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Mordecai Sanguine
What The French
105
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Posted - 2013.11.03 21:17:00 -
[1] - Quote
For the moment
Basic : 2hp/s Enhanced : 3hp/s Complex : 5hp/s.
This is ridiculous. With the new armor values and the future Repair tool of logi. They should be buffed by twice at least. A complex repair is about a complex armor plate.... 5hp/s is ridiculous when you can have 135hp more....
=>4hp/s. =>6hp/s. =>10hp/s.
Should be better. OR if you think it's too much =>
=>3hp/s =>5hp/s =>8hp/s. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
21
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Posted - 2013.11.03 21:23:00 -
[2] - Quote
Mordecai Sanguine wrote:For the moment
Basic : 2hp/s Enhanced : 3hp/s Complex : 5hp/s.
This is ridiculous. With the new armor values and the future Repair tool of logi. They should be buffed by twice at least. A complex repair is about a complex armor plate.... 5hp/s is ridiculous when you can have 135hp more....
=>4hp/s. =>6hp/s. =>10hp/s.
Should be better. OR if you think it's too much =>
=>3hp/s =>5hp/s =>8hp/s.
if you actually look into it once you get the complex repar it doesnt do 5hp/s it does 7hp/s though i do agree they may need to go up a bit but it may become OP for some suits i.e logi suits |
Mordecai Sanguine
What The French
106
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Posted - 2013.11.03 21:40:00 -
[3] - Quote
Alam Storm wrote:Mordecai Sanguine wrote:For the moment
Basic : 2hp/s Enhanced : 3hp/s Complex : 5hp/s.
This is ridiculous. With the new armor values and the future Repair tool of logi. They should be buffed by twice at least. A complex repair is about a complex armor plate.... 5hp/s is ridiculous when you can have 135hp more....
=>4hp/s. =>6hp/s. =>10hp/s.
Should be better. OR if you think it's too much =>
=>3hp/s =>5hp/s =>8hp/s. if you actually look into it once you get the complex repar it doesnt do 5hp/s it does 7hp/s though i do agree they may need to go up a bit but it may become OP for some suits i.e logi suits
No it do 6.25hp/s
And we could have 30hp/s that it will not be OP because now all weapons have a f*cking high DPS......
To the BEST possible (Amarr logi.) That makes 17hp/s for an complex. (Don't forget that it's in the best case (Logi Bonus + Logi Amarr Bonus + Armor repair Level 5 = Approximately 4 Million SP ONLY to do that.) Ps : It doesn't stack with an other complex it's not 34hp/s it's only 29.
(Ps : 10hp/s for complex is too much but 8 would be great.)
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Alam Storm
Neo Terra Imperial Army Neo Terra Empire
21
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Posted - 2013.11.03 21:52:00 -
[4] - Quote
Mordecai Sanguine wrote:Alam Storm wrote:Mordecai Sanguine wrote:For the moment
Basic : 2hp/s Enhanced : 3hp/s Complex : 5hp/s.
This is ridiculous. With the new armor values and the future Repair tool of logi. They should be buffed by twice at least. A complex repair is about a complex armor plate.... 5hp/s is ridiculous when you can have 135hp more....
=>4hp/s. =>6hp/s. =>10hp/s.
Should be better. OR if you think it's too much =>
=>3hp/s =>5hp/s =>8hp/s. if you actually look into it once you get the complex repar it doesnt do 5hp/s it does 7hp/s though i do agree they may need to go up a bit but it may become OP for some suits i.e logi suits No it do 6.25hp/s And we could have 30hp/s that it will not be OP because now all weapons have a f*cking high DPS...... To the BEST possible (Amarr logi.) That makes 17hp/s for an complex. (Don't forget that it's in the best case (Logi Bonus + Logi Amarr Bonus + Armor repair Level 5 = Approximately 4 Million SP ONLY to do that.) Ps : It doesn't stack with an other complex it's not 34hp/s it's only 29. (Ps : 10hp/s for complex is too much but 8 would be great.)
reason why all weapons have high DPS is becuase people dont give a crap about shields so they stack loads of damage mods on |
Harpyja
Royal Uhlans Amarr Empire
718
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Posted - 2013.11.04 02:27:00 -
[5] - Quote
Alam Storm wrote:reason why all weapons have high DPS is becuase people dont give a crap about shields so they stack loads of damage mods on My Amarr logi alt actually has 2 basic shield extenders to give me more survivability against grenades. I believe I can survive standing on top of an advanced grenade, but proto grenades will still kill me through full health.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Logi Bro
Greatness Achieved Through Training EoN.
