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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
197
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Posted - 2013.11.03 11:09:00 -
[31] - Quote
Neither shields nor armour are UP. They're equally broken. People just think the other is better because the grass is always greener on the other side. The problem with them both is that damage is way too high. Neither tankers can do what they're intended to do because they all die too quickly.
Can we refocus the rage and abhorrence for the type of tank we didn't choose into something a bit more positive? Say, campaigning to reducing all weapon damage by 10%?
'Insert witty signature here'
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Ku Shala
Exiled Veteran Elite
632
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Posted - 2013.11.04 12:27:00 -
[32] - Quote
Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
how many high slots does your caldari suit have? |
Galvan Nized
Deep Space Republic Top Men.
236
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Posted - 2013.11.04 14:31:00 -
[33] - Quote
Melchiah ARANeAE wrote:Neither shields nor armour are UP. They're equally broken. People just think the other is better because the grass is always greener on the other side. The problem with them both is that damage is way too high. Neither tankers can do what they're intended to do because they all die too quickly.
Can we refocus the rage and abhorrence for the type of tank we didn't choose into something a bit more positive? Say, campaigning to reducing all weapon damage by 10%?
Right now shields are UP in the tanking department, armor blows in versatility (you're either a tank with dmg mods or a tank with precision enhancers...that's pretty much it.)
Issue being that both sides want a little what the other has, shields desperately want more tank and armor tankers probably want to experiment. I know as a shield tanker I'm willing to give up some mods for better extenders.
Reducing damage will go a long way to helping solve the problem but doesn't solve the issue completely. But would be nice to rise up to reduce damage.
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Galvan Nized
Deep Space Republic Top Men.
236
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Posted - 2013.11.04 15:13:00 -
[34] - Quote
Arkena Wyrnspire wrote:Eris Ernaga wrote:
Also based on armor regen times you might not be to far behind on armor regen considering recharge time is instant while shields will take 4 - 5 seconds to start back up considering the penalty.
The shield recharge is almost twice the armour recharge. Considering that the delay is all of a few seconds, the armour tanker would be overtaken by regen in under ten seconds.
I want to point out the issue with this that is often overlooked (sure Arkena is rolling eyes cus we've been through it before). Armor gets inherent shield regen that aids their regens a lot.
Gal Assault gets 150 shields at max shield skills. Assuming 2 complex repairers armor reaches a regen of 12.5, plus Gal Assault shields regen rate of 25. Remember the shield delay for Gal is 10 (have to competely deplete shields to get to armor). So in 10 secs Gal Assaults regen 125 hp. For next 6 secs they regen at a rate of 37.5 (12.5 armor + 25 shields to the shield max of 150). So in 16 secs they regen a total of 350 hp. At 20 secs they have regened 400 hp. At 21 secs they have regened 412.5 hp. At 25 they regen 462.5 hp.
Compare this to Cal assault who has no inherent armor regen. Cal Assault has regen rate of 31.25 and delay of 8 secs from depletion. So in 8 secs they have regened 0 hp, in 10 secs they regen 62.5. At 16 secs they regen 250 hp. At 20 secs they regen 375 hp. At 21 secs they have regened 406.25 hp. At 25 secs they regen 531.25 hp. Anything they lost in armor is lost for good without help.
Point being is that the regen argument does not favor shields as greatly as one thinks. It's a whopping 21 secs before they actually get an advantage. This doesn't even account for armors other ways to heal. Also in Logi debate shields are completely crushed because regen rates are much more similar. |
Meeko Fent
Expert Intervention Caldari State
1358
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Posted - 2013.11.04 16:24:00 -
[35] - Quote
Seems sane.
Oy if that recharge delay is put in though.
It would give reason to use shield regulators.
Meeko's Novelty Shop Opening Soon!
We (will)sell all the novelty items you desire! Really!
King of Uncertainty.
