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Zeylon Rho
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Posted - 2013.08.16 05:36:00 -
[1] - Quote
Devs recently announced some adjustments to how armor plates will function, this includes adjusting speed penalties and HP awarded.
The concern here is that there's an existing armor "paradigm" that seems to assign the hp totals to suits.
The general theme for suits across races is something like:
Amarr: most HP, slowest, has fewer slots. Caldari/Gallente: Middle HP, Caldari are weighted towards shields, Gallente are weighted towards armor... both are faster than Amarr Minmatar: Least HP, fastest, not necessarily the most slots though
So, you pay twice for a hp boost: you move slower (as if you were armored) and you have fewer slots (as if you have a pre-existing armor plate added that takes up space). However, if the standard armor plates are capable of giving more hp, with less penalty... does both missing a slot and having less speed make sense for what are not very large hp bonuses? |
Zeylon Rho
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Posted - 2013.08.19 00:59:00 -
[2] - Quote
It's more than a slight difference by the numbers:
Caldari/Gallente Ehp comes out to 330, and Amarr Ehp is 360 base.
So the Amarr get 30 more hp, THIRTY.
For this 30 hp, their speed is 4% slower than Caldari/Gallente, AND they have 1 less module slot.
So, a new basic armor plate would give you more hp at less of a speed hit. Actually, there is no existing armor plate that gives you so little hp for a speed hit of 4% (and that before the armor rebalance). Even if you argue that they have better fitting than the other assault suits, that advantage is largely negated by missing a slot.
Basically, I think the pros & cons need a little more looking at. Why exactly is the Amarr 4% slower with one less module slot? Because 30 HP seems pretty silly as a reason. |
Zeylon Rho
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1922
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Posted - 2013.08.19 15:00:00 -
[3] - Quote
Lillica Deathdealer wrote:Zeylon Rho wrote:It's more than a slight difference by the numbers:
Caldari/Gallente Ehp comes out to 330, and Amarr Ehp is 360 base.
So the Amarr get 30 more hp, THIRTY.
For this 30 hp, their speed is 4% slower than Caldari/Gallente, AND they have 1 less module slot.
So, a new basic armor plate would give you more hp at less of a speed hit. Actually, there is no existing armor plate that gives you so little hp for a speed hit of 4% (and that's before the armor rebalance). Even if you argue that they have better fitting than the other assault suits, that advantage is largely negated by missing a slot.
Basically, I think the pros & cons need a little more looking at. Why exactly is the Amarr 4% slower with one less module slot? Because 30 HP seems pretty silly as a reason. Keep in mind the amarr assault sprints for 5 seconds longer than any other assault. Also the skill bonus to amarr weaponry from the assault bonus cannot be overlooked, it basically make the standard laser rifle=proto but with easier fitting and less feedback damage. It also enables 4 consecutive charge shots out of the scrambler rifle before overheat. Also it has respectable cpu/pg output compared to othe races, and when you look at it in relation to the lower number of module slots, it means amarr can easily fit the highest level of everything on their suit. Of course, because this is my suit of choice, I won't stop you from asking for a buff -.o
I ignore the weapon bonus because the other Assaults all have bonuses too, and I don't think the passive bonuses are meant to compensate for suit differences. |
Zeylon Rho
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1939
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Posted - 2013.08.20 05:26:00 -
[4] - Quote
I would hope that they would've taken this into account with the armor rebalance in 1.4, since it's an infantry-focused update. |
Zeylon Rho
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1950
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Posted - 2013.08.20 16:06:00 -
[5] - Quote
Stefan Stahl wrote:To take into account the whole picture the Amarr gets: - More CPU/PG than other suits - More hp than other suits - Longer sprint duration
At the expense of: - Movement speed - Module count
One aspect I'd like to point out though is that the Amarr speed penalty doesn't affect stacking penalties for movement penalties. That means an Amarr Assault gets -9% movement speed for being Amarr and having a (1.4) complex plate. A comparable Gallente suit would get about 100 more hp and less movement penalty from two complex plates because the stacking penalties affect the penalty of the second plate while the inherent movement penalty of the Amarr suit doesn't.
The Amarr Assault in particular needs a considerable buff to it's inherent hp bonus. The speed penalty should be kept as it supports the Amarr playstyle.
There's several ways of fixing it, though a hp buff is probably the least complicated. I wouldn't want all the suits to be the same, but they're not particularly well differentiated now. I feel the relative hp bonus vs. the speed hit is too steep. The sprint bonus is nice I guess, but movement is ultimately more important for assaults. |
Zeylon Rho
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1951
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Posted - 2013.08.20 16:19:00 -
[6] - Quote
I don't think 30hp is quite an inch of alloy. Being able to move a bit faster/closer is VERY useful in lining up shots, especially with the range being what it is (TAR outranges Scrambler still) - and the pistol has the worst range of the sidearms unless you count the Nova.
