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Thread Statistics | Show CCP posts - 3 post(s) |
Larkson Crazy Eye
WarRavens Imperium Eden
306
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Posted - 2015.09.22 06:58:00 -
[1] - Quote
The problem with shields is there really is no middle ground with the way the game mechanics work right now. Before shields used to be what every one used. Scouts were invincible with hit and run tactics with things like the shot gun and flay lock. They could blitz threw enemy groups, take a few shots and regen to full by the time they turn around for another pass.
So things changed and now with an introduction of more anti shield weapons in the laser riffle, scram riffle, etc shields seem to weak. The problem is shields are insanely strong in some area's still. Even without putting any mods into your suit most shields will fully recover in no time in comparison to armor. Even the basic 400 or so armor a lot of suits start out with takes over 3 minutes to recover. Armor rep mods are expensive to fit and vastly weaker than shield regulators or rechargers in terms of effect.
It's not like there are not countless anti armor weapons out there that eat away against armor users. Core grenades pretty much one shot almost all armor fits but a shield fit with maybe 400 or so shields will tend to live. Yet people want to turn anti shield weapons into nerf darts and make them useless.
Shield values could be buffed, people want higher shield HP totals out of their mods just like armor. But imo then the basic recharge level of most suits should go down as well. After all it takes nearly all of an armor users slots to get 20-30 armor reps per second, yet a lot of drop suits basic recharge starts that high. Never mind the slight stuttering delay armor reps have, coming in two part ticks instead of one big number every second like it's supposed to.
In the end I feel shields are messed up right now but I don't think it's that bad and I would rather have nothing done than some half brained quick fix thrown in that upsets the balance of everything. After all there doesn't seem to be any kind of test server for dust. Almost ever major update had huge game crashing flaws that make it unto the live server. Which greatly diminishes my faith in 'proper balance' of any potential shield changes in the future.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens Imperium Eden
309
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Posted - 2015.09.23 06:47:00 -
[2] - Quote
I have to say when I'm not being a logi I play quite a bit Mim commando. I mostly do mid range support/suppressive fire with an assault mass driver and switch to the combat riffle to pick off close range targets. My standard 20k apex suit has something like 440 or so shields with two complex regs for low slots it gives it about a 2 second delay for recharge and just under 4 second depleted delay. I can constantly poke out of corners, pop a few shots off and reload. Within a few seconds my shields are full and I can keep fighting.
Admittedly the suit being a heavy variant has a lot more armor, around 380 or so without any plates, than most shield drop suites normally have. That allows commando variants to soak a little dmg above what their shields can take and gives me the time to get to cover. That said without any armor repair mods you get something like 2.5 armor per second on the suite. This kind of means while my shields might be full in under 20 seconds no matter what, my armor takes almost 2 and half minutes to recover the smaller value.
Even with just one complex regulator the shields recover is pretty good, while one armor repair mod doesn't really make a huge difference, making repairs still take close to a minute for the 400ish armor. Not to mention regulators are 2k cheaper than armor rep mods and easier to fit.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Larkson Crazy Eye
WarRavens Imperium Eden
309
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Posted - 2015.09.23 08:14:00 -
[3] - Quote
Arirana wrote:
- Damage mods should become both a high slot module and a low slot module. Reasoning is balance, this is the forums logic is irrelevant.
If such a thing was done armor users should get something in compensation. After all a shield user can at least put a regulator in a low slot, armor users havning nothing useful to put into high slots in terms of armor tanking. All they can do is put in dmg mods, PG extenders or try to buffer themselves better with their weak shields.
Something like a regulator for armor users should go into the high slot. Not to mention there are several other mods that are restricted to high or low slots. Myro's are high only, kin cat and stamina mods are low only. Which means armor users are infinitely slower than shield users not just because of the penalty but because they have to sacrifice their HP to put on any speed boosting mods. If shield users feel Dmg mods are unfair because they would have to sacrifice high slots to use them, what about low slots to armor users?
And honestly I doubt many shield users would even use dmg mods if they were in low slots. After all you don't get many on most shield drop suites. A dmg mod in a low slot would take away from what regulators you can equip and your potential speed and speed has always been the key to shield users survival.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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