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taxi bastard
Amarr Templars Amarr Empire
16
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Posted - 2013.11.04 18:26:00 -
[36] - Quote
buff the advanced shield extender 33-->44 and shields are fine.
armour best suits close and personal hence high EHP and no built in rep. also reps are slow (bar logistics help)
shields best suit more ranged combat where they can fire take damage, hide - self repair quickly and continue attacking.
shields and armour are ment to be different - any increase in EHP beyond the above will make them too alike. diversity gives people a choice of play style and different situations will favour one or another.
logi's who think they should be able to rep shields are just looking for more WP's to farm - all classes bar heavy suits regenerate fast enough and that can also be buffed . in time more and more people will have the SP's to change suits to suit based on what situation is facing them. |
Ralden Caster
Omega Elite Mercs INC.
0
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Posted - 2013.11.04 18:32:00 -
[37] - Quote
Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point.
Shields purposely have low hp ceilings because they are meant to hit-and-run. Increasing the shield cap would make shields and armor the same. This would give less options to players on what type of mercenary they want to be. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
22
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Posted - 2013.11.04 19:32:00 -
[38] - Quote
Kallas Hallytyr wrote:Shields are a renewable resource: they replenish themselves. Armour is a limited commodity: you must invest if you want to restore them, which is more than just slot intensive, it is also extra CPU/PG.
The Logistics role bonus is one of the reasons you see so many people running Logi-Assaults, besides the larger number of slots. Shields are a lower ceiling, but will come back naturally.
i dis agree reason why loads of people use logi is becuase they can get about 900 armor and about 3 to 4 damage mods on them |
Galvan Nized
Deep Space Republic Top Men.
236
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Posted - 2013.11.04 23:59:00 -
[39] - Quote
Ralden Caster wrote:
Shields purposely have low hp ceilings because they are meant to hit-and-run. Increasing the shield cap would make shields and armor the same. This would give less options to players on what type of mercenary they want to be.
Issue with this (I'm ignoring proposed changes for a moment) is that there is no hit and run. TTK is very short so you do not really get much of a chance to run.
Why do you think shields are hit and run? Their regen is lower than armor (their armor plus shields) in the short term in most instances. They do have a slight mobility advantage but it matters little when AA mows one down as they run with their slight advantage. You can wittle a shield tanker down just by getting to his armor
Armor gets nice advantages in tanking (total ehp is higher), regen is better than people think, has multiple ways to heal which really makes regen favor them.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
78
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Posted - 2013.11.05 00:57:00 -
[40] - Quote
Minako Nakajima wrote:My planned ADV Assault...
comes out
300/ 192hp
Enhanced extender/Basic Shield Recharger/Enhanced Light Dmg
Enhanced Reactive Plates/Militia Armor Repair
do i really need a Shield Regulator? hmm... Any suggestions? 2 complex extenders 1 basic/ADV shield energiser 2 ADV shield regulators std or adv AR |
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Magpie Raven
ZionTCD Public Disorder.
278
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Posted - 2013.11.05 02:02:00 -
[41] - Quote
Im all for new shield modules. Obviously they need to be balanced and all. But More options for fitting can never be bad in my opinion |
deepfried salad gilliam
Sanguine Knights
114
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Posted - 2013.11.05 02:19:00 -
[42] - Quote
Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
armor tank in a logi like every one else, also not that in that fitting shield has no armor regen And you can reduce speed loss by replacing the reps with reactive or ferroscale
Christ is lord
Sanguine knights , open recruitment, join now.
Dust should add open world , kinda like arma!
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DeathwindRising
Rogue Spades EoN.
125
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Posted - 2013.11.05 07:15:00 -
[43] - Quote
Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point.
if you want super high ehp... go and armor tank. ive been enjoying the fact that the great majority of shield tankers think they should be stacking as many extenders as possible. if youre on the enemy team, keep doing it. it makes my life easy. if youre on my team, please dont. youre doing it wrong.
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Eris Ernaga
DUST University Ivy League
644
|
Posted - 2013.11.05 10:30:00 -
[44] - Quote
DeathwindRising wrote:Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point. if you want super high ehp... go and armor tank. ive been enjoying the fact that the great majority of shield tankers think they should be stacking as many extenders as possible. if youre on the enemy team, keep doing it. it makes my life easy. if youre on my team, please dont. youre doing it wrong.
