Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Beren Hurin
The Vanguardians
1128
|
Posted - 2013.08.20 16:09:00 -
[1] - Quote
A lot of people are frustrated with explosives and a lot of other OHK sorts of things things. This idea was initially for explosives, and maybe is best suited there, but I thought, why not apply it to all burst damage. The way they bleed into armor to kill quickly is deadly (fairly or unfairly). Especially frustrating are OHKs through shields from explosives. Forge guns and snipers seem warrant the respect that a OHK deserves. Most scouts and logis don't have enough eHP to survive M1 grenades. Now we could say that this is not fair for scouts/logis as it makes it difficult enough for them to operate on the front lines around such deadly weapons. Or we could make a new mechanic that makes them and others just a bit more situationally survivable.
What I'm suggesting is a skill that dampens any BURST damage that hits THROUGH shield into armor. It is basically just defense against explosive grenades, snipers, or FGs, when you have a shield active. The way it works is that any hit that hits THROUGH shield gets modified significantly. If you are hit by something without shield, this has no effect. It also has no effect if the hit isn't enough to break your shield.
This suggestion rewards two styles of play.... High armor dropsuits will be significantly harder to OHK, and quick shield rechargers will suffer less from damage that bursts through their shield. These styles are mostly exclusive to one another as they both would use up lowslots.
If it is skill based:
Shield-breaking armor damage is reduced by 10% per level.
Or if it is skill/module based:
Reactive plates reduce shield-breaking armor damage by 5% per level.
I like the second option the best. It means reactive plates effectively become a one time resistance module.
So examples...
Caldari Logistics---
You are in your caldari logistics suit with 510 shield and 215 armor. It has a shield depletion timer of 3 s. This is enough time for your shields to normally cycle at least 28 HP/s once after a flux grenade takes out your shield to then tank at least one more explosive round from either a mass driver, or from a grenade. Two of your lowslots is are reactive plates giving you +47% resistance against a damaging hit through shield. This means that an explosive burst through shield will only have an effectiveness of (120%)*(53%)=64% effectiveness.
You are fighting against an MD user who loves to use his fluxes. This time he fluxes you, and you luckily evade his initial Boundless Assault MD grenade burst. You luckily get 2 cycles (56HP) of shield repped before his next rounds hit you each hitting for about 125 HP base damage.
Round 2: 70HP of damage is modified shield damage. The remaining 55 HP of round 1 hits for 35 armor damage. Round 3: 180 armor HP is remaining. His second round hits for 150 armor damage leaving you 30 armor HP. Round 4: overshoots while you again get some time for your shield to recharge 112 HP and armor to recharge 56 HP. Round 5: hits you for 100 HP without breaking through your shield. Round 6: hits your shield for 15 HP. While you now have 94 armor only 70 armor damage squeeks through giving you enough time to finish him off with a few final, well placed AR bullets. |
Beren Hurin
The Vanguardians
1128
|
Posted - 2013.08.20 16:10:00 -
[2] - Quote
reserved... |
Jimthefighter
Ostrakon Agency Gallente Federation
13
|
Posted - 2013.08.20 19:04:00 -
[3] - Quote
Interesting concept, having a module that would reduce the effectiveness of OHK. But there's problems with this as well, as some guns (Scrambler Rifle charged shot, Shotgun, Sniper headshots....) all rely on alpha damage OHK, or at the very least one hit severe wounding. There'd have to be some serious balancing to include this as a module (couldn't really be anything other than a module). |
xLT Green
Damage Core corp. The Superpowers
23
|
Posted - 2013.08.20 19:19:00 -
[4] - Quote
Or many have a shield hardener and armor plate thickening so damage that dose say 10% more to armor will do say 5%less agents armor |
xLT Green
Damage Core corp. The Superpowers
23
|
Posted - 2013.08.20 19:22:00 -
[5] - Quote
Make not many |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |