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The dark cloud
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Posted - 2015.03.18 14:11:00 -
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Would be nice if we could get a shield recharger tool and a logi that matches that. Maybe change the Caldari Logi bonus from nanohives to something like this:
-Caldari Logistic +10% additional range for shield recharger tools and +5% shield regen rate per lvl
Shield recharger tool lineup with name, dropsuit shield regen, vehicle shield regen and range (in that order):
STD: -Shield recharger tool/ 20HP/50HP/ 10m -Flux shield recharger tool/ same stats as the basic but 15m range
ADV: -CLT-2 shield recharger tool/30HP/75HP/15m -CLT-5 axis shield recharger tool/ 22.5HP/100HP/15m -CLT-8 Triage shield recharger tool/ 37.5HP/60HP/15m
PRO: -Kaalikiota shield recharger tool/35HP/90HP/15m -Ishukone Flux shield recharger tool/35HP/90HP/22.5m -Wyrkomi Triage shield recharger tool/44HP/75HP/15.m -Focussed shield recharger tool/62.5HP/ 110HP/7.5m
The base regen stats are low cause when pointed at a dropsuit it stacks with their native shield regen. Cause neither do i or the competetive community see a point in having a bonus to nanohives cause we can carry 6 of those allready at ADV lvl. It would make the suit aswell more popular cause if we are honest here all the other logis have something to keep you going while the caldari only has ammo, which every 1 can now carry tons of it to begin with.
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The dark cloud
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Posted - 2015.03.18 15:07:00 -
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shaman oga wrote:It would be OP. Imagine a cal sent, with 80 or even more shield recharge and no delays. Yeah but the cal sentinel has much less HP cause you need at least 2 energizers to achieve that. A amarr sentinel has 1344HP on armor and with the help of a minlogi with a lai dai flux reptool a armor regen rate of 87,5HP. The cal sentinel with a setup that you posted would have 707HP and a total shield regen of max 123HP/s. So the calsentinel has 48% less main tank HP but 40% better regen. I think thats a fair tradeoff.
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The dark cloud
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Posted - 2015.03.19 07:49:00 -
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Elpedo Hughes wrote:Seriously though I don't support it as a armour and shield tanked player with 2 logis with 1 shield and 1 armour rep tool would be OP (hence my NAMELESS post)
I would mind a shield booster like on tanks though. Ya know that the basic shield regen on armor suits are extremely bad? It would still make more sense to stick a 2nd reptool on him so his uber buffed armor tank regens quicker.
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The dark cloud
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Posted - 2015.03.19 08:23:00 -
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Breakin Stuff wrote:shaman oga wrote:It would be OP. Imagine a cal sent, with 80 or even more shield recharge and no delays. There isn't a single anti shield weapon that cannot casually annihilate this advantage even with the laser and plasma resists. And quite bluntly a shield transporter that simply jumpstarts the regen and adds 15-25 shield regen per second would be on par with the 125 HP/sec core armor repairer used by logis. It doesn't require much to matter, but it needs to matter. The thing is lasers and blaster weapons rip trough shields like nothing and if you are not armor tanked its basically game over. On medium-long range you should have the option to get supported by a logi. And i certainly have seen enough armor tanked suits with rail rifles and scramblers who are getting repped by logis. Then there is the case of flux nades which wipes all of your shields when beeing hit and thats even the case when it was a militia.
Then we have the trench war ambush meta where 2 sides collide with each other but nobody moves. Armor tanked suits have the advantage cause they generate more WP and in the end just can OB the enemys to win the match.
Another thing is why beeing upset about high regen on shield suits? you have to sacrifice HP to have that kind of regen but the fact that passive armor reps+armor repair tools stack aswell is beeing ignored. In fact lets see how much armor rep a amarr sentinel can get:
AK.0 sentinel with 4 passive reppers: 39 HP/s and has 750HP armor with lvl5 skills
Minmatarr logistic with a lai dai flux repair tool: 87,5 HP/s
both combined: 126HP/s
So tell me now again why a shield recharger tool would be OP? The amarr sentinel has more armor HP without any plates then a cal. sentinel has shields with 2 extenders and 2 energizers. The truth is the amarr sentinel would beat the regen rate of the cal. sentinel by 1HP/s. Point is invalid for those fearing of "++ber repping heavys" cause that one certainly is allready here.
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The dark cloud
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Posted - 2015.03.19 18:42:00 -
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The main gripe that people have with this idea is that it would take a armor exclusive feature away from them. Thats the only reason why they are against it. But hey lets keep a heavy with allmost 1400HP armor and stick a reptool on him. Not OP at all while a cal. sentinel has like 40% less shield HP then the amarr has armor.
This proposal would make the Cal. logi actually worthwhile using. Cause ya know any random guy with a advanced nanohive could now resupply his whole team.
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The dark cloud
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Posted - 2015.03.19 19:52:00 -
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Vesta Opalus wrote:Elpedo Hughes wrote:Seriously though I don't support it as a armour and shield tanked player with 2 logis with 1 shield and 1 armour rep tool would be OP (hence my NAMELESS post)
I would mind a shield booster like on tanks though. Thats a pretty good concern to bring up. Do armor repair tools stack? I forget. I think they do, maybe they shouldnt, for the same reason you bring up. Yes they stack. The more logis are repping you the higher the HP regen is. It would actually a drawback to change out one logi for shield recharge. Cause the base shield regen on armor suits is like 20HP/s and barely goes up with energizers/rechargers.
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The dark cloud
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Posted - 2015.03.20 09:12:00 -
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People say its OP but fail to back up that claim while we allready have very similar mechanics for armor suits. They are just trying to defend their armor exclusive crutch and WP farm tool. And what about it of the shield sentinel doesnt take armor damage? Its its main tank after all and he would actually be easier to kill then a fully plated amarr sentinel that has a minlogi sitting behind him. Ya know why? Cause shields can never get over 1000HP shields. Its just impossible.
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The dark cloud
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Posted - 2015.03.20 10:26:00 -
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Breakin Stuff wrote:Because equality of armor AND shields is somehow considered a nerf rather than parity.
There is nothing unbalanced about a shield repair tool.
Especially when armor rep tools are so damn powerful.
And the core 120 or 125/sec combined with the minlogi rep bonus is... not insanely potent?
How the everliving fck is having a shield rep tool somehow OP in the face of THAT?? Because shields could become competetive like armor and people dont like to have a new meta thats why. They are affraid that the easy kills they can get from shield suits could vanish. Though the whole game concept would still be intact:
-armor= slow moving, high HP, slow regen and high damage output -shield= fast moving, low HP, high regen and lower damage ouput
The game lore would remain intact the only difference is that when you play logi you can actually help a shield dropsuit rather then just watch how he dies. Eve has shield and armor logistic ships so why cant we have aswell both armor and shield logi suits?
Another thing is a well specced player with a proto scrambler rifle can deal over 100HP damage vs shields in a single shot. So you need like 7 scrambler rifle shots to get trough a cal. sentinel shields. Show me a anti armor weapon which can do the same thing to a fully plated amarr sentinel. And no the sniper rifle does not count.
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The dark cloud
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Posted - 2015.03.20 11:12:00 -
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Varoth Drac wrote:I like the idea.
How about a shield regen nanohive as well? You could maybe keep the Cal logi bonus to hives but make shield hives the primary method of regening other's shields. This would maintain some distinction between armour and shields. Nah we want to get away from the nanohive bonus cause its the least popular and not really usefull since every 1 can allready carry 6 hives on ADV and be capable to resupply their whole team. It is questionaable why a good squad should favour a cal. logi for ammo over a gal. logi with scanners and normal ammo.
Scans=kills adv hives= easy resupply
and with that the whole purpose of the Cal. logi has become useless. Its not just that but sitting on a armor repping nanohive is campy and because the game is dynamic youll need to move constantly. Be it in ambush moving cause the spawns changed or on skirmish when you captured a objective and want to move onto the next one.
Shield recharger/Repair tools are better for dynamic gameplay cause you can move and heal somebody at the same time. Your reptool not vanishing when beeing hit by a locus grenade/flux is aswell a aspect thats against nanohives.
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The dark cloud
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Posted - 2015.03.20 11:20:00 -
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Jebus McKing wrote:I'm not opposed to shield recharger tools, but I think it would be kinda boring if they worked just like armor rep tools for shields.
Why not make them a bit different?
Instead of giving them a set number of shield hp/s I think it would be interesting if shield tools worked kinda like a combined recharger + regulator.
(Just some numbers out of my ass so you get what I'm talking about. Totally not balanced.)
