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Pokey Dravon
OSG Planetary Operations Covert Intervention
1522
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Posted - 2014.01.15 18:27:00 -
[1] - Quote
Setting TTK aside, as I think most agree damage output is a little nuts right now....so assume for a second that damage of weapons is reduced...
How would you all feel about seeing a general reduction in the HP that modules give, and a significant increase to the effectiveness of modules that regenerate HP faster....particularly Armor Repair modules?
Right now Armor Plate HP is so high, and repair tool rate is so high, that Armor Repair Modules are very limited in their usefulness. How would you all feel about reducing Armor Plate HP and increasing Armor Repair rate?
And yes I understand that shields need work, but set that aside and look at how armor is operating right now
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jacques Cayton II
Fatal Absolution Covert Intervention
535
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Posted - 2014.01.15 18:29:00 -
[2] - Quote
No it will make shields even less useful.
We fight for the future of the State not our
personal goals
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Galthur
Fatal Absolution Covert Intervention
236
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Posted - 2014.01.15 18:33:00 -
[3] - Quote
No
Recruit to 100,000wp get 30 mil:
https://forums.dust514.com/default.aspx?g=posts&m=1706198#post1706198
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Denn Maell
PIanet Express Canis Eliminatus Operatives
67
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Posted - 2014.01.15 18:36:00 -
[4] - Quote
I'd like to see more of a stacking penalty than what we're seeing. Being able to rush through a hail of gunfire and sit on a open street and trade bullets is nuts and boring. It nearly makes actually using cover and squad work unnecessary.
If Damage is decreased I'd like to see HP modules in general decrease at a similar rate.
But armor-focused defense should be as different from shields as possible.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1523
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Posted - 2014.01.15 18:37:00 -
[5] - Quote
Jacques Cayton II wrote:No it will make shields even less useful.
You don't even read the post do you? I clearly state that I'm aware shields need work, but I'm commenting on the way armor plates and armor repairers work together.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Dexter307
The Unholy Legion Of DarkStar
714
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Posted - 2014.01.15 18:43:00 -
[6] - Quote
No Armor is not shields TTK is already too short, leave health as it is and give a minor nerf to the rifles as those are the only weapons killing too fast. |
DUST Fiend
OSG Planetary Operations Covert Intervention
10032
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Posted - 2014.01.15 18:44:00 -
[7] - Quote
No thanks, ADS won't be able to crack armor tanks at that point, and won't even be very good as fire support. You'd just further encourage people to stack damage mods on large railguns.
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Dexter307
The Unholy Legion Of DarkStar
714
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Posted - 2014.01.15 18:47:00 -
[8] - Quote
DUST Fiend wrote:No thanks, ADS won't be able to crack armor tanks at that point, and won't even be very good as fire support. You'd just further encourage people to stack damage mods on large railguns. It's already very difficult / impossible to crack a double rep Madrugar with small railguns or even missiles, increase the rep rate anymore and the damage you deal will be healed up in the time it takes you to reload. I don't think he's talking about vehicles |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1523
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Posted - 2014.01.15 18:47:00 -
[9] - Quote
Dexter307 wrote:No Armor is not shields TTK is already too short, leave health as it is and give a minor nerf to the rifles as those are the only weapons killing too fast.
*Facepalm* Why do I bother posting....I just got done saying...in the first line....that I understand TTK is too low, and that needs work, but I'm talking about the relationship between armor plates and repairers.....
**** nevermind, people refuse to read.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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DUST Fiend
OSG Planetary Operations Covert Intervention
10032
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Posted - 2014.01.15 18:48:00 -
[10] - Quote
Dexter307 wrote:DUST Fiend wrote:No thanks, ADS won't be able to crack armor tanks at that point, and won't even be very good as fire support. You'd just further encourage people to stack damage mods on large railguns. It's already very difficult / impossible to crack a double rep Madrugar with small railguns or even missiles, increase the rep rate anymore and the damage you deal will be healed up in the time it takes you to reload. I don't think he's talking about vehicles Oops, if that's the case, then sorry about that lol.
