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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
210
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Posted - 2015.07.09 16:54:00 -
[31] - Quote
DeadlyAztec11 wrote:Nocturnal Soul wrote:I believe a threshold of 15hp, regulator buff, with a slight hp increase to Shield modules will do the trick. And after that REMOVE NATIVE ARMOR REPAIR FROM ALL SUITS. What will the last change accomplish? It will only damage shield users when they have their shields depleted.
Except that shield user's native repair's are negligible at best, 1.50 is worthless to me and it didn't matter before hand, however on armor user's who stack straight up armor plate's, will maintain their damage done prior, possibly you could remove armor repair's module's, the native repair and make the repair tool the sole mean's for armor to regen, that'd be a particularly nice way to balance armor and shield's, since shield suit's can naturally repair and armor wouldn't be able to.
(Oh how I will love how people make "but lore" excuses for this, but let's face it, if we managed to obtain lasting damage's done to armor, it'd make thing's a lot more balanced.)
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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Jammer Jalapeno
Kirjuun Heiian
252
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Posted - 2015.07.09 17:01:00 -
[32] - Quote
Squagga wrote:ScR are definitely an issue. However, that's not the issue we're discussing.
It wouldn't be an issue they put some BEEF into shields!!! Yarrr!!!
Give Shields a BUFF!!!!
MmMmMm Glitter
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 17:16:00 -
[33] - Quote
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 |
Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 17:25:00 -
[34] - 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 -
[35] - 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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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.09 17:33:00 -
[36] - Quote
Zan Azikuchi wrote:DeadlyAztec11 wrote:Nocturnal Soul wrote:I believe a threshold of 15hp, regulator buff, with a slight hp increase to Shield modules will do the trick. And after that REMOVE NATIVE ARMOR REPAIR FROM ALL SUITS. What will the last change accomplish? It will only damage shield users when they have their shields depleted. Except that shield user's native repair's are negligible at best, 1.50 is worthless to me and it didn't matter before hand, however on armor user's who stack straight up armor plate's, will maintain their damage done prior, possibly you could remove armor repair's module's, the native repair and make the repair tool the sole mean's for armor to regen, that'd be a particularly nice way to balance armor and shield's, since shield suit's can naturally repair and armor wouldn't be able to. (Oh how I will love how people make "but lore" excuses for this, but let's face it, if we managed to obtain lasting damage's done to armor, it'd make thing's a lot more balanced.) Armor would be completely useless and everyone would skill into Caldari IMMEDIATELY.
That is not balanced at all. If you are forced to stay together with someone else just to survive more than one fight, then the game is broken.
There is no situation where your proposition is O.K.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 18:00:00 -
[37] - 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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Radiant Pancake3
Destinys Immortals Rise Of Legion.
316
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Posted - 2015.07.09 18:02:00 -
[38] - Quote
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...
Personal Manager of Destinys Immortals
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Squagga
Fatal Absolution Negative-Feedback
870
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Posted - 2015.07.09 18:06:00 -
[39] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
210
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Posted - 2015.07.09 18:06:00 -
[40] - Quote
DeadlyAztec11 wrote:Zan Azikuchi wrote:DeadlyAztec11 wrote:Nocturnal Soul wrote:I believe a threshold of 15hp, regulator buff, with a slight hp increase to Shield modules will do the trick. And after that REMOVE NATIVE ARMOR REPAIR FROM ALL SUITS. What will the last change accomplish? It will only damage shield users when they have their shields depleted. Except that shield user's native repair's are negligible at best, 1.50 is worthless to me and it didn't matter before hand, however on armor user's who stack straight up armor plate's, will maintain their damage done prior, possibly you could remove armor repair's module's, the native repair and make the repair tool the sole mean's for armor to regen, that'd be a particularly nice way to balance armor and shield's, since shield suit's can naturally repair and armor wouldn't be able to. (Oh how I will love how people make "but lore" excuses for this, but let's face it, if we managed to obtain lasting damage's done to armor, it'd make thing's a lot more balanced.) Armor would be completely useless and everyone would skill into Caldari IMMEDIATELY. That is not balanced at all. If you are forced to stay together with someone else just to survive more than one fight, then the game is broken. There is no situation where your proposition is O.K.