Amarr "move" speed is about to get even slower mind you, since they're changing strafing again. |
Zeylon Rho
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1964
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Posted - 2013.08.21 06:13:00 -
[7] - Quote
SponkSponkSponk wrote:Sardonk Eternia wrote:Interesting perspective. Amarr suits are puzzling in that they seem to have no real focus. I love Amarrian starships but when DUST came out of beta I made my dust bunny specialize in Gallente suits to start with so that I could feel like an Amarr should with big armor and damage upgrades to burn the unbelievers. From reading between the lines, I suspect the racial trend will be: Caldari: skirmishers + long-range weapons Minmatar: skirmishers + short-range weapons Amarr: bricks + long-range weapons Gallente: bricks + short-range weapons Obviously there's nuances I'm not expanding on here, and it's a bit hand-wavey, but the gist is there.
Part of what irks me about the somewhat crap range on the Scrambler Rifle vs. the TAR, or the Scrambler Pistol vs. the Flaylock/SMG I guess.
Neither the Amarr or the Gallente or brick-ish now, and both the other races can throw on plates just as easily as them.
Slightly separate issue, but the same current trend extended to scouts (Amarr scout = slow, fewer slots, 30 more hp?) would be laughably bad. |
Zeylon Rho
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2009
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Posted - 2013.08.22 11:37:00 -
[8] - Quote
I-Shayz-I wrote:The amarr should really have more hp to begin with.
Something like: 250/250 for standard suits (625 ehp at level 5 shield and armor) 300/300 for commando (750 ehp) 400/400 for heavy (1000 ehp)
right now it's about 210/210 (450 ehp) 250/250 (625 ehp) 400/400 (1000 ehp)
Regular Amarr Assault is 180/180 (without passives) or 120/180 for Logistics right now.
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Zeylon Rho
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2119
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Posted - 2013.08.26 09:55:00 -
[9] - Quote
padraic darby wrote:Zeylon Rho wrote:It's more than a slight difference by the numbers:
Caldari/Gallente Ehp comes out to 330, and Amarr Ehp is 360 base.
So the Amarr get 30 more hp, THIRTY.
For this 30 hp, their speed is 4% slower than Caldari/Gallente, AND they have 1 less module slot.
So, a new basic armor plate would give you more hp at less of a speed hit. Actually, there is no existing armor plate that gives you so little hp for a speed hit of 4% (and that's before the armor rebalance). Even if you argue that they have better fitting than the other assault suits, that advantage is largely negated by missing a slot.
Basically, I think the pros & cons need a little more looking at. Why exactly is the Amarr 4% slower with one less module slot? Because 30 HP seems pretty silly as a reason. that hitpoint advantige means they can tank one more ar round than every one else
I guess they could nerf every weapon in the game to keep the advantage as-is, but taking a look at the suit stats seems like the smarter route to me.
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Zeylon Rho
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2179
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Posted - 2013.08.28 12:51:00 -
[10] - Quote
BL4CKST4R wrote:Aero Yassavi wrote:Definitely agree that changes to armor modules should have come with a change to dropsuit base attributes. It is not just the Amarr either in case anyone thinks I'm bias, I'd like to point towards that "If 1 shield HP = 2 armor HP" thread stating that Gallente suits should have higher base armor. Well 1shield = 1.3 armor. Therefore basestats Gallente should be 120/275 and Amarr 140/325. 210(1.3)= 275 180(1.3) + 90= 325 180/1.3= 140 All numbers are rounded up to the nearest multiple of 5. This coupled with passive armor repairs, or a buff to armor repair modules would probably be the last steps into achieving balance.
Interesting, so you'd extend those same numbers to the Commando, Logi, Heavy, etc.? |
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Zeylon Rho
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Posted - 2013.08.29 10:58:00 -
[11] - Quote
Sounds interesting. |
Zeylon Rho
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Posted - 2013.08.29 18:39:00 -
[12] - Quote
Probably want to rethink the slower + more armor thing for the Amarr Scout as well.
Minmatar Assaults clock in at 5.3 move 7.4 sprint Gallente Scouts clock in at 5.5 move 7.6 sprint
That doesn't leave much space for a scout that's noticeably faster than an assault but slower than the Gallente (as they've been doing it). |
Zeylon Rho
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Posted - 2013.08.30 12:23:00 -
[13] - Quote
There is some awkwardness there, yeah. |
Zeylon Rho
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Posted - 2013.09.04 02:37:00 -
[14] - Quote
Kelrie Nae'bre wrote:This could possibly make a 1.5 update... or a hotfix.
Dev focus will probably shift to 1.4 fixes in the short term. It's a matter of keeping balance issues relevant and keeping them alerted I guess. |
Zeylon Rho
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Posted - 2013.09.09 07:08:00 -
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Kelrie Nae'bre wrote:Worth mentioning... amidst the storm of one billion 1.4 posts.