2306
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Posted - 2013.11.04 02:33:00 -
[6] - Quote
I have to disagree, simply because as it already is, my repair tool is mostly useless due to rep modules, if they were stronger they might as well remove the repair tool from the game altogether.
Been Logistics since before it was cool.
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IgniteableAura
Pro Hic Immortalis
287
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Posted - 2013.11.04 05:26:00 -
[7] - Quote
I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem.
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Mobius Kaethis
Molon Labe. RISE of LEGION
887
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Posted - 2013.11.04 05:28:00 -
[8] - Quote
Alam Storm wrote: reason why all weapons have high DPS is becuase people dont give a crap about shields so they stack loads of damage mods on
Sorry but you are wrong. What people refer to as the high dps of weapons was always there. It only became a major factor in reducting time to kill once hit detection for most weapons was fixed. The damage mods only add a few measly % and aren't a major factor in the low time to kill.
Now with more obscenities!
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Mobius Kaethis
Molon Labe. RISE of LEGION
888
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Posted - 2013.11.04 05:33:00 -
[9] - Quote
IgniteableAura wrote:I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem.
I think giving armor tankers (myself included) reactive plates in the high slots would make us a bit OP. Raising armor repair rates would have a similar issue. Armor users are supposed to have high HP values and extremely low repair rates, allowing us to take a lot of damage but need to hide for a long time to repair after each encounter. This is our balance with shield tankers.
The problem with armor currently is that the weapons that are anti-armor do more damage than intended. I have seen miliita locus grenades do 1000hp damage and mass drivers do 400+ damage per shot. This means that explosive weapons are getting far more than the +20% bonus versus armor that they are supposed to be getting. Once CCP fixes this obvious bug then armor should be much more balanced vs shields. No alterations to armor reps needed.
With all of that said I would like to clarify that reactive plates are in a very bad place right now (they are practially useless thanks to their extremely poor hp #'s and their low rep rate when compared with their pg/cpu costs). They need a major rework before any merc worth their salt even considers running with them.
Now with more obscenities!
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Mordecai Sanguine
What The French
106
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Posted - 2013.11.04 05:42:00 -
[10] - Quote
Mobius Kaethis wrote:IgniteableAura wrote:I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem. I think giving armor tankers (myself included) reactive plates in the high slots would make us a bit OP. Raising armor repair rates would have a similar issue. Armor users are supposed to have high HP values and extremely low repair rates, allowing us to take a lot of damage but need to hide for a long time to repair after each encounter. This is our balance with shield tankers. The problem with armor currently is that the weapons that are anti-armor do more damage than intended. I have seen miliita locus grenades do 1000hp damage and mass drivers do 400+ damage per shot. This means that explosive weapons are getting far more than the +20% bonus versus armor that they are supposed to be getting. Once CCP fixes this obvious bug then armor should be much more balanced vs shields. No alterations to armor reps needed. With all of that said I would like to clarify that reactive plates are in a very bad place right now (they are practially useless thanks to their extremely poor hp #'s and their low rep rate when compared with their pg/cpu costs). They need a major rework before any merc worth their salt even considers running with them.
With porficiency Level 5 Mass driver is 150 Splash MAX (Damagers or others inclueded). 300 In directs hits. And everybody is not using only Freedom.... Not 400.... (I'm Mass Driver i know what it does)
Militia Lcous is approximately 500 of damage. (I'm not Locus user but i take them a lot......) |
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Mordecai Sanguine
What The French
106
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Posted - 2013.11.04 05:44:00 -
[11] - Quote
IgniteableAura wrote:I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem.
=> What the point having 30hp/s if you don't have armor to repair ??? Maybe you're facing full militia and standard but trust me against Proto (real protos) you'll die faster than anybody...
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Mobius Kaethis
Molon Labe. RISE of LEGION
888
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Posted - 2013.11.04 05:50:00 -
[12] - Quote
Mordecai Sanguine wrote: With porficiency Level 5 Mass driver is 150 Splash MAX (Damagers or others inclueded). 300 In directs hits. And everybody is not using only Freedom.... Not 400.... (I'm Mass Driver i know what it does)
Militia Lcous is approximately 500 of damage. (I'm not Locus user but i take them a lot......)
Perhaps I'm not understanding your argument here. Are you agreeing with me or not?
