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Mejt0
Dead Man's Game
1
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Posted - 2015.07.06 20:51:00 -
[1] - Quote
Out of all the things, because of these two major conditions :
- There is no outside shield support - You can't play using cover if you can't leave the cover (charged shot)
But we can still wonder, maybe someday.
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
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Tiny Pineapple
Corrosive Synergy No Context
262
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Posted - 2015.07.06 20:56:00 -
[2] - Quote
On your second point, what you mean is that we can't leave cover because of the scrambler rifle's charge shot or the rail rifle's spool time?
You can't handle all this synergy.
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.06 20:57:00 -
[3] - Quote
I still believe there is a way. Maybe if shields will be boosted by fieldplay. Maybe faster replenish when user will be away from fight and waitning. I do no, im not good in this boykos :(
"Caller of the Monolith"
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Zene Ren
Random Gunz Rise Of Legion.
138
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Posted - 2015.07.06 21:00:00 -
[4] - Quote
the solution is plain and simple = resistance mods
Balance is the key to achieve knowledge and understanding
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Sicerly Yaw
Corrosive Synergy No Context
527
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Posted - 2015.07.06 21:06:00 -
[5] - Quote
Tiny Pineapple wrote:On your second point, what you mean is that we can't leave cover because of the scrambler rifle's charge shot or the rail rifle's spool time?
both, the RR needs to be aimed then spooled up otherwise the kick of the rifle makes most shots miss at a range that should benefit it and the ScR can simply hold the charge and wait for the shield user to come out of cover and get a head shot which is almost instant kill
click here if you are making a new account and want some free BPO's
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Mejt0
Dead Man's Game
1
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Posted - 2015.07.06 21:22:00 -
[6] - Quote
Tiny Pineapple wrote:On your second point, what you mean is that we can't leave cover because of the scrambler rifle's charge shot or the rail rifle's spool time?
I wrote 'charged shot'. Single shot. This leads us only to the Scrambler.
Loyal to The State
Member of State Protectorate //
Belongs to Patriots power bloc
Civire Bloodline
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Indianna Pwns
TERRA R1SING New Eden's Heros
194
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Posted - 2015.07.06 21:26:00 -
[7] - Quote
The problem with shields is that their is no real benefit any more apart from the regen and explosive resistence.
Armour tankers can still stack more HP than shields and still have decent regen without any loss to movement thanks to ferroscales.
A GKO assault can get 30+ per sec constant reps and 500+ armour with no movement penalties, extra damage and shields a can still be added to this in the high slots.
This setup can do CQC better than a CKO and in my opinion fight at range ducking in and out of cover just as well.
Ferros and to a lesser extent reactives have encroached to much intoone of the major benefits of shields which is decent hp with no loss of mobility.
Ferros are better than shield extender as they get more HP at proto level and no downside, reactive are pretty much extenders, regulators and recharger rolled into one module with barely any downside. |
Iron Wolf Saber
Den of Swords
19
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Posted - 2015.07.06 21:39:00 -
[8] - Quote
Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Thokk Nightshade
Montana Militia
989
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Posted - 2015.07.06 21:44:00 -
[9] - Quote
Iron Wolf Saber wrote:Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds.
Yes please. Are you talking a module or hard code into the shields. My only reason for asking is, as much as I DETEST SCR's, this would make the charge shot obsolete. And completely make the sniper obsolete.
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
Montana Militia
989
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Posted - 2015.07.06 21:44:00 -
[10] - Quote
Thokk Nightshade wrote:Iron Wolf Saber wrote:Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds. Are you talking a module or hard code into the shields. My only reason for asking is, as much as I DETEST SCR's, this would make the charge shot obsolete. And completely make the sniper obsolete.
Thokk Kill. Thokk Crush. Thokk Smash.
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.07.06 22:16:00 -
[11] - Quote
Thokk Nightshade wrote:Iron Wolf Saber wrote:Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds. Yes please. Are you talking a module or hard code into the shields. My only reason for asking is, as much as I DETEST SCR's, this would make the charge shot obsolete. And completely make the sniper obsolete.
Hard code into infantry shields
Module required for vehicles.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Michael Arck
6
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Posted - 2015.07.06 22:57:00 -
[12] - Quote
Its absolutely rough out there with shields and a RR. Still working on finding the edge. ARRs and everything else evaporate my shields as if I put a code in that keeps my total HP at 1.