Might have to wait a bit on that point. |
Zeylon Rho
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Posted - 2013.09.10 23:03:00 -
[16] - Quote
KING CHECKMATE wrote:Zeylon Rho wrote:Devs recently announced some adjustments to how armor plates will function, this includes adjusting speed penalties and HP awarded.
The concern here is that there's an existing armor "paradigm" that seems to assign the hp totals to suits.
The general theme for suits across races is something like:
Amarr: most HP, slowest, has fewer slots. Caldari/Gallente: Middle HP, Caldari are weighted towards shields, Gallente are weighted towards armor... both are faster than Amarr Minmatar: Least HP, fastest, not necessarily the most slots though
So, you pay twice for a hp boost: you move slower (as if you were armored) and you have fewer slots (as if you have a pre-existing armor plate added that takes up space). However, if the standard armor plates are capable of giving more hp, with less penalty... does both missing a slot and having less speed make sense for what are not very large hp bonuses? 1st off:assault suits have 7 slots , EVEN MINMATAR.Amarr has 6 2nd: You are missing the point on how beautiful Amarr tech actually is: -You look badass-You have MORE HP (with passives, up to 450) -You have SCOUT LEVEL stamina (no need for cardiac regulators like other suits) -You have LOGI level CPU/PG. So even with 1 less slot you will never have to equip some cpu enhancer or Pg e. like other sad assaults might have to. - 20 Shield regen per sec is good (up to 25 with assault bonus) - The 5% heat builup reduction for laser/scrambler weaponry is a big load of **** unless you are using laser weaponry.Then you DO have a great advantage there. This is stuff other asaults DONT have. heh.... .Amarr is IMO the best of assault suits,if you are using laser weaponry that is..... The amarr assault DOES NOT need a buff. a 0.01 sprint speed and a 0.02 movement speed is all i take. If not, dont touch it.
I didn't say the minmatar didn't? My point was the Amarr has fewer than the other races.
Looking Badass = no combat advantage
Need for stamina is relative - how much time do assaults spend running to and fro? The penalty is against move speed, move speed more directly translates to your ability to strafe and not die than sprint "time" (still slower sprinting as well).
Your CPU/PG are in fact, lower than a Logi's (for awhile it was higher than the Amarr Logi for some reason though). Interestingly, Amarr assault has the highest CPU/PG, followed by... Minmatar (lowest health), then Caldari/Gallente. So, you get the impression that the CPU/PG probably aren't directly related to HP or Speed.
I wouldn't complain about their shield regen in particular, though it's not the highest either.
The laser bonus is extremely situational as a bonus. It means the Amarr is sort of pigeon-holed into using a Laser Rifle or Scrambler to make use of their suit bonus, and these are weapon restrictions that other suits don't have. A caldari shield bonus is useful any time you use shields (often for most you'd think), whereas a laser-based restriction leaves you with a more narrow set of options as far as making the most of your suit.
In fact, in seems like the devs were basically saying "use a laser", as that also accounts for the PG/CPU difference. A scrambler rifle is the most PG-heavy weapon in the entire game. A STD-level Scrambler requires 11 PG, weight that against an AR. At PRO, the Imp Scrambler is 20 PG, that's higher than a PRO Forge gun (which is the next highest). To make the most use of your Amarr suit you need to use weapons with high fitting reqs that will tax your higher-than-average fittings.
The lack of a slot may be intended to prevent the Amarr Ass. from abusing their high fitting overly much.
Still, the HP trend is clear across the suits:
More HP = slower, Less HP = faster
More specifically, that 30 HP is worth -4% movement/sprint.
You can explain the fitting and slot without looking at that. The one-slot for PG/CPU, stamina, but +laser specialty only is a more wonky comparison to draw.
This comparison in HP difference carries over to the Logi frames as well, even though the slot/fitting discussion becomes irrelevant.
So, to re-focus topic, let's say this is about the hp difference and speed difference alone. The hp difference & speed hit are true across all the medium frames (and the scout technically). If armor has been adjusted to have less of a speed hit for more hp, shouldn't the fact the Amarr gets 30 hp for a 4% speed hit be looked at?
This is bearing in mind that the other suit differences can be explained in other ways, and that movement speed is the key factor in strafing and most combat (and can't be compensated for with modules).
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Zeylon Rho
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2323
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Posted - 2013.09.11 01:38:00 -
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KING CHECKMATE wrote:@Zeylon Rho
The speed loss is only -0.03.
>..>
AT biotics Lv 5 the speed difference is undetectable compared to other suits,and i can still run from an objective to the other without having to rest.So stamina = Less time in the open = Less damage.
More specifically, that 30 HP is worth -4% movement/sprint. <==solved with Biotics Lv5, Passive +5%
The speed loss is .2 (.3 sprint) from the Caldari/Gallente, and larger from the Minmatar. You're a decimal place off there. 4% of 5(C/G move) is .2, and 4% of 7 (C/G spring) is .28.
Biotics won't give you a movement speed bonus, and at the point at which we're saying "I have level 5 biotics", the other suits can get that same bonus which means you're only closing a sprint speed gap with people that haven't leveled the skill. They'll still move faster than you. Also, -4% of a base speed then adding 5% bonus to the base isn't the same thing as cancelling the difference. 4.8, 5, and 5.3 are the starting speeds, right? or 6.7, 7, 7.4 sprint. 7.035, 7.35, and 7.77 are the results of adding 5% to the base sprint speeds. Faster base means you're getting (marginally) better boosts out of Biotics with the faster suits.
KING CHECKMATE wrote:
The CPU IS Lower, i think the PG is still higher than the logi.This is because Assault amarrs are designed to carry LAser weaponry,that are indeed very expensive PG wise.
We agree that the bonus is what really holds this suit back. BUT at the same time i apreciate it,i know how good amarr assault are and with another bonus, (Say 2% reload on light weapons for example) it would be the FOTM for sure.
They are designed for this weapons yup. as an amarr soldier i appreciate my suit lets me make the most of amarr weapons. AKA Laser/Scrambler rifles. If people want to use The flavor of the month weapon then go use another suit.
We agree there I guess, and that's fine - if somewhat narrow for the Amarr. I think it goes to the fact that the PG/CPU, slot, and laser bonus are all related, and probably have nothing to do with the armor/hp/speed.
KING CHECKMATE wrote: Still, the HP trend is clear across the suits:
More HP = slower, Less HP = faster // At level 5 , the amarr suit has 450HP WIthout any modules.You are not THAT slow that cant survive with 850+ EHP at proto level. I run an Amarr assault ADV and have 700 EHP >..>
And a Caldari/Gallente would have 413HP without any modules (assuming we're comparing maxed passives. It's a 30 hp base bonus, and there's no getting around that. With passives you get another 7 hp. You're not THAT slow, but you're slower than the other suits, which is what we're comparing. The issue is specifically, is 30 hp worth a 4% speed hit, because the new armor plate stats suggest they do not believe this to be the case. The case was slightly different prior since a MLT or STD plate had a larger speed hit for much less hp than they do now.
I'm proposing they look at the hp difference more-so than changing the speed penalty, slots, or anything else. This wouldn't necessarily be "just the Amarr Assault", but looking at the speed vs. armor across the suits.
KING CHECKMATE wrote: So, to re-focus topic, let's say this is about the hp difference and speed difference alone. The hp difference & speed hit are true across all the medium frames (and the scout technically). If armor has been adjusted to have less of a speed hit for more hp, shouldn't the fact the Amarr gets 30 hp for a 4% speed hit be looked at? 4% Speed is to gain a Lot of little advantages. If you compare -4% speed to 30HP, it does seem bad.But its 4% speed for:+30HP,200 stamina(highest of all assaults),a LOT of CPU/Pg,amarr weapon bonus,20 HP shield regen(minnies would love this). SO i think he 4% speed loss is legit. YOu make it sound like Amarr suit is just a Caldari/Gallante with 30 more HP and -4% speed....
This is bearing in mind that the other suit differences can be explained in other ways, and that movement speed is the key factor in strafing and most combat (and can't be compensated for with modules) Yes it can. 1 Complex Kin cat and you amar will sprint at 8 with 200 staminal.LOL. And the best thing is, you DO have the CPU and PG to equip this easily....
A complex kinetic cat will only impact your sprint speed. Kinetic catalyzers don't boost your movement speed in the slightest, only your sprint. A lot of the other stuff isn't quite the advantage you make it out to be. 20 hp shield regen is the same as the Gallente, and 5hp/s less than the Caldari. The "advantage" over Minmatar is only 2hp/s (they have 18), and they have passive 1hp/s armor regen anyhow. With respect to Stamina, the fastest suit (Minmatar) can't sprint as long, but that difference tumbles out to less than 5m distance total if the Amarr and Minmatar assault both start sprinting with base stats.
Regardless, I think the issue is more about hp difference vs. speed penalty, and needs to be balanced on that - not the stamina/fitting/etc. |
Zeylon Rho
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Posted - 2013.09.11 07:15:00 -
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I thought the old Caldari bonus to reload made more sense in that it was weapon-related, and I sort of expect assault bonuses to be about attack.
Supposedly they're reworking suit bonuses in general (since they lacked the coding to make the equipment bonuses on logistics what they wanted originally), but I wouldn't change the laser bonus necessarily. I just wish there was more variety within the scope of the weapons. By that, I mean it'd be nice if there were variants of Laser Rifle and burst/breach or what-not for the scrambler as well. It might also be nice to have a laser SMG, since they're apparently making a hybrid SMG as well (Magsec).
It's also debatable if all assault suits should have a recharge bonus to shields. It's arguably better for shield tankers than, say, a Gallente suit.
