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Logi Bro
2700
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Posted - 2014.01.25 18:21:00 -
[1] - Quote
...While at the same time, the basic plates are wow? I mean, going from STD to PRO, the stats line up like:
STD: 85 hp 2% penalty ADV: 110 hp 3% penalty PRO: 135 hp 5% penalty
So you get a STD plate, it gives you awesome HP for a negligible penalty. From STD to ADV, you gain 1% more penalty and 25 more HP. So that's 50% greater penalty and ~30% greater health. ADV plates are useful, but less efficient than STD plates. (I would expect higher tiers to be more or equally efficient, wouldn't you?) Then the big problem. The leap from STD to PRO is a 150% penalty increase, with a ~59% HP increase. So that means complex plates are incredibly inefficient compared to STD plates. Two STD plates give more health and less penalty than complex, and even use less CPU/PG to boot.
So I was wondering what people would think of nerfing basic plates and buffing the complex plates? Here's how I would do it: Make each percentage point of penalty equal a set amount of health. I was thinking 30 HP per 1% penalty, and then multiply the amount by the number of percentages that are stacked. When I wrote that, I even confused myself, so how about an example? A basic plate is 2% penalty, and then each percentage point is 30, so 30*2 is 60. Then your total penalty is 2%, so multiply the armor by 1.02, making it 61. The idea behind the multiplier is to benefit the 5% plate, so it will have more health, however slight that health may be.
So it would then look like
STD: 61 HP 2% penalty --> 67 w/maxed skills ADV: 93 HP 3% penalty --> 102 w/maxed skills PRO: 157 HP 5% penalty --> 172 w/maxed skills
So now the people that stack those basic plates to brick tank while losing very little speed have been nerfed, and people that are willing to forfeit their speed have been buffed.
Look at it think way: If you stack a basic and an enhanced plate in our current system, you end up with equal penalty to the complex plate, but 214 health, that's 66 more health. A whole complex shield extender more health, and you even end up using LESS PG than a complex plate would, and equal CPU. In the new system, you can stack a basic and enhanced plate to get the same penalty and get 169 health, while the complex gives 172. That 3 HP difference isn't actually that useful, but it makes it so the combination of the other two don't overpower the complex. It makes the complex plate more than just viable, but really useful.
TLDR; Nerf basic and enhanced armor plates, buff complex armor plates.
Also, let me just point one thing out. Some people may be thinking: "If people are willing to sacrifice two module slots, why not let them have the health of one module, even if it is supposed to be better?" The problem is that they are sacrificing two module slots to get the equivalent of two better modules. They are getting the same penalty and armor as a complex armor plate, while also receiving an extra amount of HP that is equivalent to a complex shield extender. So they are receiving the benefits of two complex modules at the expense of the penalty of only one of those modules. I'd hope that isn't working as intended.
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8374
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Posted - 2014.01.25 18:24:00 -
[2] - Quote
Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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LEHON Xeon
Pradox XVI Proficiency V.
140
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Posted - 2014.01.25 18:25:00 -
[3] - Quote
Well, I've been using enhanced plates forever. When fighting at long distances with RR, it gives me enough to easily tank other weapons except other RRs because of the range. However, the speed reduction is just enough that I can still manage to duck behind cover if someone tries to close in. I've tried complex plates for mid-range engagements and the speed reduction just doesn't cut it for me.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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CaoticFox
Axis of Chaos
125
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Posted - 2014.01.25 18:26:00 -
[4] - Quote
Logi Bro wrote:...While at the same time, the basic plates are wow? I mean, going from STD to PRO, the stats line up like:
STD: 85 hp 2% penalty ADV: 110 hp 3% penalty PRO: 135 hp 5% penalty
So you get a STD plate, it gives you awesome HP for a negligible penalty. From STD to ADV, you gain 1% more penalty and 25 more HP. So that's 50% greater penalty and ~30% greater health. ADV plates are useful, but less efficient than STD plates. (I would expect higher tiers to be more or equally efficient, wouldn't you?) Then the big problem. The leap from STD to PRO is a 150% penalty increase, with a ~59% HP increase. So that means complex plates are incredibly inefficient compared to STD plates. Two STD plates give more health and less penalty than complex, and even use less CPU/PG to boot.
