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Arirana
Ancient Exiles.
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Posted - 2015.09.23 08:07:00 -
[1] - Quote
What people need to remember is that while armor is better than shields, it will take VERY little for that to be rectified or even reversed. Small tweaks are a safe bet.
- Shield dropsuit's depleted recharge delay should become the same as their recharge delay. This encourages shield tanking on shield dropsuits, while the armor dropsuits 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 dropsuits too much of a fitting advantage. Either do something about the modules themselves, or the PG on shield suits.
The Official Ari QQ Thread
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Arirana
Ancient Exiles.
1
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Posted - 2015.09.23 10:44:00 -
[2] - Quote
Sequal's Back wrote:Armor isn't OP. Shield needs a buff but armor doesn't need a nerf.
I like your idea of not having a depleted recharge delay on cal suits.
CPU/PG costs of extenders really need to be decreased and/or shield suits need more PG to fit them.
Something that unbalance shield vs armor is that armor is low slots only but shield is both lows and highs. I don't think putting dmg mods on lows would change anything. If you want people to make a real choice between dmg mods and something else, armor tankers must have a wider choice on their highs. Yeah its not that armor is OP, its that armor modules and dropsuits are just easier to fit allowing for more versatility in the highs, grenades and equipment compared to shield suits.
I disagree about the damage mods. Armor suits don't have to sacrifice their primary HP modules to run them, but shield users do. Dual tanking always comes back to damage mods. If you traded a few shield extenders for some damage mods on your cal assault, it is really worth it to run some ferroscales in your lows to make up for it. Taking this route reduces your chance of absolute doom when someone hits you with a flux grenade as well, because you were never fully invested in shield HP to begin with.
For Armor suits throwing on a shield extender or two is just a given because there really isnt ANYTHING else to run with your 1-2 damage mods. Passive scans are UP so precision enhancers are out, you have to fit 3 jump mods or none at all if you're taking that route so damage mods and jump mods will never work (again dual tanking always comes back to damage mods).
No damage mods and pure dual tank allows for a little more survivability, but when facing a player with damage mods you will notice that you will be going to reload while they are putting the finishing shots on you. Trust me I've tried pure dual tank that last HP module isn't helping you out as much as 1 damage mod would be.
If damage mods were high slots AND low slots as well that changes things. Shield suits can run those and run full shields modules, same as armor dropsuits. Another thing I feel should happen is that code breakers become a high slot, be reduced in pg/cpu cost and buffed. They are only useful in the ONE situation where the enemy has no scans, and you HAVE to get that hack even if it means your death. If they were high slot modules, cost less and did more ninja hacking would be more viable.
Also kin cats meant for shield dropsuits? lol gg 14 pg
The Official Ari QQ Thread
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Arirana
Ancient Exiles.
1
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Posted - 2015.09.23 13:09:00 -
[3] - Quote
dzizur wrote:hmm.. just occured to me, what would happen if we put armor reps in high slots? People stacking 5 armor plates 3 reppers, what else...
The Official Ari QQ Thread
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