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BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 01:57:00 -
[1] - Quote
No matter how much CCP buffs armor or nerfs shields, until dual tanking is fixed there will never be balance. The way shield suits work (and the current armor and shield mechanics) shield suits always have more HP, better repair, and better speed than armor suits due to dual tanking and no matter how much armor is buffed it will stay this way forever, of course if you nerf shields then people will just use armor but then there would be no flavor to the game.
So I propose that stacking bonuses are applied for using one type of HP tank. The idea is simple, apply a 5%-10% for every module you stack of the same type but with a stacking penalty. Stacking 2 modules of a different type lowers the efficacy of both modules by half, and stacking 3+ modules of a different type negates the efficacy bonus of both module types. Amarr medium suits should not be affected by this mechanic, or change them into armor tanks with more low slots.
So lets say you wear 4 basic armor plates, each one having a 5% stacking efficacy bonus but with a stacking penalty to them. You would end up with 427.4 armor instead of 374.The same would apply to shield extenders with a 7.5% stacking efficacy, lets say you wear 4 complex shield extenders you would get 354.1 shield HP, instead of 290.4. Now lets say you want to dual tank and your in a Caldari suit, and you use 4 complex shield extenders and 2 plates you would get a 2.5% stacking bonus for both the shields and armor, if the suit uses 2 shield and 2 plates he still gets the 5%/7.5% stacking efficacy, if he adds 2 shields and 3 plates he gets the efficacy cut in half for both, and if he adds 3 shields and 3 armor he loses all efficacy bonuses. The same goes for any suit except medium Amarr suits which have a slot layout dedicated to dual tanking, which is really weird.
Pros to this idea: >Award using to a specific tank >Dual tanking would still be possible but less effective than sticking to 1 specific tank >Let people branch of into modules other than HP modules >A step closer to shield vs armor balance
Cons to this idea: >People are going to flame me >Dual tankers will cry
If this is applied flux grenades should be nerfed to work like locus grenades, somewhat so that a basic flux doesn't wipe a shield user of the face of the earth. Also all weapons should be buffed in damage by about 15% as to not offset the kill times.
Before anybody starts flaming and say armor will be OP bla bla bla, remember that shields are more resistant to damage than armor, they are self repairing, and are faster than armor. The numerical HP difference between a armor and shield suit would be around 150-200. |
Meeko Fent
Seituoda Taskforce Command Caldari State
646
|
Posted - 2013.08.19 02:12:00 -
[2] - Quote
I see what point your bringing up, and it needs to be addressed.
Put Kin cats in Highs. Make Kin Cats also affect walk Speed (Not sure if the do that now...). Give Kin Cats enough of a bonus to eliminate the Plates penalty. Give Back the old Plates.
Make it so Shields NEED to fit Regulators to get anywhere decent Delay.
I Could still see maybe one or two Buals, but they would regen So Slow, and move so slow, that the only thing they would have going for them would be Monstrous HP compared to another Tanking Style. |
Trey Hardin
REAPERS REPUBLIC
19
|
Posted - 2013.08.19 02:22:00 -
[3] - Quote
This idea should be bury under all the clones that have died and then orbital just to be sure that it is truly dead. And before you try to say that i am just a dual tanker trying to save his ehp i do not have a single armor plate. One last thing why is it so bad to be a dual tanker. |
BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 02:23:00 -
[4] - Quote
Meeko Fent wrote:I see what point your bringing up, and it needs to be addressed.
Put Kin cats in Highs. Make Kin Cats also affect walk Speed (Not sure if the do that now...). Give Kin Cats enough of a bonus to eliminate the Plates penalty. Give Back the old Plates.
Make it so Shields NEED to fit Regulators to get anywhere decent Delay.
I Could still see maybe one or two Buals, but they would regen So Slow, and move so slow, that the only thing they would have going for them would be Monstrous HP compared to another Tanking Style.
I like this that would force armor to have to use another skill :( so that would mean 3 skills for good armor tanking and 2 for good shield tanking. |
Garth Mandra
The Southern Legion
74
|
Posted - 2013.08.19 02:30:00 -
[5] - Quote
So what about Amarr suits?
From what I can tell they are intended to dual tank. Do you envisage a change to this? Or perhaps a bonus to mitigate the penalties?
I think a better solution would be to buff the non-tank modules (apart from damage mods) to encourage their use. That way dual tanking just becomes another option instead of the obvious fit. |
BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 02:30:00 -
[6] - Quote
Trey Hardin wrote:This idea should be bury under all the clones that have died and then orbital just to be sure that it is truly dead. And before you try to say that i am just a dual tanker trying to save his ehp i do not have a single armor plate. One last thing why is it so bad to be a dual tanker.
