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Baal Omniscient
L.O.T.I.S. Public Disorder.
791
|
Posted - 2013.12.07 08:02:00 -
[1] - Quote
Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas?
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Epicsting pro
FACTION WARFARE ARMY
313
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Posted - 2013.12.07 08:12:00 -
[2] - Quote
New shield balancing are in next patch the more shields you stack the longer your shield recharge delay. Oh I would like a armor rep mod that base off missing armor %.
For the mother land.
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 08:21:00 -
[3] - Quote
Epicsting pro wrote:New shield balancing are in next patch the more shields you stack the longer your shield recharge delay. Oh I would like a armor rep mod that base off missing armor %. This new addition actually furthers the gap between the two, here's an example of why.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Luna Angelo
We Who Walk Alone
343
|
Posted - 2013.12.07 08:28:00 -
[4] - Quote
Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? I has a question: Will this solve the problem people have with Killer Bees? If so, I'm in.
Names of playstyles
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 08:32:00 -
[5] - Quote
Luna Angelo wrote:Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? I has a question: Will this solve the problem people have with Killer Bees? If so, I'm in. This would make them sacrifice HP for damage mods and severely hamper their ability to campon hives that constantly rep their armor, so.... yes. It would go a long way towards fixing killer bees.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Luna Angelo
We Who Walk Alone
343
|
Posted - 2013.12.07 08:35:00 -
[6] - Quote
Baal Omniscient wrote:Luna Angelo wrote:Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? I has a question: Will this solve the problem people have with Killer Bees? If so, I'm in. This would make them sacrifice HP for damage mods and severely hamper their ability to campon hives that constantly rep their armor, so.... yes. It would go a long way towards fixing killer bees. Cool. Btw, I AM a Killer Bee... sometimes. So, there's that.
Names of playstyles
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 09:04:00 -
[7] - Quote
Luna Angelo wrote:Baal Omniscient wrote:Luna Angelo wrote:Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? I has a question: Will this solve the problem people have with Killer Bees? If so, I'm in. This would make them sacrifice HP for damage mods and severely hamper their ability to campon hives that constantly rep their armor, so.... yes. It would go a long way towards fixing killer bees. Cool. Btw, I AM a Killer Bee... sometimes. So, there's that. I have a basic bee, but I almost never use it since it has no highs. I love my high slots. =)
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Oswald Rehnquist
795
|
Posted - 2013.12.07 09:18:00 -
[8] - Quote
If scouts are ever getting cloaks, then we will need active scanners to counter them, that is what I believe what the focus is there for.
What does need to happen to scanners is
1) Scanning is like ADSing, meaning no crazy spinning or just make the validity of the scan decrease by a tier if you are moving period
2) Recharge times need to be increased, the quantum is able to keep a 24/7 scan tracking, this is flawed
3) Slightly reduced range, it should be 30-40 and then a 50-70 variant.
Below 28 dB
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Luna Angelo
We Who Walk Alone
349
|
Posted - 2013.12.07 09:24:00 -
[9] - Quote
Baal Omniscient wrote:Luna Angelo wrote:Baal Omniscient wrote:Luna Angelo wrote:Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? I has a question: Will this solve the problem people have with Killer Bees? If so, I'm in. This would make them sacrifice HP for damage mods and severely hamper their ability to campon hives that constantly rep their armor, so.... yes. It would go a long way towards fixing killer bees. Cool. Btw, I AM a Killer Bee... sometimes. So, there's that. I have a basic bee, but I almost never use it since it has no highs. I love my high slots. =) ADV. CalLogi, Toxin AR, 2 Enhanced extenders, basic damage mod, enhanced plates, enhanced rep, STD needle, STD repper, ADV scanner
Names of playstyles
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Oswald Rehnquist
795
|
Posted - 2013.12.07 09:26:00 -
[10] - Quote
If scouts are ever getting cloaks, then we will need active scanners to counter them, that is what I believe what the focus is there for. So I don't actually have a problem with the numbers they have per say. I eventually would like scouts to have 40/40 precision and signature.
What does need to happen to scanners is
1) Moving ruins scanning validity and won't complete until it gets a clear signal (staying still)
2) Recharge times need to be increased, the quantum is able to keep a 24/7 scan tracking, I think this is flawed
If you increase recharge times enough then you don't have to worry so much about the 100m range some have.
