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Lynn Beck
Granite Mercenary Division
105
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Posted - 2013.08.12 16:02:00 -
[31] - Quote
Don't know where i posted it, but i proposed coloring the respective hp bar white to indicate hardening, or if we introduce em, explosive kinetic an thermal hardeners, then we could borrow monster hunter and put a blue symbol next to chevron for em, orange for explosive, white for kinetic, and red for thermal. Then can tell hardenings. As for hp bar color, would work like this: Raspberry has the generic 10% armor hardener, chevron, name, and shield hp bar are red, but armor bar is white. |
Meeko Fent
Seituoda Taskforce Command Caldari State
566
|
Posted - 2013.08.12 16:56:00 -
[32] - Quote
Text Grant wrote:Marlin Kirby wrote:I like the idea, but I don't think armor should get a buff until there are ARs that can punch armor. After all, the two ARs we have now are shield busters. there is a reason you have 23 likes. Look around at other weapons. There are plenty of them that destroy armor. If you need an AR use your freaking grenades. They do something like 150% right now. Back to OP. Im thinking resistance plates. But more than 25%. Maybe proto is around 35%. Or plates need a numbers buff That's a pretty big number... That would basically give armor 35% more health per module. And that would be less then desirable for balance.
An Armor Rep amp?Absolutely.
Plate penalty reducer? I think it would be better as a skill, but ok.
Straight resistance? Hmmm...
Explosive resistance plate? Good. |
BuTtHuRtPEepZ
Raging Pack of Homosapiens
77
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Posted - 2013.08.12 17:49:00 -
[33] - Quote
A high slot that removes movement penalty? |
Billi Gene
The Southern Legion
253
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Posted - 2013.08.12 19:11:00 -
[34] - Quote
what about some sort of DUST version of the Adaptive Armor Hardener?
cycle time of say 6 seconds reduced by 5%/level in armor plates.
0.2 second arming time from first hit.
20% resist for duration of cycle to that damage type (explosive/EMP/plasma/?)
it wont help much against multiple opponents using varied weapons, but will overall add to survival, boosting tank in situations similarly to shield recharge helps shield tank in 1v1.
Also it can be worked around.. shield =flux and gun ... AAH armor tank = carrying two different damage type weapons... even if that means fluxing first to set off the AAH cycle.
meh probably not,, but still an idea? |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
139
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Posted - 2013.08.18 12:17:00 -
[35] - Quote
I love the idea of resist mods in the highs. It would mesh well with active tanking or remote reps and losing damage mods is a good trade-off. Now all we need is more alternative options to high slots so the choice is more meaningful. Also I'd like to point out that a module to bonus reps would be pointless if the alternative is a resist mod. Resists multiply the effectiveness of both reps and buffer. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1514
|
Posted - 2013.08.18 14:11:00 -
[36] - Quote
Django Quik wrote:Resistance plates would be great but CCP have previously said that they don't like the idea of them because you wouldn't be able to tell who has them and thus 'choose your battles'. You'd just be shooting at someone thinking the game's broken because your bullets are doing barely any damage. The devs have a point. Odd that they feel this way about defense but not offense, that's exactly how damage mods work currently and there isn't any form of indicator on them. Not disputing what you're saying btw, just pointing out how inconsistent that is as a development stance.
Quote: As for Martin Kirby's comments - we don't need a special rifle to counter armour because there are so many other weapons that are already countering armour. Besides ARs still do pretty good damage to armour - it's not like it reduces to 50% or something.
^This.
If you can get a free AR to do 165% damage against a target based on where you aim, which you can indeed do and that's the displayed efficiency which does not include damage mods or skills, then a new type of armor centric AR is not at all required to be in game prior to fixing the flaws within the armor tanking line.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1514
|
Posted - 2013.08.18 14:15:00 -
[37] - Quote
I-Shayz-I wrote:Cosgar wrote:Django Quik wrote:Resistance plates would be great but CCP have previously said that they don't like the idea of them because you wouldn't be able to tell who has them and thus 'choose your battles'. You'd just be shooting at someone thinking the game's broken because your bullets are doing barely any damage. The devs have a point.
As for Martin Kirby's comments - we don't need a special rifle to counter armour because there are so many other weapons that are already countering armour. Besides ARs still do pretty good damage to armour - it's not like it reduces to 50% or something. By that logic damage mods and the profiency skill can give the impression that certain weapons are OP. BTW To all of you guys saying resistance should be a good idea, I only want EXPLOSIVE resistance. Weapon resistance in general towards a specific type of health (armor or shield) is a stupid idea. But yes, if we are able to increase our damage dealt with damage mods, we should be able to decrease our damage taken with resistance mods.
I would want all types of resistance modules, but notice the plural I wouldn't want a mod that grants all of them at once, just options to focus on a specific type via fittings choices (and for me explosives is the obvious choice but having player options > not having player options IMO).
0.02 ISK Cross
PS ~ I feel like a lot of this discussion could be updated in light of the upcoming changes to armor. The value of the "speed mod" is less now due to the changes, the need for explosive resists over other types is going to be lessened as well (thought likely still primary), the net effect of a resistance mod on the updated HP values of plates will also change. Just some things to keep in mind. |
pyramidhead 420
89th Infantry Division
0
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Posted - 2013.08.22 05:17:00 -
[38] - Quote
2 birds with 1 stone
reactive plates become high slot mods? armor tankers NEED these plates to be good for diversity in loadouts
please dont let this thread die, armor needs a "high slot" (not damage mods) |
SponkSponkSponk
The Southern Legion
237
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Posted - 2013.08.22 06:36:00 -
[39] - Quote
Django Quik wrote:Resistance plates would be great but CCP have previously said that they don't like the idea of them because you wouldn't be able to tell who has them and thus 'choose your battles'. You'd just be shooting at someone thinking the game's broken because your bullets are doing barely any damage.
You know what else makes you think you're not doing much damage to someone? Shield extenders and armor plates. |
Meeko Fent
Seituoda Taskforce Command Caldari State
688
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Posted - 2013.08.22 06:45:00 -
[40] - Quote
Meeko Fent wrote:Text Grant wrote:Marlin Kirby wrote:I like the idea, but I don't think armor should get a buff until there are ARs that can punch armor. After all, the two ARs we have now are shield busters. there is a reason you have 23 likes. Look around at other weapons. There are plenty of them that destroy armor. If you need an AR use your freaking grenades. They do something like 150% right now. Back to OP. Im thinking resistance plates. But more than 25%. Maybe proto is around 35%. Or plates need a numbers buff That's a pretty big number... That would basically give armor 35% more health per module. And that would be less then desirable for balance. An Armor Rep amp?Absolutely. Plate penalty reducer? I think it would be better as a skill, but ok. Straight resistance? Hmmm... Explosive resistance plate? Good. Dish Juan. |
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