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Tectonic Fusion
1012
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Posted - 2014.02.01 23:40:00 -
[31] - Quote
Gavr1lo Pr1nc1p wrote:ADV: (100 armor, 6 PG, 20 CPU)
and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost First of all........ARE YOU CRAZY? 100 HP armor for advanced would be OP for armor tankers. But I do agree with the part about the last part.
Solo Player
Squad status: Locked
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deepfried salad gilliam
Sanguine Knights
415
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Posted - 2014.02.01 23:47:00 -
[32] - Quote
i think it is currently op, they have significantly higher hp values than shields, along with 5hps on logis pluss a complex and their good. the rep tools and hives are just a screw it factor then theirs dmg mods being available to em which makes it erggg but in the coming upfate i think itlll be a bit more balanced
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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deepfried salad gilliam
Sanguine Knights
415
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Posted - 2014.02.01 23:52:00 -
[33] - Quote
Rei Shepard wrote:Alena Ventrallis wrote:The problem with armor is they have tank and gank. Shields are supposed to be the DPs dealers. Get in, deal damage, get out. Armor is about staying power. They can make up for damage mods it with EWAR.
Move damage mods to the lows, and move everything save fitting mods, regulators, and damage mods to the highs. Shields can shore up their weaknesses with regulators. Armor should be able to shire up their weaknesses (slow) with kincats, plus have codebreakers and all that to get the advantage over shields. No, we have a Buffer that allows a short window to gank, but if we tank we arent gonna be back into the fight in 20 seconds unless we carry proto hives and that only works 3 times. If you move Damage mods to the Lows, all you have just done is give every shield suit MAX EHP, while they GANK with full damage, pop around a corner and recover 25 EHP a second while having superior Mobility over an Armor suit. That leaves an Armor suit with what exactly, speed in their high slots, while stacking armor plates? yes that makes sense..... Basically we will be left with Shield Suits, capable of moving fast, recovering fast and dealing damage really fast vs Fast armor suits that still don't recover their armor any faster then they do now, they don't deal damage but regardless of their armor plates, they can sprint really well, yeah lemme spec into your OP as F*ck Fixed Shield suit next... Theres so much wrong, ill just stop here... with a delay
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
157
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Posted - 2014.02.01 23:54:00 -
[34] - Quote
Tectonic Fusion wrote:Gavr1lo Pr1nc1p wrote:ADV: (100 armor, 6 PG, 20 CPU)
and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost First of all........ARE YOU CRAZY? 100 HP armor for advanced would be OP for armor tankers. But I do agree with the part about the last part.
Right now it's like 115hp at ADV
"War doesn't determine who is right, only who is left."
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
374
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Posted - 2014.02.02 00:03:00 -
[35] - Quote
Ill post it againGǪthis will solve all problems with module imbalance, please comment your opinions
MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (85 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields. Armor suits are able to easily fit damage mods in the highs and armor in the lows which is good, but shields should be able to fit shields in the highs and biotics in the lows with ease In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers- move to a high slot, or instead just add a high module that bonuses armor regen -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost
Kills- Archduke Ferdinand
Help Shields
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
374
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Posted - 2014.02.02 00:05:00 -
[36] - Quote
Ronan Elsword wrote:Tectonic Fusion wrote:Gavr1lo Pr1nc1p wrote:ADV: (100 armor, 6 PG, 20 CPU)
and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost First of all........ARE YOU CRAZY? 100 HP armor for advanced would be OP for armor tankers. But I do agree with the part about the last part. Right now it's like 115hp at ADV
No 100 would not be OP because it also has a constant penalty to movement speed throughout all tiers (3-4%) which would remove the current OPness of armor tanking. currently, nobody runs proto plates because of the movement penalty being too much to be made up for by the minimal increase over ADV plates
Kills- Archduke Ferdinand
Help Shields
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8802
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Posted - 2014.02.02 00:07:00 -
[37] - Quote
Gavr1lo Pr1nc1p wrote:Ronan Elsword wrote:Tectonic Fusion wrote:Gavr1lo Pr1nc1p wrote:ADV: (100 armor, 6 PG, 20 CPU)
and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost First of all........ARE YOU CRAZY? 100 HP armor for advanced would be OP for armor tankers. But I do agree with the part about the last part. Right now it's like 115hp at ADV No 100 would not be OP because it also has a constant penalty to movement speed throughout all tiers (3-4%) which would remove the current OPness of armor tanking. currently, nobody runs proto plates because of the movement penalty being too much to be made up for by the minimal increase over ADV plates. Armor should have on the order of 1.5-1.75 times as much hp as shield, due to their stand and deliver nature
No. Nobody runs proto plates because of the fitting requirements.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
374
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Posted - 2014.02.02 00:10:00 -
[38] - Quote
Arkena Wyrnspire wrote:Gavr1lo Pr1nc1p wrote:Ronan Elsword wrote:Tectonic Fusion wrote:Gavr1lo Pr1nc1p wrote:ADV: (100 armor, 6 PG, 20 CPU)
and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost First of all........ARE YOU CRAZY? 100 HP armor for advanced would be OP for armor tankers. But I do agree with the part about the last part. Right now it's like 115hp at ADV No 100 would not be OP because it also has a constant penalty to movement speed throughout all tiers (3-4%) which would remove the current OPness of armor tanking. currently, nobody runs proto plates because of the movement penalty being too much to be made up for by the minimal increase over ADV plates. Armor should have on the order of 1.5-1.75 times as much hp as shield, due to their stand and deliver nature No. Nobody runs proto plates because of the fitting requirements.