So I was wondering what people would think of nerfing basic plates and buffing the complex plates? Here's how I would do it: Make each percentage point of penalty equal a set amount of health. I was thinking 30 HP per 1% penalty, and then multiply the amount by the number of percentages that are stacked. When I wrote that, I even confused myself, so how about an example? A basic plate is 2% penalty, and then each percentage point is 30, so 30*2 is 60. Then your total penalty is 2%, so multiply the armor by 1.02, making it 61. The idea behind the multiplier is to benefit the 5% plate, so it will have more health, however slight that health may be.
So it would then look like
STD: 61 HP 2% penalty --> 67 w/maxed skills ADV: 93 HP 3% penalty --> 102 w/maxed skills PRO: 157 HP 5% penalty --> 172 w/maxed skills
So now the people that stack those basic plates to brick tank while losing very little speed have been nerfed, and people that are willing to forfeit their speed have been buffed.
Look at it think way: If you stack a basic and an enhanced plate in our current system, you end up with equal penalty to the complex plate, but 214 health, that's 66 more health. A whole complex shield extender more health, and you even end up using LESS PG than a complex plate would, and equal CPU. In the new system, you can stack a basic and enhanced plate to get the same penalty and get 169 health, while the complex gives 172. That 3 HP difference isn't actually that useful, but it makes it so the combination of the other two don't overpower the complex. It makes the complex plate more than just viable, but really useful.
TLDR; Nerf basic and enhanced armor plates, buff complex armor plates.
Also, let me just point one thing out. Some people may be thinking: "If people are willing to sacrifice two module slots, why not let them have the health of one module, even if it is supposed to be better?" The problem is that they are sacrificing two module slots to get the equivalent of two better modules. They are getting the same penalty and armor as a complex armor plate, while also receiving an extra amount of HP that is equivalent to a complex shield extender. So they are receiving the benefits of two complex modules at the expense of the penalty of only one of those modules. I'd hope that isn't working as intended. lol... MLT are equal to STL with minutely more CPU/PG cost & ISK mega-efficiency |
LEHON Xeon
Pradox XVI Proficiency V.
140
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Posted - 2014.01.25 18:27:00 -
[5] - Quote
Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent.
Same here, as with running Callogi that'd be most helpful. 33 shield for enhanced is pathetic. It should be 44. Increase of 22 then per level. 22 for basic, 44 for adv, and 66 for complex. I don't know why that formula wasn't implemented in the first place as to me it's quite simple, but it's CCP lol.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Logi Bro
2700
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Posted - 2014.01.25 18:33:00 -
[6] - Quote
Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent.
I agree completely. Just doing a simple hotfix that makes them 30-50-70 would be better that what we have now, though I suspect that there are far better options than those numbers I just now proposed.
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bamboo x
Eternal Beings Proficiency V.
43
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Posted - 2014.01.25 18:33:00 -
[7] - Quote
Yeah the speed penalty is really unfair when compared to the armor bonus.
It just means a basic Rail Rifle can target a proto suit easier because it moves slower, killing it in a split second. |
Cody Sietz
Bullet Cluster Legacy Rising
2086
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Posted - 2014.01.25 18:39:00 -
[8] - Quote
I think the problem lies, not in the hp plates give, but in the low penalty.
Increase penalty to 3/4/5 if hp values stay the same.
Increase penalty to 3/4/6 if complex plates get a hp buff.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Bendtner92
Imperfects Negative-Feedback
1555
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Posted - 2014.01.25 18:39:00 -
[9] - Quote
I agree with the OP, the HP difference between the Plates should be bigger to encourage the use of Complex a little more. Shield Extenders HP values need to be adjusted as well.
Shield Extenders have the same penalty across the tiers if I'm not mistaken though? Shouldn't Armor Plates have the same then? You know, 3 or 5% speed penalty (or whatever the exact number should be) no matter the tier? Either that or make the penalty on Shield Extenders different across the tiers like with Armor Plates (correct me if that's already the case, I can't remember for sure).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Logi Bro
2700
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Posted - 2014.01.25 18:44:00 -
[10] - Quote
Bendtner92 wrote:I agree with the OP, the HP difference between the Plates should be bigger to encourage the use of Complex a little more. Shield Extenders HP values need to be adjusted as well.
