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DR DEESE NUTS
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Posted - 2015.06.06 23:55:00 -
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Squagga wrote:Petra 222 SoM wrote:I'll just leave this here for you to ponder. Dust.thang I don't bother with damage modifiers and you need shield regulators or your one quarter eHP, armor, will be all you're left with. You guys really need to start thinking about what you say before you say it
Scroll down. It will show you the most used suit is the caldari assault.
The USS m`dick
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Posted - 2015.06.07 13:41:00 -
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Shields and armour are balanced on a 1v1 level but on team based level armour is clearly the better option. This is do to armour having the repair tool and rep hives which you can support you whole team on and get wp.
If we were to give shields some equipment of their own like a shield repair tool then shields will become way more viable.
The USS m`dick
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Posted - 2015.06.08 21:00:00 -
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Zan Azikuchi wrote:Echo 1991 wrote: Shields don't need a buff, they need more things that benefit them. Like a shield repairer. Also mate, shield recharge rate is still per second there's just a delay which needs a threshold so it isn't broken by a bullet from 100m away that does 1 damage doesn't stop it. Maybe make it easier to fit rechargers and energizers as well even extenders.
And whoever told you that the AR rips through armour is smoking something. Another thing, if shield suits are bad, why are most other shield suits fine? Min assault is fine, cal scout is fine, caldari commando is fine, min scout is fine.
So your saying that shield's should remain lower in HP value to armor? I can fit recharges and shield extenders and regulator's just fine, and I didn't say AR, I said BREACH AR. The shield suits you speak of: Min assaults don't rely on shield's they rely on armor plates, cal scout has horrible/problematic hit boxes, not an excuse for no shield buff's unless you plan to give caldari broken hit boxes that nobody can hit. Caldari commando is absolute trash, it's most viable simply sniping and defending one's self when someone decides to take out a DS to hunt your ass, if their not in an ADS of course. and Min scout, again, doesn't rely on shield's, they use myrofibs and once more, like all other scout's, have horrible/problematic hit boxes, and once more, not an excuse for no buffing or no rebalancing's, (also the tac ar does pretty well against armor as well my friend's have beaten high HP armor fit's with them). So, what's your next move? Otherwise i'll call checkmate on this (no joke, no troll).
If min assault don't rely on shield as much as armour then why do they have 210 shield and 190 armour and my proto min assault has 408 shield and 369 armour. Same with min scouts which use low slots to fit kin cats to get in knife range. All commandos trash. Cal scout can get 452 shield with 1.23 delay and 2.15 depleted. And will get 540 hp in total and can even fit a viziam scrambler rifle and a bolt pistol with auto aim with pg and cpu to spare woo what a ****** suit. Hmm I know my next suit now.
The USS m`dick
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Posted - 2015.06.08 21:30:00 -
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Zan Azikuchi wrote:That's your fit that still relies on armor, try not using any armor mods on that min assault, minmatar scouts rely on that speed alone and again have broken hit boxes, agreed commando's are trashed and need to be taken back into dev hell and spat out as something new, cal scout's aren't ment to be assault's, SCR's are broken. Bolt pistols, lack luster, too slow, needs rebalancing. So anything else you want to bring to the table?
Also, we're talking about how shield's are unbelievably weaker than armor, in that I mean how easy they are to kill, especially since this game is so CQC oriented.
My min assualt fit I rely on my shield. I use regulator to reduce my delays ans it works really well. I fight a short while then come back at full health my armour is just a buffer and I don't rely on it in my fights too much. Saying the cal scout should not be a assault does change the fact that it can achieve some amazing things so you saying that makes no since here. Bolt pistol are actually tied with the submachine gun as the best sidearm do to high alpha and range and its supposed to be slow. I'm going o make a min assault not using armour now.
The USS m`dick
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Posted - 2015.06.08 21:58:00 -
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Zan Azikuchi wrote:That's your fit that still relies on armor, try not using any armor mods on that min assault, minmatar scouts rely on that speed alone and again have broken hit boxes, agreed commando's are trashed and need to be taken back into dev hell and spat out as something new, cal scout's aren't ment to be assault's, SCR's are broken. Bolt pistols, lack luster, too slow, needs rebalancing. So anything else you want to bring to the table?
Also, we're talking about how shield's are unbelievably weaker than armor, in that I mean how easy they are to kill, especially since this game is so CQC oriented.
