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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 Rise
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.16 22:37:00 -
[2] - Quote
Tbh I don't feel they need to be buffed. I just feel the community doesn't know how to use them.
A true caldari fit has a rail rifle bolt/magsec and hives and is supposed to spam ammo from a decent distance, pushing enemy away from where you want to get. But I always see shield suits so close in the fire zone, it's like they are asking to die. And then they talk about how op scramblers are (they are op tbh I was demolished by someone who had 3 pro damage with carthum assault somehow, stupid precision didn't pick him up) and how shields need a buff. I am mostly an armor user but I have also used shields the right way and I will tell you that they are good and extremely effective.
My caldari assault consists of 3 extenders, a recharger, a krins mod, 3 regulators, nanohive, rail rifle/assault rail and bolt/magsec
And yes your suit is exactly how it should be although I always like to pack more damage so I swap a recharger for that krins for extra punch.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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Sequal's Back
Dead Man's Game
895
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Posted - 2015.08.16 22:41:00 -
[3] - 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..
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.16 22:44:00 -
[4] - Quote
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.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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Sequal's Back
Dead Man's Game
895
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Posted - 2015.08.16 22:50:00 -
[5] - 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 !
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.16 23:00:00 -
[6] - Quote
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 ;)
Except that arguably not the way Caldari are meant to be played. Caldari are for all intents and purposes designed around 'Heavy Shielding' they are the even longer ranged, slower, attrition based race of New Eden. Again we are being hit with Dust-isms.....
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Daddrobit
You Can Call Me Daddy
1
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Posted - 2015.08.16 23:02:00 -
[7] - Quote
My protofit is uses much the same, but I would switch out one of the regulators for a kin cat and use the Kalli. RR. Your regen time is still wonderfully short, but you gain the ability to properly kite pretty much everyone (especially Gallente armor stackers) and maintain the range needed to kill at a good long distance.
It gets an above average amount of love mail from people who can't catch you because every time they run at you to get to you and destroy you up close, (and they will if they get close) you yourself are able to turn tail and beat it for a better position nearly every time.
But ScRs still outrange you regardless and insta-blap you, so there's still that...
O.G. Pink Fluffy Bunny
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Artemis Hyde
Vader's-Fist
53
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Posted - 2015.08.16 23:42:00 -
[8] - Quote
I think that shield need a slight buff to resistance in turn slightly increase to TTK which is good to me |
WyrmHero1945
Finesse Soldiers
551
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Posted - 2015.08.16 23:47:00 -
[9] - Quote
5 shields 1 regulator 1 kincat 1 CPU/PG module if needed
Proto RR (not the assault variant) Proto Bolt Pistol Nanohive
If the recharge rate feels slow then 4 shields/1 recharger. |
DeadlyAztec11
8
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Posted - 2015.08.16 23:58:00 -
[10] - Quote
The Caldari Assault like the Gallente Assault has many painfully obvious weaknesses.
The Caldari Assault is the least prepared for close-quarters fight where people are constantly using cover, and the Gallente Assault is useless when it needs to be used to cross open terrain or fight at any noticeable distance.
For this reason I prefer to use the Gallente Assault in Skirmish because often I have to fight in CQC to capture points. Though, I prefer my Caldari Assault in Domination because often the enemy is far away on mountains, hills, balconies, ledges and roofs.
I realize Skirmish is the standard so I agree the Caldari Assault needs a buff(on the order of a more unique bonus), though it is not nearly as bad as many of its critics will claim.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.17 00:06:00 -
[11] - Quote
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?
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Louis Domi
Louis Domi's Super Happy Fun Time
1
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Posted - 2015.08.17 00:15:00 -
[12] - Quote
Thats pretty much how I fit my Cal assualt suits... But I use Cal scout more often so I guess you won't really see me wearing it.
"If you got a hankering for a piece of sexy Domi pie come on down to Louis Domi's Super Happy Fun Time!
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.17 00:20:00 -
[13] - Quote
DeadlyAztec11 wrote:The Caldari Assault like the Gallente Assault has many painfully obvious weaknesses.
The Caldari Assault is the least prepared for close-quarters fight where people are constantly using cover, and the Gallente Assault is useless when it needs to be used to cross open terrain or fight at any noticeable distance.
For this reason I prefer to use the Gallente Assault in Skirmish because often I have to fight in CQC to capture points. Though, I prefer my Caldari Assault in Domination because often the enemy is far away on mountains, hills, balconies, ledges and roofs.
I realize Skirmish is the standard so I agree the Caldari Assault needs a buff(on the order of a more unique bonus), though it is not nearly as bad as many of its critics will claim.
It's all in the fit. Here is how both should be fitted.
Caldari assault- long range.
3 shield extenders. 2 rechargers 3 regulators Nanohives Rail rifle Bolt pistol
Made to spam at long range.
Gallente assault 1 Kincat 2 ferroscale 2 reps 3 damage mods Scanner Assault rifle Ion pistol.
The caldari is strong at long range against Gallente. Lots of high damage ammo to spam at them and duck to recharge. Hives for ammo. The Gallente are strong at cqc. Quick to get into cqc range and tanky and reppy to reach target and high damage to kill enemy. Scanner to find the target.
Caldari weapons are bad at cqc cause of kick. Gallente weapons are bad at range because of max range.
Caldari win at range and loose at cqc
Gallente win at cqc and loose at range.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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Jaysyn Larrisen
OSG Planetary Operations
1
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Posted - 2015.08.17 00:38:00 -
[14] - Quote
Lightning35 Delta514 wrote:DeadlyAztec11 wrote:The Caldari Assault like the Gallente Assault has many painfully obvious weaknesses.