A militia locus grenade does 400 damage base. If you factor in a 20% damage boost against armor it should be doing 480 damage, not 500. If militia locus grenades are doing 500 damage to you then this is just more evidence of explosive weapons doing more damage to armor than intended. I also routinely get one shotted by m1 grenades which should only do 600 damage but some how (miraculously) destroy my 680 hp suit (when it is undamaged) in a single blast. Mind you 180 of those hit points are shield so they should take less damage from the explosion. This is what needs to be fixed.
As far as mass drivers are concerned the same suit can be 3 shotted by an EX0 using only indirect damage. Yep I know its all indirect because I've been killed in this manner when there is no line of sight between me and the mass driver user.
Please note that I am not calling for a nerf to mass drivers or other explosive weapons, that would be stupid since their stats put them in a nice spot right now. What I am asking is that their in game capabilities actually match their stats, not be better than what is stated in their description.
Now with more obscenities!
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Vyzion Eyri
The Southern Legion The Umbra Combine
1749
|
Posted - 2013.11.04 06:51:00 -
[13] - Quote
Give our repair tools more streams, damnit. Advanced triage repair tool should have two streams, prototype (Six Kin Triage) should have three.
Then I can 3 people 50hp/s regeneration. I think that's better than buffing armour repairers, I'm a strong believer of making sure shields and armour have obviously different benefits and roles, and armour is meant to be high raw HP, low regeneration. If you want to buff something buff its HP, and buff regeneration for shields.
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
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Mobius Kaethis
Molon Labe. RISE of LEGION
889
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Posted - 2013.11.04 07:21:00 -
[14] - Quote
Vyzion Eyri wrote:Give our repair tools more streams, damnit. Advanced triage repair tool should have two streams, prototype (Six Kin Triage) should have three.
Then I can 3 people 50hp/s regeneration. I think that's better than buffing armour repairers, I'm a strong believer of making sure shields and armour have obviously different benefits and roles, and armour is meant to be high raw HP, low regeneration. If you want to buff something buff its HP, and buff regeneration for shields.
This would work too.
Now with more obscenities!
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The dark cloud
The Rainbow Effect
1823
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Posted - 2013.11.04 08:28:00 -
[15] - Quote
When on tuesday the update drops you can bet that the Lai dai flux repair tool will deffo be one of the things that logis will run. Why? 70HP armor repair at over 31m distance is beast. That is pretty much the effect that a proto triage hive has but mobile. And the nice thing is you can repair 2 people at once!
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Nyx Linx
Kang Lo Directorate Gallente Federation
1
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Posted - 2013.11.04 08:41:00 -
[16] - Quote
You could be right by buffing armor reps a little. It would be nice if we get new High mods. maybe one that is armor oriented. Like a hardener. |
Laurent Cazaderon
What The French
1986
|
Posted - 2013.11.04 11:16:00 -
[17] - Quote
I'm really not sure buffing armor reps is the solution here.
The main issue with armor is that the downside (low armor rep rate) is way bigger than it s inherent advantage (constant repping even when taking damage)
I'd rather see shields have a way higher regen delay to emphasize the perk of armor repping constantly than see armor rep catch up with shield regen.
Also, armor is historically a defense that requires to have backup (logi ship or logi bro). It's all about playstyle.
Shield tank should be lower amount of HP, high regen rate, large cooldown in regen, high signature profile, fast character. Armor tank should be high amount of HP, low regen rate, no cooldown in regen, low signature profile, slow character.
Those two archetypes arent very balanced\existing at the moment. There are many reasons to it ( modules repartition over high\low slots ; no penalty in stacking shield modules vs the armor speed penalty ). The only real advantage armor users have comes from the fact they can be constant repped by logis and become very tough to take down. Problem being most logis are slayers before being logis.
Another main issue with armor is how powerfull explosives weapon are at the moment. Grenades do far too much damage in on a way too large area (even if you're shield tanked though) and MDs have a way too big splash radius to my taste. |
Meeko Fent
Expert Intervention Caldari State
1355
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Posted - 2013.11.04 15:09:00 -
[18] - Quote
Laurent Cazaderon wrote:I'm really not sure buffing armor reps is the solution here.
The main issue with armor is that the downside (low armor rep rate) is way bigger than it s inherent advantage (constant repping even when taking damage)
I'd rather see shields have a way higher regen delay to emphasize the perk of armor repping constantly than see armor rep catch up with shield regen.
Also, armor is historically a defense that requires to have backup (logi ship or logi bro). It's all about playstyle.
Shield tank should be lower amount of HP, high regen rate, large cooldown in regen, high signature profile, fast character. Armor tank should be high amount of HP, low regen rate, no cooldown in regen, low signature profile, slow character.