I did it. 3 shield extenders with a complex dmg mod. 3 regulators and a kincat. Combat rifle and boundless breach. Compact hive nd m1 locus grenade. 717 hp. 8.77 run speed. 1.92 delay and 3.13 depleted. Plus 7% dmg to my main weapon. We should not say shield sucks or scrams are op. That would be ********. Instead we use fits or in other words evidence for our ideas or beliefs. You have not given evidence.
The USS m`dick
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Posted - 2015.06.12 15:33:00 -
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After using my Gal assault and wrecking Caldari suits in Gallente faction warfare I can see now Caldari definitely needs a hp buff. As long as it's around the same or a bit less then my Gallente suit. I also realise the Caldari assault has to sacrifice on low slot for a regulator and another low for armour reps to be viable. They really only have one to play around with.
But the thing that needs to be buffed the most is std and adv shield modules. Proto caldari suits actually seem viable and this is do to complex shield modules being great but the lower end suits seem to be lacking the most.
The USS m`dick
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Posted - 2015.06.12 16:25:00 -
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knight guard fury wrote:make shields half of what armor is and everything will be fine
So basically 67.5 hp for complex extenders(round to 68) 55 hp for enhanced extender 42.5 hp for basic extender(round to 43)
A big buff for basic extenders and a little one for enhanced and a miniscule one for complex. These numbers seem very good and will give lower tier shield suits the advantage they need.
The USS m`dick
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Posted - 2015.06.12 16:33:00 -
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knight guard fury wrote:DR DEESE NUTS wrote:knight guard fury wrote:make shields half of what armor is and everything will be fine So basically 67.5 hp for complex extenders(round to 68) 55 hp for enhanced extender 42.5 hp for basic extender(round to 43) A big buff for basic extenders and a little one for enhanced and a miniscule one for complex. These numbers seem very good and will give lower tier shield suits the advantage they need. lore wise its supposed to be this way anyway
Though the progression looks ugly it goes up by 12 then goes up by 13 that needs to be fixed.
The USS m`dick
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Posted - 2015.06.12 19:30:00 -
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Squagga wrote:I'll admit, it gets a bit easier when you get into proto. However, I don't think that it should level off so quickly when you get into proto. Again, all we have to work with is our shields. Basically what Pegasis said, thanks bro, we need a buff to eHP and some resistance to damage, while our shields are rebuilding
I also feel like regulators are In a good place but recharges need a massive buff. The regular only does a 45% increase which is a little bit better then a complex armour repair. The other does does only a 65% increase which does outclasse any armour rep mod but comes at a hefty cost of 6% of your base hp which is around 20 hp. You also gotta consider you can't fit too many due to it being a high slot which conflicts with extenders and the insane cpu cost.
Also we hold make a thread in the feadback and discussion because rattati won't see this.
The USS m`dick
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Posted - 2015.06.12 19:57:00 -
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Zan Azikuchi wrote:Recharges to me would be perfectly fine regardless, so long as I can get to amarr level shield's (as they would in armor). Energizers do take a hefty amount of shields even though its like 6%, so we could do 3%, but we definitely wouldnt reach amarr level with one and go down to gallente level of armor in terms of shields, so I guess there would need to be a buff to shield related modules if thats the case. maybe make it so that basic is 40%+ and go up from 10% there on? and Make energizers give massive amounts of shields? (I'm just throwing **** nit's in at this point but I wanna hear everyone opinion on what they should be, IN YOUR OPINION).
Recharges. 40% 50% 60%
Energizer 55% -2% shield 70% -4% shield 85% -6% shield
A Caldari having a energizer and 4 complex extenders would give them a 58.05 recharge rate and 613.76 hp. Yeah I like where this is going.
The USS m`dick
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Posted - 2015.06.12 20:47:00 -
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Zan Azikuchi wrote:DR DEESE NUTS wrote:Zan Azikuchi wrote:Recharges to me would be perfectly fine regardless, so long as I can get to amarr level shield's (as they would in armor). Energizers do take a hefty amount of shields even though its like 6%, so we could do 3%, but we definitely wouldnt reach amarr level with one and go down to gallente level of armor in terms of shields, so I guess there would need to be a buff to shield related modules if thats the case. maybe make it so that basic is 40%+ and go up from 10% there on? and Make energizers give massive amounts of shields? (I'm just throwing **** nit's in at this point but I wanna hear everyone opinion on what they should be, IN YOUR OPINION). Recharges. 40% 50% 60% Energizer 55% -2% shield 70% -4% shield 85% -6% shield A Caldari having a energizer and 4 complex extenders would give them a 58.05 recharge rate and 613.76 hp. Yeah I like where this is going. Edit: Also interesting thing about the energizers they get better as you stack more of them but the stacking penalty still applies it's just a bit weird. But it's a bit neat. That shield deduction is still pretty incredible, maybe make it 2% 3% and 4%?
