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TERMINALANCE
Zumari Force Projection Caldari State
142
|
Posted - 2013.07.18 13:28:00 -
[1] - Quote
Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away. |
Sgt Kirk
SyNergy Gaming EoN.
848
|
Posted - 2013.07.18 13:30:00 -
[2] - Quote
lol a penalty for shields?
You're a brave man for suggesting this to CCP. |
TERMINALANCE
Zumari Force Projection Caldari State
142
|
Posted - 2013.07.18 13:32:00 -
[3] - Quote
Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP.
I feel its a fair counter balance to Armor penalties. |
Calroon DeVil
Internal Error.
90
|
Posted - 2013.07.18 13:32:00 -
[4] - Quote
CCP loves shields, hates armor. 10 years of EVE is a pretty good representation of that. They wont do anything about it. |
Exergonic
TeamPlayers EoN.
228
|
Posted - 2013.07.18 13:33:00 -
[5] - Quote
Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP.
CCP are the ones who made it so lol
In Eve Shield extenders increase your Signature radius...
I agree with this... Maybe make it so Shields can be detected faster by our scanners?? |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
673
|
Posted - 2013.07.18 13:33:00 -
[6] - Quote
Going by EVE drawback, shield do increase your sig radius so that wouldn't seem very unlikely. Just as plates in EVE adds to your mass. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
611
|
Posted - 2013.07.18 13:35:00 -
[7] - Quote
You dB level is a pointless stat since everyone has a scan radius of 10 meters. Nobody is trying to sneak within 10 meters of someone's back. It needs to be substantially increased, I mean very substantially increased. Take the average distance that scouts tend to hid behind walls when sneaking into a base, and extend it to that. Now people are actually starting to get detected passively, except scouts with lower dB, and having shields increase your dB would actually be a penalty. |
The Robot Devil
BetaMax. CRONOS.
658
|
Posted - 2013.07.18 13:35:00 -
[8] - Quote
I agree, there seems to be little drawback to shields other than flux. I like the idea of giving shields a drawback similar to armor. Increasing the dB, increasing the amount of time it takes for shields to rebound after hitting zero or some type of increased resource consumption. |
Racro 01 Arifistan
The Surrogates Of War
6
|
Posted - 2013.07.18 13:38:00 -
[9] - Quote
Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP.
in eve fitting armour plates and rigs affects your speed like in dust its the same. the trade off is a speed reduction therby making it easier to hit us. for shields they get increse to shield by fitting extenders and shield rigs. the trade off is they increse thier signitur radius makeing it eaiser for them to be tracked and hit by larger guns. its basically like thier moving as fast as an armour tanked ship. |
Lucifalic
Baked n Loaded
5
|
Posted - 2013.07.18 13:38:00 -
[10] - Quote
Awesome idea. Let's make scouts even more useless |
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Reav Hannari
Red Rock Outriders
815
|
Posted - 2013.07.18 13:39:00 -
[11] - Quote
I can't wait for the scanning and profile update. I wonder where it is on the backlog. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
612
|
Posted - 2013.07.18 13:42:00 -
[12] - Quote
Lucifalic wrote:Awesome idea. Let's make scouts even more useless Scouts would still have lower dB than anyone else. Doing a system like this though would likely require changing each suit's scanning precision so it has a higher dB than your base profile signature. Along with a massive increase to scan radius and a slew of other changes that would be needed anyways to make passive scanning actually work. |
Sgt Kirk
SyNergy Gaming EoN.
850
|
Posted - 2013.07.18 13:48:00 -
[13] - Quote
TERMINALANCE wrote:Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP. I feel its a fair counter balance to Armor penalties. Yeah that's what I'm laughing about.
A penalty for shields would be nice but with a year playing this game, shields have had very minuscule penalties when compared to armor.
In Dust (not sure about EVE) it seems that they favor shields more than anything.
So hence, "You're a brave man for suggesting this." |
TERMINALANCE
Zumari Force Projection Caldari State
144
|
Posted - 2013.07.18 13:48:00 -
[14] - Quote
Lucifalic wrote:Awesome idea. Let's make scouts even more useless
scouts have a tradeoff between running shields for less sneaky faster approach, or a slower more stealthy armor approach. Makes sense to me.
Baring the fact scouts are broken anyway should not stand in the way of fixing other game issues. Scouts will be rebalanced this in no way prevents that.
you could pretty much have every change made in this game and somehow relate it to making scouts more useless.
last thing we need is more 7 degrees of bad scouts. |
Cosgar
ParagonX
2780
|
Posted - 2013.07.18 13:54:00 -
[15] - Quote
ChribbaX wrote:Going by EVE drawback, shield do increase your sig radius so that wouldn't seem very unlikely. Just as plates in EVE adds to your mass. I still don't like how the movement penalty works for armor as a flat out reduction in top speed. Instead, it should be like vehicles, where it increases how long it takes for you to get to your top speed when moving or increase stamina consumption when sprinting.
Lucifalic wrote:Awesome idea. Let's make scouts even more useless Scout suits already need some work. Even before 1.2 I've been saying that the dampening bonus needs to get a buff. This would be a good way to offset the shield penalty for the Minmatar. The Caldari, probably won't really benefit from it since it'll most likely be groomed for EWAR debuffs or sniping. |
Exergonic
TeamPlayers EoN.
229
|
Posted - 2013.07.18 14:05:00 -
[16] - Quote
Lucifalic wrote:Awesome idea. Let's make scouts even more useless
If you think scouts are useless you're doing it wrong...
Scouts are nano tanks.. l2strafe
Scouts have the best scanners in the game... L2pickyourfights?? You know how many are in the room faster then anyone else... A heavy doesn't win 3v1 what makes you think a scout could??
Eve is a game of counters... If dust hopes to live in New Eden it needs that as well |
Malkai Inos
Opus Arcana Covert Intervention
726
|
Posted - 2013.07.18 14:10:00 -
[17] - Quote
I run pure shields and fully support this idea.
It would make rechargers + regulators an interesting alternative for sneaky suits. |
Cat Merc
BetaMax. CRONOS.
3275
|
Posted - 2013.07.18 14:11:00 -
[18] - Quote
The sig penalty wouldn't be a fair thing if you think about it. dB is a useless stat. What shields should do is increase your hit box. Armor makes you slower and easier to hit that way, shields don't make you slower but sitll make you easier to hit.
And add resistance modules that don't have such penalties, so we could go DFT warrioring. (It is now a verb cuz I say so) |
Exergonic
TeamPlayers EoN.
229
|
Posted - 2013.07.18 14:13:00 -
[19] - Quote
Cat Merc wrote:The sig penalty wouldn't be a fair thing if you think about it. dB is a useless stat. What shields should do is increase your hit box. Armor makes you slower and easier to hit that way, shields don't make you slower but sitll make you easier to hit.
And add resistance modules that don't have such penalties, so we could go DFT warrioring. (It is now a verb cuz I say so)
If they go this route they need to change how damage is done...For example Nades would then be based on the Hitbox of the suit (Scouts would take less from a nade then Heavys) |
Garrett Blacknova
Codex Troopers
3349
|
Posted - 2013.07.18 14:17:00 -
[20] - Quote
Stealth in a mostly action-oriented shooter is about two aspects that BOTH need to be present for it to be meaningful.
1. Remaining undetected. 2. moving fast when you need to move.
If you have to choose between those two things, you're breaking the viability of stealth in the game. The drawback of shields is quite simply that they give you less HP than armour. If Shield Extenders get a Profile penalty, they should also give the same HP as Plates.
The problem here ISN'T shields being OP, it's armour needing a slight buff. A little extra HP (mostly for higher-tier) or an overhaul to armour modules so higher-tier armour isn't giving larger drawbacks. |
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Himiko Kuronaga
SyNergy Gaming EoN.
936
|
Posted - 2013.07.18 14:21:00 -
[21] - Quote
Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
279
|
Posted - 2013.07.18 14:30:00 -
[22] - Quote
Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP.
+1 If they will not decrease armor speed penalties they need to implement this. |
Sgt Kirk
SyNergy Gaming EoN.
863
|
Posted - 2013.07.18 20:29:00 -
[23] - Quote
Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. +1 as well. That's a great idea. |
Pikachu Power
XERCORE E X T E R M I N A T U S
35
|
Posted - 2013.07.18 20:33:00 -
[24] - Quote
TERMINALANCE wrote:Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away.
I agree and im a killdari logi.
also...rah... |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
111
|
Posted - 2013.07.18 21:44:00 -
[25] - Quote
Cool idea.
Munch |
Django Quik
R.I.f.t
984
|
Posted - 2013.07.18 22:01:00 -
[26] - Quote
Garrett Blacknova wrote:Stealth in a mostly action-oriented shooter is about two aspects that BOTH need to be present for it to be meaningful.
1. Remaining undetected. 2. moving fast when you need to move.
If you have to choose between those two things, you're breaking the viability of stealth in the game. The drawback of shields is quite simply that they give you less HP than armour. If Shield Extenders get a Profile penalty, they should also give the same HP as Plates.
