|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Reav Hannari
Red Rock Outriders
2294
|
Posted - 2013.12.31 14:54:00 -
[1] - Quote
+1
This has been brought up before and I like how the periods of opportunity thing works for vehicles. I'd like to see the same design brought to suits. Make weapon damage modules active with cool down as well. Active shield boosters and armor repairers with long cool down periods could be interesting too.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Reav Hannari
Red Rock Outriders
2294
|
Posted - 2013.12.31 15:07:00 -
[2] - Quote
Auris Lionesse wrote:Won't happen because
Every suit would need 4 resistance types, 4 ammo types for the 3 tiers of weaponry, new skills, new slots on suits to carry new ammo types and or switch between them. Crunching numbers for different suits to have different base resistances, new skills to alter these resistances, new modules to alter these resistances, passive hardeners, and then the active hardeners your proposing.
Considering Ccp can't even put my amarr character in the correct merc quarters (it's a gallente room btw) their entire company would implode trying to implement that. Lives will be lost.
You're thinking like a capsuleer. Vehicle hardeners give one resistance bonus across all incoming damage without regard to damage type.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Reav Hannari
Red Rock Outriders
2296
|
Posted - 2013.12.31 15:19:00 -
[3] - Quote
Auris Lionesse wrote:Reav Hannari wrote:+1
This has been brought up before and I like how the periods of opportunity thing works for vehicles. I'd like to see the same design brought to suits. Make weapon damage modules active with cool down as well. Active shield boosters and armor repairers with long cool down periods could be interesting too. I'd rather see vehicles and suits have capacitors and teach people how to run active mods on a stable cap suitor they power down mid gunfight and die. cooldowns just encourage tanks to retreat to the redline and camp for 60seconds.
If we switch to capacitors I'd like to see EVE style overheating mechanics with module specific damage. Overheat that large blaster to take down an enemy and see it fry. Run to some place safe to repair the gun or swap to a new tank. Require a repair tool to fix individual modules.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Reav Hannari
Red Rock Outriders
2296
|
Posted - 2013.12.31 15:47:00 -
[4] - Quote
Beren Hurin wrote:Lets look at some math just to see how challenging this would be to balance and implement well. My initial thoughts would be that there would be some suits this wouldn't make sense on and some suits that would be dumb to then fit anything else other than hardeners.
Let's say hardeners added 60% hardening. So if a complex shield module is 66 to 73 HP depending on skills and your base shield HP on your suits are something like:
Lights: 70-125 Mediums: 90-225 Heavies: 405-506
A hardener would add more eHP @ 60% for unskilled shields at HP as low as 110. So, basically anything but an armor scout would benefit. The heavy's huge intial pool of HP would benefit the most to these hardeners by adding 250-300 eHP. This is much more significant than plates.
If you could stack two with the normal drawbacks, you could get over 1000 eHP on a medium basic amarr heavy suit's shields. Caldari medium frames could get 700-900 ehp pretty easily, depending on fitting cost.
If these modules didn't give a shield delay drawback like the shield modules themselves, they would likely be much better than the regular shield extenders in practically every way. However you could kind of justify them by saying they are kind of like a shield delay in that the 'cooldown' time is a period of time during which you do not have your full shields.
Alternatively, if you think about this from an armor perspective, are many suits that have a lot of low slots and even higher base armor would get even higher eHP unless the hardeners there were less. However stacking armor hardeners, especially if they lasted more than 15 seconds would potentially mean that the effectiveness of repairs would skyrocket. The proto 125 hp/s repped would multiply with 5 hardeners @ 50% to something over 600 HP/s I believe. Multiple reps would mean that heavies (or anything with 4-5 lowslots) would practically be invincible to light weapon fire during their hardening cycle and while receiving reps. These might be difficult conditions to satisfy in many instances, and could be countered by prioritizing fire on logis vs. heavies, but you see what would start to occurr.
Don't vehicle armor hardeners only do half of what the shield hardeners do?
I think the key is to make the cool down period significant and use the same slot type at the buffer module. Do I want to trade a complex plate for a complex hardener that only works for 30 seconds out of 80? Maybe. It would be very good for rushing but not so good for defending and if the attack took too long you'd suddenly find yourself very weak. Yes, remote repair would really make a super tank out of a hardener armor heavy but you are sacrificing one gun to keep that tool trained on that heavy.
I think of the options as part of a continuum of offensive to defensive choices:
Brief but strong offense -- Continuous but weaker offense -- Continuous but weaker defense -- Brief but strong defense
You pick your point in that line and deal with the drawbacks. Right now we just have the two choices in the middle. We can expand the options by adding active modules.
There is imbalance with armor tankers have the option of fitting both damage modules for strong offense and armor modules for strong defense. This is a failing that was working in EVE but lost in translation to suits and trying to be 'different' when it didn't need to be.
// Spear Lieutenant // Matari Logistics / Scout / Pilot // @ReesNoturana
|
|
|
|