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Kiiran-B
Seraphim Initiative.
231
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Posted - 2015.07.09 01:13:00 -
[1] - Quote
They are lol. Caldari needs their Base regen and Base delay numbers fixed. Now it's 5 and 6 six seconds for delay. Make it 3 and 5. Keep hp the same and change Base regen to 40 and shields might make a comeback. Lower hp, higher and faster regen: the way Shields are meant to be.
But when we buff Shields we'll nerf armour -.- as always.
CCP, KEEP ARMOUR THE SAME WHEN BUFFING SHIELDS, DO NOT TOUCH IT! |
Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 01:31:00 -
[2] - Quote
Noooooooooo.
Its not the amount of HP thats the problem. Its the benefits to Shields that arent being incorporated. 15hp threshold sounds good. Adding a hp buff to Shields wont fix anything. The suit needs to get its hp back fast so that it fits into hit and run suit. Which also means a slight buff to movement speed to further the difference between shield and armour suits.
Shield suits are meant to be weak in that region, but instead they recover to full strength faster letting them wesr down their opponent. 500 for an advanced 600/700 for proto is more than enough. It just needs to regen quicker and move slightly faster. |
Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 01:48:00 -
[3] - Quote
With the delay numbers at 3 and 5 youll begin regen around 1-2 seconds wirh a complex regulator, thats an Amazing refresh rate and along with a Base 40 hp regen and an energizer youll be upto like 60 a second. Thats a great buff to Shields, add a hp buff onto that itll be Op and itll get nerfed back to worse than we have now.
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Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 02:25:00 -
[4] - Quote
Squagga wrote:It doesn't need a regen buff. I already have that. It doesn't help
Its certainly not crucial but it would definitely balance it more against armour. Core hp buff is just not the answer. Hp buff simply makes Caldari have the same hp as gal and Amarr but without the niche bonuses of shield tanking. It addresses the symptom and not the cause sort of thing. |
Kiiran-B
Seraphim Initiative.
233
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Posted - 2015.07.09 02:41:00 -
[5] - Quote
Yes they do, but thats stacking, and theres supposed to be a penalty. |
Kiiran-B
Seraphim Initiative.
233
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Posted - 2015.07.09 02:44:00 -
[6] - Quote
CELESTA AUNGM wrote: I'm supposed to be the enemy of all things Caldari, so I shouldn't even be talking. ButGǪ any room for improvement in your dropsuit DOES need to stay within the lore/racial technology of the dropsuit. Otherwise, there's no fun or racial motivation in choosing one suit over another. Caldari tech is about layering of shield energy and keeping a safe, covered distance from your enemy. Caldari don't explore recycling the energy faster, or restoring it quicker, or temporarily amplifying the shield in short durations. GǪ.Minmatar are reportedly the geniuses for "regen" and re-"energizing" the weakened shielding. GǪ.Amarr are (or will soon be) the masters of pumping POWER into "hardening" shielding in quick durations. Caldari are only interested in layering more shields or reactivating a depleted shield module sooner. For better or for worse, this is what you are stuck with if you love your Cald-design dropsuits. Your challenge is to make it work.
So are the other suits working to the exact racial stereotypes or do they need to change as well? |
Kiiran-B
Seraphim Initiative.
233
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Posted - 2015.07.09 03:09:00 -
[7] - Quote
BARAGAMOS wrote:Honestly, the best thing that can be done for shields right now is fix the Scrambler rifle. Three shot kills on the heaviest EHP suits is not the way it should work. Shortening delay times and raising the threshold only works when you actually survive a volley. Check my other posts for some real interesting numbers. Right now the AScrR is rampant. Every kid and their mom runs it. Notice the kill feed next time you play. No reasonable amount of shield buff can fix the fact that the scrambler family is just way out of line with the rest of the guns and right now way over used because of it.
I agree it is over the top and does need fixed. But Shields have been broken for a long time, before the most recent occurance of the scram being op (yes, theres been many) and after the scram is fixed I think those numbers are a good place to start.
As we've already said, Shields are not meant for close quarters brawling, and when the biggest threat to Shields is not as big a threat, adding more hp will just make Shields unbalanced and then what? Queue the next nerf, back to square one.
As most people already state, nothing comes close to being complained about other than the scram. With a hp buff, other weapon users will just complain that Shields are too strong.
It wont solve anything.
And plus, with a higher Base HP regen you can fit another shield extender instead of an energizer; thus giving you more shields. |
Kiiran-B
Seraphim Initiative.
240
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Posted - 2015.07.10 00:02:00 -
[8] - Quote
Joel II X wrote:Kiiran-B wrote:They are lol. Caldari needs their Base regen and Base delay numbers fixed. Now it's 5 and 6 six seconds for delay. Make it 3 and 5. Keep hp the same and change Base regen to 40 and shields might make a comeback. Lower hp, higher and faster regen: the way Shields are meant to be.
