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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.06.26 16:06:00 -
[1] - Quote
If we buffed the Caldari Assault's CPU a bit, I think it'd be a quick, easy way to bring it back into competitiveness on the field compared to other assaults. Currently the Caldari Assault's CPU values make it extremely difficult to fit a dedicated shield tank due to the high CPU cost of shield modules and Rechargers/Energizers - arguably the things that make shield tanking what it is - are prohibitively expensive on CPU.
There is also reason to buff it's CPU in that while there are modules that do not require PG (EWAR modules and shield rechargers/energizers) there isn't a single module in the game that does not require CPU. The quick response I've heard to this is "Well then we need to give those modules at least 1 PG cost" but I don't feel this helps the Caldari Assault in any way, in fact it is just adding more problems as the Caldari Assault typically has to fit a CPU extender in order to get the most out of it's fitting (which now requires a pretty hefty amount of PG).
Discuss.
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demens grimwulff
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468
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Posted - 2015.06.26 16:14:00 -
[2] - Quote
My most powerful cal suit is a dual tank that has almost 100 cpu left, but uses all 85 pg slots.
Shields are dead (please note: opinion might slowly change based on the new threshold put in place... shields might then move to 'needing resuscitation, loss of life eminent')
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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TheD1CK
Dead Man's Game
2
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Posted - 2015.06.26 16:24:00 -
[3] - Quote
#Team Green proposing Caldari buffs now are they?? pfffft, like we didn't see this coming, reverse pyschology bias!
Trolling aside, I run Cal Assault quite often, fitting is not usually an issue (bar uplink suits)
Fixes I'd rather see.
- slightly lower base rate for depleted recharge, right now stacked regs = 1.6 / 2.3, lowering this to 1.3/2.0 would rock! - shield extender HP buff - lower fitting cost for rechargers/energizers
The Shield threshold should help a little, But if they change the bonus, we are back to where we started - Armour Ck.0
-Ck.0 Regulator fit combines well with Reload bonus, duck, cover, pew pew pew -Ck.0 stacked plates, triage hive and some DMG mods seems great for lower recoil on my RR
So I am hoping they go back on this change, and stop taking feedback from players who do not run the suits they judge. Lower strafe speeds + less recoil on a Kaalakiota, sounds like the Amarr Assault might have a new lil' brother
So all my ranting aside, we should wait until 1.1.3 maybe even 1.2 until this is looked into
And someone needs to slap the Cal bonus haters - Reload speed on the Rifles with the least ammo in clip saves lives!! |
TheD1CK
Dead Man's Game
2
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Posted - 2015.06.26 16:27:00 -
[4] - Quote
demens grimwulff wrote:My most powerful cal suit is a dual tank that has almost 100 cpu left, but uses all 85 pg slots.
Shields are dead (please note: opinion might slowly change based on the new threshold put in place... shields might then move to 'needing resuscitation, loss of life eminent')
Highlights the issue in one sentence "My most powerful cal suit is a dual tank"
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demens grimwulff
Negative-Feedback. Negative-Feedback
470
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Posted - 2015.06.26 16:28:00 -
[5] - Quote
TheD1CK wrote:#Team Green proposing Caldari buffs now are they?? pfffft, like we didn't see this coming, reverse pyschology bias! Trolling aside, I run Cal Assault quite often, fitting is not usually an issue (bar uplink suits) Fixes I'd rather see. - slightly lower base rate for depleted recharge, right now stacked regs = 1.6 / 2.3, lowering this to 1.3/2.0 would rock! - shield extender HP buff - lower fitting cost for rechargers/energizers The Shield threshold should help a little, But if they change the bonus, we are back to where we started - Armour Ck.0 -Ck.0 Regulator fit combines well with Reload bonus, duck, cover, pew pew pew -Ck.0 stacked plates, triage hive and some DMG mods seems great for lower recoil on my RR So I am hoping they go back on this change, and stop taking feedback from players who do not run the suits they judge. Lower strafe speeds + less recoil on a Kaalakiota, sounds like the Amarr Assault might have a new lil' brother So all my ranting aside, we should wait until 1.1.3 maybe even 1.2 until this is looked into And someone needs to slap the Cal bonus haters - Reload speed on the Rifles with the least ammo in clip saves lives!!
