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Kiiran-B
Seraphim Initiative.
270
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Posted - 2015.07.27 15:20:00 -
[91] - 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. |
Jerome Kersey DVBKMGMT
Mannar Focused Warfare Gallente Federation
0
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Posted - 2015.07.27 15:37:00 -
[92] - Quote
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. |
Kiiran-B
Seraphim Initiative.
271
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Posted - 2015.07.27 15:40:00 -
[93] - 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... |
zzZaXxx
Second-Nature
760
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Posted - 2015.07.27 15:45:00 -
[94] - Quote
SIGBIFICANTLY REDUCE ALL SHIELD AND SHIELD DEPLETED DELAYS!!!!
INCREASE SHIELD DAMAGE BUFFER FOR SHIELD DELAY RESTART!!!
ADD NEW "REACTIVE" SHIELD EXTENDERS!!! (lower HP, shorter delays, smaller penalty) |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.27 15:55:00 -
[95] - Quote
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. |
Kiiran-B
Seraphim Initiative.
273
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Posted - 2015.07.27 16:02:00 -
[96] - 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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Lac Nokomis
Kirjuun Heiian
117
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Posted - 2015.07.27 16:27:00 -
[97] - Quote
Shields still make me cry. Please buff. |
zzZaXxx
Second-Nature
761
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Posted - 2015.07.27 18:42:00 -
[98] - Quote
VIVA LA ITERACION!! |
Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.07.27 22:57:00 -
[99] - 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 -
[100] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
252
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Posted - 2015.08.05 00:31:00 -
[101] - Quote
I hope most people realize that we should be looking at this from a lore stand-point, think about it, that's how Gallente got their small buff, looking at lore-side and how to implement it, could fix the shield vs armor situation proper..... You can't argue with lore.
(I took a long break from everything dust/ccp to come to this realization).
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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Mejt0
Dead Man's Game
2
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Posted - 2015.08.05 00:41:00 -
[102] - Quote
Shield resistance mods.
Loyal to The State
Official Caldari Commando User
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 00:55:00 -
[103] - 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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DRT 99
RAT PATROL INC. The Empire of New Eden
476
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Posted - 2015.08.05 06:31:00 -
[104] - Quote
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. |
Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 06:38:00 -
[105] - 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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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.05 06:53:00 -
[106] - Quote
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'.
-A vote for me is a vote for us
You can vote for CPM 2 [here]
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 17:02:00 -
[107] - 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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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.05 17:11:00 -
[108] - Quote
Squagga wrote: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 Yep and theCaldari should be the defacto shield tankers.
Sadly CCPs early concepts for Caldari and Gallente was for them to mirror each other and we still haven't recovered from that.
200 shield hp =/= 200 armor hp.
You can't mirror apple to oranges, it just doesn't work and it took Rattati just to freackin figure that out. I need to stop now before I get too frustrated with the old Devs again.
-A vote for me is a vote for us
You can vote for CPM 2 [here]
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Kinky Fat Bastard
OMFGZOMBIESRUN
66
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Posted - 2015.08.05 17:36:00 -
[109] - Quote
Squagga wrote: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!
One point. You may be getting your shields back fast, but look at what you are sacrificing. To make the most of your shields you need to use both high and low slots
Armour tankers only need to utilise low slots, leavimg their highs available for DMG mods or more HP. |
Kinky Fat Bastard
OMFGZOMBIESRUN
66
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Posted - 2015.08.05 17:41:00 -
[110] - 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'.
What if you needed to have a 4th skill and high slot module to make your armour 'work' properly? Up for that? |
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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.05 17:55:00 -
[111] - Quote
Kinky Fat Bastard wrote: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'. What if you needed to have a 4th skill and high slot module to make your armour 'work' properly? Up for that? 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.
-A vote for me is a vote for us
You can vote for CPM 2 [here]
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Thokk Nightshade
Montana Militia
1
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Posted - 2015.08.05 18:25:00 -
[112] - Quote
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 ^
Thokk Kill. Thokk Crush. Thokk Smash.
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Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.05 19:28:00 -
[113] - 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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DRT 99
RAT PATROL INC. The Empire of New Eden
482
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Posted - 2015.08.05 21:09:00 -
[114] - Quote
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) |
Squagga
Fatal Absolution Negative-Feedback
1
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Posted - 2015.08.06 01:13:00 -
[115] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
252
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Posted - 2015.09.07 21:44:00 -
[116] - Quote
Bump
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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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.09.07 21:59:00 -
[117] - Quote
Caldari need a base hp buff on their shields. Maybe 15% across the board. That and they need to lower shield delays on at least the shield suits if not all suits. I think that would be enough.
Over thinking, over analyzing separates the body from the mind.
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Hal P
DUST University Ivy League
27
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Posted - 2015.09.08 08:33:00 -
[118] - Quote
Being a Calmando with 600 shield and being taken out many many times by a Frontline - AM fit with Militia AScR, I agree! |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.08 10:51:00 -
[119] - Quote
Caldari is only good when you have full passive HP and proto shield mods. On my cal assault, I stack proto regs on lows, 4 extenders and 1 proto energizer on highs and it works great. But I shouldn't have to play full proto to be efficient !
Increase treshold to 14HP, reduce extenders PG/CPU cost, reduce shield delays of all caldari suits and increase the recharge a bit. No need for a HP buff if you decrease the PG/CPU of extenders ^^
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Malcom Kashada
Expert Intervention Caldari State
6
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Posted - 2015.09.08 11:56:00 -
[120] - Quote
Also, along with a shield buff, I could also use a kick reduction bonus for rail weapons, instead of reload bonus... at least i could ''fight at range'' somewhat better than i can now, for all lore-lovers |
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