Armor would be completely useless? With how much ARMOR you have? And you think that armor has the right to run about solo? What is there for caldari? We don't have the mean's to do what armor does, so it make's NO sense that we get fked over at every single update, even now, 900+ armor that can be repaired fast with a rep tool vs a 600+ shield HP that require's for us to wait and use plenty of shield related modules to survive, every weapon does an UNGODLY amount of damage vs shield's, and armor get's the right and deserves that right to stay in the field longer because, why the **** not?
Armor fit's using every other gun, by no mean's are armor fit's balanced when you can equip any number of weapon's that can fight at distance, bare in mind, you have to actually get in there and HACK the bloody objective to win the game, and many objective's have **** poor open area's that anybody can simply zip through to get to a shield player, destroy him and hack the OBJ back, where as an armor fit, could talk the talk and walk the walk against many different player's, exception's being SG's and heavies, also bane to shield's.
So, how balanced is it if you can equip an armor fit with so much armor, refit it with a weapon of their desire and excel better with that weapon than a shield fit that was created for it racially? Backward's logic here.
To top it all off, how many amarr, gallente and minmatar fit's do you see in comparison to shield fit's out there? Excluding the calmando for obvious reason's.....
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
871
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Posted - 2015.07.09 18:14:00 -
[41] - 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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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.07.09 18:16:00 -
[42] - Quote
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.
Scouts United
Gk.0s & Quafes all day.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 20:11:00 -
[43] - Quote
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.
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Squagga
Fatal Absolution Negative-Feedback
875
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Posted - 2015.07.09 20:15:00 -
[44] - 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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Kiiran-B
Seraphim Initiative.
240
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Posted - 2015.07.10 00:02:00 -
[45] - 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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Oswald Rehnquist
1
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Posted - 2015.07.10 00:29:00 -
[46] - Quote
A few discrepancies that I notice
Armor versatility vs shield stagnation
If you armor tank you can run light armor, heavy armor, or mixed armor builds. You can choose what penalties you get, what side bonuses you want etc. Shields don't have this level of creativity, meaning they have no versatility to match more than one play style.
I'd like to hear anyone make an argument that the versatility in armor builds and the lack of it in shield builds is a good balance.
Armor CPU/PG vs Shield CPU/PG
Simply put if the trade off is hp vs regen, then why is shield tanking heavy on both cpu/pg? Even if Damage mods were low slots, you couldn't really run both due to how taxing they are, whereas armor and damage mods fit rather well due to the low costs of armor. This is just an old problem that never really got addressed.
Alpha Damage
Regen is only so good insofar as you can suffer alpha damage, react defensively, and regenerate. When TTK used to take a magazine and a half, shields were strong because low alpha damage allowed regen to actually contribute in a single encounter. Currently matches are very twitch base with how fast suits go down, meaning outside of extreme range, its not going to be a favorable encounter. You can nerf armor by increasing TTK, not saying we should necessarily, but the mechanics governing this are real.
Backwards Rifle Normalization
Essentially, several of the heavy shield hitters were balanced around armor tanking, the ScR is the pillar of insane raw dps being rationalized to cover armor tanking despite its range.
My $.02
Below 28 dB
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.07.10 00:43:00 -
[47] - Quote
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. 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.