Shield Extenders have the same penalty across the tiers if I'm not mistaken though? Shouldn't Armor Plates have the same then? You know, 3 or 5% speed penalty (or whatever the exact number should be) no matter the tier? Either that or make the penalty on Shield Extenders different across the tiers like with Armor Plates (correct me if that's already the case, I can't remember for sure).
I'm pretty sure the extender penalty is a flat 3% across all tiers. Should be 2%, 3%, 5% TBH. Just to line it up with plates.
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Bendtner92
Imperfects Negative-Feedback
1556
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Posted - 2014.01.25 18:49:00 -
[11] - Quote
Logi Bro wrote:I'm pretty sure the extender penalty is a flat 3% across all tiers. Should be 2%, 3%, 5% TBH. Just to line it up with plates. 2, 3 and 5% sounds good for Shield Extenders. It really should be the same for Extenders/Plates.
Your Armor Plates HP values looks good too I think, although maybe slightly less HP on the Complex Plates.
Shield Extender HP values could be 33/55/77 or 30/50/70 or something similar.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Zahle Undt
Bullet Cluster Legacy Rising
612
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Posted - 2014.01.25 18:50:00 -
[12] - Quote
We do not need to be weakening HP we need to be increasing it to help fix TTK. Also the OP's idea just gives vets that much more advantage over newberries.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Bethhy
Ancient Exiles. Renegade Alliance
919
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Posted - 2014.01.25 18:52:00 -
[13] - Quote
Arkena Wyrnspire wrote:Whilst we're at it, I would like to see the lower tier shield extenders be somewhat decent.
But 22 Health could tank like half a bullet! then you could level to ADV and tank an extra 11 Health at 33 HP...
And people wonder why out of Shield stuff, Broken passive scanning mods and Damage modules... why everyone has damage modules on...
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Logi Bro
2701
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Posted - 2014.01.25 18:57:00 -
[14] - Quote
Zahle Undt wrote:We do not need to be weakening HP we need to be increasing it to help fix TTK. Also the OP's idea just gives vets that much more advantage over newberries.
Lower tier plates still have obvious advantages, mainly speed and CPU/PG costs. You seem to forget that a person trying to equip a complex is going to run slower than another equipping a basic.
There is a clear trade off between modules, it hardly makes a difference when you have stacked proto squads.
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Logi Bro
2701
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Posted - 2014.01.25 19:07:00 -
[15] - Quote
Bendtner92 wrote:Logi Bro wrote:I'm pretty sure the extender penalty is a flat 3% across all tiers. Should be 2%, 3%, 5% TBH. Just to line it up with plates. 2, 3 and 5% sounds good for Shield Extenders. It really should be the same for Extenders/Plates. Your Armor Plates HP values looks good too I think, although maybe slightly less HP on the Complex Plates. Shield Extender HP values could be 33/55/77 or 30/50/70 or something similar.
To be fair, the complex armor plates I proposed only have 24 more health with maxed skills.
I do agree with your extender stats, currently the non-complex extenders are all but useless.
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Chunky Munkey
Amarr Templars Amarr Empire
2979
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Posted - 2014.01.25 19:13:00 -
[16] - Quote
I'm torn. Double the PG for 35 more hp is lame, but the awesome stats of the plates in the first place is lovely. Like being hugged by a big metal bulletproof teddybear.
No.
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Logi Bro
2704
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Posted - 2014.01.25 19:29:00 -
[17] - Quote
Chunky Munkey wrote:I'm torn. Double the PG for 35 more hp is lame, but the awesome stats of the plates in the first place is lovely. Like being hugged by a big metal bulletproof teddybear.
I suppose that some tweaks to PG/CPU would be in order if these changes were to go through. Let me make some edits to the OP, and let me know what you think of those.
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BL4CKST4R
WarRavens League of Infamy
1706
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Posted - 2014.01.25 21:35:00 -
[18] - Quote
Logi Bro wrote:...While at the same time, the basic plates are wow? I mean, going from STD to PRO, the stats line up like:
STD: 85 hp 2% penalty --> 93 w/maxed skills 10CPU/1PG ADV: 110 hp 3% penalty --> 121 w/maxed skills 20/6 PRO: 135 hp 5% penalty --> 148 w/maxed skills 30/12
So you get a STD plate, it gives you awesome HP for a negligible penalty. From STD to ADV, you gain 1% more penalty and 25 more HP. So that's 50% greater penalty and ~30% greater health. ADV plates are useful, but less efficient than STD plates. (I would expect higher tiers to be more or equally efficient, wouldn't you?) Then the big problem. The leap from STD to PRO is a 150% penalty increase, with a ~59% HP increase. So that means complex plates are incredibly inefficient compared to STD plates. Two STD plates give more health and less penalty than complex, and even use less CPU/PG to boot.
So I was wondering what people would think of nerfing basic plates and buffing the complex plates? Here's how I would do it: Make each percentage point of penalty equal a set amount of health. I was thinking 30 HP per 1% penalty, and then multiply the amount by the number of percentages that are stacked. When I wrote that, I even confused myself, so how about an example? A basic plate is 2% penalty, and then each percentage point is 30, so 30*2 is 60. Then your total penalty is 2%, so multiply the armor by 1.02, making it 61. The idea behind the multiplier is to benefit the 5% plate, so it will have more health, however slight that health may be.
So it would then look like
STD: 61 HP 2% penalty --> 67 w/maxed skills 6/4 CPU/PG ADV: 93 HP 3% penalty --> 102 w/maxed skills 9/7 CPU/PG PRO: 157 HP 5% penalty --> 172 w/maxed skills 15/12 CPU/PG
So now the people that stack those basic plates to brick tank while losing very little speed have been nerfed, and people that are willing to forfeit their speed have been buffed.
Look at it this way: If you stack a basic and an enhanced plate in our current system, you end up with equal penalty to the complex plate, but 214 health, that's 66 more health. A whole complex shield extender more health, and you even end up using LESS PG than a complex plate would, and equal CPU. In the new system, you can stack a basic and enhanced plate to get the same penalty and get 169 health, while the complex gives 172. That 3 HP difference isn't actually that useful, but it makes it so the combination of the other two don't overpower the complex. It makes the complex plate more than just viable, but really useful.
TLDR; Nerf basic and enhanced armor plates, buff complex armor plates.
Also, let me just point one thing out. Some people may be thinking: "If people are willing to sacrifice two module slots, why not let them have the health of one module, even if it is supposed to be better?" The problem is that they are sacrificing two module slots to get the equivalent of two better modules. They are getting the same penalty and armor as a complex armor plate, while also receiving an extra amount of HP that is equivalent to a complex shield extender. So they are receiving the benefits of two complex modules at the expense of the penalty of only one of those modules. I'd hope that isn't working as intended.
EDITS: Theorycrafted some CPU/PG stats for the new plates, increased PG values because armor modules are meant to be PG intensive and lowered CPU values slightly.
+1 but personally the reason I don't stack complex plates is because of how speed affects you. At 4 plates your losing 15% speed that is extremely significant not only that but it also reduces how high you can jump and get away from danger. When I stack anything above basic I feel like there is a bullseye on my head.
Armor and Shields are not the same!
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Logi Bro
Brutor Vanguard Minmatar Republic
3032
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Posted - 2014.03.20 03:37:00 -
[19] - Quote
Bump for 1.8.
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Cody Sietz
Bullet Cluster Legacy Rising
2761
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Posted - 2014.03.20 03:39:00 -
[20] - Quote
The numbers gonna be changed, though I don't know if nerfing basic plates are it...though I'm open to it.
I'd say nerfing speed on plates in the key.
3/4/5 would be good.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Sgt Kirk
Fatal Absolution General Tso's Alliance
5194
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Posted - 2014.03.20 03:48:00 -
[21] - Quote
Basic and Enhanced Armor plates are the best things.
Complex plates aren't even worth it. unless you have no slots.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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I-Shayz-I
I-----I
2582
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Posted - 2014.03.20 04:32:00 -
[22] - Quote
While one plate difference doesn't make a lot of sense, you have to look at the bigger picture.
Most players use more than one plate, which separates the hp difference substatially. For example, using 3 enhanced plates vs 3 basics is almost a 100 hp difference. Sure you could get relatively the same amount of HP with 4 basics, but that's 4 slots instead of 3.
I would also say that the movement penalty is balanced because of one primary factor: suit type
For example, the movement speed penalty of a complex plate on a slower suit is far less than the penalty on a faster suit. Even though it is still 5% on both suits, 5% of 8 m/s is much greater than 5% of 5.5 m/s. Amarr medium suits also suffer less penalty from these modules compared to minmatar medium suits.
Here's some numbers:
8 m/s with 5% penalty = 7.60 m/s or a .40 reduction 5.5 m/s with 5% penalty = 5.23 m/s or a .27 reduction
So a .13 speed difference isn't that great, but multiply that by 3 complex plates.
8 m/s with 15% penalty = 6.80 m/s or a 1.20 reduction 5.5 m/s with 15% penalty = 4.68 m/s or a .82 reduction
We're looking at almost a .40 difference between the two...doesn't that number look familiar? In other words, a scout gets the full effect of 3 plates, whereas a heavy only ends up with the effect of two of the scout's plates. _____________________________________
I guess what I was trying to say was that complex plates are meant more for heavies, whereas basic and enhanced are more for the lighter suits. At least, I personally don't run complex plates on anything but amarr or heavy suits
The main issue I have with plates is the fitting cost. You can fit 3 plates in about the same cost as a basic shield extender, and get many many times the HP. The most useful low slot module also happens to have the lowest fitting cost of almost every module (aside from cpu mods of course)
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Asha Starwind
DUST University Ivy League
529
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Posted - 2014.03.20 04:38:00 -
[23] - Quote
You want to buff plate hp while reducing fitting cost? ...Ooooooooooookay.
Mad Bomber
Now with 50% less profile
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Logi Bro
Brutor Vanguard Minmatar Republic
3034
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Posted - 2014.03.20 05:56:00 -
[24] - Quote
Asha Starwind wrote:You want to buff plate hp while reducing fitting cost? ...Ooooooooooookay.
Quadrupling basic plate PG cost....and nerfing them at the same time.
Unless you meant the complex plates, which I suggested get a whooping 17 more hp. So OP.
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zzZaXxx
The Phoenix Federation
243
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Posted - 2014.03.20 06:09:00 -
[25] - Quote
STD is golden ADV is......fine CPX is broken. It needs the speed penalty reduced to 4% and HP bumped to 145. |
8213
BIG BAD W0LVES Canis Eliminatus Operatives
1819
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Posted - 2014.03.20 06:12:00 -
[26] - Quote
Here's an idea?
STOP BUILDING EVERY SUIT THE SAME!
Maybe we aren't supposed to just stack HP and damage mods? Maybe we have a wide variety of modules to use and we are encourage to diversify our slot use?
Think about it this way. 1 slot used- 135 more HP. That's pretty good. Sure you could stack 2 basics, or even 2 enhanced(for less movement penalty:HP ratio) but how about we stop tanking and use actual tactics? Shield regulators our worth their weight in gold. Codebreakers win PCs, Kin-kats and Cardiacs are fun and very effective, and this little thing called a range amplifier will give you an edge that can be the difference between life and death.
Diversify, people!
I ain't got time for dat sh!t
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Logi Bro
Brutor Vanguard Minmatar Republic
3034
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Posted - 2014.03.20 07:26:00 -
[27] - Quote
Sgt Kirk wrote:Basic and Enhanced Armor plates are the best things.
Complex plates aren't even worth it. unless you have no slots.
That was sort of my point.