Below 28 dB
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THUNDERGROOVE
ZionTCD Public Disorder.
365
|
Posted - 2013.12.07 09:30:00 -
[11] - Quote
I hate when people ***** and moan about "Killer bees".
I put down uplinks, that you spawned on. I put down hives, that filled your ammo and repaired your armor. I picked you up, saving your suit.
When I'm not doing these things, I'm killing. So what? Should I just stand there and do nothing? No I'm going to go slay.
On topic. Shield vs Armor balance is fine-ish right now. All "shield" suits except minassault can armor tank just as good as armor suits (at the loss of repair modules) and repair hives cost 30K for "the good ones". Saw a callogi with exactly 700 armor last night. Was rediculous.
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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Johnny Guilt
Algintal Core
374
|
Posted - 2013.12.07 09:34:00 -
[12] - Quote
The answer to the most complex of problems is often the simplest one...
A strange game.
The only winning move is
not to play.
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Luna Angelo
We Who Walk Alone
349
|
Posted - 2013.12.07 09:37:00 -
[13] - Quote
THUNDERGROOVE wrote:I hate when people ***** and moan about "Killer bees".
I put down uplinks, that you spawned on. I put down hives, that filled your ammo and repaired your armor. I picked you up, saving your suit.
When I'm not doing these things, I'm killing. So what? Should I just stand there and do nothing? No I'm going to go slay.
On topic. Shield vs Armor balance is fine-ish right now. All "shield" suits except minassault can armor tank just as good as armor suits (at the loss of repair modules) and repair hives cost 30K for "the good ones". Saw a callogi with exactly 700 armor last night. Was rediculous.
It's not in quotes, Killer Bees is the official name for the playstyle. Just saying.
Names of playstyles
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 09:40:00 -
[14] - Quote
THUNDERGROOVE wrote:I hate when people ***** and moan about "Killer bees".
I put down uplinks, that you spawned on. I put down hives, that filled your ammo and repaired your armor. I picked you up, saving your suit.
When I'm not doing these things, I'm killing. So what? Should I just stand there and do nothing? No I'm going to go slay.
On topic. Shield vs Armor balance is fine-ish right now. All "shield" suits except minassault can armor tank just as good as armor suits (at the loss of repair modules) and repair hives cost 30K for "the good ones". Saw a callogi with exactly 700 armor last night. Was rediculous.
Soooo.... since only Minassaults are gimped, it's fine? Or "fine-ish"? **** you too buddy. The only way to survive in a Minassault with our insanely low by comparison EHP is to run an ADV dampner and that only protects you from lvl 3 scanners and below. And that's half of your low slots gone while taking up 24 CPU that you now cannot use to fill your 5 high slots. And our 5 high slots are now getting nerfed since shield extenders now have a recharge delay penalty.
On the flip side, all armor suits can stand on 4 hives with 800+ armor and take a full clip of almost any weapon, then be fully repaired by the time the enemy finishes reloading.
Tell me again how shield and armor are balanced.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Kasote Denzara
A Vulture
1169
|
Posted - 2013.12.07 09:57:00 -
[15] - Quote
When the two weapons drop, you'll realize how wrong you are about armor being "so good". They are both armor killers, if you didn't know, and amazing ones at that. Shield tanking in this build is pointless because of all the shield killer weapons. Plasma Rifle and Scrambler Rifle are at the top for a reason that you don't seem to understand. They're shield killers. Shield tanking against a shield killer is meaningless. Armor is more effective against both BECAUSE they are shield killers. The two new weapons will balance out the armor tanking and shield tanking.
Some people just don't understand the "cause and effect" of weaponry.
SWEET MOTHER OF TERESA ON THE HOOD OF A MERCEDES BENZ, YOU SOUND LIKE A MAJESTIC EAGLE! DO YOU SING?!
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Luna Angelo
We Who Walk Alone
351
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Posted - 2013.12.07 09:57:00 -
[16] - Quote
Baal Omniscient wrote:THUNDERGROOVE wrote:I hate when people ***** and moan about "Killer bees".
I put down uplinks, that you spawned on. I put down hives, that filled your ammo and repaired your armor. I picked you up, saving your suit.
