Pages: 1 2 [3] 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Breakin Stuff
Goonfeet Top Men.
1127
|
Posted - 2013.08.14 08:00:00 -
[61] - Quote
Small adjustments to plates, nothing overwhelming, but definitely a step in the right direction.
Bluntly if you guys make frequent small adjustments until armor tanking and shield tanking hit a sweet spot in relation to each other I'm much prefer it to sweeping nerf hammer or massive buffs.
It's a start, and a good start.
+1 |
Sgt Kirk
SyNergy Gaming EoN.
1073
|
Posted - 2013.08.14 08:02:00 -
[62] - Quote
I'm way too excited over this.
I cannot wait until these changes are implemented.
I'm giving everyone a ******* like here because I'm so Happy about this. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S.
194
|
Posted - 2013.08.14 08:08:00 -
[63] - Quote
I can't wait for this next patch, so we can see how they screw up this time and how many months it takes them to fix it |
ChromeBreaker
SVER True Blood
1016
|
Posted - 2013.08.14 08:08:00 -
[64] - Quote
CCP Wolfman wrote: Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Strafe speed changes \o/
First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt them a lot. I would have preferred a penalty a little less aggressive...
Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced.
Ferroscale... They need a penalty... but like my point on the extenders nothing so aggressive.
Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least but there needs to be more to differentiate them...
|
Arx Ardashir
Imperium Aeternum
173
|
Posted - 2013.08.14 08:12:00 -
[65] - Quote
Well right now they're doing it at 100% of run speed. |
Breakin Stuff
Goonfeet Top Men.
1127
|
Posted - 2013.08.14 08:14:00 -
[66] - Quote
ChromeBreaker wrote:CCP Wolfman wrote: Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Strafe speed changes \o/ First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt users a lot. I would have preferred a penalty a little less aggressive... Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced. Ferroscale... They need a penalty... but like my point on the extenders nothing aggressive. Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least, but there needs to be more to differentiate them... A good step in the right direction
increasing the delay means people will actually have a reason to use regulators in their low slots rather than casual dual-tanking.
Armor tanks are **** dual tanks. why should shield tanks be awesome dual tanks?
Ferroscale HAS a penalty. You have to fit a module to rep yourself at a piddly-ass FRACTION of shield regen without modules to enhance it. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 08:23:00 -
[67] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:Strafe speed changes \o/ First I donGÇÖt think I like the shield penalty.... takes away from the whole mechanic of using a shied tank, shield extenders donGÇÖt boost HP by a huge amount (especially below complex) and increasing the delay is going to hurt users a lot. I would have preferred a penalty a little less aggressive... Love the armour plate changes... however i still cant see myself using the complex plates... even on my proto heavy with fitting requirements, penalty, and no real loss in hp il just use enhanced. Ferroscale... They need a penalty... but like my point on the extenders nothing aggressive. Reactive Plates... No point in the basic. The complex is ultimately underwhelming. All should have a rep bonus at the least, but there needs to be more to differentiate them... A good step in the right direction increasing the delay means people will actually have a reason to use regulators in their low slots rather than casual dual-tanking. Armor tanks are **** dual tanks. why should shield tanks be awesome dual tanks? Ferroscale HAS a penalty. You have to fit a module to rep yourself at a piddly-ass FRACTION of shield regen without modules to enhance it.
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty. |
G Torq
ALTA B2O
199
|
Posted - 2013.08.14 08:26:00 -
[68] - Quote
Wolfman, since you touch on Shield Penalties, would you be willing to entertain the following...
- Shield Regen decrease relative to Shield Extenders (yes)
- Scan Profile increase relative to Shield Extenders (when shields not depleted)
- Weapons Lock-On Time decrease relative to Shield Extenders/Scan Profile
- Separate Shield HitBox increase relative to Shield Extenders
?
Note: Currently, Weapons Lock On is only when targetting vehicles - but the Charybdis can handle getting locked on faster. |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 08:29:00 -
[69] - Quote
G Torq wrote:Wolfman, since you touch on Shield Penalties, would you be willing to entertain the following...
- Shield Regen decrease relative to Shield Extenders (yes)
- Scan Profile increase relative to Shield Extenders (when shields not depleted)
- Weapons Lock-On Time decrease relative to Shield Extenders/Scan Profile
- Separate Shield HitBox increase relative to Shield Extenders
? Note: Currently, Weapons Lock On is only when targetting vehicles - but the Charybdis can handle getting locked on faster.
That's a bit much. Weapons lock on time would only apply to HAVs as well, and shield tanked HAVs are most assuredly not superior to armour tanked ones. |
Rei Shepard
Spectre II
438
|
Posted - 2013.08.14 08:31:00 -
[70] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement.