Those two archetypes arent very balanced\existing at the moment. There are many reasons to it ( modules repartition over high\low slots ; no penalty in stacking shield modules vs the armor speed penalty ). The only real advantage armor users have comes from the fact they can be constant repped by logis and become very tough to take down. Problem being most logis are slayers before being logis.
Another main issue with armor is how powerfull explosives weapon are at the moment. Grenades do far too much damage in on a way too large area (even if you're shield tanked though) and MDs have a way too big splash radius to my taste. *cough*1.5 penalty*cough*
Increase the shield recharge delay per shield extender used.
Give a reason to use regulators.
Then, give armor a module that increase regular walk speed slightly, like 5%.
"Flush Joints" seem like a good name.
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Vin Mora
Sanguis Defense Syndicate
172
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Posted - 2013.11.04 16:24:00 -
[19] - Quote
What Armor Repair based on the amount of Armor, this way dual tanking requires more work.
Also, then unsupported Heavies wouldn't have to stay out of the battle for so long as well.
Leave the numbers the same 2/3/5 but make them percentages and what them receive stacking penalties. Change the skill to Arnor Reppers skill to a different effect, and change the Amarr Logi to have a fitting reduction bonus for you Reppers.
That would balance out Armor Reppers versus Shields better.
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
52
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Posted - 2013.11.04 17:36:00 -
[20] - Quote
Vyzion Eyri wrote:Give our repair tools more streams, damnit. Advanced triage repair tool should have two streams, prototype (Six Kin Triage) should have three.
Then I can 3 people 50hp/s regeneration. I think that's better than buffing armour repairers, I'm a strong believer of making sure shields and armour have obviously different benefits and roles, and armour is meant to be high raw HP, low regeneration. If you want to buff something buff its HP, and buff regeneration for shields.
A problem that I can only give this one like .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Smooth Assassin
Stardust incorporation
339
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Posted - 2013.11.04 17:53:00 -
[21] - Quote
MAN!!! logi's are gonna be invincible.
Assassination is my thing.
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CLONE117
Crux Special Tasks Group Gallente Federation
449
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Posted - 2013.11.04 19:39:00 -
[22] - Quote
armor rep modules are fine..
they need no buff.
armor is designed to last longer in a battle before being forced to fall back for reps.
shields r just supposed to get in fire a few rounds then run away quickly.
of course ive managed to survive and kill a player at full hp while i was low on armor.
i assume its because he missed all of his shots from his proto ar. |
Ghost Kaisar
R 0 N 1 N
773
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Posted - 2013.11.04 19:56:00 -
[23] - Quote
Mobius Kaethis wrote:Alam Storm wrote: reason why all weapons have high DPS is becuase people dont give a crap about shields so they stack loads of damage mods on
Sorry but you are wrong. What people refer to as the high dps of weapons was always there. It only became a major factor in reducting time to kill once hit detection for most weapons was fixed. The damage mods only add a few measly % and aren't a major factor in the low time to kill.
It factors in DPS-wise.
FOR EXAMPLE.
Proto SMG deals 25.28 dmg a bullet, at 1000RPM.
DPS = roughly 405
Now, throw on a complex damage mod. It increases Damage by 10%.
405 becomes 445.05.
Now how about that proficiency? Lv V?
405 * 1.25 = 506 DPS.
Basically, their gun now shoots an 5 bullets to your 4.
Might not seem like much on paper, but it means that you can have 20% less health than another target (of the same eHP) and WIN.
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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IgniteableAura
Pro Hic Immortalis
294
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Posted - 2013.11.05 03:22:00 -
[24] - Quote
Mobius Kaethis wrote:IgniteableAura wrote:I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem. I think giving armor tankers (myself included) reactive plates in the high slots would make us a bit OP. Raising armor repair rates would have a similar issue. Armor users are supposed to have high HP values and extremely low repair rates, allowing us to take a lot of damage but need to hide for a long time to repair after each encounter. This is our balance with shield tankers. With all of that said I would like to clarify that reactive plates are in a very bad place right now (they are practially useless thanks to their extremely poor hp #'s and their low rep rate when compared with their pg/cpu costs). They need a major rework before any merc worth their salt even considers running with them.
If you stack shield extenders you would have the same total amount of HP, with no movement penalty. So.....
