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Thread Statistics | Show CCP posts - 13 post(s) |

Terra Chrall
Royal Amarr Institute Amarr Empire
38
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Posted - 2015.06.22 15:15:39 -
[1] - Quote
Fredric Wolf wrote:On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.
This would also make it more about choice buffer, burst, sustained, or passive. So nerf every ship in the game severely, then offer a "choice" to get back what you had already? Do you hate passive shield ships or something? This makes no sense. |

Terra Chrall
Royal Amarr Institute Amarr Empire
38
|
Posted - 2015.06.22 15:33:06 -
[2] - Quote
Looking over the spreadsheets I think the changes to flux coils is a step in the right direction though they could use a little more love for the loss HP. Perhaps split the penalty to half the current HP loss and add a small sig penalty.
As for the rechargers, I think you should consider greatly reducing the fitting costs so that they are an easy fit on anything module, with the penalty being you are giving up a mid-slot for a weak module. |

Terra Chrall
Royal Amarr Institute Amarr Empire
39
|
Posted - 2015.06.22 20:15:14 -
[3] - Quote
Fredric Wolf wrote:Terra Chrall wrote:Fredric Wolf wrote:On option that has not been brought up to make the shield recharge mod worth while is an across the board decrease in shield recharge rate. Nuke the recharge rate of every ship by 75% and then give the mod a hefty bonus to make it an actual choice.
This would also make it more about choice buffer, burst, sustained, or passive. So nerf every ship in the game severely, then offer a "choice" to get back what you had already? Do you hate passive shield ships or something? This makes no sense. I do not hate them at all but that is they only way to make this module work. Anything you add to a shield tank boost all 4 areas of its tank. Armor does not work the same way. I think giving up your base recharge and then being able to choose to make your ship have a higher recharge would be a better game dynamic then just having a high recharge rate I think if you needed to go to that level of change, i.e. touching every ship, you might as well get rid of the module and pretend it never existed.
I understand what you meant though. And choices are always good to have. But I think 2 steps back and 1 forward, in order to give more choices and less overall performance would not be well received by players. It would upset the current balance, so while I give you credit for an interesting redesign, I fear, to get it right would be overly complex. |

Terra Chrall
Royal Amarr Institute Amarr Empire
49
|
Posted - 2015.06.30 17:59:21 -
[4] - Quote
What if shield rechargers had a bonus to reduce sig penalties from other mods/rigs? So instead of of trading buffer or resists for recharge only, you are getting recharge and a better signature when using modules that increase your sig. Now you have an interesting choice as to which stats you are modifying. Of course it would never lower you below your base signature and shouldn't completely negate penalties either. |
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