not getting away.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5166
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Posted - 2014.11.20 11:03:00 -
[136] - Quote
Back on topic:
Rattati I am going to request in the most serious way possible:
Please do not introduce any strafe bonuses to modules until dropsuits have inertia. Inertia would cause sentinels and scouts to become dead trying to juke because changing durection suddenly with lots of mass has the same effect as lots of momentum while leaving assaults and logis with the least penalty due to average mass+momentum.
But given the current mechanics adding any sort of strafe acceleration will result in the problem being made worse.
Orbital strafe, for lack of a better term, isn't a problem. But if scouts are able to add strafe via myofibrils they will actually be able to completely outstrafe all turn speeds due to the DUST controls being clunky and slow across the board.
The circle strafe, figure 8 and slider 5m strafe will also enjoy higher efficiency in dodging bullets.
I believe allowing a strafe buff of any kind will require implementation of better control schemes both for kbm and ds3/4. It will require inertia as well as your defensive mod offset.
Please don't buff strafe speeds.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Indy Strizer
Osmon Surveillance Caldari State
183
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Posted - 2014.11.20 11:46:00 -
[137] - Quote
For me, the whole point of shield tanking for many players is to be mobile...
However, on the other hand... The whole point of stacking HP mods- regardless of whether they're shields or armor, is exactly the same thing. To get HP to survive more damage.
Being able to strafe fast and being mobile are not the same thing...
I don't strafe across the battlefield to reposition myself, nobody should be depending on HP mods or strafing for a mobile hit and run style. I don't strafe my way to objectives at the start of the match, and I don't strafe to catch up to tanks- I strafe in combat, it's something I do in a face to face confrontation or when I want to peak from cover. This isn't Quake. As long as shield mods don't actually slow down your ability to sprint or your turn speed or other stupid stuff, it will be fine.
Personally, as someone who wants to see the fitting meta move beyond the current meta of HP stacking, I welcome the changes. I honestly have no sympathy for people who just go out and stack tons of shields and armor. (Except for the Amarr, they just want to do their thing.) Not to mention that it sounds like this can be a big buff to minmatar suits as they're not as dependent on stacking HP.
Still though, what's up with this post? It a pretty vague announcement that doesn't address any issue in particular.
"Oh hey guys, we've spontaneously decided we're going to add strafing penalties to HP mods, so you can't say you didn't get the memo this time!"
What exactly is this trying to fix? HMG dominance in matches? Scouts stacking hit points? The homogenized fitting meta of only stacking HP mods and reps? The lack of penalties on using prototype gear? The general prevalence and over-viability of strafing with even heavy suits?
Why not change how the HMG handles first? Maybe turn it into a more defensive weapon? Too many people just run and gun with the thing.
Why not change scout bonuses to e-war mod efficacy first?
Why not let the e-war penalties on the HP mods?
I think part of the problem of this post is that you didn't explain to the players what the goals were, not to mention the lack of numbers, which explains the negative reception, shield tankers here are assuming they're getting poop for dinner tonight.
Also, I'm a bit surprised at how dedicated armor tankers are reacting in this thread. I understand shields don't have speed penalties in EVE, but wouldn't it not be fair to them if shield tankers could stack nearly as much HP for the exact same purpose and strafe totally unpenalized?
What about the scenario between a prototype caldari assault with 5 complex shield extenders against basic amarr suit with 1 or 2 complex plates. The armor tanker would be drastically slower in comparison, despite only having a few armor plates and less HP and less reps... He'd be a sitting duck in comparison.
Now imagine if that shield tanker decided to put armor plates in the lows, then he'd still be able to strafe faster and have more HP. It just wouldn't be fair.
Anyways, those are my initial thoughts on it so please don't forget unplug the night light in my sleep. |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
104
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Posted - 2014.11.20 11:54:00 -
[138] - Quote
TRULY ELITE wrote:As a mainly shield tanker I feel like this is only going to put shields even further behind armour than they already are. Armour tankers can stack ferroes and be immune to the bonus whilst still having more HP than the equivelant extender at 1/2 the cost of CPU/PG. You might say oh but I need armour reps, with the halved fitting costs all you'll need are triage hives and you'll be able to fit those easily. Let's say I use a caldari scout, I need some HP and 2 complex shields is what you need since anything less than that is pointless amounts. Your giving me no choice but to use extenders which are part of this penalty and there are no other shield HP mods, this is a unfair move as your giving shield tankers no choice which we don't even have anyway.
TLDR: if your going to introduce something like this HP modules need a rework in terms of CPU/PG costs and health given and more variety.