When I'm not doing these things, I'm killing. So what? Should I just stand there and do nothing? No I'm going to go slay.
On topic. Shield vs Armor balance is fine-ish right now. All "shield" suits except minassault can armor tank just as good as armor suits (at the loss of repair modules) and repair hives cost 30K for "the good ones". Saw a callogi with exactly 700 armor last night. Was rediculous.
Soooo.... since only Minassaults are gimped, it's fine? Or "fine-ish"? **** you too buddy. The only way to survive in a Minassault with our insanely low by comparison EHP is to run an ADV dampner and that only protects you from lvl 3 scanners and below. And that's half of your low slots gone while taking up 24 CPU that you now cannot use to fill your 5 high slots. And our 5 high slots are now getting nerfed since shield extenders now have a recharge delay penalty. On the flip side, all armor suits can stand on 4 hives with 800+ armor and take a full clip of almost any weapon, then be fully repaired by the time the enemy finishes reloading. Tell me again how shield and armor are balanced. Shields aren't made for close range, anyways. We like the distance, that's why we're (Caldari) getting the longest ranged Rifle.
Names of playstyles
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Rei Shepard
The Rainbow Effect
1291
|
Posted - 2013.12.07 09:58:00 -
[17] - Quote
Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas?
You still driving over people with a Lav as your regular playstyle ?
Anyways, so you want suits that have their first defensive barrier being shields, get damage mods, so you have Buffer and DPS?
Opposed to any Armor suit having no safety margin in its high slots.....and has as much repair as 1 to 6 HP/S ?
The problem with Armor stacking right now is the Logi suits, not the run of the mill Assault suit with 1 to 2 points worth of armor repping...and anyone fitting a proto hive on their assault suit is sacrificing something else.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 10:18:00 -
[18] - Quote
Rei Shepard wrote:Baal Omniscient wrote:Logi's & armor tankers everywhere love the new armor repping bonuses that have been pouring in, CCP doesn't see yet that they've taken it much too far. TTK being as low as it is, the new rifles are going to have next to no effect on the situation. So I'm going to share some of my ideas for fixing this, feel free to share yours.
*Give armor repping modules an HP debuff like shield energizers (only a minor one). (B, E, C: 1%, 3%, 5% of total armor after applying modules)
*Reduce the strongest armor repping proto hive down to 50hp every 2 seconds and balance the rest down from that (armor repping hives are meant to be used as a portable HP rep to be used in emergencies like when a shield suit ducks into cover to recover, not a magic portable extended HP buffer to camp on.).
*Cut armor repair of all repair tools by 5%, and the WP accrual rate by 10% (no offense to logi's, we all love you guys, but the speed of WP accrual from a rep tool is ridiculous and by suggesting this now I am trying to prevent a larger backlash in the future)
*Give all armor suits a penalty to using shield modules (30% cut to HP gained from a module)
*Give all shield suits a penalty to using armor modules (40% cut to HP gained from regular armor modules, does not apply to ferroscale or reactive)
*Fix passive scanning modules so they are worth using in high slots
*Change damage mods to low modules
*Change hacking, PG upgrades & Dampners to high modules
What are some of your ideas? You still driving over people with a Lav as your regular playstyle ? Anyways, so you want suits that have their first defensive barrier being shields, get damage mods, so you have Buffer and DPS? Opposed to any Armor suit having no safety margin in its high slots.....and has as much repair as 1 to 6 HP/S ? The problem with Armor stacking right now is the Logi suits, not the run of the mill Assault suit with 1 to 2 points worth of armor repping...and anyone fitting a proto hive on their assault suit is sacrificing something else. Lol those were the days.... back when you could just run around the field with a SL in a LLAV and chase vehicles all day and grief anyone who got in your way.... But alas, no. I quit that about a month after LLAV's popped up everywhere. It just felt so old fashioned by that time. I do still drive my Limbus however, mainly when I'm solo and my team is getting proto stomped.
As for the assaults, you are mistaken. All it takes is 2 people running together. In my own corp there are examples of why. A logi runs with an assault. The Logi has a proto armor/ammo and a full triage hive with a repp tool, the assault with one proto triage hive. They then set down 4 proto triage hives down in a high traffic location with a set of armor/ammo hives and farm both kills and WP from triage & ammo resupplies.
In fact, Kripter MAC runs solo exclusively with Triage hives and does exceedingly well in his Gallente assault.
Yes, they do sacrifice something else. Like shield suits sacrifice HP for damage output, despite their HP buffs giving them less than half what armor buffs give. Like every suit in the game has to sacrifice when they want to run one gear over another. But when you can set up 2 proto triage hives next to a supply depot and dominate an entire team solo, or get in a squad and run as a group and do the same but faster since you'll have a scanner and ammo hives as well, something needs to be changed.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Cat Merc
Ahrendee Mercenaries EoN.
4481
|
Posted - 2013.12.07 10:28:00 -
[19] - Quote
So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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FAKIR REDETTa
0uter.Heaven Proficiency V.
20
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Posted - 2013.12.07 10:31:00 -
[20] - Quote
Baal Omniscient wrote:What are some of your ideas? ?saedi ruoy fo emos era tahW |
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
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Posted - 2013.12.07 10:34:00 -
[21] - Quote
Cat Merc wrote:I'm ignoring your premise and inputting my own instead of coming up with a thoughtful response. FTFY
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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I-Shayz-I
I-----I
1554
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Posted - 2013.12.07 10:34:00 -
[22] - Quote
Armor should cost more pg, and shields should cost more cpu, less pg. That way if you want to stack 4 armor plates you should take up a HUGE chunk of your fitting space to do so. Same as if you want to stack shields.
Right now a basic plate only costs 10 cpu and 1 pg for 85 hp, whereas a basic shield costs 20ish cpu and 3 pg for 22 hp.
That's the best balancing factor I have anyways, as shields cost so much fitting space where armor does not. The reason why we see so many people running 2-3 damage mods + 3-4 plates is because armor plates don't cost much in terms of fitting space...so why use other modules if they cost more?
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I make logistics videos!
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Cat Merc
Ahrendee Mercenaries EoN.
4481
|
Posted - 2013.12.07 10:45:00 -
[23] - Quote
Baal Omniscient wrote:Cat Merc wrote:I'm ignoring your premise and inputting my own instead of coming up with a thoughtful response. FTFY There is no point. This would kill armor tanking, I would never touch my Gallente again. It would be in worse shape than pre armor buff.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
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Posted - 2013.12.07 10:48:00 -
[24] - Quote
I-Shayz-I wrote:Armor should cost more pg, and shields should cost more cpu, less pg. That way if you want to stack 4 armor plates you should take up a HUGE chunk of your fitting space to do so. Same as if you want to stack shields.
Right now a basic plate only costs 10 cpu and 1 pg for 85 hp, whereas a basic shield costs 20ish cpu and 3 pg for 22 hp.
That's the best balancing factor I have anyways, as shields cost so much fitting space where armor does not. The reason why we see so many people running 2-3 damage mods + 3-4 plates is because armor plates don't cost much in terms of fitting space...so why use other modules if they cost more? The armor issue doesn't just boil down to that though. Having only 2 viable high slot choices leaves damage mods the best choice for armor suits since they can already tank more than 2x the HP than shield suits with the same # of slots taken up, and on top of that still have all their highs free for damage mods. When you throw on top of that the myriad of speedy repair opportunities for armor suits compared to only passive repairs for shields, you are left with armor going far beyond being balanced against shields.
Fitting cost adjustments would be another great idea, I'm not bashing that one bit. However that alone won't fix things. Especially for Minmatar suits, who hardly have a vast supply of CPU and their high slots are almost all they have. Shields getting nerfed plus requiring more CPU, topped with only 1 other viable high slot candidate (which is also very CPU intensive) leaves the Minmatar medium suits even worse off then they are now.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
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Posted - 2013.12.07 10:50:00 -
[25] - Quote
Cat Merc wrote:Baal Omniscient wrote:Cat Merc wrote:I'm ignoring your premise and inputting my own instead of coming up with a thoughtful response. FTFY There is no point. This would kill armor tanking, I would never touch my Gallente again. It would be in worse shape than pre armor buff. These were all individual ideas, not all to be implemented together. I'm not suggesting throw every armor nerf in the book at armor tankers, I'm suggesting we come up with ideas and couple a few of them together to try and balance them against shields. Apparently there was a bit of a misunderstanding, and I apologize for that.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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KGB Sleep
Ikomari-Onu Enforcement Caldari State
466
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Posted - 2013.12.07 10:55:00 -
[26] - Quote
my 2 cents take it or leave it.
1. CPU req on shield extenders needs to be reduced or a slight buff to resistance needs to make them worth the investment.
2. Scanning should be scout equip only with the rest of us getting scans as a WP reward. AOE like an orbital with range and precision dependent on skill level into the node.
"Because beer, that's why."
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Cat Merc
Ahrendee Mercenaries EoN.
4483
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Posted - 2013.12.07 10:57:00 -
[27] - Quote
Baal Omniscient wrote:Cat Merc wrote:Baal Omniscient wrote:Cat Merc wrote:I'm ignoring your premise and inputting my own instead of coming up with a thoughtful response. FTFY There is no point. This would kill armor tanking, I would never touch my Gallente again. It would be in worse shape than pre armor buff. These were all individual ideas, not all to be implemented together. I'm not suggesting throw every armor nerf in the book at armor tankers, I'm suggesting we come up with ideas and couple a few of them together to try and balance them against shields. Apparently there was a bit of a misunderstanding, and I apologize for that. Well, that's more reasonable. Honestly, armor and shields are equal.
It's just the Logis that are out of whack.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Baal Omniscient
L.O.T.I.S. Public Disorder.
792
|
Posted - 2013.12.07 11:03:00 -
[28] - Quote
Cat Merc wrote:Baal Omniscient wrote:Cat Merc wrote:Baal Omniscient wrote:Cat Merc wrote:I'm ignoring your premise and inputting my own instead of coming up with a thoughtful response. FTFY There is no point. This would kill armor tanking, I would never touch my Gallente again. It would be in worse shape than pre armor buff. These were all individual ideas, not all to be implemented together. I'm not suggesting throw every armor nerf in the book at armor tankers, I'm suggesting we come up with ideas and couple a few of them together to try and balance them against shields. Apparently there was a bit of a misunderstanding, and I apologize for that. Well, that's more reasonable. Honestly, armor and shields are equal. It's just the Logis that are out of whack. I would say it's the equipment moreso than the logi's, but I really don;t see CCP removing rep hives and uber-nerfing the repair tools this soon after buffing them so much. If these items stay as are, then armor tanking needs to be changed.
Above all though, if nothing else, I agree with Shayz that PG costs for armor need to go up and that shield costs need to be fixed to be more CPU intensive than PG intensive.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
|
Cat Merc
Ahrendee Mercenaries EoN.
4487
|
Posted - 2013.12.07 11:11:00 -
[29] - Quote
A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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pegasis prime
BIG BAD W0LVES
1384
|
Posted - 2013.12.07 11:34:00 -
[30] - Quote
to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it
Its gone from suck .....to blow
level 1 forum warrior
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Karl Marx II
Holdfast Syndicate Amarr Empire
325
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Posted - 2013.12.07 11:59:00 -
[31] - Quote
Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great.
Your recent posts are starting to get on my nerves
Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs.
If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them
It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic
My Theme
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Karl Marx II
Holdfast Syndicate Amarr Empire
325
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Posted - 2013.12.07 12:02:00 -
[32] - Quote
Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource.
And thus making logi suits unable to use equipment
You really thought that idea through didn't you
PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on
My Theme
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Cat Merc
Ahrendee Mercenaries EoN.
4489
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Posted - 2013.12.07 12:17:00 -
[33] - Quote
Karl Marx II wrote:Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource. And thus making logi suits unable to use equipment You really thought that idea through didn't you PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on That's fine, they don't exist anyway.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:17:00 -
[34] - Quote
pegasis prime wrote:to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it
It's a nice idea but the problem with it is that it would be difficult to put them on in the middle of battle, if you look at the current system for activating vehicle modules doing something like that as an infantryman is extremely difficult and really they'd have to allow you to only have 1 active module on a suit which is activated by pressing square on a dpad for example .. it'd have to be quick and easy and not going to a menu to pick it and activate it but if they did have a 1 button activation then yes it'd work
There's an idea out there somewhere which is to introduce passive modules like the ones above that increase shield resistance/armour resistance by a much smaller amount .. pretty much like the energised plates on vehicles so you can choose to either have higher base hp or exchange some hp for stronger shields/armour resistance to damage
My Theme
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Cat Merc
Ahrendee Mercenaries EoN.
