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7th Son 7
BLITZKRIEG7
405
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Posted - 2015.01.30 20:30:00 -
[31] - Quote
Caldari logi could use a little buff
Conduct on the battlefield is the ultimate measure of a man
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Heimdallr69
Imperfects Negative-Feedback
4522
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Posted - 2015.01.30 20:30:00 -
[32] - Quote
Cat Merc wrote:bolsh lee wrote:Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. Show me a weapon that drops armor as fast as a SCR does to shields...... ? For all the people that don't want the SCR nerfed then buff shields, or give them (As in Caldari) the instant regen armor has ... I can't walk around with 500+ shields and get instant regen......... EDIT: I've been petitioning for increased shield regen time since the Uprising instant shield regen bug.. You get for FREE the regen that would require THREE COMPLEX armor repairers for me to achieve. If it's a Cal Scout, then it's FIVE. You really expect your shields to have no delay? As far as the SCR, unless your brick the hell out on armor, something that is unadvisable, the SCR wrecks armor tankers pretty hard too. It's a dangerous weapon regardless of the target. I'm honestly more afraid of it than some anti armor weaponry. We're fine with delay but why the hell should 1 DMG make us start our regen completely over? Maybe make armor the same way then you guys will understand that it's not fine.
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Cat Merc
Fatal Absolution General Tso's Alliance
14788
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Posted - 2015.01.30 20:31:00 -
[33] - Quote
Heimdallr69 wrote:Funkmaster Whale wrote:I don't think Shield extenders need a buff. That creates a very precarious situation in that it would just further promote brick-tanking. I mean, right now the only things worth putting in your High Slots are damage mods or shield extenders. Buffing extenders would just make it even worse.
The thing that really needs to happen is a reevaluation of some of the base stats of shield-based dropsuits. Things like shield regen and regen delays are really what give shields a true distinction from armor. Armor has the high values; buffing shield extenders to match them would just negate that difference. Shield is supposed to be a hit-and-run and armor frontline. Balancing efforts have to retain that difference without overpowering one or the other.
I'm hestitant, though, because certain shield-based dropsuits like the Cal Scout and Min Assault are already some of the strongest suits in their class. The Min Assault is by far the best Assault right now due to a combination of its speed/stamina/layout/dropsuit bonus. Any sort of buff to shield extenders would just further their FotM status, so that's why I think looking at some of the base stats of some of the other shield suits is a better option than directly buffing the modules. ^ this is why we changed it to Caldari only other than scout.. Dual tanking should only be a thing for Min. Also all the other races can have the same ehp as caldari but with 2-3 DMG mods. Did you know that the average Caldari Assault runs with more shields than the average Gal Assault has armor? It's funny how little people know about armor tanking. If you think it's just bricking, then you're either a heavy, or you're one of my easiest targets.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Fatal Absolution General Tso's Alliance
14788
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Posted - 2015.01.30 20:32:00 -
[34] - Quote
Heimdallr69 wrote:Cat Merc wrote:bolsh lee wrote:Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. Show me a weapon that drops armor as fast as a SCR does to shields...... ? For all the people that don't want the SCR nerfed then buff shields, or give them (As in Caldari) the instant regen armor has ... I can't walk around with 500+ shields and get instant regen......... EDIT: I've been petitioning for increased shield regen time since the Uprising instant shield regen bug.. You get for FREE the regen that would require THREE COMPLEX armor repairers for me to achieve. If it's a Cal Scout, then it's FIVE. You really expect your shields to have no delay? As far as the SCR, unless your brick the hell out on armor, something that is unadvisable, the SCR wrecks armor tankers pretty hard too. It's a dangerous weapon regardless of the target. I'm honestly more afraid of it than some anti armor weaponry. We're fine with delay but why the hell should 1 DMG make us start our regen completely over? Maybe make armor the same way then you guys will understand that it's not fine. If armor was the same way then it would be blatantly underpowered, because our regen would suck if it wasn't for this trait.
