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No-one-ganks like-Gaston
Corrosive Synergy No Context
96
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Posted - 2015.08.17 08:47:00 -
[1] - Quote
tl;dr - The battleskirts are superior in every way to their allies, the blue meanies, and I'm talking to myself publicly about it. The things I'm muttering about are probably very obvious observations, but Gaston isn't the greatest of minds to grace... anywhere.
Discussion is encouraged; trolling is frowned upon but **** if I'm gonna stop you.
I think one of the biggest issues with the Caldari and shield suits in general being considered nonviable is the Amarr. The Amarr just completely overshadow the Caldari in nearly every conceivable way and that shouldn't be how it goes. The Amarr and Caldari should compliment each other, but the Amarr could honestly get along very well without the Caldari. At least in the Dust 514 arena. It's almost as though Amarr was meant to be fighting the Caldari instead of the Minmatar.
The Caldari are supposed to be the long range fighters, which is fine. But the Amarr challenge them in terms of weaponry range and are shield killers, to boot. In a battle between an Amarr with laser weaponry and a Caldari with railgun weaponry, the Amarr would win hands down nearly every time, even in mid-long range battles where Caldari should have the advantage.
Their weapons have similar ranges, but the Caldari weapons have charge up times. They both have an advantage over the other's primary defense, but Amarr's is larger and Caldari has to get through Amarr's shield, flimsy as it is, before they can touch armor with their minor damage bonus. They're nearly dead by the time they get a quarter of the way through an Amarr's armor.
A Caldari's shields won't recharge until completely damage free for a certain amount of time, while Amarr's potential passive armor reps keep them alive even through fire, and it's very easy to get great reps even with just advanced modules.
Amarr is forced to stop shooting because of cooldown, but they can take this brief time to reload as if it were a normal part of combat rather than something supposed to hinder them. Caldari weapons, unless I'm remembering wrong, seem to have small-ish clip sizes and not a lot of ammunition, making reloading frequent, and has the added hindrance of needing to charge the weapon again every time you release the trigger, making you want to keep firing to avoid that second of delay that could be your downfall, while the Amarr can fire as normal.
Caldari's one weapon that doesn't have a charge up time is the sniper rifle, which is more and more useless the closer your target is (when their movement is too quick to properly track) or the farther away they are (when it's harder to line up the shot on a small target), you must sacrifice mobility to use it properly, you have a very small clip, meaning every shot must count, and you have to focus on a single target. Amarr's equivalent, the laser rifle, is best at its maximum range, you can be very mobile with it, aim down sight offers precision but isn't required to be useful, it has a huge clip size, deals massive amounts of sustained damage, does better the longer you're holding down the trigger, and can be swiped over multiple people, making it the perfect suppression tool. Which is what a sniper rifle should be, in my opinion.
The Amarr also have a sexy +4 Battleskirt of the Empress and the Caldari have no eyes and a compensatory crotch cover.
Leaving the realms of direct Amarr/Caldari comparisons, shield modules also just flat out suck compared to armor modules. With Armor Plates maxed out, you get a 10% bonus to plate health. So 8 extra HP from a standard plate module. Not too bad, especially if stacked. With Shield Extenders maxed out, you also get a 10% bonus to Extender health. A proto Extender only gives you an extra 6 HP, though. What? Why don't shield extenders get 3, 4, or maybe even 5% bonus per level? 10% at max level isn't nearly enough for a module that gives you so little. But that's not even taking into account that leveling into armor plates also gives you access to reactive plates and ferroscale plates (though ferroscale seems to be useless on anything but scouts?) which also receive the armor bonus, while you get nothing but extenders for leveling in, well, extenders. Regulators are nice, but having to reduce shield recharge delay kind of sucks when armor gets it naturally. The massive shield HP per second you can get is great, but that, again, depends entirely on your shield recharge delay and being pretty much completely removed from the conflict to be useful in the slightest. And if you're being shot at, you're probably not removed from the conflict.
I guess to end things, all I really have to say is it's a damn good thing the Caldari are allied with the Amarr, because they'd stand no chance, otherwise. |
Omaarion27
Fatal Absolution Negative-Feedback
19
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Posted - 2015.08.17 08:57:00 -
[2] - Quote
what are you talking about caldari is the sexiest and most fabulous are you crazy,
i personally have come to think of it as the amaar weapons are not op but shield is just to weak to fix it.
1. decrease cpu and pg for shield modules because they be thirsty i mean seriously i can fit every module on an amaar assault proto that i need, but on a caldari i have to use enhanced shield extenders n 1 complex but still after this you can barely fit equipment, i have maxed pg and cpu skills and i still cant fit it
2. shield delay to recharge base times need to be decreased or regulators need to be more effective.
