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Grease Spillett
Pure Evil. Capital Punishment.
634
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Posted - 2015.01.30 19:17:00 -
[1] - Quote
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?
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Joel II X
Bacon with a bottle of Quafe
5862
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Posted - 2015.01.30 19:21:00 -
[2] - Quote
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. |
Grease Spillett
Pure Evil. Capital Punishment.
636
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Posted - 2015.01.30 19:23:00 -
[3] - Quote
Ok cool thanks Joel
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Leadfoot10
Molon Labe. General Tso's Alliance
3066
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Posted - 2015.01.30 19:26:00 -
[4] - Quote
A shield buff has been long overdue -- as in more than a year. |
Makuta Miserix
DOD - Fringe Division
315
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Posted - 2015.01.30 19:28:00 -
[5] - Quote
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.
CEO of DOD - Fringe Division.
Please don't break the universe. Thank you for your cooperation.
Private Beta Veteran.
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Grease Spillett
Pure Evil. Capital Punishment.
636
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Posted - 2015.01.30 19:29:00 -
[6] - Quote
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.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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GrimzOvaHourz
The Forgotten Spirits
23
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Posted - 2015.01.30 19:30:00 -
[7] - 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. And they also cost twice their CPU but the same PG. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2915
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Posted - 2015.01.30 19:32:00 -
[8] - Quote
As far as the mods go, I think everything is alright. You can still get decent ehp with extenders and with the somewhat recent buffs energizers/regs/etc. they're worth fitting now.
The biggest problems I think are laser weaponry, flux grenades, and regen being stopped by too little damage.
Laser weaponry just obliterates shields. I know it's supposed to be strong to it, but being significantly more effective, on a defense type that has lower numbers, as well as being on one of the highest damaging weapons in the game, just over does it imo. I'd much rather see the laser profile drop to 15/-15.
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.
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.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Kain Spero
Negative-Feedback
4469
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Posted - 2015.01.30 19:32:00 -
[9] - Quote
Looking at shield extenders is something on the mind of even the great Rattati it seems: https://trello.com/c/ymc7f2p0/243-heavy-shield-extenders-remove-penalties-from-normal-extenders
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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sir RAVEN WING
Horizons' Edge
2805
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Posted - 2015.01.30 19:34:00 -
[10] - Quote
No Ark saying shields are super OP and need to take extra damage? Shame.
Just a joke, Winds know Ark is horrible with his joke scanning skills.
Keshava for Gallente Vehicle!
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Makuta Miserix
DOD - Fringe Division
318
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Posted - 2015.01.30 19:35:00 -
[11] - Quote
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.
Pretty sure I've played with you once or twice a long time ago.
CEO of DOD - Fringe Division.
Please don't break the universe. Thank you for your cooperation.
Private Beta Veteran.
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Grease Spillett
Pure Evil. Capital Punishment.
636
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Posted - 2015.01.30 19:39:00 -
[12] - Quote
@ Makuta
If I have and don't remember I apologize. Gorilla Grod Got so mad at me because they had changed his name from Gorilla ****. I didn't remember it was him either.
Next time you see me, bring more friends.
http://www.youtube.com/watch?v=gBM5hM5LdDw
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Henrietta Unknown
Band O' Commandos
780
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Posted - 2015.01.30 19:46:00 -
[13] - Quote
Let's see here:
1. Cmplx Ferroscales take less CPU and PG to fit than a Cmplx Extender. And the Ferroscale gives more hP.
2. Rep tools
3. Continuous reps without a delay.
4. Commonly used anti-shield alpha weapons leave Shield suits with only some armor to defend themselves with. Said weaponry includes the Plasma Shotgun, the Scrambler Rifle's charge, the Scrambler Pistol, the Plasma Cannon, the Ion Pistol's charge, and the pre-heated Laser Rifle.
5. While there are a ton of anti-armor weapons, there are not many alpha weapons of the sort. Ones I can list are the Forge Gun, the Bolt Pistol, the Sniper Rifle, the Mass Driver, and the Flaylock. (Notice that all of these were once the center of passionate grief and were nerfed at one point?) Armor suits don't like being one-shotted the way like shields suits often are.
Please buff my Magsex. It doesn't hit hard enough...
