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Joel II X
Bacon with a bottle of Quafe
7345
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Posted - 2015.05.08 02:43:00 -
[31] - Quote
sebastian the huds wrote:i'd like to know why a militia armor plate gives 13 more hp without skills that a prototype shield extendor with maxed skills. as a caldari assault, i need to know.
SIGNED Because it slows you down by 3%.
A basic Ferroscale gives less HP than a complex and they both allow you to keep the same speed. |
knight guard fury
Carbon 7
1632
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Posted - 2015.05.08 02:54:00 -
[32] - Quote
Shields are supposed to be half of what armor is and currently it is not entirely like that. signed
Kin of the Vherokior tribe
I'm a pure minmatar soldier
I do not associate with anyone that is not Mnmatar
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knight guard fury
Carbon 7
1632
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Posted - 2015.05.08 03:09:00 -
[33] - Quote
Currently armor has 85/110/135 and shields are 33/50/66
We can either buff shields or nerd armor plates which it's pretty obvious that buffing shields would be the better choice. Or we can adjust both while keeping them decently reliable. Armor: 85/110/132 Shields: 42/55/66
Or
Armor: 80/100/120 Shields: 40/50/60
The first is just buffing shields while the seconds is adjusting both to bring them more on par with each other.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Stupid Blueberry
Budborne.
1085
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Posted - 2015.05.08 03:25:00 -
[34] - Quote
I think caldari base shield hp needs a buff because minmatar suits do fine with the current shield extender hp values.
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
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nelo kazuma
THE LAST H0PE. RUST415
161
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Posted - 2015.05.08 05:24:00 -
[35] - Quote
I would like to see a shield booster equipment so u can activate to immediately start regening shield and a shield nano or shield injecter that can be used kinda like a rep tool but only once every 60 seconds at basic 45 at adv n 30 at proto to insta regen a fellow unit. |
Heimdallr69
Negative-Feedback.
5149
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Posted - 2015.05.08 06:56:00 -
[36] - Quote
Not only do they suck in FW but their suits suck too.
Removed inappropriate content - CCP Logibro
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abdullah muzaffar
Random Gunz Rise Of Legion.
573
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Posted - 2015.05.08 13:23:00 -
[37] - Quote
Shield extenders either should have penalties removed or go for 40-60-75
IJR took my soul. RIP 20/3/15 5:14
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Cat Merc
Negative-Feedback. Negative-Feedback
16446
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Posted - 2015.05.08 13:31:00 -
[38] - Quote
Sennina Sovereign wrote:I think we need to buff the amount of hp shield extenders give. If you can get over a 1000 armor easily with certain suits, why can't shields do the same?
Example Basic old: 33 hp, Basic new: 66 hp Advanced old: 50, Advanced new: 100 hp Proto old: 66 hp, Proto new: 132 hp.
Now before any of you pro-armor loving scrubs start yelling OP, keep in mind that you guys have armor repairs that work constantly and armor repair tools that give you BS amount of points. Sure, if armor repairers got doubled to 20hp/s then you have a deal and normal plates had their speed penalty halved.
Don't you spout numbers like you know how shields vs armor works. You literally have no idea god damned clue if you think 66/100/132 will be balanced.
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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Cat Merc
Negative-Feedback. Negative-Feedback
16446
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Posted - 2015.05.08 13:34:00 -
[39] - Quote
Joel II X wrote:Sure. I'm alright with this.
However, I don't think it should be a lot. Probably around the Ferroscale area since both don't affect movement speed. If this is the case, it would mean +10 shields per tier. And do you also propose combining ferroscales and reactives, so we get ferroscale HP and reactives repair? Because that's basically what your shield extenders will be.
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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Cat Merc
Negative-Feedback. Negative-Feedback
16446
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Posted - 2015.05.08 13:36:00 -
[40] - Quote
knight guard fury wrote:Currently armor has 85/110/135 and shields are 33/50/66
We can either buff shields or nerd armor plates which it's pretty obvious that buffing shields would be the better choice. Or we can adjust both while keeping them decently reliable. Armor: 85/110/132 Shields: 42/55/66
Or
Armor: 80/100/120 Shields: 40/50/60
The first is just buffing shields while the seconds is adjusting both to bring them more on par with each other.
