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Kiiran-B
Seraphim Initiative.
257
|
Posted - 2015.07.22 13:05:00 -
[1] - Quote
Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. I would suggest at least 50HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!!
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Makuta Miserix
Nos Nothi
604
|
Posted - 2015.07.22 13:36:00 -
[2] - Quote
Kiiran-B wrote: 4. Threshold
6hp is useless and I think this is a really cool feature. I would suggest at least 50HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
You know what? I do believe that you gave yourself away with this little suggestion.
That, or you really have no idea.
I'm gonna go with troll though.
Proud supporter of Scouts.
- Makuta Miserix the Assault/Logi part time Scout.
Private Beta Veteran Dust 514/Starhawk
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TheD1CK
Dead Man's Game
2
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Posted - 2015.07.22 13:54:00 -
[3] - Quote
This guys practically lives in a Caldari Assault suit, don't grab the pitchforks just yet
I think all of the above sounds good, though 50 threshold might be too much...
tbh it's really hard to say, on one hand you don't want a Caldari suit absorbing bullets.. on the other.. nearly every weapon deals 50+dmg in about 0.2 of a second... I suppose Threshold will be something they need to tweak until a decent number is set.
Trainwreck forum posting prof.5
Sorry I am too busy to come to the phone right now, I am actually playing the game.
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Makuta Miserix
Nos Nothi
604
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Posted - 2015.07.22 14:00:00 -
[4] - Quote
TheD1CK wrote:This guys practically lives in a Caldari Assault suit, don't grab the pitchforks just yet I think all of the above sounds good, though 50 threshold might be too much... tbh it's really hard to say, on one hand you don't want a Caldari suit absorbing bullets.. on the other.. nearly every weapon deals 50+dmg in about 0.2 of a second... I suppose Threshold will be something they need to tweak until a decent number is set.
Unless I'm mistaken, the threshhold is per shot. Not DPS.
Proud supporter of Scouts.
- Makuta Miserix the Assault/Logi part time Scout.
Private Beta Veteran Dust 514/Starhawk
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tffvbhb
Pile 'em Up
20
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Posted - 2015.07.22 14:07:00 -
[5] - Quote
Makuta Miserix wrote:TheD1CK wrote:This guys practically lives in a Caldari Assault suit, don't grab the pitchforks just yet I think all of the above sounds good, though 50 threshold might be too much... tbh it's really hard to say, on one hand you don't want a Caldari suit absorbing bullets.. on the other.. nearly every weapon deals 50+dmg in about 0.2 of a second... I suppose Threshold will be something they need to tweak until a decent number is set. Unless I'm mistaken, the threshhold is per shot. Not DPS. your right and with 50 threshold a HMG would be completely useless at anything other than very close range and still couldn't be doing that well |
Jakkal Shoobah
Eternal Beings
153
|
Posted - 2015.07.22 14:08:00 -
[6] - Quote
Threshold can not be too high. If the threshold is set to 50 shields would become immune to everything but high damage per shot weapons. That is not ok.
I think shields should not stop any bullet in its optimal range. I think 14 is the magical number because it would still allow any gun to damage shields.
If you did want shields to stop bullets then make is 25. Watch hmgs , a c r s , and smgs do absolutely nothing to shields on every race.
While slow to anger and occasionally indecisive, they are also capable of harnessing enormous resolve when truly tested.
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Kiiran-B
Seraphim Initiative.
259
|
Posted - 2015.07.23 12:47:00 -
[7] - Quote
Yeah I agree, 50 might be too high, but I was thinking that fifty would be the max number with the module bonus but even then it is quite high.
I like 14. I think its a good modest number. Im sick of getting killed by hmg at range. 6 threshold isnt enough is my point.
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Kiiran-B
Seraphim Initiative.
262
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Posted - 2015.07.26 18:02:00 -
[8] - Quote
Bump
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.26 18:10:00 -
[9] - Quote
tffvbhb wrote: your right and with 50 threshold a HMG would be completely useless at anything other than very close range and still couldn't be doing that well
...
...
...
...
50 threshold is too much...
But damn you are mistaken about how dangerous the HMG would be to this.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kiiran-B
Seraphim Initiative.
263
|
Posted - 2015.07.26 18:13:00 -
[10] - Quote
Breakin Stuff wrote:tffvbhb wrote: your right and with 50 threshold a HMG would be completely useless at anything other than very close range and still couldn't be doing that well
... ... ... ... 50 threshold is too much... But damn you are mistaken about how dangerous the HMG would be to this.
Yeah I admitted 50 was too much.
Someone suggested 14 and that could maybe be boosted to a max of 25 with modules. |
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Omaarion27
Vader's-Fist
0
|
Posted - 2015.07.26 18:17:00 -
[11] - Quote
Kiiran-B wrote:Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. I would suggest at least 50HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!!
i like this idea you have not changed the ehp of extenders but an innovative way to increase the hp: genius
i dunno why ccp even thought 6hp was a good idea when i saw that i laughed it needs to be able to soak up one round
5. possibly a cpu and pg decrease because those complex extenders be thirsty
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Kiiran-B
Seraphim Initiative.
263
|
Posted - 2015.07.26 18:26:00 -
[12] - Quote
Omaarion27 wrote:Kiiran-B wrote:Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. I would suggest at least 50HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!!
i like this idea you have not changed the ehp of extenders but an innovative way to increase the hp: genius i dunno why ccp even thought 6hp was a good idea when i saw that i laughed it needs to be able to soak up one round 5. possibly a cpu and pg decrease because those complex extenders be thirsty
Have your first like, sir!
Yeah the complex extenders are a lot.
