|
Author |
Thread Statistics | Show CCP posts - 19 post(s) |
DeathwindRising
ROGUE RELICS
1027
|
Posted - 2015.05.07 12:33:00 -
[1] - Quote
shield vehicle hardeners... the 60 second cooldown is for what tier module? standard, or proto? |
DeathwindRising
ROGUE RELICS
1027
|
Posted - 2015.05.07 14:30:00 -
[2] - Quote
Even worse the the hardener is the dispersion mod. I flagged it as a big already but basically it's negatively effecting the small blasters.
Since they gain accuracy through inverted dispersion, and thus are effected by dispersion mechanics, a module that decreases the rate of dispersion would decrease the rate at which small blaster gain their accuracy.
Basically, the dispersion mod keeps small blasters from becoming more accurate. |
DeathwindRising
ROGUE RELICS
1028
|
Posted - 2015.05.08 08:18:00 -
[3] - Quote
CCP Rattati wrote:Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little. Any big changes to fitting to fix HAV problems, hits Dropships harder.
so go find your design team and tell them to do some work. if balancing HAVS is impacting dropships... make it so that doesnt happen. maybe, you could just go and make dropship specific mods... nobody told you to use the same mods for all vehicles |
DeathwindRising
ROGUE RELICS
1028
|
Posted - 2015.05.08 08:20:00 -
[4] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little.
fix shield boosters and theyll stop buffer tanking. but apparently ccp doesnt know how to fix them even after 1 year |
DeathwindRising
ROGUE RELICS
1047
|
Posted - 2015.05.12 11:34:00 -
[5] - Quote
CCP Frame wrote:Everything that was listed as "fix ready" in this spreadsheet will be deployed today after the downtime.
shield energizers are still bugged
|
|
|
|