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Fiddler Galaine
The United Federation New Eden Dark Taboo
10
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Posted - 2013.08.09 23:37:00 -
[1] - Quote
"Strength Training" (or whatever you want to call it) Reduce armor movement penalty 25-50% (5-10% per level) Unlock condition: Level 3 Armor Plating |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
373
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Posted - 2013.08.09 23:46:00 -
[2] - Quote
Fiddler Galaine wrote:"Strength Training" (or whatever you want to call it) Reduce armor movement penalty 25-50% (5-10% per level) Unlock condition: Level 3 Armor Plating
Honeycombing is a better name (yea, this is a thing). |
Meeko Fent
Seituoda Taskforce Command Caldari State
552
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Posted - 2013.08.09 23:47:00 -
[3] - Quote
Plas one to you.
Good ideas are good. |
RA Drahcir
Psygod9 RISE of LEGION
97
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Posted - 2013.08.10 00:30:00 -
[4] - Quote
yes! PLEASE CCP! PLEEEAASSEE... |
Patrick57
GunFall Mobilization Covert Intervention
19
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Posted - 2013.08.10 00:34:00 -
[5] - Quote
+1 |
BL4CKST4R
WarRavens League of Infamy
1016
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Posted - 2013.08.10 01:20:00 -
[6] - Quote
I like it and hate it at the same time since shields suits would get better use of the skill :( |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
97
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Posted - 2013.08.10 01:23:00 -
[7] - Quote
BL4CKST4R wrote:I like it and hate it at the same time since shields suits would get better use of the skill :(
But that doesn't make any since |
gargantuise aaron
Sanguine Knights
12
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Posted - 2013.08.10 01:41:00 -
[8] - Quote
Why not a skill and module that increase normal speed not just the sprinting ones |
BL4CKST4R
WarRavens League of Infamy
1016
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Posted - 2013.08.10 01:45:00 -
[9] - Quote
DRDEEZE TWO POINTO wrote:BL4CKST4R wrote:I like it and hate it at the same time since shields suits would get better use of the skill :( But that doesn't make any since
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. |
Galvan Nized
Deep Space Republic Top Men.
208
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Posted - 2013.08.10 02:42:00 -
[10] - 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. ) |
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Jimthefighter
Ostrakon Agency Gallente Federation
6
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Posted - 2013.08.10 02:47:00 -
[11] - Quote
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. |
Fiddler Galaine
The United Federation New Eden Dark Taboo
14
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Posted - 2013.08.10 03:25:00 -
[12] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
1018
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Posted - 2013.08.10 04:18:00 -
[13] - 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.
Buff for reactives and ferroscales and reductions to CPU/PG, scale armor HP to movement penalty, and a passive skill that increases armor HP by 25-30% for all armor suits and a base armor repair to all suits except the Caldari. |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
118
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Posted - 2013.08.10 05:12:00 -
[14] - Quote
There alway armor make you harder to see and shield light u up on radar. |
RA Drahcir
Psygod9 RISE of LEGION
97
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Posted - 2013.08.10 06:01:00 -
[15] - Quote
Good points. How about applying the movement penalty reduction to the Sentinel bonus? Weapon feedback damage! I only overheat when I try to when the match is nearly over. |
Komodo Jones
Chaotik Serenity
32
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Posted - 2013.08.10 06:05:00 -
[16] - Quote
I heard something about making specific suit types take advantage of a movement penalty reduction, like anything gallente. But basically that making a factor play in for 1 suit and not another would be tougher to program. Still ANYTHING that allows a reduction is awesome in my book, I would immediately max it out and start using hardcore complex plates |
Galvan Nized
Deep Space Republic Top Men.
208
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Posted - 2013.08.10 06:58:00 -
[17] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1110
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Posted - 2013.08.10 07:20:00 -
[18] - Quote
Fiddler Galaine wrote:"Strength Training" (or whatever you want to call it) Reduce armor movement penalty 25-50% (5-10% per level) Unlock condition: Level 3 Armor Plating I think a better one/ more in keeping with lore. is
Armour Honey Combing- Reductions to speed penalties reducing speed penalties by up to 50%. |
Galvan Nized
Deep Space Republic Top Men.
208
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Posted - 2013.08.10 07:23:00 -
[19] - 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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