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Thread Statistics | Show CCP posts - 12 post(s) |
Valor Goat
51
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Posted - 2014.12.09 12:52:00 -
[61] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty You pay 14 CPU and 5PG for an extra 15HP and -3% penalty. I was referring to complex armor plates. Complex armor plates - 100 HP, 37 CPU and 12 PG, 5% speed penalty plus strafe penalty Complex ferroscale plates - 75 HP, 23 CPU and 8 PG, 0% penalty of any kind You pay 14 more CPU and 4 PG plus +5% speed penalty and you lose strafe for 25 HP. Just say you don't want your ferros nerfed - you know it's coming. You know if ferros get nerfed then shields will be OP, right? I have shown time and time again that both have their merits, this "shield UP" thing is pure and utter myth. The only thing that shields are worse at than armor is HP stacking, and that's where sentinels excel. Now, consider that sentinels are 1/2 of the current suit meta along with scouts, and you would see why armor suits are common. Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13620
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Posted - 2014.12.09 12:53:00 -
[62] - Quote
It seems that you nerfed complex plates the hardest Rattati. (25/30/35 STD/ADV/PRO) This really doesn't make sense, their penalty is the highest and they are the least used plates by anything that isn't a sentinel. (Even then, enhanced plates are very appealing).
Might want to normalize the nerf to 25HP per plate?
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Valor Goat
51
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Posted - 2014.12.09 12:54:00 -
[63] - Quote
Vitantur Nothus wrote:How are Heavies and HMGs not on the list?
Suggestions (not cumulative)
* Add 1/4 to 1/2 second spool up time to HMG. * Invert explosive resistances, such that nades and mass drivers deal more damage. * Render HMG unwieldy unless ADS such that spin-spraying in CQC is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce range. I wish we would get even only one of these.
1EE7
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Valor Goat
51
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Posted - 2014.12.09 12:55:00 -
[64] - Quote
Cat Merc wrote:It seems that you nerfed complex plates the hardest Rattati. (25/30/35 STD/ADV/PRO) This really doesn't make sense, their penalty is the highest and they are the least used plates by anything that isn't a sentinel. (Even then, enhanced plates are very appealing).
Might want to normalize the nerf to 25HP per plate? I kinda agree, but even then, ferros and reactives need a nerf.
1EE7
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Cat Merc
Fatal Absolution General Tso's Alliance
13620
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Posted - 2014.12.09 12:57:00 -
[65] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote:"Armor plates STD/ADV/PRO from 85/110/135 to 60/80/100"
Awesome, but you should normalize ferroscale plates' and reactives as a consequence of this or everyone will just put complex ferroscale plates that cost way less than armor plates in terms of PG and CPU and give you no movement penalties, at the cost of 25 hp.
STD plate - 60 HP, costs 9 CPU and 3 PG, 3% penalty Complex Ferroscale - 75 HP, 23 CPU and 8 PG, no penalty You pay 14 CPU and 5PG for an extra 15HP and -3% penalty. I was referring to complex armor plates. Complex armor plates - 100 HP, 37 CPU and 12 PG, 5% speed penalty plus strafe penalty Complex ferroscale plates - 75 HP, 23 CPU and 8 PG, 0% penalty of any kind You pay 14 more CPU and 4 PG plus +5% speed penalty and you lose strafe for 25 HP. Just say you don't want your ferros nerfed - you know it's coming. You know if ferros get nerfed then shields will be OP, right? I have shown time and time again that both have their merits, this "shield UP" thing is pure and utter myth. The only thing that shields are worse at than armor is HP stacking, and that's where sentinels excel. Now, consider that sentinels are 1/2 of the current suit meta along with scouts, and you would see why armor suits are common. Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated. I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP. Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module.
Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle
Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days)
Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Celus Ivara
DUST University Ivy League
248
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Posted - 2014.12.09 13:02:00 -
[66] - Quote
CCP Rattati wrote:Current Remote Explosives STD/ADV/PRO: Activation 5/5/5 Happy with this. A slight increase to the activation time should keep RE vs Infantry gameplay viable while removing the absolute lack of defense from it. A slightly more noticeable activation sound may be warranted, too.
CCP Rattati wrote:Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts Re: the Plate size nerf, Like others, I'm curious as to the motivation for this. Not saying it's a bad move; just that -25% is a pretty notable change for such a widely used module. Re: the AP Scout speed penalty, Thank you (and note that I'm saying that as a Scout). This specific nerf to brick-tanking a Scout-suit has been sought for a while now.