I think the hp deduction is fine as it only counts for your base hp. So the complex enrrgizer takes away about 21 hp but has 25% advantage over the recharge. Unless the penalty does count for extenders then I think a 6% decrease as It's a draw back for being over a third better then the recharged module.
The USS m`dick
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DR DEESE NUTS
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Posted - 2015.06.12 21:06:00 -
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Zan Azikuchi wrote:DR DEESE NUTS wrote:Zan Azikuchi wrote:DR DEESE NUTS wrote:Zan Azikuchi wrote:Recharges to me would be perfectly fine regardless, so long as I can get to amarr level shield's (as they would in armor). Energizers do take a hefty amount of shields even though its like 6%, so we could do 3%, but we definitely wouldnt reach amarr level with one and go down to gallente level of armor in terms of shields, so I guess there would need to be a buff to shield related modules if thats the case. maybe make it so that basic is 40%+ and go up from 10% there on? and Make energizers give massive amounts of shields? (I'm just throwing **** nit's in at this point but I wanna hear everyone opinion on what they should be, IN YOUR OPINION). Recharges. 40% 50% 60% Energizer 55% -2% shield 70% -4% shield 85% -6% shield A Caldari having a energizer and 4 complex extenders would give them a 58.05 recharge rate and 613.76 hp. Yeah I like where this is going. Edit: Also interesting thing about the energizers they get better as you stack more of them but the stacking penalty still applies it's just a bit weird. But it's a bit neat. That shield deduction is still pretty incredible, maybe make it 2% 3% and 4%? I think the hp deduction is fine as it only counts for your base hp. So the complex enrrgizer takes away about 21 hp but has 25% advantage over the recharge. Unless the penalty does count for extenders then I think a 6% decrease as It's a draw back for being over a third better then the recharged module. It does actually, that's how mod's work in this game, that being said, 6% on shield extended HP is much different than base shield, try fitting proto energizers 1 on 4 shield extenders and 2 with 3 shield extenders, take them off, then re-apply them, you'll then notice it's not based off of base shield without extenders but it's based off of shield's at ANY amount.
I did the math2 extender on my gall assault with one energized gives me 327 shield. This is because 182(base hp with -6%) plus two extenders or 145.2 hp equals 327.2 hp. The bonous on this and the current energized only affects base hp.
The USS m`dick
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DR DEESE NUTS
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Posted - 2015.06.12 21:38:00 -
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Zan Azikuchi wrote:Try using a basic or advanced cal, and place 2 energizers, (that 6% is BRUTAL).
I know 12% decrease will gimp your suits and that's around 42 shield hp and 164 cpu but it's suppose to be brutal but it also should allow you to get your hp back up in seconds. In my opinion using just one should half the time it take to get your shield hp up and using two should be 1/4 of the time. These should be used in conjunction with regulators to be a hit and run specialist regen suit.
The USS m`dick
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Posted - 2015.06.13 02:12:00 -
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Squagga wrote:DR DEESE NUTS wrote:Zan Azikuchi wrote:Recharges to me would be perfectly fine regardless, so long as I can get to amarr level shield's (as they would in armor). Energizers do take a hefty amount of shields even though its like 6%, so we could do 3%, but we definitely wouldnt reach amarr level with one and go down to gallente level of armor in terms of shields, so I guess there would need to be a buff to shield related modules if thats the case. maybe make it so that basic is 40%+ and go up from 10% there on? and Make energizers give massive amounts of shields? (I'm just throwing **** nit's in at this point but I wanna hear everyone opinion on what they should be, IN YOUR OPINION). Recharges. 40% 50% 60% Energizer 55% -2% shield 70% -4% shield 85% -6% shield A Caldari having a energizer and 4 complex extenders would give them a 58.05 recharge rate and 613.76 hp. Yeah I like where this is going. Edit: Also interesting thing about the energizers they get better as you stack more of them but the stacking penalty still applies it's just a bit weird. But it's a bit neat. Where are you coming up with these numbers? Proto shield energizer a give 65% at -6%. Away from home right now, but was just looking at that. So I know that's the stats, can't at the moment give you the rest of the stats
These are my proposed stats.