But when we buff Shields we'll nerf armour -.- as always.
CCP, KEEP ARMOUR THE SAME WHEN BUFFING SHIELDS, DO NOT TOUCH IT! But armor suits got a shield delay nerf. From 7 depleted to 10 depleted. In other words, it makes the other regen much faster than the other side when it comes to shields. I was using the 'Ukko' fit the other day, put 2 more militia regulators and went to town with it. I really don't know what the problem is.
I fail to see what you mean by your first point.
The problem is that Shields are useless, sure we can make it work, but we need to work harder than armour users. More weapons can destroy shield easier than armour such as scram assault rifle, laser rifle and flux and then you add that Shields are so crap that RR and CR can deplete Shields in no time.
Perfect example: RR kills a Cal assault faster than a gal or Amarr Assault. Shouldnt be happening.
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Kiiran-B
Seraphim Initiative.
244
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Posted - 2015.07.10 07:41:00 -
[9] - Quote
Piercing Serenity wrote:Racro 01 Arifistan wrote:everf tried fitting shield regulators/ rechargers/ energizers??
they fix your dely problems.
your caldari suits have lows for a reason./ not armour. Its really not that simple. I just made a caldari fit today: Three extenders, two complex rechargers, two complex regulators, and a CPU upgrade. That fit had 530 shield HP, >200 armor HP, 88 Shield HP/S, and >2.00s recharge times. On paper, that's a very viable fit. However, there are multiple problems with this fit in practice.
- Laser weapons invalidate this suit (essentially).
The ScR has a base damage of 75Hp. Therefore I'm taking ~90HP (85.8) per shot, up to ~70m. So my suit can take six ScR shots before the shields drop, and then three shots before the armor drops. Let's just call it an even 10. If we consider someone who just is using the ScR with Prof. 5 (I.e. no damage mods), then the damage per shot goes up to ~100HP (98.67). With one damage mod, the HP per shot is at 106Hp, and with two, we're at 112HP. So, my very shield oriented fit can survive about 6 shots from a Scrambler rifle with someone who has fit their assault with just two damage mods (Which I am assuming is fairly common, if not conservative). Or, with a more likely scenario, 1 charge shot (~340HP) and three to four follow-up shots. And that is all valid within 75m of the user.
- Flux grenades invalidate this suit
With flux grenades doing 1200 shield damage in a 12m radius, there is no way to fit my shields to tank that. There's no way that anything other than a poorly fit caldari sentinel can possibly tank that. No amount of fitting is useful when a single grenade (12CPU / 3PG) can cancel out 7 mods worth of shielding in a second. If flux grenades had an analog in-game right now, there would be a riot. It wouldn't be fun to have your well fitted Gal Assault destroyed because a "Core Shredder Grenade" destroyed all of his armor and left him with 200 shields.
- Lack of equipment/team support pushes me to the sidelines of fights
Shield triage hives don't exist. So when I'm in a fight with a Gal Assault user at range, I pit my shield regen up against his compact (or triage) nanohive. At most, my shield regen is 88HP/s with two rechargers. In that fight, the Gal Assault is getting between 70HP/s and 80HP/s (20-30 from native reps, 50 from nanohive). And this a conservative number. If that Gal assault has any sort of team support, then my solo shield suit gets out-repped by the duo. You can't build a shield suit that depends on teamwork like an armor suit
This problem isn't solvable by "just adding regulators to your lows".
Oh you... You good. You real good.
So true. So right. |
Kiiran-B
Seraphim Initiative.
245
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Posted - 2015.07.10 15:51:00 -
[10] - Quote
Racro 01 Arifistan wrote:everf tried fitting shield regulators/ rechargers/ energizers??
they fix your dely problems.
your caldari suits have lows for a reason./ not armour.
Lawl rechargers and energizers go in high slots.
Silly boy.
Great contribution too. Are you by chance an armour user? Amarr with scram as well?
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Kiiran-B
Seraphim Initiative.
268
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Posted - 2015.07.27 10:00:00 -
[11] - Quote
Mobius Wyvern wrote:Kiiran-B wrote:They are lol. Caldari needs their Base regen and Base delay numbers fixed. Now it's 5 and 6 six seconds for delay. Make it 3 and 5. Keep hp the same and change Base regen to 40 and shields might make a comeback. Lower hp, higher and faster regen: the way Shields are meant to be.
But when we buff Shields we'll nerf armour -.- as always.