At any rate, the laser bonus is nice, it just seems like it'll end up impacting fewer weapons than any "hybrid" bonus would in the long-term. I think the Caldari shield bonus might be a short-term bit until they finish suit re-working. |
Zeylon Rho
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Posted - 2013.09.19 10:59:00 -
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DildoMcnutz wrote:medomai grey wrote:Today I was chatting with a corp mate and found out his proto assault suit had 700EHP. This irked me because my hybrid-tanked proto Amarr assault fit only has 600EHP and one of the advantages of running an Amarr suit is that its suppose to have more EHP than other suits in its frame size. Are you only running 1 plate? 2 has been best in my experience with 1 complex rep. I don't think any other assault can carry proto light/sidearm/nades whilst having over 800ehp (I don't think anyway, they would run out of pg) which is how my fits look, may even be able to fit a proto hive on there now that I realised you get 5% cpu usage reduction on nanocircuitry.
The nanocircuitry bonus is possible a bug left over from chromosome, as they don't seem to be much for having skills explicitly assigned to equipment right now (not a good thing in my opinion).
A better question is if you can run a Proto Scrambler specifically, and have higher ehp than the other assaults. The Amarr PG and bonus seems to be about supporting the laser after all, and if you have to run Duvolles to eek out better fitting (which a Gallente would already have a bonus with), then the fact you can run nice weapons is less relevant.
To the extent that the Amarr can get higher HP now with armor plates, so can the other assaults. You can have a Gallente run Proto weapons and get over 800 ehp as well. The point of this post is addressing the base EHP difference specifically, with respect to the speed differences between suits. |
Zeylon Rho
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Posted - 2013.09.19 12:27:00 -
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I don't necessarily think the hp of the Amarr should be buffed and everything else left the same.
It's more about the concept of them adjusting what the relative value of armor is vs. shields and the speed penalties that are implied there. The Amarr is just the poster child for the issue since they were more specifically flagged as "slower and more hp".
The devs increased the relative amount of hp on armor plates while decreasing speed penalties. For balance issues, this makes me question where the Amarr is at with a 4% speed penalty and 30 more hp (compare to any armor plate), but the relative hp of commandos, Gallente suits, etc. is also worth looking at. It's perhaps even more relevant with respect to the TTK discussions and AA.
A Gallente assault suit's hp is the same as a Caldari, but flipped. One is armor tanked, and one shield tanked. The shield hp are relatively more valuable, as they restore themselves and are harder to get (shield extenders grant less than armor plates). Both suits are the same speed, though even with Ferroscale plates the Gallente would have more hp relatively speaking.
So, it's not just an Amarr suit issue, but it's perhaps more of a concern with the Amarr because they're pushed as "beefier" and in-context your 30hp of beefiness (marginal) is being paid for by a speed penalty that is overly punitive (4%) compared to most armor plates.
I'd keep the speeds the same and just adjust the hp of the suits. It might help TTK issues to some degree (ok, probably not).
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Zeylon Rho
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Posted - 2013.09.19 12:46:00 -
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True Adamance wrote:Zeylon Rho wrote:I don't necessarily think the hp of the Amarr should be buffed and everything else left the same.
It's more about the concept of them adjusting what the relative value of armor is vs. shields and the speed penalties that are implied there. The Amarr is just the poster child for the issue since they were more specifically flagged as "slower and more hp".
The devs increased the relative amount of hp on armor plates while decreasing speed penalties. For balance issues, this makes me question where the Amarr is at with a 4% speed penalty and 30 more hp (compare to any armor plate), but the relative hp of commandos, Gallente suits, etc. is also worth looking at. It's perhaps even more relevant with respect to the TTK discussions and AA.
A Gallente assault suit's hp is the same as a Caldari, but flipped. One is armor tanked, and one shield tanked. The shield hp are relatively more valuable, as they restore themselves and are harder to get (shield extenders grant less than armor plates). Both suits are the same speed, though even with Ferroscale plates the Gallente would have more hp relatively speaking.
So, it's not just an Amarr suit issue, but it's perhaps more of a concern with the Amarr because they're pushed as "beefier" and in-context your 30hp of beefiness (marginal) is being paid for by a speed penalty that is overly punitive (4%) compared to most armor plates.
I'd keep the speeds the same and just adjust the hp of the suits. It might help TTK issues to some degree (ok, probably not).
We should get a rebalancing of Armour vs Shields. Amarr Armour Tank.
Right. They need to look at all the hp values again, vs. the speed hits they're giving them , etc. I think they can do that without drastically changing the other suit stats.
The speed stat specifically gets a bit iffy since with the current set of speed penalties, a theoretical Amarr scout would be as fast as a Minmatar assault, and I think they should consider where they want those speed tiers going forward - as any hp bonus they gave the Amarr Scout would be unlikely to match a Minmatar assault in hp, slots, etc.
That's not there yet though, and adjusting hp would be enough for balancing in the short term.
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Zeylon Rho
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Posted - 2013.09.20 08:04:00 -
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I'd be fine with making Amarr more "armor-focused", or what have you. There's no focus to the tanking at the moment beyond slots for the most part, which means ALL assaults/logis hybrid tank pretty well. The would be shield-tankers have better base-stats for that with respect to recharge rates, etc, but everyone can slap on plates/reppers and achieve the same effect more or less.