PRO Shield Modulator Tool target receives: +65% shield regen -35% shield depleted delay
Cal Logi could get a bonus to those tools, e.g. 25% bonus to regen = 81.25%; 50% to delay = 52.5%
In that example a Cal Sentinel with 3x extenders + 1x energizer + 1x regulator could have a regen rate of ~95hp/s, with a delay of ~1.16s while still having 830 shields and 100% mobility.
The idea behind that is that shield suits couldn't just stack a ton of extenders and run around with a 0s delay shield rep, but instead continue to work like shields usually do.
The shield user can make the shield tool more useful by using rechargers/energizers + regulators on his suit, but he has to give up hp for it. It would require new coding and maybe a clientside update. While my idea allready exists in the game files, just remember back when the Logi LAV's had infantry support modules. They just need to flip the bonus from the reptool and maybe make the beam blue instead of yellow. Another issue with your idea is that the logi would get no triage WP cause he actually doesnt generate HP for the game mechanic to work.
A logis main WP generation comes from the logistic work he does and if that doesnt work out nobody wants to use it. This is the main reason why for example minlogis are so much liked simply cause of the reptool beeing aible to generate tons of WP. While with the nanohive bonus you only get 10 WP for resupplying ammo.
Basically its like this: -no WP reward= no incentive to spec into it.
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The dark cloud
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Posted - 2015.03.20 14:01:00 -
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Ofcourse the Gal. logi is one of the best logi due to its bonus. Thats why it has its existance reason for good squads/PC teams. Every 1 loves to have a scanner on your site and hate it when the enemy has them. Minmatarr is usefull to keep your team alive and amarr has fast reinforcment spawns with his uplinks. Caldari is just lolwrothy compared to the other 3 races cause it doesnt has a usefull/competetive role to fill.
No decent FC would ever put a caldari logi on their team if he has the choice to pick the other 3 races. Well there is a new added role to it which overlaps with the amarr logi and that is to put drop uplinks on buildings/rooftops cause hes the only logi with 5 highslots and capable to jump with the help of 5 myo's to spots that nobody else can reach (except for dropships).
That doesnt make use of the nanohive bonus and the insane 5 myo's is probs beeing nerfed so that you can only fit 3 of them at a time or some other kind of nerf. Im looking at the logi future and not some niche role which is probs not even intended. Dont get me wrong the jump height with 3 is allright but 5 is a bit insane.
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The dark cloud
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Posted - 2015.03.20 20:51:00 -
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Thats problematic cause dropsuit shields act the same way like vehicles. Once you have some kind of forced regen it kickstarts the natural regen aswell. Prime example are shield boosters cause once the boosted amount gets added to your shields it aswells forces the vehicle to start regen aswell.
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The dark cloud
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Posted - 2015.03.24 11:11:00 -
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hippity hoppity bumpy di bump.
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The dark cloud
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Posted - 2015.03.24 14:25:00 -
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Ku Shala wrote:shield recharge tool will never happen imagine any suit with 1 shield and 1 armour rep tool repairing would = imortal Ever tried to kill a fully plated amarr sentinel whos getting repped by 2 minlogis? Yeah good luck with that and every decent player knows you should focus on your primary tank and not your secondary. It makes no sense for example to regen shields on a amarr assault cause he has only like 180HP shilds while having around 650-850HP armor.
-every decent slayer focuses on either shield or armor on their suits -every decent tanker focuses on either shield or armor on their tanks
You just simply dont want that a armor exclusive feature gets ported over to shields. A good fit for heavy-logi combo is to have the heavy buffer tank with as much armor as he can (extends reaction time for the heavy and the logi to catch on reps) and a logi with a decent reptool. Shield suits are massively underpowered and in my opinion putting a shield logi into the game would patch that hot topic by quite some marging.
Cause in the end of the day when you play skirmish you have to get face to face with the enemy to take a point and not shot him from 100m+ with a rail rifle. Armor wins matches while shields get 0 support and you end up dead after 7 shots from a proto scrambler on a amarr asault with tripple damage mods.
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The dark cloud
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Posted - 2015.03.24 18:11:00 -
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Ku Shala wrote: can you imagine the wp generated from a dual rep tool logi, what about an amar with 2 extenders and a bunch of armour repairers and reactive plates hybrid tanking will be the new fotm .
for example if you just made polar opposites of the armour rep tools (I know unrealistic) it would constantly buy you 1 extra second of armour repair ~doubling the effects of the armour rep tool by also using a shield repair tool. (more affective than two armour reps)
what happens when you are being repped by a shield tool how can your suit identify delay .
