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Midas Fool
Guardian Solutions
88
|
Posted - 2013.08.06 08:33:00 -
[1] - Quote
Copied and pasted from General Discussions post:
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.
Please? |
Galvan Nized
Deep Space Republic Top Men.
202
|
Posted - 2013.08.06 08:45:00 -
[2] - Quote
I already posted in GD but I'll echo it here. I give a no.
Regulators give no advantage in EHP or repair rate. Plus Regulators kind of balances with Armor tankers having advantage in the equipment. Triage hives and rep tools mean MUCH less to a shield tanker.
I think the best buff is making PG/CPU enhancers fit into both slots...highs and lows. This really helps out Armor but is not going to be OP.
Can you imagine someone with stacked reactives in one side with kincats or reppers on the other supplemented with pg/cpu enhancers? Or Armor in both sides (maybe a kincat) along with a Triage hive? You'd have like 1500hp plus. |
Midas Fool
Guardian Solutions
88
|
Posted - 2013.08.06 08:54:00 -
[3] - Quote
Galvan Nized wrote:I already posted in GD but I'll echo it here. I give a no.
Regulators give no advantage in EHP or repair rate. Plus Regulators kind of balances with Armor tankers having advantage in the equipment. Triage hives and rep tools mean MUCH less to a shield tanker.
I think the best buff is making PG/CPU enhancers fit into both slots...highs and lows. This really helps out Armor but is not going to be OP.
Can you imagine someone with stacked reactives in one side with kincats or reppers on the other supplemented with pg/cpu enhancers? Or Armor in both sides (maybe a kincat) along with a Triage hive? You'd have like 1500hp plus.
But buffer is now and should be the winning factor of armor. It seems correct that they could be given a little more of it, especially with the abundance of anti-armor weapons.
As explained several time in the other thread, the extra reps hardly make a difference.
Also, mobility is the winning factor of shields. You seem to be forgetting that each proto plate you put on reduces your movement speed significantly.
Lastly, the situation you described sounds like the pinnacle of active tanking. Just like some people throw on as much buffer as possible to maximize their passive tanking. That situation would strategically benefit armor tankers, and it should. The new shield mods really helped out shield tanking, and once some form of shield logistics comes into the game there will be situations that benefit shield tanking. |
Text Grant
Planetary Response Organization Test Friends Please Ignore
69
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Posted - 2013.08.06 09:03:00 -
[4] - Quote
I agree again because regulators effect regen a great deal. 1 vs 1 an armor tanker should win every time. I also agree that pg and CPU upgrades should work in either slot |
Galvan Nized
Deep Space Republic Top Men.
202
|
Posted - 2013.08.06 09:21:00 -
[5] - Quote
Midas Fool wrote:But buffer is now and should be the winning factor of armor. It seems correct that they could be given a little more of it, especially with the abundance of anti-armor weapons. As explained several time in the other thread, the extra reps hardly make a difference. Also, mobility is the winning factor of shields. You seem to be forgetting that each proto plate you put on reduces your movement speed significantly. Lastly, the situation you described sounds like the pinnacle of active tanking. Just like some people throw on as much buffer as possible to maximize their passive tanking. That situation would strategically benefit armor tankers, and it should. The new shield mods really helped out shield tanking, and once some form of shield logistics comes into the game there will be situations that benefit shield tanking.
I agree Armor should have the greatest buffer... balanced by the need to also have reppers or equipment or a friend. I prefer buffing Armor plates and reppers by a small amount.
There is no over abundance of weapons that target Armor instead of shields... check out this dev blog and count them up http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/.
Extra reps are significant, you downplay it but not something that should be taken lightly.
Shields need a penalty, I know Armor has one and it's probably the biggest chasm between "balance. " Shields have speed but Armor has damage.
