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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.22 17:20:00 -
[61] - Quote
Avallo Kantor wrote:One idea I mentioned in the original shield discussion (the one that got derailed) was the idea of only having one shield recharge delay stat, and having that number then be modulated by current shield hp to be different.
For example, assuming a 10 second recharge delay (large number to make easy math):
At 50% shield hp the recharge delay is 50% so only 5 seconds, At 25% shield hp the recharge delay is 75% so 7.5 seconds.
(We could always have a different algorithm if this is too simple / bad)
The end result is that it better encourages shield users to make use of cover as they can have extremely low recharges if they can pop in and out of cover each time only requiring a fraction of their normal recharge delay.
Armor tanks however would almost never benefit from this as they would always incur their full recharge delay, even if the values are not significantly different from other races.
The other more dramatic (and probably stupid) idea I had was to make regen a function over time. Basically every suit would have a 1 second delay, and a regular shield delay. After the one second delay shields begin to regenerate at 1hp/sec with the regen rate increasing linearly until it reaches 100% of the suits regen value at it's normal shield recharge delay.
Using simple math again, assuming a 11 second recharge delay and 100 regen, then it would start out at 1 hp /sec at the one second mark, and increase by 10 hp / sec every second until it reached max (or full shield recharge). With damage restarting the delay (and regen rate) as per normal.
I can build a sui that gets about 2secs on the delay and about 50hp of recharge/sec on a Cal assault.......with a total ehp of 800hp. I don't see anything wrong with this. The delays and recharge are fine now if you use the mods. But none of that will help you if you get fluxed (which is much easier to use than a locus nade) or a scrambler takes out 75% of your tank in one sec.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 17:39:00 -
[62] - Quote
Ydubbs81 RND wrote: since when does the CR and RR put out 15% bonus against armor? The last update I remember was to make both of them -10/+10 towards shield/armor.
And about your damage mod point.....most people do is fit tank and damage on those armor fits. When guys are running around with 700+hp armor and 190hp shields, you already know what they're running.
Rail rifles are +10% to armour. Combat rifles, SMGs and HMGs are +15%. It's been like this for ages. These weapons absolutely destroy armour suits.
And just because many people fit all armour and damage on their armour suits doesn't mean they haven't sacrificed anything to do so. Myofibs, Kincats, precision mods, profile dampeners, all good modules sacrificed for the armour + damage. Just because you can't fit shield extenders or damage mods in low slots doesn't mean they are useless.
There's no reason you can't fit damage mods on a Caldari assault. The game should be balanced so this is competitive.
And if you want to go for the pure tank + damage shield fit you should feel happy about the regulators fit in your low. Hence why I don't agree with reducing their value. |
Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.22 17:55:00 -
[63] - Quote
Varoth Drac wrote:Ydubbs81 RND wrote: since when does the CR and RR put out 15% bonus against armor? The last update I remember was to make both of them -10/+10 towards shield/armor.
And about your damage mod point.....most people do is fit tank and damage on those armor fits. When guys are running around with 700+hp armor and 190hp shields, you already know what they're running.
Rail rifles are +10% to armour. Combat rifles, SMGs and HMGs are +15%. It's been like this for ages. These weapons absolutely destroy armour suits. And just because many people fit all armour and damage on their armour suits doesn't mean they haven't sacrificed anything to do so. Myofibs, Kincats, precision mods, profile dampeners, all good modules sacrificed for the armour + damage. Just because you can't fit shield extenders or damage mods in low slots doesn't mean they are useless. There's no reason you can't fit damage mods on a Caldari assault. The game should be balanced so this is competitive. And if you want to go for the pure tank + damage shield fit you should feel happy about the regulators fit in your low. Hence why I don't agree with reducing their value.
CRs were never 15% to armor. It used to be -5%/+10% to shield/armor respectively. They have since modified it so both CR and RR yields the same bonus.
I'm not saying that those other mods are not useful. They can be but when you are in a gunfight, nothing helps more than tank and damage. The other mods help especially with aiding with situational awareness, or escaping, flanking, etc. But when it's time to show down, a kincat can't help you to strafe faster. What good is a regulator when you are taking consistent damage on an objective?
And of course, I can use damage mods on a cal fit but I'll be sacrificing my primary tank as opposed to armor fits which gets to keep their primary tank. And at the same time, they get to deal max damage. I can use armor plates to compensate but that defeats the purpose of shield tanking. I might as well, just use an armor suit which is better for it.
"Bring out mass drivers & jump around goddamit"
Check RND out here
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 18:04:00 -
[64] - Quote
Ydubbs81 RND wrote: CRs were never 15% to armor. It used to be -5%/+10% to shield/armor respectively. They have since modified it so both CR and RR yields the same bonus.
I'm not saying that those other mods are not useful. They can be but when you are in a gunfight, nothing helps more than tank and damage. The other mods help especially with aiding with situational awareness, or escaping, flanking, etc. But when it's time to show down, a kincat can't help you to strafe faster. What good is a regulator when you are taking consistent damage on an objective?
