Velvet Overkill
SI6MA Learning Alliance
147
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Posted - 2015.03.19 20:20:00 -
[1] - Quote
Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:The large difference between armor hardeners and shield hardeners (15% difference) was a huge contributing factor in the power difference between the two taking styles. Moving Shield hardeners to 60% would bring back the same problem but even worse with a larger (20%) difference. That really seems really counter intuitive to me.
Let's reduce the fitting on the shield boosters, get the regulators in the low slots, and at least for the time being match the duration of the shield hardeners to that of the armor hardeners, and see where things play out over the next couple of weeks. I think you've said yourself that some things can't be figured out on paper, so lets just make some minor corrections/fixes on the most glaring issues for now and see what needs to happen after that. Ah ah ah... don't forget to reduce the CPU cost of Shield extenders so they take up 13% of the total CPU on a Shield tank and increase PG by 4% so they take up 13% total PG on shield tank. Yep that too. Like I get if Rattati was trying to avoid a certain fit by tweaking fitting to prevent it, I totally get that. But never should one hardener be innately equal or better than the other in every way, which is what we have now. Regulators would also need a cut in fitting requirements; for a passive module it uses up a lot of PG and it also takes up a slot that could be used for fitting mods.
Using this account until The-Errorist is unbanned on April 10th.
AV vs Dropship
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Velvet Overkill
SI6MA Learning Alliance
166
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Posted - 2015.04.13 17:49:00 -
[2] - Quote
Doc DDD wrote:One of the reasons the double hardener double rep Maddies are so prevalent is the fact large rails have been nerfed at least 5 times in a row instead of fixing core issues.
Damage Nerf Range Nerf Heat Build up Nerf Giving 90% more resist to armor hardener Nerf Basic and Advanced damage mod Nerf
On top of these nerfs, shield tanks have also been nerfed ( because sitting in the redline hiding is supposed to be a 'pkaystyle' according to armor users). These nerfs include:
Hardener Nerf Shield fitting Nerf Shield staking penalty Nerf Breaking Shield Booster Nerf Shield regen rate Nerf Shield starting armor value Nerf
Missile splash damage nerf Missile clip size nerf Missile reload time nerf
Fix Shields Fix Rails Fix Missiles
Fix the core problems
or do as per usual and pander to the masses that QQ on the forums for nerfs, as it is easier to cry on the forums than realize what the actual problem is in-game. Based on the tone on your post, it can be interpreted as crying; any posting one does for something that they think is unbalanced will be perceived by someone as "crying".
The main way for devs to know what's wrong and need tweaking is by people who voice their opinions on whatever that thing is aka "crying". Though a lot of times people like you say "fix the core" when they cry, instead of naming specifically what about the core needs fixing, and most of the time they don't have any details of which way the problem can be fixed. Keep in mind that "the core" could mean a lot different things to many people.
It would be much better if you added what about shields, rails, and missiles need fixing and it would be even better if you suggested how you would go about fixing it.
For example, for large missiles turrets you could say they can't be used to win in any 1v1 situation because even though they have high damage per mag, the slow fire rate and reload speed makes it subpar for any engagement; they could be fixed by decreasing reload speed by 2s.
The-Errorist
AV vs Dropship. Flux variant balancing
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