But look a few posts up, I did say that having a threshold would be fine, but it would need to be carefully balanced and checked for edge cases.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Cat Merc
Fatal Absolution General Tso's Alliance
14788
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Posted - 2015.01.30 20:35:00 -
[35] - Quote
bolsh lee wrote:Cat Merc wrote:Vulpes Dolosus wrote:Fluxes have bothered me for a while. I feel like they just do too much too well. First of all, they do stupid amounts of damage against dropsuits; they can obliterate any shield tank, even at standard level. On top of that, they have a much larger AoE. Personally, I'd like to see a damage nerf of some sort. I think a raw damage nerf to about 700-800 at proto along with changes to the damage falloff radius (give it a steeper damage curve, this way it promotes precision throwing while also allowing it to take out equipment) would help a lot. They should not have much of an AV capability either. You know Core Locus grenades? You know my PRO Gallente Assault suit with 900 eHP? One of those can instantly kill my dropsuit, I know because it has happened. Can a flux instantly kill your shield tank? Even if it's just 300 shields? No. Can a Core Locus instantly kill your 900 eHP proto shield suit? No. Fluxes disable you, Locus grenades obliterates us. Fluxes in turn are better for equipment destruction, and are also a form of AV grenade (though one that doesn't track). Crying about the flux is one of the stupidest thing shield tankers do, and I simply don't understand them, at all. Core Locus grenades are more likely to get you killed than fluxes, those things are deadly. Vulpes Dolosus wrote: Lastly, I think adding a minimal damage threshold for stopping reps should be added (similar to what is on vehicles). Mainly because it's annoying having .5 damage done from a 75m away AR stop your shield regen.
I wouldn't object to that, but you have to be careful with the threshold you apply. Some weapons have very low alpha and just shoot very fast, you have to take into account those to make sure they can stop shield regen up to their max effective range. Cat..... Bro.... I love you and all but your only argument can't be grenades, I can take my 700shields 900ehp proto caldari suit and a grenade will still ohk me.. Your death may hurt more then mine and may be a few miliseconds quicker but we both are still dead... Edit: I understand your argument was to Flux grenades but I don't think anyone besides that guy minds Flux nades especially if Caldari can get the proper buffs/tweaks they need.. You may be OHK'd by them, but it happens to me at a much farther range. Someone targeting a Cal Assault has to be far, far more precise with their throwing. So precise that I would honestly call it an edge case, a rare occurrence. I rarely see it happen.
As far as the Cal Assault, it's honestly comparable to the Gal Assault. Just that both need: A. A better bonus B. Some more stamina or stamina regen, because the Min and Am geet it while still remaining competitive in all other aspects.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Funkmaster Whale
Whale Pod
2796
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Posted - 2015.01.30 20:40:00 -
[36] - Quote
Honestly I think one of the best changes they could do that wouldn't break balance and simultaneously increase TTK is toning down the spectrum of all the damage profiles. Bring everything closer to the middle so that certain profiles give a slight advantage without completely destrominating X-based tankers.
What I mean:
Laser - +10 / -10 Explosive - -10 / +10 Projectile - -7.5 / +7.5 Rail - -5 / +5 Plasma - +5 / -5
This change would balance out weapons quite a bit making certain weapons not completely useless when encountering the opposite type of tank and also increase TTK. It would increase TTK because your Proficiency skills wouldn't provide as large of a bonus to their respective damage type because of the reduced percentages.
For example, right now with Prof. V a Laser weapon has 138% efficiency versus shield and 80% versus armor. With the changed profiles, it would 126% shield / 90% armor. A 12% nerf to shield damage for a 10% buff to armor damage. The same principle would apply to everything else.
I just think that because of the current meta of brick-tanking and Sentinel spam that certain weapons just become completely useless in certain scenarios. You don't want to be caught against a Armor-tanked heavy with an ScR or AR or you're dead. Vice versa, you don't want to be caught as a Shield suit against those weapons while things like the Mass Driver just do joke damage against you.