Finally, someone reasonable. In all honesty, shields lack two things.
Heavy Extenders - Something for Caldari Sentinels to fit like armor sentinels. These will be very penalizing just like armor plates.
Shield Logi tools - Lack of these tools means that in group combat, armor has an edge.
"Breakin, PS3's and PS4's can't mate. They're incompatible. Unlike Apache's and Cappuccino machines." - Cat wisdom
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james rains
OUTCAST MERCS General Tso's Alliance
20
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Posted - 2015.05.08 13:38:00 -
[41] - Quote
Came back and used my caldari assault but found that I had to hide more and more. Because the shields are weak then I tanked another fit with armour and shield and still died but harder the shielders out there/here have a better chance literally one shot to the shield and it is gone. |
nelo kazuma
THE LAST H0PE. RUST415
162
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Posted - 2015.05.08 17:33:00 -
[42] - Quote
I stead of sgield buffs thought of something better
Here (>-_-)> https://forums.dust514.com/default.aspx?g=posts&m=2764891#post2764891 |
VAHZZ
1797
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Posted - 2015.05.08 19:15:00 -
[43] - Quote
Heimdallr69 wrote:Not only do they suck in FW but their suits suck too.
From the mouth of a monster.
"I bring nothing; I bless nothing, I save nothing, I just; erase. Completely. Shatter."
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Squagga
Fatal Absolution Negative-Feedback
605
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Posted - 2015.05.08 19:17:00 -
[44] - Quote
Cat Merc wrote:Sennina Sovereign wrote:I think we need to buff the amount of hp shield extenders give. If you can get over a 1000 armor easily with certain suits, why can't shields do the same?
Example Basic old: 33 hp, Basic new: 66 hp Advanced old: 50, Advanced new: 100 hp Proto old: 66 hp, Proto new: 132 hp.
Now before any of you pro-armor loving scrubs start yelling OP, keep in mind that you guys have armor repairs that work constantly and armor repair tools that give you BS amount of points. Sure, if armor repairers got doubled to 20hp/s then you have a deal and normal plates had their speed penalty halved. Don't you spout numbers like you know how shields vs armor works. You literally have no idea god damned clue if you think 66/100/132 will be balanced.
You seriously think I'd be bitching if the repair rate made the suit surviveable? Sure deal. You guys can have a better repair rate on your armor, we get a buff to shields. Deal. I also do agree that the buff should be reasonable. Chances are it'll be over buffed if/when this becomes a thing. CCP is good for that
Shields, the silent killer.
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knight guard fury
Carbon 7
1633
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Posted - 2015.05.08 22:28:00 -
[45] - Quote
Cat Merc wrote:knight guard fury wrote:Currently armor has 85/110/135 and shields are 33/50/66
We can either buff shields or nerd armor plates which it's pretty obvious that buffing shields would be the better choice. Or we can adjust both while keeping them decently reliable. Armor: 85/110/132 Shields: 42/55/66
Or
Armor: 80/100/120 Shields: 40/50/60
The first is just buffing shields while the seconds is adjusting both to bring them more on par with each other.
Finally, someone reasonable. In all honesty, shields lack two things. Heavy Extenders - Something for Caldari Sentinels to fit like armor sentinels. These will be very penalizing just like armor plates. Shield Logi tools - Lack of these tools means that in group combat, armor has an edge.
It's only logical, taking into account that we are in the EVE universe that is.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Sennina Sovereign
ROGUE RELICS
53
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Posted - 2015.05.08 23:38:00 -
[46] - Quote
Cat Merc wrote:Sennina Sovereign wrote:I think we need to buff the amount of hp shield extenders give. If you can get over a 1000 armor easily with certain suits, why can't shields do the same?
Example Basic old: 33 hp, Basic new: 66 hp Advanced old: 50, Advanced new: 100 hp Proto old: 66 hp, Proto new: 132 hp.
