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Thread Statistics | Show CCP posts - 4 post(s) |
Yaerus Steel
Wolf Pack Special Forces Rise Of Legion.
39
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Posted - 2015.09.10 12:41:00 -
[1] - Quote
Opposite of this. Bring shield fitting requirements down. Look at the shield recharge delay and buffer to make them slightly more durable. Weapons balanced in a separate patch from the sheild/armor balance. |
Yaerus Steel
Wolf Pack Special Forces Rise Of Legion.
42
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Posted - 2015.09.10 13:22:00 -
[2] - Quote
Adipem Nothi wrote:Yaerus Steel wrote:Opposite of this. Bring shield fitting requirements down. Look at the shield recharge delay and buffer to make them slightly more durable. Weapons balanced in a separate patch from the sheild/armor balance. Thoughts on dual tanking?
Add more movement reduction to armor and have sheild light up like a light house on all scans passive and active. Your losing either mobility or stealth. This would balance it out. Dual tankers would gain survivability but lose any ambushing ability they may have had.
On a separate subject ewar needs some love again. |
Yaerus Steel
Wolf Pack Special Forces Rise Of Legion.
42
|
Posted - 2015.09.10 13:38:00 -
[3] - Quote
Asad Thahab-Jabal wrote:Yaerus Steel wrote:Add more movement reduction to armor How about no. Armor plate movement penalties are already restrictive as hell and it's rare to see a non-sentinel coming within 100 yards of armor plate, as is.
I use one on my assault occasionally. You only need one it's fitting requirements are ridiculous as is. But this would help balance out armor without increasing fitting cost which would be much worse than losing anther percent or two of movement. |
Yaerus Steel
Wolf Pack Special Forces Rise Of Legion.
45
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Posted - 2015.09.11 15:05:00 -
[4] - Quote
Adipem Nothi wrote:Yaerus Steel wrote:Adipem Nothi wrote:Yaerus Steel wrote:Opposite of this. Bring shield fitting requirements down. Look at the shield recharge delay and buffer to make them slightly more durable. Weapons balanced in a separate patch from the sheild/armor balance. Thoughts on dual tanking? Add more movement reduction to armor and have sheild light up like a light house on all scans passive and active. Your losing either mobility or stealth. This would balance it out. Dual tankers would gain survivability but lose any ambushing ability they may have had. On a separate subject ewar needs some love again. Please pardon the delayed response; two compound questions: 1) Assuming the above were introduced as presented, what modules would you run on a competitively fit MinScout? Why? 2) If hp-tanked units are already accustomed to being scanned, how would an increase to scan profile affect them? In what way are they "penalized" if they were going to be scanned with or without the penalty?
1) Running a Min scout I would run as a Hacker or NK'r. This being the case a Hacker with extenders, damp, code breaker, kinkats to scoot by under most passives, and get to the point quickly. As a NK'r about the same thing but with damp, green, red bottle. I am not in anyway a competitive scout though.
2) It would affect them in two ways slow them down further and increase the range they are seen even on passives. Allowing for people choosing the non-tanked route to get a greater tactical advantage. If you can see your enemy and they cant see you yet, you could get that jump on them to cancel out any advantage they have in a head to head fight.
But then again that takes thinking on part of the player. |
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