The problem here ISN'T shields being OP, it's armour needing a slight buff. A little extra HP (mostly for higher-tier) or an overhaul to armour modules so higher-tier armour isn't giving larger drawbacks. Implementing the above suggestion wouldn't break stealth in this game - it would simply mean people have to think differently about how they do it. Stealth oriented players would basically have to give up any tanking capabilities but they could still 'remain undetected' and be 'fast when you need to move'.
That said, I agree that armour needs tweaking but rather than more HP, less penalty - 10% is far far too much.
Edit - oh, also, yeah, in order for the OP suggestion to actually have any impact at all, the entire passive scanning and LOS identification system needs to be overhauled so profile and precision actually mean something. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
176
|
Posted - 2013.07.18 22:02:00 -
[27] - Quote
TERMINALANCE wrote:Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away.
Absolutely.
Shield extenders increase your Signature Radius in the rest of New Eden why not on the ground. |
Dynnen Vvardenfell
187. League of Infamy
19
|
Posted - 2013.07.18 22:06:00 -
[28] - Quote
This suggestion will not make sense initially, but let me explain. Change the damage modifiers from 120% to armor and 80% to shields to 110% to shields and 90% to armor. The reason being is how fragmentation weapons work. An anti-personnel explosive weapon is designed to fragment into smaller pieces to cause as much damage to unprotected areas. Since we are all wearing armored dropsuits it would stand to reason that the armor would protect from slower moving projectiles very effectively and the kinetic energy from the explosion would be dispersed evenly over the armor. However when detonating these explosives near a shielding device, the shield field would distort the kinetic energy released from the explosion and take secondary damage from the fragmentation of the device.
https://forums.dust514.com/default.aspx?g=posts&t=95508&find=unread
=D |
hooc order
Deep Space Republic Top Men.
715
|
Posted - 2013.07.18 22:22:00 -
[29] - Quote
nah
Shields should make you more heavy.
Batteries weigh more then spider silk and Kevlar. |
Garrett Blacknova
Codex Troopers
3355
|
Posted - 2013.07.19 02:54:00 -
[30] - Quote
Django Quik wrote:Garrett Blacknova wrote:Stealth in a mostly action-oriented shooter is about two aspects that BOTH need to be present for it to be meaningful.
1. Remaining undetected. 2. moving fast when you need to move.
If you have to choose between those two things, you're breaking the viability of stealth in the game. The drawback of shields is quite simply that they give you less HP than armour. If Shield Extenders get a Profile penalty, they should also give the same HP as Plates.
The problem here ISN'T shields being OP, it's armour needing a slight buff. A little extra HP (mostly for higher-tier) or an overhaul to armour modules so higher-tier armour isn't giving larger drawbacks. Implementing the above suggestion wouldn't break stealth in this game - it would simply mean people have to think differently about how they do it. Stealth oriented players would basically have to give up any tanking capabilities but they could still 'remain undetected' and be 'fast when you need to move'. That said, I agree that armour needs tweaking but rather than more HP, less penalty - 10% is far far too much. Edit - oh, also, yeah, in order for the OP suggestion to actually have any impact at all, the entire passive scanning and LOS identification system needs to be overhauled so profile and precision actually mean something. In a stealth-focused game, with real and direct advantages to sneak attacks, it would be plausible to have no tank so you can be stealthy.
Which is why I opened my post with the line "Stealth in a mostly action-oriented shooter" because that's what DUST is.
Stealth is a side-note to the core gameplay. The Last of Us does stealth by forcing a choice between stealth and speed, but stealth is a core mechanic in both single player and multiplayer, and there are very real advantages to getting the drop on your enemy. In DUST, you deal precisely ZERO bonus damage by hitting someone from behind, and are given precisely ZERO weapons that are guaranteed instant kill against an enemy because you're behind them, and precisely ZERO weapons that can incapacitate an enemy or group to facilitate quick kills. Some suits are designed so the head hitbox is nearly invisible when they're attacked from behind, negating one of the biggest advantages that CAN be claimed with a sneak attack in DUST.
DUST is an action-focused game. For stealth elements to work in DUST, they NEED to allow for some measure of defensive option WITHOUT giving up speed. |
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Beren Hurin
K-A-O-S theory
742
|
Posted - 2013.07.19 02:56:00 -
[31] - Quote
Just wait for the anti shield heavy weapon. the plasma and laser heavy weapon will be awesome. |
Logi Stician
The Vanguardians
45
|
Posted - 2013.07.19 03:24:00 -
[32] - Quote
Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP.