This idea should be bury under all the clones that have died and then orbital just to be sure that it is truly dead. And before you try to say that i am just a dual tanker trying to save his ehp i do not have a single armor plate.
Well if your not a dual tanker then whats the problem, this means you pretty much get more HP.
One last thing why is it so bad to be a dual tanker.
Argon Gas wrote:It's the reason why medium frames can push to the same eHP as a heavy, and a scout feeling like he's taking on a wall that is not that much slower than him.
Dual tanking needs to be eliminated, so that medium frames aren't pushed above and beyond what they're supposed to be.
Put those damn penalties on shields.
Don't wait for 1.5, because with the reduced penalties on armor and increased HP, all the medium frames will now go bezerk with huge amounts of eHP, with no real downsides.
If you have the penalty on shields, that means a dual tanker has two sets of downsides, rather than one. Making the suit, theoretically capable, a mess on the battlefield.
Edit: For those that don't know, CCP is waiting for 1.5 before adding a penalty on shields. The penalty is increased recharge delay for shield extenders.
Dual tankers get all the benefits of shields and armor and practically none of the penalties, they get HP numbers very close to a heavy but move at 1.5x the speed, they are the reason HMGs suck, the list goes on and on.
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BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 02:31:00 -
[7] - Quote
Garth Mandra wrote:So what about Amarr suits?
From what I can tell they are intended to dual tank. Do you envisage a change to this? Or perhaps a bonus to mitigate the penalties?
I think a better solution would be to buff the non-tank modules (apart from damage mods) to encourage their use. That way dual tanking just becomes another option instead of the obvious fit.
You didn't read the post if your asking this. |
Meeko Fent
Seituoda Taskforce Command Caldari State
647
|
Posted - 2013.08.19 02:31:00 -
[8] - Quote
BL4CKST4R wrote:Meeko Fent wrote:I see what point your bringing up, and it needs to be addressed.
Put Kin cats in Highs. Make Kin Cats also affect walk Speed (Not sure if the do that now...). Give Kin Cats enough of a bonus to eliminate the Plates penalty. Give Back the old Plates.
Make it so Shields NEED to fit Regulators to get anywhere decent Delay.
I Could still see maybe one or two Buals, but they would regen So Slow, and move so slow, that the only thing they would have going for them would be Monstrous HP compared to another Tanking Style. I like this that would force armor to have to use another skill :( so that would mean 3 skills for good armor tanking and 2 for good shield tanking. Armor Already needs the Speed mods so they aren't shite slow.
And, if you desire, shields probably could get a penalty to the regen rate as well as the delay. |
Cosgar
ParagonX
4298
|
Posted - 2013.08.19 02:34:00 -
[9] - Quote
This would kill Minmatar logis... |
CLONE117
Planetary Response Organization Test Friends Please Ignore
150
|
Posted - 2013.08.19 02:35:00 -
[10] - Quote
armor already better than shields over all...when u include an armor repper on ur suit...
ofcourse my playstyle is what makes armor suits better to me overall.. |
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BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 02:35:00 -
[11] - Quote
Cosgar wrote:This would kill Minmatar logis...
Which are speed tanks not dual tanks. Also this doesn't change your current fitting at all, you can still use the same fitting that you wear now and get the same HP that you get now, the only difference is that you get bonuses to sticking to 1 type of tank style not just two. |
BL4CKST4R
WarRavens League of Infamy
1121
|
Posted - 2013.08.19 02:36:00 -
[12] - Quote
CLONE117 wrote:armor already better than shields over all...when u include an armor repper on ur suit...
ofcourse my playstyle is what makes armor suits better to me overall..
Dual tanking is better than both |
Meeko Fent
Seituoda Taskforce Command Caldari State
652
|
Posted - 2013.08.19 02:39:00 -
[13] - Quote
CLONE117 wrote:armor already better than shields over all...when u include an armor repper on ur suit...
ofcourse my playstyle is what makes armor suits better to me overall.. *Slaps* Ok boy, give my your crack, where you Hiding it....
Right now, Armor Gimps....
Assaults, Shotguns, Snipers, Heavies, Logis, LRmen, ScRmen, and basically anyone who has to move/aim (Yeah, Aiming slows your aiming too I hear) during the course of their role.
