|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
256
|
Posted - 2015.04.03 18:00:00 -
[1] - Quote
Just give cal ass lower recharge delays, and buff mods by 12 sHP.. It's so simple but no one wants that
Entering the void and becoming wind.
Message for 1v1 air to air
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
258
|
Posted - 2015.04.05 03:10:00 -
[2] - Quote
DozersMouse XIII wrote:I ran a cal assault for the first time ever after 3 years and went 24 and 2 so I don't see a problem besides people not setting them up right.
I used 3 comp extenders, 1 comp energizer, 1 comp recharger, 3 comp regulators, ascr & smg.
I get 76 shield reps a sec with a 2 sec depleted regen and a 1 sec regular regen
Problem is to properly cal tank, you are forced into a small selection of fits.
Next is, to build a viable shield suit... You need near max skills.
Telling you, there's an easy fix. . Just buff mods by 12 sHP, lower recharge delays by 0.5/0.4
Or let sHP have lower fitting costs...
Still, it's rare to encounter a properly fit cal tank... (pro) 70+ sHP/s @ 1.6 delay. Or 707 sHP @ 1.6 delay. But it's basically a special fit, which is why it feels weird... Switch from the formula and you've gimped your fit.
Entering the void and becoming wind.
Message for 1v1 air to air
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
273
|
Posted - 2015.04.06 19:35:00 -
[3] - Quote
An idea?
Start with 12 sHP buff to extenders, 0.4/0.5 reduction to recharge delay
The ADS tourney! Join today!
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
276
|
Posted - 2015.04.07 14:38:00 -
[4] - Quote
As for damage thresholds, how do people look at it? Would it be a percentage of your recharge? Is it a fixed number?
Also, would a reduction in recharge delay be appropriate? An example would be a 0.5 reduction to delays, or a small buff to extenders by 12 sHP. A basic extend : 33 -> 45, enhanced: 50 -> 62, comp 66 -> 78. i believe this is a very simple fix, as it's just a number change that doesn't need any coding (easy for ratt).
Or a slight fitting reduction (PG) why do damage mods take less fitting than extends?
The ADS tourney! Join today!
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
289
|
Posted - 2015.04.09 10:55:00 -
[5] - Quote
I don't know if this was already said but, anti-shield weapons need to stop getting buffed for this armor meta... That's the first step that needs to be taken.
The ADS tourney! Join today!
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
380
|
Posted - 2015.04.25 17:14:00 -
[6] - Quote
Aeon Amadi wrote:Squagga wrote:Every time I come back, shields seem to less and less effective. What the kitten CCP? For Caldari this is how we survive. It seems every kind of weapon tears down my shields nowadays. Is anybody else seeing this matter the same? How would you make shields better?
+12 sHP buff to modules. Reduce PG costs of extends to be under damage mods (pro). Reduce recharge times by 0.4/0.5. Damage threshold of 25% (< guessing) recharge rate.
Any combination of those, and shields would be okay.
The ADS tourney! Join today!
|
Shamarskii Simon
The Hundred Acre Hood Rise Of Legion.
387
|
Posted - 2015.04.27 20:18:00 -
[7] - Quote
Squagga wrote:I just did a day using my Calass load out, with a AScR. Yes, I can say for sure, that weapon is broken and OP. My kills went up, but my deaths stayed the same. So, with this logic, it is definitely my suit that is broken also. I've also been running MinAss, and my kills go up, and my deaths go down. It's not complicated to figure out
AScR was buffed for this armor meta, nuff said.
The ADS tourney! Join today!
|
|
|
|