How will this affect vehicles? remember logi lav's with shield transporting how op did that make infantry
where do you draw the line of balance can I dual rep with a shield rep tool? can my core shield repair rep @ 130+hp/sec, how do you balance two tools that act similar that are not comparable because armour and shield work different(100 shield Gëá 100 armour hp)
if you r e trying to head on with shields your doing it wrong, they are flank/cover while a firing team advances,
better solution to shield repairers make a/b type suits for all races (or make basic frames work the opposite of specialist ie caldari medium basic frame would be hybrid or armour focused)
So what about it if you used a focused shield recharger? Same thing applies to min logis using their focused reptool and the solution to that are grenades which work cause the range of those variants makes you do a piggyback on a heavy. I fail to see your point. Im telling you again that hybrid tanking does not work yeah you could slack shield extenders on a armor tanked suit but sacrifice jump height+damage mods for it.
And the meta for who is repping who would just end up like this: 2 reptools repping a plated sentinel> 2 shield recharger tools recharging a cal. sentinel 2 reptools on any armor suit> 1 reptool and 1 shield recharger tool on any shield suit
The math is quite simple behind it. The shield recharger tools have less HP/s generation then a reptool but are better when sticked onto a suit that makes use of rechargers/energizers (which means less HP on the suit). The catching point comes in when 2 logis are present. Using 2 shield recharger tools surely helps but the natural regen on your dropsuit only stacks once. Armor reptools get then a advantage cause armor regenerated per sec matches the shield regen and the suit with more HP will win which is in 99% of the times the amarr/gal sentinel
So in the end armor still trumps shields when grouped but when its 2vs2 (2 heavys and their logis facing each other) it would be a equal fight cause its a fight of high regen vs high HP. If you dont believe me ask every decent eve player what he thinks about "dual tanking". You will just get laughed at.
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The dark cloud
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Posted - 2015.03.24 19:52:00 -
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Ku Shala wrote:1. if it does not "repair its not a repair tool its a shield transporter
2. this is dust not eve IDC what eve is or says or laughs at
3(yeah your numbers had no thoughts but here an idea how op it would be) if your shield is repairing @ 106.35)hp/s base (proto cal sentinel with 2 complex energisers and 1 basic energiser) and you are getting 10.38 native armour reps(using the transporter delay decreased idea) you would roughly be getting 175.48 shields/ second in less than 1 second. for the second handheld shield transporter how would that calculate +65% on base......175.48-106.35= 69.13 would make recharge 244.61in half second for 2 tools 2X core focused reptool= 312HP/s armor repaired when used on a minlogi. So the amarr sentinel has 1344HP AND regens with more then you claimed. So how is my idea again "OP" when the sentinel in question that you posted has only 612HP on shields which is less then 50% of the amarr sentinels armor. Point proven that you want this to be a armor exclusive thing. Any further discussion with you is pointless cause all your arguments are invalid.
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The Dark Cloud
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Posted - 2015.04.04 03:54:00 -
[17] - Quote
Bump cause i dont want to make another thread about this. And because shields vs armor is still imbalanced and the cal. logi is useless.
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The Dark Cloud
The Rainbow Effect
4496
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Posted - 2015.04.19 23:02:00 -
[18] - Quote
Cross Atu wrote:I've heard it suggested that the Shield Transporter should be an active mod (new code required) That would function, very simply put, as an active mod that created a "reverse Flux" effect for a limited time span.
Thus restoring friendly shields by a substantial amount with an AoE centered around the Logi player for a brief span before going back on cool down.
This would allow for a unique more mobility / hit and run playstyle for shields (vs armor) while still giving enhanced utility. It would also be a very active tactical role because the timing of use would be very key in certain contexts. Sounds interesting enough for me so i bite. Just let it bring up your wrist interface (like with a cloak field) and once you activate it it generates a field around that logi (nanohive effects any one?) and restores shields on yourself and any 1 whos close to you as long you are holding the wrist interface up. When you drop it/energy runs out (same like with cloaks) the field deactivates. That way you could regen shields of even more then 2 guys at once for a limited amount of time. It would make a great assaulting tool.
