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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Rugman91
Deep Space Republic Top Men.
199
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Posted - 2013.08.19 09:37:00 -
[241] - Quote
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 |
BL4CKST4R
WarRavens League of Infamy
1131
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Posted - 2013.08.19 11:36:00 -
[242] - 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. |
Sky Dovahkiin
WAR LIONS
3
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Posted - 2013.08.19 13:15:00 -
[243] - Quote
Thats not a solution at all, because armor users still have to use armor repairers and have less mobility... What you should do is make all assault suits have 4 high slots for shields, easy... Youre just solving a problem by making more problems... Im gallente assault and im not happy with CCP... |
Beren Hurin
The Vanguardians
1117
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Posted - 2013.08.19 15:15:00 -
[244] - Quote
will MLT plates keep their original value or get the new basic value? |
jace silencerww
D3M3NT3D M1NDZ
5
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Posted - 2013.08.20 01:22:00 -
[245] - Quote
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. |
MAD MAX 514
The dyst0pian Corporation Lokun Listamenn
2
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Posted - 2013.08.20 01:37:00 -
[246] - Quote
ccp wolfman, the game is a wash!!! heres why, first how can someone shoot me from around a corner with no line of sight? second, lvling up with armor mods and weapon mods with upgraded weapons doesn't do anything for anyone, im still getting my butt kicked by beginners with no buffs and starter gear, wth? third get rid of the forge guns and mass drivers it makes players untouchable at times and the game becomes undesirable and unplayable! fourth, raise the weekly cap, I burn through it in 3 days!!! fith, let us buy our own skill respect!!! all in all the game really sucks!!! id rather stick with section 8 which is very similar but has better game play!!!
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BL4CKST4R
WarRavens League of Infamy
1140
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Posted - 2013.08.20 01:40:00 -
[247] - 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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Mike Ace
Abandoned Privilege General Tso's Alliance
0
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Posted - 2013.08.20 13:50:00 -
[248] - 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?
I may sound redundant here - but having both a Caldari assault proto and a amarr sentinel as well, I notice how much more effective shield extenders are than any armour plates. It's a welcomed change but it looks like this will bring armour in line with shield...thus I don't think shields will need to be nerfed. Also if u want reactive plates to become popular remove speed penalty and make rep 1-2&3 per second respectively per grade. Also consider reducing their CPU and PG in line with regular plates.
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FATPrincess - XOXO
Shining Flame Amarr Empire
440
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Posted - 2013.08.21 00:09:00 -
[249] - Quote
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 |
BL4CKST4R
WarRavens League of Infamy
1160
|
Posted - 2013.08.21 01:43:00 -
[250] - 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. |
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Draco Cerberus
Hellstorm Inc League of Infamy
251
|
Posted - 2013.08.21 16:57:00 -
[251] - Quote
CCP Wolfman wrote:Hi guys,
A quick heads up for some upcoming changes in 1.4 to armour and movement. ... ...
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.
Cheers
CCP Wolfman Please don't do this. Not everyone runs a Cal Logi, some of us have assault or even the other racial variants of the scout, heavy and logi suits. This would mean more hiding and less shooting for those people shield tanking and was already addressed when 1.3 came out on the logi suits by changing the shield recharge delay to equal the shield depleted delay on all suits not caldari logistics and while they received a similar penalty to their shield recharge delay theirs is still 2 seconds faster than depleted delay and this would not make any suit but that one particular racial variant of the logi suit any more equal to an armor tanker, yeah shield would recharge slower, but everyone that uses a shield extender seems a bit extreme. If anything it should be a stacking modifier not a overall module change. When more than one module is used stacking modifiers apply is an old and good idea. |
JONAHBENHUR
Trans Worlds Operations League of Infamy
24
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Posted - 2013.08.21 17:33:00 -
[252] - Quote
but what about people that made thier character to run poor offensive equipment so they could have max shields and armor come on now, bad enought a caldari proto suit got a bonus 6 shields as opposed to the reload speed, which many of us used and skilled into some very questionable weapons just to take advantage of the bonus. we cant lose it all in 2 updates while amarr suits and galleinte suit keep getting better
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godhands9
Black Phoenix Mercenaries
18
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Posted - 2013.08.21 20:14:00 -
[253] - Quote
power armor activated ...this is cool. might bring more fun to the table for fighting buffed shield guys...never need a flux again hopefully. |
Komodo Jones
Chaotik Serenity
55
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Posted - 2013.08.22 14:16:00 -
[254] - Quote
Just made my gallente logi SOOOOOOO happy |
Mordecai Sanguine
What The French CRONOS.