Now before any of you pro-armor loving scrubs start yelling OP, keep in mind that you guys have armor repairs that work constantly and armor repair tools that give you BS amount of points. Sure, if armor repairers got doubled to 20hp/s then you have a deal and normal plates had their speed penalty halved. Don't you spout numbers like you know how shields vs armor works. You literally have no idea god damned clue if you think 66/100/132 will be balanced.
Calm your **** man. I was just giving an example on how it could be. Besides, adding shield extenders extends the recharge period for shields and fluxes can almost always completely remove infantry shields. Also, is there a shield repair tool that people can use to farm warpoints? No, there is not. However, I would like to see an improvement with armor plates if this were to happen so there can be a balance. No need to sound like an angry 12-13 year old in the forums, we should all act like professional mercs that have some class. |
knight guard fury
Carbon 7
1633
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Posted - 2015.05.09 01:15:00 -
[47] - Quote
If you knew a thing about shields is that they have to be half of what armor is, anymore and they'll be OP in the sense that every one will have insane amounts of shield hp
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Cypher Nil
Fireteam Tempest
287
|
Posted - 2015.05.09 01:19:00 -
[48] - Quote
I run nothing but caldari suits and though i enjoy a challenging battle a buff to shields is really needed
Signed
n++pâçGòÉS+Ç 28+ Million SP Merc n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
Of course we won, now when do I get paid?
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Tiny Pineapple
Corrosive Synergy Rise Of Legion.
232
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Posted - 2015.05.09 01:22:00 -
[49] - Quote
I am tired of having to hide behind cover while the enemy stays all comfy inside the objective.
Signed.
You can't handle all this synergy.
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LOL KILLZ
LulKlz
58
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Posted - 2015.05.09 01:25:00 -
[50] - Quote
Signed. Also on the idea of a shield rep tool, signed.
CEO of LulKlz/ chat channel LulKlz, code 0000 <--- numbers
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Squagga
Fatal Absolution Negative-Feedback
609
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Posted - 2015.05.11 00:17:00 -
[51] - Quote
LOL KILLZ wrote:Signed. Also on the idea of a shield rep tool, signed.
I don't know how I feel about a shield rep tool. I mean it does make sense. They have armor rep tools. But something about it seems a bit op. They have this tech in EvE?
Shields, the silent killer.
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Imp Smash
Molon Labe. RUST415
829
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Posted - 2015.05.11 00:39:00 -
[52] - Quote
If you want to compare armor to shields you have to compare the correct mods.
Complex Armor Plates do NOT compare to Complex Shield Extenders. There is no shield equivalent to Armor Plates.
Complex Ferroscale plates compare to Complex Shield Extenders.
Complex Ferroscale: PG/CPU: Not sure off hand. Someone look it up for me. HP: 75 Penalties: None
Complex Extenders: PG/CPU: Not sure off hand. Someone look it up for me. HP:66 Penalties: +6% Regen Delay Length
I get that shield suits need to be more fragile than armor in close quarters because they are better at trench warfare. That's the combat methodology thing and it's cool. And relatively speaking they aren't far off -- 9 hp at most per module. Slightly more because of the skill bonus in the skill tree.
Armor repairing under fire and shields regenning more a tick cancel each other out and fit in their intended role.
However, armor suits get Damage mods without hurting their HP. They get rep tools. Rep Hives. They have the "Trade speed for more HP plate" (original plates.)
Make a shield extender with high HP, like in the low hundreds (still less than armor mods) that have a significant penalty to shield regen rate. Put in a shield reptool or shield rephive. Then you have parity. Shields will still be inferior to armor in CQC. But not as much. They will still be better at range in their current incarnation, but when stacked at range will be INFERIOR due to the regen rate penalty of High shield hp mods. Then you can nerf scramblers a tad as there will be more shield suits.
I really don't understand what is so hard to understand about it o.O
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Bright Cloud
Namtar Elite Gallente Federation
985
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Posted - 2015.05.11 01:51:00 -
[53] - Quote
To be honest i think we need modules that increase the rate of fire and they should go into the lowslot. Aswell nerf the scrambler damage profile (not the gun itself) to be a mirror to the combat rifle. And to top it give us a shield logi tool to aid shield tanked suits while beeing in combat.
