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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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Kiiran-B
Seraphim Initiative.
231
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Posted - 2015.07.09 01:13:00 -
[2] - 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! |
Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 01:22:00 -
[3] - 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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Apocalyptic Destroyerr
Shining Flame Amarr Empire
517
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Posted - 2015.07.09 01:23:00 -
[4] - Quote
I agree. Touching Armor while trying to give a buff to Shields will just destroy everything. (Non- exaggerated)
Simply just continue to improve Shields. |
Nocturnal Soul
Primordial Threat
7
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Posted - 2015.07.09 01:26:00 -
[5] - Quote
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.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
205
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Posted - 2015.07.09 01:26:00 -
[6] - Quote
Or reduce shield base regen down to 20 on assaults and 30 on light suits, and give shield's the original ability to constantly regen through damage, that would be a much more balanced fix and if need be make it only so that caldari has this ability and no other race. That's a shield to armor balance for caldari, but alas that's my opinion and since rattati is more than likely never going to see this, we'll get our time Squagga, but it won't be for another 2-3 year's, at the rate this is going at least.
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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Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 01:31:00 -
[7] - 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. |
Ace Ravager
Horizons' Edge No Context
100
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Posted - 2015.07.09 01:32:00 -
[8] - Quote
I really think that the hp buff is needed since nowadays most peopel are forced into close combat so it could help with survivability. Threshhold is required I know its anoying when I have 0 shields and 40 armor and there is a Gal assault with ARR (Use your own weapons) shooting at my while my shield is trying to regen. My shields get to 100 and im at a rang when basically the weapon is doing one damage and once that bullet hits me I'm waiting FOREVER so my shield can charge. Also fix that depleted delay and recharge it takes forever for regen to start and also increase regen. Gal can regen armor pretty easily and Caldari is kind of their counterpart so it should be better that shields can recharge fast since they are destroyed pretty easily.
The MAIN thing we need is a hotfix that nerfs ASCR I shouldn't be taking on bullet and going from 600 shields to 0 and they shouldn't be able to do damage at a range that a RR has to effectiveness at.
Come here for some Officer Gear
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Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 01:48:00 -
[9] - 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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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 02:16:00 -
[10] - Quote
It doesn't need a regen buff. I already have that. It doesn't help
Shields, the silent killer.
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VAHZZ
3
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Posted - 2015.07.09 02:18:00 -
[11] - Quote
It is sad. I thought RatMan was buffing the shields and they would become the new meta. Guess the Caldari are still the red headed stepchilds.
Until Lambs become Lions.
GJR Approved
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Reign Omega
T.H.I.R.D R.O.C.K
1
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Posted - 2015.07.09 02:18:00 -
[12] - Quote
For the first time ever, I have skilled into the rail rifle and level 1 cal assault. I pull out the raven bpo, the mlt arr, and stack militia bpo shield mods in the highs and lows, with a compact hive. Its not a bad suit with about 450 shields and the hive to regen armor. Not a great suit, but I'm not a great player and even less so with shields... Id like to see how the changes would go through..
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!! The Incursions are back... and they're golden baby!
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Kiiran-B
Seraphim Initiative.
232
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Posted - 2015.07.09 02:25:00 -
[13] - 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. |
XSoldierSaintX
Krusual Covert Operators Minmatar Republic
34
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Posted - 2015.07.09 02:39:00 -
[14] - Quote
what about stacking the stuff that shortens the shield regen time. it works wonders for me. i almost always manage to get away from stomping sonuva..... the point is it works -_-. |
Kiiran-B
Seraphim Initiative.
233
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Posted - 2015.07.09 02:41:00 -
[15] - Quote
Yes they do, but thats stacking, and theres supposed to be a penalty. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
590
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Posted - 2015.07.09 02:42:00 -
[16] - Quote
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.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Kiiran-B
Seraphim Initiative.
233
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Posted - 2015.07.09 02:44:00 -
[17] - 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? |
Henrietta Unknown
Corrosive Synergy No Context
1
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Posted - 2015.07.09 02:45:00 -
[18] - Quote
Improvement of Caldari Base Regen and Shield Delay stats. They are not very impressive right now, especially the Cal Commando, and if I hear it correctly, the Callogi/Calass.
