| Pages: [1]  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Foo Fighting
 Blank Application
 
 462
 
 
      | Posted - 2015.08.12 10:56:00 -
          [1] - Quote 
 Let's assume that the concensus is that shields need some love and are falling behind armour as a main tank option. I.E. Let's not get into a shield vs. armour debate.
 
 I propose a shield multiplier module. This would be a high slot module that increased total shields by 10%, 15% and 20% for basic, advanved and proto. The module would have a penalty to shield recharge delay and shield depleted recharge delay giving it more of a penalty than an extender but with the potential to give higher overall tank.
 
 You would need to sacrifice an extender, recharger or other high slot module to fit it and with the additional penalty of shield recharge delay (on top of shield recharge depleted delay) it would encourage the use of regulators and discourage dual tanking.
 
 The percentages may need some more detailed analysis to ensure it offered a balanced boost to different suits and configurations but what do you think of the overall principle of such a module?
 | 
      
      
        |  Stefan Stahl
 Seituoda Taskforce Command
 
 1
 
 
      | Posted - 2015.08.12 15:00:00 -
          [2] - Quote 
 Alternative:
 Shield multiplier are low-slot items. The fitting meta then becomes very similar to Eve, except that stacking multipliers is less effective than stacking resists.
 
 I'd prefer a rather large penalty to shield recharge rate. Long recharge durations are rather boring gameplay. On the other hand having a low-slot module that increases recharge delay alongside shield regulators would make for some fun fitting compromises, too.
 
 The same could be done for armor with a high-slot armor fortification module that reduces armor repair rate - including externally applied armor reps.
 
 This gives players the option to strongly focus on one type of tank and makes sure that people can't have both a large passive tank and good reps/recharge rate too.
 | 
      
      
        |  Foo Fighting
 Blank Application
 
 463
 
 
      | Posted - 2015.08.12 15:23:00 -
          [3] - Quote 
 I thought about it being a low slot module after posting and it would set up a different set of compromises to consider. It's an idea worth expanding in my view but I do believe shields need more options like armour has with feroscales and reactives.
 | 
      
      
        |  Doc DDD
 Negative-Feedback.
 Negative-Feedback
 
 508
 
 
      | Posted - 2015.08.12 16:05:00 -
          [4] - Quote 
 Anything to help shields get out of the redline would be super..
 | 
      
      
        |  shaman oga
 Dead Man's Game
 
 4
 
 
      | Posted - 2015.08.12 16:53:00 -
          [5] - Quote 
 I've recently skilled cal ass, shields are fine imho, people just don't understand how to use shield suits.
 
 INB4 Scr Rifle, OP against everything, ludicrous against shields
 
 Regressed to blueberry level. | 
      
      
        |  Sicerly Yaw
 Corrosive Synergy
 No Context
 
 821
 
 
      | Posted - 2015.08.13 02:19:00 -
          [6] - Quote 
 
 shaman oga wrote:I've recently skilled cal ass, shields are fine imho, people just don't understand how to use shield suits.
 INB4 Scr Rifle, OP against everything, ludicrous against shields
 
 this is simply not true, there's not much to how shields should be used, you wait for delays rep back up get back to fighting
 
 you either tank raw hp or a mix of hp and recharge but currently there's no reason to stack recharge on anything other then a cal sent due to its already favorable delays, on low slots if you don't go for regulators you are at a disadvantage for several seconds and the low armor low armor rep rates make any armor you have obsolete, if you choose to duel tank you give up rep rates and still have less overall hp then an armor suit that can rep trough damge and be repping at over 100 hp with the help of a logi
 
 it is true that shields do work differently compared to armor but that is no excuse for their TTK's to be so low compared to armor users not to mention that armor suits have the option to use damge mods without giving up any tank while shields suits lose out on their main tank if they choose to do the same
 
 both armor and shields need to be worked on respectively no nerfs on either side just buffs and reworks to put them on equal grounds while keeping each to a unique play style
 
 click here if you are making a new account and want some free BPO's | 
      
        |  |  | 
      
      
        | Pages: [1]  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |