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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 12:47:00 -
[1] - Quote
I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 13:05:00 -
[2] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods.
Thatis what they were designed to do, so yes, yes I would say that indeed it is.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 13:08:00 -
[3] - Quote
Now if only we could get the Caldari to play the way they were designed to be played. As of right now I'm pretty sure they are the only race holding out.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 13:12:00 -
[4] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. Thatis what they were designed to do, so yes, yes I would say that indeed it is. You sir have no concept of balance
I actually play all four races on four diferent characters and the lowest SP character has more than 10m SP. What are your qualifications?
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 13:45:00 -
[5] - Quote
Bad Heal wrote:LOL go back to the cabbage patch troll
Think whatever you like, but i assure you it's not a troll. I've been playing this game for more than a year now.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 13:57:00 -
[6] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:Bad Heal wrote:LOL go back to the cabbage patch troll
Think whatever you like, but i assure you it's not a troll. I've been playing this game for more than a year now. Like wise
Then you should know that it is quite possible to do what I have done.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 15:04:00 -
[7] - Quote
Daxxis KANNAH wrote:Sana Rayya wrote:Armor with squad support trumps shields with/without squad support every time.
Armor with no support (and no triage hives) is at a slight disadvantage to shields if the engagement is at a distance, and cover is involved.
Out in the open or in CQC, it's a tossup depending on total EHP and player gun game, with a slight advantage to shields if the armored guy is particularly slow.
Also, armor users can mix regular plates with ferroscale or basic reactive plates to negate the movement penalty due to the nature of stacking penalties. A proto Gal logi can use 2x enhanced plates and 3x enhanced ferroscale plates to add 407 HP armor (with lvl 5 in the skill), and the movement penalty is only .05 m/s for walk and.08 m/s for sprint. This takes 121 CPU and 33 PG. A shield tanker gets at max, 363 HP for 5x complex extenders but uses 270 CPU and 55 PG.
What about self rep, you say? Repair tools rep at a minimum of 40 HP/s, and the "repair delay" is the time it takes for you to alert a squad mate that you need repairing. Assuming you are using team work, this should be under 8 seconds, and your team/squad gets additional WP for triage. This right here needs to be changed. Ferroscale plates shouldnt reduce a speed penalty, they should just not add an additional speed penalty. I assume that is what is supposed to occur but the fitting screen shows different. CCP should clarify this.
Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 15:30:00 -
[8] - Quote
Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field.
It is not a bug. It is the way deminishing returns works. It is functioning as intended.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 17:04:00 -
[9] - Quote
Sana Rayya wrote:Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended. So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances. Armor is better than shields.
Ferroscail do not "negate" the penalty. If you have a Ferroscale and a complex plate on then the penalty for the speed penalty for the complex plate is at .869 efficiency, which would drop the penalty from 5% to 4.345%. Also ferrscales are very dificult to fit. The most common Gal proto fit is two enhanced vanilla plates a complex armor repairer and an enhanced armor repairer. You know what that works out to? It's 504 armor and 10 HP/sec repair. Are you really trying to call this OP? lol.
{:)}{3GÇó>
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