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Thread Statistics | Show CCP posts - 5 post(s) |
zzZaXxx
The Exemplars Top Men.
179
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Posted - 2013.08.15 04:46:00 -
[1] - 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 :-)
CCP Wolfman, thank you for these changes! The changes to Armor Plates are a big step towards balance. However, the numbers are still shouting that Reactive Plates, and to a lesser extent Ferroscale Plates, will remain broken! Can these numbers be tweaked before 1.4? CCP Fozzie and CCP Rise have benefitted hugely from putting out numbers and responding to feedback from the community. I beg you to consider our responses on the forums as you start to finalize your numbers. If you hear feedback that makes sense to you, please respond and let's find the best solution through dialogue between the dev and his trusty play testers.
Here is my feedback on Reactive Plates:
First off, are you saying that Reactive Plates will be buffed by both armor skills? So complex should give 2.5 hp/s? Assuming this is what you are saying and that you will implement this, here is what 2 Complex Reactive Plates look like compared to 1 Enhanced or Complex Armor Plate and 1 Complex Armor Repairer:
2 Complex Reactive Plates : 132 hp, 2% movement penalty, 5 hp/s repair 72 CPU, 32 PG
1 Enhanced Armor Plate and 1 Complex Armor Repairer: 121 hp, 3% movement penalty, 6.5 hp/s repair 65 CPU, 17 PG
1 Complex Armor Plate and 1 Complex Armor Repairer: 148.5 hp, 5% movement penalty, 6.5 hp/s repair 75 CPU, 23 PG
The second combination seems to me to provide the most bang for the buck, but both the latter two are clearly superior to the 2 reactive plates. The stats are close enough to be a matter of taste, but the fitting requirements for the reactive plates are monstrous in comparison! Please consider reducing the fittings for them, especially PG. Right now I don't think anyone can see any use for them, and it's not for lack of trying.
Moving them to high slots would break the lore since they are armor plates. The only argument there can be currently for using reactive plates is for a shield tanker to use just one, but who has 36 CPU and 16 PG to blow on 66 hp and 2.5 hp/s rep? I think if their PG were reduced then they would be useful in this role and perhaps could find a place in an armor tanker's fitting. If you don't increase their bonuses or reduce their fittings they will continue to gather dust.
Thanks for your time! I know you're busy. I strongly believe these discussions can be huge time savers in the end for CCP though so hopefully the forums will yield a fruitful exchange. |
zzZaXxx
The Exemplars Top Men.
179
|
Posted - 2013.08.15 05:04:00 -
[2] - Quote
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! |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:49:00 -
[3] - 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.
If armor repair speed is brought to roughly the same speed as shield recharge, either through buffing armor or nerfing shields or both, shield transporters need to be introduced at the same time. Otherwise armor will be extremely OP. Hopefully that's how it will play out, though I think higher hp with slower but constant repair is one of the things that makes armor distinct. Wolfman is helping along the higher hp part but I think the rep is still too slow, or if its fast enough it's at the expense of one too many low slots, thereby cutting into the high hp part of the equation.
I think an elegant solution would be to give all suits passive armor repair (maybe just 1 hp/s for Caldari, 4 for Gallente) and alter the function of armor repairers to multiplying that repair rate by a percentage. So, for example, if a Complex Armor Repairer increased a suit's rep amount (or rate) by 120%, it might (with skill bonus) increase a Gallente Assault dropsuit's armor repair from 4 hp/s to 10 hp/s, and a second would take it to 16 hp/s. However a Caldari Assault's progression would be from 1 hp/s passive to 2.5 hp/s and then to 4 hp/s.
This mechanic would allow armor tankers to repair faster while not giving shield tankers the opportunity to use a buffed module to make up the difference and remain superior with their suit bonuses that are independent from modules. Of course this would require some fine tuning, such as reducing Gallente shield recharge rate or not nerfing shield recharge delay, etc. Just my 0.02 ISK. |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 05:52:00 -
[4] - Quote
SponkSponkSponk wrote:zzZaXxx wrote:if Ferroscale Plates are changed to your proposed numbers no one will ever use them. Ever. I have mentioned before how basic plates are out of whack, which throws off the entire reactive and ferroscale lines. If the basic plate were nerfed, and normal plates gave a flat -5% stamina penalty, then ferroscale plates would have a clear niche. At the moment, they just don't have any role where they are worth it.
I don't think nerfing armor plates is the answer. Ferroscale and reactive plates need to be be buffed to be in line with where armor plates are now. |
zzZaXxx
The Exemplars Top Men.
184
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Posted - 2013.08.16 18:26:00 -
[5] - Quote
Quick question for the Wolfman:
Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed? |
zzZaXxx
The Exemplars Top Men.
184
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Posted - 2013.08.16 19:15:00 -
[6] - Quote
Shotty GoBang wrote:zzZaXxx wrote: Will Kinetic Catalyzers increase strafe speed due to the fact that strafe speed will be 90% of sprint speed?
CCP Wolfman wrote: ... 90% of the max run (not sprint) speed of the dropsuit you are using.
Run Speed =/= Sprint Speed, ergo KinCats will not affect strafe speed.
So run speed means movement speed? |
zzZaXxx
The Exemplars Top Men.
185
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Posted - 2013.08.17 06:17:00 -
[7] - Quote
There's no variation for KBM. It's just stop go. Not sure about he smoothing. Well see about that aiming soon. Life might be getting harder for KBM folks. |
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