3. damage threshold needs to be around 40-50 not 6 therefore it soaks up one bullet.
"They hate us because they Anus"
CAL n GAL FTFW
disagree meet me in battle n taste the RAILnPLASMA flavor
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No-one-ganks like-Gaston
Corrosive Synergy No Context
97
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Posted - 2015.08.17 09:06:00 -
[3] - Quote
Omaarion27 wrote:what are you talking about caldari is the sexiest and most fabulous are you crazy,
i personally have come to think of it as the amaar weapons are not op but shield is just to weak to fix it.
1. decrease cpu and pg for shield modules because they be thirsty i mean seriously i can fit every module on an amaar assault proto that i need, but on a caldari i have to use enhanced shield extenders n 1 complex but still after this you can barely fit equipment, i have maxed pg and cpu skills and i still cant fit it
2. shield delay to recharge base times need to be decreased or regulators need to be more effective.
3. damage threshold needs to be around 40-50 not 6 therefore it soaks up one bullet. I don't really think the laser weapons are OP, either, it's just that they seem to be incredibly powerful against their ally, which doesn't make sense, unless Caldari sided with them to avoid getting their teeth... lasered in? Gonna destroy that plaque with the holy light of the Empress.
I honestly can't say much for the PG/CPU cost of these modules. I haven't used them very much, but it does seem like they take up a large amount compared to armor's PG/CPU cost.
Ehhh, I wouldn't say damage threshold should be in the 40-50 area. To my understanding, damage threshold is on a 'per bullet' basis. So if the damage threshold were in the 40s or 50s, nothing short of headshots, shotguns, or sniper rifles would interrupt shield recharge. Personally I think the damage threshold would be great somewhere in the 10-18 area. It would give shield suits a definitive 'long range' role, would prevent them from being taken down by successive plinking and would help them escape a confrontation if need be. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.17 09:10:00 -
[4] - Quote
Buff shield energisers.
This is all that needs doing. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.17 09:59:00 -
[5] - Quote
Personally I think caldari suits should be normalized in the neighborhood of the calsent.
The high HP with low, constant regen is how armor works.
Shields have higher regen, lower HP but regen can be STOPPED entirely for significant amounts of time.
If your 75 HP/sec regen stops for three seconds, you're screwed.
Having to fill your lows with regulators to compensate means that biotics are a no-go.
Functionally a calassault and calsent are best fit identically. 3 extenders, recharger/energizers and regs in the lows.
No, heavy weapon mods do not really make a difference in my experience. The whole situation is hilarious when you realize that a fatty with tgree damage mods and a fatty with a full shield setup kill vehicles at exactly the same pace, and the difference in combating infantry is negligible.
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 12:56:00 -
[6] - Quote
Ill have you know as a caldari my relationship with the amarr is more or less a love / hate type of relationship. You see you got to treat the ladies with respect and dignity and to be open minded enough to listen to their heart and opinion. Treat them as you would yourself.
You are their pillar, their becan of light and you must help them for they are fragile and easily manipulated by outside reason when its the flavor of the month. They love to frolic in the sunlight and prance up and down on roof tops.
Remember HAPPY AMARR HAPPY CALDARI. There is noth the two cant do together but when driven apart... Lets just say hell has no furry than an amarrs scorn. Stay thirsty my friends.
Starter Fit Suits are OP :-)
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WyrmHero1945
Finesse Soldiers
552
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Posted - 2015.08.17 15:03:00 -
[7] - Quote
Well thank the Empress we're allies no?
But in a Caldari vs Amarr situation in Dust:
Let's say the Caldari infantry use the vanilla RR and Amarr uses vanilla ScR. Both have the same optimal range but the RR has more effective range iirc. Both armies just consist of assault dropsuits.
Caldari stacks 4 shield extenders, 1 recharger in the highs for 264 potential shield HP. Regulators/kincats/whatever in the lows. Caldari use nanohives for ammo.
Amarr uses 2 complex damage mods with a shield extender/jumping mods/whatever in the highs. 4 ferroscale plates/1 repairer in the lows for 300 potential arnor HP. The Amarr can use nanohives to repair the lost armor.
Who would win this? I'm thinking Caldari because everytime the ScR overheats our shields are already back up. 10% bonus damage vs armor at that range without overheating, with a constant supply of ammo, can cut through armor consistently. But Amarr with those damage mods can sometimes OHKO Caldari troops with charged shots, but it's basically kamikaze since they can die with the feedback damage.
Idk really....I think Caldari wins.
