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BL4CKST4R
WarRavens League of Infamy
1706
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Posted - 2014.01.25 21:55:00 -
[1] - Quote
Cody Sietz wrote:As it is, armour plates provide too much for a small sacrifice. For just 10 CPU and 1 PG, you get a extra 80 hp and only lose 2 percent to movement speed.
It's gotten to the point that almost every suit would be better off using 1-2 basic/enhanced armour plates.
So we currently have:
Basic -2
Enhanced -3
Complex -5
And the old penalty was:
Basic -3
Enhanced -5
Complex -10
It would probably kill off complex plates(unless the hp was buffed even more) as well as enhanced, but I can still see people using one basic.
Personally, I'd like it to be bumped up to 3/4/5. I can't see complex plates going any higher, even at 6 percent they would become useless.
I would you have no idea how detrimental even a 10% speed penalty is.
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1707
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Posted - 2014.01.25 22:02:00 -
[2] - Quote
OverIord Ulath wrote:Henchmen21 wrote:So then all armor tanking options would either be useless or extremely prohibitive that sounds like a great idea. No less so than shield extenders. It would mean you actually have serious drawbacks to armor like you already do with shields. But of course NOBODY wants armor to be balanced with shields.... well..... at least not the armor tankers.
What are the drawbacks to shields?
Shield pros: Self repairing More resistant to damage No speed loss An insignificant penalty Is not your life line
Shield cons: shield delay A maximum of 35% HP difference between shield and armor Flux grenades (rarely used)
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1707
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Posted - 2014.01.25 22:04:00 -
[3] - Quote
Cat Merc wrote:I would never use a complex plate ever again if the penalty came back to 10.
How do you armor tank?
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1707
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Posted - 2014.01.25 22:20:00 -
[4] - Quote
OverIord Ulath wrote:The reason armor tanking became way better than shield tanking is because they both buffed the armor-per-plate and gave a reduction to the speed penalty. On top of that, there were very few options for anti-armor weapons. One was a sidearm, one was a heavy-only weapon, and one was a situational support weapon. Now that two mainline anti-armor guns are around (RR and CR) armor tanking is closer to being balanced with shields, but it's still not quite there yet. Perhaps we shouldn't return it to it's old values (3,5,10), but we should increase the penalty to the point that shield suits are adverse to running them but the armor suits still benefit from them. I suppose that means putting them at around 2,4 and 8. The basic plate is in a great spot since new players get it first and need as much of a bang for their figurative buck as they can get. 4 is more than the enhanced penalty currently is, but still isn't as bad as it used to be. 8 Seems fair for the complex, however I think that the complex needs another 10~20 HP on it so that it's worth using. The point isn't to gimp the plates after all, it's to balance them.
Just to be clear, we need a jewelers mallet here CCP, not a sledge.
What if we increased the penalty of armor yatti yatti but we also gave shield extenders an equally detrimental penalty such as a speed loss. For the record you may say speed tanking is dead but if you can't out strafe aim aassist which isn't even as magnetic as it used to be then you got problems. Anyways what if we made shields increase your delay so much that it wasn't as self repairing as it used to. But to balance it we made a repair tool for it, because you know people are oh so eager to help. That seems fair don't you think?
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1708
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Posted - 2014.01.25 22:53:00 -
[5] - Quote
Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote:OverIord Ulath wrote:The reason armor tanking became way better than shield tanking is because they both buffed the armor-per-plate and gave a reduction to the speed penalty. On top of that, there were very few options for anti-armor weapons. One was a sidearm, one was a heavy-only weapon, and one was a situational support weapon. Now that two mainline anti-armor guns are around (RR and CR) armor tanking is closer to being balanced with shields, but it's still not quite there yet. Perhaps we shouldn't return it to it's old values (3,5,10), but we should increase the penalty to the point that shield suits are adverse to running them but the armor suits still benefit from them. I suppose that means putting them at around 2,4 and 8. The basic plate is in a great spot since new players get it first and need as much of a bang for their figurative buck as they can get. 4 is more than the enhanced penalty currently is, but still isn't as bad as it used to be. 8 Seems fair for the complex, however I think that the complex needs another 10~20 HP on it so that it's worth using. The point isn't to gimp the plates after all, it's to balance them.
Just to be clear, we need a jewelers mallet here CCP, not a sledge. What if we increased the penalty of armor yatti yatti but we also gave shield extenders an equally detrimental penalty such as a speed loss. For the record you may say speed tanking is dead but if you can't out strafe aim aassist which isn't even as magnetic as it used to be then you got problems. Anyways what if we made shields increase your delay so much that it wasn't as self repairing as it used to. But to balance it we made a repair tool for it, because you know people are oh so eager to help. That seems fair don't you think? No, because it takes away the shields niche of high regen, and low hp, good for lone wolfing. The problem is armor is currently 2-4 times as much hp as shields, have better sources of regeneration, very low penalty and high hp at basic and adv level, cost a lot less than shields do, and open up high slots for damage mods. Also, the argument that biotics and shields is better than plates and damage mods is made null by the fact that shield tankers have low pg, and biotic modules require the most pg, and aim assist defeats strafing unless the kill is made in under 1 second, so that the enemy doesn't have time to get his reticule near you
No like I said a full stacked shield suit vs an armor suit only he 35% less HE and both omni tanked the shield suit actually has more hp
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1710
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Posted - 2014.01.26 02:13:00 -
[6] - Quote
Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote:OverIord Ulath wrote:Henchmen21 wrote:So then all armor tanking options would either be useless or extremely prohibitive that sounds like a great idea. No less so than shield extenders. It would mean you actually have serious drawbacks to armor like you already do with shields. But of course NOBODY wants armor to be balanced with shields.... well..... at least not the armor tankers. SNIP 1. true, they are. however, armor repairs better than shields and is not interrupted if the person is sitting on a hive, or has logo support 2. That is false. They are not and this is a misconception. The are 10% more resistant to rail and combat rifles, but thats it. 3. Yes, there is no speed penalty, but they do have a shield depleted recharge delay penalty which is really significant is you get shot because it takes very few shots to fully deplete your shield, and then you must hunker down behind cover for a LONG time, whereas an armor tanker could just put down a hive once his shields started getting hit, and be invincible. 4. see above 5. They are your lifeline unless you are a damage stacking gallente or amarr with armor in the lows. cons 1. This makes armor repairing in some cases even more effective than shield repairing because there is no delay 2. This statement is blatantly false. a basic extender=22 hp, a basic plate=85 hp which is about 4 times as much as the extender, for almost no penalty whatsoever for the armor tanker. At proto level, a plate is still more than twice as much hp as an extender. 3. Flux grenades are not rarely used like shield tanking is rarely used, they are rarely used like an assault rifle is rarely used. You are blatantly wrong in all of your points, and i don't understand your attempt to misinform anyone who reads this of the problems with shields currently.
No I am not, I will explain.
Shields are self repairing but the repair is inefficient yes this is true. But when allowed to repair it is stronger than any form of armor repair. Although armor repair cannot be interrupted there is no significant reduction in DPS, unlike eve a passive repair tank does not provide a significant reduction in incoming damage. Now if this person is sitting on like 3 wyrm hives and core repair tool on him then dam straight that is OP and that's when you have a point but this type of tanking takes a lot of effort so we can ignore it because it doesn't really exist.
Yes they are more resistant to damage. When you are out on the field there are only two viable shield killing weapons the AR and the ScR, the AR is slowly dying so eventually this one can be ruled out. As for armor killers we have grenades, Rail, CR, and snipers. As viable weapons that don't suck, soon you will also have the bolt pistol and the magsec which outclass any shield killing side arm.
Come on you can't be serious? Does 1 second of waiting really compare to a lifetime of a 15% speed penalty? Really? As for waiting to recharge your wait time is freaking 30 seconds, while armor waits 80-never. You cannot be invincible with a hive, for starters you are easy to flank and the repair is out dpsed by a factor of 20...
See above I guess?
They are not your life line if your shields are gone you have a secondary tank to fall back on... When my armor takes damage I am already going for cover. The more damage I take on my armor the harder it is to get back in battle. And that's leaves me vulnerable to be flanked etc
Armor repairers are efficient in the short run not the long run, and by the short run that's like 7 seconds.
This statement is definitely not false. Let's use a Gallente vs a Caldari 4 slots into the main tank. Base HP for main tank is 262.5 for main tank, complex armor = 135 complex shield = 66, 135x4= 540, 66x4=264. 262.5+540= 802.5 ARMOR HP on a Gallente, 262.5 + 264=526.5, 526.5/802.5=0.65 or a 35% HP difference between fully stacked shield and armor. That is definitely not double the HP.
Flux grenades are rarely used...
There is no misinformation in that post because math.
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1710
|
Posted - 2014.01.26 02:15:00 -
[7] - Quote
Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote:Gavr1lo Pr1nc1p wrote:BL4CKST4R wrote:OverIord Ulath wrote:The reason armor tanking became way better than shield tanking is because they both buffed the armor-per-plate and gave a reduction to the speed penalty. On top of that, there were very few options for anti-armor weapons. One was a sidearm, one was a heavy-only weapon, and one was a situational support weapon. Now that two mainline anti-armor guns are around (RR and CR) armor tanking is closer to being balanced with shields, but it's still not quite there yet. Perhaps we shouldn't return it to it's old values (3,5,10), but we should increase the penalty to the point that shield suits are adverse to running them but the armor suits still benefit from them. I suppose that means putting them at around 2,4 and 8. The basic plate is in a great spot since new players get it first and need as much of a bang for their figurative buck as they can get. 4 is more than the enhanced penalty currently is, but still isn't as bad as it used to be. 8 Seems fair for the complex, however I think that the complex needs another 10~20 HP on it so that it's worth using. The point isn't to gimp the plates after all, it's to balance them.