This means the "shield-tankers" have naturally better shield tanking ability, but everyone armor tanks about the same, since there's no advantage beyond slot capacity there.
That's slightly different than the subject of the OP, but giving consideration to how some suits might be able to favor armor tanking (if that's their intent) might be wise - as stats are already shuffled up for shield compatibility before you even begin to skill into it. |
Zeylon Rho
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Posted - 2013.09.24 22:02:00 -
[23] - Quote
Wharrgarbl |
Zeylon Rho
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Posted - 2013.09.26 02:12:00 -
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It's probably more realistic to just adjust the hp of the suits and leave speed, etc. the same. |
Zeylon Rho
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Posted - 2013.09.26 03:04:00 -
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KING CHECKMATE wrote:LEAVE THIS THREAD DIE.
For gods sake the Amarr Dropsuits are FINE.Actually they are the best...
If you buff them,they become OP.
NO
/End thread
Proved you wrong earlier, you have no grasp of what the stats even mean.
/hopefully-end-of-your-unhelpful-comments |
Zeylon Rho
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Posted - 2013.09.26 11:12:00 -
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I think my desire for altering anything to do with the slot has waned, as the PG/CPU difference seems tooled to compensate for that somewhat (that, and carrying lasers).
The suit is built to carry the hardest-to-fit weapon available in the game, and you're encouraged to do so by the bonuses you're given that are specific to it and the laser rifle. They're aware the the fitting can be used for "non-laser" purposes, so they dock you a slot.
The trade-off is slightly different for a logistics, because instead of laser bonuses they get a sidearm. Their fitting is also not "as-good", but they play with a different set of trade-off in light of being "the assault logi".
The heavy has no basis for comparison slot or cpu-wise racially.
The hp difference is more a matter of armor/shielding rebalance, which impacts all suits. I think the stat changes to armor plates imply they looked at the armor values relative to shields and realized that armor-tanking wasn't quite as valuable in practice compared to movement.
I think the plate changes were positive for the most part, though somewhat overshadowed in light of the AA/hit-detection changes. Tons of people are rocking armor plates now, though I think dual-tanking is more of a rule for most suits as opposed to either/or (it's hardly an Amarr-specific practice).
As an aside, the reactive plate (and ferroscale to a lesser extent) stats are still horrible and ultimately undesirable next to actual plates. This is true even on Amarr suits that have a shortage of slots on the lower end (zero at MLT, 1 at STD).
So, completely aside from fitting, laser bonuses, and slots - I feel suit hp need another look as suit base-stats are also a reflection of how armor/shield balance works in the game. The Amarr is a meaningful example, since their speed hit is at least nominally explained by their being a "heavier" suit, and in light of the plate changes, the 4% speed hit is large for a 30hp difference. That's not to say I want to speed hit removed, just that the hp of ALL the suits may need to be adjusted with the different armor/shield paradigm in place.
For example, the Caldari and Gallente have identical Ehp and speed despite one being an armor tanker. The shield hp on the Caldari suit at base is unequivocally "more valuable" or harder to come by than the armor hp on the Gallente - this is reflected directly in the hp values of the modules you can put on your suits. It's also seen in the fact the shield hp will restore itself, while the armor hp will not. It also holds true even comparing newer ferroscale plates (to account for the lack of speed difference).
So, is having the exact same hp on the two suits balanced? Given the differences between shield and armor, would it not make more sense to have more on the armor-tank suit, given the relative value of the hp? Even using the not-great ferroscale stats would give a slight hp edge to the Gallente (very slight).
The health difference comparison with the Minmatar isn't particularly great either, it's a 10% speed hit for 75hp. It sort of leaves the arena of direct comparison as a 10% hit is now the same as TWO complex plates and 270 hp as far as gear goes, but also you wouldn't expect a suit to either take the drawback of two complex mods or receive that much of a benefit.
I think 2x 85hp (the current state of a 4% hit) would be too much of a bonus. So would the hp of an enhanced or complex plate really (110 or 135 for 3%/5%).
You can't look at the stats in a vacuum either, it would be a bit off to only adjust the Amarr suit. Ballpark though, I was thinking something along the lines of 30-40 more base hp on the Amarr, and keep the speed penalty as-is. Probably something like 15-20 more to the gallente.
This would make for a difference of about 60hp with the caldari, but around 40hp-ish difference with the Gallente for the same speed hit (4%) as is current. That would still be less than the hp of a basic armor plate (85) with twice the speed hit (2%).
I've been trying to avoid concrete specifics on numbers because I kinda assumed they'd be redoing ALL the hp after they got around to the armor rebalance, and I was surprised that this wasn't the case. Some amount of the advantage of movement seems to have been lost with the AA being where it is too though. |
Zeylon Rho
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Posted - 2013.09.26 11:35:00 -
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Arc-08 wrote:I actually thought that Amar had that slight bonus because they aren't supposed to be like amar heavies and be tanks, they are supposed to equip damage mods, and be a true damage based assault, instead of armor/shield based.
