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Thread Statistics | Show CCP posts - 3 post(s) |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.23 19:53:00 -
[1] - Quote
Ydubbs81 RND wrote:Does everyone disagree with this being the big issue or do people agree that the focus needs to lie here?
I agree with you that regen is not the only issue causing shield suits to be weak, however it is a big issue for some suits (caldari commando in particular is very poor mainly due to the inherent weaknesses of the commando but also particularly for that suit, the shield regen is critically underpowered). Overall though the regen of shield suits themselves is not a big deal in the armor v. shield balance.
Other problems that cause issues in the meta: Armor regen is actually far better than shield regen with team support (equipment is a huge spoiler here, and allows armor regen at rediculous rates even under fire).
HP pools are generally higher and have lower fitting requirements compared to shield HP.
Shield suits secondary tank (aka armor HP) regens incredibly slow without fitting some armor rep modules, this is not the case for shields on armor based suits, which get their shields back in ~20 seconds or so.
You have to fit shield regen in low slots, which makes it harder to fit dampening, speed, cardiac, etc modules. You dont see this mirrored on the armor suit side, they never have trouble fitting myos, dmg mods, precision, etc.
Shield energizer and recharger modules have absolutely bullshit CPU requirements. **** this crap.
Tactical weapons are overpowered. Particularly the Scrambler rifle on Amarr Assault, but also the tactical AR on any suit. These weapons in addition to being overpowered in general, also have profile bonus to damaging shield HP, so they are disproportionately overpowered against shield suits. This means even my 700 shield HP Cal Sentinel can have his primary tank blown away in half a second, with enough shots before overheat to blast away the 500 or so armor HP left over before you can even turn around and react.
Laser Rifle is kind of OP against shields as well, though this is not even remotely as bad as the tactical weapons, it can make long distance skirmishing, which shield suits are supposed to accel at, a complete non-starter.
There might be more issues but I cant think of the rest at this point, enjoy!
OH I remembered another one: CPU heavy fitting on shield suits results in inefficient suits because there are no PG heavy/CPU light modules to fit to fill out a fitting. So you end up downgrading modules you dont want to downgrade so you can fill out those last few slots. Meanwhile on armor suits you have PG nill modules like precision, dampeners, and some very PG light modules as well that can all be fitted once you get close to maxing your PG out. This results in a general fitting imbalance between shield and armor suits, and its particularly bad for low tier shield suits since they dont have large quantities of CPU to lessen the impact. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.23 23:09:00 -
[2] - Quote
Genral69 death wrote:CCP Rattati wrote:[img]http://i.imgur.com/wIXicea.png[/img] This would be true if flux w worked all the time , half the time they hit the target and only tale a very small amount of there shield off
Fluxes are far, far, far more consistent than core grenades in terms of applying their damage. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
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Posted - 2015.09.23 23:16:00 -
[3] - Quote
P14GU3 wrote:Im ok with damage mods for low slots when armor reps become high slots. Caldari can use both high and low slots for tank, while armor users only get damage mods or precision mods for high slots.
You say this like its a good thing, but the reality is they HAVE to use their low slots for reasonable shield regen times, this means they dont get to use damps/kincats/cardiacs/etc like armor suits get to use precision/dmg mods/etc. Unless the dropsuit is specifically built to not require low slots for regen (like the cal sentinel/cal scout), you will end up being forced to burn low slots to get regen delays that are mediocre anyway.
P14GU3 wrote:I have an all caldari alt. He is specced into all caldari suits besides the assault iirc. Using hit and run tactics (the way cal are supposed to be played,) I rarely have issues taking on equally skilled opponents 1v1.
Min suits are way better at hit and run tactics, and amarr/gal are better at long distance skirmishing.
P14GU3 wrote:The issue with caldari is people want to stand and deliver like its an amarr suit. They see that their RR can obliterate anything from 10-100 meters and figure that they are good within those ranges. When the truth is, cal shouldn't be within 50 meters of any enemy, and should use their speed to their advantage.
This is not at all the issue with caldari suits, the issue with caldari suits is that their theoretical place in the design of this game completely and utterly breaks down to the reality: that amarr laser weapons with armor tank/regen dominate medium-long range combat, heavies with logi support dominate point defense, and that minmatar suits dominate speedy ambush play. There is no room for Caldari to do anything as the game is set up today. |
Vesta Opalus
Rebels New Republic The Ditanian Alliance
1
|
Posted - 2015.09.24 01:52:00 -
[4] - Quote
P14GU3 wrote:The only weapon gal have that has an optimal over 40m is the TAR, and the RR and Sniper are far superior to the ScR/laser at long range in general.
This is just laughable. The rail rifle only achieves better damage output over the scrambler at such extreme ranges that it can no longer do any damage at all. Not to mention the absurd handling of the weapon and the charge up makes it poor in general, and its trash in CQC. Comparing it to the scrambler, you get similar range with both rifles, but with the rail rifle you get far less damage, worse handling, worse CQC performance, and a front loaded delay before any DPS can be applied at all contrasting heavily with the option to charge the scrambler which frontloads the DPS output.
Scramblers are way better than the rail rifle. It isnt even a contest. Add to that the laser rifle which outranges everything but the sniper rifle (which is an absolute joke in this game due to its mechanics and damage output), and you get Amarr absolutely dominating long range combat.
P14GU3 wrote:Only caldari complain about the Laser/Scr because their tank is reliant completely on shields, when no other race is, and lasers have an insane damage profile against them.
I have Amarr sentinel/assault/logi, Minmatar assault/logi/sentinel/scout/commando, Caldari scout/commando/sentinel, Gallente assault/scout, which race am I? Do you think I have some racial agenda in this video game or do you think my opinion is that the scrambler is genuinely overpowered? I want all the stuff to be balanced so that I can use it all without feeling like Im a stumbling gimp (caldari assault/commando oh boy!) or stupendously overpowered (amarr assault with scrambler rifle, god mode isnt fun, I dont even know why people spawn in with this ******* fit).
P14GU3 wrote:As far as regen, you named 2 of the 5 classes of cal that do NOT have issues with regen. The assaults and possibly logis could use a buff to depleted regen. The commando is fine as it is IMO, they are meant to be glass cannons.
Scout and Sentinel are fine, assaults and logis need something, I agree there, but the caldari commando is absolute ****, and is easily the worst suit in the game. |
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