CCP, KEEP ARMOUR THE SAME WHEN BUFFING SHIELDS, DO NOT TOUCH IT! 3x Complex Extenders, 2x Complex Energizers, 2x Complex Regulators I am literally performing better with that than I ever was before, even when I used Scrambler Rifles stacked with Damage Modifiers. What everyone needs to realize is the beauty of the Caldari Assault Suit is when you use it to pick and choose your engagements. When I hang out at medium range and take cover whenever my shields get low, I am a serious threat. If you use Caldari suits like the Caldari intended, you will win.
Its not useless. But that doesn't mean it shouldn't be buffed.
I use that fitting pretty much as well, can still fight up close. But having to use two low slots for a module that should have stacking penalty speaks volumes for how the shield suits are underpowered.
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Kiiran-B
Seraphim Initiative.
270
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Posted - 2015.07.27 15:20:00 -
[12] - Quote
Varoth Drac wrote:Squagga wrote:Kiiran-B wrote:Mobius Wyvern wrote:Kiiran-B wrote:They are lol. Caldari needs their Base regen and Base delay numbers fixed. Now it's 5 and 6 six seconds for delay. Make it 3 and 5. Keep hp the same and change Base regen to 40 and shields might make a comeback. Lower hp, higher and faster regen: the way Shields are meant to be.
But when we buff Shields we'll nerf armour -.- as always.
CCP, KEEP ARMOUR THE SAME WHEN BUFFING SHIELDS, DO NOT TOUCH IT! 3x Complex Extenders, 2x Complex Energizers, 2x Complex Regulators I am literally performing better with that than I ever was before, even when I used Scrambler Rifles stacked with Damage Modifiers. What everyone needs to realize is the beauty of the Caldari Assault Suit is when you use it to pick and choose your engagements. When I hang out at medium range and take cover whenever my shields get low, I am a serious threat. If you use Caldari suits like the Caldari intended, you will win. Its not useless. But that doesn't mean it shouldn't be buffed. I use that fitting pretty much as well, can still fight up close. But having to use two low slots for a module that should have stacking penalty speaks volumes for how the shield suits are underpowered. This. What the **** this guy said The issue here is the damage mods. You should be able to fit damage mods, just like an armour tanker. If energisers were buffed, you could get a good shield tank like this: 2 damage mods 1 energiser 2 extenders 2 regulators 1 biotic All that needs doing is a buff to energisers so that you can fit damage mods as well as shield tank, and get a high enough regen to make up for the lower hp and regen delay compared to armour.
but thatGÇÿs not the answer, it is but part of it. YouGÇÿre still having to sacrifice another low slot just so the one module is worth something, the regulator in this case, and thats not taking into account the two high slots youGÇÿre using for increased damage when you have no HP as it is, and armour is still gaining 100% benefit from damage mods because they dont have to sacrifice any low slots.
IGÇÿve already made a thread on what shields need to help them along a little. It needs its slot layout filled with mods that actually have worth. |
Kiiran-B
Seraphim Initiative.
271
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Posted - 2015.07.27 15:40:00 -
[13] - Quote
Jerome Kersey DVBKMGMT wrote:These suggestions stink. I can do really well with just 200-300 shield buffer, it's apparently hard to rub two brain cells together and not ruin this game with pure QQ.
go home, you suck at trolling... |
Kiiran-B
Seraphim Initiative.
273
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Posted - 2015.07.27 16:02:00 -
[14] - Quote
Varoth Drac wrote:Kiiran-B wrote:Varoth Drac wrote: The issue here is the damage mods. You should be able to fit damage mods, just like an armour tanker.
If energisers were buffed, you could get a good shield tank like this: 2 damage mods 1 energiser 2 extenders 2 regulators 1 biotic
All that needs doing is a buff to energisers so that you can fit damage mods as well as shield tank, and get a high enough regen to make up for the lower hp and regen delay compared to armour.
but thatGÇÿs not the answer, it is but part of it. YouGÇÿre still having to sacrifice another low slot just so the one module is worth something, the regulator in this case, and thats not taking into account the two high slots youGÇÿre using for increased damage when you have no HP as it is, and armour is still gaining 100% benefit from damage mods because they dont have to sacrifice any low slots. IGÇÿve already made a thread on what shields need to help them along a little. It needs its slot layout filled with mods that actually have worth. There's nothing wrong with fitting two shield regulators. Yes armour tankers can fit damage mods without sacrificing tank, but they have to sacrifice plates to fit repairers. Fitting regulators plus one or two energisers is how shield tanking should be. It's just that the amount of regen gained from this should be enough to make it worthwhile.
They donGÇÿt sacrifice anything. My advanced Amarr suit has 702 armour and 23 regen, carthum assault and two damage mods. donGÇÿt tell me its how it should be because its not. That argument would work if one regulator was actually worth something.
two slots dedicated to energizers, thats over 100 hundred crucial HP lost, then minus the energizer HP reduction of nearly 10%. and donGÇÿt say use rechargers instead because they arent worth much either.
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