CCP Rattati wrote:Increased Warbarge time to X from Y minutes for squadbuilding In general, very happy to see the Warbarge return. It adds a lot to world immersion, and is one of the only social spaces we have. A request though, could we add a small amount of code to hinder people rapidly sliding forward and backward? Few things make me want to log-off more than being grinded on by creeps. :(
CCP Rattati wrote:Transport WP for LAV's A caution: Make sure to double-check that the code only applies to drivers moving passengers and not all occupants. Don't want people alone in a LAV doing loops around the map to get WP for transporting themselves. |
Valor Goat
51
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Posted - 2014.12.09 13:09:00 -
[67] - Quote
Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all.
1EE7
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Mobius Wyvern
Sky-FIRE
5500
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Posted - 2014.12.09 13:10:00 -
[68] - Quote
Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Valor Goat
51
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Posted - 2014.12.09 13:16:00 -
[69] - Quote
Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta.
1EE7
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Vitantur Nothus
Nos Nothi
1051
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Posted - 2014.12.09 13:19:00 -
[70] - Quote
Valor Goat wrote:Vitantur Nothus wrote:How are Heavies and HMGs not on the list?
Suggestions (not cumulative)
* Add 1/4 to 1/2 second spool up time to HMG. * Invert explosive resistances, such that nades and mass drivers deal more damage. * Render HMG unwieldy unless ADS such that spin-spraying in CQC is no longer feasible. * Remove HMG headshot multiplier; reduce damage; reduce range. I wish we would get even only one of these.
Precisely what I mean by "not cumulative". Combined, these would break the role (not my intention). On the topic, I am not a Heavy and I freely defer those Heavies who've proposed derpa-free HMG balance suggestions, namely Fox Gaden. |
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
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Posted - 2014.12.09 13:28:00 -
[71] - Quote
Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta.
Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta
supercalifragilisticexpialidocious
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Mobius Wyvern
Sky-FIRE
5500
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Posted - 2014.12.09 13:31:00 -
[72] - Quote
BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta
Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit.
Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker.
If anything, I think we need to look at backing down the racial damage bonuses a little.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
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Posted - 2014.12.09 13:35:00 -
[73] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit. Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker. If anything, I think we need to look at backing down the racial damage bonuses a little.
I asked CCP to fix this a million times and they never even reply. All they need to do is change the weapon damage prof bonus to 1 or 2% damage per level.
supercalifragilisticexpialidocious
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Valor Goat
51
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Posted - 2014.12.09 13:43:00 -
[74] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta Seriously, running Caldari Assault I never feel at a disadvantage against an armor suit. Now, if you want to talk weapons, I think the currently massive damage bonuses on each side need some work. A Combat Rifle will eat an armor tanker like they aren't even trying, and a Scrambler Rifle will do the exact same to a shield tanker. If anything, I think we need to look at backing down the racial damage bonuses a little. My complaints about armor are not based on Calassault vs armor tankers. I can wreck an armor tanked dude anytime with my Cal assault, and I know how to fit the latter good. I repeat, it's just that I'm sick of the armor tanking meta, which has gone for far too long (we surely are in a better place compared to what it was, but it clearly isn't enough).
EDIT: I agree with you on that
1EE7
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CCP Rattati
C C P C C P Alliance
13093
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Posted - 2014.12.09 13:46:00 -
[75] - Quote
I actually forgot to write the HMG nerf, in the form of heat, again.
Removing headshot bonus is actually something we can look at too, but that eliminates skill in heavy vs heavy. So many times am I bested by someone that knows how to aim, don't want to mess with that.
Managing heat is the way to go to reward skill, you want to get that window of opportunity during the animation to get your kill.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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zzZaXxx
The Exemplars
695
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Posted - 2014.12.09 13:59:00 -
[76] - Quote
Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. |
Meee One
Amakakeru-Ryu-no-Hirameki
1379
|
Posted - 2014.12.09 14:10:00 -
[77] - Quote
CCP Rattati wrote: Community proposed stats requested: GA LLAV CA LLAV Modules
I would like to know the LLAVs role first. Is it to aid vehicles,or infantry? Vehicles = high defense,lower top speed Infantry = lower defense,higher speed/accel
If LLAVs are going to be slow,the vehicles shield must protect the driver and rep gunner. Otherwise LLAVs will be just as much of a death trap logistics suits are.