-Rate of fire module for lowslots -scrambler profile nerf +15% vs shields and -15% vs armor (currently +20% vs shields and -20% vs armor) -shield logi rebalance as you can see here
Bright is the opposite of dark! Who would have thought of that?!
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deezy dabest
2224
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Posted - 2015.05.11 02:01:00 -
[54] - Quote
Shield suits and shields in general should probably get a nice balancing pass.
I think that lowering the recharge delay penalty on shield extenders while also slightly buffing their HP would be great all around.
EDIT: Adding a shield based rep tool of some sort would make a world of difference. Part of the reason armor spam is so dominant is because its the only thing that a logi can latch on and effectively multiply some suits eHP by almost 10. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10045
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Posted - 2015.05.11 03:07:00 -
[55] - Quote
I feel as though shields are great on regeneration but the stipulation to survive the initial combat and make use of that regeneration is where it falters. It's good for hit-and-run style play but TTK is too short for that sort of skirmishing to be very effective (not to say that it isn't).
Been running Caldari Logi/Assault lately and I sort of get the impression that it needs just a bit more buffer. Just a personal opinion though.
You guys are like a broken record with this "CPM material" business xD Let it go
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Imp Smash
Molon Labe. RUST415
829
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Posted - 2015.05.11 05:12:00 -
[56] - Quote
Bright Cloud wrote:To be honest i think we need modules that increase the rate of fire and they should go into the lowslot. Aswell nerf the scrambler damage profile (not the gun itself) to be a mirror to the combat rifle. And to top it give us a shield logi tool to aid shield tanked suits while beeing in combat. -Rate of fire module for lowslots -scrambler profile nerf +15% vs shields and -15% vs armor (currently +20% vs shields and -20% vs armor) -shield logi rebalance as you can see here
That would be a ridiculous buff to shields making them better at CQC than Armor. So no. |
Bright Cloud
Namtar Elite Gallente Federation
987
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Posted - 2015.05.11 07:02:00 -
[57] - Quote
Imp Smash wrote:Bright Cloud wrote:To be honest i think we need modules that increase the rate of fire and they should go into the lowslot. Aswell nerf the scrambler damage profile (not the gun itself) to be a mirror to the combat rifle. And to top it give us a shield logi tool to aid shield tanked suits while beeing in combat. -Rate of fire module for lowslots -scrambler profile nerf +15% vs shields and -15% vs armor (currently +20% vs shields and -20% vs armor) -shield logi rebalance as you can see here That would be a ridiculous buff to shields making them better at CQC than Armor. So no. Yeah right cause damage mods are sacred for armor tankers. Damage mods make up for the lack of alpha damage on CQC weapons so rate of fire modules should make up for the lack of CQC capabilitys. Now get out of here you armor crutch addict.
Bright is the opposite of dark! Who would have thought of that?!
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Imp Smash
Molon Labe. RUST415
829
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Posted - 2015.05.11 23:42:00 -
[58] - Quote
Bright Cloud wrote:Imp Smash wrote:Bright Cloud wrote:To be honest i think we need modules that increase the rate of fire and they should go into the lowslot. Aswell nerf the scrambler damage profile (not the gun itself) to be a mirror to the combat rifle. And to top it give us a shield logi tool to aid shield tanked suits while beeing in combat. -Rate of fire module for lowslots -scrambler profile nerf +15% vs shields and -15% vs armor (currently +20% vs shields and -20% vs armor) -shield logi rebalance as you can see here That would be a ridiculous buff to shields making them better at CQC than Armor. So no. Yeah right cause damage mods are sacred for armor tankers. Damage mods make up for the lack of alpha damage on CQC weapons so rate of fire modules should make up for the lack of CQC capabilitys. Now get out of here you armor crutch addict.
My posting history on championing more balanced shields and armor is extremely well established. So much so that if you read up in this thread by 4 posts you would see that. And you wonder why no one takes you seriously... |
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