Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
995
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Posted - 2014.01.20 20:53:00 -
[31] - Quote
Zeylon Rho wrote:Mobius Wyvern wrote:Cat Merc wrote:3hp/s for ALL Gallente! I wouldn't oppose 5. Gallente are supposed to have regen to make up for having less hitpoints. 5 hp/s (a complex repper) is a bit much compared to the Amarr's 45 hp advantage/5% speed hit (they don't make a plate or shield module that crappy). If the Gallente get a complex repper, the Amarr need a Complex plate's worth of hp difference (90 more hp).. the speed difference can stay at 5%.
I agree with most of what you said in your long post, but there are devaluation factors that I think that you are not taking into account.
First of all, where are you getting this "45 HP armor difference" from? The armor difference between the two sentinels is Amarr 600 and Gallente 525. That make the actual "bonus" a 75 HP difference. Aside form this, you did factor skill augmentation into your analysis. While there is no skill to increase the base armor regen stat, there is one the increases base armor HP: +25%. If we factor this in the actual armor HP "bonus" for the Amarr sentinel comes out to be 93.75 HP. That is more than a basic plate's worth of armor HP an more than 1/3 on its way to enhanced.
Now, the speed "penalty" difference between the two suits vs. an inherent regen for the Gallente suit, is a different story. This has to do with function and utility, which is a mechanic design that players should be deciding on, as to which one they think will Benefit their approach to their use of the suit. 5% slower could really be a nonfactor to someone who is willing to sacrifice that speed for the extra tank and a logi constantly on their back, in well organized team play.
The Gallente suit stricks me more as a lonewolf's heavy, for as much as a Heavy can be a lonewolf (let's say more independent at the very least).
Considering the above, independence comes at a higher cost than codependence, things could go very wrong. At the very least the Gallente heavy should get an enherent armor regen of 2.35 as to match the difference between the extra armor of the Amarr, seeing as how we are gauging this by module tier, however, in the spirit of fostering independence over codependence (where it is more needed) I would say that an HP regen value of 3 would be just fine.
I did enjoy you long post, and agreed with many of the thing you said, I just think that many of your facts were inaccurate and some of your reasoning was flawed.
Anyway, that's my view
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