And reduced fitting requirements on Complex shield extenders. Seriously, complex armor mods take up less space.
Selling Items
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Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 02:45:00 -
[19] - 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 -
[20] - 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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BARAGAMOS
Kinsho Swords Caldari State
79
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Posted - 2015.07.09 02:51:00 -
[21] - Quote
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. |
Kiiran-B
Seraphim Initiative.
233
|
Posted - 2015.07.09 03:09:00 -
[22] - 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. |
Squagga
Fatal Absolution Negative-Feedback
867
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Posted - 2015.07.09 04:23:00 -
[23] - Quote
ScR are definitely an issue. However, that's not the issue we're discussing.
Shields, the silent killer.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
207
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Posted - 2015.07.09 05:39:00 -
[24] - 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.
Well hey, I'm supposed to be the enemy of all thing's Gallente, but I'm trying to get you and your boy's the AR buff you so unrightfully deserve, so cut us a little slack will you?
In regard's to shield's, it's clear, lore doesn't work on an FPS standpoint, EVE and FPS are clearly not going to go hand in hand together, something's work from EVE, others don't work at all.
Simply return the constant recharge to Cal suit's and everything will balance itself out, if you also include a recharge nerf, keep delay's the same as they would be the prospect of how fast our shield's recharge in it's constant capabilities.
Most suit's don't have to worry about weapon's as they either have the AHP to survive, or the wiggle dance to evade the shot's, shield suit's may have the wiggle as do every other suit does but their SHP get's shredded because the DPS of said weapon's outweigh's shield's abilities pretty heavily, even the CR can chew through shield's in less than 20 seconds, meaning we have to be try hard's just to fight in CCP's map design's. It doesn't matter what the lore say's, it doesn't matter if you think it'd be OP as hell, that's what armor is to us shield player's. AND worst of all, you can use any weapon with damage mod's and that mean's armor fit's can fight at ANY range they want, how well does that translate to the increasing disparity between armor and shield's, armor that only need's low slot's and shield's that need high's, where weapon mod's are placed at.
Shield/Cal's MUST to fight at CQC range, even if it isn't lore friendly something need's to be done about shield's. Otherwise your better off deleting everything related to the entire race from the game and that's without exaggeration. Shield's aren't fun, their just a mean's to give armor player's free kill'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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 07:00:00 -
[25] - Quote
Squagga wrote:It doesn't need a regen buff. I already have that. It doesn't help
Flux nades and laser weapons say you will never have enough hp. Ever.
That said it's more important to be able to recover quickly. But since they have stacking penalties, you don't need more than two.
What we need: our old caldari assault bonus to shield extenders. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.09 08:28:00 -
[26] - Quote
After some thought, I think that manipulating the shield damage threshold is the cleanest solution.
We can do some pretty creative things without breaking any current shield design mechanics. Here's an example idea: if the threshold is high enough, then the meta changes to low damage per shot weapons using high dps to defeat shields, while high damage per shot / low dps weapons would break the threshold.
And also because of damage falloff, shield would be more effective at range. The trick is finding a number to set for the threshold.
Do we include projectile and explosive damage profiles in choosing a threshold?
Also, the threshold would be for caldari mainly and would be different for each class.
Currently the threshold is set to 6. I suggest bumping it up to 10, let things settle, then increase it by 5 until it feels right. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.07.09 10:59:00 -
[27] - Quote
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. |
jerrmy12 kahoalii
G0DS AM0NG MEN New Eden's Heros
1
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Posted - 2015.07.09 11:58:00 -
[28] - Quote
DeathwindRising wrote:After some thought, I think that manipulating the shield damage threshold is the cleanest solution.
We can do some pretty creative things without breaking any current shield design mechanics. Here's an example idea: if the threshold is high enough, then the meta changes to low damage per shot weapons using high dps to defeat shields, while high damage per shot / low dps weapons would break the threshold.
And also because of damage falloff, shield would be more effective at range. The trick is finding a number to set for the threshold.
Do we include projectile and explosive damage profiles in choosing a threshold?
