Saint Winter
DEPREDADORES LATINOS
178
|
Posted - 2015.12.14 05:34:00 -
[1] - Quote
Hello to everyone.
If I could think, I think mainly the Dropsuits are not all the time the problem of the imbalance, I say what influences are mainly modules suit.
Because think about it before anyone used the myofibrills and now thanks to the buff he received from increasing jump, everyone uses because people can now reach places you never could have reached unless the interference of a ship or using small boxes and platforms like that.
With this buff, now many players have changed their way of playing, because now people go jumping on mass driver or other weapon to eliminate the enemy while jumping and did not look that before, and along with increased physical damage the suit that he killed long before now with punches.
So from my point of view us players, we should ask for a rebalancing of the Dropsuits Modules to the CCP members.
Why? Maybe you ask.
Well, each of us wears a suit with modules that fit our way of playing and especially in Dropsuits, because everyone has a role that goes more benefited from a module more than another:
Example:
Light: Emissions suppressor, Range Extender, etc ... Medium: Armor Plate, Precision Amplifier, etc ... Heavy: Ferroescales Plates, Reactive Plates, etc ...
Of course there are also modules for all the suits as the Ferroescales Plates. (Or more or less what would be for me) because it costs nothing to assemble, no movement penalty and a little more always helps any armor and Dropsuit is Light, Medium, Heavy and that Armor or Shield, but their values are very poor.
I will continue in another comment. |
Saint Winter
DEPREDADORES LATINOS
178
|
Posted - 2015.12.14 05:44:00 -
[2] - Quote
Certainly there are some things and values that are not well in the game so I would propose these new values (can be changed some things but I like currently are):
So the level of the module used and its values GÇïGÇïwill be displayed and efects :
Bas (Basic) / Adv (advanced) / Pro (prototype) / ar (Armor Repair ) / P (Penalty)
1. Shield
1.1 Shield Extender
While we shield the external defense of the suit and those who use them are caldaris more so you should receive a rebalancing. (I will not explain much)
Bas GÇïGÇï25 PR + 3% / Adv 50 PR + P 6% / PR Pro 75 + P 9%
As you can see at first bonus that is given to the shield it is weak but as the levels get 3 or more module receives a remarkable and what the penalty for delay remains .
Note: there should be variations
1.2 Reinforcing and Shield Recharge.
For these modules I have no recommendation.
2. Armor
The Armor the internal defense of the suit and the most used by all players would give some good buff or rebalancing with its variants. (The penalty does not change)
2.1 Armor Plates
Bas 80 PR + P 3%/ Adv 110 PR + P 6% / Pro 140 PR + P 9%
2.2 Ferroscale Plates
Bas 50 PR / Adv 80 PR / PR Pro 110 + No Penalty
2.3 Reactive Plates
Bas 20 PR + 1 ar / Adv 50 PR + 2 ar / Pro 80 PR + 3 ar + Penalty Movement of 1% in the 3 levels.
2.4 Armor Repairer
Bas 2 ar + / Adv 4 ar + / Pro 8 ar +
As you can see there is quite a marked improvement in this armor modules for modules serve as ferroscales or reactive variants are not left short before the armor plate.
3. Biotics
The biotic modules which are used to modify the characteristics of suit as I sprint endurance.
3.1 Cardiac Regulator
A module bit of little use unless you have a suit with little resistance.
I have no ideas for this module, but their values GÇïGÇïare fine.
3.2 Stimulator of Myofribrills
The beloved or hated before a module that was not looked at an assembly unless you want to kill melee, but now with improved jump height modification is used or maybe not.
Now explain how increases should jump suits because there is no value to prove they can jump x height so I invented a system that serves to comprovar to jump up every costume.
Values: m (meters)
Light : 2 mts / Medium : 1.5 mts / Heavy : 1 mts
Now I go with the module and how it will change, if they add up to jump suits stimulation modules so would myodfibrills values.
A new value is (High Jump) and represent her in HJ and melee attack (CQC) would be added.
Bas CQC 30% + 60% HJ / Adv CQC 40% + 80% HJ / Pro CQC 50% + HJ 100%
The values GÇïGÇïare well and remain good.
Note: If only allow 3 or 2 modules of this type would be better and more balanced instead of doing penalties.
3.3 Kinetic Catalizer(Sprint)
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
3.4 Booster Module
This module was BPO and existed only soldier and I did was add 50% more endurance and also was represented as yellow bottles, is not whether there yet but if you do have it changed by this module to its values I'm going to explain .
This module functions to reduce the cost of shares makes the suit as running hit, jump, etc ...
Continuous Cost Actions (CCA): works as explain arrives reduces the cost of shares used continuously example the sprint (only officer in the sprint).
Followed Cost Actions (FCA): Works well reduces the cost of the actions taken in rapid succession example, jump and hit.
Now with the module.
Bas CCA 5% + FCA 10% / Adv CCA 10% + FCA 15% / Pro CCA 15% + FCA 20%
This would create the module and this would help many players you like running or jumping and would be very useful in battle.
So you can have balance in the Dropsuits first we have to balance the modules after weapons and last but not least the Dropsuits.
I hope that my comments may have helped.
Thank you very much for taking the time to read this opinion and idea. |