Kinda like in Dune, on Arakis, wearing a shield belt would attract the attention of sand worms!
I'm reading Dune.
It's good. |
Konohamaru Sarutobi
Ahrendee Mercenaries EoN.
510
|
Posted - 2013.07.19 03:27:00 -
[33] - Quote
Hahahaha
You can't detect LAVs & HAVs in the middle of your butt and you want to detect a person
hahahahaha |
Mobius Wyvern
BetaMax. CRONOS.
2564
|
Posted - 2013.07.19 04:00:00 -
[34] - Quote
TERMINALANCE wrote:Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away. Cat_Merc and I put together a thread suggesting that Shield Extenders give a very slight increase to hitbox as a penalty.
Thus, both modules increase your hitpoints, but have the downside of making you easier to hit. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
92
|
Posted - 2013.07.19 04:09:00 -
[35] - Quote
someone beat me to my comment,
but I agree shields should increase your hit box |
NOAMIzzzzz
The Shadow Cavalry Mercenaries DARKSTAR ARMY
3
|
Posted - 2013.07.19 04:38:00 -
[36] - Quote
+1 |
Zekain Kade
TeamPlayers EoN.
1255
|
Posted - 2013.07.19 04:45:00 -
[37] - Quote
Sgt Kirk wrote:Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. +1 as well. That's a great idea. No it's not. You'll have people shooting 4 feet from the actual target, and still be able to hit them. It's a stupid idea, and removes the skill from the game. Why Even aim at the target, when you can just spray and pray, and land every shot because of his increased hit box?
SERIOUSLY.
****.
THINK DAMNIT. |
Oswald Rehnquist
Abandoned Privilege General Tso's Alliance
92
|
Posted - 2013.07.19 05:09:00 -
[38] - Quote
Zekain Kade wrote:Sgt Kirk wrote:Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. +1 as well. That's a great idea. No it's not. You'll have people shooting 4 feet from the actual target, and still be able to hit them. It's a stupid idea, and removes the skill from the game. Why Even aim at the target, when you can just spray and pray, and land every shot because of his increased hit box? SERIOUSLY. ****. THINK DAMNIT. This would even affect shield vehicles, and I don't think the nerfed gunnlogis, and any shield Dropship pilot would like being able to be easier to hit.
Slower smaller hitboxes (armor) vs Faster Larger hitboxes (shields), the trade off is practically the literal definition of fair, and I shield tank myself so I"m not here to destroy shield tankers. It would also put more strategy for those who decide to not tank at all.
Also for vehicles, the balance of shield and armor does not follow the same as dropsuits due to the fact that its armor>shields for vehicles, so they already operate by different rules, thus we can modify different rules to balance them. |
Mobius Wyvern
BetaMax. CRONOS.
2566
|
Posted - 2013.07.19 05:37:00 -
[39] - Quote
Zekain Kade wrote:Sgt Kirk wrote:Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. +1 as well. That's a great idea. No it's not. You'll have people shooting 4 feet from the actual target, and still be able to hit them. It's a stupid idea, and removes the skill from the game. Why Even aim at the target, when you can just spray and pray, and land every shot because of his increased hit box? SERIOUSLY. ****. THINK DAMNIT. This would even affect shield vehicles, and I don't think the nerfed gunnlogis, and any shield Dropship pilot would like being able to be easier to hit. You realize we're not talking larger numbers here, right? I'm talking differences in the inch category.
Also, that hitbox bonus would go away as soon as your shields went down. |
Ghost Kaisar
Intrepidus XI EoN.
156
|
Posted - 2013.07.19 06:05:00 -
[40] - Quote
TERMINALANCE wrote:Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away.
While we are at it, Lets just slap a giant "HEY I'M RIGHT HERE" flag on every scout in the game. Seriously. So many people run medium suits, it seems like nobody every goes and asks themselves, "what would this do to heavies though? Or maybe even Scouts?"
Here is the answer. Nearly every scout is a shield tank. Armor tanking ain't worth sh*t, and who wants a slow scout in the first place? Ferroscale SHOULD have fixed that problem, except they are pretty expensive CPU/PG-wise and we don't have much of that to spare. And they suck anyways (Seriously, it only saves you from one extra AR round each time, and they have 59 more to spare). IMHO it is still a bad choice for medium suits (see below), and would demolish most scouts, or at least negate their racial bonus.
