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Vesta Opalus
Rebels New Republic The Ditanian Alliance
973
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Posted - 2015.08.22 20:07:00 -
[1] - Quote
Aeon Amadi wrote:I'm looking at the base stats at the moment and the Caldari Commando has the weakest shield recharge (20 hp/s) and weakest (a pretty abyssmal) shield depleted delay (8 secs ). Do you feel it needs changing? Ignoring any meta gameplay at the moment, how would you fix the Caldari Commando's base stats to make it more usable on the field?
Yes, I've been saying regen on Cal Commandos needs to be significantly increased for a long time now, imo you could pump it up to the Cal Sentinel's regen stats and still have an underpowered suit.
As it is today, the Cal Commando is only useful as a redline sniping suit, which is just unacceptable. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
973
|
Posted - 2015.08.22 20:14:00 -
[2] - Quote
Foo Fighting wrote:As the base shields are fairly decent, the 3 highs allow for decent recharge augmentation. The 2 lows require a complex regulator and an armour repairer - both are essential unless you are a sniper or other non face to face type role.
It doesnt have enough CPU or high enough base shield regen to make fitting rechargers/energizers efficient or desirable, you're better off stacking damage modules to make sure whatever you are fighting dies before you need to go hide and regen.
Foo Fighting wrote:Increased inherent armour reps make no sense on a Caldari so it's the delay that needs improving. I don't think it needs to be reduced to cal sentinel levels but the delpeted delay is too high at 8 seconds.
It doesnt matter if it doesnt make sense or not, inherent armor reps need to be increased on the shield based suits because they simply dont have the low slots to waste on armor repair (inherent armor reps were put in the game in the first place to avoid armor repair module being a requirement which means the low slot on high slot focused suits essentially not existing since you HAD to use an armor rep on it). Its a major imbalance between shield and armor suits that the armor suits regain their shields after depletion in ~20-30 seconds but it can take 2-3 minutes for shield suits to regain depleted armor, until this massive disparity in longterm viability in sustained combat is fixed, shield suits will continue to be **** compared to armor.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
980
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Posted - 2015.08.23 02:53:00 -
[3] - Quote
Joseph Ridgeson wrote:Aeon Amadi wrote:I'm looking at the base stats at the moment and the Caldari Commando has the weakest shield recharge (20 hp/s) and weakest (a pretty abyssmal) shield depleted delay (8 secs ). Do you feel it needs changing? Ignoring any meta gameplay at the moment, how would you fix the Caldari Commando's base stats to make it more usable on the field? Most of the Caldari Suits have absolute trash shields stats when it comes the recharge and the like. I am fairly certain you can make an Armor suit do the whole "fast recharge" thing better than you could with most Caldari suits. Only exceptions are the Caldari Scout and possibly Caldari Heavy, but Shields are entirely antithetical to the idea of being a sentinel (single area defense, close range DPS, slow moving HP machine). Given that Armor gets by with just the module's numbers but Shields all modify the suit's base stats, you can see how this is a problem.
This is a huge problem that Ive seen with shield suits myself, you get all these modules that have % modifiers and then you have trash shield stats that they modify. Regulators are actually better on armor suits because % values mean the reduction in delay is more effective the longer your base delay is. The % increase from rechargers and energizers is ok going from none to basic but is absolute trash going from basic>enh and enh>proto (you will get about 2.5 rep per tier iirc unless your base shield regen is crazy high).
Regulators should give you a flat reduction (~1 second per module or whatever you'd like) with a cap at shield delay/depleted delay of 1 second, rechargers and energizers should give more regen per tier (5 per tier perhaps) and a flat increase to regen instead of a % so that they are useful across all shield suits (or normalize the shield suit base recharge so there isnt such a huge disparity). |
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