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Bob Strife
Caldari Provisions Caldari State
3
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Posted - 2015.08.17 15:28:00 -
[8] - Quote
here is a perspective. I made this clone in 2013 in accordance to what was considered the meta at the time. Cal suit, Prof 5 AR with all skills on this weapon maxed out. Bring clone back not even a week ago. It's hard out there for shields now. Very hard. Dom maps are open season for a lowly Caldari. Everything just eats shields. Shields should not be limited to just range. Specially with no instructions on how weapons affect your suits what is a new bro gonna do if the first thing he or she skills into is a Cal suit. Probably quit. |
No-one-ganks like-Gaston
Corrosive Synergy No Context
101
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Posted - 2015.08.17 18:59:00 -
[9] - Quote
WyrmHero1945 wrote:Well thank the Empress we're allies no?
But in a Caldari vs Amarr situation in Dust:
Let's say the Caldari infantry use the vanilla RR and Amarr uses vanilla ScR. Both have the same optimal range but the RR has more effective range iirc. Both armies just consist of assault dropsuits.
Caldari stacks 4 shield extenders, 1 recharger in the highs for 264 potential shield HP. Regulators/kincats/whatever in the lows. Caldari use nanohives for ammo.
Amarr uses 2 complex damage mods with a shield extender/jumping mods/whatever in the highs. 4 ferroscale plates/1 repairer in the lows for 300 potential arnor HP. The Amarr can use nanohives to repair the lost armor.
Who would win this? I'm thinking Caldari because everytime the ScR overheats our shields are already back up. 10% bonus damage vs armor at that range without overheating, with a constant supply of ammo, can cut through armor consistently. But Amarr with those damage mods can sometimes OHKO Caldari troops with charged shots, but it's basically kamikaze since they can die with the feedback damage.
Idk really....I think Caldari wins.
Here's some problems with your scenario.
1. You're assuming every single Amarr soldier is an idiot who fires all the way to overheat. Overheating isn't an issue for Amarr. The build-up is so slow and cooldown so quick when you've got any levels at all, let alone level 5, that it's difficult even to accidentally overheat unless you're trying to solo a sentinel and you've somehow forgotten you're using a scrambler rifle.
2. Four ferroscale plates and a single repairer? Maybe there's some secret about Ferroscales I don't understand, but that doesn't seem like a good build. Four reactive plates and a repairer would be much better. Three reactive and two reps if you want to rep tank without losing mobility. You barely lose any HP in comparison, you've got a huge amount of extra passive reps, and the mobility loss of 3 or 4% is entirely negligible. As long as you utilize cover, your strafe game is half decent, and you aren't in a 3v1 you're not going down any time soon. And the Amarr don't need nanohives for reps if they can just get it all back through passives like it was nothing. My advanced Amarr Assault has almost 20 aHP/s, three reactives and two repairers. I imagine proto with that build gets around 30. But I guess a compact nanohive would definitely help, giving my Amarr roughly 70 aHP/s, which is more than enough to hop back into the fight from near death in a matter of seconds and is nearly on par with a Caldari rep-tanked suit without the shield recharge delay, but has the added benefit of giving you both health and reps, while a shield rep suit doesn't have health to back itself up at all.
I can't say anything about the shield suit you provided as I don't use shields, but honestly that doesn't look very good, either.
3. Unless the Caldari's lows are stacked with proto regulators, all it takes is an occasional potshot to negate their regen. If you keep these potshots up, not only do you completely cancel out whatever regen they may have been packing, but you're going to eventually kill them. Even if you have to do it a single bullet at a time. And if they didn't pack at least two regulators? They're probably going down sooner rather than later.
4. Long range battles don't stay long range and an Amarr isn't going to let someone fight the entire battle in their optimal range. If you're fighting a Caldari you know they're reliant on shields and have a huge sHP/sec and probably have gotten their recharge delay very low. Your best bet to take out a Caldari 1v1 is to get in their face and don't give them a recovery period. Once you're in close quarters or even mid-range their weapon's 'effective range' doesn't matter. All of their weapons have a build-up before they can fire, meaning an Amarr can shoot first and get in at least a good 1-200 damage as the Caldari is pulling the trigger, and however much extra damage you can get in while the weapon builds up to retaliate. The Caldari's shields, their main defense, are almost completely gone by the time the Amarr's paper shields are even breached. Have fun getting through all that armor and passive rep with your 10% extra damage when you're already on the verge of death. |
IMMORTAL WAR HERO
BAD SANTA'S SCHOOL 4 SCOUNDRELS
328
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Posted - 2015.08.17 19:04:00 -
[10] - Quote
No-one-ganks like-Gaston wrote:tl;dr - The battleskirts are superior in every way to their allies, the blue meanies, and I'm talking to myself publicly about it. The things I'm muttering about are probably very obvious observations, but Gaston isn't the greatest of minds to grace... anywhere.
Discussion is encouraged; trolling is frowned upon but **** if I'm gonna stop you.
