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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
591
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Posted - 2013.08.10 12:47:00 -
[1] - Quote
I would like some sort of high slot module that increased the armor capibilites of my suit just as the shield regulator is a low slot module that increases the shield capibilites of the suit.
Some ideas:
-Module that helps negate movement penalty of plates (similar to the ferroscale exploit, except a legit way to do it) -Explosive resistance module (or just a resistance module in general) -Module that increases armor repair by % instead of a value
Thoughts? Other ideas? |
Sgt Buttscratch
G I A N T EoN.
601
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Posted - 2013.08.10 13:09:00 -
[2] - Quote
resistance plates in high slots, yes please |
Alena Ventrallis
Osmon Surveillance Caldari State
55
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Posted - 2013.08.10 13:59:00 -
[3] - Quote
Resistance across the board is more fitting for what armor tanking is for (sitting around mowing things down like a tank) A module that increases repair rate would benefit more from a set number change rather than a percentile one. Assuming they have the same values as regulators 10, 20, 25%) then a complex armor repairer would give an extra 1.25 repair per second. Set number would make it more worthwhile.
Overall, resistance would be the best. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
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Posted - 2013.08.10 14:49:00 -
[4] - Quote
A high slot mod that increases resistance would be the ideal fix I believe. I've been debating this with a few others recently and have just started to come around to how well this fits balance and addresses some of the other outstanding issues.
0.02 ISK Cross |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.08.10 20:56:00 -
[5] - Quote
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. |
Bittersteel the Bastard
WarRavens League of Infamy
106
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Posted - 2013.08.10 21:04:00 -
[6] - Quote
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.
................................................... |
Text Grant
Planetary Response Organization Test Friends Please Ignore
86
|
Posted - 2013.08.10 21:50:00 -
[7] - Quote
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 |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.08.11 03:00:00 -
[8] - 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
Maybe I have 23 likes because I have less than 100 posts on this forum. |
Text Grant
Planetary Response Organization Test Friends Please Ignore
86
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Posted - 2013.08.11 03:19:00 -
[9] - Quote
Marlin Kirby 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 Maybe I have 23 likes because I have less than 100 posts on this forum. Anyone that requests something to make it easier to kill armor dropsuits is obviously a troll or noob. Which are you? |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.08.11 03:40:00 -
[10] - Quote
Text Grant wrote:Marlin Kirby 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 Maybe I have 23 likes because I have less than 100 posts on this forum. Anyone that requests something to make it easier to kill armor dropsuits is obviously a troll or noob. Which are you?
"Let's cop out the new guy!"
Notice I said buff armor when we get anti-armor rifles? I want a level playing field. Armor is dumb right now, but buffing it without the proper counter is bad design. |
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Lynn Beck
Granite Mercenary Division
95
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Posted - 2013.08.11 03:52:00 -
[11] - Quote
Proper counter? Sniper rifles mass drivers grenades missiles any damn vehicle explosion forge guns smg's. theres your mother kittening counters. Enough 'ar or die you specialist newbs', bad enough that gallente gets rapid fire sniper rifles, why don't we give em a blast radius as well? Plasma explodes! (Obvious troll i swear ccp you do that and i will walk away) |
Text Grant
Planetary Response Organization Test Friends Please Ignore
86
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Posted - 2013.08.11 03:59:00 -
[12] - Quote
Lynn Beck wrote:Proper counter? Sniper rifles mass drivers grenades missiles any damn vehicle explosion forge guns smg's. theres your mother kittening counters. Enough 'ar or die you specialist newbs', bad enough that gallente gets rapid fire sniper rifles, why don't we give em a blast radius as well? Plasma explodes! (Obvious troll i swear ccp you do that and i will walk away) Snipers are the main problem for now. I didn't dual tank till their switch |
Lynn Beck
Granite Mercenary Division
95
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Posted - 2013.08.11 04:03:00 -
[13] - Quote
Why even dual tank when the speed reduction makes you easier to hit by everything? And if you're using ferroscales, why aren't you using a cardiac regulator to lol sprintjump, why use armor when all you get out of it is a compromised main tank, reduced speed compared to purebred shield, and can't evade to start your reps as fast? Need i remind you that 70% of the weapons in dust are anti armor? |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
151
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Posted - 2013.08.11 04:17:00 -
[14] - Quote
Marlin Kirby wrote:
"Let's cop out the new guy!"
Notice I said buff armor when we get anti-armor rifles? I want a level playing field. Armor is dumb right now, but buffing it without the proper counter is bad design.
.... Armour already has the proper counters. Notice that "counters" is not singular, but plural.
Allow me to elaborate:
SMG
HMG
Grenades
Mass Driver
Flaylock
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1395
|
Posted - 2013.08.11 04:29:00 -
[15] - Quote
I'd love to have resistance plates in the high slots.
I'd also love to have a mod that speeds up the rep cycles of the armor reps, so instead of one pulse a second it's 1.2 a second - it'd really add up. |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
66
|
Posted - 2013.08.11 04:53:00 -
[16] - Quote
I-Shayz-I wrote:I would like some sort of high slot module that increased the armor capibilites of my suit just as the shield regulator is a low slot module that increases the shield capibilites of the suit.
Some ideas:
-Module that helps negate movement penalty of plates (similar to the ferroscale exploit, except a legit way to do it) -Explosive resistance module (or just a resistance module in general) -Module that increases armor repair by % instead of a value
Thoughts? Other ideas?