The situation was extreme I'll admit. Energizers did not help shield tankers as much as most think. It aided Assault suits a lot but did little for everyone else (good luck fitting one on a scout it is better spent on an extender and logistics put one on its a gain of 12 hp per sec after the delay with a decrease in base Shields again better spent on an extender. )
Plus I like that Armor tankers get the logi bonus ie being repaired it makes them different than Shields. I don't want repairing Shields to come in (at least in the exact same way). |
Midas Fool
Guardian Solutions
89
|
Posted - 2013.08.06 09:27:00 -
[6] - Quote
Galvan Nized wrote:I agree Armor should have the greatest buffer... balanced by the need to also have reppers or equipment or a friend. I prefer buffing Armor plates and reppers by a small amount. There is no over abundance of weapons that target Armor instead of shields... check out this dev blog and count them up http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/.Extra reps are significant, you downplay it but not something that should be taken lightly. Shields need a penalty, I know Armor has one and it's probably the biggest chasm between "balance. " Shields have speed but Armor has damage. The situation was extreme I'll admit. Energizers did not help shield tankers as much as most think. It aided Assault suits a lot but did little for everyone else (good luck fitting one on a scout it is better spent on an extender and logistics put one on its a gain of 12 hp per sec after the delay with a decrease in base Shields again better spent on an extender. ) Plus I like that Armor tankers get the logi bonus ie being repaired it makes them different than Shields. I don't want repairing Shields to come in (at least in the exact same way). Well energizers/rechargers are for heavies, really. Maybe proto caldari mediums.
No more penalties. Why penalties? Why not benefits?
Oh yeah and Laser Rifle...Scrambler Pistol...Plasma Cannon...right... |
Mobius Kaethis
Molon Labe. League of Infamy
426
|
Posted - 2013.08.06 10:29:00 -
[7] - Quote
Galvan Nized wrote:I already posted in GD but I'll echo it here. I give a no.
Regulators give no advantage in EHP or repair rate. Plus Regulators kind of balances with Armor tankers having advantage in the equipment. Triage hives and rep tools mean MUCH less to a shield tanker.
I think the best buff is making PG/CPU enhancers fit into both slots...highs and lows. This really helps out Armor but is not going to be OP.
Can you imagine someone with stacked reactives in one side with kincats or reppers on the other supplemented with pg/cpu enhancers? Or Armor in both sides (maybe a kincat) along with a Triage hive? You'd have like 1500hp plus.
CPU/PG enhancers in high slots won't really help armor. I'd venture to say that they don't really help anyone actually since they take up a very valuable slot.
What armor really needs is a skill to reduce the armor movement penalty (something already present in eve) since this is one of the largest factors leading to shields current dominance over armor. |
BL4CKST4R
WarRavens League of Infamy
944
|
Posted - 2013.08.06 11:00:00 -
[8] - Quote
Midas Fool wrote:Copied and pasted from General Discussions post: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.Please?
Oh and I personally don't think armor tanking needs a buff I just think this would make it more interesting.
Why?
Galvan Nized wrote:I already posted in GD but I'll echo it here. I give a no.
Regulators give no advantage in EHP or repair rate. Plus Regulators kind of balances with Armor tankers having advantage in the equipment. Triage hives and rep tools mean MUCH less to a shield tanker.
I think the best buff is making PG/CPU enhancers fit into both slots...highs and lows. This really helps out Armor but is not going to be OP.
Can you imagine someone with stacked reactives in one side with kincats or reppers on the other supplemented with pg/cpu enhancers? Or Armor in both sides (maybe a kincat) along with a Triage hive? You'd have like 1500hp plus.
Reactive plates wouldn't go well in the high slot unless they had 1/2/3 repair, 85.8 HP at proto, and lower fitting requirements. Well, they are not good in low slots either since they suck anyways... But the reason reactives should work like so is that the value of 1 shield HP is greater than 1 armor HP so currently a high shield buffer is way better than an armor buffer. Also depending on a person to repair your armor is not really a balancing point for armor since most people would rather get WP or kills instead of keeping you alive, so 85% of the time you have to sacrifice your armor for repairs. Putting CPU/PG modules on high/low doesnt help anybody most people would rather downgrade a module.
Galvan Nized wrote:I agree Armor should have the greatest buffer... balanced by the need to also have reppers or equipment or a friend. I prefer buffing Armor plates and reppers by a small amount. There is no over abundance of weapons that target Armor instead of shields... check out this dev blog and count them up http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/.Extra reps are significant, you downplay it but not something that should be taken lightly. Shields need a penalty, I know Armor has one and it's probably the biggest chasm between "balance. " Shields have speed but Armor has damage. The situation was extreme I'll admit. Energizers did not help shield tankers as much as most think. It aided Assault suits a lot but did little for everyone else (good luck fitting one on a scout it is better spent on an extender and logistics put one on its a gain of 12 hp per sec after the delay with a decrease in base Shields again better spent on an extender. ) Plus I like that Armor tankers get the logi bonus ie being repaired it makes them different than Shields. I don't want repairing Shields to come in (at least in the exact same way).