4489
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Posted - 2013.12.07 12:18:00 -
[35] - Quote
Karl Marx II wrote:Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great. Your recent posts are starting to get on my nerves Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs. If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic Armor isn't a "lot" better. It's better right now because the AR and SCR are anti shield weapons.
I have both Gallente and Caldari assault to max skills. Whatever CCP does I am prepared for it.
So basically, I am the least biased here.
That is all.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:24:00 -
[36] - Quote
Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource. And thus making logi suits unable to use equipment You really thought that idea through didn't you PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on That's fine, they don't exist anyway.
http://www.youtube.com/watch?v=vCUE4HRPwGM
Just because you can't find any to help you doesn't mean they don't exist and if you weren't such a stuck up d1ck to us maybe some of us would actually step forward to help you but as it stands all your doing is making us not want to help you and word spreads
My Theme
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pegasis prime
BIG BAD W0LVES
1385
|
Posted - 2013.12.07 12:26:00 -
[37] - Quote
Karl Marx II wrote:pegasis prime wrote:to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it It's a nice idea but the problem with it is that it would be difficult to put them on in the middle of battle, if you look at the current system for activating vehicle modules doing something like that as an infantryman is extremely difficult and really they'd have to allow you to only have 1 active module on a suit which is activated by pressing square on a dpad for example .. it'd have to be quick and easy and not going to a menu to pick it and activate it but if they did have a 1 button activation then yes it'd work There's an idea out there somewhere which is to introduce passive modules like the ones above that increase shield resistance/armour resistance by a much smaller amount .. pretty much like the energised plates on vehicles so you can choose to either have higher base hp or exchange some hp for stronger shields/armour resistance to damage
having a mix of both passive and active could be cool . it would have to be implemented right and coukd really shake things up a bit
Its gone from suck .....to blow
level 1 forum warrior
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:26:00 -
[38] - Quote
Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great. Your recent posts are starting to get on my nerves Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs. If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic Armor isn't a "lot" better. It's better right now because the AR and SCR are anti shield weapons. I have both Gallente and Caldari assault to max skills, along with armor and shields. Whatever CCP does I am prepared for it. So basically, I am the least biased here. That is all.You're also comparing HP to HP. That simply doesn't work, a proper armor tank has at least two armor reps, or else it's not viable without some logi support. And Caldari can use CPU/PG mods without affecting their tank.
You stuck up, arrogant child
Conversation ended
My Theme
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Cat Merc
Ahrendee Mercenaries EoN.
4489
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Posted - 2013.12.07 12:27:00 -
[39] - Quote
Karl Marx II wrote:Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:A few things: Logi support is rarely available, most of the bees are killer bees. Even when it happens, targeting the logi isn't hard, and usually resorts in the overly confident armor tanker getting confused.
Nanohives are fine as long as they remove the ability to spam them.
Also, ALL tanking modules should be heavy on PG. Both plates AND extenders should have their PG go up to like 20. Plates and extenders would have CPU/PG swaps like one costs slightly more PG but less CPU, but in general they should be mostly heavy on PG.
This makes dual tanking difficult, as they both compete for the same resource. And thus making logi suits unable to use equipment You really thought that idea through didn't you PS Logi's everywhere will refuse to help you if you continue on this nerf logi's into the ground crusade you seem to be on That's fine, they don't exist anyway. http://www.youtube.com/watch?v=vCUE4HRPwGMJust because you can't find any to help you doesn't mean they don't exist and if you weren't such a stuck up d1ck to us maybe some of us would actually step forward to help you but as it stands all your doing is making us not want to help you and word spreads I loled Out of 100 killer bees, maybe one is a true logi. I don't need your help, I have a true logi when I run in a squad.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Karl Marx II
Holdfast Syndicate Amarr Empire
326
|
Posted - 2013.12.07 12:28:00 -
[40] - Quote
pegasis prime wrote:Karl Marx II wrote:pegasis prime wrote:to be honest I think the best way to balance all suits and weapons would be the introduction of active modules on drop suits quite akin to the new vehicle mods, then we would have some really interesting fits on the battle field. think about drop suits with active shield and armour hardeners specific to each frame size ..