Also, the threshold would be for caldari mainly and would be different for each class.
Currently the threshold is set to 6.
EDIT:
we could make the shield damage threshold a dropsuit stat. then add a modifier to shield rechargers and energizers. Make the base threshold something low, like 5 for cal sent for example. then we can increase it by using the rechargers and energizers.
one energizer at lvl 5 skils would give a ~75% increase to the threshold, taking it for 5 to 8.75.
two energizers would give you about 14.4
three energizers was about 22.5 The threshold needs to be 20, or 50+ per 1 second
Closed beta vet.
Master troll.
No lifer. Master lurker.
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DeadlyAztec11
Defenders of the Helghast Dream
8
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Posted - 2015.07.09 12:44:00 -
[29] - Quote
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.
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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Ydubbs81 RND
Negative-Feedback
3
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Posted - 2015.07.09 12:47:00 -
[30] - Quote
The shield weapons are the real issue....plus being able to stack damage mods and keep your main tank. You cant compete with amarr/scr combo if you're a shield tanker. The gun does 20% to shields, plus double or triple damage mods??
To make it fair, we need a ROF or damage mod in the low slots. That way we can compete on a dps level wothout sacrificimg our main tank.
Shield tanking is hard mode /period.
> Check RND out here
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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
|
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
|
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
Join Logi Heaven! Chat: "Triage Ward"
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Minmatar Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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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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Avallo Kantor
840
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Posted - 2015.07.10 17:45:00 -
[61] - Quote
What if they made a shield module that was based around a "shield" reactive plate?
Basically: It gives some hp (smaller than extender) and gives shield regen... when running. (This shield regen being independent of other types of shield regen) This way it promotes shields to be done on the move, and helps to enhance their appeal in quick movement / skirmish situations.
Also, make the Shield Energizer provide (in addition to its other bonuses) a bonus to threshold. (not a big one, but something to help make the module more attractive.)
"Mind Blown" - CCP Rattati
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
225
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Posted - 2015.07.10 18:05:00 -
[62] - Quote
Avallo Kantor wrote:What if they made a shield module that was based around a "shield" reactive plate?
Basically: It gives some hp (smaller than extender) and gives shield regen... when running. (This shield regen being independent of other types of shield regen) This way it promotes shields to be done on the move, and helps to enhance their appeal in quick movement / skirmish situations.
Also, make the Shield Energizer provide (in addition to its other bonuses) a bonus to threshold. (not a big one, but something to help make the module more attractive.)
2 problem's.
1. the running module wouldn't be appealing and would be seen as a coward's module. If CCP did this, shield user's would lose their faith in the company, in terms of shield balance. Also, the module itself sound's very complex, and almost worthless, given how much damage high alpha shield weapon's do. Simplicity vs Complexity, simplicity will win out in this game.
2. energizers are highly appealing as they are and it would be nice if they did that. BUT, then we'd be looking at other shield modules to do the same that energizers do, but in different aspect's, putting more in CCP's bowl of **** to balance.
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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Devadander
Woodgrain Atari
353
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Posted - 2015.07.10 18:31:00 -
[63] - Quote
All of this and a ball of twine.
First, I would like to point out, threshold is for all suits. Raise this too high and that's the end of that.
Second, we have brainstormed time and time again over possible equipment/augment/tools, with no response.
Third, at this point I've lost any hope of an answer to shield users laments.
We could have 3 types of extenders... We could have better racial skillboosts... We could have tools and equipment...
But we don't, and most likely never will.
[Bittervetting intensifies]
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
225
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Posted - 2015.07.10 19:15:00 -
[64] - Quote
Devadander wrote:All of this and a ball of twine.
First, I would like to point out, threshold is for all suits. Raise this too high and that's the end of that.
Second, we have brainstormed time and time again over possible equipment/augment/tools, with no response.
Third, at this point I've lost any hope of an answer to shield users laments.
We could have 3 types of extenders... We could have better racial skillboosts... We could have tools and equipment...
But we don't, and most likely never will.