Yup ^^ 900+ eHP with dmg mods so that I can toe-to-toe gal and amarr dmg mod stacked suits.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
Negative-Feedback. Negative-Feedback
470
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Posted - 2015.06.26 16:31:00 -
[6] - Quote
TheD1CK wrote:demens grimwulff wrote:My most powerful cal suit is a dual tank that has almost 100 cpu left, but uses all 85 pg slots.
Shields are dead (please note: opinion might slowly change based on the new threshold put in place... shields might then move to 'needing resuscitation, loss of life eminent') Highlights the issue in one sentence "My most powerful cal suit is a dual tank"
And i have been the one arguing for shield purism, but I can't fight fire with a slightly damp rag. I still have shield only suits, but they are solely tactical and NOT caldari. My min suits are split 50/50 dual tank and shield only... but now that I lost my one upside, speed, I will need to switch to dual tank as all the kiddies can now rely on auto aim.
Trust me... I lost a little bit of my soul dual tanking my cal suit... but it was quickly replaced with tears from a 47/4 Dom match ^^
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
Negative-Feedback. Negative-Feedback
470
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Posted - 2015.06.26 16:36:00 -
[7] - Quote
Please see my two posts on the matter:
https://forums.dust514.com/default.aspx?g=posts&m=2798463#post2798463
https://forums.dust514.com/default.aspx?g=posts&m=2799512#post2799512
There are to many down sides, currently, to solely shield tank
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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TheD1CK
Dead Man's Game
2
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Posted - 2015.06.26 16:37:00 -
[8] - Quote
demens grimwulff wrote:TheD1CK wrote:#Team Green proposing Caldari buffs now are they?? pfffft, like we didn't see this coming, reverse pyschology bias! Trolling aside, I run Cal Assault quite often, fitting is not usually an issue (bar uplink suits) Fixes I'd rather see. - slightly lower base rate for depleted recharge, right now stacked regs = 1.6 / 2.3, lowering this to 1.3/2.0 would rock! - shield extender HP buff - lower fitting cost for rechargers/energizers The Shield threshold should help a little, But if they change the bonus, we are back to where we started - Armour Ck.0 -Ck.0 Regulator fit combines well with Reload bonus, duck, cover, pew pew pew -Ck.0 stacked plates, triage hive and some DMG mods seems great for lower recoil on my RR So I am hoping they go back on this change, and stop taking feedback from players who do not run the suits they judge. Lower strafe speeds + less recoil on a Kaalakiota, sounds like the Amarr Assault might have a new lil' brother So all my ranting aside, we should wait until 1.1.3 maybe even 1.2 until this is looked into And someone needs to slap the Cal bonus haters - Reload speed on the Rifles with the least ammo in clip saves lives!! Yup ^^ 900+ eHP with dmg mods so that I can toe-to-toe gal and amarr dmg mod stacked suits.
Indeed, how CCP make these changes/plans without seeing this is beyond me
Currently, I challenge Armour tankers with a 541/194 fit, based on cover and having a clip ready for the kill If the recoil bonus is added, a simple switch from regs to plates add a (R)Hive = WINNING
The key to fixing Shield tanking, is to fix Shield tanking, not to make it Armour tanking's reject cousin |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.06.26 16:39:00 -
[9] - Quote
TheD1CK wrote:#Team Green proposing Caldari buffs now are they?? pfffft, like we didn't see this coming, reverse pyschology bias! Trolling aside, I run Cal Assault quite often, fitting is not usually an issue (bar uplink suits) Fixes I'd rather see. - slightly lower base rate for depleted recharge, right now stacked regs = 1.6 / 2.3, lowering this to 1.3/2.0 would rock! - shield extender HP buff - lower fitting cost for rechargers/energizers The Shield threshold should help a little, But if they change the bonus, we are back to where we started - Armour Ck.0 -Ck.0 Regulator fit combines well with Reload bonus, duck, cover, pew pew pew -Ck.0 stacked plates, triage hive and some DMG mods seems great for lower recoil on my RR So I am hoping they go back on this change, and stop taking feedback from players who do not run the suits they judge. Lower strafe speeds + less recoil on a Kaalakiota, sounds like the Amarr Assault might have a new lil' brother So all my ranting aside, we should wait until 1.1.3 maybe even 1.2 until this is looked into And someone needs to slap the Cal bonus haters - Reload speed on the Rifles with the least ammo in clip saves lives!!