eg
light shield hardener (for light frames) - 25% damage reduction for say 40 seconds with a 30s cool down
light armour hardener - 35% damage reduction for 35 seconds with a 25 second cool down
medium shield hardener-( medium frames) 40% damage reduction for 40 seconds with a 30 second cool down
medium armour hardener - 45% damage reduction for 35 seconds with a 25 second cool down
Heavy shield hardener (heavy suit) -50% damage reduction for 30 seconds with a 30 second cool down
Heavy armour hardener -60%dammage reduction for 30 seconds with a 25 second cool down
each of the specific class of modules could be specifically attributed to that frame only i.e. heavy shield and armour hardeners to the heavy frames only and the same for the med and lights but I think it would solve allot of the problems I see people complaining about like shield and armour as ell as weapons balance it would also solve the TTK issue that so many people have and return dust to the strafing and tracking shooter it used to be and not a twitch kill shooter that its sort of become of course this is just an idea
I posted this in another armour vrs shield thread but iv put it here because I want to get the idea out there and see what the community thinks of it It's a nice idea but the problem with it is that it would be difficult to put them on in the middle of battle, if you look at the current system for activating vehicle modules doing something like that as an infantryman is extremely difficult and really they'd have to allow you to only have 1 active module on a suit which is activated by pressing square on a dpad for example .. it'd have to be quick and easy and not going to a menu to pick it and activate it but if they did have a 1 button activation then yes it'd work There's an idea out there somewhere which is to introduce passive modules like the ones above that increase shield resistance/armour resistance by a much smaller amount .. pretty much like the energised plates on vehicles so you can choose to either have higher base hp or exchange some hp for stronger shields/armour resistance to damage having a mix of both passive and active could be cool . it would have to be implemented right and coukd really shake things up a bit
Yeah it'd add some diversity that's for sure, anything to make the game better gets my support
My Theme
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Cat Merc
Ahrendee Mercenaries EoN.
4491
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Posted - 2013.12.07 12:29:00 -
[41] - Quote
Karl Marx II wrote:Cat Merc wrote:Karl Marx II wrote:Cat Merc wrote:So basically, kill armor, and make shields the FoTM like it was for months and months before they finally buffed it. Great. Your recent posts are starting to get on my nerves Ignorant, clueless garbage based on the fact you favor the Gallente Assault suit .. players are asking for balance .. yes shields may have been better in the past but armor is better .. alot better .. right now .. all we are asking for is their to be a balance between the 2, instead of this constant moving from 1 being better to the other it is about time CCP balanced the 2 of them .. regulators need to be more efficient and seeing as shields have a drawback they need their HP increasing and CPU/PG costs reduced .. right now shield extenders give less hp at a higher cpu/pg cost compared to plates and when a complex extender 54 cpu 11 pg gives 66 hp when a basic armor plate 10 cpu 2 pg gives 85 then their is a serious problem and is why so many people are dual tanking or ditching shields and going full damage in the highs. If you can't see the problem then please keep your opinions to yourself .. we don't want to hear them It's like a creationist giving their opinion on evolution .. they make unfounded comments about it and then refuse to listen to reason and logic Armor isn't a "lot" better. It's better right now because the AR and SCR are anti shield weapons. I have both Gallente and Caldari assault to max skills, along with armor and shields. Whatever CCP does I am prepared for it. So basically, I am the least biased here. That is all.You're also comparing HP to HP. That simply doesn't work, a proper armor tank has at least two armor reps, or else it's not viable without some logi support. And Caldari can use CPU/PG mods without affecting their tank. You stuck up, arrogant child Conversation ended huhuh. You sound like the stuck up arrogant child, getting butthurt by me saying "That is all", which just means I have said what I wanted to say.
Keep throwing at me these **** fits straight out of EFT warriors den that don't actually work in battle, because that's pretty much all I see when people try to argue that armor is OP, terrible fits that only look good on paper.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Baal Omniscient
L.O.T.I.S. Public Disorder.