The Caldari Assault is the least prepared for close-quarters fight where people are constantly using cover, and the Gallente Assault is useless when it needs to be used to cross open terrain or fight at any noticeable distance.
For this reason I prefer to use the Gallente Assault in Skirmish because often I have to fight in CQC to capture points. Though, I prefer my Caldari Assault in Domination because often the enemy is far away on mountains, hills, balconies, ledges and roofs.
I realize Skirmish is the standard so I agree the Caldari Assault needs a buff(on the order of a more unique bonus), though it is not nearly as bad as many of its critics will claim. It's all in the fit. Here is how both should be fitted. Caldari assault- long range. 3 shield extenders. 2 rechargers 3 regulators Nanohives Rail rifle Bolt pistol Made to spam at long range. Gallente assault 1 Kincat 2 ferroscale 2 reps 3 damage mods Scanner Assault rifle Ion pistol. The caldari is strong at long range against Gallente. Lots of high damage ammo to spam at them and duck to recharge. Hives for ammo. The Gallente are strong at cqc. Quick to get into cqc range and tanky and reppy to reach target and high damage to kill enemy. Scanner to find the target. Caldari weapons are bad at cqc cause of kick. Gallente weapons are bad at range because of max range. Caldari win at range and loose at cqc Gallente win at cqc and loose at range.
Sure, I'll buy all that. Ripper's point is that the map design inherently disadvantages playstyles. IMO most of the maps are much more tailored to CQC.
The whole point is to close the gap and take/defend points. Some of the maps Cal players can flourish on 1 or 2 points but the majority of the most used combat zones are very disadvantages to a slow footed 'long range" Caldari set up.
My overall thougths on racial (and weapons) balance is that in many ways the strong desire to create differences in the set ups have created more balance and gameplay issues than provided positive game choices. The racial weapons LWs need be brought closer together in terms of performance - in particular range.
it will always be tough to work out shields vs armor but that doesn't mean you can't give it a shot. As for the OPs CalAssault fit...if he likes it then fine. For me, I think its a bad for the game that he didn't see anything else viable to load into the High/Low slots. Also, try this little "true Caldari suit" excercise with Logis - it sux pretty bad.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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xavier zor
Abyss of Universe
2
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Posted - 2015.08.17 01:29:00 -
[15] - Quote
every cal assault i use has 2 shield regs, a reactive, 4 extenders and a recharge. True caldari
easily wrecked by lasers
Zor's double ISK service
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Sequal's Back
Dead Man's Game
899
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Posted - 2015.08.17 05:15:00 -
[16] - 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...
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.17 05:22:00 -
[17] - Quote
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
Number 1, no, more resistance is not a good idea. As True A mentioned HP values is the right step (and get rid of the stupid stacking regen penalty for shields and replace it with profile) #2 buffing the base stats of Caldari suits should be done first before we even touch the modules. #3, as mentioned before, people need to realize you can not play armor and shield with the same playstyle. ( a lot of people actually do in this thread which is good)
Bonus #4, I'd love to take away armor rep per second for every suit so you had to choose one way or the other with your suit's defense. Maybe except for min, but that's an overhaul I'm thinking about.
Sgt Kirk's Propaganda Youtube Channel
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Artemis Hyde
Vader's-Fist
54
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Posted - 2015.08.17 05:52:00 -
[18] - 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?
well they could do that as well but increasing shield HP would do much they would still be shredded it takes at least upwards of 400 shield to make it away in a lot of situations but even then they still get ripped threw. increasing the HP given by shield wont do much unless you like but the shield to give everyone base 400 shields or something. still though they would be shredded. a buff to shield resistance though I feel would be a better option make them more of an option with the ability to take a bit more damage. and who doesn't want a bit of a TTK boost! would also be a bit more beneficial to new players! |
Sicerly Yaw
Corrosive Synergy No Context
847
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Posted - 2015.08.17 06:22:00 -
[19] - Quote
this debate is older then my account is, and I had a whole lot written up with my views on the matter
but I think I've said enough on the topic already in plenty of other posts
I will however say this, duel tanking a caldari suit is far more favorable the way things currently are, and the CR is more favorable to use then the RR or ARR when dealing with armor. there are of course a few exceptions as can be said about anything
click here if you are making a new account and want some free BPO's
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Sequal's Back
Dead Man's Game
901
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Posted - 2015.08.17 06:35:00 -
[20] - 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.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Diablo Gamekeeper
Circle of Huskarl Minmatar Republic
564
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Posted - 2015.08.17 07:01:00 -
[21] - Quote
Whats wrong with sticking two reactives and a regulator on my suit?
I'm back
Rainbow Dash
I have DESTROYED CCP Rattati
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Sequal's Back
Dead Man's Game
901
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Posted - 2015.08.17 07:18:00 -
[22] - 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 ^^
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Omaarion27
Fatal Absolution Negative-Feedback
20
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Posted - 2015.08.17 09:12:00 -
[23] - Quote
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
"They hate us because they Anus"
CAL n GAL FTFW
disagree meet me in battle n taste the RAILnPLASMA flavor
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Sequal's Back
Dead Man's Game
902
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Posted - 2015.08.17 09:16:00 -
[24] - 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 ^^
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.17 09:49:00 -
[25] - Quote
I find the need for three regulators to be rather telling.
I still think the recharge delay times are the key to fixing shields.
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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Union118
NON-Fatal Condemnation
664
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Posted - 2015.08.17 11:58:00 -
[26] - Quote
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.
Starter Fit Suits are OP :-)
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Sequal's Back
Dead Man's Game
902
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Posted - 2015.08.17 13:23:00 -
[27] - 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 ^^
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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