Good advice. I really like the lowered fitting cost for rechargers/energizers. A bit more elegant of a solution than simply buffing Cal Assault CPU.
I think that shield extenders, for the moment, can be left alone. Five of them on a Cal Assault is a little more than 700 shield HP by itself, plus the 194 armor, I think a buff to shield extenders - on top of the general recharge capabilities - would be a bit much.
I don't think the shield threshold will be enough, honestly. It only really affects Combat Rifles and SMGs, which are the only ones that do <6 damage to shields at their effective range. Even a militia AR can hit a shield at 150m+ and still exceed the 6 damage ratio, so, it is more of a nerf to projectile weaponry than a 'buff' to shields. I think the damage threshold might need to be expanded a little bit but we'll see what happens.
Vote #TeamGreen
Because if you don't, the Cow Dairy will be the next ones who are bias!
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Songs of Seraphim
Negative-Feedback. Negative-Feedback
1
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Posted - 2015.06.26 16:45:00 -
[10] - Quote
demens grimwulff wrote:My most powerful cal suit is a dual tank that has almost 100 cpu left, but uses all 85 pg slots.
Shields are dead (please note: opinion might slowly change based on the new threshold put in place... shields might then move to 'needing resuscitation, loss of life eminent')
Where'd you get the extra 5 PG on your Caldari Assault? I'm sitting here at 80PG maxed out cores. What the devil is this??
On a serious note, the shield threshold might help (albeit a tad and it won't be game breaking), there are still issues with the suit itself. Lower delays are welcome. And more CPU since Extenders/Regulators/Energizers are heavily CPU intensive.
Achura Bloodline
Loyalist of the State
Join Caldari FW
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TheD1CK
Dead Man's Game
2
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Posted - 2015.06.26 16:48:00 -
[11] - Quote
Yes, I rely on my Prof.4 in Ignorance to keep me going in Shield suits
I think the BIGGEST issue is Dust players refuse to see it as another playstyle, and just want it to match the rest - Adding the recoil bonus brings us a step closer to that.
Shields are not as bad as many claim, just not near as simple as running Armour.. requiring more thought (outrage!) A buff to Shields, along with releasing 'Shield tanking for dummies' to bookstores in New Eden and they would be 50/50
albeit, situational.. and that is where the players seem to lose all logic..
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Aeon Amadi
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11
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Posted - 2015.06.26 16:50:00 -
[12] - Quote
TheD1CK wrote:Yes, I rely on my Prof.4 in Ignorance to keep me going in Shield suits I think the BIGGEST issue is Dust players refuse to see it as another playstyle, and just want it to match the rest - Adding the recoil bonus brings us a step closer to that. Shields are not as bad as many claim, just not near as simple as running Armour.. requiring more thought (outrage!) A buff to Shields, along with releasing 'Shield tanking for dummies' to bookstores in New Eden and they would be 50/50 albeit, situational.. and that is where the players seem to lose all logic..
Agreed. To survive as a shield tanker you have to know when to break away, regen, and come back. Armor tankers don't have the same kind of recovery so hit-and-run style combat is best.
Problem is surviving long enough to do thjat.
Vote #TeamGreen
Because if you don't, the Cow Dairy will be the next ones who are bias!
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demens grimwulff
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470
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Posted - 2015.06.26 16:53:00 -
[13] - Quote
Songs of Seraphim wrote:demens grimwulff wrote:My most powerful cal suit is a dual tank that has almost 100 cpu left, but uses all 85 pg slots.
Shields are dead (please note: opinion might slowly change based on the new threshold put in place... shields might then move to 'needing resuscitation, loss of life eminent') Where'd you get the extra 5 PG on your Caldari Assault? I'm sitting here at 80PG maxed out cores. What the devil is this?? On a serious note, the shield threshold might help (albeit a tad and it won't be game breaking), there are still issues with the suit itself. Lower delays are welcome. And more CPU since Extenders/Regulators/Energizers are heavily CPU intensive.
;)
I had to burn a high for a certain PG mod :(
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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470
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Posted - 2015.06.26 16:57:00 -
[14] - Quote
Aeon Amadi wrote:Agreed. To survive as a shield tanker you have to know when to break away, regen, and come back. Armor tankers don't have the same kind of recovery so hit-and-run style combat is best.
Problem is surviving long enough to do thjat.
problem is... Armor tankers have multiple revenues of active tanking... hives + rep tools + innate repping... shields dont.
