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Thread Statistics | Show CCP posts - 9 post(s) |
AlexHalstead
Elite Amarr Navy Academy
3
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Posted - 2012.11.15 01:26:00 -
[1] - Quote
Quote:The powerful Ancillary Shield Booster revolutionized small gang combat when it was released with Inferno, and dominated the 10th Alliance Tournament. It is receiving a slight reduction on effectiveness with Retribution, consisting of a smaller capacity to hold fewer cap boosters, increased cap need when running without boosters, and an increase in duration for the X-large variant. To be frank, it's powerful because you are getting the equivalent of two normal shield boosters for only one normal shield booster fitting.
I would look at making the booster amount be less than two normal boosters of same size I.E. scrap the concept for the ancillary shield booster repair doing 200% of what a normal shield boost of same size and same fitting do. Yes it should shield repair more than a normal booster of same size, but not as same as two normal booster. |
AlexHalstead
Elite Amarr Navy Academy
3
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Posted - 2012.11.15 17:15:00 -
[2] - Quote
Okay since I want a Dev reply, I'm rephrasing my post earlier in this thread; Why have you not consider scaling back the shield repair amount for Ancillary Shield boosters? You are essentially getting the equivalent of TWO normal shield boosters for same fitting of a normal shield booster with no drawback whatsoever.
I mean basically if you need two *normal* shield boosters on a tank setup, you only need to get an ancillary shield booster of the same size and all you are paying for is...having two normal shield booster in one slot with the same fittings of a normal shield booster for a slighter better performance. And that's NOT taking in account the fact it can feed off booster charges.
So again, cannot the solution be a tweaking down amount of shield HP it heal instead of tweaking the cap booster aspect of it? |
AlexHalstead
Elite Amarr Navy Academy
3
|
Posted - 2012.11.15 17:43:00 -
[3] - Quote
Ranger 1 wrote:I think they would rather not remove or dampen the characteristics/strengths that make the module unique in how it functions and encourages different fits and tactics.
Instead they would rather make the distinct vulnerabilities the module has more prominent. In other words emphasize the short duration of this repping ability, and make it more difficult to set up continuous repping by using two of them. Also make it even more painful to use it without charges.
This sounds like a reasonable step, and will not neccessarily be the last tweak made. Having the ancillary do 50% or 75% more than a normal booster would be still unique, but 100% more actually make it more attractive than getting just two normal shield boosters and that IS without factoring in the cap booster ability of the ancillary. Looking at the shield amount healed wouldn't take away the uniqueness of the module.
My point being is that it should be a tough decision between getting an ancillary shield booster and two shield boosters (if the ancillary only do 50-75% more than a single normal booster). In this situation You Either Take; A. The ancillary for the cap booster capacity to reduce cap need for a smaller shield heal than two Normal boosters or B. The two shield boosters for a bigger shield heal amount if you want to take on their cap demand.
But as the way the things are, it's no brainer to take the ancillary shield booster and kick the using 2 normal shield boosters to the side. |
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