Which is basically everyone. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
151
|
Posted - 2013.08.19 02:42:00 -
[14] - Quote
150 shields 305 armor on amlt suit..2 mlt armor reps armor plating....
and lots of skill...
i just dont have patience for running away and waiting for shields to recharge...
heavy shielding and little to no armo.. the second the shield goes..u die..
but with heavy armor and light shields i stand a much better chance in all my cqc fights for some reason... |
Meeko Fent
Seituoda Taskforce Command Caldari State
652
|
Posted - 2013.08.19 02:43:00 -
[15] - Quote
CLONE117 wrote:150 shields 305 armor on amlt suit..2 mlt armor reps armor plating....
and lots of skill...
i just dont have patience for running away and waiting for shields to recharge...
heavy shielding and little to no armo.. the second the shield goes..u die..
but with heavy armor and light shields i stand a much better chance in all my cqc fights for some reason... You must fit a bunch a Kin Cats. |
Trey Hardin
REAPERS REPUBLIC
19
|
Posted - 2013.08.19 02:44:00 -
[16] - Quote
You know that there is a simple solution to your so called problem. It is called tactics. Just toss a flux and us your standard AR to take down the armor |
CLONE117
Planetary Response Organization Test Friends Please Ignore
151
|
Posted - 2013.08.19 02:50:00 -
[17] - Quote
actually im just good at this game...i was smart with my sp and placed it all into stuff that made my FREE GEAR BETTER! |
Cosgar
ParagonX
4304
|
Posted - 2013.08.19 02:56:00 -
[18] - Quote
BL4CKST4R wrote:Cosgar wrote:This would kill Minmatar logis... Which are speed tanks not dual tanks. Also this doesn't change your current fitting at all, you can still use the same fitting that you wear now and get the same HP that you get now, the only difference is that you get bonuses to sticking to 1 type of tank style not just two. Wouldn't it just be easier to add a basic suit level skill that personalizes shield and armor with their respective suits? |
BL4CKST4R
WarRavens League of Infamy
1129
|
Posted - 2013.08.19 02:57:00 -
[19] - Quote
Cosgar wrote:BL4CKST4R wrote:Cosgar wrote:This would kill Minmatar logis... Which are speed tanks not dual tanks. Also this doesn't change your current fitting at all, you can still use the same fitting that you wear now and get the same HP that you get now, the only difference is that you get bonuses to sticking to 1 type of tank style not just two. Wouldn't it just be easier to add a basic suit level skill that personalizes shield and armor with their respective suits?
Yeah... that would be, but its still the same idea somewhat |
Mobius Kaethis
Molon Labe. League of Infamy
568
|
Posted - 2013.08.19 04:11:00 -
[20] - Quote
CLONE117 wrote:armor already better than shields over all...when u include an armor repper on ur suit...
ofcourse my playstyle is what makes armor suits better to me overall..
What game are you playing? Currently shielding is far superior to armor. I think the upcoming buff (1.4) will even things out a bit but only experience will tell if it is truly enough.
I like the OP's idea. Dual tanking is what makes the Logi suit a combat beast and removing it will force them to play more like, well, logis. The sole exception to dual tanking should be the amarr who should get a small reduction in the penalty incured by dual tanking as a racial bonus on all their suits. The Amarr should be the king of the buffer. |
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Garth Mandra
The Southern Legion
78
|
Posted - 2013.08.19 04:46:00 -
[21] - Quote
BL4CKST4R wrote:You didn't read the post if your asking this.
You're right. I missed that bit.
I still think providing viable alternatives would be a better solution. This one feels needlessly complex. |
hackerzilla
Defenders of the Helghast Dream
219
|
Posted - 2013.08.19 05:03:00 -
[22] - Quote
You probably just want to insta kill caldaris with your scrambler rifle. or 2 shot armor tankers with your mass driver.
Dual tanking, deal with it |
Cross Atu
Conspiratus Immortalis Covert Intervention
1527
|
Posted - 2013.08.19 06:43:00 -
[23] - Quote
I'll be happy to go into greater depth in future to discuss this with you if you wish but I honestly am unconvinced that there is any need to make mechanical changes to prevent duel tanking.
If the mods are properly balanced then there's no problem with duel tanking, it's just another option. If the mods are not properly balanced then that's a problem even without duel tanking and needs to be corrected which brings us back to my prior point when considering duel tanking.
0.02 ISK Cross
PS ~ Yes I absolutely duel tank frequently but I put game balance ahead of personal preference, convince me why an armor plus damage mods fit or a shields plus KinCat fit is more valid/less effective game wide than a duel tanked fit.
