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Zero Harpuia
WarRavens League of Infamy
653
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Posted - 2013.08.17 12:37:00 -
[1] - Quote
In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative
Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction
Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function
Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses. |
Zero Harpuia
WarRavens League of Infamy
655
|
Posted - 2013.08.17 12:48:00 -
[2] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE. Other than that, good post, +1.
I refer to speed, but it is a nebulous tank in DUST and hard to pin down specifics. Scouts can and will run faster than anything but an AR user could keep up with, but at the same time it really doesn't seem to be a recognized, 'valid' tank on the ground. As for REAL MEN HULL TANK I thought of saying four but even the certificate for it in EVE makes fun of how laughable it is, and not even HAVs have Structure HP. |
Zero Harpuia
WarRavens League of Infamy
656
|
Posted - 2013.08.17 12:59:00 -
[3] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote:Arkena Wyrnspire wrote:Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE. Other than that, good post, +1. I refer to speed, but it is a nebulous tank in DUST and hard to pin down specifics. Scouts can and will run faster than anything but an AR user could keep up with, but at the same time it really doesn't seem to be a recognized, 'valid' tank on the ground. As for REAL MEN HULL TANK I thought of saying four but even the certificate for it in EVE makes fun of how laughable it is, and not even HAVs have Structure HP. Ah yes, speed, but as you said, it really is a 'nebulous' tank type. It does deserve some recognition though, you're right. It's a significant factor in things, but it's not really a separate 'tank type' as such. Anyhow, I do find it refreshing that you're looking at the roles of the tank types rather than pointlessly whinging about something getting a buff, 'so it must be OP'. Incidentally, I'd be curious to hear what you think of something similar I wrote on the topic - P2, specifically.
Yes, speed tends to act as a supplemental tank as often as a main tank, and in DUST it is hard to judge what is speed tank, what is the hit detection running afoul, and what is physics abuse, though these lines will hopefully become more defined in the coming months.
Interesting read on your post, I feel strongly that these views mirror my own. You may want to add that Armor tends to play inherently better DEFENSE with extra HP, slots for damage mods, and local environment, while shields play OFFENSE with speed, the free slots for modular gear (hacking, scanning, etc), and the ability to choose range and cover. if you have the spare characters, of course. |
Zero Harpuia
WarRavens League of Infamy
656
|
Posted - 2013.08.17 13:11:00 -
[4] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote: Yes, speed tends to act as a supplemental tank as often as a main tank, and in DUST it is hard to judge what is speed tank, what is the hit detection running afoul, and what is physics abuse, though these lines will hopefully become more defined in the coming months.
Interesting read on your post, I feel strongly that these views mirror my own. You may want to add that Armor tends to play inherently better DEFENSE with extra HP, slots for damage mods, and local environment, while shields play OFFENSE with speed, the free slots for modular gear (hacking, scanning, etc), and the ability to choose range and cover. if you have the spare characters, of course.
Judging speed tanks is awkward, yeah. It's obvious that scouts have more of it and heavies have less, but you can hardly quantify speed tank. Thanks for your thoughts - I agree with those, and I think I'll go fiddle with that now. In particular you make an interesting point on the modular gear, I hadn't thought of that.
As speed tank in these context is the art of dodging, I would have to agree. Speed tank does not always mean more speed, and as such has no set measuring guide. Glad to be of service. I can only hope that more of my threads receive such levelheaded discussion. I'm always open for a game or two to discuss over chat, hard to find stable playing groups these days. |
Zero Harpuia
WarRavens League of Infamy
657
|
Posted - 2013.08.17 14:33:00 -
[5] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:There are a couple other methods of tanking, though OP is correct that shield, armor, and speed/size are the main three.
For example, an Arazu's main means of defense, when used as a solo ship, is to use sensor damps to reduce its victim's targeting distance to shorter than its own point range.
The Curse fights by draining an opponent's capacitor and damaging their tracking speed/range
Stealth bombers use cloaking for their defense, uncloaking 30km to drop bombs and then recloaking to get a new position.
