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Author |
Thread Statistics | Show CCP posts - 7 post(s) |

Jerick Ludhowe
trolllolcorp
494
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Posted - 2013.08.01 16:12:00 -
[1] - Quote
Very good job here guys. I can tell the obvious idea is to keep Total tankability with ganglinks similar post change as it is on live however more of that tank will be made up in the form of the local reps/boosters rather than the links.
Combined with the new command ship changes this will do well for sure. |

Jerick Ludhowe
trolllolcorp
494
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Posted - 2013.08.01 17:00:00 -
[2] - Quote
CCP Fozzie wrote:(except for deadspace/officer reps and ASBs)
So instead of actually addressing the imbalance in progression of power for deadspace/officer shield boosters on a more detailed levels you've just decided to not add a blanket buff you're giving to the other shield boosters?
While I agree with the motive, the actions just seem so half assed...
I'm not trying to be rude here, it's just that there have been multiple threads over the years in which the specific imbalances of deadspace/officer shield booster have already been outlined perfectly for you and your balance minions.
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Jerick Ludhowe
trolllolcorp
495
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Posted - 2013.08.01 21:35:00 -
[3] - Quote
xHxHxAOD wrote:unless my math is wrong which it should not be. ex. caldari navy large shield booster gives 240 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap republic fleet large shield booster gives 192 hp/3.2 for 128 cap t2 large shield booster gives 240 hp/4 secs for 160 cap after these changes
caldari navy large shield booster gives 276 hp/3.2 secs for 160 cap pith c type large shield booster gives 264 hp/3.2 secs for 160 cap gist c type large shield booster gives 215 hp/3.2 for 90 cap republic fleet large shield booster gives hp 220/3.2 for 128 cap caldari navy large shield booster gives 276 hp/4 secs for 160 cap
in short there will be no point in using c types. i find it quite ******** that meta 11 mod is more **** than a meta 9 mod and the pith booster is harder to fit
This is exactly why blanket balancing to a foundation that is not balanced will always end in a **** pile.
Stop being lazzy fozzie and crew. Dead space modules have needed an "Actual" review since implementation... Throwing some foolish "they don't get 15%" nonsense around is only making you and crew look even more incapable. |

Jerick Ludhowe
trolllolcorp
549
|
Posted - 2013.08.27 16:07:00 -
[4] - Quote
Here is a question I'd like to have answered by Fozzie or Rise, ect. Why do the corpum/centum armor reppers have the same cap efficiency as the corelums but rep around 12-13% more?
Corpum A-type Medium Armor rep: 538 hp for 180 cap, or 2.99 hp per cap
Corelum A-Type Medium Armor rep: 478 hp for 160 cap, or 2.99 hp per cap
I think now would be the perfect time to mix up the different types of dead space reppers to each be a bit different but not simply better.
As an example, Corpum could be higher hp/s with lower hp per cap, Centum could be a middle ground lineup, offering average cap/s as well as average hp per cap, and Corelum could be a high efficiency module similar (but not as overpowered) to Gist shield boosters. |

Jerick Ludhowe
The Scope Gallente Federation
553
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Posted - 2013.08.30 23:48:00 -
[5] - Quote
Rekon X wrote:
But when he said Pith was not included was Aug 1, and changed the main thread Aug 7.
By the post Deadspace Large and X-Large (which includes Pith, Gist) will be buffed 10%.
No buff would make deadspace mods of little value.
Pith Yes, Gist no
Gist are already super OP in terms of hp/cap...
X-Large Shield Booster t2: 600/400 1.5 hp/cap 150hp/sec Gist A-Type X-Large Shield Booster: 620/196 3.06 hp/cap 155hp/sec Pith A-Type X-Large Shield Booster: 780/400 1.95 hp/cap 195hp/sec
Omitting the Gist line of Dead Space Shield boosters from the +10% would go a long ways in bringing these modules inline with the rest.
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