[Bittervetting intensifies]
Y'know how Tony Stark built the "Stark Reactor" in the first Iron Man movie and Obadiah Stane said: "That thing was made just to shut the hippies up!". That's what the threshold for shield's is used for, just to shut the shield's up.
EDIT: Still won't stop me from making the arguments that shield's are worthless, until they buff them at least.
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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Heimdallr69
Negative-Feedback.
6
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Posted - 2015.07.10 19:30:00 -
[65] - Quote
Squagga wrote: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 I disagree, regen will make it so you can have more hp instead of me having to waste 1-2 high slots and 2-3 lows just to make a decent caldari suit, whereas if it already has that built in then I can use those slots for hp...
Removed inappropriate content - CCP Logibro
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Squagga
Fatal Absolution Negative-Feedback
889
|
Posted - 2015.07.10 20:11:00 -
[66] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
226
|
Posted - 2015.07.10 20:18:00 -
[67] - Quote
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.
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
891
|
Posted - 2015.07.10 22:14:00 -
[68] - 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
|
Posted - 2015.07.10 22:15:00 -
[69] - 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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
228
|
Posted - 2015.07.10 22:34:00 -
[70] - Quote
Squagga wrote: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
Well, more HP won't stop us from getting thrashed by SCR no doubt, but constant regen would stop gun's like the CR from insta gibbing us. Aside from that, HP or constant regen, that's what we'd have to decide here, either one get's us the results we want.
Bonus' side however, yeah we should be getting racial bonus' for shield's, but CCP refuses to do so, racial bonus' that is. Well, regardless of whichever, this game wasn't made intended for the play style made up for caldari, it need's to be changed.
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
892
|
Posted - 2015.07.10 23:41:00 -
[71] - 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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Omega Nox
Consolidated Dust
110
|
Posted - 2015.07.11 06:54:00 -
[72] - Quote
Squagga wrote: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.
Buffin the AR will be another shield nerf.
The scram was nerfed, way back when for a reason, and now it's back.
The AR was nerfed for a reason now it'll be back.
it only took them a year and a half to fix the calogi cpu imbalance...lol.
Mordu's walking quafe mascot.
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Malcom Kashada
Expert Intervention Caldari State
3
|
Posted - 2015.07.11 18:53:00 -
[73] - Quote
I hate when i hear people say 'caldari characters should stay at long range, where shields are more effective'
1- how the hell are we supposed to do that, given the current map design?? Every single objective, in every map (except maybe one) are enclosed within buildings and cover -> range is completely useless
2- what the hell does fight at range means? use a long range weapon? like what? the RR can be used by any suit class. tell you what, armor users use the RR even better than whatever caldari suit (except maybe cal commando) because of the damage mods (and at the same time have high hp)
3- the ScR still has a quite long range, and completely annihilates shields as we shield users all know too well
Furthermore:
4- as previously stated, treshold would be beneficial, but useless if you don't have enough hp to survive. same with regen and delay. what do i do with high regen if i can't pop out long enough to kill someone?
5- as stated, fluxes
6- AR is apparently going to be buffed?
7- as stated, non-sense fitting requirements
Also, keep in mind that buffing/adding shield modules will also affect minnie suits, and i don't want to know what would happen if the minnassault was buffed more.
Plus, racial bonus for assault: reload time. seriously? |
Omega Nox
Consolidated Dust
110
|
Posted - 2015.07.11 19:53:00 -
[74] - Quote
Squagga wrote: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
CCP's obtuse refusal to bind the weapon to the suit is the problem, i am not saying "not allow" usage. i am saying a RR on an amarr suit would NOT work to 100% efficiency.
Do arms manufactures in the future "OPEN SOURCE"?...lol
if you tie the weakness of the suit to the strength of the weapon or conversly the strength of the suit to the weakness of the weapon a number of things would occur.
1. the classic and historic battle between the armor desinger and the weapon designer-this is DUST's true paradigm. 2. balance, and polish not nerf/buff. 3. the end of FOTM.
Mordu's walking quafe mascot.