Modules: -Hive modules (ammo,health,hybrid,same radius as supply depots)(if possible,can refill vehicle ammo) Can use scanning animation -Rep tool for armor and shields -scan/tacnet scrambler (disables scanning temporarily) -decoy projector (flashes on the enemies radar with fake signatures) -cloak (for scout LAVs) Not really a module but,rep turrets instead of regular (based on race). So the driver can use one on a target,and the gunner can use one on another.
As for stat specifics,i'll wait until you decide its role first.
Official Blueberry of the Forums.
Title given by my #1 fan Sgt Kirk.
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Meeko Fent
Kirkinen Risk Control Caldari State
2246
|
Posted - 2014.12.09 14:23:00 -
[78] - Quote
pagl1u M wrote:jade gamester wrote:pagl1u M wrote:Are you really not balancing sentinels yet? Wow. Are you blind? Show me how they are nerfing sentinels and I'll happily call myself a retrad. PS if you are talking about that nerf to plates I ll laugh at you Ok wiseguy, what do you want?
Nerfing HP directly will kill them, nerfing the HMG will send them into light guns. They brst they could do is to punish they heavies for stacking insane amounts of HP mods. Which they are.
I am the bluedot. And I will rise again.
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Ld Collins
Titans of Phoenix
176
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Posted - 2014.12.09 14:27:00 -
[79] - Quote
can you please buff proximity explosives thanks.. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
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Posted - 2014.12.09 14:41:00 -
[80] - Quote
This is gonna sound crazy but can we nerf the regular AR dps, buff it's range to 50M and leave the breach as the short range version?
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:42:00 -
[81] - Quote
CCP Rattati wrote:I actually forgot to write the HMG nerf, in the form of heat, again.
Removing headshot bonus is actually something we can look at too, but that eliminates skill in heavy vs heavy. So many times am I bested by someone that knows how to aim, don't want to mess with that.
Managing heat is the way to go to reward skill, you want to get that window of opportunity during the animation to get your kill. Unless it's major, a heat change won't, again, do anything to counter the sentinel spam.
By major I'm talking 1.5-2 seconds less time to fire.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:44:00 -
[82] - Quote
Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP
Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3442
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Posted - 2014.12.09 14:46:00 -
[83] - Quote
Cat Merc wrote:Valor Goat wrote:Cat Merc wrote:Valor Goat wrote: Armor has no delay in repping. Armor has rep tools. Armor has triage hives. Armor has damage mods on high slots. And more that I don't mention because it is compensated.
I'm sure a slight nerf to ferros to make balance them with the new armor plates won't make shields OP.
Shields have infinitely stronger BASE recharge, and that recharge can be increased to insane levels with a single module. Rep tools < Guns - Unless you're a sentinel who has a giant ass HMG, don't expect reps mid battle Triage hives force you to remain stationary, perfect grenade target (And they're also quite uncommon on the battlefield now-a-days) Shields have LITERALLY EVERY USEFUL UTILITY MODULE in low slots. Like, choose anything you would like, literally everything but damage mods you have. Not to mention that I expect 1-2 damps on Assaults to be the new meta in 1.10, so shield suits will have an easier time. Wanna talk about PG and CPU? Our 54/11 to your 23/8, with the same amount of HP lol, and we even have a penalty. -not comparing to armor plates because quite none uses them outside of heavies and scrub assaults and it's gonna be even worse. Than Damage mods > all. EDIT: I often have min logis with their ******* reps on my cal assault farming WP on my kills, no idea of what matches you are playing. 1 Armor HP < 1 Shield HP Ours doesn't regenerate nearly as fast buddy, and it doesn't get 1100 DPS from HMG's.
Also most weapons are anti armor, and any weapons that are antishields are extremely limited in effectiveness barring the SCR which murders everything..
supercalifragilisticexpialidocious
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Cat Merc
Fatal Absolution General Tso's Alliance
13622
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Posted - 2014.12.09 14:54:00 -
[84] - Quote
zzZaXxx wrote:Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. huh? I've seen my armor ticking under fire.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Meeko Fent
Kirkinen Risk Control Caldari State
2246
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Posted - 2014.12.09 15:23:00 -
[85] - Quote
BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta And fitting a shield suit as shield makes me substantially weaker for front lining.