Heavies? They should be fine. Everybody can already see you, so you might as well announce your arrival ahead of time with a nice shield tank, with very little side effects.
Medium Suits? IMHO it's still a bad choice. The only reason you want to be undetected is to sneak up on people. You also have to be fast. So you dump shields and pick up armor. Great. Now you are slow. Also, if you really wanted to, you could just Shield Tank anyways, and then run profile dampeners. Remember those freaking awesomely placed high slots? Makes Shields EXTREMELY versatile, as low slots run the customization game, and the only use for high slots are damage mods, shields, and re-chargers (shield based) |
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Himiko Kuronaga
SyNergy Gaming EoN.
951
|
Posted - 2013.07.19 09:58:00 -
[41] - Quote
Zekain Kade wrote:Sgt Kirk wrote:Himiko Kuronaga wrote:Shields are supposed to give you a larger signature radius, which means you are easier to detect and hit. I imagine because the "field" itself is being "extended", your hitbox should also increase as long as you are within shield HP. +1 as well. That's a great idea. No it's not. You'll have people shooting 4 feet from the actual target, and still be able to hit them. It's a stupid idea, and removes the skill from the game. Why Even aim at the target, when you can just spray and pray, and land every shot because of his increased hit box? SERIOUSLY. ****. THINK DAMNIT. This would even affect shield vehicles, and I don't think the nerfed gunnlogis, and any shield Dropship pilot would like being able to be easier to hit.
People don't like being easier to hit or slower to move in Eve, either.
But that doesn't mean it isn't a good mechanic. |
Xender17
Intrepidus XI EoN.
344
|
Posted - 2013.07.19 10:29:00 -
[42] - Quote
Calroon DeVil wrote:CCP loves shields, hates armor. 10 years of EVE is a pretty good representation of that. They wont do anything about it. Tankers would say otherwise... |
J-Lewis
Edimmu Warfighters Gallente Federation
217
|
Posted - 2013.07.19 10:39:00 -
[43] - Quote
And while they're at it:
Shields: Add shield repair tool
Nerf unmodified shield recharge significantly to make it more reliant on modules and shield repair tools.
Make shield recharge refill shields at a constant rate instead of in pulses (though you'd still have to wait for the delay)
Add shield booster module (like an armor repairer, except for shields, and repairs in small pulses even under fire)
Both: Add shield and armor resistance modules for infantry: 3, 5 and 10% resistance respectively (counters damage mods directly)
Armor: Increase Ferroscale plate HP to match shield extenders (shield can fit biotics to go faster, armor can fit damage mods).
Reduce speed penalty on regular plates to 1, 3 and 5% respectively.
Rename Reactive Plates to Regenerative Plates: same speed penalty as regular plates, increases armor HP by 30, 60, 90 and gives 1, 3 and 5 HP/s repair rate.
Completely reinvent Reactive Plates: same speed penalty as regular plates, increases armor HP by 40, 70, 100 and resistance by 1, 3, 5%.
Increase repair rate of Armor Repairers: 3, 5, 10 HP/s
Just a personal list of changes I'd like to see to make Armor and Shields more competitive with each other. |
Django Quik
R.I.f.t
988
|
Posted - 2013.07.19 11:43:00 -
[44] - Quote
J-Lewis wrote:And while they're at it:
Shields:
Add shield repair tool
Nerf unmodified shield recharge significantly to make it more reliant on modules and shield repair tools.
Make shield recharge refill shields at a constant rate instead of in pulses (though you'd still have to wait for the delay)
Add shield booster module (like an armor repairer, except for shields, and repairs in small pulses even under fire)
It sounds like you just want to make shields and armour exactly the same, which would just make having the 2 options absolutely pointless and would be better just going to an overall HP system. No. We don't need most of your suggestions here. |
Nitrobeacon
Freek Coalition
33
|
Posted - 2013.07.19 11:46:00 -
[45] - Quote
I'm like "Yea-eah, ninja scout suit nerf" |
J-Lewis
Edimmu Warfighters Gallente Federation
217
|
Posted - 2013.07.19 12:12:00 -
[46] - Quote
Django Quik wrote:J-Lewis wrote:And while they're at it:
Shields:
Add shield repair tool
Nerf unmodified shield recharge significantly to make it more reliant on modules and shield repair tools.
Make shield recharge refill shields at a constant rate instead of in pulses (though you'd still have to wait for the delay)
Add shield booster module (like an armor repairer, except for shields, and repairs in small pulses even under fire)
It sounds like you just want to make shields and armour exactly the same Absolutely not.
