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Dec 17th, 2013
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  1. Why:
  2. Shields and Armor are too similar, it's just pick your flavor and roll with it.
  3. Plus I think the implementation of < Armor: Stand and Deliver | Shields: Hit and Run > roles are broken, both can do those roles just as well, and both can't push their roles quite far enough.
  4. I think they should have one of those roles + middle ground role, rather than all three.
  5. In addition, base suit eHP should see an increase.
  6. Something like 500-600 on a medium frame suit base HP would be good.
  7.  
  8. The changes:
  9. - Move Kinetic Catalyzers to high slots
  10. - Increase Caldari movement speed to 5.2 m/s
  11. - Increase Gallente sprint speed to 7.2 m/s
  12. - Increase armor plates speed penalty to 7/8/10
  13. - Increase armor repairers repair rate to 2x their current number
  14. - Make shield recharge delay penalty affect both types of delay, and increase the penalty.
  15. - Reduce base non-depleted shield recharge delay, but increase depleted shield recharge delay
  16. - Increase recharger bonus
  17. - Increase energizer bonus, but make the HP penalty affect all HP, not just base HP
  18. - Rebalance CPU/PG requirements as such:
  19. > Armor plates: Medium - High PG requirements, Medium - Low CPU requirements
  20. > Shields extenders: Medium - Low PG requirements, Medium - High CPU requirements
  21. > Kinetic Catalyzers: Low PG requirements, Medium CPU requirements
  22. > Damage Modifiers: Medium - low PG requirements, VERY high CPU requirements (100+ for complex)
  23. > Cardiac Regulators: Medium - High PG requirements, VERY low CPU requirements
  24.  
  25.  
  26. Explanation:
  27. Caldari get better agility with higher base movement speed.
  28. Gallente get higher base sprint speed so they can get out of sticky situations that their role requires them to be in. (Stand and deliver firepower)
  29. Plates increase to speed penalty comes hand in hand with kinetic catalyzers moving to high slots.
  30. This forces Gallente to use a kinetic catalyzer to compensate for their reduced speed, and since kin cats don't affect movement speed, Caldari still get higher agility.
  31. This also makes Damage mod usage a tough decision, wreak havoc but be slow as hell, or keep up with the squad.
  32. Repair rate increase is there to further solidefy stand and deliever role.
  33.  
  34. Shield recharge delay reduction, and shield depleted recharge delay increase solidefys shield's role of hit and run, so that if they don't get too much damage, their recharge delay is very low.
  35. If they get enough damage to have the depleted delay, they are punished with high delay, forcing them out of combat for an extended period.
  36. The shield extender penalty change is there to make shield regulators more important, just like kinetic catalyzers are important for armor.
  37. Recharger bonus increase is, again, to solidefy shield's role of hit and run.
  38. This makes rechargers a more lucrative of an offer than extenders, pushing people to further increase their recharge capability rather than more eHP.
  39. Energizer increase is there for the same reason, and the penalty change is there to make rechargers actually worthwhile.
  40.  
  41. Plates and Extenders CPU/PG changes is there to further solidefy the difference between them.
  42. Kinetic Catalyzer change is there to make them lucrative, as a suit with armor usually barely has any PG to spare, but usually a decent amount of CPU.
  43. Damage modifier change makes them a tough fit on a suit, since the CPU requirements would strain most suits to the point where equipment is going to take a hit.
  44. Cardiac regulators change is there to make them more lucrative to shield users, increasing their overall agility.
  45.  
  46.  
  47. Notes:
  48. Minmatar and Amarr would need their own changes.
  49. I was thinking that Minmatar and Amarr should represent the more extreme ends of the Hit and Run/Stand and deliver spectrums.
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