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Echo 1991
Dead Man's Game
836
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Posted - 2015.06.10 23:44:00 -
[91] - Quote
Zan Azikuchi wrote:Echo 1991 wrote:Zan Azikuchi wrote:See, this is exactly what I was talking about... This logic, nothing will get done for shield's because you like the easy kills, the easy time you get killing shield player's, this is why shield players complain, it's not easy using an RR in CQC not easy killing an armor suit at 40+ meters with one either, but with an AR/SCR/CR/RR they beat you as shield's, the caldari are suppose to be the best at caldari tech, you know **** it, your not gonna understand cause you don't play it with nothing but shield mod's, no damage mods, no dampeners, just regs, extenders, and recharges, with nothing but the RR, use it for the next 3 month's and then tell me if it's fine... I've been saying shield regen mods need a buff on almost all my posts. You try use an armour suit and tell me how them RRs, CRs and mass drivers feel. You also have to remember the RR isn't meant for CQC which is why it isn't that good for it. Its primary use is long range. I'm fairly certain if the breach AR and normal AR could shoot out 70+ metres, people would call for a nerf cos its a short range weapon. Don't complain it isn't as good as an AR or CR in cqc, scramblers are a different story entirely. Lol, i've placed armor mod's on my Ck0, i've out lived, most players with all the weapons, including CR, mod's don't need a buff the suit needs changes, I shouldn't be capable of taking on amarr with an SCR and win with the RR in both cqc AND long range, while using armor mods, if I can do that, then either some mods are broken, or their too powerful. I've taken hit's from MD's too, not a problem, CR? give me a break, only reason it ever kills me, is cause I get jumped, or it's a jumper, everything that goes against armor, isn't as severely damaging as you make it out to be. (Every post you make, you seem to prove my logic right). Caldari needs a buff cos you can kill people with it?? Did you think about that before you typed? Try use an actual armour suit that doesn't have 350 HP shield buffer and then tell me that a combat rifle and mass driver doesn't rip through you. |
Echo 1991
Dead Man's Game
836
|
Posted - 2015.06.10 23:45:00 -
[92] - Quote
Mex-0 wrote:Echo 1991 wrote:Zan Azikuchi wrote:See, this is exactly what I was talking about... This logic, nothing will get done for shield's because you like the easy kills, the easy time you get killing shield player's, this is why shield players complain, it's not easy using an RR in CQC not easy killing an armor suit at 40+ meters with one either, but with an AR/SCR/CR/RR they beat you as shield's, the caldari are suppose to be the best at caldari tech, you know **** it, your not gonna understand cause you don't play it with nothing but shield mod's, no damage mods, no dampeners, just regs, extenders, and recharges, with nothing but the RR, use it for the next 3 month's and then tell me if it's fine... I've been saying shield regen mods need a buff on almost all my posts. You try use an armour suit and tell me how them RRs, CRs and mass drivers feel. You also have to remember the RR isn't meant for CQC which is why it isn't that good for it. Its primary use is long range. I'm fairly certain if the breach AR and normal AR could shoot out 70+ metres, people would call for a nerf cos its a short range weapon. Don't complain it isn't as good as an AR or CR in cqc, scramblers are a different story entirely. Breach AR used to be OP. It then got nerfed because it was too good. |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
67
|
Posted - 2015.06.11 03:38:00 -
[93] - Quote
