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Galvan Nized
Deep Space Republic Top Men.
208
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Posted - 2013.08.10 02:42:00 -
[1] - Quote
BL4CKST4R wrote:
Aslong as armor is not buffed dropsuit side or racially armor suits will always be UP therefore any skill that is easily accessible will just add to the UPness of armor due to shield suits getting better use out of armor modules and skills than armor suits. The skill should only be added when armor tanking is fixed.
Agreed, let's try for balance with buffs/tweaks and when we find that balance let's work on skills that mitigate penalty (for both shields and Armor. ) |
Galvan Nized
Deep Space Republic Top Men.
208
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Posted - 2013.08.10 06:58:00 -
[2] - Quote
Jimthefighter wrote:Not great because of one thing.... it adds more skills the an armor tanker HAS to get. Shield tankers really only need one skill, shield extenders. The other two shield skills, while they can be useful, aren't necessary. While on the other hand, an armor tanker would be insane to not skill into armor repers.
In other words, Armor Tankers shouldn't need to have another skill to make armor tanking better/tolerable.
The only way to make that (adding another very crucial skill) balanced would be to force shield tankers to use the other two shield skills. While this isn't necessarily the worst idea ever, it's just not practical.
Instead, there probably should just be a flat penalty to speed (or stamina) for armor. Decreasing returns to scale just don't make sense.
Well to be the best shield tank you REALLY need the other skills. I know it's not exactly the same thing because shields have no penalty. Shields have 1 required skill same as armor, shields would just be more complete while armor would be hp tank turtles. Each additive skill just makes them a little more complete. |
Galvan Nized
Deep Space Republic Top Men.
208
|
Posted - 2013.08.10 07:23:00 -
[3] - Quote
Fiddler Galaine wrote:So how would you propose to change armor tanking to make it viable or balanced? (speaking to everyone)
Personally, I think an upward buff would help somewhat, except that speed is extremely useful for avoiding fire, especially with the current aiming mechanics (and homicidal taxi drivers) - a minor HP boost wouldn't mean a lot compared to an increase in agility.
To me, the first thing is to give shields a penalty. Exactly what that penalty should be really is the big question.
Past that you make CPU/PG enhancers fit into both slots, this alone is a nice buff to armor that does nothing to hurt shields.
Then comes adjustments to plates and reppers. Proto plates should be 130 hp. Reppers should max at 6 or 7 (I like 6). Reactives should be max 75 or 80 with 2 rep each. Ferros I think should honestly be scrapped. Speed penalty could be slightly reduced but is best addressed when shields get their penalty.
Fitting requirements need to be addressed for both armor and shields. To be strong tank with high repair rate it SHOULD require PG/CPU enhancers in some combination. This gives value to less then proto mods and leaves one to make a choice if they'd rather be extremely fast or high DMG dealers or something else.
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