The USS m`dick
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Posted - 2015.06.13 04:09:00 -
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Zekain Kade wrote:Alright fags, vet shield tanker here. our shields are fine. our regen is fine, our depleted regen is fine. none of that needs a buff. What does need to be addressed though are some mods used for shields, and some weapons.
1: shield regulators need a buff. A major buff. Or instead of a direct buff to regulators, add in a bonus skill to regulators by upgrading cal assault suits, and scout suits. That alone would help out immensely
2: the combat rifle needs to be a tad adjusted. it is currently better hybrid weapon then the hybrid weapons. making it slightly weaker against shields will help reduce the amount of counter shield tanker face. maybe have be brought down to 85%
3: make any projectile that deals less than 20% of its original damage to our shields not affect our recharge, or having a similar system to our vehicles.
aside from that, you're all just horrible shield tankers who simple don't not know who to ******* run the suit. Each sit has its ply style. Shield tankers are hit and run/ long range fighters. you are not going to last long in CQC, or in prolonged fire fights. your suit is not built that way.
Good day.
Then why are there no Caldari assaults in pc and whenever I see one they die in a blink of an eye.
The USS m`dick
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Posted - 2015.06.13 15:58:00 -
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Heimdallr69 wrote:Echo 1991 wrote:does no one realise that projectile weapons have a -15/+15 pofile? Yet they still instantly kill shields
If they instantly kill shields then what ever happens to armour must be 2x worse.
The USS m`dick
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Posted - 2015.06.14 14:35:00 -
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Ydubbs81 RND wrote:Dzago Sevatarion wrote:Last night I made a shield tank Caldari light frame. It was a lot of fun to play a couple of games with 200 something shield HP and 3 second recharge delays. Played a game where I had 30hp/sec of armor regen with 0 recharge delays. That was fun too
What was your hp?
The USS m`dick
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Posted - 2015.06.15 02:33:00 -
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Eve: hp Armarr>Caldari>Gallente>minmatar Speed:Minmatar>Gallente>Caldari>Amarr
Always wondered why dust never followed it.
Also in eve shield has constant regen but armour has bursts. Never understood why they completely changed what was in eve in dust. Like Armarr being dual tankers
The USS m`dick
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Posted - 2015.06.15 02:37:00 -
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DR DEESE NUTS wrote:Eve: hp Armarr>Caldari>Gallente>minmatar Speed:Minmatar>Gallente>Caldari>Amarr
Always wondered why dust never followed it.
Also in eve shield has constant regen but armour has bursts. Never understood why they completely changed what was in eve in dust. Like Armarr being dual tankers
Dmg mods are In lows speed mods are In highs we also have three different types of slots in eve. Lows-meds-high.
Almost seems they switched armour and shield in dust.
The USS m`dick
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Posted - 2015.06.15 03:03:00 -
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Zan Azikuchi wrote:S-Seriously?! Armor was/is like Shield in Eve?!
Yep. Except with more hp.
The USS m`dick
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Posted - 2015.06.15 03:10:00 -
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Zan Azikuchi wrote:But armor still had more HP than shield's?
Yep.
The USS m`dick
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Posted - 2015.06.15 17:46:00 -
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Mobius Wyvern wrote:Personally, I just specced myself 100% into Caldari Assault, Rail Rifle, and shield tanking.
Using a ck.0 Assault with 3x Complex Extenders, 2x Complex Energizers, and 2x Complex Regulators, I've been having no trouble at all with survivability.
To clarify, that's 522 shield HP with a recharge delay of 2 seconds and a depleted delay of 3 seconds.
The recharge rate is almost 90hp/s.
I played an Ambush last night that put both teams on opposite sides of the bridge on the 5-point bridge map, and even though many people on the other team were using Scramblers and Assault Scramblers, I had no trouble engaging them because every time my shields dropped below 50% I'd drop behind cover, reload, and then jump back out with my shields back up.
Shield mechanics right now seem to work perfectly with the Caldari playstyle.
Shields at Proto level are fine they are balanced with armour. But at a basic and advanced level armour completely destroys shield.
At basic and advanced shields can't afford to fit the higher end mods like armour can and can't get hp or regen in a competitive since to combat armour.
The USS m`dick
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