Comprehension fail > 9000
Videos / Fiction
Closed Beta Vet; Dropship Pilot
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1523
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Posted - 2014.01.15 18:48:00 -
[11] - Quote
Dexter307 wrote:DUST Fiend wrote:No thanks, ADS won't be able to crack armor tanks at that point, and won't even be very good as fire support. You'd just further encourage people to stack damage mods on large railguns. It's already very difficult / impossible to crack a double rep Madrugar with small railguns or even missiles, increase the rep rate anymore and the damage you deal will be healed up in the time it takes you to reload. I don't think he's talking about vehicles
And Im not talk about vehicles.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Dexter307
The Unholy Legion Of DarkStar
714
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Posted - 2014.01.15 18:52:00 -
[12] - Quote
Pokey Dravon wrote:Dexter307 wrote:No Armor is not shields TTK is already too short, leave health as it is and give a minor nerf to the rifles as those are the only weapons killing too fast. *Facepalm* Why do I bother posting....I just got done saying...in the first line....that I understand TTK is too low, and that needs work, but I'm talking about the relationship between armor plates and repairers..... **** nevermind, people refuse to read. Your changes would make armor to much like shields and less like armor |
Assault Chileanme
Molon Labe. Public Disorder.
29
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Posted - 2014.01.15 18:54:00 -
[13] - Quote
I would personally like to see the HP on armor stay the same with the same rate on Armor Repairers, but reduce the repair rate on hives and repair tools. Armor tanking should let you absorb a decent amount more damage but take a significantly longer time to regenerate that lost armor.
Shields on the other hand could keep their current HP amounts, but could probably use a bit of a recharge rate buff, while keeping the delay the same.
Of course as you said this is all assuming that TTK is changed and recharge rates really don't matter compared to total EHP. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
152
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Posted - 2014.01.15 18:56:00 -
[14] - Quote
Pokey Dravon wrote:Setting TTK aside, as I think most agree damage output is a little nuts right now....so assume for a second that damage of weapons is reduced... How would you all feel about seeing a general reduction in the HP that modules give, and a significant increase to the effectiveness of modules that regenerate HP faster....particularly Armor Repair modules? Right now Armor Plate HP is so high, and repair tool rate is so high, that Armor Repair Modules are very limited in their usefulness. How would you all feel about reducing Armor Plate HP and increasing Armor Repair rate? And yes I understand that shields need work, but set that aside and look at how armor is operating right now General Proposition: Rebalance of how HP scales with tier (STD>ADV is larger than ADV>PRO) General Decrease in Armor Plate HP Value General Increase in Armor Repair module Repair Rate (Not to exceed Passive Shield Recharge) General Increase in Shield Extender HP Value (Not to exceed Armor Plates) General Increase in Shield Regenerator bonus %
Let me followed this correctly you state that TTK low as a result weapon dps is high, but since a dps nerf is pending nerf hp too? Wouldn't that put us right back where we started? |
The Robot Devil
Molon Labe. Public Disorder.
1562
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Posted - 2014.01.15 18:58:00 -
[15] - Quote
I use armor rep modules as my back up, if I want to stand and fight I use armor plates and if I want to stay on the field longer or I want to be at long range I use reps. On board reps let a merc come back to the fight or escape. Plates are a buffer used to prevent a quick death. My only problems with armor is the logi bonus to armor reps. I think it is ugly and bad for the game.
I have been an armor tanker since closed beta and I think armor is decent. I would like to see more modules (for everything not just armor) that make armor more fun, a nantite repair paste module that has to be activly used and then resupplied but offers a really quick burst of armor would be cool.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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Bones McGavins
TacoCat Industries
410
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Posted - 2014.01.15 18:59:00 -
[16] - Quote
Ill agree on hives, but not on rep tools. If anything rep tools should be increased. Id like to see dedicating yourself as a repper to a heavy, increasing the TTK on said heavy a ton if they dont deal with you first. Reducing the small amount of synergy between classes in this game is a mistake, if anything we should encourage more. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1523
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Posted - 2014.01.15 19:00:00 -
[17] - Quote
Asha Starwind wrote:Pokey Dravon wrote:Setting TTK aside, as I think most agree damage output is a little nuts right now....so assume for a second that damage of weapons is reduced... How would you all feel about seeing a general reduction in the HP that modules give, and a significant increase to the effectiveness of modules that regenerate HP faster....particularly Armor Repair modules? Right now Armor Plate HP is so high, and repair tool rate is so high, that Armor Repair Modules are very limited in their usefulness. How would you all feel about reducing Armor Plate HP and increasing Armor Repair rate? And yes I understand that shields need work, but set that aside and look at how armor is operating right now General Proposition: Rebalance of how HP scales with tier (STD>ADV is larger than ADV>PRO) General Decrease in Armor Plate HP Value General Increase in Armor Repair module Repair Rate (Not to exceed Passive Shield Recharge) General Increase in Shield Extender HP Value (Not to exceed Armor Plates) General Increase in Shield Regenerator bonus % Let me followed this correctly you state that TTK low as a result weapon dps is high, but since a dps nerf is pending nerf hp too? Wouldn't that put us right back where we started?
