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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 01:05:00 -
[1] - Quote
I waited to check out the threshold, which isn't doing anything. I've been checking out the new tieracide. I know it's only been a day. Shields still seem terrible.
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 01:22:00 -
[2] - Quote
I don't really feel as though the regen, or even the "threshold" which sounds like a made up CCP thing. Is the issue. I really think it just needs an hp buff and a pg/cpu reduction
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 02:16:00 -
[3] - Quote
It doesn't need a regen buff. I already have that. It doesn't help
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 02:45:00 -
[4] - Quote
Kiiran-B wrote: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. And what do you mean it doesn't help? You cant feel a benefit difference between 30 hp/s regen and 50/60/s regen, along with a complex regulator, or two even?
I have every shield skillbook maxed out. Trust me. I get get my shields back fast. I genuinely don't believe getting them back any faster will help. The threshold thing is a nice idea, and I don't know what would happen if they raised it. What I do know, is I lose my shields so goddamn fast. I need more shields to go through before I'm left with no shields. Alls I gots is shields!
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 02:49:00 -
[5] - 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.
I think you're 100% right. Why don't we make this a racial thing. How's abouts Cals gets a bonus to shields? Phenomenal idea!
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 04:23:00 -
[6] - Quote
ScR are definitely an issue. However, that's not the issue we're discussing.
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 17:25:00 -
[7] - Quote
DeathwindRising wrote:Varoth Drac wrote:The threshold is pointless.
The only things that should be done to improve shield tanking, is to buff standard and advanced regulators, and buff energisers / rechargers. the threshold determines whether or not your shield stop recharging, allowing you to regen while taking damage. so i wouldnt call it pointless if you could regen through damage at 86 hp/s
Maybe you're right, I suppose now it just seems completely pointless
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 17:26:00 -
[8] - Quote
Also, while making this thread. I don't want to make it so shields are OP to armor, or that armor is useless. The point of the thread is to make HP balance. The OPness of the ScR and the coming buff to ARs definitely makes it more challenging. However, the reason why I'm making these threads, is because that's not the only issue
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 18:00:00 -
[9] - Quote
Yeah I had a guess some people would be scared they wouldn't be able to get easy wins anymore
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 18:06:00 -
[10] - Quote
Radiant Pancake3 wrote:I've been attempting to practice with shields more lately... I will say 1 thing... I'm pretty sure I did more running then actual shooting...
That's tieracide for ya
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
871
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Posted - 2015.07.09 18:14:00 -
[11] - Quote
You guys have so many options to have more armor, and have them fixed, while having that much armor. We, on the other hand, have limited shields and need to utilize more options to fix them
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
875
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Posted - 2015.07.09 20:15:00 -
[12] - Quote
DeathwindRising wrote:Squagga wrote:Also, while making this thread. I don't want to make it so shields are OP to armor, or that armor is useless. The point of the thread is to make HP balance. The OPness of the ScR and the coming buff to ARs definitely makes it more challenging. However, the reason why I'm making these threads, is because that's not the only issue i wouldnt think of shields trying to compete with armor for eHP, cause thats not going to happe. we should look at things more like: armor is about eHP, and shields is about regen. soaking up lots of damage vs repair lots of damage.
Well if that's the direct route we're going, then raising the "threshold" would be the answer. Which I honestly can't say is the right thing to do, because I haven't seen it actually work
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
878
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Posted - 2015.07.10 04:00:00 -
[13] - Quote
Piercing Serenity wrote:To further emphasize what was said above, the fitting requirements for shield mods are insane. I was doing some quick comparisons, and here what I found:
Complex Shield Extenders: 55CPU / 11PG / 66HP / -7.00% Recharge Rate
4 basic Armor Plates: 22CPU / 12PG / 340HP / -12.00% Movement Speed 2 enhanced Armor Plates: 36CPU / 12PG / 220HP / -8.00% Movement Speed 1 complex Armor Plate: 37CPU / 12PG / 135HP / -5.00% Movement Speed
11 basic ferroscale plates: 44CPU / 11PG / 385HP (I know that no-one can fit 11 plates. This is a numerical comparison) 4 enhanced ferroscale plates: 40CPU / 12PG / 200HP 1 Complex ferroscale plate + 1 enhanced ferroscale plate: 33CPU / 11PG / 125HP
If you look at the last combo, you'll note that you can use armor to get twice the HP a shield extender gives, while using a little more than half of the CPU. Or, look at basic ferroscale plates. You could max out two AM Assualts with only basic ferroscale plates, use comparable CPU and PG values, and get about 5 times the HP. To be honest, the numbers make me think that shield mods have the fitting requirements that they do to purposefully combat dual tanking. What happens in practice is that your shield suit suffers huge fitting penalties for marginal gains.
This
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
883
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Posted - 2015.07.10 13:43:00 -
[14] - 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.
No. What's that? Thank god you showed up and told me.