I shield and armor tank and run damage mods all at complex but enhanced for the armor plates.
Ba bang baby
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Nyx Linx
Kang Lo Directorate Gallente Federation
1
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Posted - 2013.11.05 11:50:00 -
[45] - Quote
I must say their should be more shield mods. |
Eris Ernaga
DUST University Ivy League
667
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Posted - 2013.11.06 19:40:00 -
[46] - Quote
Nyx Linx wrote:I must say their should be more shield mods.
Adding diversity never hurts it only increases the complexity.
Ba bang baby
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4661
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Posted - 2013.11.06 19:50:00 -
[47] - Quote
Eris Ernaga wrote:Nyx Linx wrote:I must say their should be more shield mods. Adding diversity never hurts it only increases the complexity.
It hurts when the new items for 'diversity' are vastly superior to the old ones.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Cat Merc
Ahrendee Mercenaries EoN.
4067
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Posted - 2013.11.06 19:59:00 -
[48] - Quote
Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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karaburan Levante
DUST University Ivy League
4
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Posted - 2013.11.06 22:38:00 -
[49] - Quote
One of the things to think about is that there is currently no remote shield reppers. Until they are introduced (re-introduced?) the shield Vs. Armor debate is kinda moot.
CCP is using their experience from Eve to try to balance things. often times in Eve they have changed things for shield tankers and or Armor tankers and created imbalances. They are moving slowly and focusing on one tank type at a time. They have given us armor logi with the possibility big buffer tanks on the armor. Shields at the moment appear to me (as an eve player) as in incomplete setup as of yet. I think they will expand the shielding options later. When they do my caldari suits just might be survivable. lol.
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Galvan Nized
Deep Space Republic Top Men.
239
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Posted - 2013.11.07 01:07:00 -
[50] - Quote
Cat Merc wrote:Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit.
This is false. Armor does get a mobility disadvantage but cmon it's 10-15% or less...definitely not super slow. Plus mobility means much less than it used to when you consider damage increases and AA.
Regen on armor tankers is FAR better than you think (see my post in this thread where I show this with stats), it's actually BETTER than shields in many cases. Plus alternate ways to heal means advantage armor (at least on par).
Seriously you want to talk about mod progression? Shields MUST use pro mods to even compete...they don't have a choice. They have to take the big PG/CPU hit that armor conveniently gets a choice to avoid.
CPU/PG enhancers, dampeners, hacking mods, range amps, biotics, regulators give shields their biggest advantage: versatility. Issue with this is opportunity cost ie they cannot equip it all at once. This means in whatever build you think shields defeat armor they've completely lost in most other situations. Armor gets a nice advantage because high damage tank is among the best builds in the game, it may lose to a specialized shield suit (in one situation) but is completely VERSATILE to most situations. |
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Breakin Stuff
Goonfeet Top Men.
1396
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Posted - 2013.11.07 02:31:00 -
[51] - Quote
Galvan Nized wrote:Cat Merc wrote:Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit. This is false. Armor does get a mobility disadvantage but cmon it's 10-15% or less...definitely not super slow. Plus mobility means much less than it used to when you consider damage increases and AA. Regen on armor tankers is FAR better than you think (see my post in this thread where I show this with stats), it's actually BETTER than shields in many cases. Plus alternate ways to heal means advantage armor (at least on par). Seriously you want to talk about mod progression? Shields MUST use pro mods to even compete...they don't have a choice. They have to take the big PG/CPU hit that armor conveniently gets a choice to avoid. CPU/PG enhancers, dampeners, hacking mods, range amps, biotics, regulators give shields their biggest advantage: versatility. Issue with this is opportunity cost ie they cannot equip it all at once. This means in whatever build you think shields defeat armor they've completely lost in most other situations. Armor gets a nice advantage because high damage tank is among the best builds in the game, it may lose to a specialized shield suit (in one situation) but is completely VERSATILE to most situations.
The solution is to change your tactics and quit trying to brawl with.armor tankers. Use range, movement and cover and shields rip armor open every time. Get close.enough to brawl and you usually will get stomped. |
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