5
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Posted - 2013.08.22 18:43:00 -
[255] - Quote
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. |
Smooth Assassin
Condotta Rouvenor Gallente Federation
48
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Posted - 2013.08.22 19:08:00 -
[256] - Quote
Necandi Brasil wrote: Update? When? Your kidding right?
Answer: 1.4 |
BL4CKST4R
WarRavens League of Infamy
1189
|
Posted - 2013.08.23 00:32:00 -
[257] - 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 |
Shadow of War88
0uter.Heaven
34
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Posted - 2013.08.23 21:58:00 -
[258] - Quote
dont touch the shields fool. it aint broken, dont "fix" it. focus ur effort on vehicle stuff and quit creating more work for yourself. |
jace silencerww
D3M3NT3D M1NDZ
5
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Posted - 2013.08.25 08:05:00 -
[259] - Quote
And Logi suits are the only good*** armor tankers because of this, all suits should get a passive armor repair except the Caldari.[/quote]
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. [/quote]
Caldari have an extremely high shield repair, and logis should get around +2 higher armor repair than the assault counter part. [/quote] right now maxed logis have an armor repair base rate of 5. but your idea of +3 works when ccp changes the logi bonus and caldari is shield base so why just hurt them all race should have the sheild delay longer if caldari shield get delayed. everyone forgets one flux and 2 shots milita scrambler pitsol can kill a maxed proto caldari. what happens when a caldari heavy shows up with tons of shield and one flux take over 1200 shield you will not see caldari heavy often.? i hope by then all the suits and heavy weapons are out. with the new armor buffs shield and armor will be alot closer. but i feel bad for snipers. they are getting messed up. at a height of 25m above a target and the target runs off the nature ground they disappear and at 350+m 50% of the time snipers can not see they target and another 15-20% they shoot and can not hit it bc something stop it that dont not shown up on the screen. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND
32
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Posted - 2013.08.25 18:06:00 -
[260] - Quote
It all sounds pretty legit EXCEPT the Reactive plates. Isn't the whole purpose of reactive plates to allow for a armour repair bonus, even though just a slight one. You are completely removing armour repair at the basic level and the enhanced and complex repairrate is the same. Why not make basic 1 hp/sec, enhanced 2 hp/sec and complex 3 hp/sec ...this way there is more differenc and the Reactives won't entirely replace Armour repairers. Seriously should consider something along the lines. |
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IMMORTAL WAR HERO
Ill Omens
11
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Posted - 2013.08.26 07:16:00 -
[261] - Quote
thank god finally improvements to movement |
Yeeeuuuupppp
DUST CORE DARKSTAR ARMY
1
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Posted - 2013.08.26 15:46:00 -
[262] - 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 Why would you give the armor a buff and not the shields?
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BL4CKST4R
WarRavens League of Infamy
1261
|
Posted - 2013.08.27 10:27:00 -
[263] - Quote
Because armor was UP shields aren't. |
Dheez
STRONG-ARMED BANDITS
1
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Posted - 2013.08.31 18:14:00 -
[264] - Quote
Still no love for scouts. Are we nothing but fodder? |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
182
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Posted - 2013.08.31 18:48:00 -
[265] - Quote
Dheez wrote:Still no love for scouts. Are we nothing but fodder?
Scouts can't use armor? |
Garrett Blacknova
Codex Troopers
3437
|
Posted - 2013.09.02 01:30:00 -
[266] - Quote
Yeeeuuuupppp wrote:Why would you give the armor a buff and not the shields? Because at the moment, shield tanking has no penalties and armour doesn't have enough extra HP to balance its speed penalty. They weren't planning to buff shields, they were planning to NERF them. They've decided to implement the armour buff first, by itself, and see how much things change before possibly implementing the shield nerf. |
Rei Shepard
Spectre II
485
|
Posted - 2013.09.02 08:04:00 -
[267] - Quote
Garrett Blacknova wrote:Yeeeuuuupppp wrote:Why would you give the armor a buff and not the shields? Because at the moment, shield tanking has no penalties and armour doesn't have enough extra HP to balance its speed penalty. They weren't planning to buff shields, they were planning to NERF them. They've decided to implement the armour buff first, by itself, and see how much things change before possibly implementing the shield nerf.
My guess is that the whole 1 to 2 bullets exttra i can take isnt gonna do a whole lot @ 2-5 Armor Repair rate depending if i want to use a slot for that, this is going to buff those suits that can Dual Tank like the Logi's by a whole lot but will leave assaults hanging. |
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