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![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
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Posted - 2013.08.15 13:34:00 -
[1] - Quote
I get that it's pretty much 6 in one, half a dozen in the other. But I'm wondering if the increased armor values on the plates is going to matter against the frequency of explosives used in the game...
Like, as a Heavy that would be pure armor tanking, maybe with a shield regulator or recharger, if I got Fluxed and then MD'd would I be able to survive one or two more blasts or would the additional armor be negligible against explosives?
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![Knightshade Belladonna Knightshade Belladonna](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
895
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Posted - 2013.08.15 13:39:00 -
[2] - Quote
Interplanetary Insanitarium wrote:I get that it's pretty much 6 in one, half a dozen in the other. But I'm wondering if the increased armor values on the plates is going to matter against the frequency of explosives used in the game...
Like, as a Heavy that would be pure armor tanking, maybe with a shield regulator or recharger, if I got Fluxed and then MD'd would I be able to survive one or two more blasts or would the additional armor be negligible against explosives?
when it comes to MD, you might see yourself surviving an extra shot ( splash ) , and the ability to move out of way faster.
Cooked core locus nades.. kiss that suit goodbye |
![Argon Gas Argon Gas](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Argon Gas
Krusual Covert Operators Minmatar Republic
37
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Posted - 2013.08.15 13:39:00 -
[3] - Quote
Explosives do 135% damage to armor. Because overkill FTW -_- |
![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
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Posted - 2013.08.15 13:48:00 -
[4] - Quote
Argon Gas wrote:Explosives do 135% damage to armor. Because overkill FTW -_-
Yeah, I know that all too well.![Ugh](https://forums.dust514.com/Images/Emoticons/ccp_ugh.png)
And I wouldn't want explosives to be less effective against armor.
But it's a legitimate concern of mine that, yeah, we (particularly Heavies) can tank hybrid and energy damage profiles even more now but the improvements to the armor won't mean diddly against how often explosives are used in CQC/Area of Denial... which is where Heavies should be most effective. Excluding Forge Snipers, unless you run armor mods to stand on top of a tower to forge snipe. (I just run armor reppers and a regulator/recharger when I do that) |
![Mamertine Son Mamertine Son](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Mamertine Son
R.E.B.E.L.S
140
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Posted - 2013.08.15 13:49:00 -
[5] - Quote
I think the armor buff is going to help armor tankers against lower geared players.
You're now a little less squishy to players under 4/5 mil sp but proto is probably still going to mess you up... |
![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
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Posted - 2013.08.15 13:54:00 -
[6] - Quote
Mamertine Son wrote:I think the armor buff is going to help armor tankers against lower geared players.
You're now a little less squishy to players under 4/5 mil sp but proto is probably still going to mess you up...
Yeah, I wouldn't expect to tank against proto level gear even if I had proto level gear, especially AR's with the amount of damage they can put out if they stack dmg mods. (just like they wouldn't be able to tank against me... IF I had proto gear)
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![steadyhand amarr steadyhand amarr](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
steadyhand amarr
Imperfects Negative-Feedback
1092
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Posted - 2013.08.15 13:58:00 -
[7] - Quote
Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons |
![Knightshade Belladonna Knightshade Belladonna](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
895
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Posted - 2013.08.15 14:02:00 -
[8] - Quote
steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons
because CCP |
![Mamertine Son Mamertine Son](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Mamertine Son
R.E.B.E.L.S
140
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Posted - 2013.08.15 14:07:00 -
[9] - Quote
steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons
eh...
They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun.
Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. |
![Guinevere Bravo Guinevere Bravo](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Guinevere Bravo
SVER True Blood Public Disorder.
321
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Posted - 2013.08.15 14:31:00 -
[10] - Quote
We really need some resistance plates of some sort, one for Explosive for well.. explosives. Kinectic for Hybrid weapons/scrambler. Thermal for lasers/scrambler and EMP maybe more for shields for flux and lasers.
Will allow us to build tanks against certain play styles.
Bullet spong heavy, Exlposion eating heavy, COME AT ME BRO-LASER heavy.
Theres certainly some tweaking todo as this is spewing out of my head bu A couple of ideas nontheless. |
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![Knightshade Belladonna Knightshade Belladonna](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Knightshade Belladonna
Mannar Focused Warfare Gallente Federation
896
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Posted - 2013.08.15 14:34:00 -
[11] - Quote
Guinevere Bravo wrote:We really need some resistance plates of some sort, one for Explosive for well.. explosives. Kinectic for Hybrid weapons/scrambler. Thermal for lasers/scrambler and EMP maybe more for shields for flux and lasers.
Will allow us to build tanks against certain play styles.
Bullet spong heavy, Exlposion eating heavy, COME AT ME BRO-LASER heavy.
Theres certainly some tweaking todo as this is spewing out of my head bu A couple of ideas nontheless.
I'm sure it is on a piece of paper somewhere attached to some graphs waiting to be put in someday
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![Zekain Kade Zekain Kade](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Zekain Kade
TeamPlayers EoN.
1475
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Posted - 2013.08.15 14:38:00 -
[12] - Quote
Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. \ the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields.
110%, 90%
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![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
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Posted - 2013.08.16 18:09:00 -
[13] - Quote
Zekain Kade wrote:Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. 110%, 90% the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields.
I thought the AR was hybrid and did equal damage to armor and shields.