I'm asking for active shield tanking to be a thing. |
TERMINALANCE
Zumari Force Projection Caldari State
173
|
Posted - 2013.07.22 06:04:00 -
[47] - Quote
bump |
LT SHANKS
Amarr Templars Amarr Empire
260
|
Posted - 2013.07.22 06:47:00 -
[48] - Quote
Whoah... Heavies have naturally high shield HP. Is OP suggesting that Heavies get detected even faster: like across the map type of thing?! |
TERMINALANCE
Zumari Force Projection Caldari State
176
|
Posted - 2013.07.22 06:50:00 -
[49] - Quote
LT SHANKS wrote:Whoah... Heavies have naturally high shield HP. Is OP suggesting that Heavies get detected even faster: like across the map type of thing?!
No we are talking about taking your current base DB and have it be added to like armor moduals slow movement. so shield extenders and the like have a penalty that increases your DB signature. |
LT SHANKS
Amarr Templars Amarr Empire
260
|
Posted - 2013.07.22 06:57:00 -
[50] - Quote
TERMINALANCE wrote:LT SHANKS wrote:Whoah... Heavies have naturally high shield HP. Is OP suggesting that Heavies get detected even faster: like across the map type of thing?! No we are talking about taking your current base DB and have it be added to like armor moduals slow movement. so shield extenders and the like have a penalty that increases your DB signature. Sweet, then I fully support your suggestion. |
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CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
96
|
Posted - 2013.07.22 07:43:00 -
[51] - Quote
Could you not change the local close range scanner of suits to be range based? From its max scan power close in, slowly fading out as the range increases?
My thinking here is scouts with lower signatures will be able to sneak up closer than any other suit. AND depending on your suit and modules, it would depend what scan power you have at what range. |
TERMINALANCE
Zumari Force Projection Caldari State
178
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Posted - 2013.07.22 07:54:00 -
[52] - Quote
CommanderBolt wrote:Could you not change the local close range scanner of suits to be range based? From its max scan power close in, slowly fading out as the range increases?
My thinking here is scouts with lower signatures will be able to sneak up closer than any other suit. AND depending on your suit and modules, it would depend what scan power you have at what range.
How scanning works in dust could use allot more thought put into it, that way the way you build your suit can have more effects felt other then just combat, Shields mods for more active scan faster sneak and armor plates for a more stealthy slower approach. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
419
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Posted - 2013.07.22 08:13:00 -
[53] - Quote
Xender17 wrote:Calroon DeVil wrote:CCP loves shields, hates armor. 10 years of EVE is a pretty good representation of that. They wont do anything about it. Tankers would say otherwise... Unfortunately Armor Tanks are good because the Large Armor Repair is bugged and CCP already stated that it will be "fixed". So, yeah CCP are all shield lovers. |
Dynnen Vvardenfell
187. League of Infamy
24
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Posted - 2013.07.22 19:36:00 -
[54] - Quote
Django Quik wrote:J-Lewis wrote:And while they're at it:
Shields:
Add shield repair tool
Nerf unmodified shield recharge significantly to make it more reliant on modules and shield repair tools.
Make shield recharge refill shields at a constant rate instead of in pulses (though you'd still have to wait for the delay)
Add shield booster module (like an armor repairer, except for shields, and repairs in small pulses even under fire)
It sounds like you just want to make shields and armour exactly the same, which would just make having the 2 options absolutely pointless and would be better just going to an overall HP system. No. We don't need most of your suggestions here.
I'd rather have them exactly the same instead of one being so much better than the other. |
Killar-12
Intrepidus XI EoN.
235
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Posted - 2013.07.22 22:09:00 -
[55] - Quote
Why should Armor tankers be penalized for better plates? There should be three types of plates in addition to Ferros and Reactives
Reactive plates Should retain current PG/CPU, repping rates, and movement penalties Basic Reactive Plates 50 HP Enhanced Reactive Plates 75 HP Complex Reactive Plates 80HP
Ferro Plates should have PG/CPU of current Basic plates Basic Ferro Plates 40 HP Enhanced Ferro Plates 60 HP Complex Ferro Plates 80HP
Light armor plates 3% movement penalty across the board x.5 CPU x.6 PG used for scout who want more protection than a Ferroscale plate
Basic Light Plates 60 HP Enhanced Light Plates 90 HP Complex Light Plates 120HP
Medium Armor plates 5% movement penalties Same as current PG/CPU needs for medium suits Basic Medium Plates 90 HP Enhanced Medium Plates 130 HP Complex Meduim Plates 170 HP
Heavy Plates 10% movement penalty triple PG needs x1.5 CPU needs, for heavies Basic Heavy Plates 125 HP Enhanced Heavy Plates 200 HP Complex Heavy Plates 275 HP
Light Shield Extenders x.5 PG x.6 CPU cost, for scouts 3% inccrease in signiture Basic Light Extenders 15 HP Enhanced Light Extenders 30 HP Complex Light Extenders 45 HP
Medium Shield Extenders Same PG/CPU Costs 5% increase to signiture Basic Medium Extenders 20 HP Enhanced Medium Extenders 40 HP Complex Medium Extenders 70 HP
Heavy Shield Extenders x1.5 PG x 2.5 CPU use for heavies 15% increase in signiture Basic Heavy Shield Extenders 70 HP Enhanced Heavy Shield Extenders 100 HP Complex Heavy Shield Extenders 130 HP
Shield Regenerators increase= increase to base Regen rate Basic Shield Regenerators 25% increase Enhanced Shield Regenerators 50% increase Complex Shield Regenerators 75% increase
Shield Energizers Basic Shield Energizers 40% increase -4% shields Enhanced Shield Energizers 80% increase -8% shields Complex Shield Energizers 120% increase -12% shields
Also a x2 boost to heavy PG and CPU Comments? Concerns? Questions? |
Galvan Nized
Deep Space Republic Top Men.
169
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Posted - 2013.07.22 22:55:00 -
[56] - Quote
I'm not a fan of shields merely giving increase signature ie easier to be seen on radar that's just enough of a penalty.
Also not the greatest fan of larger hitboxes. It just seems weird that you shoot at someone missing their body completely and yet you still cause damage, plus at 0 does your hitbox magically return to normal?
Personally I think shields should add time you are on radar after someone has "spotted" you with their LOS. If you've played BF you'll no what I mean by spotting. Assuming now the base is 0 (meaning the second after you break LOS you are removed from radar) then an Extender should add 1 sec (open for discussion) to time you remain on radar after LOS is broken. One issue with shields is that you must retreat and wait for the delay before regen starts. This means you must "hide." Adding to the spot time makes "hiding" harder making the delau that much more difficult to deal with. |
Draco Cerberus
Hellstorm Inc League of Infamy
206
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Posted - 2013.07.23 00:31:00 -
[57] - Quote
Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP. This is the way Eve works, I'm actually surprised it is different in Dust. |
Courier VII
Opus Arcana Covert Intervention
5
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Posted - 2013.07.23 18:13:00 -
[58] - Quote
This is one of the funnier posts out there. I would like to point out the obvious: shield extenders don't give you as much shield as armor plates. Also, shields have a lapse in recharge time as opposed to armor repairers, which start immediately. Essentially, armor fits want to have their cake and eat ours too. All these complaints about armor being slow ignore the fact that armor fits can hold nearly 100 more HP than most shield fits can. A Caldari Assault Proto holds 518 shields at maximum. So I'm fine with shield extenders that have negative impacts on a fit if we get the same amount of shield HP out of them. Otherwise, you sound like a bunch of Anti-Caldari whiners who just wanna be the first to find the next OP weapon or fit to take advantage of. |
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
107
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Posted - 2013.07.23 18:37:00 -
[59] - Quote
TERMINALANCE wrote:Complex shield extenders should increase your DB detection rate by 10% or more and increase the range you can be detected at. As you are running a more energy emitting suit you should be far easier to pick up from enemy suit scanners and from further away.
Sounds good to me. After all even in Eve Online Shields have a downside: Bigger signature. |
Lucifalic
Baked n Loaded
9
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Posted - 2013.07.23 23:37:00 -
[60] - Quote
Exergonic wrote:Lucifalic wrote:Awesome idea. Let's make scouts even more useless If you think scouts are useless you're doing it wrong... Scouts are nano tanks.. l2strafe Scouts have the best scanners in the game... L2pickyourfights?? You know how many are in the room faster then anyone else... A heavy doesn't win 3v1 what makes you think a scout could?? Eve is a game of counters... If dust hopes to live in New Eden it needs that as well
play against me and see if im scouting wrong ;)
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Tharak Meuridiar
The Empyrean Agency
204
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Posted - 2013.07.31 02:08:00 -
[61] - Quote
I HATE this idea. Maybe this means something to a scout but as a heavy, that penalty is worthless. It's not like a blind man standing on another continent can't see us already. But sacrificing some if the little speed we have left. That means something.
