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Villore Sec Ops Gallente Federation
4
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Posted - 2015.07.31 12:47:00 -
[1] - Quote
Surely, one simple way to help improve shields would be to move the regulator bonus to rechargers or energisers and remove the regulator module
A decent shield tank for instance requires 3 modules extender, recharger/energiser and regulator
An armour tank, only 2 plate and repairer
at the most basic level:
Shield suit with 2 highs and 1 low Armour suit with 1 high and 2 lows
Shield suit would fit an extender, a recharger/energiser and a regulator Armour suit would fit a plate, an armour repairer - leaving the high for either a dmg mod or a hp module - the shield suit does not get this luxury.
That right their is the first disparity that needs looking at |
Sicerly Yaw
Corrosive Synergy No Context
735
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Posted - 2015.07.31 16:09:00 -
[2] - Quote
I agree that it needs to be looked at but not sure that what you are suggesting is the best course of action as regulators do not equal to reps
first of all rechargers and energizers cost a lot of CPU for not much gain other then having shields up faster (after delay)
shields have 3 components whereas armor only has two
both have downsides one is speed (counteracted by using ferros or kincats) the other being delay (counteracted only by regulators)
shields should not have to worry too much about recharge rates unless they have high amounts of armor instead of having the penalty to delays it should be to recharge rate
the delay should be static meaning that there should be only one delay to worry about shields rep up after x amount of seconds whether depleted or not so as to counteract flux nades and what not
shiled recharge rates should be naturally higher but I wont get into detail I have in other posts already
I think armor suits should have better natural rep rates as well
shields suits need to rely less on shied mods to be effective so they can use other mods without losing too much instead of having to fit every mod slot with a shiled mod in my opinion
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.31 16:19:00 -
[3] - Quote
I don't know about this, but, it must be considered that shields must utilize 3 modules to maximize shields (regulators, extenders, rechargers) where as armor only must use 2 (plates and repairers). This creates some severe disparity among slot usage.
Also, armor can stack for armor and carry around a reppin logi to replace the loss of repairs. |
Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.31 16:49:00 -
[4] - Quote
Tebu Gan wrote:I don't know about this, but, it must be considered that shields must utilize 3 modules to maximize shields (regulators, extenders, rechargers) where as armor only must use 2 (plates and repairers). This creates some severe disparity among slot usage.
Also, armor can stack for armor and carry around a reppin logi to replace the loss of repairs. We are comparing apples to oranges here.
I honestly feel that shields mods don't need anything drastic but the major problem stems from the base stats of the Caldari suits. They are supposed to be the defacto shield tankers of New Eden, but their base stats do not reflect this.
Saying that Shields requires 3 modules being unfair compared to armor is an issue of perspective, especially when one of those modules is in your opposite tanking slot. From the armor side we see that you guys have an extra module that improves your main defense and it doesn't affect your HP value at all.
Like I said earlier, if Caldari base stats were better then we might not be having these issues or at least they wouldn't be as prominent. A major mistake they made was trying to make Gallente and Caldari mirror each other which, if you're familiar with EVE is pretty freakin obvious that wouldn't work....sighs. but I won't get started with the decisions of the old devs at the risk of getting frustrated again.
If you fit a Caldari Assault suit properly, the thing that holds you back most will be CPU because of regulators and a lack of shield repair equipment. Which I'm sure we could easily do....possibly in the form of a Nanohive.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.31 16:55:00 -
[5] - Quote
Personally I feel the simplest, and most easily tweaked method of "fixing" shields will be normalizing all caldari dropsuits to the sentinel recharge and depleted delays of 3/1 and 30/sec, then moving the minmatar to the current caldari 3/5 recharge/depleted and 25/sec recharge since they have a few more options, including the best speed as well as potentially good armor tank.
Justification: Caldari are "The Shield Race." No other group in the game suffers NEARLY as much from shield issues as the caldari. From my experience running various fits across the board, the most viable shield dropsuit is hands down the Calsent, precisely BECAUSE of the lower shield delays.
Minmatar shield fits aren't as viable as a speed/DPS or armor/DPS fit. Improving the Minmatar from the current terribad shield recharge stats to the current Caldari Assault and unifying the matari at 25/sec regen might make speed/shield fits more attractive.
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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Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.31 17:11:00 -
[6] - Quote
Sgt Kirk wrote: We are comparing apples to oranges here.
I honestly feel that shields mods don't need anything drastic but the major problem stems from the base stats of the Caldari suits. They are supposed to be the defacto shield tankers of New Eden, but their base stats do not reflect this.
Saying that Shields requires 3 modules being unfair compared to armor is an issue of perspective, especially when one of those modules is in your opposite tanking slot. From the armor side we see that you guys have an extra module that improves your main defense and it doesn't affect your HP value at all.
Like I said earlier, if Caldari base stats were better then we might not be having these issues or at least they wouldn't be as prominent. A major mistake they made was trying to make Gallente and Caldari mirror each other which, if you're familiar with EVE is pretty freakin obvious that wouldn't work....sighs. but I won't get started with the decisions of the old devs at the risk of getting frustrated again.
If you fit a Caldari Assault suit properly, the thing that holds you back most will be CPU because of regulators and a lack of shield repair equipment. Which I'm sure we could easily do....possibly in the form of a Nanohive.
Consider this fit, 3 shield extenders, 2 energizers, 2 regulators, 1 red bottle.
That's my go to cal assault shield fit. This is how I feel a shield fit MUST be fit to maximize shields. Compare this to an armor fit. Armor can maximize defenses while leaving room for utility. Not to mention there are things on the field like rep tools and nanohives that can further increase that damage mitigation.
Even with this fit, it can seem rather weak against armor and requires a ton of juking and jiving to utilize shield recharge ( a kin kat is pretty much required in my mind for this to maximize shield potential)
I compare this to shield tanks as well, as to fit full shields you must lose out in damage potential and low slot usage to make a strong shield D fit, where armor can maximize armor and still utilize damage and utility.
While the sole problem may not lay in the fact that shield must dedicate most of their slots to shield D to maximize shields (unlike armor), it certainly is a problem. Any changes to base stats, like as breakin and you suggest with changing recharge values would result in my fit becoming pretty damn OP. |
Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.31 22:20:00 -
[7] - Quote
Tebu Gan wrote:I don't know about this, but, it must be considered that shields must utilize 3 modules to maximize shields (regulators, extenders, rechargers) where as armor only must use 2 (plates and repairers). This creates some severe disparity among slot usage.
Also, armor can stack for armor and carry around a reppin logi to replace the loss of repairs.
Don't forget 'energizers'
CPM Platform
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