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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 15:43:00 -
[1] - Quote
I think kincats need some love. Theres some issues with shield tanking right now IMHO. A small buff to kincats may be a step in the right direction. I'm trying to construct a list of ome potential buffs:
- reduction in pg use (perhaps compensated by additional cpu use) - add another bonus that gives a small amount of increased movement speed. Nothing major but adds a small amount to strafe speed. I think this would be interesting since strafe was just nerfed. Again not enough to be game breaking i.e. not pre nerf values.
What's your thoughts on the matter? |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 16:20:00 -
[2] - Quote
@ ripley
1) I'd start with the following pg for basic/adv/pro - 6/9/12
Thats a 2 pg reduction at proto.
2) I see what you're saying but after getting in touch with my min in eve I realised that min is supposed to be about strafe. In eve I fly in tight fast circles to make enemies miss. The equivalent in dust is kinda strafe. I wouldn't touch the strafe value just the movement speed. Idk.. It's really just a thought, I'm not saying it's a good one. But for fun I'd say something around +3% movement speed at proto.
Thoughts?
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 16:28:00 -
[3] - Quote
DeadlyAztec11 wrote:Strafe speed?
No.
Anyways, Kinetic Catalyzers were meant to originally give armor tanking suits an advantage in CQC by compensating for their reduced speed. Strafe speed is evil.
I mean with the number I'm suggesting...
Min assault before strafe nerf was - 3.7 m/s
Min assault strafe now - 3.0 m/s
With +3% movement speed at proto or something small... Min assault with 4 complex kincats ~ 3.4 m/s
Thats still far less than it was before the nerf and that's with 4 proto kincats!
Just playing devil's advocate |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.15 04:02:00 -
[4] - Quote
ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
Depends on your suit. I notice you run gallente frequently so you have high pg. But yeah they can be fit but you must sacrifice your tank quite a bit. This becomes a real issue for shield tankers considering a complex shield extender takes 11 pg and min and cal suits have lower pg capacity. |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.16 19:41:00 -
[5] - Quote
ROMULUS H3X wrote:Boot Booter wrote:ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
Depends on your suit. I notice you run gallente frequently so you have high pg. But yeah they can be fit but you must sacrifice your tank quite a bit. This becomes a real issue for shield tankers considering a complex shield extender takes 11 pg and min and cal suits have lower pg capacity. Than, that is the suit's ordeal, not the module I would conclude.
Well sorta but for say minmatar who are supposed to depend on shield and speed, fitting a decent tank with speed is very challenging due to high pg costs of both shield extenders and kincats, as well as lower pg.
Perhaps the answer is lower shield extender pg then.. Idk |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.17 20:37:00 -
[6] - Quote
Saint Winter wrote:Hi , look at this idea :
Kinetic Catalyzer
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
This can help and worsen the situation:
As improvement:
Heavy be faster running and walking.
As worsens:
Light are more faster than lightning.
And also increase the rate of players using strafing and improve estrafing.
But seeing the positive side will be faster heavy .
The medium frame dropsuits are not as affected as they are a balance between light and heavy.
Thanks for your input. I as well like the idea of adding a movement speed modifier to kincats. Just for theorycrafting purposes and to counter the "we just nerfed strafe I think it's bad to go back", I'd like to spit some math to reinforce this movement speed idea.
Ok so the fastest strafer is the min scout. Movement speed 5.65 m/s Current strafe speed is 3.39 m/s Old strafe speed (pre 1.1.3) was 3.955
Using your numbers I could potentially stack 3 kincats with +6% movement speed each. With stacking penalties that's about +15%. So....
5.65*1.15 = 6.5 m/s movement speed (front) 3.39*1.15 = 3.89 m/s strafe speed.
You will now notice that the triple kincat min scout would still have less strafe speed than pre nerf. I think this would be perfectly fair considering how much capacity must be sacrificed to use kincats.
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