Well the "bonus" tends to largely evaporate if you're actually using scramblers, and you have less slots to work with as well. The damage mods themselves are very very similar in cost to shield extenders.
That may be a design flaw on CCP's end, or that might be versatility as they see it. Currently anyway, there's definitely no drawback to fitting either, as they're functionally swappable. This cuts both ways of course. Most assaults of any race will tell you dual-tanking is the way to go. Caldari Logis, Minmatar Assaults, etc. - most people with the SP will dual tank. Caldari Assaults have only had a shield bonus for the past month mind you, they used to have a weapon bonus as well.
The caveat is you normally get "enough" hp from basic (or enhanced) plates (85 hp, 2%), and blowing extra CPU/PG and speed for the complex plate isn't always done (135 hp, 5% penalty). |
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Posted - 2013.09.26 20:37:00 -
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Kelrie Nae'bre wrote:Zeylon Rho wrote:
You can't look at the stats in a vacuum either, it would be a bit off to only adjust the Amarr suit. Ballpark though, I was thinking something along the lines of 30-40 more base hp on the Amarr, and keep the speed penalty as-is. Probably something like 15-20 more to the gallente.
This would make for a difference of about 60hp with the caldari, but around 40hp-ish difference with the Gallente for the same speed hit (4%) as is current. That would still be less than the hp of a basic armor plate (85) with twice the speed hit (2%).
I've been trying to avoid concrete specifics on numbers because I kinda assumed they'd be redoing ALL the hp after they got around to the armor rebalance, and I was surprised that this wasn't the case. Some amount of the advantage of movement seems to have been lost with the AA being where it is too though.
Edit: As an aside about Minmatar specifically, I am somewhat iffy about how well they fill their role as the "versatile" race. The speed and lower hp is fine, but I would've expected their suits to have some marginal scanning/profile type bonuses and/or an extra slot (but not fitting) to reflect their supposed greater versatility. Instead, they're just a fast suit with somewhat higher fitting than Caldari/Gallente.
For some reason, I imagined that these several pages would be after a bit more than 30-40 more hp. That seems like a "safe" increase, though hardly momentous. 15-20 more for Gallente too, huh? I could see improvements to scan/precision/profile for Minmatar suits... kinda like their ships I guess.
I'm interested in balance, not sweeping changes. If 30hp here or there is sufficient as a tweak, that works. I'm just of the opinion it should be tweaked, all things considered. I'm not saying there's a huge imbalance - this isn't "broken" in the way that reactive plates or the commando suit seem to be.
Little shifts in balance elsewhere impact other things though. While the Amarr can survive without a few more hp, little imbalances crop up over time and eventually become more substantial imbalances. I think it makes more sense to tweak the suit hp at the same time (or abouts) when they've tried to adjust armor plates vs. shields, or balance armor/shields in general.
This won't fix other things that are wrong between the two, it's just a simple look at the numbers comparing the suits and their relative roles (and the Amarr in particular given its speed penalty). |
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Posted - 2013.09.29 05:51:00 -
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Stefan Stahl wrote:Sweeping changes must be avoided. Once CCP gets the impression that something needs to be done they'll first turn the Amarr suits into the feature of the month and just weeks later hit it with the nerf-bat until it is useless. The bigger the buff, the larger the following nerf. See small missiles or TAC ARs for reference.
Regarding heavy suits I guess we haven't seen the other racial heavy suits yet, so we can't compare the Amarr ones with anything in their class.
Makes it harder, yes. It's seems like a lot of stat differences are raw percentage differences anyhow, but it may be overly speculative to assume they'll breakdown the same way with heavies.
TAC ARs are still pretty decent, I find. I think AA being what it is and damage fall-off, standard duvolles are just easier to use now (and everyone that could use a TAC AR can use those now anyway).
This may seem like a marginal change, but it's just another building block in the balancing process between shields and armor. |
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Posted - 2013.10.01 18:11:00 -
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Jen Gelfling wrote:If they're rebalancing armor/shields as they seem to have been (compensating hp for the fact you can't regen armor super-fast), it does seem fair to have "slight" suit adjustments. The small tweak to Gallente/Amarr suits is probably fine (not sure if I'd go much higher than 40hp adjusting things).
It's tempting to want to jack around with stats in the game, especially with other issues like Aim-assist and TTK being current issues of a sort. In the grand scheme of things, the about of hp on say a MLT Shield Extender right now would defray the damage of less than a single AR round. So, asking for minute HP adjustments in that frame seems silly.