And of course, I can use damage mods on a cal fit but I'll be sacrificing my primary tank as opposed to armor fits which gets to keep their primary tank. And at the same time, they get to deal max damage. I can use armor plates to compensate but that defeats the purpose of shield tanking. I might as well, just use an armor suit which is better for it.
I know it used to be -5/+10, but it's +/- 15 now. I'm afraid you are mistaken.
I think if your aren't too worried about regen, and are taking constant damage without a break, you are better off with an armour suit. That's by design.
If you can take cover and regen for 4 - 6 seconds, you are better with shields. At least you would be if they balanced shields vs armour.
High hp fits are meant to be the realm of armour tanking. Whereas shields are meant to be able to fit higher regen. |
shaman oga
Dead Man's Game
4
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Posted - 2015.09.22 18:55:00 -
[65] - Quote
Before focusing too much on Cal suits (i have a lot of fun with a shield tanked cal ass), currently minmatar can't shield tank, not even the 5/2 medium frame, total shield HP are low (acceptable/comprehensible), shield delays are literally terrible (not acceptable).
In a similar way of gallente being masters at repair, minmatar should have better delays or recharge values.
Regressed to blueberry level.
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Aeon Amadi
12
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Posted - 2015.09.22 19:02:00 -
[66] - Quote
CCP Rattati wrote:Press Attache wrote:MexXx Dust-Slayer wrote:Another option would be to have shield regulators increase resistance by about 4/5/6% to help the balance against damage mods, and/or having regulators increase the shield damage threshold by %.
Having regs increase the damage threshold is an interesting idea, provided regs don't get buffed in any other way. If they get a bump in their current stat, that should be tried first before this option, but if shields are still struggling after the first couple of buffs this idea should get some looking into. we just discussed faction based shield thresholds, even role based, something like this CA 12 MI 10 GA 8 AM 6 Caldari: Assault 12 Commando 12 Sentinel 11 Scout 11 Logistics 10
Change it up to: Scout 12 Logistics 12 Assault 11 Commando 11 Sentinel 10
That way it follows along with the EHP / Speed Progression :3
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.09.22 19:03:00 -
[67] - Quote
shaman oga wrote:Before focusing too much on Cal suits (i have a lot of fun with a shield tanked cal ass), currently minmatar can't shield tank, not even the 5/2 medium frame, total shield HP are low (acceptable/comprehensible), shield delays are literally terrible (not acceptable).
In a similar way of gallente being masters at repair, minmatar should have better delays or recharge values.
CPM Shield proposal will be shield delays in a major way.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.22 19:14:00 -
[68] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.22 19:15:00 -
[69] - Quote
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
AVERT YOUR EYES!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.22 19:16:00 -
[70] - Quote
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.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.22 19:17:00 -
[71] - Quote
Second of all, this is not a thread about shield mods+î it's a thread about shields in general.
AVERT YOUR EYES!
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.22 19:21:00 -
[72] - 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 AARR need damage mods to be competitive? the Kallakiota rail doesn't I assure you. I'm not talking about anything relevant to the topic of the thread here. I'm saying that the thread maker decides what is talked abput in the thread. If he wants to talk about damage mods it's his decision.
I don't care if you're a CPM or the frickin King of Spain, stfu and let the OP speak.
AVERT YOUR EYES!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.22 19:23:00 -
[73] - Quote
XxBlazikenxX wrote:Second of all, this is not a thread about shield mods+î it's a thread about shields in general.
Cool. I'm sorry, but the damage mods in high issue wasn't on our radar this week, we were working on other things. maybe next week. If people insist on berating us for not doing something about it we might push the discussion back to the week after.
Getting mad because we aren't doing things your way on your timetable isn't going to accomplish anything.
Rattati gets final say on what goes where, and how. We don't.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Murder Medic
Forty-Nine Fedayeen Minmatar Republic
117
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Posted - 2015.09.22 19:24:00 -
[74] - Quote
XxBlazikenxX wrote: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 AARR need damage mods to be competitive? the Kallakiota rail doesn't I assure you. I'm not talking about anything relevant to the topic of the thread here. I'm saying that the thread maker decides what is talked abput in the thread. If he wants to talk about damage mods it's his decision. I don't care if you're a CPM or the frickin King of Spain, stfu and let the OP speak. This CPM is very ego-centric, if you haven't noticed |
XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.22 19:26:00 -
[75] - Quote
Breakin Stuff wrote:XxBlazikenxX wrote:Second of all, this is not a thread about shield mods+î it's a thread about shields in general. Cool. I'm sorry, but the damage mods in high issue wasn't on our radar this week, we were working on other things. maybe next week. If people insist on berating us for not doing something about it we might push the discussion back to the week after. Getting mad because we aren't doing things your way on your timetable isn't going to accomplish anything. Rattati gets final say on what goes where, and how. We don't. I don't really care about this thread, I just was surfing the forum and saw your post and had to reply to it.