Also, considering the most common weapons on the field do +20% to shields mean that your shields tend to disappear before you have the chance to dip... and with speed nerfs, it will mean getting into cover is a lot less likely (especially considering how many times I die to magic bullets that tend to bend around cover)
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.26 17:11:00 -
[15] - Quote
Shield inhibition value is a good start. Cpu/pg isn't necessarily a problem with the cal assault - it's a problem with shields themselves, every individual module ****ing destroys fits because they have insane costs associated with them... largely to keep them out of armor tankers hands.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.26 17:36:00 -
[16] - Quote
Make caldari suit recharge delays closer to current calsent values.
Make minmatar values closer to current cal suit values.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.26 17:55:00 -
[17] - Quote
Aeon Amadi wrote:TheD1CK wrote:#Team Green proposing Caldari buffs now are they?? pfffft, like we didn't see this coming, reverse pyschology bias! Trolling aside, I run Cal Assault quite often, fitting is not usually an issue (bar uplink suits) Fixes I'd rather see. - slightly lower base rate for depleted recharge, right now stacked regs = 1.6 / 2.3, lowering this to 1.3/2.0 would rock! - shield extender HP buff - lower fitting cost for rechargers/energizers The Shield threshold should help a little, But if they change the bonus, we are back to where we started - Armour Ck.0 -Ck.0 Regulator fit combines well with Reload bonus, duck, cover, pew pew pew -Ck.0 stacked plates, triage hive and some DMG mods seems great for lower recoil on my RR So I am hoping they go back on this change, and stop taking feedback from players who do not run the suits they judge. Lower strafe speeds + less recoil on a Kaalakiota, sounds like the Amarr Assault might have a new lil' brother So all my ranting aside, we should wait until 1.1.3 maybe even 1.2 until this is looked into And someone needs to slap the Cal bonus haters - Reload speed on the Rifles with the least ammo in clip saves lives!! Good advice. I really like the lowered fitting cost for rechargers/energizers. A bit more elegant of a solution than simply buffing Cal Assault CPU. I think that shield extenders, for the moment, can be left alone. Five of them on a Cal Assault is a little more than 700 shield HP by itself, plus the 194 armor, I think a buff to shield extenders - on top of the general recharge capabilities - would be a bit much. I don't think the shield threshold will be enough, honestly. It only really affects Combat Rifles and SMGs, which are the only ones that do <6 damage to shields at their effective range. Even a militia AR can hit a shield at 150m+ and still exceed the 6 damage ratio, so, it is more of a nerf to projectile weaponry than a 'buff' to shields. I think the damage threshold might need to be expanded a little bit but we'll see what happens.
You know, honestly, I've never seen the lack of a shield threshold as a major problem. If anything, a minor annoyance and one rarely observed myself.
If I need to break combat, I break LOS totally. And if for some reason someone is trying to "plink" at me from range, I generally have some cover somewhere. But like I said, I've never had a problem with shield recharge. I'm generally rather close to my targets.
The biggest problem I've had is utilizing my shield recharge. For a while I ran 3 regulators with little success. Dropped a regulator and threw on a kincat and my whole game changed. With the added sprint speed I was able to break combat much easier and utilize shield recharge.
I throw 2 cats on from time to time in city maps. Nothing like it. So speed, namely sprint speed, is my biggest issue with them.
Tanks - Balancing Turrets
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.06.26 18:00:00 -
[18] - Quote
Breakin Stuff wrote:Make caldari suit recharge delays closer to current calsent values.
Make minmatar values closer to current cal suit values.
Eh. Would kind of defeat the purpose of shield regulators for any reason than to undo the effects of extenders, really.
Vote #TeamGreen
Because if you don't, the Cow Dairy will be the next ones who are bias!
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Vesta Opalus
Ostrakon Agency Gallente Federation
814
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Posted - 2015.06.26 18:07:00 -
[19] - Quote
Aeon Amadi wrote:If we buffed the Caldari Assault's CPU a bit, I think it'd be a quick, easy way to bring it back into competitiveness on the field compared to other assaults. Currently the Caldari Assault's CPU values make it extremely difficult to fit a dedicated shield tank due to the high CPU cost of shield modules and Rechargers/Energizers - arguably the things that make shield tanking what it is - are prohibitively expensive on CPU.