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The Robot Devil
Molon Labe. General Tso's Alliance
2054
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Posted - 2014.03.20 08:42:00 -
[28] - Quote
I know this isn't EVE. I am not stating that AV/vehicles are balanced. I understand there is a problem with AV. I understand that you think CCP doesn't listen or know how to balance things. I understand that you may believe that another patch may not come for a year. I know that the game has problems. I am not trying to say anything about balance, timely releases, quality of released content, competence of CCP or players or anything other than the following:
Moving up in tiers should provide decreasing rewards with prototype gear only giving a small increase in performance but a large increase in price. Spending ISK shouldn't give a player an automatic win button but it should give a performance boost. Most things in New Eden are this way, yes there are few exceptions but for the most part the higher meta gear gives a lower percentage boost in performance.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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Galvan Nized
Deep Space Republic
833
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Posted - 2014.03.20 09:08:00 -
[29] - Quote
I think your making them scale a bit too heavy towards the complex. I'm thinking more like 70/100/135. We don't want to turn these into shields where the only useful one is complex, it's not good for new players.
Up the fitting cost on armor, it's far too low in comparison to shields. It should be more PG heavy. It either needs to mirror shields or the fitting cost on Shields needs drastically reduced. |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1308
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Posted - 2014.03.20 10:15:00 -
[30] - Quote
Logi Bro wrote:Does anyone else feel like complex armor plates are meh, while at the same time, the basic plates are wow? I mean, going from STD to PRO, the stats line up like:
STD: 85 hp 2% penalty --> 93 w/maxed skills 10/1 CPU/PG ADV: 110 hp 3% penalty --> 121 w/maxed skills 20/6 CPU/PG PRO: 135 hp 5% penalty --> 148 w/maxed skills 30/12 CPU/PG
So you get a STD plate, it gives you awesome HP for a negligible penalty. From STD to ADV, you gain 1% more penalty and 25 more HP. So that's 50% greater penalty and ~30% greater health. ADV plates are useful, but less efficient than STD plates. (I would expect higher tiers to be more or equally efficient, wouldn't you?) Then the big problem. The leap from STD to PRO is a 150% penalty increase, with a ~59% HP increase. So that means complex plates are incredibly inefficient compared to STD plates. Two STD plates give more health and less penalty than complex, and even use less CPU/PG to boot.
So I was wondering what people would think of nerfing basic plates and buffing the complex plates? Here's how I would do it: Make each percentage point of penalty equal to a set amount of health. I was thinking 30 HP per 1% penalty.
So it would then look like
STD: 60 HP 2% penalty --> 66 w/maxed skills 6/4 CPU/PG ADV: 90 HP 3% penalty --> 99 w/maxed skills 9/7 CPU/PG PRO: 150 HP 5% penalty --> 165 w/maxed skills 15/12 CPU/PG
So now the people that stack those basic plates to brick tank while losing very little speed have been nerfed, and people that are willing to forfeit their speed have been buffed.
Look at it this way: If you stack a basic and an enhanced plate in our current system, you end up with equal penalty to the complex plate, but 214 health, that's 66 more health. A whole complex shield extender more health, and you even end up using LESS PG than a complex plate would, and equal CPU. In the new system, you can stack a basic and enhanced plate to get the same penalty and get 165 health, while the complex gives 165 as well. The only benefit to using two modules now would be for less total CPU/PG usage. It makes the complex plate more than just viable, but really useful.
TLDR; Nerf basic and enhanced armor plates, buff complex armor plates.
Also, let me just point one thing out. Some people may be thinking: "If people are willing to sacrifice two module slots, why not let them have the health of one module, even if it is supposed to be better?" The problem is that they are sacrificing two module slots to get the equivalent of two better modules. They are getting the same penalty and armor as a complex armor plate, while also receiving an extra amount of HP that is equivalent to a complex shield extender. So they are receiving the benefits of two complex modules at the expense of the penalty of only one of those modules. I'd hope that isn't working as intended.
EDITS: Theorycrafted some CPU/PG stats for the new plates, increased PG values because armor modules are meant to be PG intensive and lowered CPU values slightly. No buffs for armor until shield and speed tanking are fixed and shield extenders HP tiers scale well. Also, if you buff proto plates, you have to buff proto shields as well, and doing so can be considered a further nerf to damage mods
MAG ~ Raven
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