I-Shayz-I wrote:Players skilled into gallente sentinels just because of the 4th low slot, and would tank it just like an Amarr sentinel.
Two high slots also made the Amarr favorable for forge gunning, being the all around best suit to use for any type of heavy play.
Now each race has a specific style and isn't stepping on the other's toes. Also, Amarr should always have the most lows.
If the Amarr sentinel got a 2/3 layout again we would have to give the assault a 4/4 layout, and the scout a 3/3 layout in order for things to make sense.
No, just no, we used to have:
Amarr = High shields and armor low speed and regen/rep.
Gallente = lowest shields and highest armor.
Caldari = highest shields and lowest armor.
Minmitar = lower shields and armor with higher speed and regen/rep.
Now we have:
Amarr/Gallente = near identical layouts, because Amarr iz teh armor tanks!!!
Caldari = highest shields and lowest armor
Minmitar = lower shields and armor with higher speed and regen/rep.
And thanks to this and really badly thought out data mining as adjustments:
ScR is performing as it should because its on par.... even though it should underperform because only one race is vulnerable to them while 3 races are vulnerable to CR/RR...
AR is being buffed over time because it underperforms... because again only one race was vulnerable to AR.
What this results in: Less and less shield tanking as time goes by from Caldari Medium/Heavies as AR and ScR rip right through them at insane speeds because hey... they don't do good against all teh armor tankz!!!
Inconsiderate Data Mining is inconsiderate. Statistically CR/RR should be outperforming while ScR and AR should be underperforming because instead of having multiple races dependant on shield tanking only one race needs it.
Amarr should have less armor than Gallente with slightly less shielding then the Minmitar. They should have an even slot layout just like the minmitar where on odds they favor a low slot over the minmitar's high slot favor. They should be the slow moving dual brick tanks with low shield regen and rep. Instead, we have two armor tank races because Amarr is teh armor tankz!!! Okay cool, well then the whole system needs to be reworked because +2 base armor rep for gallente at the cost of a lot of shields really? Really?! There also needs to be a heftier difference between the heavies as it stands a gallente could have comparable shields and armor as the Caldari and stack armor reps to outweigh any potential benefit the 200-300 more shields a Caldari sentinel may have compared to 2x or 2.5x armor sentinels can have in armor. Because anyone who thinks 60 shield per second that gets stopped by 0 damage (Yes literally if a forge gun AOE hits near you or a red berry fires a militia AR from 150 meters and you take no damage your shields will stop ticking) from ticking and only ticks fast when completely depleted is on crack. I'd take 35 armor rep and 15 shield recharge any day over 60 shield regen and 12 armor rep (assuming the cal sentinel spends a low slot on a complex armor rep.) You can get more damage mods on a Caldari sentinel for forges by stacking nothing but damage mods in your highs but a Gal sentinel with a damage mod and armor rep will be far more balanced as that Cal sentinel will fold like paper under pressure. That's not even considering the fact that any armor sentinel can get a logi and just stack armor plates. If Caldari sentinels stack extenders that sets their delays to such a screwy rate that I can't see them being anything more than **** fits.
****'s all fubar because the game is being balanced around the Meta instead of by design. But that's at least always been happening in Uprising... don't know about beta.
Right now of all the damage profiles statistically, Rail tech should be outperforming all damage types because their weaponry is -10 shield and +10 armor. Amarr and Gallente are armor tanks by design so CR and Rail weapons would both get a lot more kills however Rail weapons would take the lead on account of the fact that the minmitar favor shield tanking (sort of, but not really because shields get trashed right now by the ever buffing AR variants and the ScR bullshit.) If all weapons are performing on par right now then shield based weapons are overpowered. Why? Because only a fraction of the community is running shield tanks right now.
If amarr had their base shields buffed and their armor ticked down a notch and their slot layout similar to the minmitar while favoring lows over highs on odd numbers we would then effectively have 2 races that can dual tank instead of just one. This will make shield weapons more viable as more shield suits would be on the field. It also, will probably highlight how far out of whack the standard ScR and BAR are currently due to the over reliance on kill numbers without considering what they were killing.