There is a higher abundance of weapons to kill armor, approximately 30% and 6 of those weapons exploit weaknesses in armor like slow movement to do even more damage than said. |
Midas Fool
Guardian Solutions
91
|
Posted - 2013.08.06 11:19:00 -
[9] - Quote
It would make it more interesting because high slots are currently shields or damage. Low slots are shields, biotics, ALL armor, ALL CPU/PG upgrades and ALL electronics. For variety's sake it should be a little more spread out.
Also random thought but making at least reactives high slots would make the militia Amarr medium actually viable
Edit: Forgot about precision enhancers, so not all electronics, but all the useful ones. Same with biotics. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
94
|
Posted - 2013.08.06 11:56:00 -
[10] - Quote
Adding a module to the high slot that decreases damage done to armor could work. This would increase the suitability of armor tanks at the cost of damage mods. Even a high slot that increases movement speed or reduces movement penalty would be helpful. |
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Mobius Kaethis
Molon Labe. League of Infamy
430
|
Posted - 2013.08.06 21:14:00 -
[11] - Quote
Bettie Boop 2100190003 wrote:Adding a module to the high slot that decreases damage done to armor could work. This would increase the suitability of armor tanks at the cost of damage mods. Even a high slot that increases movement speed or reduces movement penalty would be helpful.
Yes. Passive resistance modules for armor are something I can get behind. |
Arkena Wyrnspire
Turalyon 514
2376
|
Posted - 2013.08.06 21:18:00 -
[12] - Quote
BL4CKST4R wrote: Flaylock Mass driver Grenades 70/130
It's actually 70/135, from my testing. |
Killar-12
Molon Labe. League of Infamy
427
|
Posted - 2013.08.06 21:19:00 -
[13] - Quote
Bettie Boop 2100190003 wrote:Adding a module to the high slot that decreases damage done to armor could work. This would increase the suitability of armor tanks at the cost of damage mods. Even a high slot that increases movement speed or reduces movement penalty would be helpful. Resistance mods would be nice high slots allowing for a module that would help armor that shield tankers couldn't use they need high CPU costs though. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S.
98
|
Posted - 2013.08.08 21:59:00 -
[14] - Quote
Right, the high slot would only be valuable to Armor tanks because Shield tanks have better uses for high slots, and duel tanks would most likely rather have plats and extenders.
Though if they made proto level 50% reduction to damage taken, EVERYONE would be running them. So I really hope they dont do something stupid like that... |
Tebu Gan
CrimeWave Syndicate
9
|
Posted - 2013.08.08 23:12:00 -
[15] - Quote
Galvan Nized wrote:I already posted in GD but I'll echo it here. I give a no.
Regulators give no advantage in EHP or repair rate. Plus Regulators kind of balances with Armor tankers having advantage in the equipment. Triage hives and rep tools mean MUCH less to a shield tanker.
I think the best buff is making PG/CPU enhancers fit into both slots...highs and lows. This really helps out Armor but is not going to be OP.
Can you imagine someone with stacked reactives in one side with kincats or reppers on the other supplemented with pg/cpu enhancers? Or Armor in both sides (maybe a kincat) along with a Triage hive? You'd have like 1500hp plus.
Buff up my shield tank and I like your idea. I've thought it was kinda harsh that an armor tanks lose TANKING potential by equipping a PG booster because all their stuff is low slot. Not to mention tanks are already short on PG as is. Still, atm a armor tank can bump their resists and heal better then a shield tank.
And I've always thought a shield tank should be faster considering they are much lighter. I've noticed running a speed boost in one of my high slots helps me survive, considering shield tanks are about burst, speed is required for that type of play. |
Tebu Gan
CrimeWave Syndicate
9
|
Posted - 2013.08.08 23:18:00 -
[16] - Quote
Bettie Boop 2100190003 wrote:Right, the high slot would only be valuable to Armor tanks because Shield tanks have better uses for high slots, and duel tanks would most likely rather have plats and extenders.
Though if they made proto level 50% reduction to damage taken, EVERYONE would be running them. So I really hope they dont do something stupid like that...
Everyone wants tanks to not take as much damage, but I do think they could buff other areas of the tank aside from resist.
Maybe a anti missile module that shoots down incoming swarms and for the shield tankers a missile scrambler simply to reduce the number of missile hitting you, and it does have a duration and cooldown.
I don't feel the buffs need to be to existing mechanics, but new mechanics added in to create the balance they are looking for.
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Midas Fool
Guardian Solutions
104
|
Posted - 2013.08.09 14:46:00 -
[17] - Quote
Tebu this thread isn't about vehicle tanks. |
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