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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3459
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Posted - 2014.12.12 23:46:00 -
[1] - Quote
In EVE for the most part the most you will ever fit in shields and armor is usually one, maybe two HP increasing modules, some ships can tank a crap ton of mods but for the most part one or two is enough, sometimes even none. The rest of your slots being used for utility and resistances.
So what if...
All shield suits gained +165 shield hp
Shield extenders had their hp tripled, fitting costs quadrupled, and penalties tripled.
And all armor suits gained + 225 armor hp
And all armor mods got their hp tripled, fitting costs quadrupled,and penalties tripled.
The idea behind this is to focus less on tank and more on optimizing your tank with supporting modules, EWAR, utility mods etc, and you could run perfectly viable fits without using any hp mods at all.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3462
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Posted - 2014.12.12 23:49:00 -
[2] - Quote
Heimdallr69 wrote:I don't think I could fit a suit with that =ƒÿü unless you increase our pg and CPU by a lot.
Nope! Because now you need to use PG and CPU mods which you can actually use since you don't need to stack a billion hp,mods! Also stacking one these is like stacking 3 hp mods for the price of 4 should be viable somewhat.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3462
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Posted - 2014.12.12 23:52:00 -
[3] - Quote
Cat Merc wrote:BL4CKST4R wrote:In EVE for the most part the most you will ever fit in shields and armor is usually one, maybe two HP increasing modules, some ships can tank a crap ton of mods but for the most part one or two is enough, sometimes even none. The rest of your slots being used for utility and resistances.
So what if...
All shield suits gained +165 shield hp
Shield extenders had their hp tripled, fitting costs quadrupled, and penalties tripled.
And all armor suits gained + 225 armor hp
And all armor mods got their hp tripled, fitting costs quadrupled,and penalties tripled.
The idea behind this is to focus less on tank and more on optimizing your tank with supporting modules, EWAR, utility mods etc, and you could run perfectly viable fits without using any hp mods at all. Don't give scouts the HP increase. *Giggles on the inside*
No your right their hp gain would be about half though
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3462
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Posted - 2014.12.13 00:00:00 -
[4] - Quote
Atiim wrote:I like this idea as the TTK remains the same, but fittings are able to be far more diverse while remaning competitive. Though with only having to fit 1-2 Extenders my MinAssault will do everything. :3
Speed Tank, Regen, Hacks, eWAR, Melee, you name it...
But your shield delay would be extremely long lol! (Tripling penalties does not account for stacking hahaha) so your delay would be like 40% longer, also if you fit two of these you won't have room for anything. Although I will have to do a long term analysis because other modules would need to be balanced with it, like CPU/PG and supporting mods.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3462
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Posted - 2014.12.13 00:09:00 -
[5] - Quote
Cat Merc wrote:Atiim wrote:I like this idea as the TTK remains the same, but fittings are able to be far more diverse while remaning competitive. Though with only having to fit 1-2 Extenders my MinAssault will do everything. :3
Speed Tank, Regen, Hacks, eWAR, Melee, you name it... Such a change would require quite the comprehensive change tbh.
Just about every module would require some balancing, although initially just balancing PG/CPU and supporting mods would suffice if this is ever even considered lol. Some modules could be entirely omitted like the ones that do not rely on HP at all.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3496
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Posted - 2014.12.21 14:42:00 -
[6] - Quote
ScI-Iurk wrote:It would make more sense to add stacking penalty to hp armour mods. Wouldn't work the same for shields without more diverse choices.
There shouldn't be a stacking penalty but, I highly doubt many would stack more than 2 of these mods. Firstly they have 4 times the fitting costs, one complex ferroscale would cost 32 PG, two would cost 64 which is slightly higher than 2/3 of the entire PG buffer of the suit, and thats just in pg unless the suit stacks pg mods he has no room for anything else and his utility will suck providing a less than optimal fit, the suit would have no rep, no speed from kin catz, (hopefully implemented) no bonus from resistance plates.
On the other hand heavy plates (speed penalty plates) would provide high base HP but at the cost of 30% of your speed and 96 PG (the entire PG of the average suit)
Also CCP could implement a 2 HP module limit per suit.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3496
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Posted - 2014.12.21 16:25:00 -
[7] - Quote
Sir Dukey wrote:BL4CKST4R wrote:Heimdallr69 wrote:I don't think I could fit a suit with that =ƒÿü unless you increase our pg and CPU by a lot. Nope! Because now you need to use PG and CPU mods which you can actually use since you don't need to stack a billion hp,mods! Also stacking one these is like stacking 3 hp mods for the price of 4 should be viable somewhat. How about we keep it as it is and it seems to be working fine.
Depends on what you define as fine, fine as in using mostly hp modules and ignoring 70%-90% of all the modules we have?
In my opinion that is not fine, I would love to create a viable fit that doesn't require stacking all my slots with hp.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3498
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Posted - 2014.12.21 18:25:00 -
[8] - Quote
emm kay wrote:no. simply, no.
a) fitting costs. nobody will be able to fit the complex items except logis. Logis would be able to mega-tank and prety much be a sentinel. b) fitting costs. it would kill cal commandos, and minmatar scouts. c)triple penalties. Simply put. your shields wouldn't recharge for half the game.if you're supposed to 'fit mods' in the low slots as you so graciously put it, there is no room for shield energisers, or any other shield mod.
You get the hp of 3 modules for the cost of 4 I don't get it?I can easily fit 4 hp modules so the cost is not a problem... Triple the penalty would increase depleted shield delay by like 1 or 2 seconds... And you have more room for regulators since there is absolutely no point to dual tank.
supercalifragilisticexpialidocious
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3498
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Posted - 2014.12.21 19:04:00 -
[9] - Quote
Dauth Jenkins wrote:i like this, as it allows for diversification. right now, the only pure shield suit i run with regulators and energizers is my prot callogi. i run 3 complex extenders, 2 enhanced energizers, and 3 enhanced regulators. If this idea is implemented, i could use a similar setup on my advanced suits, without being completely gimped in terms of HP. the question is, how would this work with scouts? would they get the same hp bonus?
Also, as some people complain about shields not having a downside, how about giving them a increased profile when using extenders. maybe you could keep the current extenders in the game, so that shield scouts have a way to increase HP without such a large penalty, in the same way that armour scouts have ferroscale plates to reduce the weight reduction.
Scouts wouldn't be able to fit the super heavy plates, the hp abuff would be lower for them, and a reductio of fitting + cloak fitting bonus buff would make it hard for them to use thesemodswithout butchering their own utility.
supercalifragilisticexpialidocious
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