Echo 1991 wrote:Zan Azikuchi wrote:Echo 1991 wrote:Zan Azikuchi wrote:See, this is exactly what I was talking about... This logic, nothing will get done for shield's because you like the easy kills, the easy time you get killing shield player's, this is why shield players complain, it's not easy using an RR in CQC not easy killing an armor suit at 40+ meters with one either, but with an AR/SCR/CR/RR they beat you as shield's, the caldari are suppose to be the best at caldari tech, you know **** it, your not gonna understand cause you don't play it with nothing but shield mod's, no damage mods, no dampeners, just regs, extenders, and recharges, with nothing but the RR, use it for the next 3 month's and then tell me if it's fine... I've been saying shield regen mods need a buff on almost all my posts. You try use an armour suit and tell me how them RRs, CRs and mass drivers feel. You also have to remember the RR isn't meant for CQC which is why it isn't that good for it. Its primary use is long range. I'm fairly certain if the breach AR and normal AR could shoot out 70+ metres, people would call for a nerf cos its a short range weapon. Don't complain it isn't as good as an AR or CR in cqc, scramblers are a different story entirely. Lol, i've placed armor mod's on my Ck0, i've out lived, most players with all the weapons, including CR, mod's don't need a buff the suit needs changes, I shouldn't be capable of taking on amarr with an SCR and win with the RR in both cqc AND long range, while using armor mods, if I can do that, then either some mods are broken, or their too powerful. I've taken hit's from MD's too, not a problem, CR? give me a break, only reason it ever kills me, is cause I get jumped, or it's a jumper, everything that goes against armor, isn't as severely damaging as you make it out to be. (Every post you make, you seem to prove my logic right). Caldari needs a buff cos you can kill people with it?? Did you think about that before you typed? Try use an actual armour suit that doesn't have 350 HP shield buffer and then tell me that a combat rifle and mass driver doesn't rip through you.
Lol, you seem to have forgotten the part with ARMOR, cal's are shield suit's, not armor suit's, and i've been shot without shields on, lol still kicked amarr ass with armor fit, and mass drivers? blows themselves up cause I ran into them, CR, unless is a broken min suit, I come out on top.
So, pretty much your saying that ALL caldari should just run armor instead of using shields? Cause that's the gist i'm getting here, lol maybe your like every other armorer out there, just want the free ride, getting kills without working the extra 20 miles that a caldari shield suit has to put out just to be competitive.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Squagga
Fatal Absolution Negative-Feedback
733
|
Posted - 2015.06.12 07:12:00 -
[94] - Quote
Shields is broke, m'Kay. I dunno why you guys have such a hard time wrapping your heads around this. Not asking for the moon over here and it's pretty obvious a lot of people want it
Shields, the silent killer.
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pegasis prime
Intruder Excluder
2
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Posted - 2015.06.12 07:20:00 -
[95] - Quote
I'd have to agree with Squagga here . Shields are still pretty poor in relation to armour all i think shields really need is about +10% hp and a dammage threshold for recharging then they would be in a pretty good place compair to armour .
Proud Caldari purist .
I fought and bled for the State on Caldari prime.
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DR DEESE NUTS
118
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Posted - 2015.06.12 15:33:00 -
[96] - Quote
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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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.12 15:40:00 -
[97] - Quote
make shields half of what armor is and everything will be fine
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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jonny battles
Random Gunz Rise Of Legion.