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Cosgar
ParagonX
7275
|
Posted - 2013.11.05 04:03:00 -
[25] - Quote
CLONE117 wrote:armor rep modules are fine..
they need no buff.
armor is designed to last longer in a battle before being forced to fall back for reps.
shields r just supposed to get in fire a few rounds then run away quickly.
of course ive managed to survive and kill a player at full hp while i was low on armor.
i assume its because he missed all of his shots from his proto ar. Who the hell shield tanks anymore? Everyone just stacks plates because since 1.4, stacked armor + damage mods + AR = god mode.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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IgniteableAura
Pro Hic Immortalis
295
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Posted - 2013.11.05 04:34:00 -
[26] - Quote
Mordecai Sanguine wrote:IgniteableAura wrote:I can already hit 30 hp/s on a gal logi with about 350 armor points. It's quite difficult to kill me 1v1 without a nade or headshot.
What we need is a high slot mod for armor. Those need to be the reactive plates, rather than in the lows. That would solve this problem. => What the point having 30hp/s if you don't have armor to repair ??? Maybe you're facing full militia and standard but trust me against Proto (real protos) you'll die faster than anybody...
That's never been my experience. It's the exact counter to the AR. Mass drivers eat me alive though.
If I get in trouble I just drop a triage hive an I've got 100hp/s as then it's game over for the enemy.
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Komodo Jones
Chaotik Serenity
189
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Posted - 2013.11.05 05:13:00 -
[27] - Quote
why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? |
Cosgar
ParagonX
7286
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Posted - 2013.11.05 05:21:00 -
[28] - Quote
Komodo Jones wrote:why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? Make it a high slot module. Armor doesn't have many any options outside of damage mods. This goes against gank vs tank principles when a tank gets to gank at the same time. I'd say that we need passive resistance modules in high slots, but I doubt that's ever going to happen.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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SponkSponkSponk
The Southern Legion The Umbra Combine
477
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Posted - 2013.11.05 13:36:00 -
[29] - Quote
reps based on percentages?
Why not % based armour resistance plates?
"Pulvis et umbra sumus. (We are but dust and shadow.)"
GÇò Horace, The Odes of Horace
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Alam Storm
Neo Terra Imperial Army Neo Terra Empire
22
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Posted - 2013.11.05 13:45:00 -
[30] - Quote
Mobius Kaethis wrote:Alam Storm wrote: reason why all weapons have high DPS is becuase people dont give a crap about shields so they stack loads of damage mods on
Sorry but you are wrong. What people refer to as the high dps of weapons was always there. It only became a major factor in reducting time to kill once hit detection for most weapons was fixed. The damage mods only add a few measly % and aren't a major factor in the low time to kill.
dis agreed for following reason all weapons arnt really that powerful an till u ad damage mods example milita AR cant take down a full proto suit by itself the proto guy would stomp him every time even with the 15% perficancy put 4 damage mods on and the Milita AR is doing 28% more on top so by rights its like a duvolle with a damage mod on it |
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Galvan Nized
Deep Space Republic Top Men.
236
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Posted - 2013.11.05 15:09:00 -
[31] - Quote
Why?
Armor seriously crushes shields right now in terms of tankability, does extremely high damage, and has alternate ways to rep (reaching 250 hp/s is achievable now, 300 hp/s is achievable as a logi).
Also armor tankers have a regen advantage over shields once you consider that all armor tankers have inherent shield regen too (even with a low shield max it's a big advantage)...Shields eventually can overcome but it's a long time.
Shields get mobility advantage (means less than you think) and some versatility but cannot compete in a fight.
Buffing anything for armor is really just hammering in the nails of the coffin that holds shields. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
22
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Posted - 2013.11.06 02:18:00 -
[32] - Quote
Galvan Nized wrote:Why?
Armor seriously crushes shields right now in terms of tankability, does extremely high damage, and has alternate ways to rep (reaching 250 hp/s is achievable now, 300 hp/s is achievable as a logi).
Also armor tankers have a regen advantage over shields once you consider that all armor tankers have inherent shield regen too (even with a low shield max it's a big advantage)...Shields eventually can overcome but it's a long time.
Shields get mobility advantage (means less than you think) and some versatility but cannot compete in a fight.