I think one of the biggest issues with the Caldari and shield suits in general being considered nonviable is the Amarr. The Amarr just completely overshadow the Caldari in nearly every conceivable way and that shouldn't be how it goes. The Amarr and Caldari should compliment each other, but the Amarr could honestly get along very well without the Caldari. At least in the Dust 514 arena. It's almost as though Amarr was meant to be fighting the Caldari instead of the Minmatar.
The Caldari are supposed to be the long range fighters, which is fine. But the Amarr challenge them in terms of weaponry range and are shield killers, to boot. In a battle between an Amarr with laser weaponry and a Caldari with railgun weaponry, the Amarr would win hands down nearly every time, even in mid-long range battles where Caldari should have the advantage.
Their weapons have similar ranges, but the Caldari weapons have charge up times. They both have an advantage over the other's primary defense, but Amarr's is larger and Caldari has to get through Amarr's shield, flimsy as it is, before they can touch armor with their minor damage bonus. They're nearly dead by the time they get a quarter of the way through an Amarr's armor.
A Caldari's shields won't recharge until completely damage free for a certain amount of time, while Amarr's potential passive armor reps keep them alive even through fire, and it's very easy to get great reps even with just advanced modules.
Amarr is forced to stop shooting because of cooldown, but they can take this brief time to reload as if it were a normal part of combat rather than something supposed to hinder them. Caldari weapons, unless I'm remembering wrong, seem to have small-ish clip sizes and not a lot of ammunition, making reloading frequent, and has the added hindrance of needing to charge the weapon again every time you release the trigger, making you want to keep firing to avoid that second of delay that could be your downfall, while the Amarr can fire as normal.
Caldari's one weapon that doesn't have a charge up time is the sniper rifle, which is more and more useless the closer your target is (when their movement is too quick to properly track) or the farther away they are (when it's harder to line up the shot on a small target), you must sacrifice mobility to use it properly, you have a very small clip, meaning every shot must count, and you have to focus on a single target. Amarr's equivalent, the laser rifle, is best at its maximum range, you can be very mobile with it, aim down sight offers precision but isn't required to be useful, it has a huge clip size, deals massive amounts of sustained damage, does better the longer you're holding down the trigger, and can be swiped over multiple people, making it the perfect suppression tool. Which is what a sniper rifle should be, in my opinion.
The Amarr also have a sexy +4 Battleskirt of the Empress and the Caldari have no eyes and a compensatory crotch cover.
Leaving the realms of direct Amarr/Caldari comparisons, shield modules also just flat out suck compared to armor modules. With Armor Plates maxed out, you get a 10% bonus to plate health. So 8 extra HP from a standard plate module. Not too bad, especially if stacked. With Shield Extenders maxed out, you also get a 10% bonus to Extender health. A proto Extender only gives you an extra 6 HP, though. What? Why don't shield extenders get 3, 4, or maybe even 5% bonus per level? 10% at max level isn't nearly enough for a module that gives you so little. But that's not even taking into account that leveling into armor plates also gives you access to reactive plates and ferroscale plates (though ferroscale seems to be useless on anything but scouts?) which also receive the armor bonus, while you get nothing but extenders for leveling in, well, extenders. Regulators are nice, but having to reduce shield recharge delay kind of sucks when armor gets it naturally. The massive shield HP per second you can get is great, but that, again, depends entirely on your shield recharge delay and being pretty much completely removed from the conflict to be useful in the slightest. And if you're being shot at, you're probably not removed from the conflict.
I guess to end things, all I really have to say is it's a damn good thing the Caldari are allied with the Amarr, because they'd stand no chance, otherwise.
on my assult ck i can do 46% more weapon dmg and stack 500 - 800 armor (only balocsmodifed assualt ck ) can stack 800 armor cks usually run at 630 max
Frowned upon by amateurs: The object of war is not to die for your country but make the other bastard die for his. GSP
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IMMORTAL WAR HERO
BAD SANTA'S SCHOOL 4 SCOUNDRELS
328
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Posted - 2015.08.17 19:07:00 -
[11] - Quote
Omaarion27 wrote:what are you talking about caldari is the sexiest and most fabulous are you crazy,
i personally have come to think of it as the amaar weapons are not op but shield is just to weak to fix it.
1. decrease cpu and pg for shield modules because they be thirsty i mean seriously i can fit every module on an amaar assault proto that i need, but on a caldari i have to use enhanced shield extenders n 1 complex but still after this you can barely fit equipment, i have maxed pg and cpu skills and i still cant fit it
2. shield delay to recharge base times need to be decreased or regulators need to be more effective.
3. damage threshold needs to be around 40-50 not 6 therefore it soaks up one bullet.
if your sheild tanking a caldari thats your problem my friend ever heard of side arm dmg mods?
Frowned upon by amateurs: The object of war is not to die for your country but make the other bastard die for his. GSP
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