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Joel II X
Bacon with a bottle of Quafe
5864
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Posted - 2015.01.30 19:49:00 -
[14] - Quote
GrimzOvaHourz 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. And they also cost twice their CPU but the same PG. As I recall, Rechargers and Regulators also cost plenty of CPU and not much PG. Those would be the equivalent of the Armor Repair Modules, so by that logic, the armor repair has more than 2x the amount of PG requirements as the shield ones do.
The Gallente have modules that spread out between both CPU and PG, while the Caldari have ones that are heavy on CPU, but use a lot less PG. In this case, one would try arguing on how the suits work and how they would and should be able to fit a racially perfect fit. This is not the case, however, as I am able to fit a STD Caldari Assault with 1 point invested, with PRO extenders and ADV mods and still have room for decent Caldari weapons.
The case OP is trying to make is increasing the shields provided by the extenders, not their requirements. IareI disagreed with his proposal, not because I'm a Gallente and favor armor, but because I tend to try not to be bias when a thread is actually trying on giving out decent ideas.
Anywho, let's see what shields extenders are: provide less HP than a Ferroscale, but more than a Reactive. A lot less than regular plates. Anything other than a Ferroscale slows down the user, while shields do not. Extenders have a delay penalty, Ferroscale have no drawbacks, Reactives slow down the user by 1%, and regular plates morph them into turtles. Shields have a pretty high amount of repair without modules, though they have a delay. Armor has a slow, but steady repair rate, even in combat. Both can be amplified by the use of other modules.
As you can see, both are different playstyles. Shields are for skirmishes, and armor is for brawlers (as stated many, many times). When giving more HP to shields, you'll be having them step into brawler territory while having a solid skirmishing ability. Shield Extenders are decent, in my opinion, on any suit. They don't NEED a buff when it comes to health given. |
Joel II X
Bacon with a bottle of Quafe
5864
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Posted - 2015.01.30 19:53:00 -
[15] - Quote
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. |
bolsh lee
Ahrendee Mercenaries
1356
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Posted - 2015.01.30 19:54:00 -
[16] - Quote
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 hen buff shields, or give them the instant regen armor has ... I can't walk around with 500+ shields and get instant regen......... |
Heimdallr69
Imperfects Negative-Feedback
4513
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Posted - 2015.01.30 19:55:00 -
[17] - Quote
As someone who uses all assaults proto I have put my Caldari In the wasted sp area. Do not buff shield extenders cuz then you're buffing everything that can use a high. Buff caldari assaults, anyone who says otherwise clearly hasn't used it competitively. I guess all caldari other than scouts could use a better shield bonus.
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Heimdallr69
Imperfects Negative-Feedback
4513
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Posted - 2015.01.30 19:56:00 -
[18] - Quote
bolsh lee wrote: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 hen buff shields, or give them the instant regen armor has ... I can't walk around with 500+ shields and get instant regen......... This is a must why can armor do it but getting hit by 1dmg starts your whole regen over.
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Joel II X
Bacon with a bottle of Quafe
5867
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Posted - 2015.01.30 20:01:00 -
[19] - Quote
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 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.. Mass Drivers, Flaylock Pistols, and Locus Grenades. Combat Rifle, and Submachine Guns are a close second with only 5% less in terms of profile.
If you give shields instant regen, like the armor has, then you'll have to lower regen rate considerably to bring them closer to balance. If course, you'll risk the uniqueness to them, but hey if everything is the same then it'll be fun, right? |
Ku Shala
The Generals
1193
|
Posted - 2015.01.30 20:01:00 -
[20] - Quote
shields are fine base armour on cal assaults needs to be a little over 200 if your brick stacking shield extenders switch to an armour based suit and stack armour, regen is the true way to shield tank.
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Superior technology will privale.
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bolsh lee
Ahrendee Mercenaries
1360
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Posted - 2015.01.30 20:02:00 -
[21] - Quote
Heimdallr69 wrote:As someone who uses all assaults proto I have put my Caldari In the wasted sp area. Do not buff shield extenders cuz then you're buffing everything that can use a high. Buff caldari assaults, anyone who says otherwise clearly hasn't used it competitively. I guess all caldari other than scouts could use a better shield bonus.
You're exactly right!
I edited my original post, I'm mainly speaking of Caldari.
