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Thread Statistics | Show CCP posts - 5 post(s) |
Shotty GoBang
Pro Hic Immortalis League of Infamy
560
|
Posted - 2013.08.14 14:04:00 -
[121] - Quote
Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2.
(July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished.
Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas!
- Shotty GoBang |
Jack McReady
DUST University Ivy League
383
|
Posted - 2013.08.14 14:59:00 -
[122] - Quote
1. the hp per PG/CPU ratio is off on plates. std/adv plates are alot more efficient that proto. you save alot of fittings if you take adv plates but lose only 27hp with max skills.
2. fero plates fitting costs should be lower, who is gonna fit that? they would be attractive to scouts but they wont be able to use it.
3. and reactive plates should rep 1/2/3 (std/adv/proto) per second. plate + rep should be better, but the difference is too big now imho, reactive plates need a bit more. |
N1ck Comeau
Ahrendee Mercenaries EoN.
964
|
Posted - 2013.08.14 15:00:00 -
[123] - Quote
Wolfman = new favourite Dev.
Sorry logibro |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
300
|
Posted - 2013.08.14 15:00:00 -
[124] - Quote
BL4CKST4R wrote: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.
Good - then they cant use armor or abuse speed and stamina mods.
That would aid in the separation of the differing philosophies. |
Echoist
Fenrir's Wolves RUST415
65
|
Posted - 2013.08.14 15:09:00 -
[125] - Quote
Daxxis KANNAH wrote:BL4CKST4R wrote: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. Good - then they cant use armor or abuse speed and stamina mods. That would aid in the separation of the differing philosophies. I'm all for the shield penalty, but only if its a fair amount and not a giant nerf hammer. All i really want is for people to stop dual tanking which gives them an ungodly amount of health. An assault suit should not have more health than a heavy. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
300
|
Posted - 2013.08.14 15:11:00 -
[126] - Quote
Jack McReady wrote:1. the hp per PG/CPU ratio is off on plates. std/adv plates are alot more efficient that proto. you save alot of fittings if you take adv plates but lose only 27hp with max skills.
2. fero plates fitting costs should be lower, who is gonna fit that? they would be attractive to scouts but they wont be able to use it.
3. and reactive plates should rep 1/2/3 (std/adv/proto) per second. plate + rep should be better, but the difference is too big now imho, reactive plates need a bit more.
I still havent decided which way to go for plates on my scout. At first I went Ferro but then went Reactive because the plan is to engage and then get out so I can rep in the shadows and hit again.
Fitting wise - Reactive makes more sense for sure and maybe is the better one for scouts how they are intended.
Scouts are going to need something though if the shield penalty is implemented. More stamina, an even shorter shield delay or more speed. The upcoming changes already look dire. |
Meeko Fent
Seituoda Taskforce Command Caldari State
587
|
Posted - 2013.08.14 15:18:00 -
[127] - Quote
True Adamance wrote: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
HONOUR TO THE WOLFMAN. He should be an Amarrian Saint by now.... * Throws Honeyed Lamb outside Wolfmans cave* "Best Dev ever!" EDIT- Reactive Still terribad..... Saint Wolf?
Besides that, while I think the changes to the HP the plates give we're slightly unneeded, they look nice nonetheless.
But now, I'm think that the question will arise about why run shield when Armor can Run full Armor and partly shield.
What Armor tanker gives a fart about their shield recharge? |
Scheneighnay McBob
Bojo's School of the Trades
2974
|
Posted - 2013.08.14 15:38:00 -
[128] - Quote
Strafe speed should have been slower. Why use over when you can strafe out of the way? |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1855
|
Posted - 2013.08.14 15:44:00 -
[129] - Quote
**** Yeah! |
Lillica Deathdealer
Mango and Friends
108
|
Posted - 2013.08.14 15:45:00 -
[130] - Quote
Finally, a reason to armour tank my amarr assault like a true amarr. Wolfman, I like it when you say things. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2513
|
Posted - 2013.08.14 15:48:00 -
[131] - Quote
Chilled Pill wrote:....Meanwhile in Molden Heath, the slaughter of Scout specialists continues on it's Nth month with only more grim news on the horizon. According to sources, coupled with the homogenization of turn speeds across all specialist suits, everyone will now strafe 10% slower than before. While the other specialists rejoice or feel neutral about the matter, the already marginalized Scout specialists continue to shake their heads in disgust of these recent developments. Widespread dissatisfaction has already been expressed by said specialists, now they continue to wonder: 'What more are we supposed to do?'. Is there respite coming to these courageous and determined mercenaries? Our latest numbers continue to see decline in their effectiveness in battle as can be seen here: https://forums.dust514.com/default.aspx?g=posts&t=90055. Will there be an end to the Scout Suit's seemingly uncontrolled nose dive into oblivion? Stay tuned.