Also as an additional note when considering balance the costs in both ISK and SP of a fit must be included, if a med frame fit has more eHP than a Heavy but costs 200% more then that's not really a balance concern at least not in a direct way. And very few fits can legitimately touch that level at all even discounting cost. |
Korvin Lomont
United Pwnage Service RISE of LEGION
99
|
Posted - 2013.08.19 07:44:00 -
[24] - Quote
BL4CKST4R wrote:No matter how much CCP buffs armor or nerfs shields, until dual tanking is fixed there will never be balance. The way shield suits work (and the current armor and shield mechanics) shield suits always have more HP, better repair, and better speed than armor suits due to dual tanking and no matter how much armor is buffed it will stay this way forever, of course if you nerf shields then people will just use armor but then there would be no flavor to the game.
So I propose that stacking bonuses are applied for using one type of HP tank. The idea is simple, apply a 5%-10% for every module you stack of the same type but with a stacking penalty. Stacking 2 modules of a different type lowers the efficacy of both modules by half, and stacking 3+ modules of a different type negates the efficacy bonus of both module types. Amarr medium suits should not be affected by this mechanic, or change them into armor tanks with more low slots.
So lets say you wear 4 basic armor plates, each one having a 5% stacking efficacy bonus but with a stacking penalty to them. You would end up with 427.4 armor instead of 374.The same would apply to shield extenders with a 7.5% stacking efficacy, lets say you wear 4 complex shield extenders you would get 354.1 shield HP, instead of 290.4. Now lets say you want to dual tank and your in a Caldari suit, and you use 4 complex shield extenders and 2 plates you would get a 2.5% stacking bonus for both the shields and armor, if the suit uses 2 shield and 2 plates he still gets the 5%/7.5% stacking efficacy, if he adds 2 shields and 3 plates he gets the efficacy cut in half for both, and if he adds 3 shields and 3 armor he loses all efficacy bonuses. The same goes for any suit except medium Amarr suits which have a slot layout dedicated to dual tanking, which is really weird.
Pros to this idea: >Award using to a specific tank >Dual tanking would still be possible but less effective than sticking to 1 specific tank >Let people branch of into modules other than HP modules >A step closer to shield vs armor balance
Cons to this idea: >People are going to flame me >Dual tankers will cry
If this is applied flux grenades should be nerfed to work like locus grenades, somewhat so that a basic flux doesn't wipe a shield user of the face of the earth. Also all weapons should be buffed in damage by about 15% as to not offset the kill times.
Before anybody starts flaming and say armor will be OP bla bla bla, remember that shields are more resistant to damage than armor, they are self repairing, and are faster than armor. The numerical HP difference between a armor and shield suit would be around 150-200.
I have thought of this problem as well. Maybe shield extenders should give a small penalty to armor and armor modules should get a penalty to shields.
For example shield extenders give 2/3/5 % penalty to (base) armor for std/adv/prot and armor modules it would be 2/3/5 % to base shield on std/adv/proto
IMHO we have already crazy amount of health so buffing solo tankers feels a bit over the edge
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Arkena Wyrnspire
Turalyon 514
2601
|
Posted - 2013.08.19 08:18:00 -
[25] - Quote
If I may suggest an alternative solution? We have two fitting resources, powergrid and CPU. If fitting 'tank modules' took up lots of powergrid and little CPU and fitting 'utility modules' took up little powergrid and lots of CPU, then it would encourage single tanking with utility modules. |
Korvin Lomont
United Pwnage Service RISE of LEGION
99
|
Posted - 2013.08.19 08:51:00 -
[26] - Quote
Arkena Wyrnspire wrote:If I may suggest an alternative solution? We have two fitting resources, powergrid and CPU. If fitting 'tank modules' took up lots of powergrid and little CPU and fitting 'utility modules' took up little powergrid and lots of CPU, then it would encourage single tanking with utility modules.
If I understand ypu right you want both shield extenders and armor plates requiring more PG and less CPU? That could work but this could also require a rework on the fittig requirements of weapons and equipment... |
BL4CKST4R
WarRavens League of Infamy
1132
|
Posted - 2013.08.19 12:20:00 -
[27] - Quote
Cross Atu wrote:I'll be happy to go into greater depth in future to discuss this with you if you wish but I honestly am unconvinced that there is any need to make mechanical changes to prevent duel tanking.