You are right. This shouldn't affect shields. If it only affects armor then more people will look at shield tanking and possibly bring shields up and leveled to armor.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5166
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Posted - 2014.11.20 11:58:00 -
[139] - Quote
Actually I predict strafing penalties and inertia requiring the HMG be toned down.
As it stands it's too easy to dance through the reticle. Take that away and TTK is going to drop sharply
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5168
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Posted - 2014.11.20 12:39:00 -
[140] - Quote
There is no talk of increasing the forward momentum or reverse momentum of dropsuits. Just side to side.
Side to side does notaffect movement to contact. Side to side only comes into play when players shuffle back and forth.
And KBM users have no more advantage than DS3 because of how controls are handles. In fact circle strafe and figure 8 are more effective and the DS3 is superior for that.
If you think KBM is inherently superior then you either suck with the DS3 or you have never used KBM. Seriously it sucks equally with the DS3. It just sucks DIFFERENTLY.
But no this will not kill the gallente assault. I doubt it will fuss them much. At worst it's going to force sentinels to play like I do: battering ram.
It will also make scouts cry. Inertia really needs to happen for this to really be a great solution though.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jebus McKing
1024
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Posted - 2014.11.20 13:04:00 -
[141] - Quote
If you don't want people to strafe left-right-left-right then add a inertia system to strafing, so you don't reach your max strafe speed immediately when changing direction.
This would penalise the wiggle-wiggle strafing but not affect strafing in one direction only.
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If scout bonuses would affect module efficacy instead of base stats you would instantly see either less tanked scouts or tanked scouts with awful EWAR, and I think we should wait and see how this, alongside the rest of the EWAR changes, changes the game before making further adjustments.
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If you think stacking HP modules is too effective then buff the other modules. Sadly enough the risk VS reward for many modules is just much worse than for HP modules.
Most other modules (except for damage mods) will only help you inbetween fights, and for that downside most of them are just too weak to be worth the risk.
The issue with too many people only stacking HP is just a logical consequence of them trying to win fights and not trying to be more effective while not fighting. And the measly 25% hack speed of a complex codebreaker won't really help you when you are staring into the barrel of a HMG, but an armor plate certainly will.
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If you absolutely want to add another penalty to shield extenders then make it affect the tanking ability and not the ability of something that has nothing to do with tanking. For example make shield extenders reduce shield regen rate by 3/4/5%, and then buff rechargers and energizers slightly to make people consider using those instead of extenders.
LOL @ everyone who wants shield extenders to increase scan profile. Sure you can demand that because it wouldn't affect you and your HP stacked Assaults, Logis, Sentinels who don't care about EWAR anyway.
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As a Minmatar Sentinel user I have to say I will not support any changes that negatively affect my mobility because I already die just as quickly as most Assaults.
A strafe speed penalty would hit Minmatar Heavies even more than most other Sentinels who don't care too much about mobility anyway when they stack those complex plates.
Hell, if you stack those complex plates on a Amarr Sentinel the strafe speed becomes pathetically slow already but that doesn't stop them from dominating CQC engagements.
But to be honest, I don't have a definate answer to what to do about Heavies.
Maybe, maybe giving Amarr heavies 1200 BASE HP wasn't such a good idea.
Or making the HMG have a dps of 800+ (with prof and/or dmg mods).
Or making the core focused rep-tool rep heavies at 150hp/s.
One thing is for certain. A strafe speed penalty won't hurt those armor stacking Amarr/Gallente Sentinels too much, because hitting a Heavy really is not a problem.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Spectral Clone
Abandoned Privilege Top Men.
3167
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Posted - 2014.11.20 13:39:00 -
[142] - Quote
Shield extenders should increase your hit box size. If this is too hard to implement, it would be acceptable to simulate an increased hitbox by some other means. Perhaps a strafe speed reduction is proportional to a hit box size increase?
I think it might be, so I am all for this.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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Spectral Clone
Abandoned Privilege Top Men.
3167
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Posted - 2014.11.20 13:46:00 -
[143] - Quote
CCP Rattati wrote:In DUST, not EVE, why would shield power generators not have weight/mass, even though the shield, being energy, would be weightless?
The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few.
One could reason that the dense metal used in the electromagnets used to generate shields decrease movement speed significantly.
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
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IAmDuncanIdaho II
R 0 N 1 N
995
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Posted - 2014.11.20 13:52:00 -
[144] - Quote
Tesfa Alem wrote:The purpose is to stop bullet dodging.
Bullet dodging is done best by low hp scouts circling very fast. According to your proposal If you fit hp, you will not dodge bullets very well.If i'm I'm a scout that fits a bare minmum of hp modules, how will this affect me?