Called it a long time ago.
Scout Overview: http://blindmanmoon.blogspot.com/2013/07/perfecting-roles-scout.html Active Scanners: http://blindmanmoon.blogspot.com/2013/08/perfecting-roles-active-scanners.html
Aiming gets fixed in 1.4 so Aim Assist is going to magnetize to the already easy to hit hit-box which lags behind the scout.
Screwing with turn speed is about the dumbest move ever.
Tac-Net changes (removing shared vision between squad-mates/team-mates) is going to encourage the use of the Active Scanner which I have warned everyone is inherently broken because once you get to Proto Active Scanners there's no reason to use any other one than the one with the 22,500 Scan Area because the only thing getting past it is a Scout with all skills level five and profile dampeners attached, which is going to sacrifice from his speed. So, it's either be spotted and be able to -maybe- move fast enough to not die or not get spotted and die because you can't get out in time.
Makes you wonder why they can't just "hotfix" scouts with 60% more HP like they did MLT/STD LAVs - not like that caused any problems, right?
|
Johnny Guilt
Algintal Core Gallente Federation
225
|
Posted - 2013.08.14 15:55:00 -
[132] - Quote
700 armor gallente mid frames are now the heavies of old. |
Vaux Karn
The Mercenary Collective
43
|
Posted - 2013.08.14 15:57:00 -
[133] - Quote
CCP Wolfman wrote:Hi guys,
* 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)
I would be worried about this simply reversing the imbalance between armor and shields. The movement penalties being lowered and hp values being raised should solve the imbalance without a nerf to extenders. It would be my idea to leave current extenders as is and create new variants with said downsides, as this would put current extenders in the same area as the ferroscale. Heavy extenders with the downside would then be the classic plate equivalent.
Just a thought, I would rather see buffs than nerfs (when possible) for balancing, and I am always worried when I see both at the same time. I know shields had a long time on top, so if they have to take some time being stomped by armor, I guess its only fair. That said, I could be wrong about this, only time will tell. All in all, good work CCP, armor needed the buffs. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2514
|
Posted - 2013.08.14 15:58:00 -
[134] - Quote
Johnny Guilt wrote:700 armor gallente mid frames are now the heavies of old.
Eh, minus the Heavy / Dual Light weapon capabilities. Heavies still have their place.
That and... Yanno... Now being able to have 1,000 armor... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2516
|
Posted - 2013.08.14 16:00:00 -
[135] - Quote
Vaux Karn wrote:CCP Wolfman wrote:Hi guys,
* 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)
I would be worried about this simply reversing the imbalance between armor and shields. The movement penalties being lowered and hp values being raised should solve the imbalance without a nerf to extenders. It would be my idea to leave current extenders as is and create new variants with said downsides, as this would put current extenders in the same area as the ferroscale. Heavy extenders with the downside would then be the classic plate equivalent. Just a thought, I would rather see buffs than nerfs (when possible) for balancing, and I am always worried when I see both at the same time. I know shields had a long time on top, so if they have to take some time being stomped by armor, I guess its only fair. That said, I could be wrong about this, only time will tell. All in all, good work CCP, armor needed the buffs.
Shield Tankers should be designed for hit-and-run but right now they're surviving skirmishes because they can out-strafe targets. If you've ever seen a Caldari Assault with a Shotgun and the player is using KB/M, you'll notice just how significant of a difference that is.
Strafing is EVERYTHING in an FPS game. |
Zekain Kade
TeamPlayers EoN.
1469
|
Posted - 2013.08.14 16:09:00 -
[136] - 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. agreed reactive plates should be high slot items.
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Lillica Deathdealer
Mango and Friends
108
|
Posted - 2013.08.14 16:09:00 -
[137] - Quote
Aeon Amadi wrote:Johnny Guilt wrote:700 armor gallente mid frames are now the heavies of old. Eh, minus the Heavy / Dual Light weapon capabilities. Heavies still have their place. That and... Yanno... Now being able to have 1,000 armor... The commando has less of a place now, because it really cant stack armour mods. Only 1 low slow starting from adv. However with with a proto melee damage mod they can rifle butt for 420 damage. Just in case nobody realized that -.o |
Dimitri Krenkov
New Age Solutions
7
|
Posted - 2013.08.14 16:18:00 -
[138] - Quote
Reactive plates giving hp and rep bonuses still seem off to me. Reactive plates do at the same time what two other modules do. There are only three outcomes of this, balance wise.