I really don't care about shields and balancing.
More principle than anything.
AVERT YOUR EYES!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.22 19:29:00 -
[76] - Quote
He brought an issue. I answered it as best I can.
He jumped down my throat for not giving the exact answer he wanted.
I stopped giving a crap about what he wanted at that point, because I'm not going to be berated because he doesn't like the facts as presented.
It's that simple. Get it straight, I'm not going to pander to people. If I give a straight answer and get called a goddamn idiot, you can expect me to not continue bothering to be nice.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kalante Schiffer
Ancient Exiles.
1
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Posted - 2015.09.22 19:30:00 -
[77] - Quote
The problem with the caldari is that it's not as versatile as the gall assault. The gall assault can tank and dps and regen relatively fast too. The caldari can only tank. The biggest problem is the shield delay and the scrambler rifle doing 20+ damage to shields. Who ever came up with that is a moron.
K+öL.2013.ae.SEP. Slayer of baby snakes.
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XxBlazikenxX
Ancient Exiles. Ushra'Khan
2
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Posted - 2015.09.22 19:37:00 -
[78] - Quote
Breakin Stuff wrote:He brought an issue. I answered it as best I can.
He jumped down my throat for not giving the exact answer he wanted.
I stopped giving a crap about what he wanted at that point, because I'm not going to be berated because he doesn't like the facts as presented.
It's that simple. Get it straight, I'm not going to pander to people. If I give a straight answer and get called a goddamn idiot, you can expect me to not continue bothering to be nice. That's right, keep filling the qq bucket. Not like I'm baiting you or anything...
AVERT YOUR EYES!
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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.09.22 20:00:00 -
[79] - Quote
Just a teeny tiny suggestion. Make it so armor suirs cannot regen shield before their armor is fully repped. And if you really want to maintain balance, make it the inverse for shield suits. However, Minmatar can be special in that they can repair both at the same time, giving them an interesting attribute.
I am the Anti-FoTM
Fear my Cal Assault and Amarr Scout!
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.22 20:15:00 -
[80] - Quote
LUGMOS wrote:Just a teeny tiny suggestion. Make it so armor suirs cannot regen shield before their armor is fully repped. And if you really want to maintain balance, make it the inverse for shield suits. However, Minmatar can be special in that they can repair both at the same time, giving them an interesting attribute. Yeah , along with the fact that they have better mobility then any other suit and can dual tank .
Yeah , give them more ...
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.22 20:23:00 -
[81] - Quote
XxBlazikenxX wrote: That's right, keep filling the qq bucket. Not like I'm baiting you or anything...
well played. I should know better than to forumwar before coffee.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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WyrmHero1945
Finesse Soldiers
691
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Posted - 2015.09.22 20:26:00 -
[82] - Quote
ScR is 20% damage to shields? |
Asad Thahab-Jabal
Incorruptibles
105
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Posted - 2015.09.22 20:27:00 -
[83] - Quote
WyrmHero1945 wrote:ScR is 20% damage to shields? +20% damage vs. shields, -20% damage vs. armor.
Ripley Riley is on safari until Oct 9th. I will represent him until he returns.
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WyrmHero1945
Finesse Soldiers
691
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Posted - 2015.09.22 20:36:00 -
[84] - Quote
Asad Thahab-Jabal wrote:WyrmHero1945 wrote:ScR is 20% damage to shields? +20% damage vs. shields, -20% damage vs. armor. I was thinking 15% to shields -15% to armor but AR with 10% still shreds shields lol. I don't know... |
DAAAA BEAST
Corrosive Synergy
3
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Posted - 2015.09.22 20:41:00 -
[85] - Quote
[img]http://i.imgur.com/wIXicea.png[/img]
CEO of Corrosive Synergy
Fear the plasma from my cannon !
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 21:13:00 -
[86] - Quote
Weapon damage profiles |
Benjamin Ciscko
Fatal Absolution
3
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Posted - 2015.09.22 21:24:00 -
[87] - Quote
When a double damage nodded SCR is just under twice the DPS of your shield hit points you know theirs a problem. |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.09.22 21:49:00 -
[88] - 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. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 21:57:00 -
[89] - Quote
Tebu Gan wrote:[ 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. An AR does more dps, so if anything you get more value from pairing the damage mod with the AR. |
jett it
MONSTER SYNERGY
371
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Posted - 2015.09.22 22:29:00 -
[90] - Quote
CCP Rattati wrote:[img]http://i.imgur.com/wIXicea.png[/img]
Ratatti thats the funniest thing ive seen all day you deserve a like, so very true though 1 flux and a few shots and those caldari are done :)
Once the shield is gone on caldari they drop so fast it amazes me.
jettGaming - Youtube
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