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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 10:39:00 -
[1] - Quote
Very happy for these fixes, but I have one question are CPU/PG stats for reactive and ferroscales being tweaked? They are impossible to properly fit, even at enhanced they are very resource intensive. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:12:00 -
[2] - Quote
Beren Hurin wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Shield delay is easy to make negligable (3-2) you can flux shields (3-3) A lot more weapons are anti-armor (4-3) shield reps cost no fitting (5-3) Native shield rep speed is > most armor rep speed (6-3)
I can't tell if you anti armor/pro shields :! |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:30:00 -
[3] - Quote
Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY?
-Shield repair is 2-3 times larger than armor repair. -There are 12 weapons to kill armor, only 9 to kill shields. From that 12 you will find the most powerful weapons in the game, this includes the forge gun, locus grenades, the mass driver, and the HMG. -Armor has a rep tool, shields have a rep vehicle. -Armor makes you slower (already mentioned) but there is a bucket load of disadvantages that come from being slower. -Shield tanking has modules on high and low -Shield tanking does not have to compromise their tank to use CPU/PG modules, while armor tanking is extremely resource intensive, talk about the 1-2 hit combo. -Shield tanking there a 30% damage reduction against explosives. -Armor tanking gets a 10-20% damage reduction against some rifles. -Armor gets higher HP. -When shields drop you don't die, when armor drops you die.
Let's sum it up: Shields- 9 Armor- 5 |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:32:00 -
[4] - Quote
bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP...
Shields needs a penalty, and a delay penalty means you are forced to use regulators. Luckily for you those are low slots modules, instead of high, also you don't know how big the penalty is, or if it is percentage based. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 11:37:00 -
[5] - Quote
Beren Hurin wrote:bolsh lee wrote:Although im happy for armor, can't wait to see the changes on the field... Shield regen is the only thing caldarI has and shouldn't be touched ....
If you can't kill a Caldari player before their shields start to regen (especially if fluxed, or depleted by a Scram) you're bad and shouldn't play shooters...
Would be a complete mistake to give shields a penalty CCP... The answer there would be to tweak all of the racial bonuses. Make shield regen penalty -10% per level for caldari assaults. All racial bonuses seem to basically save/give about .75 to 1 whole extra slots worth of bonus if you use them correctly on a proto suit.
CCP should add a secondary set of racial bonuses, possibly a bonus that is the same for every racial suit of the race, because some people are quite content with their current role bonus, and the logistics role bonus is probably the only thing keeping the armor tanked logistics suits from being UP. |
BL4CKST4R
WarRavens League of Infamy
1060
|
Posted - 2013.08.14 12:17:00 -
[6] - Quote
SponkSponkSponk wrote:I appreciate the buffs; I do. I don't mean to sound ungrateful. But it's a buff to the numbers of a fundamentally imbalanced number set. Shield extenders, leaving the regeneration bonuses aside for now, follow a progression that heavily incentivises using higher grade extenders. Basic: 22hp for 18cpu/3pg Enhanced: 33hp for 36/6 Complex: 66hp for 54/11 shield graph (note the big kick at complex) So, the grid benefits hover around 6HP per point of powergrid, or about 1.2hp per point of CPU required. Plates, on the other hand, are seriously out of whack and will strongly discourage higher-level plates. Basic: 65 85 for 10/1 Enhanced: 87 110 for 20/6 Complex: 115 135 for 30/12 armor graphSo the benefits are 85hp per grid at basic down to 11.25hp per unit of PG at complex, or 8.5hp down to 4.5hp per unit of CPU. (you could also view it by how much CPU and PG used to achieve 1HP; either way) The numbers clearly show that basic plates are way too much bang for the buck, which papers over any deeper problems with armour tanking by the expedient "here, have an OP module instead". What's worse is that this module is easily available to shield suits as well, which defeats the purpose of the buff anyway, since it's trivially easy to scrounge up 10cpu+1pg for a massive boost in EHP. And to cap it off, the speed penalty increases as you choose larger plates, which further exacerbates the problems inherent in actually going all in with armour tanking. My solution is to rework the base numbers of armour plates, with the guideline being to provide 18hp for every point of PG required, and about 5hp per point of CPU, but to increase the bonus as the modules increase to incentivise using heavier plates. Something like this: Sponk's proposed armor graphBasic: 85 for 10/1 50 for 10/3/-2% Enhanced: 110 for 20/6 95 for 20/6/-3% Complex: 135 for 30/12 180 for 40/11/-5%
Liked it until you suggested higher fitting requirements when armor tanking is already very resource intensive. |
BL4CKST4R
WarRavens League of Infamy
1061
|
Posted - 2013.08.14 13:59:00 -
[7] - Quote
Talos Alomar wrote:Captain Africa Clone1 wrote:THE ARMOUR TANKERS SEEMS TO FORGET THAT SHIELD EXTENDERS TAKES THE SAME SLOT AS DAMAGE MODIFIERS .....SO IN EFFECT WE SACRIFICE GANK FOR TANK ! SOMETHING ARMOR TANKERS DONT HAVE TO DO ...YEA THIS IS A VERY BIG DEAL !!!!! BTW thanks for the armour buff ...blows the dust off my heavy :) PS ...shields are fine , don't **** with them ..... And armour tankers have to stuff all of their tank mods into low slots so they have to sacrifice buffer for regen or vice versa. Right now I'm worried about my energy weapons. Hopefully CCP will be keeping a close watch to see if the increase in 150 hp plates on the field start making them ineffective.