1. Reactive plates are less efficient than just running a plate and rep. 2. Reactive plates are more efficient than just running a plate and rep. 3. Reactive plates are just as efficient as running a plate and rep.
In the first case, why do reactive plates exist again? In the second, why do we even have plates and reps if we can just use one module? In the third, why is it a thing again? There is no good way to balance reactive plates.
I think a better solution would be to make them do something special. Ideally I would like resists, but I would also be open to them being hi slot items that massively nerf shields in exchange for being neat for armor in some way, like resists or such.
For that matter, I would give my eye teeth for an explosive dampening hardener to take the edge off of AOE splash damage. Somethiing like that might give reactive plates a purpose. Direct hits still waste you, but they give you some resistance to splash from grenades, mass drivers, forge guns, etc |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
493
|
Posted - 2013.08.14 16:48:00 -
[139] - Quote
Devs like Wolfman are the reason why I will keep paying money to play. I know there are others like him... I just can't remember their names. |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:48:00 -
[140] - Quote
Tallen Ellecon wrote:Devs like Wolfman are the reason why I will keep paying money to play. I know there are others like him... I just can't remember their names. SoxFour? |
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Liquid Atlaes
Les Croustillants Astroya Conglomerate
3
|
Posted - 2013.08.14 16:54:00 -
[141] - Quote
[quote=CCP Wolfman] . - Role skills still need to be updated to better take advantage of armor tanking.
Please don't touch to the Gallente Assault the bonus to cpu and pg is the one one way to fit versus shield tankers !!!
But, very good job on armor mods. |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:56:00 -
[142] - Quote
Liquid Atlaes wrote:[quote=CCP Wolfman] . - Role skills still need to be updated to better take advantage of armor tanking.
Please don't touch to the Gallente Assault the bonus to cpu and pg is the one one way to fit versus shield tankers !!!
But, very good job on armor mods.
He's referring to the 25% shield recharge bonus. |
Revelations 514
Red Star. EoN.
114
|
Posted - 2013.08.14 16:56:00 -
[143] - Quote
Shotty GoBang wrote:Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2. (July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished. Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas! - Shotty GoBang
So true. All I see from this update is Scout gets screwed even harder. Then we get the reply for "hopefully Scouts will be addressed but vehicles first" which means that 1.5 will be vehicles, 1.6 will be vehicles again, 1.7 we might see some love.....Uhh can we make this a higher priority? Scouts used to be plentiful, ignoring them just causes that base to shrink which then allows them to more easily be ignored further. Can we at least balance suits before moving into the murky vehicle territory? Just not real pleased right now and am actually saving passive SP to spec out of them, but nothing else sounds fun so haven't played in 2 weeks now..... |
Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 16:58:00 -
[144] - Quote
Revelations 514 wrote:Shotty GoBang wrote:Hiya Chill! I pulled a report, just for you. Here's how the KDRs of the Top 15 Scouts in Dust have changed since Uprising 1.2. (July 1st thru August 12th)
#01. Radar R4D-47 (-0.30) #02. DJINN Marauder (-0.37) #03. Rich o (-0.72) #04. mr musturd (-0.05) #05. Morathi III (-0.01) #06. Lightning xVx (+0.13) #07. Obi Wan-Jacobi (-0.46) #08. Demzor (-0.01) #09. Spec Ops Cipher (-0.23) #10. RatchetMAN (+0.01) #11. Lycuo (+0.12) #12. Alina Heart (-0.03) #13. danny12343331 (-0.18) #14. Jarlaxle Xorlarrin (-0.55) #15. Chilled Pill (-0.49)
- "Top 15 Scouts" ranked by total kills.
- Morathi III ran assault for a portion of the tracking period.
- RatchetMAN ran assault for a portion of the tracking period.
- Fusion Commander was excluded as was added mid-way through tracking period.
- Note to Self: Check in with Lightning and Lycuo; looks like they may have switched to medium.