Currently a bug has caused some of the movement speed modifiers on strafe to be ignored. This is good and bad. ItGÇÖs good because faster strafe speeds are cool. ItGÇÖs bad because right now strafe speed is at least 1:1 with run speed and this was not our intention. In keeping with normal physical limitations strafe was intended to be slower than run. We had planned to raise the strafe speed from the 1.1 build to around 80% of run speed (it was lurking around 60-70% or so depending on frame). After seeing how popular (and fun) the higher strafe speeds have been we changed our minds. We still wanted to maintain a difference between forward and sideways movement but we didnGÇÖt want to make a significant reduction to the speeds. So weGÇÖve settled on strafe speed as 90% of run speed across all suits.
Before anyone freaks out, this does not mean it is set in stone forevermore. It just means that we want to play the game with the settings we actually intended so we can properly judge them. There are a lot of updates to the game in 1.4 so weGÇÖll be watching very closely to see what we need to respond to :-)
A nice thing that also came out of this is that I found some errant numbers and a bug that were causing the heavy frames to move too slowly backwards as well as reducing their strafe speed. Both of those problems are now fixed as well.
Also as promised on IRC yesterday IGÇÖm also sharing the buffs weGÇÖve made to armour plates.
Couple of caveats: - We'd like to introduce a penalty to shield tanking (most likely increasing the delay on shield recharge when you use shield extenders) but we wanted to buff armor first. We will be watching 1.4 closely and if necessary, add the shield delay in 1.5. - Role skills still need to be updated to better take advantage of armor tanking.
* Adjusted Armor Plate attributes - HP bonus of 85/110/135 (Basic/Enhanced/Complex) and speed penalties of 2%/3%/5% (with full skill bonuses this equates to 93.5/121/148.5) * Adjusted Ferroscale Plate attributes - HP bonus of 35/50/75 (with full skill bonuses this equates to 38.5/55/82.5) * Adjusted Reactive Plate attributes - HP bonus of 25/40/60 and speed penalties of 0%/1%/1% (with full skill bonuses this equates to 27.5/44/66)
Cheers
CCP Wolfman
While Upgrades are always nice, in my current setup suit (Armor) ill be gaining 45-50 hp or so, thats 1.5 duvolle rounds worth of extra survival @ still almost none existent recovery (2 hp/s) so all it does is put me out of combat longer after each fight.
What i think is funny, is that we all cried OMG strafe speeds R bugged the day that patch went live, but noo it was just the FPS upgrades causing it right ...lol...so it took you devs all this time to figure this out eh ?
While the new speeds are better, shields require a penalty, doesnt matter how small a penalty, Armor has one but shields will take a build longer (Maybe) if you even decide to put one on there.
Suits should all have had a Capacitor like Eve Ships, then after a suits shields got drained a couple of time in a row, they could have drained their cap and the suit would be without power to run its functions or recover much more slowly, while armor would put less strain on the cap, like it does in eve.
|
|
Breakin Stuff
Goonfeet Top Men.
1128
|
Posted - 2013.08.14 08:33:00 -
[71] - Quote
ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD.
This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically.
reactive plates suck.
|
Rynoceros
Rise Of Old Dudes
492
|
Posted - 2013.08.14 08:34:00 -
[72] - Quote
And, Passives are now going to my Heavy. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 08:42:00 -
[73] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD. This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically. reactive plates suck.
Ferroscale give more HP than extenders, that should be their bonus over extenders. Hurting shields shouldnt be the way of making armour better, I agree extenders should have a penelty but i dont think directly affecting recharge is right. If Extenders get a penelty then so should Ferroscale.
Reactive plates suck |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 08:42:00 -
[74] - Quote
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? |
Rei Shepard
Spectre II
438
|
Posted - 2013.08.14 08:46:00 -
[75] - Quote
Breakin Stuff wrote:ChromeBreaker wrote:
Regulators should be an improvement. Not a necessity to counter the penalties of another module. Casual duel tanking... more dedicated shield tanking
Ahh get over you prejedice, Reactive plates are a sorry sight and i stand by my point.
Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
ferroscale still needs an external module for reps, or a logi. Shields do not. right now shields have no penalty, PERIOD. This means that any buffs to armor modules are an automatic buff proportionally to shield tankers. This is bad. It maintains the status quo of shields being superior to armor automatically. reactive plates suck.
In Eve Dual Tanking is just not done, you either tank Shields or Armor but not both in Dust Dual tanking just adds towards having allot more EHP without much penalties, because by the time your shields deplete you have armor to fall back on and by the time armor is gone, your shields have kicked in, also Sig tanking (speed) cant be done with Shield Rigs & 4 stacked extenders making your ship balloon to the size of a battleship, Dust side Shield tanking & Speed tanking goes hand in hand.
Balance is still a long way off in this game
|
Breakin Stuff
Goonfeet Top Men.
1129
|
Posted - 2013.08.14 08:50:00 -
[76] - Quote
recharge delay is hardly crippling.
It just means that adding armor modules in lows will no longer be the optimum solution.
DUST is supposed to be about give and take. if you decide to go dualtank you should have to make sacrifices.
and since the hell you say ferroscale is better. Your damn dropsuits still shield regen 30/sec once the delay ends. My armor ticks up at 6.5 per module i add to my suit in lieu of further protection.
making regulators more optimal to shield tanks than armor reppers or plates is hardly unfair, since shields are flat out suboptimal for armor tanking, period. |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 08:51:00 -
[77] - Quote
So. Here we are, at the much anticipated arrival of the armour buff. You've made me a very happy man, CCP Wolfman.