It would be scaled such that the nerf to damage would be larger than the nerf to HP.
Dexter307 wrote: Your changes would make armor to much like shields and less like armor
Im not stating that armor repair should be nearly as high as shield recharge, but with maxed skills and the proper suit, you could get close. Shields can of course put their natural recharge even higher, but right now armor repair modules are VERY weak in comparison to how much armor HP they have.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Lynn Beck
Granite Mercenary Division Top Men.
543
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Posted - 2014.01.15 19:05:00 -
[18] - Quote
I'd vote more for heavy Hp mods. Heavy plate gives 150 standard, 200 proto, but 10% speed reduction. Heavy shield extender gives 120Hp at proto, 10% reduction in recharge rate.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Assault Chileanme
Molon Labe. Public Disorder.
29
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Posted - 2014.01.15 19:05:00 -
[19] - Quote
Pokey Dravon wrote:Dexter307 wrote: Your changes would make armor to much like shields and less like armor
Im not stating that armor repair should be nearly as high as shield recharge, but with maxed skills and the proper suit, you could get close. Shields can of course put their natural recharge even higher, but right now armor repair modules are VERY weak in comparison to how much armor HP they have. I think that's the point of armor vs shields though. Armor takes forever to rep passively. That's why a basic armor plate gives more hp than a complex shield extender. |
Assault Chileanme
Molon Labe. Public Disorder.
29
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Posted - 2014.01.15 19:06:00 -
[20] - Quote
Lynn Beck wrote:I'd vote more for heavy Hp mods. Heavy plate gives 150 standard, 200 proto, but 10% speed reduction. Heavy shield extender gives 120Hp at proto, 10% reduction in recharge rate. Now that wouldn't be a bad idea. Would definitely open up a lot more dynamic fitting options. |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1524
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Posted - 2014.01.15 19:06:00 -
[21] - Quote
Bones McGavins wrote:Ill agree on hives, but not on rep tools. If anything rep tools should be increased. Id like to see dedicating yourself as a repper to a heavy, increasing the TTK on said heavy a ton if they dont deal with you first. Reducing the small amount of synergy between classes in this game is a mistake, if anything we should encourage more.
While I agree, and logistics should always outclass local reps, a Militia Repair tool is what....75HP a second a now? 15 times more effective than a Complex Armor Repairer? I think the difference between local reps and repair tool should be decreased slightly.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1524
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Posted - 2014.01.15 19:07:00 -
[22] - Quote
Assault Chileanme wrote:Pokey Dravon wrote:Dexter307 wrote: Your changes would make armor to much like shields and less like armor
Im not stating that armor repair should be nearly as high as shield recharge, but with maxed skills and the proper suit, you could get close. Shields can of course put their natural recharge even higher, but right now armor repair modules are VERY weak in comparison to how much armor HP they have. I think that's the point of armor vs shields though. Armor takes forever to rep passively. That's why a basic armor plate gives more hp than a complex shield extender.
Comparatively yes, I'd vote for an increase in shield recharge rate from current values as well.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Dexter307
The Unholy Legion Of DarkStar
714
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Posted - 2014.01.15 19:12:00 -
[23] - Quote
Pokey Dravon wrote:Asha Starwind wrote:Pokey Dravon wrote:Setting TTK aside, as I think most agree damage output is a little nuts right now....so assume for a second that damage of weapons is reduced... How would you all feel about seeing a general reduction in the HP that modules give, and a significant increase to the effectiveness of modules that regenerate HP faster....particularly Armor Repair modules? Right now Armor Plate HP is so high, and repair tool rate is so high, that Armor Repair Modules are very limited in their usefulness. How would you all feel about reducing Armor Plate HP and increasing Armor Repair rate? And yes I understand that shields need work, but set that aside and look at how armor is operating right now General Proposition: Rebalance of how HP scales with tier (STD>ADV is larger than ADV>PRO) General Decrease in Armor Plate HP Value General Increase in Armor Repair module Repair Rate (Not to exceed Passive Shield Recharge) General Increase in Shield Extender HP Value (Not to exceed Armor Plates) General Increase in Shield Regenerator bonus % Let me followed this correctly you state that TTK low as a result weapon dps is high, but since a dps nerf is pending nerf hp too? Wouldn't that put us right back where we started? It would be scaled such that the nerf to damage would be larger than the nerf to HP. Dexter307 wrote: Your changes would make armor to much like shields and less like armor
Im not stating that armor repair should be nearly as high as shield recharge, but with maxed skills and the proper suit, you could get close. Shields can of course put their natural recharge even higher, but right now armor repair modules are VERY weak in comparison to how much armor HP they have. That's how it supposed to be, armor has high HP and low regen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1524
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Posted - 2014.01.15 19:13:00 -
[24] - Quote
Again, comparatively low to shield regeneration.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Lynn Beck
Granite Mercenary Division Top Men.
