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Midas Fool
Guardian Solutions
84
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Posted - 2013.08.06 07:38:00 -
[1] - Quote
I think that reactive plates should be a high slot for two reasons:
1. Shield has regulators as a low slot so they can fit a just-for-tank build, armor should have the same option.
2. This would also give high-slot suits an armor tanking option, increasing the abundance of armor meta.
I think that this change would make armor extremely powerful, and if not place it at the same level as shields at the very least give some more fitting options (for variety's sake).
This might actually make armor better than shields...I suppose ferroscales would be a more "balanced" module to make a high slot but I kinda want to see a day when armor tankers stop crying.
Thoughts?
Oh and I personally don't think armor tanking needs a buff I just think this would make it more interesting. |
Delta 749
Kestrel Reconnaissance
1640
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Posted - 2013.08.06 07:41:00 -
[2] - Quote
I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all |
Logi Bro
Greatness Achieved Through Training EoN.
1975
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Posted - 2013.08.06 07:41:00 -
[3] - Quote
The PG/CPU usage of reactive plates should cut as well, they are ridiculously expensive fitting-wise. |
Midas Fool
Guardian Solutions
84
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Posted - 2013.08.06 07:42:00 -
[4] - Quote
Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all But that sounds so cool.... A true active tank. In Dust! |
Logi Bro
Greatness Achieved Through Training EoN.
1975
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Posted - 2013.08.06 07:44:00 -
[5] - Quote
Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all
The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
126
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Posted - 2013.08.06 07:49:00 -
[6] - Quote
It would be something I'd be interested in trying out.
But, you have to consider that explosive damage does not care how much armour regen you have. At all. |
Delta 749
Kestrel Reconnaissance
1641
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Posted - 2013.08.06 07:53:00 -
[7] - Quote
Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis.
Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me |
Text Grant
Planetary Response Organization Test Friends Please Ignore
67
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Posted - 2013.08.06 07:55:00 -
[8] - Quote
+5 |
The Robot Devil
Chatelain Rapid Response Gallente Federation
813
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Posted - 2013.08.06 07:58:00 -
[9] - Quote
Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me
My Gal logi already has about 25 HP/s armor repair, that is about as active as it gets. Not a whole lot of base HP but it takes less than 10 seconds for full armor rep. It also reps under fire. |
Vyzion Eyri
The Southern Legion
1124
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Posted - 2013.08.06 07:58:00 -
[10] - Quote
Or maybe a module which boosts repair tool effectiveness. Imagine a Core Focused Repair Tool repairing a heavy with this module. Lets say the bonus is 25%. 125hp/s repaired. 750hp repaired in 6 seconds.
Would encourage a little more teamwork, and capitalise on the one advantage shield tankers have over armour tankers: logibro support. |
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Logi Bro
Greatness Achieved Through Training EoN.
1976
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Posted - 2013.08.06 08:00:00 -
[11] - Quote
Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me
But Amarr Logi's already have those 4 low slots, with their racial bonus, and they aren't the new Calogi right now, and 6hp/s isn't going to change that. |
Delta Iddon
No Free Pass
58
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Posted - 2013.08.06 08:04:00 -
[12] - Quote
Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me
The reactive plates dont get bonuses from the logi skill, so at the very max you are using up all three slots for an extra unbonused rep
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Delta 749
Kestrel Reconnaissance
1642
|
Posted - 2013.08.06 08:07:00 -
[13] - Quote
Logi Bro wrote:Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me But Amarr Logi's already have those 4 low slots, with their racial bonus, and they aren't the new Calogi right now, and 6hp/s isn't going to change that.
I know I just dont think people have realized that potential yet and right now that 6hp a second could be the difference between an ishukone smg damaging you a little bit or not at all |
Delta Iddon
No Free Pass
58
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Posted - 2013.08.06 08:13:00 -
[14] - Quote
Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:Logi Bro wrote:Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all The Proto Amarr logi has 3 high slots if I remember correctly, and the complex reactive plates only add 2 hp/s, so it would only be 6 more than what it could currently obtain. I believe the complex reactive plates also only give 45 hp per module, so it would also only add 135 armor if you fit all three. Not really OP, but that's my personal analysis. Well theoretically with 3 reactive plates and 4 armor rep units and the 5 from the logi skill thats 31 hp a second without factoring in the 25% to armor rep modules That just seems kind of broken to me But Amarr Logi's already have those 4 low slots, with their racial bonus, and they aren't the new Calogi right now, and 6hp/s isn't going to change that. I know I just dont think people have realized that potential yet and right now that 6hp a second could be the difference between an ishukone smg damaging you a little bit or not at all
I think you'll find that Smg's do a little more than 41 dps |
Midas Fool
Guardian Solutions
88
|
Posted - 2013.08.06 08:20:00 -
[15] - Quote
Vyzion Eyri wrote:Or maybe a module which boosts repair tool effectiveness. Imagine a Core Focused Repair Tool repairing a heavy with this module. Lets say the bonus is 25%. 125hp/s repaired. 750hp repaired in 6 seconds.