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Cat Merc
Fatal Absolution General Tso's Alliance
14789
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Posted - 2015.01.30 20:45:00 -
[37] - Quote
Funkmaster Whale wrote:Honestly I think one of the best changes they could do that wouldn't break balance and simultaneously increase TTK is toning down the spectrum of all the damage profiles. Bring everything closer to the middle so that certain profiles give a slight advantage without completely destrominating X-based tankers.
What I mean:
Laser - +10 / -10 Explosive - -10 / +10 Projectile - -7.5 / +7.5 Rail - -5 / +5 Plasma - +5 / -5
This change would balance out weapons quite a bit making certain weapons not completely useless when encountering the opposite type of tank and also increase TTK. It would increase TTK because your Proficiency skills wouldn't provide as large of a bonus to their respective damage type because of the reduced percentages.
For example, right now with Prof. V a Laser weapon has 138% efficiency versus shield and 80% versus armor. With the changed profiles, it would 126% shield / 90% armor. A 12% nerf to shield damage for a 10% buff to armor damage. The same principle would apply to everything else.
I just think that because of the current meta of brick-tanking and Sentinel spam that certain weapons just become completely useless in certain scenarios. You don't want to be caught against a Armor-tanked heavy with an ScR or AR or you're dead. Vice versa, you don't want to be caught as a Shield suit against those weapons while things like the Mass Driver just do joke damage against you. I can get behind that. I always saw Hybrid weapons as doing nearly identical armor and shield damage, so that fits more in line with what I was expecting.
It would also discourage brick tanking to try and survive the opposite damage type. God knows that my shield extenders are fitted because of explosives and the ACR giving me hell.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Heimdallr69
Imperfects Negative-Feedback
4522
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Posted - 2015.01.30 20:55:00 -
[38] - Quote
Funkmaster Whale wrote:Honestly I think one of the best changes they could do that wouldn't break balance and simultaneously increase TTK is toning down the spectrum of all the damage profiles. Bring everything closer to the middle so that certain profiles give a slight advantage without completely destrominating X-based tankers.
What I mean:
Laser - +10 / -10 Explosive - -10 / +10 Projectile - -7.5 / +7.5 Rail - -5 / +5 Plasma - +5 / -5
This change would balance out weapons quite a bit making certain weapons not completely useless when encountering the opposite type of tank and also increase TTK. It would increase TTK because your Proficiency skills wouldn't provide as large of a bonus to their respective damage type because of the reduced percentages.
For example, right now with Prof. V a Laser weapon has 138% efficiency versus shield and 80% versus armor. With the changed profiles, it would 126% shield / 90% armor. A 12% nerf to shield damage for a 10% buff to armor damage. The same principle would apply to everything else.
I just think that because of the current meta of brick-tanking and Sentinel spam that certain weapons just become completely useless in certain scenarios. You don't want to be caught against a Armor-tanked heavy with an ScR or AR or you're dead. Vice versa, you don't want to be caught as a Shield suit against those weapons while things like the Mass Driver just do joke damage against you. I'd like to test this
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Grease Spillett
Pure Evil. Capital Punishment.
640
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Posted - 2015.01.30 22:59:00 -
[39] - Quote
Joel II X wrote:Grease Spillett wrote:Ok cool thanks Joel Sarcasm detected. Perhaps it's because I gave an indecent amount of explanation behind my reasoning. I hope the post above satisfied.
no sarcasm I asked for thoughts and you provided.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Grease Spillett
Pure Evil. Capital Punishment.
640
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Posted - 2015.01.30 23:06:00 -
[40] - Quote
7th Son 7 wrote:Grease Spillett wrote:Makuta Miserix wrote:As someone who has been using Cal Ass a lot recently, I would be very hesitant to buff Extenders. But what do I know. I'm just someone who has been playing since Private Beta. And I still suck at this game. Wow I am shocked I have never met you. You shoud'nt be shocked. What you going to look at my likes or my character and say "oh he's new"? Do I have to give you all my character names i've biomassed since 2013? no I don't, just so it can satisfy some vet complex?
Is this an alt of yours? Or are you crying for someone?