These are all extremely situational, of course, but they represent some of my favorite ways to fight. ^_^
All methods of EWAR used to advance survivability, but not quite the definition of tank as I know it. Never really thought of it as tanking per se, but it is quite fun. I suppose you could call the Arazu's advanced distance tanking or a kind of speed tank as they need to maintain a specific distance to keep the target affected but not stray into range. |
Zero Harpuia
WarRavens League of Infamy
657
|
Posted - 2013.08.17 14:34:00 -
[6] - Quote
DeadlyAztec11 wrote:How about Stealth Tank? That's how I fit my Scouts.
This would also be more of an EWAR, with no specific chosen tanking structure. |
Zero Harpuia
WarRavens League of Infamy
658
|
Posted - 2013.08.17 16:08:00 -
[7] - Quote
Jimthefighter wrote:Zero Harpuia wrote:In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed and are ready for combat far before the armor tanker, under the same amounts of damage.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses. While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat. That, in addition to various penalties to armor tanking (many of which are being somewhat resolved) such as poor progression vs. shield extenders, bad alternative modules, and increasing penalties to speed relative to gear (costing more speed per point of armor the higher the meta you go) makes armor tanking not as viable as shield tanking. Side note: In addition, if you lose your shields you aren't dead, you will be soon, but not yet, so flux, the only true anti-shield nade, doesn't kill you like the normal nades. However, for armor tanks, out of armor means dead. I suppose a counter to this could be to create a nade that does similar damage to normal nades, but with a shield bias (so 120% or 130% to shields and 80% or 70% to armor). But that's probably never going to happen.
The bug may or may not still plague DUST, but I am not accounting for it here for the same reason people don't account for other in medias fix issues, if we started balancing against bugs instead of intended results we'd be here all week and still get nothing done.
Also, you may want to search for Uprising 1.4, they're boosting the viability of Armor Plating enourmously.
I did have an idea about Stamina being HP, allowing a 'hulltank' of sorts with stamina extenders. Once armor and shield are gone the bullets tear into you, dropping stamina along with sprinting and jumping. Hit 0 and you collapse from exhaustion and expire without immediate medical help. It's flawed as hell, but I thought it sounded cool. :p |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 18:47:00 -
[8] - Quote
Shattered Mirage wrote:Jimthefighter wrote: While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat.
Quote:bug still exists for shields According to CCP, that is intended and therefore not a bug. Quote: they can actively tank mid-combat That is a lie. You see... Quote:regen start after the first hit meaning after the delay from being damaged or depleted it starts to regenerate; however , as soon as they are hit again, the delay comes back into effect. So, shield tankers cannot actively tank mid-combat.
Actually, I'm pretty sure that CCP said it was a bug, and that someone did the math that proves the bug makes active armor tanking obsolete.
Something along the lines of Armor has 5 points per second max with a Proto repper, 5 seconds for an Assaults shields to return unmodded, shields gain as much in one tick as the proto repper does in five. I'll do some digging, think it was on the thread previously linked here. |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 18:59:00 -
[9] - Quote
Shattered Mirage wrote:Zero Harpuia wrote: Actually, I'm pretty sure that CCP said it was a bug, and that someone did the math that proves the bug makes active armor tanking obsolete.
Something along the lines of Armor has 5 points per second max with a Proto repper, 5 seconds for an Assaults shields to return unmodded, shields gain as much in one tick as the proto repper does in five. I'll do some digging, think it was on the thread previously linked here.
Hmm... I guess I'll check again to see if they changed the status from "Working as intended" to "Bug"...
Arkena Wyrnspire wrote:[P4] Regeneration Another core issue is the problem of regeneration. A lot of people get confused here about the mechanics and the value of some of them.
A lot of people believe that the shield recharge delay is very significant and that the under-fire recharge quality of armour repair modules is also very important. The short answer GÇô ItGÇÖs not. The long answer GÇô In the 4 seconds or so it takes for shields to start recharging, a complex armour repairer will regenerate 25 HP. ThatGÇÖs a bit less than 1 assault rifle bullet. On the fifth second, the shields start to regenerate as well, at a rate of about 25 HP/s. At this point armour has repaired 31.5 HP and shield has repaired 25 HP. Those two numbers are so close that itGÇÖs not even worth a bullet, most of the time what would kill the shield tanker in this instance (assuming equal HP) would also kill the armour tanker.
Of course, this assumes that the shield recharge starts under fire, and this is another misconception.
The shield recharge DOES start under fire if your shields arenGÇÖt depleted. The timer starts from the first bullet that hits you and doesnGÇÖt reset with subsequent bullets. I have tested this repeatedly, and general gameplay shows this to be true as well. Once it starts another bullet hitting will stop it again, but youGÇÖve still regenerated some HP, enough to prevent the under-fire ability of armour tanking from being useful and gaining a meaningful amount of HP over the shield tanker. Remote armour repairs do not fix the regeneration gap. The normal repair tools repair armour at a very similar rate to shield regeneration, and this requires the assistance of another player who has to fit equipment and stop using his gun while heGÇÖs repairing you. This gets better at the prototype level, but that requires a large SP investment, lots of fitting resources, and itGÇÖs expensive to run prototype equipment.
Found the research on active armor vs active shield. If you can find a DEV statement that would clarify, that would be most helpful. Pease do read the rest of his thread, Arkena is a good chap. https://forums.dust514.com/default.aspx?g=posts&t=87752 |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 19:05:00 -
[10] - Quote
Iron Wolf Saber wrote:There are multiple tank theories. Active Armor Passive Armor Active Shields Passive Shields DPS Speed Stealth
As you can already know half this list doesnt work that well in a shooter.
Personally I always counted Active and Passive under the umbrella term of their HP pool, and all others as some kind of EWAR. I suppose I will have to adjust my thinking Mr. Wolf Saber. Also, correct me if I'm mistaken, but DPS tanking seems incredibly favored here.
Also, doesn't the IWS sound like a government agency? :3 |
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Zero Harpuia
WarRavens League of Infamy
664
|
Posted - 2013.08.18 23:08:00 -
[11] - Quote
Heimdallr69 wrote:Well armour based suits can use logi for reps but shield based, logi is useless to them cuz by the time they can rep your armour you will die since they cant rep shields
As a Logi I hope this will be resolved by adding Remote Shield Reppers. Also as a Logi, I feel this is something to be noted, but not a major balance concern asis due to the fact that it takes my character out of direct combat. If I'm firing, I'm adding to the DPS tank, or I can heal to add to armortank. Pretty balanced in my eyes, but I do wish for those Remote Shield Reppers. |
Zero Harpuia
WarRavens League of Infamy
665
|
Posted - 2013.08.19 05:05:00 -
[12] - Quote
Deluxe Edition wrote:TBQH this buff will almost completely elminate the AR and will completely destroy the ASCR. In competitive matches the AR will require 2-3 clips to kill a strafing opponent (the ASCR might require all the ammo it carries lol). Their will only be 3 viable weapons in the game after this buff, the mass driver, forge gun, and flaylock pistol.
The issue with armor was never the HP provided by them but rather high PG costs for high end plates and for the reppers. Coupled with the loss of a slot due to all suites pretty much requiring CPU/PG mods. The other major issue is the Core Locust Grenade, if an armor class (non heavy) does not run all shield extenders (a huge drain on PG) in their high slot these grenades are a OHK.
In my personal opinion the best way to balance armor is not to buff HP but rather to lower the CPU/PG requirements on the plates and repairers coupled with the buff of lowering the movement penalty of the plates.
The regen in all acuality is far superior on armor when considering Dust is a team based game, and most teams would be wise to have their logi's carry either repair tools or repair nanohives (or both for gallante). CCP has done what they have always done in their balancing patch... they have gone from one extreme to the other, now shields will become inferior to armor and because of that Dust is going to become and explosive nightmare.
The regen on armor is only superior if you have healing Logis, so you need an entirely seperate character altogether. Also, vehicles can equip a Shield Transporter, so there is in fact a shield equivalent.
Also, if I may have a moment to be petty, I'd love to see this 'eliminate' the AR, but we won't be half so lucky. The AScR being 'nurfed' is also a good thing, as it is the Amarrian knockoff of a Gallentean weapon. It should be inferior to the AR, so that lines up nicely. |
Zero Harpuia
WarRavens League of Infamy
665
|
Posted - 2013.08.19 05:13:00 -
[13] - Quote
TEXA5 HiTM4N wrote:I wish my gunloggi was faster than a heavily armored madruger.
This is more an infantry than a vehicles thread, but the Mud is a Gallentean tank, ergo it is hugely fast on its own to make up for the gallentean armor tanking affinity. Caldari, meanwhile, are medium speed, but lose no speed to shield extenders. If you want a fast tank that has shields, wait for the Minmatar. A slow armor tank will appear when the Amarr field their golden lump with a gun :3 |
Zero Harpuia
WarRavens League of Infamy
667
|
Posted - 2013.08.19 15:20:00 -
[14] - Quote
Shattered Mirage wrote:Zero Harpuia wrote:Deluxe Edition wrote:TBQH this buff will almost completely elminate the AR and will completely destroy the ASCR. In competitive matches the AR will require 2-3 clips to kill a strafing opponent (the ASCR might require all the ammo it carries lol). Their will only be 3 viable weapons in the game after this buff, the mass driver, forge gun, and flaylock pistol.
The issue with armor was never the HP provided by them but rather high PG costs for high end plates and for the reppers. Coupled with the loss of a slot due to all suites pretty much requiring CPU/PG mods. The other major issue is the Core Locust Grenade, if an armor class (non heavy) does not run all shield extenders (a huge drain on PG) in their high slot these grenades are a OHK.
In my personal opinion the best way to balance armor is not to buff HP but rather to lower the CPU/PG requirements on the plates and repairers coupled with the buff of lowering the movement penalty of the plates.
The regen in all acuality is far superior on armor when considering Dust is a team based game, and most teams would be wise to have their logi's carry either repair tools or repair nanohives (or both for gallante). CCP has done what they have always done in their balancing patch... they have gone from one extreme to the other, now shields will become inferior to armor and because of that Dust is going to become and explosive nightmare. The regen on armor is only superior if you have healing Logis, so you need an entirely seperate character altogether. Also, vehicles can equip a Shield Transporter, so there is in fact a shield equivalent. Also, if I may have a moment to be petty, I'd love to see this 'eliminate' the AR, but we won't be half so lucky. The AScR being 'nurfed' is also a good thing, as it is the Amarrian knockoff of a Gallentean weapon. It should be inferior to the AR, so that lines up nicely. You have it backwards; the Gallentean Plasma Rifle is a knock off of the [Assault] Scrambler Rifles. I'll find the link when I have the time to do so.
In lore, it may be and I will be very interested in reading such.
In gameplay, the Gallente have the Blaster Assault, the Amarr have the Scrambler Tactical, the Minmatar have the Combat Burst, and the Caldari have the Rail Breach. Even if these aren't the originals, they are each races best. Any variant outside of their field of expertise is weaker than the others mainline version. For example, the Combat Rifle will be better than the Blaster Burst Rifle, but the Combat Tactical will be worse than the Scrambler Rifle. |
Zero Harpuia
WarRavens League of Infamy
667
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Posted - 2013.08.19 17:05:00 -
[15] - Quote
Iron Wolf Saber wrote:Lore wise the scrambler weapons are just neutron beamers.
Interesting. While you're here, could I get your educated opinion on which should have more range, the TAR or the ScR? You seem to know your stuff, even without whatever NDA material you are given access to. |
Zero Harpuia
WarRavens League of Infamy
667
|
Posted - 2013.08.20 19:41:00 -
[16] - Quote
Charlotte O'Dell wrote:Deluxe Edition wrote:TBQH this buff will almost completely elminate the AR and will completely destroy the ASCR. In competitive matches the AR will require 2-3 clips to kill a strafing opponent (the ASCR might require all the ammo it carries lol). Their will only be 3 viable weapons in the game after this buff, the mass driver, forge gun, and flaylock pistol.