However, you have to assume that if they designed the game so that something like a MLT Shield Extender is "supposed to" be able to impact your survival in some way, then some of those TTK issues will have to be addressed at some point. It is with that in mind that even a smaller hp adjustment like I've suggested is meaningful in the long-term for balance. Ergo, a 30hp bonus for a 4% speed hit becomes a 60/70hp bonus for the same speed hit (or whatever). It's not game-changing, but it's in keeping with restructuring how we approach the difference between shields and armor and the weight or value we give something like a speed penalty. |
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Zeylon Rho
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Posted - 2013.10.02 12:24:00 -
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Whomp. |
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Posted - 2013.10.03 18:53:00 -
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Draco Cerberus wrote:Amarr have their lazoors and still over and above that the have thermal resistance which more than makes up for any speed loss.
I've tried to refine the idea somewhat over the course of the thread, but it's more about armor/shield balance than Amarr suits in particular; they just get undue impact on account of having the speed penalty. You can also isolate the HP/speed issue pretty easily I think.
As to lasers vs. whatever, it's seems clear from dev intimations that the suit bonuses will probably be changing anyway. The Minny assault bonus is liable to change with the shift in available Minny weaponry going from "Flaylock/MD/SMG" (one light, two sidearm) to "Combat Rifle, Precision Rifle, MD, Flaylock, SMG" (3 LW, 2 SA), and so on.
Interestingly, from the announced weapons, Amarr will be on the short side of weaponry after the bulk is released. All the announced non-heavy Amarr weapons are here already. Every other race will have more weapons at that point. |
Zeylon Rho
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Posted - 2013.10.04 11:32:00 -
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Ghost Kaisar wrote:Zeylon Rho wrote:Devs recently announced some adjustments to how armor plates will function, this includes adjusting speed penalties and HP awarded.
The concern here is that there's an existing armor "paradigm" that seems to assign the hp totals to suits.
The general theme for suits across races is something like:
Amarr: most HP, slowest, has fewer slots. Caldari/Gallente: Middle HP, Caldari are weighted towards shields, Gallente are weighted towards armor... both are faster than Amarr Minmatar: Least HP, fastest, not necessarily the most slots though
So, you pay twice for a hp boost: you move slower (as if you were armored) and you have fewer slots (as if you have a pre-existing armor plate added that takes up space). However, if the standard armor plates are capable of giving more hp, with less penalty... does both missing a slot and having less speed make sense for what are not very large hp bonuses? If you actually expect them to fix this Scouts have been on the receiving end of this for just as long. We have less eHP (standard suit for minnie has 100 shields 70 armor BASE), less slots (5 at proto compared to 8 or 9 on assaults) and Gimped CPU/PG. All for what? Slightly higher movement speed and sprint speed (12% increase roughly?) and profile dampening (OUR ONLY SAVING GRACE) They just don't know how to balance a specialized suit. They don't want it to be OP (like the cal Logi used to be) so they are erring on the UP side. Which just gets old after it not being fixed after 5 patches and beta.
Well, assuming they WON'T fix anything isn't a really helpful position to take in feedback.
Scouts have a ton of issues. Speed issues vs. HP issues with Scouts are also definitely present. If you scaled the suit stats along the same lines as assaults/logis a theoretical Amarr Scout would get Minmatar Assault speed, a tiny hp bonus over Gallente, and FOUR slots at PRO. So, the way they're looking at the racial suit differences doesn't really hold up for expansion.
I think having issues with hit detection of faster suits is part of the reason they were trying to nerf speed-tanking earlier. If they can't make a scout notably faster, and work within the rendering/hit-detection of the engine... yeah that's problematic.
Adjusting armor vs. shield hp is simpler in comparison. So, to your original question, I have slightly more faith in them fixing something like this than them fixing scouts.
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Zeylon Rho
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Posted - 2013.10.08 11:17:00 -
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Jen Gelfling wrote:I think this sort of change is within the scope of the sort of things they could hotfix.
I actually have no idea what the limits are on things that can be hotfixed vs. things that require a patch. In ME3, they could change things like weapon stats server-side for Multiplayer, and they did that weekly. Bugs and other things actually required updates though. |
Zeylon Rho
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Posted - 2013.10.10 12:46:00 -
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Agreed.
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Zeylon Rho
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Posted - 2013.10.17 16:12:00 -
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It's been about a week on this topic, but I think it continues to be relevant in comparing relative HP between would-be armored/shielded suits and the hp values and speed we would assign to them. |
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Posted - 2013.11.01 14:28:00 -
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1.6 has changes to Heavy/Commando, which I guess is a plus, but there's no basis for comparing them with other races on the Heavy-tier which sort of defeats the point of my original comparison. Also, they don't do much as far as balancing shields/armor since those values were buffed equally, and again.. no basis for comparison. |
Zeylon Rho
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Posted - 2013.11.07 13:51:00 -
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Honestly, with where TTK is currently, the small hp buff we're talking about wouldn't make a difference. It's just a means of evening out the suits statistically in a sensible fashion. |
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Posted - 2013.11.19 13:22:00 -
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It seems like the heavy suit buff is kinda considering these sort of issues, but it skipped over adjusting the medium suits...
Join my cult.
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