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Omega Nox
Consolidated Dust
110
|
Posted - 2015.07.11 19:58:00 -
[75] - Quote
Malcom Kashada wrote:I hate when i hear people say 'caldari characters should stay at long range, where shields are more effective'
1- how the hell are we supposed to do that, given the current map design?? Every single objective, in every map (except maybe one) are enclosed within buildings and cover -> range is completely useless
2- what the hell does fight at range means? use a long range weapon? like what? the RR can be used by any suit class. tell you what, armor users use the RR even better than whatever caldari suit (except maybe cal commando) because of the damage mods (and at the same time have high hp)
3- the ScR still has a quite long range, and completely annihilates shields as we shield users all know too well
Furthermore:
4- as previously stated, treshold would be beneficial, but useless if you don't have enough hp to survive. same with regen and delay. what do i do with high regen if i can't pop out long enough to kill someone?
5- as stated, fluxes
6- AR is apparently going to be buffed?
7- as stated, non-sense fitting requirements
Also, keep in mind that buffing/adding shield modules will also affect minnie suits, and i don't want to know what would happen if the minnassault was buffed more.
Plus, racial bonus for assault: reload time. seriously?
EVE lore say that the Caldari are technically and economically inferior to all the other races, and they do not respect the honoring of military service nor industry.
they have a small ineffective military, because the officer selection process is based on 3 traits 1. personal political connections and bong usage. 2. howling at the moon and tribal machismo. 3. getting your balls cut off and praying to the gooey squid god.
the Caldari are slow weak and fat, because they do not PT-because they drink, smoke and take drugs while watching **** all day long. they live broken undisciplined lives and suffer from broken homes.
caldari industry specifically is run by ******** half-wits that create military systems that amazingly defy logic, reason, function, performance needed by the warfighter to survive the battle space. these systems in fact break the laws of physics!
Mordu's walking quafe mascot.
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Joseph Ridgeson
WarRavens D.E.F.I.A.N.C.E
4
|
Posted - 2015.07.11 20:20:00 -
[76] - Quote
Malcom Kashada wrote:I hate when i hear people say 'caldari characters should stay at long range, where shields are more effective' People that state that completely ignore the fact that range has more to do with weapon and that shields give no inherent advantage to being at range. Weapon is the easiest to go with.
"Fight at range; that's where Caldari win!" This is entirely dependent on a weapon rather than the suit's defensive choice. An Amarr Assault with a Rail Rifle or Scrambler Rifle (they have similar range, yes?) is just as good at long range as a Caldari Assault with a Rail Rifle of Scrambler Rifle. Fighting at range means you are likely getting the first shot (surprise) and your targets may be using a weapon that is incapable of harming you. In those conditions, it often doesn't matter what your defensive stats are. You could be in a naked Scout suit and still probably be in a not terrible spot. It has almost nothing to do with the suit itself; range is all about the weapon.
The fact that one of the only arguments for Shields not being inferior is essentially "fight in areas where the enemy is incapable of hurting you" doesn't bode well. Seriously: what is the difference between an Amarr Assault with X weapon at 50 meters and a Caldari Assault with X weapon at 50 meters? What would happen if they were put at 15 meters?
The next part is the belief that a Shield suit is somehow superior to an Armor suit at range. As stated above, it has more to do with weapon but even then they are probably equivalent. An Amarr Assault can throw out some of their Plates for Repairers and essentially do the "I have less EHP but I regain health fast" shtick of Shields. The Caldari suit doesn't get some special bonus for being far away. Anyone can do it.
It isn't that Shield suits are better at long range compared to Armor; it is that Shield suits are quite bad at close range compared to Armor. At close range, it is more often a DPS race with some variables. Shields, naturally, have lower EHP than Armor so they are worse at close range fighting where shots are a lot more likely to hit. So it becomes a "I am not better at long range, which is where I guess I am supposed to fight, and I am worse than you at close range" sort of deal.
When people say "Play the Caldari right! Fight at range, flank the opponent, and don't just Rambo into the enemy team!" they are basically saying "play better to overcome your inherent weaknesses." If one side can "play better" and utilize strategy like favorable fights, flanking, and map awareness but can also be Rambo while the other side is essentially relegated to only "playing better", how is that not an obvious weakness? If one side requires X for Y result and the other requires X+2 for Y result, is that not the definition of underpowered?
