|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7678
 |
Posted - 2015.03.20 09:21:00 -
[1] - Quote
This post is shockingly objective and constructive. Are you certain that you are actually a DUST player?
On a more serious note, while I have zero issue with your assertions, they are well thought out and they touch on actual issues, I must add that the community mindset on how fittings should be optimal is not compatible with the systrengths of shield tanking.
Part of it is that a few things need adjusting. The other part of it is armor tanking is just easier and takes less thought. I say this as a habitual sentinel who also runs all four assaults.
As far as shields vs. Ferros: sshields have a regen advantage upping the HP of extenders isn't the answer IMHO. It would swing the pendulum back a little too hard.
However, the extender penalty came before some of the better refinements to armor were a thing. It might be time to consider lifting them.
Kincats should be made equivalent to damage mods. Mobility is king with shields. Lowering the cost of kincats will not make the wiggle wiggle strafe detection dumbassery worse because kincats do not add to base speed, which is the attribute that dictates backpedal and strafe speed.
Shield threshold should be set to the lowest base value individual bullet in the game so a single stray round out of optimal will not screw you. But a stray shot from optimal can.
Jerking with range invariably gets people crying because if an assault can fit it so can an HMG/forge sentinel.
All in all I'm on board with you here.
AV
|

Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7681
 |
Posted - 2015.03.20 14:29:00 -
[2] - Quote
Ku Shala wrote:also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay ...ish. this doesn't have the same effect on vehicles as it does on dropsuits.
At all.
AV
|

Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7687
 |
Posted - 2015.03.20 17:49:00 -
[3] - Quote
Boot Booter wrote:
Could you elaborate on your opinion of range mods? For whatever reason I see them as equal and opposite to damage mods, as weapons are semi balanced on a damage versus range mindset. They are also a perfect alternative to armor in my opinion, much like damage is an alternative to shields.
I need only point to the number of people who absolutely screamed about how unfair it is that HMGs could kill them outside 20m over the last few weeks alone. Now apply the lesson to all the weapons.
AV
|

Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7691
 |
Posted - 2015.03.21 02:47:00 -
[4] - Quote
Ku Shala wrote:Breakin Stuff wrote:Ku Shala wrote:also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay ...ish. this doesn't have the same effect on vehicles as it does on dropsuits. At all. sorry is this not an infantry thread? Yes, however, certain ideas have repercussions beyond the intended area of influence.
Also it doesn't really solve the core issue. Much as I would love to agree with you there.
AV
|

Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7723
 |
Posted - 2015.03.27 07:54:00 -
[5] - Quote
You wouldn't HAVE to dedicate all slots to survival in a shield suits if the breakdown Between CQC and open ground maps was more even.
If you can keep enemies at a distanve shields hold an advantage if being more easily able to evade faster and regenerating rapidly behind cover.
This is assuming a few quality of life tweaks. Shields aren't horrible right now. They just aren't quite wwhere they need to be.
But it's close enough that it'll be easy to overbuff them.
AV
|
|
|
|