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Squagga
Fatal Absolution Negative-Feedback
878
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Posted - 2015.07.10 04:00:00 -
[48] - 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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 04:35:00 -
[49] - Quote
Squagga wrote: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
it works.i was sniping and some guy shot me with his smg from 100m out. at first i panicked, and tried to get into cover, but my battery died.
as i was thinking "im going to died to this noob." i noticed that my shields kept bouncing back up as they took damage. it was really cool to watch lol |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.10 04:44:00 -
[50] - 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.
so nerf cpu/pg across the board, then add a fitting bonus to shield or armor mods so that you cant fit a racial tank easily |
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Sequal's Back
Dead Man's Game
648
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Posted - 2015.07.10 05:32:00 -
[51] - Quote
The main issues about shield are:
- It gets destroyed really fast. Even when I run my 600/260 proto ck.0, I feel like I can't tank anything. It's not about enemy weapons, it's about the shield who gets obliterate by anything in half a second.
- The PG/CPU of shield extenders is exagerated. 11PG for 1 complexe extender that only gives ~70HP when you know that a ferroscale gives you more with less PG cost (8 or smt)...
So I'd suggest to buff the shield resistance, and reduce the PG/CPU cost of the complex shield extenders.
WON'T YOU PLEASE TAKE ME HOME !
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
571
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Posted - 2015.07.10 05:51:00 -
[52] - Quote
everf tried fitting shield regulators/ rechargers/ energizers??
they fix your dely problems.
your caldari suits have lows for a reason./ not armour.
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.07.10 06:53:00 -
[53] - 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.
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".
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.07.10 06:56:00 -
[54] - Quote
DeathwindRising wrote:
so nerf cpu/pg across the board, then add a fitting bonus to shield or armor mods so that you cant fit a racial tank easily
I think that is a partial solution. What really needs to happen is:
- We put something armor related in the high slots that armor tankers want to choose over extenders - We then reduce the fitting cost of shield extenders, so that dual tanking is a beneficial choice and not a fitting nightmare - We add more complexity to shield mods in general by offering shield extenders of different strengths and bonuses - We fiddle with shield threshold values
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Kiiran-B
Seraphim Initiative.
244
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Posted - 2015.07.10 07:41:00 -
[55] - 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. |
Michael Arck
6
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Posted - 2015.07.10 08:05:00 -
[56] - 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
In game scenarios absolutely invalidates that. Maps are not long range friendly and snipers are pretty much obsolete except for some freaks of digital nature (the few) who still make it viable role. There lies our problem. On paper it says one thing, the actuality is entirely different.
The majority of the fighting is mid range. And pretty speedy. The shields need to be a bit stronger to support RR offensive and above all, basic survivability. Its entirely disheartening to have shields evaporate instanteously of receiving damage. The regen is a hand on the forehead preventing movement which brings up a dice roll situation of move for better cover to regen/recover or take chances the enemy is not advancing since your instinctive reaction reveals your defense choice and weakness. Dust action is pretty wam bam thank you mam when using Cal tech. For a tactical shooter, we need meaningful defenses that coincide with the state of Dust gameplay, today.
Stronger shields/HP buff Shorter regen time
Options should be plentiful instead of current state of affairs. Which pretty much sums up to "You want uber hard mode, limited weaponry go for Cal. But I suggest you skill up Amarr or anything armor based with stacked armor plates for survivability and throw a SCR on it for full on **** mode
Archistrategos / The 7th Prime / Selah
*Where the fear has gone there will be nothing....only I will remain
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Squagga
Fatal Absolution Negative-Feedback
883
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Posted - 2015.07.10 13:43:00 -
[57] - 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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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
711
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Posted - 2015.07.10 15:42:00 -
[58] - Quote
Squagga wrote: 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
You see it like when a RR is firing from outside optimal. My shields repped right through it. Surprised me too.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Kiiran-B
Seraphim Initiative.
245
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Posted - 2015.07.10 15:51:00 -
[59] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
225
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Posted - 2015.07.10 16:30:00 -
[60] - Quote
Y'know, at this point... It appears nobody seems to know how to properly fix shield's so, I'm just gonna sit in the corner here and wait for people to actually realize what's needed....
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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