Stupidass
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
889
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Posted - 2015.07.10 20:11:00 -
[15] - Quote
Whelp shield regen is gonna effect all the suits. Not just shield suits. Also I already have a high regen. It's not working. It's not working for any of us. It should be a Caldari bonus, to have more shield hp at a lower cost
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
891
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Posted - 2015.07.10 22:14:00 -
[16] - Quote
Zan Azikuchi wrote:Squagga wrote:Whelp shield regen is gonna effect all the suits. Not just shield suits. Also I already have a high regen. It's not working. It's not working for any of us. It should be a Caldari bonus, to have more shield hp at a lower cost Or caldari suit's shield's could constantly regen... Given the massive DPS from weapon's, it'd balance itself out. And in exchange we can remove the native armor repairs to the caldari suit.
I could do without the native armor repairer
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
891
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Posted - 2015.07.10 22:15:00 -
[17] - Quote
Also I'm pretty sure I'd rather just have a Caldari bonus to shield hp at a lower cost. Which it should already be a lower cost, than what it is now
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
892
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Posted - 2015.07.10 23:41:00 -
[18] - Quote
I don't believe that these changes will directly effect the ScR. That gun just tears through anything. That's a separate issue, in my opinion. But all the guns tear through shields, and ARs are supposed to get a buff soon. Ratatti's vision of a more perfect Gallente game.
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
907
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Posted - 2015.07.14 02:38:00 -
[19] - Quote
Ha. Ty buddy
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
998
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Posted - 2015.07.27 01:51:00 -
[20] - Quote
Still waitin on that buff, Ratatti. I know your busy making the Gallente the "master race" and all. But you still need to make those ones and zeros happen. To fix my shields
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.07.27 14:09:00 -
[21] - Quote
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
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.07.27 22:57:00 -
[22] - 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.
So fuckin what? We have to sacrifice slots for energizers on highs and regulators on lows.
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.07.28 19:05:00 -
[23] - Quote
Not only are shields messed, but the Gals are worried their ARs aren't doing enough. Wtf Ratatti
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 00:55:00 -
[24] - Quote
Mejt0 wrote:Shield resistance mods.
Dude, I got enough mods to change the way my shields do stuff. Needs a buff to hp. Needs a nerf to ph/cpu. That is the fix
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 06:38:00 -
[25] - Quote
DRT 99 wrote:also why do shield users need to train 4 skills (shield upgrades, extension, recharging, regulation) while armor users only need 3? (armor upgrades, plating and repairing)
also armor repairing skill gives 5% per level, while recharging and regulating only gives 3% and 2%?
roll rechargers and regulator skills into one and bring it up to 5% per level.
He makes some good points
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 17:02:00 -
[26] - Quote
Sgt Kirk wrote:DRT 99 wrote: armor repairing skill gives 5% per level, while recharging and regulating only gives 3% and 2%? Because the value of a higher number needs less percentages to bring it up. Example: 10% of 3 is less than 3% of 30 Even though the percentage is lower the value it's acting on is higher. Now for the other points, yeah. I'd excuse it if Armor Repair wasn't every dang second. I would much prefer it was pulsed based with the pulse cycle time depending on the race and the suit. Similar to how Armor suits don't have good base shield stats, I want the same vice versa. Armor repair every second, I don't see that as a good thing, especially when they buffed the value. That's one of the things that flipped the tide back when shields used to be better, then it just became easier to tank armor because, "lol 10 armor per second yolo" back in the day if you had 7 armor repair per second you were ballin'.
I actually agree with this. If Caldari are getting better at shields. We should be less better, that proper grammar?, at armor
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 19:28:00 -
[27] - Quote
Thokk Nightshade wrote:Sgt Kirk wrote: I'm up for Caldari suits base stats being buffed so having a regulator isn't a critical module to have just a bonus to already good stats. You up for that? I'm up for Armor per second for everything being wiped from this game.
If we were to have a pulse mechanic for armor I'd welcome another module to increase pulse rate.
The reason I want this is because I know what the positives of shields used to be over armor back when the Game was shields 514, which, there's damn near nobody left that was around that time in the game.
Armor per second for everything coupled with the incredible buffs for armor repairs skewed everything towards armor tankings favor. A happy balance is more than possible, it's not even a far reach, it's literally possible in a hotfix.
^ This ^
Yeah, exactly. This is something that can easily be done. Also this should be a racial thing. Caldari should get a bonus to shields. Not just because we're shield based, but because if everybody could utilize this, it would defeat the purpose, and wreck the game. It would be shield 514 all over again. Again, I'm not asking for a huge buff. I just want more, where its at right now is absolutely terrible. The issue of shield weapons and where some of them are at, that's a while different thread
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.06 01:13:00 -
[28] - Quote
DRT 99 wrote:also i just want to bring up how terrible basic extenders are still. its nowhere near as bad as it was back when they only gave 22 HP but 33 HP is pretty pathetic no matter which way you look at it, and this prevents new players from making viable shield fits.
i think CCP should consider 44/55/66 hp at STD/ADV/PRO respectively for shield extenders. would make low skill / low cost shields less bad, and bring the mods more in line with armor plate progression (approcimately 50% increase in HP from basic to proto) This along with a reduction in PG/CPU for extenders will make shields alot more viable.
That being said, ferroscalesl and possibly reactives could also get this same treatment (buff at basic, left as is at proto)
In terms of new player use. The Caldari is absolutely terrible. If I new played DUST as Cal. There's no way I'd keep playing
n++pâçGòÉS+ÇShields, the silent killer.n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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