Kara Anschel
Tech Guard RISE of LEGION
22
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Posted - 2014.01.26 20:05:00 -
[1] - Quote
There has been a lot of talk lately about shields and their failings, armor being too strong, and the like. Many suggestions have been to buff shields, or nerf armor, or both. This simply won't work. Just nerfing things leads to results like the flaylock, just buffing things is what brought us things like the callogi, and buffing AND nerfing things has brought us the tank spam that is 1.7. So i propose not just increasing shield extenders health, and increasing the speed penalty on plates but a big change in how everything works and fits. This is going to be a long post with multiple "chapters" so get ready.
I. Shields
Shield extenders are in an interesting position. They don't give very much health, but shields get fantastic regen to make up for it. There are things like fitting costs, recharge delays, recharge rates, and overall tank that need to be addressed. Lets start with overall tank.
A. Extenders Currently shield extenders sit at strange health values. Std: 22 HP Adv: 33 HP Pro: 66 HP
There is a odd difference between the levels, a 50% increase from B to A, but a 100% increase from A to P. These need to be streamlined and increased to make all levels viable. Proposed health increase. Std: 35 HP Adv: 55 HP Pro: 75 HP (These numbers are entirely changeable) With these increases the shield extenders still have less health than armor plates but provide a meaningful amount of health and a steady increase, promoting use of higher level gear. Now we cant just simply buff the health, we need to adjust fitting costs and that pesky recharge delay.
Fitting costs are currently CPU/PG Std: 18/3 Adv: 36/6 Pro: 54/11 These need to be adjusted in both ways, CPU needs to go up and PG needs to go down. I'm not great with fitting cost numbers so I would really like input on these. Also by CPU needs to go up, I mean up, and PG down, more on that later. Std: 20/1 Adv. 40/3 Pro: 60/8 Maybe even more than that, I'm just throwing numbers out so I can change them later after feedback.
Shield extenders also have a shield depleted recharge delay modifier. Currently they add a percent amount to the delay Std: 3% Adv: 4% Pro: 7% I'd like to see these go up. Woah! go up, hell no! Yes, up. Why? Regulators is why. Proposed change Std: 4% Adv: 6% Pro: 8% I'd like to keep even increases, but that is a big hit to current ADV I know, bear with me. That's means stacking 4 Complex extenders yields a whopping 32% recharge delay. However there are ways to counteract this.
B. Shield Regulators Currently regulators reduce the recharge delay on shields by a set percent. They affect both delays, depleted and normal (correct?) and simply by increasing they percent given would make them viable low slot mods. Currently Std: 10% Adv: 20% Pro: 25% I would like to see them at this amount. Again provide a meaningful increase between levels and make them competitive with plates. Std: 15% Adv: 25% Pro: 35% That means stacking two regulators could provide a roughly 60% reduction to the recharge delay (stacking penalties.) I also think their fitting costs are pretty light so those don't really need changing.
C. Shield Rechargers/ Energizers With all these changes to extenders and regulators, I don't think these really need a change, maybe a CPU reduction on the energizers?
D. CPU Upgrades CPU upgrades need some meaningful use. They don't cost anything and provide a large boost to CPU amount. By increasing extenders cost and maybe the others, CPU upgrades could become necessary. This would go a long way stopping dual tanking as well. If you want all PRO level extenders, regulators, and rechargers, and CPU uprgade should be necessary. By maxing your shields, you have to sacrifice armor tank, but you could still dual tank by running lower level modules of both armor and shield.
II. Armor
Armor is also in an interesting position, I don't think it needs nearly as many changes as shields, but it still has some balancing issues. Ferroscales and Reactives are practically useless do to fitting costs, the only high slots armor can effectively use is damage mods and PG upgrades cost a low slot.
A. Armor Plates I truly feel armor plates are in a good spot. Armor has no natural regen, so you already have to sacrifice tank for a small amount of regen and it you don't take a repper, you better hope a logi will stick to your ass all game. I simply feel that the speed penalty needs to be a little bit higher than it currently is. 10% on Complex was goddamn unbearable, but a 1% increase across the board will add up. Currently Std: 2% Adv: 3% Pro: 5% By increasing the penalty by 1% 3 complex plates gives an 18% move speed reduction. That is huge, crossing the map for fire fights, and even avoiding things like grenades and RRs becomes a problem.
B. Armor Repairers I also feel armor repairers are fine. They give a low, perpetual regen, and cost a low slot taking away from overall tank.
C. Reactive Plates I want these to work so badly. Their high fitting costs make them completely worthless. The offer a low movespeed penalty but barely give any armor (25 for basic? really?), only give 1hp/s repair (2 on complex! YAY!) and cost more. Std: 25 HP/ 1HPs/ 10CPU/ 4PG- no penalty Adv: 40 HP/ 1HPs/ 24CPU/ 9PG- 1% penalty Pro: 60HP/ 2HPs/ 36CPU/ 16PG (16? sweet Jebus)- 1% penalty They need some major rethinking in my books. To justify those fitting costs they need an HP and regen buff, or the cost needs to be dramatically lowered. I think the costs would be justified if they provided half the health and repair of plates and reppers, not a fraction.
D. Ferroscale plates I also want these to work, but their fitting costs don't justify the loss of tank. I think the health amount is fine, but simply lower the fitting costs to be the same as plates themselves and they would be good.
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Kara Anschel
Tech Guard RISE of LEGION
22
|
Posted - 2014.01.26 20:26:00 -
[4] - Quote
Gavr1lo Pr1nc1p wrote:Kara Anschel wrote:True, and I would like to see some armor item in high slots, but I have no idea what it would even be. Until resistances are put into the game (module form) I really don't see what to do there. Move armor reppers to high slots, and make them cost more than they currently do
See, I don't know about that. Running 3 plates and a PG in that lows and all reps in the highs makes a nasty tank for assaults and logis, but this would wreck the gal scout and heavy since they only have one high slot. I'd like to see Gal suits become regen tanks like in EVE not brick tanks. |