Think of it this way: Since the nerfing of the Bumblebee, there have only been two Shield suits that have come to the forefront enough to earn the ire of the forums. The first is the Caldari Scout. It has amazing Shield stats; seriously, ever Caldari suit needs to get base recharge, delay, and depleted like these (I think that is one of the problems). It is also very fast and has the incredibly powerful Cloaking tool as well as having the best overall bonuses.
The second is the reworked/buffed Minmatar Assault dropsuit. It had Scout like speed and still boasted a fairly decent EHP. It was a good suit.
It took two suits that pretty much everyone was in agreement were too powerful, for a Shield suit to be considered decent.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Malcom Kashada
Expert Intervention Caldari State
4
|
Posted - 2015.07.11 20:53:00 -
[77] - Quote
Joseph Ridgeson wrote:Malcom Kashada wrote:I hate when i hear people say 'caldari characters should stay at long range, where shields are more effective' People that state that completely ignore the fact that range has more to do with weapon and that shields give no inherent advantage to being at range. Weapon is the easiest to go with. "Fight at range; that's where Caldari win!" This is entirely dependent on a weapon rather than the suit's defensive choice. An Amarr Assault with a Rail Rifle or Scrambler Rifle (they have similar range, yes?) is just as good at long range as a Caldari Assault with a Rail Rifle of Scrambler Rifle. Fighting at range means you are likely getting the first shot (surprise) and your targets may be using a weapon that is incapable of harming you. In those conditions, it often doesn't matter what your defensive stats are. You could be in a naked Scout suit and still probably be in a not terrible spot. It has almost nothing to do with the suit itself; range is all about the weapon. The fact that one of the only arguments for Shields not being inferior is essentially "fight in areas where the enemy is incapable of hurting you" doesn't bode well. Seriously: what is the difference between an Amarr Assault with X weapon at 50 meters and a Caldari Assault with X weapon at 50 meters? What would happen if they were put at 15 meters? The next part is the belief that a Shield suit is somehow superior to an Armor suit at range. As stated above, it has more to do with weapon but even then they are probably equivalent. An Amarr Assault can throw out some of their Plates for Repairers and essentially do the "I have less EHP but I regain health fast" shtick of Shields. The Caldari suit doesn't get some special bonus for being far away. Anyone can do it. It isn't that Shield suits are better at long range compared to Armor; it is that Shield suits are quite bad at close range compared to Armor. At close range, it is more often a DPS race with some variables. Shields, naturally, have lower EHP than Armor so they are worse at close range fighting where shots are a lot more likely to hit. So it becomes a "I am not better at long range, which is where I guess I am supposed to fight, and I am worse than you at close range" sort of deal. When people say "Play the Caldari right! Fight at range, flank the opponent, and don't just Rambo into the enemy team!" they are basically saying "play better to overcome your inherent weaknesses." If one side can "play better" and utilize strategy like favorable fights, flanking, and map awareness but can also be Rambo while the other side is essentially relegated to only "playing better", how is that not an obvious weakness? If one side requires X for Y result and the other requires X+2 for Y result, is that not the definition of underpowered? Think of it this way: Since the nerfing of the Bumblebee, there have only been two Shield suits that have come to the forefront enough to earn the ire of the forums. The first is the Caldari Scout. It has amazing Shield stats; seriously, ever Caldari suit needs to get base recharge, delay, and depleted like these (I think that is one of the problems). It is also very fast and has the incredibly powerful Cloaking tool as well as having the best overall bonuses. The second is the reworked/buffed Minmatar Assault dropsuit. It had Scout like speed and still boasted a fairly decent EHP. It was a good suit. It took two suits that pretty much everyone was in agreement were too powerful, for a Shield suit to be considered decent.
Perfectly agree, as of now caldaris have no definite role: they're no brawlers (for obvious reasons), they're no speedsters, they don't have high tank, they don't have range supremacy (any suit can fit a RR and pop people at range) and they have no ewar worth of this name :/ |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
233
|
Posted - 2015.07.12 19:26:00 -
[78] - Quote
Either way, when you look at it, there are a few sure good fire way's to fix the problem, many ways to fix the problem, you could fix base shield's and armor, example written below.
