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Aeon Amadi
12
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Posted - 2015.10.08 12:39:00 -
[1] - Quote
Echo 1991 wrote:Delays fine but the shield rep rate is too high with 2 modules.
It's actually insane, imagine if an armour suit could rep at half that rate with 2 modules.
Bearing in mind that: Armor is all about HP Shields are all about Regen
Armor isn't exactly mean to have that high of regen and while it is possible through other means (Triage Hives, Repair Tools) the personal regen rates of Shield suits should not be taken as a grain of salt. There should be fundamental gameplay and design differences between Armor and Shields that are notable immediately as soon as you encounter them.
Shields have high regen rates, yes, but they are very vulnerable to high alpha damage (of which the Scrambler Rifle, for instance, is known for). Your goal to countering shields is to kill them faster than they can take cover and recover.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.10.08 12:56:00 -
[2] - Quote
Echo 1991 wrote:Aeon Amadi wrote:Echo 1991 wrote:Delays fine but the shield rep rate is too high with 2 modules.
It's actually insane, imagine if an armour suit could rep at half that rate with 2 modules. Bearing in mind that: Armor is all about HP Shields are all about Regen Armor isn't exactly mean to have that high of regen and while it is possible through other means (Triage Hives, Repair Tools) the personal regen rates of Shield suits should not be taken as a grain of salt. There should be fundamental gameplay and design differences between Armor and Shields that are notable immediately as soon as you encounter them. Shields have high regen rates, yes, but they are very vulnerable to high alpha damage (of which the Scrambler Rifle, for instance, is known for). Your goal to countering shields is to kill them faster than they can take cover and recover. I'm fine with that philosophy, I'm just not cool with a shield suit getting over 100hp/s with 2 mods.
100hp/s that can be interrupted by 1 damage over shield threshold.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.10.08 12:57:00 -
[3] - Quote
Echo 1991 wrote:Sequal's Back wrote:Echo 1991 wrote:Aeon Amadi wrote:Echo 1991 wrote:Delays fine but the shield rep rate is too high with 2 modules.
It's actually insane, imagine if an armour suit could rep at half that rate with 2 modules. Bearing in mind that: Armor is all about HP Shields are all about Regen Armor isn't exactly mean to have that high of regen and while it is possible through other means (Triage Hives, Repair Tools) the personal regen rates of Shield suits should not be taken as a grain of salt. There should be fundamental gameplay and design differences between Armor and Shields that are notable immediately as soon as you encounter them. Shields have high regen rates, yes, but they are very vulnerable to high alpha damage (of which the Scrambler Rifle, for instance, is known for). Your goal to countering shields is to kill them faster than they can take cover and recover. I'm fine with that philosophy, I'm just not cool with a shield suit getting over 100hp/s with 2 mods. 2 modules for higher regen means less HP/damage. I'm fine with that. As Aeon said, the shield philosophy is to have a great regen. And the suit we are talking about is the rarest officer suit of the game, not a proto one ^^ It's OP by definition. I don't have the link, but I believe Aeon made a Ck.0 fit with 115 Hp/s and a 0.7 sec depleted delay. The delay I have no problem with, the amount per second is.
Yup. Still dies just as quickly as any other suit. Nothing was changed about how fast shield tankers die, but you better make damn sure they don't get away for longer than a second or two otherwise they'll come back with claws and teeth.
Which I'm cool with. It takes them making the conscious decision to break away from combat, meaning they aren't putting DPS down range. It's an peculiar, interesting way of increasing TTK when you think about it.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.10.08 20:28:00 -
[4] - Quote
Echo 1991 wrote:DEATH THE KlD wrote:Echo 1991 wrote:Delays fine but the shield rep rate is too high with 2 modules.
It's actually insane, imagine if an armour suit could rep at half that rate with 2 modules. Maybe cuz it's the rarest suit? I was talking in general. Aeons fit should be floating around somewhere
This one? That's a normal Prototype Caldari Assault Ck.0, thank you very much =P
It is also a completely 100% dedicated shield tanker. No armor, no utility.
Sequal's Back wrote: Aeon's fit is great for long range, but get close to it and its regen would be completely useless. As we told you before, the suit won't recharge under fire and in 1v1 situation, if you're close with low HP you're dead. A scr shot followed by a few rounds of a Breach SMG and you''re down without being able to use your 100+ regen.
It's now a great long-mid range suit that still has big drawbacks. Stop coming back to the high regen, it's not anywhere near OP.