543
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Posted - 2014.01.15 19:14:00 -
[25] - Quote
Assault Chileanme wrote:Lynn Beck wrote:I'd vote more for heavy Hp mods. Heavy plate gives 150 standard, 200 proto, but 10% speed reduction. Heavy shield extender gives 120Hp at proto, 10% reduction in recharge rate. Now that wouldn't be a bad idea. Would definitely open up a lot more dynamic fitting options. Imagine a heavy fitting 2 heavy plates, getting the HP he needs, then a set of reps. Now imagine a logo trying to fit them :D Alternatively the heavy could do 3x plates and 1 Pg, and still have more HP than a quad light plate.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7898
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Posted - 2014.01.15 19:26:00 -
[26] - Quote
Disagree.
The point of armour is to provide high HP with low regeneration and slow speeds. The high HP of armour comes at a trade-off. If you want to regen quickly, you use shields.
Also, this would be an insanely large buff to shields. Remember that shields were the dominant tanking style not too long ago - all it took to change that was a 20 HP difference per HP mod. If you reduce plate HP, and increase extender HP, then you are easily going to have a much greater change than that. Couple that with buffing other parts of shielding and you will quickly end up with no reason to armour tank.
What do you see the role of armour tanks being? With these changes they would be out-regenerated and quite probably out-tanked while being slower.
Level 7 Forum Warrior
Lenin of the glorious armoured revolution
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Cat Merc
Ahrendee Mercenaries EoN.
5580
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Posted - 2014.01.15 19:29:00 -
[27] - Quote
So basically, make armor and shields the same ****? Why not have one big health pool in this case?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1524
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Posted - 2014.01.15 19:33:00 -
[28] - Quote
The concept I was going for was to make the difference in shield and armor on dropsuits similar to the way it operates on vehicles.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Dexter307
The Unholy Legion Of DarkStar
717
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Posted - 2014.01.15 19:43:00 -
[29] - Quote
Pokey Dravon wrote:The concept I was going for was to make the difference in shield and armor on dropsuits similar to the way it operates on vehicles.
CURRENT
Shield HP |||||||||||||||||||||| Shield Recharge |||||||||||||||||||| Armor HP |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Armor Repair ||
PROPOSED
Shield HP ||||||||||||||||||||||||| Shield Recharge ||||||||||||||||||||||||| Armor HP ||||||||||||||||||||||||||||||||||||||||||||| Armor Repair IIIII It would still be better to leave armor as is. Regen is fast enough, and armor repair dosent stop under fire Shields though, needs a buff. |
Ghost Kaisar
Titans of Phoenix Legacy Rising
1911
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Posted - 2014.01.15 19:49:00 -
[30] - Quote
I've always thought of shields and armor like this.
Shields should idealistically have around 85% of the HP compared to an armor tank. They make up for this due to their ability repair themselves at almost 2-3x the rate of armor suits. If an armor tank takes 20 seconds to fully rep, a shield tank should be able to do it in around 7-10 seconds. They pay for this in their eHP loss. They can't take as much damage, but they can recover it faaar quicker.
Armor should idealistiaclly have their full eHP (which according to the previous math, would be around 1.2x the eHP of a shield tank. This makes them FAR more durable, but they pay for it with a lack of speed and lack of passive rep.
Lets look at the base eHP values. Lets say that the armor tank has 900eHP (200 shields, 700 armor). The shield tank should have 765eHP (lets say 600 shields, 165 armor). The shield tank should rep in about a 1/3 of time an armor tank can. The armor tank should be able to hit roughly 20hp/s (reps would need a buff), and fully rep in 35s. The shield tank should fully rep in around 10 seconds.
This gives the armor tank more survivability in short term engagements, but the shield tank wins out in long term engagements.
Does this sound good to you guys?
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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