Caldari Assault Armor:120 +25% (natural skilling to armor) = 150 Shield's: 400 +25% (natural skilling to shield) = 500 (Something regular for all basic caldari shield suits delays wise) Delay: 3 Depleted Delay: 4 Shield Recharge Unchanged (30) Anything not mentioned remain's unchanged.
Caldari Sentinel Armor:200 +25% (armor skill) = 250 Shield:600 +25% (shield skill) = 750 Delay:2 Depleted Delay:1 Shield Recharge: 50 Anything not mentioned remain's unchanged
Caldari Scout Armor: 80 +25% (armor skill) = 100 Shield:280 +25% (shield skill) = 350 Delay: 5 Depleted Delay: 6 Recharge: 40 Scan Precision: 35 Suit Profile: 30 Anything not mentioned remain's unchanged.
Well let me know what you think about the stat's. Try to keep in mind that shield's get destroyed easily by EVERYTHING as well (talk to you armor boy'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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
238
|
Posted - 2015.07.13 15:22:00 -
[79] - 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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Squagga
Fatal Absolution Negative-Feedback
907
|
Posted - 2015.07.14 02:38:00 -
[80] - Quote
Ha. Ty buddy
Shields, the silent killer.
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Squagga
Fatal Absolution Negative-Feedback
998
|
Posted - 2015.07.27 01:51:00 -
[81] - 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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Mortishai Belmont
G.L.O.R.Y
800
|
Posted - 2015.07.27 01:55:00 -
[82] - Quote
A little added shield to Caldari suits would be very nice indeed.
They could stand an extra 100 or so to 'em.
The C.EO. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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xavier zor
Vader's-Fist
1
|
Posted - 2015.07.27 02:09:00 -
[83] - Quote
been running caldari assault, just an FYI so i don't get called a FoTM chaser when everyone starts running them.
Shields need a different threshold for regeneration to stop. Instead of a hp value shields should stop regenerating after 10% of the total shield value has been damaged.
So if the guy had 100, with him having 600 if he regens fully and he gets 59 damage dealt he should still regen, but if he had 60 damage dealt he would stop.
shield tanking is hard mode, period.
currently fighting for 100% of MH
Rexero!
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Mobius Wyvern
Fatal Absolution Negative-Feedback
6
|
Posted - 2015.07.27 04:03:00 -
[84] - 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! 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.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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xavier zor
Vader's-Fist
1
|
Posted - 2015.07.27 04:04:00 -
[85] - Quote
mobius, there a 3 slots on the cal assault not 2 :P
i use 4 extenders, a recharge, a reactive and 2 regulators. Beast fit.
shield tanking is hard mode, period.
currently fighting for 100% of MH
Rexero!
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
|
Posted - 2015.07.27 07:58:00 -
[86] - Quote
Have you guys seen what awesome stuff you can do with Shields on the Balac's Assault officer suit? Now just imagine all shields were as powerful as this......
"Madness how we turned our common-ground into a battle-ground.." - Essa
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xavier zor
1
|
Posted - 2015.07.27 08:01:00 -
[87] - Quote
CommanderBolt wrote:Have you guys seen what awesome stuff you can do with Shields on the Balac's Assault officer suit? Now just imagine all shields were as powerful as this......
Shields should add 300hp for basic, 400 for adv and 600 for proto |
Kiiran-B
Seraphim Initiative.
268
|
Posted - 2015.07.27 10:00:00 -
[88] - 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.
|
Squagga
Fatal Absolution Negative-Feedback
1
|
Posted - 2015.07.27 14:09:00 -
[89] - 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.
|
Varoth Drac
Dead Man's Game
1
|
Posted - 2015.07.27 14:34:00 -
[90] - Quote
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.
|
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Kiiran-B
Seraphim Initiative.
270
|
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
|
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
|
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
|
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
|
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
|
Posted - 2015.07.27 16:27:00 -
[97] - Quote
Shields still make me cry. Please buff. |
zzZaXxx
Second-Nature
761
|
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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