I like the idea of resistance modules in the high slots that reduce explosive damage to SPECIFICALLY ARMOR and not shield. Also like the idea of a high slot module reducing the movement penalties of armor. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
23
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Posted - 2013.08.11 14:42:00 -
[17] - Quote
<---------Point (Everyone's head)
Right now, AV sort of has the opposite problem of having only anti-armor weapons. Forge, swarms, and AV grenades. We have flux grenades opposed to AV grenades, but we don't have anti-shield heavy weapon for shields. We have the plasma cannon opposed to swarms, but that weapon is a joke.
Heavies have anti-armor weapon (HMG) for personnel, but they don't an anti-shield weapon for personnel that only they can use.
There's no mass driver that shoots plasma instead of grenades.
See where I'm getting at now?
Armor tanking (and the plasma cannon) needs a serious buff, but I want to be able to counter it with a Caldari or Mimitar AR that's weak against shields, but strong against armor. It doesn't necessarily need to be automatic. |
Django Quik
Dust2Dust. Top Men.
1214
|
Posted - 2013.08.11 15:24:00 -
[18] - Quote
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. |
Cosgar
ParagonX
4097
|
Posted - 2013.08.11 15:27:00 -
[19] - 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.
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. |
Django Quik
Dust2Dust. Top Men.
1214
|
Posted - 2013.08.11 15:46:00 -
[20] - Quote
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. Also a good and fair point. |
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
24
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Posted - 2013.08.11 17:07:00 -
[21] - Quote
Django Quik wrote: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.
It's 90% and 80% for scrambler rifles. And 10% is quite a bit considering complex damage mods do that much. I do notice I use much more ammo against Gallente suits than Caldari.
None of the anti-armor weapons we have now are mid range. They're all short besides the sniper. |
Medic 1879
Forsaken Immortals Top Men.
858
|
Posted - 2013.08.12 04:30:00 -
[22] - Quote
Marlin Kirby wrote:Django Quik wrote: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. It's 90% and 80% for scrambler rifles. And 10% is quite a bit considering complex damage mods do that much. I do notice I use much more ammo against Gallente suits than Caldari. None of the anti-armor weapons we have now are mid range. They're all short besides the sniper.
MD's can be used at mid range plus AR's 90% damage to armour so its not a massive loss especially when you factor in that a shield tanked suit can speed tank and thus be harder to hit but adding armour makes you an easier target well it doesn't make a huge difference. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
24
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Posted - 2013.08.12 04:53:00 -
[23] - Quote
MD are only mid range if you have the high ground since the weapon arcs.
It kind of hard to speed tank when I only have 3 low slots, but you're right Caldari are naturally faster with no armor plates. |
zzZaXxx
The Exemplars Top Men.
168
|
Posted - 2013.08.12 05:08:00 -
[24] - Quote
A module that increases the rate of repair would be comparable to regulators. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
609
|
Posted - 2013.08.12 08:40:00 -
[25] - Quote
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-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
609
|
Posted - 2013.08.12 08:53:00 -
[26] - Quote
zzZaXxx wrote:A module that increases the rate of repair would be comparable to regulators.
This is why I suggested a mod that increases the repair rate by a % instead of a value.
Sure, it's possible to have a mod increase your repair rate by 10% from "x/1sec" to "x/0.9sec" This would make a 10hp/sec repair rate turn into a 11.1hp/sec repair rate
I'd just rather keep armor repair at 1 boost per second, and then be able to add modules that would further increase it.
For instance, take the standard AR vs the proto AR. The proto one does a bit more damage than the standard one, but not a ton. Damage mods further increase the damage output.
So the proto armor repair does a bit more than the standard one, but with mods it will do a lot more. ___________________
I just want to be able to go crazy with armor repair. I'd love to have a heavy with 30+hp/s |
Korvin Lomont
United Pwnage Service RISE of LEGION
94
|
Posted - 2013.08.12 09:07:00 -
[27] - Quote
Marlin Kirby wrote:Text Grant wrote:Marlin Kirby 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 Maybe I have 23 likes because I have less than 100 posts on this forum. Anyone that requests something to make it easier to kill armor dropsuits is obviously a troll or noob. Which are you? "Let's cop out the new guy!" Notice I said buff armor when we get anti-armor rifles? I want a level playing field. Armor is dumb right now, but buffing it without the proper counter is bad design.
Well than give us splash weapons against shields. You realise that nearly all anti armor weapons are area of effect weapons? So its even easier to kill armor. And there are alsready anti armor rifles(smg and hmg)... |
Niuvo
The Phoenix Federation
325
|
Posted - 2013.08.12 09:14:00 -
[28] - Quote
should they up the bsc and adv ferroscales armor bonus? |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
24
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Posted - 2013.08.12 13:32:00 -
[29] - Quote
Korvin Lomont wrote:Marlin Kirby wrote:!" Notice I said buff armor when we get anti-armor rifles? I want a level playing field. Armor is dumb right now, but buffing it without the proper counter is bad design. Well than give us splash weapons against shields. You realise that nearly all anti armor weapons are area of effect weapons? So its even easier to kill armor. And there are alsready anti armor rifles(smg and hmg)...
Did you see my post half asking for a plasma MD?
And HMG are only held by heavies, and SMGs are only short range. |
ChromeBreaker
SVER True Blood
1011
|
Posted - 2013.08.12 13:33:00 -
[30] - Quote
High slot speed mod... |
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Lynn Beck
Granite Mercenary Division
105
|
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
|
Posted - 2013.08.12 17:49:00 -
[33] - Quote
A high slot that removes movement penalty? |
Billi Gene
The Southern Legion
253
|
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
|
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
|
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
|
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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