Alena Ventrallis wrote:
I think the rechargers/energizers are fine for now, since they cost no PG at all, but that is something to look at tweaking if these changes don't help enough. I left them alone because like I said, small steps.
Doesnt really matter what the PG is, if the CPU limits your fitting you can have half your PG remaining then you are still SOL in terms of fitting. And unlike PG heavy suits that can use the many PG light modules in the game (regulators, dampeners, precision) to round out their fit and gain utility, there are a grand total of zero CPU light modules in the game. This is one of the big imbalances in shield v. armor v. speed tanks, where the CPU heavy shield dropsuits havent got a reasonable way to fit their suits because of the heavy CPU requirements with no CPU light filler modules to choose from.
Alena Ventrallis wrote:
I hesitate to make the shield threshold that high since that would make shield nigh immune to Minmatar weaponry, especially at the lower tiers. The point of the threshold is to allow regen through fire from people that are way too out of range to actually kill you, like the aforementioned AR at 90m. He's not killing you but having that little damage reset your regen can be fatal. I would say up it to 10, but no higher, since any higher starts to have shields regen within the optimal of some weapons.
The only weapons that ~15 damage threshold would affect are the assault SMG and default HMG, 20 would bring in the default SMG. I'd suggest raising the damage on both of them to give them the ability to break whatever threshold we end up with (+reduce fire rate or whatever you have to do to maintain dps). Its a pretty nasty problem though, as threshold rises to actually be useful weapons will need to be reworked to still be able to break the threshold. 8 damage is pretty useless though, and I dont think 10 is going to be much better, but heck Ill take whatever I can get.
Alena Ventrallis wrote:
The Calmanndo has greater maneuverability than the sentinel, so I think the value is fine. The reason the sentinel has such good delays is because it can't rely on outside help to repair it's shield. Calmanndo has maneuverability (relative) to let it reposition or retreat. CalSentinel does not have that luxury. If any number needs to be tweaked in relation to commando/sentinel balance I think it would be raw regen. Commandos have less health, so they should regen just as fast as sentinels if not faster.
It doesnt matter much how the commando's maneuverability to the sentinel is, the problem with the Cal Commando is its maneuverability compared to scouts and assaults, which in comparison is nearly as abysmal as the sentinel's. It needs that regen for the same reason the sentinel does (but whatever, Ill be happy to wait and see how the latest changes to commandos work once out CCP gets off their ass and puts the weapon fitting bonus in before pushing this more)