Buffing anything for armor is really just hammering in the nails of the coffin that holds shields.
right if you remember we had this issue a few months back but with shields being the higher advantage we went though 2 to 3 updates were shields got all the attention better modules like regulaters and what not
the reason shields sucks right now is because people do not use them for example shields should prob be a logis best friend there quick dodge bullets and the shields reload quickly depending on how many regulaters are on them
but people arnt using regulators or shields atleast not many its all about attack power with lowest cpu and pg used as possible its not that shields arnt good its just becuase 80% of the game would want a damage mod or speed to ill targets over using protection |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:01:00 -
[33] - Quote
Cosgar wrote:Komodo Jones wrote:why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? Make it a high slot module. Armor doesn't have many any options outside of damage mods. This goes against gank vs tank principles when a tank gets to gank at the same time. I'd say that we need passive resistance modules in high slots, but I doubt that's ever going to happen. I was seriously hoping for the reactives or the ferroscales to be high slots back before 1.4, but now if armor had a high slot it would definitely unbalance the armor/shield tanking situation. I think resistance mods are in order for both sides. Otherwise shields need some help because there's already an incredible boost to armor effectiveness and with the new repair tools you can make an armor tanker nearly invincible. An armor tanking combat medic advocating for shields? whaaaaaa?! :)
Also, does anyone else find it ridiculous that armor plates are in the low powered slot when they take up more PG than the shield extenders? and don't even get me started on the sprinting mods..lol |
Grimmiers
0uter.Heaven Proficiency V.
309
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Posted - 2013.11.06 04:04:00 -
[34] - Quote
I always though armor repair regulators for the highs would be cool. It would essentially make the armor repair tick a bit faster.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1716
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Posted - 2013.11.06 04:30:00 -
[35] - Quote
The problem with armor repair buffs is that it'd be REALLY easy to break the amarr logi.
A single mod giving 10 hps would let the actual bonus per mod be a constant 15 hps plus 5 hps for the logi bonus. 20 hps matches or beats the shield regen of most medium suits.
Don't underestimate the power of constant reps. It lets armor tankers stand their ground for longer than most shield tankers.
I would like to see the difference between the styles of tanking a little bit more clearly defined, though. right now there are 5 schools of thought for tanking a dropsuit and I'd like to see the ones that aren't competitive right now given some love.
The 5 schools are as follows;
1. brick armor tanking - high damage due to weapon mods. the big HP pool lets you win most initial encounters but needs a logi or hive to get back in the game
2. regen armor tanking - high damage because your high slots are open for damage mods, a high constant regen lets you stay fighting for long periods provided you don't take too much damage at once.
3. Brick shield tanking - a fast flanker that can catch people unaware due to speed advantage from not having armor plates and open low slots
4. regen shield tanking - a fast skirmisher with a buffer that replenishes very quickly.
5. Hybrid - High HP. that's all.
Some of those methods need some love. All armor tanking needs are NOT TERRIBLE REACTIVE PLATES so that it'll be possible to find that perfect middle ground between buffer and regen. Reactive plates need to have the cpu/pg cost lowered and have it's effects buffed.
Once we have usable RPs armor tankers will be able to find right mix of brick and regen for what they need.
Shield tankers need a bit more more work to have a way of tanking with shields that isn't either brick or hybrid. I'd say make the rechargers a low slot while leaving the energizers where they are at. The delay penalty for extenders should be added as well ensuring the use of regulators and increasing the value of energizers and rechargers for brick tankers.
It would also help the existence of the regen shield tanker. stacked regulators, rechargers, energizers and an extender to compensate for the energizer and add some HP should be a fit that'd be feared in mid-range combat due to the fact it'd be able to pop in and out of cover with full health every time. |
Komodo Jones
Chaotik Serenity
191
|
Posted - 2013.11.06 04:34:00 -
[36] - Quote
interesting, but that's basically what the armor repair skill itself does, if there was a regulator then there would be a skill for it which would modify the regulator which would modify the modification of the repairer and ow my brain lol. Still it would provide a way for armor tankers to actually be complete armor tankers.
Armor is simple, it's constantly being repaired by self repairers or otherwise by outside sources, there's not much you can modify.
Hmm...to balance with shields what about a capacitor? When your shields are depleted have a module that automatically refills the shields by a certain amount in between recharge delays, then put it on a timer, say it only activates once every 30 seconds or something. I was thinking about getting into grenades too but there's already a problem with grenade spamming and standing on a nanohive, something like an inverse flux grenade or a nanomachine cloud grenade for armor repairing, or just replace the grenade with an emergency repair/recharge module, could be on a long timer or maybe even make it 1 time use, something like how vehicle modules work. |
Komodo Jones
Chaotik Serenity
191
|
Posted - 2013.11.06 04:37:00 -
[37] - Quote
Yeah, I do still support a little bit of a buff to repair modules at least proportional to the increase in armor on the field, but shields do need some love. |
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