Once the shield penalty rolls shield tanks will have to use low slots for regulators. |
BL4CKST4R
WarRavens League of Infamy
1071
|
Posted - 2013.08.14 23:32:00 -
[8] - Quote
Arkena Wyrnspire wrote:SirManBoy wrote:A shield nerf you say? Neat. And here I thought you were done fingerbanging my Caldari logi suit. Thanks, devs.
You guys really know how to make a player feel great about his SP investments. You should totally nerf my massdriver, uplinks, and nanohives next. I mean, why not, right? You guys pretty much do everything these forum crybabies want anyway; you might as well rip my heart out now and get it over with.
Also, it's very professional of you chaps to talk shield nerfs when you still haven't even fixed the shield recharge delay rate error you made on the Caldari logi suit.
I'm all for helping armor bros but this is a joke.
All hail NERF 514!
I had a feeling one of your kind would show up. They specifically said that they would only do that nerf (and it's not a huge nerf anyway, though it depends on the numbers) IF the armour buffs weren't sufficient. And I have a feeling they will be.
Only thing I am worried about is people switching to mass drivers as the FOTM. |
BL4CKST4R
WarRavens League of Infamy
1073
|
Posted - 2013.08.15 02:43:00 -
[9] - Quote
CCP Wolfman wrote:Absolute Idiom II wrote:Perhaps it is intended, but the repair rate on the reactive plates is not affected by the repair skills and suit skills that boost repair amount (unlike for repair modules).
Is this intended, Wolfman? Noticed a few people ask this. This is not intended, we will check on it :-)
Since your here did fitting cost for reactives and ferroscales get changed? |
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 11:46:00 -
[10] - Quote
zzZaXxx wrote:Wolfman, a quick note here on Ferroscale Plates. Now that movement penalties on armor plates have been reduced, while both plates have been given more hp, the benefit of ferroscale plates is greatly diminished. Which of the following do you think is the best choice?
Basic Armor Plates 93.5 hp, 2% movement penalty 10 CPU, 1 PG
Complex Ferroscale Plates 82.5 hp, 0% movement penalty 39 CPU, 14 PG
I'll take more hp and waaaaaaaaaaay less fitting cost and happily eat the 2% movement penalty. Don't get me wrong, I think the new numbers for Armor Plates are a big step in the right direction, but if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever.
Ever.
Seriously. :) So maybe give them more hp?
Thanks for your time and keep it rolling!
Neither, ferroscale fitting costs haven't been changed so those plates, along with reactive, are not meant to be stacked. |
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BL4CKST4R
WarRavens League of Infamy
1081
|
Posted - 2013.08.16 12:42:00 -
[11] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
-Shield repair is 2-3 times larger than armor repair. -There are 12 weapons to kill armor, only 9 to kill shields. From that 12 you will find the most powerful weapons in the game, this includes the forge gun, locus grenades, the mass driver, and the HMG. -Armor has a rep tool, shields have a rep vehicle. -Armor makes you slower (already mentioned) but there is a bucket load of disadvantages that come from being slower. -Shield tanking has modules on high and low -Shield tanking does not have to compromise their tank to use CPU/PG modules, while armor tanking is extremely resource intensive, talk about the 1-2 hit combo. -Shield tanking there a 30% damage reduction against explosives. -Armor tanking gets a 10-20% damage reduction against some rifles. -Armor gets higher HP. -When shields drop you don't die, when armor drops you die.