Initial reaction - Good! This fixes a lot of things!
Now, in more depth - some questions and opinions.
What are the numbers for the militia armour plate? As I recall, that was previously lower HP than the old basic plate. If it's left as is it'll have less than half the basic plate's HP which is a bit iffy to the new players.
Normal armour plates now appear to be in a very good place. Particularly the halving of the speed penalty on the complex variant has made it usable.
Ferroscales are also in a good place. Having more HP than shield extenders makes them a more viable option after you add the reps.
Reactive plates... Here's where things aren't so great.
The reactive plates are always going to suffer a bit from the alternative option (which has the same result) of having a repairer and a plate. There isn't a way you can balance these to make them a -different- option from plate/rep combos if you use the current stats. In this incarnation of armour, a pair of reactive plates is still going to be inferior to a plate and a rep. There isn't a place where this won't be the case because every armour tanking suit has multiple low slots. The only place this might help is on shield tankers where low slots are being used for, say, regulators.
I'm not really very happy with the idea of having a module obsoleted by others. But there's nothing you can do with this current setup. Would you consider retooling the reactives entirely to another stat? Other suggestions (which I'm pretty sure you've read) involve moving them to a high slot. I don't really like that idea, but something needs to be done to make these useful.
Role skills - I assume this includes the Gallente assault, but does it include the Amarr assault and possibly Amarr heavy/sentinel classes?
Also, what are your thoughts on armour repairers in their current state? I'll type up a more detailed response about this specifically later, but I'd like to hear what you think. Are they fine? Are they getting buffed? Are they getting nerfed? |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 09:01:00 -
[78] - Quote
ChromeBreaker wrote: Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
The same IS said about armour plates. |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 09:02:00 -
[79] - Quote
What are the new numbers for militia items? |
Arkena Wyrnspire
Turalyon 514
2489
|
Posted - 2013.08.14 09:04:00 -
[80] - Quote
[10:03] <[CCP]Wolfman> Remnant put a bunch of numbers in a hate and made me pick some
This is how the numbers were picked. |
|
Argon Gas
Krusual Covert Operators Minmatar Republic
5
|
Posted - 2013.08.14 09:10:00 -
[81] - 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? In case you didn't notice. You get a INHERENT 25HP/S. That's a very powerful regen. We have to give up a slot to have just 5hp/s.
Don't complain. |
ChromeBreaker
SVER True Blood
1018
|
Posted - 2013.08.14 09:12:00 -
[82] - Quote
Arkena Wyrnspire wrote:ChromeBreaker wrote: Ferroscale you could say the same about the armour plates. You lose the speed penelty but you still have more hp than the extenders... and NOW the extenders might get a penelty.
The same IS said about armour plates.
Extenders have natural regain Plates have very high hp but speed penelty Ferroscale have high hp
whats wrong with that? |
Renolissa
Academy Inferno CRONOS.
871
|
Posted - 2013.08.14 09:12:00 -
[83] - Quote
Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! |
dday3six
Ahrendee Mercenaries EoN.
184
|
Posted - 2013.08.14 09:14:00 -
[84] - Quote
Magnus Amadeuss wrote:CCP Wolfman:
I just wanted to know
1) Are commando suits priced how they should be or is this a mistake? *basic cost the same as most advaanced suits, and much more than the sentitnel aswell
2) Is the amarrian trade-off working as intended? *one slot sacrificed for a 30 HP gain?
Yeah, personally I hope the Amarr Assault gets another low slot at Proto like the Amarr Logisitcs did. |
Echoist
Fenrir's Wolves RUST415
59
|
Posted - 2013.08.14 09:35:00 -
[85] - Quote
Renolissa wrote:Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! Then go nobody will notice. |
Breakin Stuff
Goonfeet Top Men.
1131
|
Posted - 2013.08.14 09:48:00 -
[86] - Quote
Echoist wrote:Renolissa wrote:Nerf Caldari again??? WHY??? If Caldari nerfing again i think go to long long AFK!!! I just wana play other cool games! Then go nobody will notice. Or care. |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
232
|
Posted - 2013.08.14 10:16:00 -
[87] - Quote
my armor tanking gallente scout just got way better
soon to have over 750hp and he's very happy Wolfman |
N311V
The Southern Legion
37
|
Posted - 2013.08.14 10:37:00 -
[88] - Quote
My first impression is that I'm quite pleased with the buff, it's more than I expected, and I'm glad you're not applying the shield penalty yet (if at all) because I think the armor buffs will go a long way towards balance. |
BL4CKST4R
WarRavens League of Infamy
1057
|
Posted - 2013.08.14 10:39:00 -
[89] - 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. |
Beren Hurin
The Vanguardians
1079
|
Posted - 2013.08.14 11:02:00 -
[90] - 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.
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |