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Mortedeamor
1285
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Posted - 2014.01.25 22:35:00 -
[31] - Quote
Cody Sietz wrote:Henchmen21 wrote:So then all armor tanking options would either be useless or extremely prohibitive that sounds like a great idea. It would stop the 1.8 Gallente/Amarr scouts from being OP and using 4 plates in the lows(well not stop, but make it less appealing) the amar scout will be incredibly up
jihhhaders = av lvl 0
swarm master = av lvl 99+
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
242
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Posted - 2014.01.25 22:38:00 -
[32] - Quote
Just make shields easier to fit, have more hp, and cause the difference that STD and ADV plates have from PRO plates to be equal to the difference STD and ADV shields have from PRO shields, keeping the PRO armor plate as it is. Shields should be super easy to fit pg wise, but difficult to fit cpu wise, however that is not the case, as they currently cost second most cpu of any module in the game (damage mods are #1), and still a ludicrous pg cost that is only one less than armor plates. It just doesn't make sense
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
242
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Posted - 2014.01.25 22:42:00 -
[33] - Quote
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
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
242
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Posted - 2014.01.25 22:51:00 -
[34] - Quote
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. 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) Shield delay can be reduced with your low slots That HP difference is only in fully stacked shields vs fully stacked armor but in reality an omni tanked shield suit has more HP than an omni tanked armor suit Flux grenades are rarely used but shield tanks love them as a con. Shields are more resistant to damage than armor due to there being more weapons to kill armor than shields and the overall damage profiles being shifted to kill armor. 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.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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BL4CKST4R
WarRavens League of Infamy
1708
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Posted - 2014.01.25 22:53:00 -
[35] - 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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Alldin Kan
Imperfects Negative-Feedback
951
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Posted - 2014.01.25 22:55:00 -
[36] - 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. Dust trust the UI for Movement Speed when Armor plates are added. I tested an Assault suit with multiple plates and even though the UI showed a MS of 4.29, I moved slower than a Heavy without plates.
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1048
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Posted - 2014.01.25 23:01:00 -
[37] - 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. 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) Shield delay can be reduced with your low slots That HP difference is only in fully stacked shields vs fully stacked armor but in reality an omni tanked shield suit has more HP than an omni tanked armor suit Flux grenades are rarely used but shield tanks love them as a con. Shields are more resistant to damage than armor due to there being more weapons to kill armor than shields and the overall damage profiles being shifted to kill armor. 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.
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
{:)}{3GÇó>
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Tectonic Fusion
1009
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Posted - 2014.01.25 23:25:00 -
[38] - Quote
I'd personally make the penalties 3-5-7. It would still be better than shields so it would be okay.
Solo Player
Squad status: Locked
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OverIord Ulath
Kang Lo Directorate Gallente Federation
0
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Posted - 2014.01.25 23:29:00 -
[39] - Quote
Son-Of A-Gun wrote: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. 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) Shield delay can be reduced with your low slots That HP difference is only in fully stacked shields vs fully stacked armor but in reality an omni tanked shield suit has more HP than an omni tanked armor suit Flux grenades are rarely used but shield tanks love them as a con. Shields are more resistant to damage than armor due to there being more weapons to kill armor than shields and the overall damage profiles being shifted to kill armor. 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. I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature. I'll support that, as long as shields get at least 2/3 the HP of armor modules for like-tier modules (ie: basic armor plate; 85HP, basic shield extender; 56.6 HP). Since we'll be visible to EVERYONE without even having to scan us, that should be perfectly fair. |
Draxus Prime
BurgezzE.T.F Public Disorder.
2625
|
Posted - 2014.01.25 23:33:00 -
[40] - Quote
ps cody gg one does not simply SG me
"Imagine a world where hypothetical thoughts didn't exist" -Draxus Prime
Closed Beta Vet
Nova Knife Proficeiney 5 \o/
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Cody Sietz
Bullet Cluster Legacy Rising
2092
|
Posted - 2014.01.25 23:35:00 -
[41] - Quote
Draxus Prime wrote:ps cody gg one does not simply SG me Ty, I heard my buddies shout "Nova Knifer!" 20 times in that match xD
GG
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
731
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Posted - 2014.01.25 23:37:00 -
[42] - Quote
I still see galante logi's dodge like crazy with 500 armor...
Assassination is my thing.
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Tectonic Fusion
1009
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Posted - 2014.01.25 23:45:00 -
[43] - Quote
Smooth Assassin wrote:I still see galante logi's dodge like crazy with 500 armor... And they're not even our greatest threat...
Solo Player
Squad status: Locked
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Monkey MAC
Lost Millennium
1649
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Posted - 2014.01.25 23:51:00 -
[44] - Quote
Cody Sietz 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. No argument here. I'd still use them, but I'd stop using them shield based suits. Probably switch out to regulators or profile damps/range amps. Or maybe even use kincats+cardio mods.
Thats really what we would be after. Personally I am in the frame of mind that
1) Ferroscale Plates should have less of health bonus than Shield Extenders as there are no combat related penalties.
2) Reactive Plates need looking at, in order to be viable, currently they just don't have the bonuses to justify use.
3) Current Plates should have a reduced health bonus and reduced penalty (4% per plate maximum), then re-designate as light plates.
4) Add Heavy plates that have current health bonus + ~10%, then speed penalty starts at 10%
5) Give shield tankers, shield based equivalent of ferroscale and reactive plates.
6) Give Armour tankers, armour based equivalent of Shield energizer
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
610
|
Posted - 2014.01.25 23:51:00 -
[45] - Quote
Son-Of A-Gun wrote:
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
Yes. Let's nerf Minmatar and Caldari scouts. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1048
|
Posted - 2014.01.25 23:57:00 -
[46] - Quote
Vicious Minotaur wrote:Son-Of A-Gun wrote:
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
Yes. Let's nerf Minmatar and Caldari scouts.
Yes. Let's nerf Gallente and Amarr scouts.
{:)}{3GÇó>
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Cody Sietz
Bullet Cluster Legacy Rising
2093
|
Posted - 2014.01.26 00:31:00 -
[47] - Quote
Monkey MAC wrote:Cody Sietz 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. No argument here. I'd still use them, but I'd stop using them shield based suits. Probably switch out to regulators or profile damps/range amps. Or maybe even use kincats+cardio mods. Thats really what we would be after. Personally I am in the frame of mind that 1) Ferroscale Plates should have less of health bonus than Shield Extenders as there are no combat related penalties. 2) Reactive Plates need looking at, in order to be viable, currently they just don't have the bonuses to justify use. 3) Current Plates should have a reduced health bonus and reduced penalty (4% per plate maximum), then re-designate as light plates. 4) Add Heavy plates that have current health bonus + ~10%, then speed penalty starts at 10% 5) Give shield tankers, shield based equivalent of ferroscale and reactive plates. 6) Give Armour tankers, armour based equivalent of Shield energizer
1 agreed, but I think it should be done by increasing shield extender hp slightly.
2 I'd move them to the high slot personally.
3 I really like this, but I honestly don't think it would not work. Not sure why...Still like the idea.
4 see 3
5 I think we run the risk of making armour and shield too alike.
6 see 5
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
610
|
Posted - 2014.01.26 00:32:00 -
[48] - Quote
Son-Of A-Gun wrote:Vicious Minotaur wrote:Son-Of A-Gun wrote:
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
Yes. Let's nerf Minmatar and Caldari scouts. Yes. Let's nerf Gallente and Amarr scouts.
Too bad the nerfs would not be not nearly on the same level. Caldari and Minmatar would be hit much harder.
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Dexter307
The Unholy Legion Of DarkStar
761
|
Posted - 2014.01.26 00:42:00 -
[49] - Quote
Armor is fine Shields should get there regen rate buffed to make them better fit their role |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1048
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Posted - 2014.01.26 00:44:00 -
[50] - Quote
Vicious Minotaur wrote:Son-Of A-Gun wrote:Vicious Minotaur wrote:Son-Of A-Gun wrote:
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
Yes. Let's nerf Minmatar and Caldari scouts. Yes. Let's nerf Gallente and Amarr scouts. Too bad the nerfs would not be not nearly on the same level. Caldari and Minmatar would be hit much harder.
Says who?
{:)}{3GÇó>
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
610
|
Posted - 2014.01.26 00:53:00 -
[51] - Quote
Son-Of A-Gun wrote:Vicious Minotaur wrote:Son-Of A-Gun wrote:Vicious Minotaur wrote:Son-Of A-Gun wrote:
I'd support an increase in speed penalty when shield tankers will support a penalty to shields that actually matters. Like a 10% increase to profile signature at the complex level, so 66/+10% profile signature.
Yes. Let's nerf Minmatar and Caldari scouts. Yes. Let's nerf Gallente and Amarr scouts. Too bad the nerfs would not be not nearly on the same level. Caldari and Minmatar would be hit much harder. Says who?
Aparrently, your ability to understand a simple conversations is severely limited.
Par for the course, I guess. |
Monkey MAC
Lost Millennium
1651
|
Posted - 2014.01.26 00:54:00 -
[52] - Quote
Cody Sietz wrote:Monkey MAC wrote:Cody Sietz 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. No argument here. I'd still use them, but I'd stop using them shield based suits. Probably switch out to regulators or profile damps/range amps. Or maybe even use kincats+cardio mods. Thats really what we would be after. Personally I am in the frame of mind that 1) Ferroscale Plates should have less of health bonus than Shield Extenders as there are no combat related penalties. 2) Reactive Plates need looking at, in order to be viable, currently they just don't have the bonuses to justify use. 3) Current Plates should have a reduced health bonus and reduced penalty (4% per plate maximum), then re-designate as light plates. 4) Add Heavy plates that have current health bonus + ~10%, then speed penalty starts at 10% 5) Give shield tankers, shield based equivalent of ferroscale and reactive plates. 6) Give Armour tankers, armour based equivalent of Shield energizer 1 agreed, but I think it should be done by increasing shield extender hp slightly. 2 I'd move them to the high slot personally. 3 I really like this, but I honestly don't think it would not work. Not sure why...Still like the idea. 4 see 3 5 I think we run the risk of making armour and shield too alike. 6 see 5
I understand what you mean about light heavymplates not working. I can see it too, but its the only way armour tankers can have their cakeand eat it without shirld users throwing the teddies out the cot.
I see what you are saying concerning making shields and armour too alike, but I still firmly believe that shields should get somr form of hybrid extender. One that has more than just a health bonus, becausevthat is pretty unfair to give armour so muchbchoice but not shields
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
248
|
Posted - 2014.01.26 01:00:00 -
[53] - Quote
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.
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1048
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Posted - 2014.01.26 01:36:00 -
[54] - Quote
Vicious Minotaur wrote:Apparently, your ability to understand a simple conversations is severely limited.
Par for the course, I guess.
And you sir, are a moron. (you see how easy that is, and childish. ) *shakes his head*
{:)}{3GÇó>
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BL4CKST4R
WarRavens League of Infamy
1710
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Posted - 2014.01.26 02:13:00 -
[55] - 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
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Posted - 2014.01.26 02:15:00 -
[56] - 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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4447
ZionTCD Public Disorder.
964
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Posted - 2014.01.26 02:15:00 -
[57] - Quote
i don't like armour because it's my last HP until i die.
Troll, For lifeGǪ But maybe a dragon, uh a bigger dragon.
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Atiim
Living Like Larry Schwag
3928
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Posted - 2014.01.26 02:18:00 -
[58] - Quote
Henchmen21 wrote:So then all armor tanking options would either be useless or extremely prohibitive that sounds like a great idea. It seems like a great way to bring them in line with Shield Extenders...
Next On To-Do List:
Particle Cannons
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Pete B
Blood Unit 13 Zero-Day
87
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Posted - 2014.01.26 02:20:00 -
[59] - Quote
Not gonna read the entire thread but gonna add my two cents.
As a Logi that throws down armour onto everything, I think that armour is pretty perfect where it is now. The HP gain vs the speed lose is in a sweet spot at the minute, and the resource use is also very good.
I cannot see for the life of me what your are complaining about. If you said something about Shield gain then yes, but for armour, its pretty great where it is. |
Joel II X
Dah Gods O Bacon
669
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Posted - 2014.01.26 02:21:00 -
[60] - Quote
80 health is about two more bullets as long as you're not using an Assault Scrambler Rifle.
Anyways, I'd still use armor plates, since I'm Gallente. But I wouldn't dare to go beyond 500 health on a medium suit. 430 is enough. And I've never placed plates on my scout. I tried, but I prefer biotics. |
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