Let's sum it up: Shields- 9 Armor- 5
This is just wrong on many things. -First off there is 6v6 weapons for shields and armor after you remove what kills both (REs) and what has not been added yet. Check out the weapon ranges dev blog and count them yourself. Remember to remove things like swarms as they cannot target dsuits and this is not a vehicle debate. -Armor has rep tool AND triage hives... shields have nothing. -With the changes proposed armor penalty will be easily negated with 1, SERIOUSLY 1, KinCat. The movement penalty is minimal now. -Shields do have a low mod but no equipment (armor gets 2) plus there is only 1 kind of extender that is worth anything, armor gets 9...all being useful. -Shields are resource intensive as well but do get CPU/PG enhancers so advantage shields, we'll see how the penalty plays out. -Explosives are supposed to be 120% to armor 80% to shields, check out the weapon ranges Dev Blog, the fact that it is not is a known bug. -Lasers are 120% Shields 80% armor, there are more Lasers than Explosive weapons after removing REs and swarms (seriously check out the Dev Blog) -Armor gets more HP at all levels (even standard vs Pro shield) -Shields don't have that buffer in front like armor does, plus 0 Armor does not mean death if shields are recharging. This is a pendulum shift not balance. I'm glad for a change but it all will just be fixed again in 3-6 months once shields start falling away. Shields will be the minority soon, which is fine, Armor fought that fight for ages.
- I removed REs and Swarms... If I added REs and Swarms it would be 14, but REs kill everything and Swarms don't kill infantry therefore 12, if you count it is 11 but I added locus grenades. - Once the vehicles are fixed you get the shield transporter, which can be used on yourself if you do it right. - Kinetic Catalyzer only affects sprint speed, the movement penalty is not minimal, it is less penalizing but not minimal. - Well until this bug is fixed, which CCP says it doesn't exist because last time I checked they said explosives are working as intended, it is an advantage to shields. - Laser weapons do not do burst damage, in fact there are no anti shield weapons that do burst damage. Except the Rail gun installation. - If you were to take the resistances of shield, and the resistances of armor and convert them into a numerical HP value you would see that shields have a lot more HP than what you can see. - Most armor tankers have a very low shield buffer to begin with, and when the shield delay bug is fixed 0 armor will mean death.
Shields will not be the minority when all of the weapons roll out. If anything armor is still going to be weak against shields until we get racial bonuses for them. I have been building shield and armor suits with a fitting tool and shields suits still get more EHP than armor suits when using the same amount of modules, although the HP difference is a lot smaller around 30-60 HP (keep in mind that shields are still more resistant to damage to they still get more HP than what we can see) per role variant, and a speed difference of 2.5-7% between shield suits and armor suits. |
BL4CKST4R
WarRavens League of Infamy
1116
|
Posted - 2013.08.18 23:23:00 -
[12] - Quote
wripple wrote:Can we please fix hit detection before we buff strafe speed?
Strafe is being nerfed please read... Also hit detection and aiming all of that is being "fixed" in 1.4 |
BL4CKST4R
WarRavens League of Infamy
1116
|
Posted - 2013.08.18 23:25:00 -
[13] - Quote
INFINITE DIVERSITY IDIC wrote:Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time......
And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari. |
BL4CKST4R
WarRavens League of Infamy
1119
|
Posted - 2013.08.19 00:48:00 -
[14] - Quote
Deluxe Edition wrote:this will not end well.
It might and it might not, it depends if CCP does any dropsuit changes also. And if they do any changes to dual tanking. |
BL4CKST4R
WarRavens League of Infamy
1131
|
Posted - 2013.08.19 11:36:00 -
[15] - Quote
Rugman91 wrote:It's very disapointing to see no mention of a cpu/pg reduction for ferroscale plates. I see no reason why it shouldn't be the same as the regular plates. The high cpu/pg is a big barrier for scouts who have such limited cpu/pg already. This is a big problem since scouts stand to gain the most from ferroscale plates
He said it isn't going to happen. |
BL4CKST4R
WarRavens League of Infamy
1140
|
Posted - 2013.08.20 01:40:00 -
[16] - Quote
jace silencerww wrote:BL4CKST4R wrote:INFINITE DIVERSITY IDIC wrote:Patrick57 wrote:Pandora Mars wrote:Don't misunderstand, I'm happy with better Armor plates, but...
... I thought Plates give you more HP because they slow you down also.
A STD Plate gives you more HP than a PRO Extender. (Armor-Shield 1-0)
Armor needs a Repper (1-1)
Reppers work constantly while Shield is delayed (2-1)
Armor slows you down (2-2)
Shield extenders penalties... WHY EXACTLY? Armor reppers probably work constantly because they take up a mod slot. However, shield reppers come on all suits and do not take up a mod slot. So 1-2. This is wrong, logi have built in reppers, they work all the time...... And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari. why not? caldari have only 130 or less armor (unless armor plates are put on). i think all suit should get 1.00 to armor repair besides logi's until ccp is able to put their logi bonus they want on them. what really stinks is snipers are screwed if they not using the charge.
Caldari have an extremely high shield repair, and logis should get around +2 higher armor repair than the assault counter part.