As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC.
Which I have to do to take obbys effectively.
They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with.
The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will.
I am the bluedot. And I will rise again.
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zzZaXxx
The Exemplars
695
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Posted - 2014.12.09 15:24:00 -
[86] - Quote
Cat Merc wrote:zzZaXxx wrote:Armor hp change is huuuuuuuuge. Major game changer. Doubling strafe penalty on scouts is another major game changer. Armor is officially not better than shields anymore.
Now that armor has been properly nerfed I think it's time, or almost time, to give it proper constant rep. Right now armor repair has a delay. I don't know why no ones talking about it but there is about a 2 second delay after taking damage before armor starts repairing. Removing that will be the perfect thing to bring armor, now ever so slightly UP (maybe not with heavies), into perfect balance with shields. huh? I've seen my armor ticking under fire. Someone tell me you're experiencing this too. |
Cat Merc
Fatal Absolution General Tso's Alliance
13624
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Posted - 2014.12.09 15:28:00 -
[87] - Quote
Meeko Fent wrote:BL4CKST4R wrote:Valor Goat wrote:Mobius Wyvern wrote:Seriously, armor tankers use Damage Mods because that's ALL they can really use.
Actually, on that topic, you might notice Cat was a proponent of the ORIGINAL passive scan changes that would have made it viable to put some Precision Enhancers on Medium suits to help them see better, but that one got shouted down, meaning Damage Mods are still the only slot to put in Highs.
Also, shield suits have as much native HP regen as an armor suit gets through the use of THREE Complex Repair modules without fitting a single module at all, and you can easily boost that with a single Energizer and Regulator.
I skilled first into C/1 Assault, and use a fit with Extenders, a single Energizer, and a single Regulator. That enables me to fully regen my primary HP in SECONDS just by ducking out of the line of fire.
Let's also not forget that shield tankers are protesting the idea of Shield Extenders having a strafe penalty while the shield penalty can be fully countered with a SINGLE module, and the armor penalty cannot be countered at all. Kinetic Catalyzers only boost your Sprint speed, so when your Stamina is gone you're left at a crawl until it regenerates.
Back off the anti-armor crusade a little, buddy. Again, your repping has no delay, while our takes 5 seconds to start recharging, 3 seconds if you fit a regulator. That means 5 seconds of taking TOTALLY AND LITERALLY 0 DAMAGE, NOT EVEN 1 HP. My anti-armor crusade is justified and I'm sick of the armor tanking meta. Sick of shieldtanksthatdontknowhowtofitashieldtanksotheycomplainaboutarmor meta And fitting a shield suit as shield makes me substantially weaker for front lining. As we all can agree, armor is better suited for CQC, which every map forces. At that point I have to brick to get to a good HP for close in fighting. Throwing away my advantage in having really strong regen. Sure base regen is good, but it's nothing to write home about. Better then armor, but still quite meh. You need to mod it to be very good. And I sacrifice that for being viable in CQC. Which I have to do to take obbys effectively. They work, mainly thanks to bricking, but pure shield is very much reliant on a playstyle that you can't win matches with. The armor adjustment should be fine however. It's not a big issue since bricking is a thing, and still will. "Nothing to write home about" One energizer and you're at 52hp/s. One regulator and the delay is 3.9 seconds.
Compare that to armor regen that in a best case scenario, in very rare suits, you will see 30hp/s. When they're at 30hp/s, they either have half of your HP, or are moving like snails and have equal HP to you.
Armor cannot compete in the regen game, shields win at it big time.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Logi Bro
Brutor Vanguard Minmatar Republic
3392
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Posted - 2014.12.09 15:36:00 -
[88] - Quote
What's the reasoning behind that significant armor plate nerf? I'd really appreciate a dev response on this, as it seems really out of the blue.
SP Sinks? Fixed.
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manboar thunder fist
Dead Man's Game RUST415
290
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Posted - 2014.12.09 15:51:00 -
[89] - Quote
Proto tanks? Introduce proto ads
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Drecain Midular
Molon Labe. General Tso's Alliance
23
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Posted - 2014.12.09 16:07:00 -
[90] - Quote
After playing a couple of matches of 1.10 I found simething missing.
A HUD display for the squad leader to keep track of how many orbital WP the squad has... |
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