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Omaarion27
Vader's-Fist
1
|
Posted - 2015.07.26 18:29:00 -
[13] - Quote
Kiiran-B wrote:Omaarion27 wrote:Kiiran-B wrote:Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. I would suggest at least 50HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!!
i like this idea you have not changed the ehp of extenders but an innovative way to increase the hp: genius i dunno why ccp even thought 6hp was a good idea when i saw that i laughed it needs to be able to soak up one round 5. possibly a cpu and pg decrease because those complex extenders be thirsty Have your first like, sir! Yeah the complex extenders are a lot. i shall remember you kiiran the first person ever to like my char i might even write your name in the thing below wonder what to put there
"they hate us because they anus"
CAL n GAL FTFW
disagree meet me in battle n taste the RAILnPLASMA flavor; it be spi
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Kiiran-B
Seraphim Initiative.
263
|
Posted - 2015.07.26 18:33:00 -
[14] - Quote
Oh my! My first fan! Ill cherish you always. |
Sequal's Back
Dead Man's Game
751
|
Posted - 2015.07.26 19:38:00 -
[15] - Quote
Add the reduction of extender's PG/CPU cost to your list. If you compare them to ferros you'll see how ridiculous they are!
Good ideas btw. I don't think a mod should exist to put the treshold higher than 14hp because 14 looks very good to me. If mods can bring you over 20hp then the SMG or HMG would become inefficient and that would be seriously OP.
WON'T YOU PLEASE TAKE ME HOME !
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tffvbhb
Pile 'em Up
29
|
Posted - 2015.07.26 19:42:00 -
[16] - Quote
Breakin Stuff wrote:tffvbhb wrote: your right and with 50 threshold a HMG would be completely useless at anything other than very close range and still couldn't be doing that well
... ... ... ... 50 threshold is too much... But damn you are mistaken about how dangerous the HMG would be to this. 50 threshold with 130hps shield recharge have you seen someone with a core focused rep tool on them??? You could have that but without a rep tool on you |
Kiiran-B
Seraphim Initiative.
265
|
Posted - 2015.07.26 20:16:00 -
[17] - Quote
tffvbhb wrote:Breakin Stuff wrote:tffvbhb wrote: your right and with 50 threshold a HMG would be completely useless at anything other than very close range and still couldn't be doing that well
... ... ... ... 50 threshold is too much... But damn you are mistaken about how dangerous the HMG would be to this. 50 threshold with 130hps shield recharge have you seen someone with a core focused rep tool on them??? You could have that but without a rep tool on you
Can I ask what you're talking about?
130hp/s regen?
Elaborate please. |
Kiiran-B
Seraphim Initiative.
269
|
Posted - 2015.07.27 10:11:00 -
[18] - Quote
Bumpety bump bump. |
Kiiran-B
Seraphim Initiative.
270
|
Posted - 2015.07.27 15:27:00 -
[19] - Quote
achoo! |
Jerome Kersey DVBKMGMT
Mannar Focused Warfare Gallente Federation
0
|
Posted - 2015.07.27 15:40:00 -
[20] - Quote
Kiiran-B wrote:Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. It was suggested at least 14HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
5. PG & CPU cost of extenders
A reduction is needed, complex cost ridiculous amounts of pg & cpu. Even without a buff to hp on the extenders, this will be so handy for fitting regulators and rechargers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!!
This noob^ lawl If I see you in game prepare to die many many times.
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Jerome Kersey DVBKMGMT
Mannar Focused Warfare Gallente Federation
0
|
Posted - 2015.07.27 15:41:00 -
[21] - Quote
Kiiran-B wrote:Bumpety bump bump.
I do not like your nubb'ry |
Kiiran-B
Seraphim Initiative.
271
|
Posted - 2015.07.27 15:46:00 -
[22] - Quote
Jerome Kersey DVBKMGMT wrote:Kiiran-B wrote:Bumpety bump bump. I do not like your nubb'ry
I donGÇÿt like choGÇÿ mama |
Kiiran-B
Seraphim Initiative.
281
|
Posted - 2015.07.28 12:04:00 -
[23] - Quote
Jerome Kersey DVBKMGMT wrote:Kiiran-B wrote:Shields need a buff. But id like to stress to any CCP Devs who might read this that buffing shields:
DOES NOT CALL FOR A NERF TO ARMOUR.
^ I hope this is clear. Its your number one mistake, you buff one thing, then you nerf the other creating a constant imbalance between them.
Now to start my idea.
1.Shield HP.
I suggest that changing all core shield extender skills to 5% instead of 2%. This will make Shields a little meatier while not having to change the extender modules massively.
2. Regulators
Buff the complex to 50% reduction Enhanced to 35% reduction Basic to 25% reduction of depleted and delay.
3. Energizers and rechargers
A small buff in regen wouldn't go a miss. But I think it needs a CPU fitting reduction. I dont have the numbers handy to make a detailed assessment but something along those lines would be handy.
4. Threshold
6hp is useless and I think this is a really cool feature. It was suggested at least 14HP thresh hold which can be increased with a new module, or even a bonus added to extenders or rechargers but not energizers.
5. PG & CPU cost of extenders
A reduction is needed, complex cost ridiculous amounts of pg & cpu. Even without a buff to hp on the extenders, this will be so handy for fitting regulators and rechargers.
Im open to suggestions and criticism.
These are an initial idea of numbers and are there to be discussed.
But I must stress again in the chance a DEV sees this.
DO NOT NERF ARMOUR IF YOU DECIDE TO BUFF SHIELDS!!!! This noob^ lawl If I see you in game prepare to die many many times.
Oh yay, my first stalker!
Cant wait to see you baby
What server/gamemode you on? |
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