Make armor plates stronger. Plain and simple. If they gave us more hp the penalty would be fine. |
J-Lewis
Edimmu Warfighters Gallente Federation
258
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Posted - 2013.07.31 08:08:00 -
[62] - Quote
Tharak Meuridiar wrote:I HATE this idea. Maybe this means something to a scout but as a heavy, that penalty is worthless. It's not like a blind man standing on another continent can't see us already. But sacrificing some if the little speed we have left. That means something.
Make armor plates stronger. Plain and simple. If they gave us more hp the penalty would be fine.
More like: give Amarr Heavies a bonus to armor plate HP.
If you just buff plates, it benefits shield suits as much as armor suits; so apply the buff indirectly and make bonuses to armor plate HP a staple of Amarr suits in general. Perhaps make Gallente get bonuses to armor plate speed. And so on and so on... |
Tharak Meuridiar
The Empyrean Agency
204
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Posted - 2013.08.01 06:33:00 -
[63] - Quote
J-Lewis wrote:Tharak Meuridiar wrote:I HATE this idea. Maybe this means something to a scout but as a heavy, that penalty is worthless. It's not like a blind man standing on another continent can't see us already. But sacrificing some if the little speed we have left. That means something.
Make armor plates stronger. Plain and simple. If they gave us more hp the penalty would be fine. More like: give Amarr Heavies a bonus to armor plate HP. If you just buff plates, it benefits shield suits as much as armor suits; so apply the buff indirectly and make bonuses to armor plate HP a staple of Amarr suits in general. Perhaps make Gallente get bonuses to armor plate speed. And so on and so on...
The impression I have is that they want hybrid tanking to be an option. If they don't want it to, all they need to do is make fitting and tanking work a bit more like EVE. Nobody but a complete newb double tanks in EVE because it costs too much powergrid and too many slots. |
J-Lewis
Edimmu Warfighters Gallente Federation
258
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Posted - 2013.08.01 06:45:00 -
[64] - Quote
Tharak Meuridiar wrote:J-Lewis wrote:Tharak Meuridiar wrote:I HATE this idea. Maybe this means something to a scout but as a heavy, that penalty is worthless. It's not like a blind man standing on another continent can't see us already. But sacrificing some if the little speed we have left. That means something.
Make armor plates stronger. Plain and simple. If they gave us more hp the penalty would be fine. More like: give Amarr Heavies a bonus to armor plate HP. If you just buff plates, it benefits shield suits as much as armor suits; so apply the buff indirectly and make bonuses to armor plate HP a staple of Amarr suits in general. Perhaps make Gallente get bonuses to armor plate speed. And so on and so on... The impression I have is that they want hybrid tanking to be an option. If they don't want it to, all they need to do is make fitting and tanking work a bit more like EVE. Nobody but a complete newb double tanks in EVE because it costs too much powergrid and too many slots.
That's the entire reason tanking works better in EVE than DUST. It's a combination of base stats, fitting, and bonuses.
I mean, EVE players still complain about Armor being worse than Shields, but that's only local active tanking armor vs local active tanking shields. There's a reason the 4070 (a new world record) man battle of 6-VDT that happened just a couple days ago was all armor doctrine. |
Arkena Wyrnspire
Turalyon Plus
2179
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Posted - 2013.08.01 09:04:00 -
[65] - Quote
Aero Yassavi wrote:You dB level is a pointless stat since everyone has a scan radius of 10 meters. Nobody is trying to sneak within 10 meters of someone's back. It needs to be substantially increased, I mean very substantially increased. Take the average distance that scouts tend to hid behind walls when sneaking into a base, and extend it to that. Now people are actually starting to get detected passively, except scouts with lower dB, and having shields increase your dB would actually be a penalty. QFT. The problem with this penalty is that passive scanning is also broken, so it wouldn't really matter. |
Rei Shepard
Spectre II
425
|
Posted - 2013.08.01 10:34:00 -
[66] - Quote
Sgt Kirk wrote:lol a penalty for shields?
You're a brave man for suggesting this to CCP.
shields in Eve make your ship larger, easier to track guns onto them and get a lock quicker, get too big and large guns make very large holes in your ship very quickly.
It should be the same in Dust
Armor makes you slower, Shields make you easier to hit, right now shields have no penalty. |
Kekklian Noobatronic
Goonfeet Top Men.
269
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Posted - 2013.08.01 10:35:00 -
[67] - Quote
Detection in general needs a rework to become relevant. Right now it's lackluster. I mean, when someone can pump shotgun rounds in to you at point blank, and *not* appear on your map, there's a clear problem. |
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