We get little bonuses to shields, besides increased regen amount but that doesn't mean **** if you can't even see your shields regen in a 1v1... |
bolsh lee
Ahrendee Mercenaries
1360
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Posted - 2015.01.30 20:10:00 -
[22] - Quote
Joel II X 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 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.. Mass Drivers, Flaylock Pistols, and Locus Grenades. Combat Rifle, and Submachine Guns are a close second with only 5% less in terms of profile. If you give shields instant regen, like the armor has, then you'll have to lower regen rate considerably to bring them closer to balance. If course, you'll risk the uniqueness to them, but hey if everything is the same then it'll be fun, right?
You obviously must be playing a different game, sure the numbers look good but have you been hit by a flay lock, mass driver or combat rifle. Over a SCR ? The only one that competes even close to damage is the CR, the other ones are just for funnsies and roleplaying..
It takes me 4-5 rounds in my Caldari suit with a LOL-Massdirver to kill a armor suit with lets say 600 armor that's not taking into account their instant regen while they strafe Cough Galente Cough.. Or the amarr buff to SCR. And that's if i can get 4-5 rounds off by the time they two hit me with a fully maxed SCR..
But yet again the SCR isn't the topic of conversation here, buff Caldari shields/regen and leave the guns alone. The guns even the massdriver and flaylock are in a pretty good spot right now.. |
7th Son 7
BLITZKRIEG7
405
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Posted - 2015.01.30 20:10:00 -
[23] - Quote
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?
Conduct on the battlefield is the ultimate measure of a man
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Heimdallr69
Imperfects Negative-Feedback
4518
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Posted - 2015.01.30 20:13:00 -
[24] - Quote
bolsh lee wrote:Joel II X 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 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.. Mass Drivers, Flaylock Pistols, and Locus Grenades. Combat Rifle, and Submachine Guns are a close second with only 5% less in terms of profile. If you give shields instant regen, like the armor has, then you'll have to lower regen rate considerably to bring them closer to balance. If course, you'll risk the uniqueness to them, but hey if everything is the same then it'll be fun, right? You obviously must be playing a different game, sure the numbers look good but have you been hit by a flay lock, mass driver or combat rifle. Over a SCR ? The only one that competes even close to damage is the CR, the other ones are just for funnsies and roleplaying.. It takes me 4-5 rounds in my Caldari suit with a LOL-Massdirver to kill a armor suit with lets say 600 armor that's not taking into account their instant regen while they strafe Cough Galente Cough.. Or the amarr buff to SCR. And that's if i can get 4-5 rounds off by the time they two hit me with a fully maxed SCR.. But yet again the SCR isn't the topic of conversation here, buff Caldari shields/regen and leave the guns alone. The guns even the massdriver and flaylock are in a pretty good spot right now.. Dude did 400 DMG 1 charge shot last night, safe to say I went back to Galente
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bolsh lee
Ahrendee Mercenaries
1360
|
Posted - 2015.01.30 20:17:00 -
[25] - Quote
Heimdallr69 wrote: Dude did 400 DMG 1 charge shot last night, safe to say I went back to Galente
LOL Sad thing is I love my Caldari suit and that thought has crossed my mind a few times, like Dubbs has said on here before "Caldari is hardmode."
When people say Caldari are fine you either have
A: Casuals that roleplay in the suit..
B: Everyone else that doesn't even use Caldari but loves killing them..
Edit: C: Or scouts they don't make too bad of scouts.. |
Cat Merc
Fatal Absolution General Tso's Alliance
14785
|
Posted - 2015.01.30 20:21:00 -
[26] - Quote
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 Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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Funkmaster Whale
Whale Pod
2794
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Posted - 2015.01.30 20:24:00 -
[27] - Quote
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.
Follow me on Twitch.tv!
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Cat Merc
Fatal Absolution General Tso's Alliance
14785
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Posted - 2015.01.30 20:27:00 -
[28] - Quote
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, yes even the ASCR that everyone appears to be using in PC matches.
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
4519
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Posted - 2015.01.30 20:28:00 -
[29] - Quote
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.
Removed inappropriate content - CCP Logibro
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bolsh lee
Ahrendee Mercenaries
1365
|
Posted - 2015.01.30 20:29:00 -
[30] - Quote
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.. |
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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