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Thread Statistics | Show CCP posts - 3 post(s) |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.22 15:06:00 -
[1] - Quote
Breakin Stuff wrote:the shield stuff is multi-stage.
Stage 1 is straightening out recharge delays.
1A: This has a massive effect not only on survivability, but on fitting choices. Common wisdom is that a proper shield tank on an assault (if you don't want to just give in and put ferroscales on) is three regulators in the lows. That means a calassault has to devote eight slots to their tank versus a gal/amarr assault's four. One of the lows on a gal/am assault is usually reserved for biotics, sometimes two but usually two ferros or plates and one or two reps. By making regulators less mandatory for a good shield fit rather than absolutely critical it improves the calassault (and to a lesser degree, shield tanked minmatar suits) by a good deal. Suddenly damps, biotics and other modules become an option.
Stage 2 is adjusting modules so they aren't ass.
Stage 3 is making fun of me and my ideas. Seriously, I actually have a sense of humor. I can take it as good as I dish.
Stage 4 is comparing usage and, more importantly Kill per spawn metrics with armor to see if we're on the right track.
Lastly, if we find that we cannot stabilize Shields in a similar Kill/spawn range as the Armor mods, THEN we look at toning down armor.
There is no one on the CPM who is delusional enough to believe that this is the magic bullet that will save all. I push it because lowering shield delays means that fitting options are less automatically dictated for shield suit players if they don't want to have to fit armor for viability.
On number one, totally agree. I've mentioned this a few times in the past, though then I was pointing more to tanks as the disparity is painfully obvious there.
I mean really, why do shields HAVE to fit for full D in all slots, or in the tanks case at current, full D AND CPU/PG, to get a tank resembling the armor version minus the damage mods and heatsinks?
It's less an issue in shield suits, but still there. Case in point, my Cal assault stacked with armor, damage mods, and a freaking rep hive. Thing can be quite a beast, yet still worse than it's armor counterpart. |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.22 21:49:00 -
[2] - Quote
Breakin Stuff wrote:XxBlazikenxX wrote:Breakin Stuff wrote:Ydubbs81 RND wrote:
I don't think that you get it still.....I am saying that Caldari suits can not compete with the damage output of the armor suits. I don't necessarily need a nerf to armor. By allowing the damage mods to be in either the low or high slots will allow shield suits to compete. We can restrict it to so that you can only put damage mods in either the high OR the low slots in one fit and not both. I'm not saying that that will solve all of the problems but it would be a major step.
I'm not discussing damage mods in a shield mods thread. This isn't your thread so stfu No. Ever notice that caldari weapons tend to hit harder? Does the ARR need damage mods to be competitive? the Kaalakiota rail doesn't I assure you.
But don't you get more out of a weapon with a higher starting damage stat. So wouldn't a damage mod on a rail rifle actually be more effective than say an AR. |
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.09.23 15:17:00 -
[3] - Quote
Arirana wrote:
- Shield tankers shouldn't have a depleted recharge delay, just a recharge delay. This encourages shield tanking on shield tank suits, while the armor tankers are left with the increased depleted recharge delay penalty for trying to dual tank. This will help shield suits at least recover from getting fluxed faster.
- CPU/PG:HP ratio for shield extenders and ferroscale plates need to be balanced. Currently ferroscales offer more HP, for less CPU/PG cost and no penalty. Not good.
- Damage mods should become both a high slot module and a low slot module. Reasoning is balance, this is the forums logic is irrelevant.
- All HP modules, damage mods, kin cats, and code breakers (essentially most of the really useful modules) are PG heavy, the armor suits have much more PG than the shield suits. This combined with OP armor modules and dmg mods in highs give armor tankers too much of a fitting advantage. Either do something about the modules themselves, or the PG on shield suits.
Good stuff here.
Basically, all suits should have the ability to fit for shield tank or armor tank. Then, base stats could fill the void and make shield or armor tanking on a suit more viable over others.
So while you could armor tank a cal assault, it wouldn't be nearly as effective as it would shield tanking it. IE, less emphasis on PG/CPU and utility slot placements as a balancing point, and more on the getting base stats where they need to be to emphasis strengths and weaknesses. |
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