Man speaks the truth. At long range, you can't do enough damage to keep the fit down long enough to advance. Talking about a 5.5s down-time, maximum. That isn't enough to traverse the necessary gaps before the ARR comes back up with full HP while you're still recovering from the damage you took trying to dish it out yourself.
CQC the suit flops though. High alpha weaponry will immediately kill it due to low HP values and you can't take cover long enough to make use of the shield regen for more than a few seconds. A smart player will press the attack on you and never give you a moment's rest. Such is the inevitable downside of hit-and-run.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.10.08 20:34:00 -
[5] - Quote
Echo 1991 wrote:Sequal's Back wrote:Echo 1991 wrote:The only drawback it has is it can't fit damage mods. It isn't fast, has sh!t amount of stamina, less than 200 armor HP with very bad reps, medium amount of HP (500 is pretty low), its regen is stopped all the time, and yes, it can't fit damage mods. Stop watching only what you want to see. Gallente suit would be slower, have less reps and a similar amount of HP. If it used 3 ferroscales and 2 reps it would have 70 more HP, the same speed but 1/5 of the repair rate. Just because it reps constantly does not justify a repair rate that is 5 times smaller. Hell, if you swap one if them 3 regs for a kincat, the caldari suddenly have a fit that reps and runs faster than the Gallente whilst only having a delay of less than a second. meaning they can get into cover in CQC faster than the Gallente as well. They can have a higher regen rate, better shield stats, that doesn't bother me. What does bother me is having a regen that is 5 times higher than a comparable suit of the opposite tank.
Some good points, some bad ones. Over-simplified, really.
Gallente Assault has all of it's high-slots free'd up to fit myos (mobility), damage mods (DPS), and it's repair rate is active. A bullet won't stop it and it will persist indefinitely. You can fit Triage hives for static repair or you can stack better plates. Gallente Assault has a lot of options (trust me, I know, because I was part of #TeamGreen and have been running Gal Assault since Uprising 1.0. Everyone thought I'd be buffing the **** out of the Gal Assault as soon as I was elected)
The key difference here is that whereas you might win toe-to-toe with a Gal Assault he's got you in CQC due to bonuses, something the Cal Assault fails extraordinarily at because if you press the attack he can't make use of the regen. This isn't even touching Amarr Assaults with their bonus to laser weaponry who can output such high DPS/alpha damage that the regen wouldn't even matter because the Cal Assault would be dead before he realized he was being shot.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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Aeon Amadi
12
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Posted - 2015.10.08 21:12:00 -
[6] - Quote
Sequal's Back wrote:Lightning35 Delta514 wrote:Sequal's Back wrote:Lightning35 Delta514 wrote:Kalante + 3 damage mods + rof bonus = 48+ damage to show LDs at 1k+ rof. No amount of shield/regen/delay can cope with the power of ars Hahaha very powerful indeed ^^ But with that non existent recoil,a ghalag RR will shred anything to pieces in half a second from 80 metres ^^ And mostly gal assault. It's just a matter of situation. Both suits/weapons are great in their intended role^^ To that point, I'm actually happy. The caldari are now long range kings but are $h!t in cqc and the Gallente will fnk caldari in cqc and caldari will shred at range. It's finally balanced. Well, can't say for sure. Still have to log on. But still tho. With such stats, the kalante is pretty much the best rifle in the game now. With max damage and skills and warbarge bonus, you can get around 39ish armor damage and 48 shield damage. At FRIKIN 1k+ rof. That's OP. Take the assault combat rifle and almost double its damage. That's the kalante!!! Well that's true, but you shouldn't base balance arround officer weapons, they are meant to be OP ! And I agree that the kalente is particularly insane now, but there's a huge factor that you seem to forget : range. It has a really bad range. And most of the time you'll only be able to deal 40-50% of your damage while someone with an ARR will deal full damage. It is again really situationnal, and I still think that the best officer weapon is the viktor ^^ (or the agimus)
And you pretty much nailed the reason the Gal Assault got an RoF bonus and not a DMG bonus. DMG would increase the capability of the weapon at longer ranges as the falloff is a percentage of the base damage, whereas Rate of Fire can increase DPS but not make the weapon any more or less powerful at longer ranges. In fact, due to the higher RoF, you hit the recoil/kick threshold faster and thusly are less likely to land shots at longer ranges.
My only beef with officer weaponry at the moment is that it is far too prolific. There are too many officer weapons floating around and they've trickled their way into pubs lately.
Negative Introspection - Aeon's CPM Blog
Skype: nomistrav
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