Joel II X
Bacon with a bottle of Quafe
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Posted - 2015.08.16 01:19:00 -
[1] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Poking around the patch notes ...
Uprising 1.4
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Uprising 1.7
* Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay.
HF Alpha
Tanking Modules Armor GÇóWe want to reduce the stacking of plates by normalizing pg and cpu a little bit, and also increasing the speed penalty a bit. GÇóWe also want to make repair modules a little more useful so weGÇÿre increasing repair rates by a small amount. GÇóWe also want to make reactive and ferroscale plates more attractive by reducing the PG /CPU requirements so people will use them instead of basic armor plates when they want to maintain some speed.
Shields GÇóThe CPM and community has been vocal on not changing multiple ehp modules at a time. As such we will not be making any changes to shield tanking until the next hotfix. This also gives us a chance to examine new data from rebalanced armor modules.
HF Bravo
In Hotfix Bravo we took a closer look at Shield Tanking, and improved nearly all Shield Modules generously across the board. We wanted to make them true alternatives to Armor Modules and hope that we will see more Shield Tankers on the battlefield from now on.
HF Delta
We are buffing Logistics in a big way by changing the Nanite Injector to heal Shields as well. Now those prototype needles are sounding great, right?
Energizers, Rechargers and Regulators are all getting a CPU reduction, combined with Projectile damage profile, we believe this will make shield tanking considerably more viable.
Warlords 1.1.3
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
Think we need to kill the shield depleted shield recharge delay penalty on Shield Extenders and give Regulators an additional benefit of increasing shield "plinking" damage threshold. I'm hesitant to give shields more buffer because I personally would like to see a distinction between the two tanking styles with Armor being more about buffer and shields being more about recharge, but to do that we need to emphasize the latter a bit more. I agree. Instead of Extenders having a depleted delay penalty, have them give a profile penalty. You know, just like EvE.
Scouts United
Gk.0s & Quafes all day.
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