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Makuta Miserix
DOD - Fringe Division
321
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Posted - 2015.01.30 23:10:00 -
[41] - Quote
Grease Spillett wrote:7th Son 7 wrote:Grease Spillett wrote:Makuta Miserix wrote:As someone who has been using Cal Ass a lot recently, I would be very hesitant to buff Extenders. But what do I know. I'm just someone who has been playing since Private Beta. And I still suck at this game. Wow I am shocked I have never met you. You shoud'nt be shocked. What you going to look at my likes or my character and say "oh he's new"? Do I have to give you all my character names i've biomassed since 2013? no I don't, just so it can satisfy some vet complex? Is this an alt of yours? Or are you crying for someone?
My alt? No. All of my Alt's start with Makuta.
CEO of DOD - Fringe Division.
Please don't break the universe. Thank you for your cooperation.
Private Beta Veteran.
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Sequal's Back
Intara Direct Action Caldari State
219
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Posted - 2015.01.30 23:24:00 -
[42] - Quote
Complex shield extenders should give 85HP (passive not included). Let's compare them with ferros: -Ferros: 23CPU/8PG, 75HP, no disadvantages. -Extenders: 54CPU/11PG, 66HP, +7% depleted delay.
For their cost in PG/CPU and their drawback, they should get this buff^^
Rise? That's what they used to call me. Sequal Rise. That was my name.
Now I come Back to you, at the turn of the tide.
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Imp Smash
Molon Labe. General Tso's Alliance
603
|
Posted - 2015.01.30 23:30:00 -
[43] - Quote
Well, as a cal Sent I have less EHP than a lot of other heavies.
That being said - the HP bonus itself doesn't need a buff. It's only 9 less that comparable (Ferroscale) armor plates. The only thing that I see that could be done without making shields better than armor is remove the shield recharge delay penalty that each extender gives. Or lower it a bit. That wouldn't change how shields perform in a direct firefight but would change how they work in skirmish combat which is how they are supposed to be used anyway. |
Adipem Nothi
Nos Nothi
6235
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Posted - 2015.01.30 23:31:00 -
[44] - Quote
Grease Spillett wrote: Your thoughts?
Add value to non-shield High Slot modules (increase usage diversity) Add value to non-armor Low Slot modules (increase usage diversity
Nerf HMG Nerf ScR Buff ASCR
Shoot scout with yes.
- Ripley Riley
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Tectonic Fusion
2316
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Posted - 2015.01.30 23:33:00 -
[45] - Quote
Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. As a Caldari Assault payer, the penalty is certainly not "nothing." Those extra seconds count when fighting halfway decent players. I would say shields are almost balanced, but armor is a bit better in terms of overall combat. At range (which is shields primary advantage) it's far too easy to overwhelm any shield suit before they get to recover. Shields should not stop repping if a bullet that does 1 HP hits.
(GIF)
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Joel II X
Bacon with a bottle of Quafe
5876
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Posted - 2015.01.30 23:43:00 -
[46] - Quote
Tectonic Fusion wrote:Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. As a Caldari Assault payer, the penalty is certainly not "nothing." Those extra seconds count when fighting halfway decent players. I would say shields are almost balanced, but armor is a bit better in terms of overall combat. At range (which is shields primary advantage) it's far too easy to overwhelm any shield suit before they get to recover. Shields should not stop repping if a bullet that does 1 HP hits. I said nothing because if you use regulators, you still manage a net gain out of it. Besides, 3 CPX Regulators is awesome! So awesome, in fact, that it makes the penalty mean nothing. All this is my opinion, of course, so whatever. I do agree that taking 1 damage stopping your shield regen is bull, though. Perhaps it should work by a threshold. If you do more damage than, say 50% of your regen rate, then it disables it. If less, your regen continues as if nothing happened. |
Tectonic Fusion
2320
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Posted - 2015.01.30 23:59:00 -
[47] - Quote
Joel II X wrote:Tectonic Fusion wrote:Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. As a Caldari Assault payer, the penalty is certainly not "nothing." Those extra seconds count when fighting halfway decent players. I would say shields are almost balanced, but armor is a bit better in terms of overall combat. At range (which is shields primary advantage) it's far too easy to overwhelm any shield suit before they get to recover. Shields should not stop repping if a bullet that does 1 HP hits. I said nothing because if you use regulators, you still manage a net gain out of it. Besides, 3 CPX Regulators is awesome! So awesome, in fact, that it makes the penalty mean nothing. All this is my opinion, of course, so whatever. I do agree that taking 1 damage stopping your shield regen is bull, though. Perhaps it should work by a threshold. If you do more damage than, say 50% of your regen rate, then it disables it. If less, your regen continues as if nothing happened. When they have damage mods and a decent ranged weapon, even if I use cover they have a massive advantage. I do use all regulators in my lows, but you absolutely NEED someone else covering you while you regen.
(GIF)
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Grease Spillett
Pure Evil. Capital Punishment.
651
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Posted - 2015.02.01 22:03:00 -
[48] - Quote
This is true. I need at least 6 seconds between each engagement.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
167
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Posted - 2015.02.01 22:14:00 -
[49] - Quote
Sequal's Back wrote:Complex shield extenders should give 85HP (passive not included). Let's compare them with ferros: -Ferros: 23CPU/8PG, 75HP, no disadvantages. -Extenders: 54CPU/11PG, 66HP, +7% depleted delay.
For their cost in PG/CPU and their drawback, they should get this buff^^
Ferros don't self rep so no.
Director / Slayer / Emperor
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The Eristic
Dust 90210
757
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Posted - 2015.02.01 23:25:00 -
[50] - Quote
Would mostly prefer to see regen (native or mods again) improvements instead of higher HP values, though the Complex Ext could arguably use a bit more to make it worthwhile for the resource and isk costs. Most of my Cal suits (Pro Scout, Sentinel, Comm, Adv Assault ((Pro soon, not Gäó)) and Logi) are fine for HP when played right, but too tight on fitting to optimize for true shield tanking and not quite where they need to be at any tier without trying to cram on as much complex as possible.
Really, though, I'd like to rework CPU/PG for all mods, with raw HP being harder to fit on most suits and regen/utility being easier.
Reality is the original Rorschach.
Verily! So much for all that.
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Alex-ZX
Valor Coalition Red Whines.
215
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Posted - 2015.02.01 23:32:00 -
[51] - Quote
Grease Spillett wrote:I'm sure for many of you caldari type that answer has been yes for a long time. I would also like to add that of all the weapons in game they tend to do an unfair amount of damage to shields. Your thoughts?
I would make another kind of shield extender,
STD shield extender 33 no penalty Adv shield extender 55 no penalty Pro shield extender 77 no penalty
STD heavy shield extender 50, 2% penalty in shield depleted Adv heavy shield extender 80, 6% penalty in shield depleted Pro heavy shield extender 100, 9% penalty in shield depleted
In that way shields would be more useful, as armor tanking, and there would be something similar as armor plates and ferros.
Note I also would reduce a little bit cpu and PG usage in normal shield extenders. And a slightly increase in cpu pg, to those heavy shield extenders, using the same numbers of shield extenders right now.. A if I'm not mistaken instead of 54 ---- > 60 and PG 11 is ok for example...
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
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Ice Royal Glantix
Heaven's Lost Property
72
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Posted - 2015.02.01 23:40:00 -
[52] - Quote
I have never understood why people say Caldari is "hard mode". Before I go further, I will first grant a bit of my Dust back story.
For my first year and a half of playing, I developed a nasty habit of restarting every few weeks/day, and have made around 150 characters over my time playing. Because of this habit, I was constantly playing with characters under 2mil sp. Also, anyone who knows me know I am a HUGE Caldari fan. I have played in Caldari suits on low sp character for as long as I have been playing Dust, and I have never thought them as being underpowered in terms of the suit itself, though I will admit I wish some of there bonuses could be better. This means most of my Dust experience was spent in Caldari Assaults or Logistics, though as of late I have been using the Commando.
From my experience, this would be my simplified opinion on the topic of Caldari suits:
Caldari Gëá Hard mode; Caldari = Smart mode.