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BL4CKST4R
WarRavens League of Infamy
1160
|
Posted - 2013.08.21 01:43:00 -
[17] - Quote
FATPrincess - XOXO wrote:BL4CKST4R wrote:wripple wrote:Can we please fix hit detection before we buff strafe speed? Strafe is being nerfed please read... Also hit detection and aiming all of that is being "fixed" in 1.4 Strafe speed is getting increased to 90% of run speed. Tell me how's that not a buff? -XOXO
Strafe speed is 100% currently, thats a 10% nerf. |
BL4CKST4R
WarRavens League of Infamy
1189
|
Posted - 2013.08.23 00:32:00 -
[18] - Quote
Mordecai Sanguine wrote:Oh sh*t CCp i just LOOOOOOOOOOOOOOOOOOOOOOOOOVE you <3
I'm an Amarr Logi turned on the Armor tanking (much than shield i mean).
-After the Amarr Logi suit Buff i was like POOOOOW but now i'm ...PIDIPOOOOOW !!!!! (Tiny tina's quote anyway xD)
CCP you made logic finally !!!!!!!!!!!!!!!!!!
Armor is made for TANKING. Shields are made for MOVEMENT and tactical advantage NOT Tanking you finally noticed it !!!!!
Armor player is made for defense purpose (Slower) And Shield utits are Monsters when attacking a point because they are pretty speed and can break up a line of front really speedy (Exemple taking the inside point fast.)
Simply Love it.
D legendary hero wrote:BL4CKST4R according to your numbers here and the fact that a militia AR does 467 dps with no mods, without proficiency and without head-shots. 110% to shield and 95% efficacy to armor. because with the bonus 1.1x every shot is actually worth 37.4 hp, we can deduce the following regarding these suits tank ability:
*note: this assumes that you are standing still and that the assailant is not missing any shots. milita Ar has 48 rounds in the clip.
CPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 945 | ISK: 91,800 | AUR: 0
553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
392/[37.4*.95] = 11.03 (round up) shots to deplete armor 392/[467 *.95] = 0.88 seconds to deplete armor
Total shots required to kill = 24 rounds. Total time to kill = 1.95 or approximately 2 seconds.
this opponent needs 24 rounds and 2 seconds of direct fire not missing a shot to take out this suit. with good timing and movement variations, including but not limited to using cover this suits survivability is extremely high.
CPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 993 | ISK: 83,355 | AUR: 0
368/[37.4*1.1] = 8.94 (round up) shots to remove 368/[467*1.1] = .716 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots required to kill = 27 rounds. Total time to kill = 2.11 or approximately 2 seconds.
the difference between this one and prior is that it requires 3 more shots to kill under the aforementioed conditions. but this is negligible don't count on those 3 shots making that big a difference.
CPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 703 | ISK: 80,385 | AUR: 0
]553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
150/[37.4*.95] = 4.22 (round up) shots to deplete armor 150/[467 *.95] = .338 seconds to deplete armor
Total shots required to kill = 17 rounds. Total time to kill = 1.4
CPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 775 | ISK: 70,530 | AUR: 0
150/[37.4*1.1] = 3.64 (round up) shots to remove 150/[467*1.1] = .291 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots to kill = 21 total time to kill = 1.7
as you can see your movement speed is proportionally decreased by the slight increase in durability you get. compared to shield tanking, you lose .36 meters per second in movement speed, to gain the ability to tank 3 more shots, or consequently survive. 2seconds longer on average.
of course these numbers only represent your ability to survive direct fire from a single milita AR without damage mods, headshots, or proficiency on the bonus 10% buff given all weapons after the first week of uprising was factored in.
these results would compare diferenctly if i were to use a HMG or scrambelr as a constant. however, as AR fire is the most common arms fire you will encounter this is a good measure of your suits durability.
According to these calculations done by D legendary hero a shield tanked suit is tankier than a armor tanked suit and these numbers are with the 1.4 armor updates included. The only way armor will ever be tanky is if a passive armor repair is added to all suits with the biggest going to the Gallente and Amarr, this is because if we have a passive repair it would make armor repairers optional and grant us the ability to use that extra slot for tank instead of forcing us to use it for repair.
BL4CKST4R wrote:At 7-9 armor repairers become completely optional, and 7-9 is high enough to be useful but low enough to not reach the same repair rates as a Caldari suit and thus a repair tool is still needed to repair at the same speed or faster. In order to repair at the same speed as a Caldari suit within a timeframe of 60 seconds we would need a repair of 23-29 HP/s.
So IMHO it should go:
A/L = Assault/Logistics
Caldari A/L - 1/3 Minmatar A/L - 3/5 Gallente A/L - 9/11 Amarr A/L - 8/10 |
BL4CKST4R
WarRavens League of Infamy
1261
|
Posted - 2013.08.27 10:27:00 -
[19] - Quote
Because armor was UP shields aren't. |
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