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![Rusty Shallows Rusty Shallows](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Rusty Shallows
Black Jackals
263
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Posted - 2013.08.16 18:22:00 -
[14] - Quote
Interplanetary Insanitarium wrote:Zekain Kade wrote:Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. 110%, 90% the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields. I thought the AR was hybrid and did equal damage to armor and shields. Things have changed Quick scroll to the bottom. |
![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
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Posted - 2013.08.16 18:31:00 -
[15] - Quote
Rusty Shallows wrote:Interplanetary Insanitarium wrote:Zekain Kade wrote:Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. 110%, 90% the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields. I thought the AR was hybrid and did equal damage to armor and shields. Things have changedQuick scroll to the bottom.
Ahhh, thanks .
What's funny to me is that even with the damage profile changed from what I thought it was the AR's still tear through my A-1 series suit like it was tissue paper.
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![cranium79 cranium79](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
cranium79
ZionTCD
60
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Posted - 2013.08.16 18:54:00 -
[16] - Quote
i feel the armor buff will help alot. i run a medium (not assault) G-proto with 845ehp (295 S and 550 A). with the buff, i'll be running well over 900ehp and be much faster...
my loadout:
2 complex shield extenders 1 enhanced shield recharger 3 enhanced armor plates 1 enhanced armor rep (complex to come eventually)
my armor and shield skills are maxed to 5 = 25% bonus to each.
i don't die all that often in my proto suit. even in PC. it seems i can take a good amount of damage, and i'm able to run for cover most of the time and heal. i never try to go toe to to with a heavy.
granted, i haven't run a caldari proto since before uprising (since it was the default), so i'm not sure how much different shield tanking would feel now. maybe i'm missing out on something? i'm considering skilling into caldari assault after i'm done with my G suit, but i'm undecided as of now. i'll probably just skill another weapon to be honest. |
![Rynoceros Rynoceros](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Rynoceros
Rise Of Old Dudes
502
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Posted - 2013.08.16 19:00:00 -
[17] - Quote
ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics. |
![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
137
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Posted - 2013.08.16 19:07:00 -
[18] - Quote
Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics.
Mehh, I'm kinda for innate resistances. Why should a smaller suit with more slots have higher resistance?
Like, there could be a skill to improve those resistances, but it's bad enough that some logis can stack rechargers or energizers or reppers to have better regenerative capabilities than heavies while still being able to retreat. |
![LoveNewlooy LoveNewlooy](https://web.ccpgamescdn.com/dust/img/character_creator/female_amarr_128.jpg)
LoveNewlooy
Black Phoenix Mercenaries
62
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Posted - 2013.08.16 19:14:00 -
[19] - Quote
Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics.
Resistance Modules? for explosives or all weapon?
if it for all weapons armor going super op if it for explosives weapon is usless becasue enemy team had 16 player and 1-2 players with explosives and the rest use another gun and still die too fast from them, becasue u wasted 1 slot for that module. i rather put more armor plate on it . ccp doing a right thing by buffing armor a bit so we can last 1 more or 2 more hit from explosives. hope u guys understand i know my english is bad =) |
![Rusty Shallows Rusty Shallows](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Rusty Shallows
Black Jackals
264
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Posted - 2013.08.16 19:29:00 -
[20] - Quote
Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics. I don't think it is going to happen. There was a thread about heavies in the Feedback/Suggestions forum that implied infantry resistances are somehow problematic at this time.
Also CCP would be well warned before applying this kind of feature. When hit detection goes off there is nothing more annoying than seeing someone not take damage when you know the shots are hitting them. If resistances mimic this people are just going to end up frustrated and angry at the game. |
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![Rynoceros Rynoceros](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Rynoceros
Rise Of Old Dudes
502
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Posted - 2013.08.16 19:29:00 -
[21] - Quote
Set it up like Electronics and Engineering. One branch for Shield Resistance and one for Armor. Both with inherent effects and multiplier modules. But this conversation is probably best to be held until all suits are available, vehicles, weapons, and balancing occurs. |
![Interplanetary Insanitarium Interplanetary Insanitarium](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
138
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Posted - 2013.08.16 19:30:00 -
[22] - Quote
LoveNewlooy wrote:Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics. Resistance Modules? for explosives or all weapon? if it for all weapons armor going super op if it for explosives weapon is usless becasue enemy team had 16 player and 1-2 players with explosives and the rest use another gun and still die too fast from them, becasue u wasted 1 slot for that module. i rather put more armor plate on it . ccp doing a right thing by buffing armor a bit so we can last 1 more or 2 more hit from explosives. hope u guys understand i know my english is bad =) not everyone explosives weapon.
That's also why I'm against resistance mods, if they made it for all types of damage, people would stack them hard and become almost invulnerable. If they made them for specific types of damage, like you said, if you're not running into that type of weapon you wasted a slot.
IMO innate resistances from suit/race/skill bonus would be better. |
![Zero Harpuia Zero Harpuia](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Zero Harpuia
WarRavens League of Infamy
650
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Posted - 2013.08.16 19:44:00 -
[23] - Quote
Interplanetary Insanitarium wrote:LoveNewlooy wrote:Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics. Resistance Modules? for explosives or all weapon? if it for all weapons armor going super op if it for explosives weapon is usless becasue enemy team had 16 player and 1-2 players with explosives and the rest use another gun and still die too fast from them, becasue u wasted 1 slot for that module. i rather put more armor plate on it . ccp doing a right thing by buffing armor a bit so we can last 1 more or 2 more hit from explosives. hope u guys understand i know my english is bad =) not everyone explosives weapon. That's also why I'm against resistance mods, if they made it for all types of damage, people would stack them hard and become almost invulnerable. If they made them for specific types of damage, like you said, if you're not running into that type of weapon you wasted a slot. IMO innate resistances from suit/race/skill bonus would be better.
I believe there should be ten resistance modules, one for each type and an omni resist, and two levels of effectiveness. You can't stack resist mods like you can HP mods, there is a decreasing return for each module like the damage mods. |
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