Edit: give the cal logi then a bonus for duration and cooldown time instead of the silly nanohive bonus.
I make the scrubs scream and the vets cry.
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The Dark Cloud
The Rainbow Effect
4579
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Posted - 2015.04.23 18:30:00 -
[19] - Quote
Cross Atu wrote:RedBleach LeSanglant wrote:Cross Atu wrote:I've heard it suggested that the Shield Transporter should be an active mod (new code required) That would function, very simply put, as an active mod that created a "reverse Flux" effect for a limited time span.
Thus restoring friendly shields by a substantial amount with an AoE centered around the Logi player for a brief span before going back on cool down.
This would allow for a unique more mobility / hit and run playstyle for shields (vs armor) while still giving enhanced utility. It would also be a very active tactical role because the timing of use would be very key in certain contexts. Even just an activated piece of equipment would be fine. Doesn't need programming or code for an active module - until we want to go there. I would simply have a recharge timer similar to the active scanner. Use once, must wait, then activate again. possible radius expansion, but a one time inverse flux would be great. No new animation. Take the cloak module and use that for the in screen animation and hud view so we don't have to build a new model. Could have a pulse module and pulsed 3x in 6 seconds allowing the carrier to run through a group :) So I have been informed that my vernacular is non-standard. In other words I think of all things that can be slotted into a frame as mods. It seems this has caused some confusion so I'd like to clear that up. The mod I described was meant to be an equipment mod. I hope that helps reduce any muddle I may have caused. Quite obvious to me, cloak fields are essentally aswell "active modules" in that regard. Just throw that thing into the game and we get a step closer to much more interesting gameplay as just "stack plates and damage mods".
I make the scrubs scream and the vets cry.
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The Dark Cloud
The Rainbow Effect
4587
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Posted - 2015.04.24 17:47:00 -
[20] - Quote
Still dont see a reason why this shouldnt happend. Yesterday i actually managed to get into a ambush where the opposition had a full squad with amarr assaults and repping logis. The proto logis could latch onto two assaults, constantly repping them like mad (with over 900HP armor). My only choice was to sit at distance with a laser rifle and kill the logis on open field once they where stupid enough to get out of cover.
However i still got killed cause the assaults closed in, i had to reload and got murdered. We have armor reps that have a range of ~30m, heal 93HP/s and can lock onto 2 players at once. Oh yeah another thing is that particular squad earned 3 orbitals in a ambush with that method.
Now how should a full shield tanked squad (for example caldari) deal with this situation? The enemy assaults used scramblers which tear shields apart like nothing, the enemy has more health and higher DPS due to damage mods beeing put in the highslots. If you shot them while they keep peeking out to take damage you actively contribute to their WP generation. Armor damage= WP for the minlogi.
So the armor squad has the advantage of:
-the much better weapon -much higher damage output -significant higher HP and HP regen due to minlogis repping them -better overall resistance vs most weapons cause there is no +20% rifle vs armor (except the massdriver) -insane WP farming for orbitals
Now lets see what the shield tanked squad has: -mobility -higher regen without a logi (when you can manage not to take damage)
The advantages of armor outweight the advantages that shields offer by miles.
I make the scrubs scream and the vets cry.
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The Dark Cloud
The Rainbow Effect
4602
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Posted - 2015.04.25 05:58:00 -
[21] - Quote
I find the absence of a devpost kinda disturbing.
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The dark cloud
The Rainbow Effect
4610
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Posted - 2015.04.25 20:02:00 -
[22] - Quote
Cross Atu wrote:The question of WP earnings deserves it's own focus IMO so here goes. If we have a shield transporter that functions identical to the current rep tool then we can simply apply the current earnings logic. So that's simple enough. However we have heard cases made for very different mechanics for how a shield transporter could function, and it begs the question how would WP be assigned in those cases? What would be the earnings mechanism for a transporter that did not actually rep but just turned on the native rep of the suit? (and how would higher tiers of such an equipment mod provide enhanced functionality?) What would be the earnings mechanism for a transporter that used the 'active bubble' method to apply shield reps? Should the WP earnings for both "rep tools" be reworked to one unified method with the addition of shield reps or is having differing mechanics grand different earnings types be the most appropriate option? Thoughts? EDIT: "It's weird, he has all these questions and side bars... creepily like he's been thinking about this for awhile." If you want to have a mechanism for shield transporters/rechargers then you could have a mechanism in place where the time while beeing focused on a a suit that has depleted/partially depleted shields would equal to WP gain. So its not the amount of shields you heal but rather the time you are locked onto them.
