Foehammerr
Dead Man's Game RUST415
157
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Posted - 2015.03.21 04:48:00 -
[1] - Quote
Boot Booter wrote: Tl;dr Shield damage threshold = a must
I agree with this however, there needs to be more added on. the reason shield tanking works in eve is because shields are always recharging versus the cyclical rep rate of armor. On top of that, the more shield extenders you fit, the faster the shield recharges because it's a percentage and not a flat number. The only drawback is that it makes the person appear bigger on scans. This needs to be implemented in Dust the same exact way with the only change being that shields increase you scan profile instead of hit box. The caldari scout already has a bonus to profile so the increase would be negated. Hopefully, with some other changes, this can turn the CScout into a kiting light frame as i imagine it should be. Also as I've heard, there's no real difference between using three regulators over two so the Ck.0 Assault can fit a damp. The only problem with this is finding a way to make regulators not redundant.
Boot Booter wrote: Ferroscales are OP
they aren't. In fact they used to be underpowered and cost too much to fit for how little armor HP they offered. They are in a good spot.
Boot Booter wrote: Kincats and extenders use too much PG.
I agree with this as well, but it could be argued they are where they need to be.
Boot Booter wrote: armor tankers have a monopoly on the damage vs range curve of weapons.
False. Dropsuits and weapons were designed to be fit with their respective race. This means when you use non racial weapons certain dropsuits they become sub optimal. For example, while it is lore accurate for the Gallente to use railguns, the limited design of the game fitting cost prevents stacking of damage mods because you run into fitting issues unlike you would if you were to fit blaster weapons. Railguns also have the Highest Alpha damage of its class anyway so they don't really need mods, unless you want to step into glass cannon territory. projectile weapons also have the highest dps (this shouldnt be the case) and better falloff than plasma weapons. Blaster weapons have the shortest range, optimal, and worst falloff, requiring Gallente suits to use damage mods, while the railgun projectile weapons have the best damage vs range curve for their respective classes of short and long range, not to mention the fact that you can (or should) be able to armor tank minmatar dropsuits fairly effectively, leaving room for damage mods. I'm unfamiliar with how lasers and Amarr tech stacks up so I can't give well educated input on this.
De Opresso Liber
Beta Vet since 2/5/2013
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