It'd be cool to plot this downward trend against the Top 15 Assault, LogiBros and FattiBros. Sadly, I can't given a lack of data, but I suspect CCP could if they wished. Someday we'll see this trend reversed. We'll know it's happened when folks start to complain about Scouts on the Forums again. Sooner or later, the Tears will flow ... perhaps in time for Christmas! - Shotty GoBang So true. All I see from this update is Scout gets screwed even harder. Then we get the reply for "hopefully Scouts will be addressed but vehicles first" which means that 1.5 will be vehicles, 1.6 will be vehicles again, 1.7 we might see some love.....Uhh can we make this a higher priority? Scouts used to be plentiful, ignoring them just causes that base to shrink which then allows them to more easily be ignored further. Can we at least balance suits before moving into the murky vehicle territory? Just not real pleased right now and am actually saving passive SP to spec out of them, but nothing else sounds fun so haven't played in 2 weeks now.....
Whilst I do appreciate that you scouts are getting screwed over, could you not spam a completely unrelated thread with complaints? This is a thread for discussing the armour changes. Please stay on topic.
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Logi Bro
Greatness Achieved Through Training EoN.
2051
|
Posted - 2013.08.14 17:03:00 -
[145] - Quote
Beren Hurin wrote: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. Also, I assume fitting isn't changing on any of these? If so the basic plate will be a lot more efficient than the complex ferroscale.
I am not sure what you mean by this. I take it that you are trying to say the plate penalty is OK since the gap from 98% to 97% is a 1.01 multiplier, but that is beyond the point. The purpose of making the multiplier of the speed penalty equal to the multiplier of armor gained is so that stacking plates doesn't give you an advantage over any one individual armor plate. Looking at the 5%/135 plate, for example. If you just equip two 3%/110 plates all you get is 1% more movement penalty but a whooping 85 more armor. That's half the penalty of a basic plate but all the armor gain. Complex armor plates will never be viable until the penalty increases proportionally to the armor given. Let it be something like:
Basic: 2% penalty, 80 armor Enhanced: 3% penalty, 120 armor Complex: 5% penalty, 200 armor
With these stats you are making a clear 40 armor for every 1% of movement penalty, therefore there is no imbalance when stacking plates.
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Arkena Wyrnspire
Turalyon 514
2496
|
Posted - 2013.08.14 17:05:00 -
[146] - Quote
Logi Bro wrote:Complex: 5% penalty, 200 armor
I'm afraid this would be overpowered.
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ugg reset
Molon Labe. League of Infamy
344
|
Posted - 2013.08.14 17:09:00 -
[147] - Quote
well I was going to unlock lvl 5 grenades today. looks like complex plates come first =) |
Logi Bro
Greatness Achieved Through Training EoN.
2051
|
Posted - 2013.08.14 17:13:00 -
[148] - Quote
Arkena Wyrnspire wrote:Logi Bro wrote:Complex: 5% penalty, 200 armor
I'm afraid this would be overpowered.
Looking back at my own post, it could possibly be just that, but shield tankers have had the long end of the stick for a while now.....so maybe a little OP-ness to the armor tankers wouldn't be a huge problem?
On a slightly more serious note, maybe 35 armor per 1% penalty? That makes it go 70, 105, 175. |
Wakko03
Better Hide R Die
329
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Posted - 2013.08.14 17:15:00 -
[149] - Quote
Are you guys all done having your joy-gasm and telling everyone to suck it up and deal with the changes, so those with a different opinion on the matter may chime in with their own thoughts and not just the same fanboi service?
To bad that after the Cal Logi Nerf, I have to use Complex CPU and PG Upgrades in my low slots to make anything work, but then I have decided that maybe I will have to forget playing my role and just roll out with the equipment I want and not what the Team may need. Now this removed CPU is more relevant...1 step forward and 3 back.
Hrmm, just why is there only 3-4 items, 2 of which that do almost nothing for the High Slots, so Shield Extender Modules were really the only logical choice followed by a Damage Module or two.
I'll believe this when I see it in game, my caldari logi suit still has the wrong recharge times from the last changes they made, since everyone will get tougher to kill, can I finally get a scope or sight for my AR AGAIN/ Put back in - so I can try to get more than the random headshot..... maybe make the DOT at the end of the barrel bigger than a pixel, maybe go with that bright orange color they use on toy guns.
Does this mean that you guys have fixed the invisible player problem, the voice/ text chat systems ability to produce in game lag or the frame rate problems in PC? |
Spycrab Potato
Hold-Your-Fire
223
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Posted - 2013.08.14 17:19:00 -
[150] - Quote
PRAISE WOLFMAN. HE IS THE CHOSEN ONE. |
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