Just to be clear, we need a jewelers mallet here CCP, not a sledge. What if we increased the penalty of armor yatti yatti but we also gave shield extenders an equally detrimental penalty such as a speed loss. For the record you may say speed tanking is dead but if you can't out strafe aim aassist which isn't even as magnetic as it used to be then you got problems. Anyways what if we made shields increase your delay so much that it wasn't as self repairing as it used to. But to balance it we made a repair tool for it, because you know people are oh so eager to help. That seems fair don't you think? No, because it takes away the shields niche of high regen, and low hp, good for lone wolfing. The problem is armor is currently 2-4 times as much hp as shields, have better sources of regeneration, very low penalty and high hp at basic and adv level, cost a lot less than shields do, and open up high slots for damage mods. Also, the argument that biotics and shields is better than plates and damage mods is made null by the fact that shield tankers have low pg, and biotic modules require the most pg, and aim assist defeats strafing unless the kill is made in under 1 second, so that the enemy doesn't have time to get his reticule near you No like I said a full stacked shield suit vs an armor suit only he 35% less HE and both omni tanked the shield suit actually has more hp We are comparing modules, not suits. Currently, armor modules are 2-4x as effective as shield mods, with almost no penalty except at proto level.
You can't compare a module without the suit involved the module makes the freaking suit not the other way around... that's like saying a commando is better than a Assault because his numbers are higher... and if I recall correctly current commandos suck...
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1710
|
Posted - 2014.01.26 03:07:00 -
[8] - Quote
Lazy Scumbag wrote:Pete B wrote:Lazy Scumbag wrote:There is nothing OP about armor. It got buffed the same day the AA and hit detection went off the charts. For people who have armor tanked all along, we still die much faster than before the 'fix'. The need for more hp is across the board, as demonstrated by the migration to armor. Nobody wants to see a fit they built insta-popped. It doesn't exactly highlight the feature of creating your own loadouts. Honestly, Rail rifles and even ARs are far too effective at long range. I'm getting killed by people more or less in front of me before I can even locate the tiny dot shooting at me. Everyone hates snipers, but the new weapons have turned many players into small scale snipers. Because these weapons don't just chip away at a target's health, they kill them... very quickly, regardless of how much armor they are stacking. Never thought I'd see a thread whining about the effectiveness of armor. I could not agree more. My issue is also with the fact that the difference between effectiveness on different types of HP as well. 110 on shields and 90 on armour is an assault rifle, and what, 90 on shields and 110 on armour with a RR? They are basically the same, and gives no real pros or cons to using one HP or weapon over the other when it comes to different effectiveness. In this case its all about which does gives higher HP or does more damage rather than which one is effective at what. In this case, you might as well stick with armour if you want higher HP, but even then CCP somehow makes 80Armour the same as 33shields, which makes it more of 'how fast do you want to move' more than 'what is your playstyle'. Right. Also the positive/ negative bonuses to damage types seems like a bad idea. I really feel that weapons should do flat base damage, which should be mitigated whatever % by shields or armor. The way it is now... Example: you throw a grenade at someone, as soon as their shields are depleted, armor actually somehow interacts with the explosive to give it a damage buff? Grenades are the best example, since the damage calculation greatly favors shield tankers. The damage types as a whole favor shields over armor. If you total and average the damage bonuses, shields average a 5% resistance to the various damage types, while armor averages a 10% penalty.
OMG another person that knows shields take less damage than armor holy crap!
Armor and Shields are not the same!
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BL4CKST4R
WarRavens League of Infamy
1710
|
Posted - 2014.01.26 03:19:00 -
[9] - Quote
Jadek Menaheim wrote:Baal Omniscient wrote:As long as repping hives exist in this game, people will armor tank and camp on them. As long as repair tools exist in this game, people will armor tank with a logi or two behind them. Changing the speed penalties will not change these truths.
They should return to the old speed penalty. The regular plates are made for straight armor tanking ability, not for speed. If you want armor without speed penalties, that's what ferroscale plates are for. And even though you don't get as much health with a ferroscale plate, you still get more than the proto shield equivalent. I'm sure this has been brought up before, but why not make triage hives repair shields instead of armor?
Shields self repair :| do shields really need help in the repair department? That's seriously the best thing about them...
Armor and Shields are not the same!
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