796
|
Posted - 2013.12.07 12:59:00 -
[42] - Quote
deleted
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Texs Red
DUST University Ivy League
79
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Posted - 2013.12.07 13:42:00 -
[43] - Quote
Okay all, instead of chanting "Death to logi's" and "nerf, nerf, nerf!" how about we go with "Give us new content!".
The true imbalance is that armor actually has equipment that supports it and shields do not. What if CCP introduced some sort of handheld shield booster that restored large amounts of HP then had a cool down period like the active scanner? Or they put in new nanohives that gave big boosts to shields but only did so every couple of seconds instead of smaller amounts every second like armor?
In the end though this equipment needs to be slightly less robust than armor ones because shield users make for decent solo play while armor does not. I might have 700 armor and 120 shields but once I get damaged that armor is coming back *very* slowly and that is *if* I equipped a repair module, which shield users don't even need to worry about. Armor is greatly amplified by team play, logi's with rep tools and nano hives, so this helps offset that imbalance. Shields on the other hand can do fairly okay at solo play but are less effective than a supported armor player, so they need equipment that is good enough to put them on even footing with supported armor players but won't completely overshadow them.
Shield users shouldn't beat armor users in a stand up fight, it's not how they were intended. Shields are meant for skirmish warfare and any equipment for them should support them with that in mind, vs armor which is intended for standing your ground and whose equipment aids them in that. |
Palatinate
Fatal Absolution
98
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Posted - 2013.12.07 14:56:00 -
[44] - Quote
Bring back the old movement penalty for armor plates and keep shields as is. Maybe tweak the shield recharge/depleted delay but I don't see any major changes needed. If they wanna stack armor that's fine but they should definitely "feel" it.
Stupid people will never change, you can try but that's just stupid. - Palatinate
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THUNDERGROOVE
ZionTCD Public Disorder.
367
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Posted - 2013.12.07 18:33:00 -
[45] - Quote
Baal Omniscient wrote: Soooo.... since only Minassaults are gimped, it's fine? Or "fine-ish"? **** you too buddy. The only way to survive in a Minassault with our insanely low by comparison EHP is to run an ADV dampner and that only protects you from lvl 3 scanners and below. And that's half of your low slots gone while taking up 24 CPU that you now cannot use to fill your 5 high slots. And our 5 high slots are now getting nerfed since shield extenders now have a recharge delay penalty.
On the flip side, all armor suits can stand on 4 hives with 800+ armor and take a full clip of almost any weapon, then be fully repaired by the time the enemy finishes reloading.
Tell me again how shield and armor are balanced.
Full on shield builds, like the minassault are only irrelevent because speed tanking doesn't work except for close quarters strafing.
That's nothing to do with shield vs armor balance and if you want someone to blame about shields getting stacking delay blame the Callogi 550 shields 500 armor with rep hives!
Or you know, just say my 186 shield 600 armor Amarr logi is the problem, because I carry around a set of Wyrkomi triage hives because passive armor repair is useless (Even with the efficiency bonus I get)
But that's at proto. My advanced builds can barely fit a K17/d sometimes and it reps for a whopping 20 a pulse! Almost on par with shields except you guys get one always that you don't have to throw down.
On top of that, with max skills across the board for everything including all fitting optimizations you can just bareeeely fit a Duvolle damage mod, 4 enhanced plates and two proto rep hives. Sitting at 198 shields and 709 armor. Oh and I also barely walk at 5.1 m/s can't jump over anything and also have issues strafing. All the build is good for is point defense and honestly the only reason I have that much HP is to hopefully be able to survive a cooked core locus.
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
What is a signature?
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The Robot Devil
Molon Labe. RISE of LEGION
1295
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Posted - 2013.12.07 20:41:00 -
[46] - Quote
Take the native armor bonus from the logi and replace it with equipment bonuses. Move perks from the skill to the suit. Add a shield transfer tool. Add a shield transfer nanohive.
Slots and CPU/PG isn't the problem. The problem is how the bonuses and perks are applied and where the perk comes from. Reward players for using a suit in its intended role and make suits not used as intended difficult to profit from. Moving mods from one slot to another isn't going to help. Reworking the perk system is the only answer.
Dr. Gonzo: I hate to say this, but this place is getting to me. I think I'm getting the Fear.
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