|
Author |
Thread Statistics | Show CCP posts - 16 post(s) |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1760
|
Posted - 2015.02.21 17:30:00 -
[1] - Quote
Cool beans but a few concerns:
1) If hardeners are being limited to one, so should damage mods. With 5 slots in highs for Gunnlogis, and 3 for Madrugars, it's going to be too easy to run around with souped up rails and negate that one hardener you get. Not only that, but with that many slots, a lot of people will run 3 complex damage modded railgun redline fit's coming out of the redline for 2 seconds to one shot ADS's.
2) The CPU and PG extender penalties are too harsh. If you put one complex PG and one complex CPU, you go back to square 0 because you have no extra fitting. I suggest reducing them by half. Especially for that flippin 400pg CPU extension.
3) Tanks are going to be a lot more expensive
4) I would really like a slot progression.
5) Heavy Shield booster need PG cut in half. Shield boosters also need a buff.
Proposal: After the initial Shields, the booster stay active and boosters shield regen rates by 30% and makes it so no amount of on coming damage can stop the regen. #s can be adjusted
5 secs STD, 7 ADV, 10 seconds PRO and so can percentages.. 20% STD, 30% ADV, 40% PRO
6)If Gåæ isn't happening, then either reduce the 126 shields per sec to 80-90 and make it passive with no delays, or give us back the 168. Why? Because we have a 4 second delay. Armor tanks will be reping huge amounts of HP and in 4 seconds armor tanks could probably rep back 20-30% of total armor.
7) ORRRRRRRRRR Instead of passive armor reps on shields, I rather have passive shield reps like 25-30 passives and after 4 seconds those 25-30 HP passives add on to the 126. I Like this idea
Overall, I think tanks again are being nerfed. AV still powerful AF. Swarms too EZ. Hopefully, these expensive tanks will last longer... I feel as if my current tank is more powerful than the ones that are coming up.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1774
|
Posted - 2015.02.23 12:16:00 -
[2] - Quote
Takahiro Kashuken wrote:Pokey Dravon wrote:KEROSIINI-TERO wrote:CCP Rattati wrote:Pokey Dravon wrote:Uhg 1 hardener limitation....I hate heavy handed stuff like that....oh well, time to get to work and break things. Well, we can also make them worse or harder to fit. I just want to see how people will fit them with that restriction in mind. How about good old reliable stacking penalties??? We've always had stacking penalties on hardeners. Hence why we do not need a hard cap on hardeners
Not to mention there is no cap on damage mods
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1774
|
Posted - 2015.02.23 14:37:00 -
[3] - Quote
Takahiro Kashuken wrote:Sir Dukey wrote:
Not to mention there is no cap on damage mods
Should'nt even be a cap on damage mods I dont have a cap on damage mods on any of my suits
Do you guys always forget to think about ADS? ADS is one shot by a Proto rail with 2 complex damage mods, gunnlogis will now have 5 highs...
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1774
|
Posted - 2015.02.23 16:13:00 -
[4] - Quote
Takahiro Kashuken wrote:Sir Dukey wrote:Takahiro Kashuken wrote:Sir Dukey wrote:
Not to mention there is no cap on damage mods
Should'nt even be a cap on damage mods I dont have a cap on damage mods on any of my suits Do you guys always forget to think about ADS? ADS is one shot by a Proto rail with 2 complex damage mods, gunnlogis will now have 5 highs... Stacking penalty generally makes the 4 and 5th damage mod next to useless and also i find swarms are an ADS enemy since the ADS cannot throw off the SL aim or anything, at least with FG and rail it can dodge shots. The ADS itself needs an overhaul and a buff anyways and also countermeasures. If its redline rail the problem is the redline due to it being far too close to objectives and the gamezone in my book, if the redline and spawns were moved 500m back it would not be a problem.
3 complex damage mods on a proto rail and you can take 90% of a tanked ADS's HP.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1776
|
Posted - 2015.02.24 03:44:00 -
[5] - Quote
Pokey Dravon wrote:Doc DDD wrote: Well I would continue to propose until boosters are fixed, regulators/rechargers are released and armor repairers become active, that shield recharge stats/ hardener stacking remain where they are currently. Unnecessary to double nerf one class when it's remaining modules are broken/ non-existent. Armor tanks got thier fittings buffed, all they really needed was for the hardener to be slightly buffed.
I agree that Shield Boosters need to work under fire. I'm not sure what voodoo needs to happen behind the scenes to make this work, but it is problematic. I also have no issue with passive armor repairers, I see them as 'cap stable' modules but as such need to be much much lower...like 30-50HP/s for heavy reps. Active armor reps should be very powerful however.
I proposed Shield booster Ideas up there.
Acquire Currency, Disregard Female Canis lupus familiaris
|
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1833
|
Posted - 2015.03.01 03:31:00 -
[6] - Quote
Doc DDD wrote:The more I'm looking at this, the more I'm seeing it as an all around vehicle nerf, save for the slight madrugar buff.
same.. more slots= more isk = surviveability as now.
Acquire Currency, Disregard Female Canis lupus familiaris
|
|
|
|