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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Beren Hurin
The Vanguardians
1079
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Posted - 2013.08.14 11:02:00 -
[1] - Quote
Logi Bro wrote:Whoa, bombshell......gimme a second to write something up. You get a +1 sir. Let me start with the strafing, I like this change, and I am glad to see that I might actually be able to shoot and hit speed tanked enemies now that they are getting a 10% speed reduction when strafing, definitely a good change. About the possible shield recharge delay penalty for equipping extenders.....I like it. Quad stacking complex extenders will now essentially require the use of regulators, which will hurt dual tanking, which is good since it is kind of god-mode at the moment. I believe this penalty to be MUCH better than a scan profile increase, and will fully support it in the event you give us the details. My only question would be: Would regulators reduce the base shield delay, or the shield delay AFTER the extender penalty is introduced? About armor plates, good. Good, but not great. The percentage of penalty increase is still greater than the percentage of armor given. By that I mean from the 2%/85 armor plate to the 3%/110 armor plate is a 1.5 speed penalty multiplier, but only a 1.29 armor increase multiplier. It isn't as bad as before, but it is still worth noticing. The difference is much bigger going from the 3%/110 armor plate to the 5%/135 armor plate. The speed penalty multiplier there is 1.6666.... and the armor multiplier is only 1.22. That's a greater speed penalty and a smaller armor increase compared to the jump from the basic to the enhanced, and is totally not worth it, I can see the enhanced plates being the go-to with these given stats. The ferroscale stats are all I could ever hope for, so I think you did a great job there, but reactive plates will remain comparatively useless. It would be great if you made them a high-slot module, since armor tankers are still lacking such a mythical item, even though I understand damage mods are the "recommended" armor tank high mod. Quote:- Role skills still need to be updated to better take advantage of armor tanking. Have you read my " New Class Bonus Ideas" thread yet? It's a good read, not entirely polished, but I compiled ideas from people in the comments section, so it's a moderately good idea of what the community would like to see.
Do your math again but make it go from 98% to 97% to 95% max speed.
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Beren Hurin
The Vanguardians
1079
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Posted - 2013.08.14 11:08:00 -
[2] - 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 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) |
Beren Hurin
The Vanguardians
1080
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Posted - 2013.08.14 11:30:00 -
[3] - 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...
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. |
Beren Hurin
The Vanguardians
1080
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Posted - 2013.08.14 11:55:00 -
[4] - Quote
BL4CKST4R wrote: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.
Are you suggesting something like a tiericide? Where each class then gets 3 varied roles with respective bonuses rather than tiers?
Example:
Minmatar Assault STD/ADV/PRO goes to Minmatar Ak.0 Minmatar Ak.1 Minmatar Ak.2
Then they would all get the same basic stats +/- 10% here or there. But you would get one that is more 'combat' oriented, that focuses a bit more on survivability. One would be 'attack' oriented that has more speed/stealth and hits harder and less eHP. Then you'd also have a kind of wildcard with a unique niche. So for minmatar assault it might be extra stamina.
The reason you would progress might be an issue though |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 12:19:00 -
[5] - Quote
SponkSponkSponk wrote:...Basic plate is OP...
I was looking at this too. Its unkown, I think, still whether fittings will be changed for the alternative armor modules at the same time because 2% speed for a cheap fitting plate having more HP than a complex ferroscale or reactive makes it pretty desirable.
However, often times, due to the low fitting requirements, there will still be more PG/CPU left over after fitting most of what you need, the question then becomes, how much tank do you want, or how much do you want to buy with speed. Still, by taking a basic mod, a 'shield tanker' is still sacrificing a slot that could go toward recharging his shield faster, adding a speed mod, or forgoing a dampener (which IMO will be more important for shorter ranged players soon). |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 12:21:00 -
[6] - Quote
BL4CKST4R wrote:SponkSponkSponk wrote:...armor is OP... Liked it until you suggested higher fitting requirements when armor tanking is already very resource intensive.
Yeah, the purpose of how Armor tanking 1.0 was supposed to work is that the low PG/CPU lets you fit higher damage weapons/damage mods, which means that while you are slower, your higher DPS is a big advantage. There or game issues outside of suits/speed that makes this not quite the advantage that it seems it should be on paper though. |
Beren Hurin
The Vanguardians
1082
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Posted - 2013.08.14 12:56:00 -
[7] - Quote
SponkSponkSponk wrote:Thanks to Absolute Idiom II for extra graph erotica. Throw a few likes his way. HP Fitting Efficiencies as at 1.4 (higher is better) look at dat basic plate. If you use my suggested stats as a comparison, it looks like this: HP Fitting Efficiencies if Sponk were a devNote that the efficiency is pretty-much the same between tiers now, but of course complex stuff is more slot-efficient.
Sure fitting efficiencies make sense...until your suit is full and you have plenty of fitting space left over. You don't get an extra reward for going into battle with less fitting used. Sure it could save you isk, but that is a trade off unrelated to fitting efficiency or tanking balance. I'm fine with a downside of armor being reduced efficiency at higher meta levels compared to shield. |
Beren Hurin
The Vanguardians
1092
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Posted - 2013.08.15 03:15:00 -
[8] - Quote
Heinrich Jagerblitzen wrote:Wolfman - Are you happy with armor repair speeds as they currently stand? Or are you wanting to see how the current changes pan out first?
Repair speed is still very slow currently, and this issue will be exacerbated by greater EHP levels without a corresponding bump to repair speed. Is the design intent here to encourage more use of logistics-based repair, or to also provide a self-sufficient armor tanking style that relies on repair modules?
I'm sure others here would also appreciate knowing your thoughts on this.
Yes and if it is logistics design oriented, could you get into design goals behind this and if you see us meeting those planned goals? There are currently 3 different kinds of remote reps for armor, and its takes a lot more squad skill to utilize them. But it is likely much more powerful to have. |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 03:21:00 -
[9] - Quote
The Tunski 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? Have to agree with this. I'm a shield tanker and I don't wanna be bias. But I don't understand the shield extenders penalty. There a delay already once you lose Shields while armor regens immediately. I'm happy for the Armor tankers out there tho this seems to be fixing things to be more balanced and usable out there on the battlefield. Got a good feeling people will start complaining about gallente logis! Kudos to the fix
there are plenty of responses to your initial poster here. The problem with shields, mechanically right now, is that you can rep like >50 HP/s just a couple of seconds after taking a hit. when we start to see shielded heavies this will be a pretty big problem. |
Beren Hurin
The Vanguardians
1093
|
Posted - 2013.08.15 14:32:00 -
[10] - Quote
Epicsting pro wrote:Ya I can have 521 armor and still heal at 20/s.
you could also have 700 something armor and have a freindly/nanohive heal you the same. |
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Beren Hurin
The Vanguardians
1117
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Posted - 2013.08.19 15:15:00 -
[11] - Quote
will MLT plates keep their original value or get the new basic value? |
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