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Thread Statistics | Show CCP posts - 12 post(s) |
Cavani1EE7
Murphys-Law
602
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Posted - 2014.12.14 04:24:00 -
[1] - Quote
CCP Rattati wrote:I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that. Are you saying that you are considering a native strafe nerf on armor suits?
CCP Rattati wrote:I want players to use reactives and ferros so they will not be touched. Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff).
Quote: After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking.
It is, hence why there are close to zero Caldari assaults that are exclusively shield tanked (I.E. those who don't have armor modules on their low slots) and Minmatar assaults with more shield HP (with regen modules) than armor HP.
Take a bow
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Cavani1EE7
Murphys-Law
602
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Posted - 2014.12.14 05:03:00 -
[2] - Quote
Here some reasonable and valid tweaks not involving an armor tanking nerf to make Shield Tanking more viable and to actually be a thing on the battlefield
Threshold damage to stop the regen - amount of damage to be tanken to stop regen = regen rate (hp/s) or a high percentage of it
Shield extenders HP buff and/or Complex Shield Extenders PG 11 > 9
A whatever kind of shield equipment
Scrambler Rifle profile to +15% | -15% from +20% | -20%
The last two are not needed as much as the other two but would still be very efficient to see some shield tankers on the battlefield.
Take a bow
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Cavani1EE7
Murphys-Law
605
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Posted - 2014.12.16 16:32:00 -
[3] - Quote
Ydubbs81 RND wrote:Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods. What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor?
And also in gunfights: Zero delay - unstoppable regen at 23-30hp/s >>> Two-five seconds of delay--50hp/s regen that stops with any taken damage
They say Assaults are balanced between each other. They are Minmatar and Amarr Assaults.
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Cavani1EE7
Murphys-Law
607
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Posted - 2014.12.16 22:36:00 -
[4] - Quote
BLACK MASK D wrote:when is this update dropping inb4SoonGäó
"Balance" is a mythical word
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