Would encourage a little more teamwork, and capitalise on the one advantage shield tankers have over armour tankers: logibro support. Well, armor tankers are currently very reliant on repair tool support, my suggestion would actually improve solo armor.
Although more plates means another +25 WP cycle for repping. |
Delta 749
Kestrel Reconnaissance
1642
|
Posted - 2013.08.06 08:20:00 -
[16] - Quote
You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects |
Delta Iddon
No Free Pass
58
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Posted - 2013.08.06 08:24:00 -
[17] - Quote
Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects
say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet
1000 rpm = just over 16 rounds per second
Assuming only 25% of them hit, thats 104 damage per seond |
Midas Fool
Guardian Solutions
88
|
Posted - 2013.08.06 08:28:00 -
[18] - Quote
Delta Iddon wrote:Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet 1000 rpm = just over 16 rounds per second Assuming only 25% of them hit, thats 104 damage per seond
This coupled with the movement speed penalty the plates will still have has me believing that this change wouldn't be overpowered in the slightest.
Just more variety
Now this needs to be a request. |
Galvan Nized
Deep Space Republic Top Men.
202
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Posted - 2013.08.06 08:33:00 -
[19] - Quote
No from me. Regulators give no benefit to EHP. Plus regulators are kind of the response to Armor tankers advantage in equipment. Triage hives and rep tools mean little to a shield tanker.
I think the best idea is to make PG/CPU mods fit into both slots as this will benefit Armor and has much less of a chance to be OP. |
Delta 749
Kestrel Reconnaissance
1642
|
Posted - 2013.08.06 08:34:00 -
[20] - Quote
Delta Iddon wrote:Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet 1000 rpm = just over 16 rounds per second Assuming only 25% of them hit, thats 104 damage per seond
It sounds right but in practice I know it off in game Im not saying theres a problem with your numbers or reasoning but a problem where the game does not match reality since I know for a fact its taken me more bullets than that to go through only 120 armor Probably just frakked hit detection showing itself again |
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Lorhak Gannarsein
DUST University Ivy League
107
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Posted - 2013.08.06 08:45:00 -
[21] - Quote
Delta 749 wrote:Delta Iddon wrote:Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet 1000 rpm = just over 16 rounds per second Assuming only 25% of them hit, thats 104 damage per seond It sounds right but in practice I know it off in game Im not saying theres a problem with your numbers or reasoning but a problem where the game does not match reality since I know for a fact its taken me more bullets than that to go through only 120 armor Probably just frakked hit detection showing itself again
True that, but it's a bad idea to balance around a bug. Cos then when they fix it (if ever, lol) armour will be even worse. It's not like you can't just trash them anyway; as has been said earlier in this thread, explosives don't care jack about your armour reps. |
Delta 749
Kestrel Reconnaissance
1644
|
Posted - 2013.08.06 09:08:00 -
[22] - Quote
Lorhak Gannarsein wrote:Delta 749 wrote:Delta Iddon wrote:Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet 1000 rpm = just over 16 rounds per second Assuming only 25% of them hit, thats 104 damage per seond It sounds right but in practice I know it off in game Im not saying theres a problem with your numbers or reasoning but a problem where the game does not match reality since I know for a fact its taken me more bullets than that to go through only 120 armor Probably just frakked hit detection showing itself again True that, but it's a bad idea to balance around a bug. Cos then when they fix it (if ever, lol) armour will be even worse. It's not like you can't just trash them anyway; as has been said earlier in this thread, explosives don't care jack about your armour reps.
Indeed but if this idea ever came to be it should be on a different suit than a logi After all that was one of the big crying points people had about the cal logi how the health made it a better assault than an actual assault |
Rynoceros
Rise Of Old Dudes
463
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Posted - 2013.08.06 10:55:00 -
[23] - Quote
Random thoughts on slots: Biotics should have their own set of slots. PG enhancers should be on the highs. Why do the Heavies have their main and sidearm reversed?
Slot converter modules - occupies a high or low slot and allows for an additional equipment or grenade slot
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