If the mods are properly balanced then there's no problem with duel tanking, it's just another option. If the mods are not properly balanced then that's a problem even without duel tanking and needs to be corrected which brings us back to my prior point when considering duel tanking.
0.02 ISK Cross
PS ~ Yes I absolutely duel tank frequently but I put game balance ahead of personal preference, convince me why an armor plus damage mods fit or a shields plus KinCat fit is more valid/less effective game wide than a duel tanked fit.
Also as an additional note when considering balance the costs in both ISK and SP of a fit must be included, if a med frame fit has more eHP than a Heavy but costs 200% more then that's not really a balance concern at least not in a direct way. And very few fits can legitimately touch that level at all even discounting cost.
Could you please tell how the modules could be properly balanced? It's not that dual tanking shouldnt be an option, it just shouldnt be the most effective form of tank, dual tanking is what makes the Caldari suits the best suits, and what made the CaLogi OP.
Well I cannot speak for kinetic catalyzers, but in terms of armor vs a dual tanked suit they always come out on top as the best tank form. They get very high shield and armor HP, and because most dual tanked suits are shield suits they get ultra fast shield repair and decent armor repair; they also minimally suffer the penalties of the other suits for example a pure shield tanker suffers from low HP but dual tanking gives you the highest, armor suffers from low repair well keep shields high and that gives your armor time to repair. They may not be able to get heavy type HP, but they can get basic-ADV heavy type HP while moving a lot faster. When it comes to shield and armor a dual tanked suit, specifically Caldari, leads to a better tank always, there are other forms of tanking so I don't know how they would compare.
Also what I suggested still leaves dual tanking exactly the same as it is now, the only difference is that you get rewarded for sticking to one type of tank. |
Sana Rayya
WASTELAND JUNK REMOVAL
119
|
Posted - 2013.08.19 12:35:00 -
[28] - Quote
Another Cal Logi hater who thinks that the racial bonus removal wasn't enough to nerf the class.
Anyway, for what it's worth I rarely see Cal Logis who dual tank. Most that I see are pure shield tanks or shield/speed tanks, not armor tanks.
Those that do have armor plates have maybe 250 HP in armor - not a whole lot. I see dual tanking more like having a security blanket when you have to take cover while your shields are recharging. If the enemy rushes you during that time, it's simply not enough tank to save you. |
BL4CKST4R
WarRavens League of Infamy
1132
|
Posted - 2013.08.19 12:38:00 -
[29] - Quote
Sana Rayya wrote:Another Cal Logi hater who thinks that the racial bonus removal wasn't enough to nerf the class.
Anyway, for what it's worth I rarely see Cal Logis who dual tank. Most that I see are pure shield tanks or shield/speed tanks, not armor tanks.
Those that do have armor plates have maybe 250 HP in armor - not a whole lot. I see dual tanking more like having a security blanket when you have to take cover while your shields are recharging. If the enemy rushes you during that time, it's simply not enough tank to save you.
Actually, I think that the bonus was fine its just dual tanking that made it OP. |
WeapondigitX V7
Planetary Response Organization Test Friends Please Ignore
71
|
Posted - 2013.08.19 13:11:00 -
[30] - Quote
Armor tankers and shield tankers get benefits (or larger ones) that dual tankers may not have such as more stamina or shield recharge or damage etc.
damage mods are more useful in surprise attacks (backstabbing/ shooting in the back, assassination with scrambler pistol headshots etc) which armor tankers would likely use.
Shield rechargers can be used on armor tankers to allow a merc to try to recharge shields faster than a dual tanker. Ducking in and out of cover and throwing grenades to prevent the enemy from rounding a corner for a few seconds can work in the favour of a armor tanker with shield recharge mods. Because it would buy him time to recharge more shields than his dual tanking opponent. (also helps shield tankers). This method could work for about 8 to 20 seconds depending on the situation, enough time for armor and shield tankers to turn the tide and often win.
be aware that until aiming is fixed (some aim assist features were disabled in 'uprising' if I remember correctly) using this method to win against dual tankers will have still not guarantee victory, when aim assist is fixed I expect this method to work more consistently for many of you.. if aiming is ever fixed.
Speed is only an issue in direct combat with no cover or when travelling between bits of cover with a armor tanking suit.
From the way the game stats are built I believe Dual tanking is meant to win over armor tanking or shield tanking in direct combat with no cover. If there is cover then the armor and shield tankers do have some advantages over dual tankers to win. Although it is hard to see those advantages because most of the time the enemy takes you by surprise from behind or above or catches you out of cover and puts you at a permanent disadvantage. |
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