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.07.06 23:01:00 -
[13] - Quote
It is quite wierd. I do not know if that is by psychology of myself but everytime when im shooted i basicaly see how shields goind down faster than armor. I though that should be 50/50 in basics. But i feel like shields are basicaly somehow easy version of armor. And honestly i dont like it. I know there is arms what basicaly taking shields down faster than armor and same story with thingies what taking armor faster than shields. But that feel of faster losen shield is wierd.
"Caller of the Monolith"
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Tiny Pineapple
Corrosive Synergy No Context
262
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Posted - 2015.07.06 23:14:00 -
[14] - Quote
My main gripe with shields is the rigidness of the fits, it's always the same 2 or 3 options. While armor tankers have more freedom with their high slots, shield tankers are forced to put shield regulators to even stand a chance. It's also very difficult to fit a low slot module that uses a lot of PG since extenders have a ridiculous cost.
You can't handle all this synergy.
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Thokk Nightshade
Montana Militia
990
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Posted - 2015.07.06 23:28:00 -
[15] - Quote
Iron Wolf Saber wrote:Thokk Nightshade wrote:Iron Wolf Saber wrote:Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds. Yes please. Are you talking a module or hard code into the shields. My only reason for asking is, as much as I DETEST SCR's, this would make the charge shot obsolete. And completely make the sniper obsolete. Hard code into infantry shields Module required for vehicles and vehicle should have a different time set; likely 10 seconds.
Then what is the point of a charged sniper rifle? A 1500 damage heatshot will register as 20 HP? 3 second charge up you better be lined up to take that next shot in 2 seconds or it is nullified again. Without working in tandom, knocking off a sniper would be nigh impossible.
*Confirmed* IWS hates snipers.
Thokk Kill. Thokk Crush. Thokk Smash.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.06 23:37:00 -
[16] - Quote
What if complex energisers gave +100% shield recharge? |
Iron Wolf Saber
Den of Swords
19
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Posted - 2015.07.07 00:13:00 -
[17] - Quote
Thokk Nightshade wrote:Iron Wolf Saber wrote:Thokk Nightshade wrote:Iron Wolf Saber wrote:Hard Shield feature; first shot on the shields is 99% nullified this effect can only happen if shields are at full for 5 seconds. Yes please. Are you talking a module or hard code into the shields. My only reason for asking is, as much as I DETEST SCR's, this would make the charge shot obsolete. And completely make the sniper obsolete. Hard code into infantry shields Module required for vehicles and vehicle should have a different time set; likely 10 seconds. Then what is the point of a charged sniper rifle? A 1500 damage heatshot will register as 20 HP? 3 second charge up you better be lined up to take that next shot in 2 seconds or it is nullified again. Without working in tandom, knocking off a sniper would be nigh impossible. *Confirmed* IWS hates snipers.
You could easily always make exceptions to the rules mind you.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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VAHZZ
Corrosive Synergy No Context
3
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Posted - 2015.07.07 00:16:00 -
[18] - Quote
I have accepted this thoroughly. I hope others accept this as well.
Haters gonna hate.
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Vesta Opalus
Ostrakon Agency Gallente Federation
856
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Posted - 2015.07.07 00:39:00 -
[19] - Quote
Indianna Pwns wrote:The problem with shields is that their is no real benefit any more apart from the regen and explosive resistence.
Armour tankers can still stack more HP than shields and still have decent regen without any loss to movement thanks to ferroscales.
A GKO assault can get 30+ per sec constant reps and 500+ armour with no movement penalties, extra damage and shields a can still be added to this in the high slots.
This setup can do CQC better than a CKO and in my opinion fight at range ducking in and out of cover just as well.
Ferros and to a lesser extent reactives have encroached to much intoone of the major benefits of shields which is decent hp with no loss of mobility.
Ferros are better than shield extender as they get more HP at proto level and no downside, reactive are pretty much extenders, regulators and recharger rolled into one module with barely any downside.
Another problem is the hp vs. mobility dynamic, which breaks down when moving from one set of dropsuits to another. Not using armor is supposed to make you slightly faster than your armor equivalents, but when you take other sizes of dropsuits this breaks down even without taking ferroscales into account. For example, your caldari assault gives up hp for mobility and mediocre regen, but will still never be faster than a scout. Commando gives up hp for mobility/firepower and mediocre regen, still will never be faster than an assault or scout. These suits should be getting something in return, like the dominant regen of the cal sentinel or cal scout, but they still have crap regen delays and dumpy shield regen/s base values. Also the cal logi sucks butt (just need to fit that in there whenever I discuss caldari suits). |
Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.07.07 01:15:00 -
[20] - Quote
You missed the biggest one: Dust is a lobby shooter. That means almost everything is frontline combat. Shields are not for the front line.
The anti-tunnel snake taskforce has assembled
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