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Sequal's Back
Dead Man's Game
893
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Posted - 2015.08.16 22:30:00 -
[1] - Quote
Protofit link.
Now, I don't want to see any more ck.0 assault with more than 300 armor. Shield definitely needs a buff, but this is the way shields are meant to be played. And it works ;)
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Sequal's Back
Dead Man's Game
895
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Posted - 2015.08.16 22:41:00 -
[2] - Quote
Pretty much the fit I posted here ^^ It is a good fit, but even against anti-armor weapons (like CR) the shield gets demolished faster than armor. I feel like my 530 shield HP are equal to the 200 armor.
Shield needs a "resistance" buff IMO' it gets obliterate way too fast. With this fit, you can have it back really quickly, but it's usually not enough..
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Sequal's Back
Dead Man's Game
895
|
Posted - 2015.08.16 22:50:00 -
[3] - Quote
Lightning35 Delta514 wrote:Sequal's Back wrote:Pretty much the fit I posted here ^^ It is a good fit, but even against anti-armor weapons (like CR) the shield gets demolished faster than armor. I feel like my 530 shield HP are equal to the 200 armor.
Shield needs a "resistance" buff IMO' it gets obliterate way too fast. With this fit, you can have it back really quickly, but it's usually not enough.. Yes and no. Caldari are long range. People like to use ASSAULT RAIL RIFLES but they should really use VANILLA RAIL RIFLES. longer range, you won't be too bothered by combat and scrambler rifles, and you can pack a punch. It's all in the range. Something people don't seem to understand. I totally agree with you^^ I use the ARR at range that's why it's here. If you can aim with it you can have a really good CQC, medium and medium-long range weapon!
I just tried with a krin's mod, but I think I prefer with 2 rechargers :3 That 75 Hp/s is amazing !
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Sequal's Back
Dead Man's Game
899
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Posted - 2015.08.17 05:15:00 -
[4] - Quote
True Adamance wrote:Artemis Hyde wrote:I think that shield need a slight buff to resistance in turn slightly increase to TTK which is good to me Why a resistance buff and not simple increases to the value of their raw HP modules? Because no matter how many shield you have, it'll get insta-popped by any weapon. It's, for sure, less "resistant" than armor. More HP wouldn't really help...
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Sequal's Back
Dead Man's Game
901
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Posted - 2015.08.17 06:35:00 -
[5] - Quote
Sgt Kirk wrote:Sequal's Back wrote:True Adamance wrote:Artemis Hyde wrote:I think that shield need a slight buff to resistance in turn slightly increase to TTK which is good to me Why a resistance buff and not simple increases to the value of their raw HP modules? Because no matter how many shield you have, it'll get insta-popped by any weapon. It's, for sure, less "resistant" than armor. More HP wouldn't really help... Infantry Weapons that are strong against Shields: Scrambler Rifles Plasma Rifles Shotguns Scrambler Pistols Laser Rifles Plasma Cannon Ion Pistols Flux Grenades Infantry weapons that are strong against Armor: Combat Rifles Rail Rifles Mass Drivers Sniper Rifles SMGs Bolt Pistols Flayock Pistols Locus Grenades Magsecs HMGs Hey Kirk, I know the game ^^ Don't bother with this.
Then you are probably right. But I seriously feel like an HP buff wouldn't be that helpful..
The best way to buff HP IMO is to reduce the PG cost of shield extenders and buff the base stats of the caldari suits.
I like the small armor rep even if it's only 1HP/s it's still pretty useful.
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Sequal's Back
Dead Man's Game
901
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Posted - 2015.08.17 07:18:00 -
[6] - Quote
Diablo Gamekeeper wrote:Whats wrong with sticking two reactives and a regulator on my suit? :S
Edit: Minmatar suits already exist for dual tanking and they do it fine ^^
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Sequal's Back
Dead Man's Game
902
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Posted - 2015.08.17 09:16:00 -
[7] - Quote
Omaarion27 wrote:Sequal's Back wrote:Protofit link.Now, I don't want to see any more ck.0 assault with more than 300 armor. Shield definitely needs a buff, but this is the way shields are meant to be played. And it works ;) but why must i have to use a terrible basic nano hive, on an assualt gk.0 i can fit everything proto 600+ armour 30 reps a second 2 damage mods and have equipment on a caldari i cant spam my core nades as well , i think shield modules need a cpu and pg decrease We think the same way then ^^
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Sequal's Back
Dead Man's Game
902
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Posted - 2015.08.17 13:23:00 -
[8] - Quote
Union118 wrote:Sequal's Back wrote:Protofit link.Now, I don't want to see any more ck.0 assault with more than 300 armor. Shield definitely needs a buff, but this is the way shields are meant to be played. And it works ;) Here is my fit 2 complex shield extenders 2 complex dmg mods 1 enhanced recharger 2 complex reactive 1 enhanced regulator Proto Rail Rifle adv smg or bolt pistol Complex nade or basic flux Stable uplink or a basic repair uplink Recently i got my shield reg up to max so ill have to re adjust to see how or what will all fit. Most likely ill have to lower smg or bolt pistol to basic and reduce recharger to basic as well. Ill have to experiment. You won't have to change a lot of things ^^ You should definitely try at least 2 complex regs and 1 reactive plate. And put an extender instead of a damage mod. Also you have to tell me where you can find those basic repair uplink
@Breakin stuff: Recharge delay is a problem, but not the only one ^^
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