33
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Posted - 2015.06.12 15:47:00 -
[98] - Quote
Sgt Kirk wrote:Tunnel Snakes Rule
Should ik who the tunnels snakes are
Lol Wally butch can't remember the 3rd one
It was just that easy
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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.12 15:48:00 -
[99] - Quote
jonny battles wrote:Sgt Kirk wrote:Tunnel Snakes Rule Should ik who the tunnels snakes are Lol Wally butch can't remember the 3rd one sounds like a referance to fall out 3 lol
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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DR DEESE NUTS
119
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Posted - 2015.06.12 16:25:00 -
[100] - Quote
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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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.12 16:29:00 -
[101] - Quote
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
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
|
DR DEESE NUTS
119
|
Posted - 2015.06.12 16:33:00 -
[102] - Quote
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
70
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Posted - 2015.06.12 17:57:00 -
[103] - Quote
Actually, aside from advance (because you can fit 2 regulators which is far more important than stealth by any means) Proto is the only viable suit for the caldari, CPU and PG wise too, Basic, you'll die alot in because you have to play extremely skillfully and extremely carefully, if you die by a cal suit, more than likely he's from a well named corp. and is/has alot of experience running cal basic and cal militia. Given the amount of skill that's required, you can see why most players (new) tend to quit on day 1 (possibly 1 week later). Sure suit's may look fine, but that's because of 2 years of using them, people need to remember that we're not in that state of "If I can do it, so can he/she", not everyone's you, not everyone's gonna do the same thing you do, that's why we're different.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Squagga
Fatal Absolution Negative-Feedback
737
|
Posted - 2015.06.12 19:17:00 -
[104] - Quote
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
Shields, the silent killer.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
75
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Posted - 2015.06.12 19:27:00 -
[105] - Quote
Also this game really isn't made for long range engagements either, which also factor's into why shield's are in such a bad position (its like trying to fit a square into a triangle hole). All we really want is to be able (despite lore and original concept of shields) to go into the CQC mudd and be at least helpful to protect CQC objectives, alot of maps are closed in and offer very little room to avoid a shot especially from explosives.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DR DEESE NUTS
120
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Posted - 2015.06.12 19:30:00 -
[106] - Quote
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
75
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Posted - 2015.06.12 19:41:00 -
[107] - Quote
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).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DR DEESE NUTS
121
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Posted - 2015.06.12 19:57:00 -
[108] - Quote
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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knight guard fury
Sebiestor Field Sappers Minmatar Republic
1
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Posted - 2015.06.12 19:58:00 -
[109] - Quote
DR DEESE NUTS wrote: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. then keep the complex at 67 if you feel that way. whats 1 hp of a difference matter anyway. besides survival and being on the near brink of eath of a decimal of health that is.
Kin of the Vherokior tribe
I'm a pure minmatar loyalist
I discuss things based on EVE lore.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
76
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Posted - 2015.06.12 20:24:00 -
[110] - Quote
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%?
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Dzago Sevatarion
DUST University Ivy League
18
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Posted - 2015.06.12 20:45:00 -
[111] - Quote
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. |
DR DEESE NUTS
121
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Posted - 2015.06.12 20:47:00 -
[112] - Quote
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
76
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Posted - 2015.06.12 20:52:00 -
[113] - Quote
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.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DR DEESE NUTS
122
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Posted - 2015.06.12 21:06:00 -
[114] - Quote
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
76
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Posted - 2015.06.12 21:14:00 -
[115] - Quote
Try using a basic or advanced cal, and place 2 energizers, (that 6% is BRUTAL).
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DR DEESE NUTS
122
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Posted - 2015.06.12 21:38:00 -
[116] - Quote
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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Karam Arami
The Knights Of NewEden
12
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Posted - 2015.06.12 22:42:00 -
[117] - Quote
DR DEESE NUTS wrote: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. Yep true but still scramblers will still pack too much power for the shields to catch up unless in key situations your solution might work against an assault rifle or an assault scram but a standard fire scram would be too much to handle especially if that user is my friend ninja guardian, bighewi ,or protocake Jr.
BULLETS NEVER TOUCH ME!!!!! lasers do tho....
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Imp Smash
Molon Labe. RUST415
864
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Posted - 2015.06.12 23:41:00 -
[118] - Quote
DR DEESE NUTS wrote: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.
Am I misreading this chart? Looks like the most used suit is the Min Ass, followed by the Am Ass, with the Cal Ass coming in 3rd a scant 0.4% more than Gal ass.
Although these graphs are a tad suspect. They say the 2nd most used gun in the Gek Ass, and I find that hard to believe with rarely I see it... |
Squagga
Fatal Absolution Negative-Feedback
744
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Posted - 2015.06.13 02:11:00 -
[119] - Quote
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
Shields, the silent killer.
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DR DEESE NUTS
126
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Posted - 2015.06.13 02:12:00 -
[120] - Quote
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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