There is also reason to buff it's CPU in that while there are modules that do not require PG (EWAR modules and shield rechargers/energizers) there isn't a single module in the game that does not require CPU. The quick response I've heard to this is "Well then we need to give those modules at least 1 PG cost" but I don't feel this helps the Caldari Assault in any way, in fact it is just adding more problems as the Caldari Assault typically has to fit a CPU extender in order to get the most out of it's fitting (which now requires a pretty hefty amount of PG).
Discuss.
I think they should just fix the energizers and rechargers. Minmitar cant use these either without shitting up their whole fit.
Reduce the CPU of these across the board, increase PG if you feel you have to.
Also the effect of energizers and rechargers is abysmal after the jump from none to basic, you get like 2.5 reps per second (of course this depends on the suits regen stats, which I think is another stupid thing, a flat bonus would be easier to balance) going from basic to adv. and adv. to proto. The number should be more like 5-10, since unlike armor reps you dont get these reps at all times. |
maybe deadcatz
Horizons' Edge No Context
241
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Posted - 2015.06.26 22:04:00 -
[20] - Quote
Complex shield extenders should cost 9pg not 11. The standard is 3pg,the advances is 6pg(need to look again) but then the complex extender is nearly 4 times the basic and 2 times the advanced. Wtf where they smoking when they decided these values?
Ewar? What's that? Some kind of new crutch? Learn how to use your eyes and ears you maggots. Batteskirts for the win!!
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Mejt0
Dead Man's Game
1
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Posted - 2015.06.27 00:03:00 -
[21] - Quote
Caldari assault.. caldari assault.. yadda yadda.
What about Calmando? I hardly fit 2 rechargers on it with one adv gun to that. Rechargers/Energizers should use less CPU.
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Civire Bloodline
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Piercing Serenity
Immortal Guides Learning Alliance
984
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Posted - 2015.06.27 00:11:00 -
[22] - Quote
Something that would be nice is some "hardiness" to shields. What do you all think about making the shield threshold modified by the amount of extenders you put on? A change like this would likely require multiple kinds of shield extenders, but I could image a "Hardened Shield Extender" that gave Xhp, a bonus (with stacking) to shield threshold, and a reduction (with stacking) to shield regen. In that case, you would be able to choose a Hardened Extender that gave you more staying power but less regen, or an unhardened extender that gave you less staying power but greater regen
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.06.27 00:29:00 -
[23] - Quote
Piercing Serenity wrote:Something that would be nice is some "hardiness" to shields. What do you all think about making the shield threshold modified by the amount of extenders you put on? A change like this would likely require multiple kinds of shield extenders, but I could image a "Hardened Shield Extender" that gave Xhp, a bonus (with stacking) to shield threshold, and a reduction (with stacking) to shield regen. In that case, you would be able to choose a Hardened Extender that gave you more staying power but less regen, or an unhardened extender that gave you less staying power but greater regen
If we did that, I'd prefer it be rechargers/energizers, honestly.
Vote #TeamGreen
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Piercing Serenity
Immortal Guides Learning Alliance
985
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Posted - 2015.06.27 01:36:00 -
[24] - Quote
You don't think it would be a problem to have a module that both increased your regen rate and your shield threshold? I picked extenders because they currently increase the time you have to wait for regen. So you would trade increased resistance for decreased regen speed.
What's your reasoning for adding this (hypothetical) change to rechargers/energizers?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.06.27 02:07:00 -
[25] - Quote
Piercing Serenity wrote:You don't think it would be a problem to have a module that both increased your regen rate and your shield threshold? I picked extenders because they currently increase the time you have to wait for regen. So you would trade increased resistance for decreased regen speed.
What's your reasoning for adding this (hypothetical) change to rechargers/energizers?
Well, think about it like this.
Extenders + Threshold, you pretty much can just buffer tank. Stack five extenders on a Cal Assault and you're golden. Your shields will regen through some damage and you pretty much don't even really need to worry about the overall recharge that much because you still have the capability to fit regulators.
Rechargers/Energizers + Threshold, sure you can fit the regulators and have ungodly regen but without total EHP you're kinda screwballing yourself. 344 Shields with a bunch of regen is great and all but all it would take is one well placed Scrambler Rifle shot and none of that even matters.
Vote #TeamGreen
Because if you don't, the Cow Dairy will be the next ones who are bias!
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