If I don't fit hp but fit a strafe boost module wouldn't i be able to dodge bulets even better than before?
Dancing sentinels are a problem, they usually fit kin cats and cardiac regulators.
We want to stop dancing sentinels. So we penalize sentinels that don't fit kincats and card regs, but HP?
The suits that most heavily depend on HP modules, Assaults and logis are not supposed to be affected by penalizing movment if they use the modules they rely upon?
Why not just an across the board reduction to strafing circles? Simply make running backwards, left and right slower than sprinting?
CCP Rattati wrote: The idea would be to normalize the strafe penalty on HP added. Why would that be unfair? With Extenders granting lower HP than Plates, obviously we would be talking about way lower penalties. Dual brick tanking should, however, be extremely slowing.
Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few.
Sorry man I've read every post here and I think you need to be clearer on who the "few" are? Is it CalScout? Or is it brick-tanking suits more generally?
As a scout that wears very little in the way of HP modules, I'd draw your attention again to Tesfa's post (quoted above). What problem are you attempting to fix?
Strafing as a bullet-avoidance technique always seemed pretty dumb to me, and I doubt it is by design. But, I don't play any other FPS, plus I play sneaky bastard scout, so I rarely bullet-strafe as it is. I shoot you in the back or the side most of the time, so I doubt it will affect my game too much.
Consider also what the buff to snipers lining up those head-shots will be...balance is a ***** :)
You must learn honor, or you deserve to learn nothing at all.
~ Rivvy Dinari - Swordmaster of Ginaz
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Grimmiers
719
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Posted - 2014.11.20 13:57:00 -
[145] - Quote
Side to side strafing isn't as much of a problem as the circle strafes. The movement should be interpolated to make deceleration from changing direction a lot more realistic instead of having a seemingly constant speed. Constant moving should also decrease accuracy more, just not to counter strike levels because this is a high hp shooter.
I'll just wait and see what happens with this one. |
Cavani1EE7
Murphys-Law General Tso's Alliance
536
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Posted - 2014.11.20 14:30:00 -
[146] - Quote
If you're definitely putting Strafe penalities on Shield Extenders, the solution to not make all shield tankers go armor (as if there would be many shield tankers nowadays lol) is the following:
- Increase ferroscales and reactives PG/CPU requirements - OR - Increase shield extenders HP, decrease its PG usage at PRO level from 11 to 9 (it would just make sense since it's 3 for STD and 6 for ADV)
- Nerf the Breach AR, lower the headshot efficiency of the Scrambler weapons and nerf ScR's Alpha damage, along with a clip size reduction because reasons.
Another solution you could consider for fixing both Shield Tanking and to get on par with the Strafe nerf is removing AA. Why would it help to fix Shield tanking? Because currently Anti-shield weapons - emphasis on Breach AR, ScR and breach ScP - literally have aimbots put on them, adding this to the fact that the Breach AR and the ScR are the FoTM and the breach ScP is by far the best sidearm in CQC.
Take a bow
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Jack McReady
Dust University Ivy League
1653
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Posted - 2014.11.20 14:31:00 -
[147] - Quote
Alena Ventrallis wrote:I don't see how weightless energy could cause slower movement speed shield generators are heavy.
Killer's Coys wrote: shield extender vs ferro plate shield has less HP shield cost more PG/CPU shield has a shield regen penality
No need to nerf them
shields have huge regeneration values for free. to be equal in armor repair you end with less hp and less fitting left. basically shields are for guerilla, armor for brawling thus you cant compare it that way.
hates gonna hate |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2325
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Posted - 2014.11.20 14:40:00 -
[148] - Quote
OMFG. Does everybody who plays this game hate strafing? I had no idea.
Maybe all the strafers already left.
PSN: RationalSpark
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5171
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Posted - 2014.11.20 14:47:00 -
[149] - Quote
Vrain Matari wrote:OMFG. Does everybody who plays this game hate strafing? I had no idea.
Maybe all the strafers already left. Because it's a dumbass dodge mechanic that has been eliminated from modern FPS. Real world physics also render it impossible.
Moving rapidly AROUND a target in an orbital path trying to keep ahead of them turning? Not a problem.
Jumping back and forth across a 2m span dodging bullets at danger close range? Utterly stupid.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5171
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Posted - 2014.11.20 14:49:00 -
[150] - Quote
And let's be fair to shield tanks.
Make ferroscale and reactives carry the same penalty as extenders.
After all they add similar EHP values.
Giving 66 HP shield extenders a strafe penalty but exempting 70 HP plates seems rather...
One-sided.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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