As long as you know how to run a Caldari Suit, and make sure you are aware of nearby cover, you will do fine. A Caldari player who knows how to run the suit and plays it using its strengths is damn near unkillable.
The only thing I think shields need is a damage threshold for shield regen, because it is a bit silly to have one point of damage restart your regen cycle; but that is it. Nothing else needs to change. Shield regen in incredibly powerful as is, and this is coming from someone who mains a CalMando(My shields take over half a minute to fully recharge, and I feel like that is pretty balanced).
Caldari suits are solo ranged skirmishers. They are not close range brawlers like the Gallente, they are not long range brick tanks like the Amarr, and they are not the teamwork based close quarters skirmishers that the Minmatar are.
Caldari suits play completely differently than every other race's suits, and this seems to be a concept people don't understand.
I won't complain if shield extenders gain a buff, but I will advise you that that is probably not a good idea.
This post is purely opinion, but it is based off of first hand experience. I know as I am a tactical Caldari player who has played against even better Caldari players.
Hopefully I changed at least one person's opinion with this post, but I guess we will see.
Sincerely,
Glantix / Ice
"Don't be dead; be happy!"
Aim to please. Shoot to kill.
I watch anime for the romance and the tears.
:'(
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Joel II X
Bacon with a bottle of Quafe
5930
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Posted - 2015.02.02 00:33:00 -
[53] - Quote
Tectonic Fusion wrote:Joel II X wrote:Tectonic Fusion wrote:Joel II X wrote:The unfair damage to shield bit is lol-worthy. There are more anti-armor weapons out there then there are anti-shields, plus, the anti-armor ones are the two that are considered OP by those that hold grudges for when they first released: the Combat and Rail Rifle.
As for the amount of shields that could be extended, I'd say they give a pretty decent amount of HP. They're like Ferros, but with a slight penalty that means nothing for the Caldari. As a Caldari Assault payer, the penalty is certainly not "nothing." Those extra seconds count when fighting halfway decent players. I would say shields are almost balanced, but armor is a bit better in terms of overall combat. At range (which is shields primary advantage) it's far too easy to overwhelm any shield suit before they get to recover. Shields should not stop repping if a bullet that does 1 HP hits. I said nothing because if you use regulators, you still manage a net gain out of it. Besides, 3 CPX Regulators is awesome! So awesome, in fact, that it makes the penalty mean nothing. All this is my opinion, of course, so whatever. I do agree that taking 1 damage stopping your shield regen is bull, though. Perhaps it should work by a threshold. If you do more damage than, say 50% of your regen rate, then it disables it. If less, your regen continues as if nothing happened. When they have damage mods and a decent ranged weapon, even if I use cover they have a massive advantage. I do use all regulators in my lows, but you absolutely NEED someone else covering you while you regen. Same thing with armor, though. I guess it really IS a team based game. |
Joel II X
Bacon with a bottle of Quafe
5930
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Posted - 2015.02.02 00:36:00 -
[54] - Quote
All Gucci wrote:Sequal's Back wrote:Complex shield extenders should give 85HP (passive not included). Let's compare them with ferros: -Ferros: 23CPU/8PG, 75HP, no disadvantages. -Extenders: 54CPU/11PG, 66HP, +7% depleted delay.
For their cost in PG/CPU and their drawback, they should get this buff^^ Ferros don't self rep so no. Not having reps isn't a disadvantage. Having reps is an advantage, or bonus. Therefore, Ferroscales don't have any disadvantages.
One could argue that they don't give enough armor, so that would be a disadvantage, but that's for some other thread. Plus, I don't think they don't give enough armor, either. |
Yokal Bob
State of Purgatory
751
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Posted - 2015.02.02 00:41:00 -
[55] - Quote
I use Caldari Assault as well as others, but I have to disagree on the buff. The reason for this, is because of the rate of recharge of the shields compared to armour. The Caldari is designed to be a hit and run suit, not too disimilar to the Minmatar. Hence why they are also faster.
/{o.o}/ ---L Inflatable hammer strikes again
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