The issue with armor was never the HP provided by them but rather high PG costs for high end plates and for the reppers. Coupled with the loss of a slot due to all suites pretty much requiring CPU/PG mods. The other major issue is the Core Locust Grenade, if an armor class (non heavy) does not run all shield extenders (a huge drain on PG) in their high slot these grenades are a OHK.
In my personal opinion the best way to balance armor is not to buff HP but rather to lower the CPU/PG requirements on the plates and repairers coupled with the buff of lowering the movement penalty of the plates.
The regen in all acuality is far superior on armor when considering Dust is a team based game, and most teams would be wise to have their logi's carry either repair tools or repair nanohives (or both for gallante). CCP has done what they have always done in their balancing patch... they have gone from one extreme to the other, now shields will become inferior to armor and because of that Dust is going to become and explosive nightmare. No BC with more armor tankers means more explosives means resurgence of shield tanking. Thus harmony is restored with the cqldari/MD vs Amarr/SR. Gallente still sucks. Minmitar is still not brilliant.
Something like this, yea. Just because armor tanking will become viable doesn't mean it will be the only onw to use. There will still be shield tankers, there will still be speed tankers, and there will still be people who don't tank, so don't drop your AR in a huff just yet. (Petty moment incoming) Actually, go ahead and do that, get a real gun :3 |
Zero Harpuia
Turalyon 514
731
|
Posted - 2013.08.29 14:15:00 -
[17] - Quote
Zero Harpuia wrote:Charlotte O'Dell wrote:Deluxe Edition wrote:TBQH this buff will almost completely elminate the AR and will completely destroy the ASCR. In competitive matches the AR will require 2-3 clips to kill a strafing opponent (the ASCR might require all the ammo it carries lol). Their will only be 3 viable weapons in the game after this buff, the mass driver, forge gun, and flaylock pistol.
The issue with armor was never the HP provided by them but rather high PG costs for high end plates and for the reppers. Coupled with the loss of a slot due to all suites pretty much requiring CPU/PG mods. The other major issue is the Core Locust Grenade, if an armor class (non heavy) does not run all shield extenders (a huge drain on PG) in their high slot these grenades are a OHK.
In my personal opinion the best way to balance armor is not to buff HP but rather to lower the CPU/PG requirements on the plates and repairers coupled with the buff of lowering the movement penalty of the plates.
The regen in all acuality is far superior on armor when considering Dust is a team based game, and most teams would be wise to have their logi's carry either repair tools or repair nanohives (or both for gallante). CCP has done what they have always done in their balancing patch... they have gone from one extreme to the other, now shields will become inferior to armor and because of that Dust is going to become and explosive nightmare. No BC with more armor tankers means more explosives means resurgence of shield tanking. Thus harmony is restored with the cqldari/MD vs Amarr/SR. Gallente still sucks. Minmitar is still not brilliant. Something like this, yea. Just because armor tanking will become viable doesn't mean it will be the only onw to use. There will still be shield tankers, there will still be speed tankers, and there will still be people who don't tank, so don't drop your AR in a huff just yet. (Petty moment incoming) Actually, go ahead and do that, get a real gun :3 Also, alot of people alreay have perfect Caldari/Shield skills, so it would take a rather demented fellow to swap over to Gallente/Armor from scratch just because it might be usable now. |
Zero Harpuia
Turalyon 514
731
|
Posted - 2013.08.29 15:34:00 -
[18] - Quote
Beren Hurin wrote:Zero Harpuia wrote: Also, alot of people alreay have perfect Caldari/Shield skills, so it would take a rather demented fellow to swap over to Gallente/Armor from scratch just because it might be usable now.
This is what is hurting the game. When everyone is standing on one end of a balance scale together, nearly all of them with the same set up. Then they are jumping up and down on the scale saying "CCP WEIGH US AND BALANCE THIS STUPID THING". When you all are refusing to balance yourselves and find counters to the caldari shield suiters its your own damm fault.
Tone it down a tad fellow. I my sefl run Minmatar, not shields and caldari. I was mearly stating that even if armor got to LOLOP levels many would stay at shields and Caldari because they already have the skills. |
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