However that concept brings some issues: -if shield transporters only overclock the native shield recharge delay to 0 (assuming the tool itself doesnt provide any shields) then how would the Cal. Logi bonus work out? Range would work but the increased healing rate bonus wouldnt apply (maybe more range then reptools and +1 target locked on per lvl?). Or how about a native shield recharge multiplayer? STD only overclocks native regen +25% of native regen, advanced gives +50% of the native regen (working like a mobile recharger) and proto would add +75% ontop of the native regen. That way Suits with horrendeus native regen would not benefit from having a shield logi. In this scenario only shield tanked suits could really make usage of this due to their ability to enhance their native regen on the fit itself.
-If we go down the route of a active equipment (ala cloak field activation) with a area of effect mechanic then the bonuses have to be wastly different then that of the minlogis. Maybe something like +10% area of effect radius and 5% cooldown time per lvl?
For the AOE kind of WP earn mechanic you could eventually take the same mechanic as from the resuplly bonus that nanohives have. Treat shields restored like ammo or something similar where you get +25WP for people inside of the bubble that have less then 100% shields. Ya know you aswell only get WP for a team mate who has at least fired 1 round so that the nanohive resupply mechanic can come into action. You have to keep aswell in mind that guardian points should be earnable too.
I make the scrubs scream and the vets cry.
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The dark cloud
The Rainbow Effect
4624
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Posted - 2015.04.26 22:10:00 -
[23] - Quote
CommanderBolt wrote:Considering that in EVE both Shield Logistics and Armour logistics are both very important and viable roles and both let players tank a similar amount, I feel we are MASSIVELY overdue for a shield repair mechanic.
It always feels like there is some sort of resistance to having shield repairs and I have never understood why....
However it may be, I welcome shield repair with open arms. Because armor tanked players fear that shield suits are not a "lol free kill" anymore.
I make the scrubs scream and the vets cry.
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The Dark Cloud
The Rainbow Effect
4639
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Posted - 2015.04.28 04:21:00 -
[24] - Quote
Tesfa Alem wrote:As long as shield suits are flying through the air, i don't see the point really. I wouldnt carry a shield rep tool anyway because shield suits except the caldari heavy are nowhere near the dirtiest fights, unless they are jumping all over the place.
All the crying over amor suits, like there arent plenty of ways to take down one of those as well. Rail Rifles and Combat rifles do as much damage vs Armor, and those ARs dont tickle either. But hey its the Dust forums so i'm getting ahead of myself.
Besides, my little shielded ones, you forget how much shields the Amarr and Gallente suits can fit. A adv caldari assault cant fit 500+ shields tanked. An adv Amarr heavy can match that (shields lvl 5 + 2 enhaced extenders = 550 shield)
What ever it is you want to add that will make the shield reppers behave like the armor, remember that the armor suits can abuse it too, and still have the massive armor buffer to fall back on. Leaving you back at square one.
Would i mind if there was some sort of way to help shield tankers? No of course not. But it has to be done smartly, and a shield rep tool isnt smart.
And i could squeeze 639HP armor on a CK.0 assault. Dont know about you pal but i dont see many bricktankers these days at least no successfull bricktankers. Seriously stating that you could use shield extenders on a armor suit is just as stupid as putting armor plates on a shield suit. If you do that then you should be slapped in the face and branded as moron.
Shield= mobility armor= damage
If i want that high HP values you might aswell use a heavy with a rail rifle. Ya know cause appearently only HP matters to you.
I make the scrubs scream and the vets cry.
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The Dark Cloud
The Rainbow Effect
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Posted - 2015.04.28 18:21:00 -
[25] - Quote
Fleen Costell'o wrote:And add matar logi you creating OP camp. change damage mod. and plates in your caldari fit. to recharge, regulator and energizer Yeah right while i wait for my shields to recharge the amarr assault closes in with his repslave and 900HP armor and instapops me as soon he turns around the corner. And if you use shield and armor logis on a mainly armor tanked squad you are wasting your time. Logis should focus on either shield or armor. Use both and you are devaluaing the logistic power.
I make the scrubs scream and the vets cry.
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