That too. But do you agree with me?
Kills- Archduke Ferdinand
Help Shields
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Vermaak Doe
SVER True Blood Public Disorder.
1305
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Posted - 2014.02.02 00:16:00 -
[39] - Quote
Tectonic Fusion wrote:Vermaak Doe wrote:Part of the problem comes from damafe mods themselves, they more than triple in affect from basic to complex. You're right. Make it 4-7-10. Because let's be honest...basic and advanced damage mods really suck, but so do advanced and basic shields, and shield rechargers. I'm starting to see a trend. Uh no, that's not the direction I was going with that post at all. More along the lines of 3 4 and 5.5
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Izlare Lenix
FREE AGENTS LP
121
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Posted - 2014.02.02 00:37:00 -
[40] - Quote
Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Turtle Hermit Roshi
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
59
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Posted - 2014.02.02 00:41:00 -
[41] - Quote
Zekain K wrote:I'm not talking about skill, But the play style of an armor tanker in general. People say that they are overpowered because of how everyone occasionally runs into one, or a group of armor tankers that are actually trying to do the one thing we can do naturally. Heal.
If they did not have the healing equipment, they would be easy pickings. Its self evident by how rare it is to actually see an armor tanker sit on a rep hive, or have a logi backing them. theres also a safety factor. Shield tankers can gocamywhere they want, and will never have to worry about their shield recharge failing them. Whereas an armor tanker is screwed out in the open. He would have to leave healing hotspots around to stay alive. We don't have to do that.
well as a heavy. armor tanking is only natural
oh an OP you are only forum warrior level 1 not 10 dont inflate stats bro
yes i scream KA-ME-HA-MEHAAAAAA when i forge muthafuckas
the Turtle Hermit: Professional Heavy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
374
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Posted - 2014.02.02 01:28:00 -
[42] - Quote
Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. thats why shields need lower pg costs for biotics in the lows
Kills- Archduke Ferdinand
Help Shields
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
849
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Posted - 2014.02.02 01:40:00 -
[43] - Quote
As someones already said before, armor plates are broken compared to shield extenders. armor is 4x the HP of its shield counterpart at MLT & STD, with EXTREMELY low pg & cpu cost(1pg, 10cpu), 3x HP at ADV with similar yet still superior fitting,and 2x as effective at PRO with similar yet still superior fitting.
Its that simple, you get 400 HP from 5 extenders or 370 or so with 4 on calassault, you get 770 from 5 plates.
with level 5 on both its 155 armor per plate, 75 shield per extender.
of course all tiers are great with plates while protos only useful with extenders, but this COULD be remedied by PG/CPU mods IF pure shield tanking had higher EHP, letting it be viable. Regulators are also completely useless, while reppers are perfectly balanced.
As a result of these stats, all decent armor tankers run 1 complex repper with all other slots plates, or logis use no reppers and all plates, then use a proto weapon, then fit as many complex damage mods as possible with any leftover fitting going to scanners, low level nanohives, or grenades.
Shield suits have to mimic these fits to stand a chance, while callogis sacrifice a low for a CPU mod, and callassaults sacrifice a low for a repper, or have no reps at all. Minassaults run no reps all extenders 2 plates, Min logis stack 4 plates with 3 damage mods 1 ext or 4 extenders. Minmatar scouts are just screwed.
That's "MR." Pothead to you.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
374
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Posted - 2014.02.02 01:44:00 -
[44] - Quote
THEAMAZING POTHEAD wrote:As someones already said before, armor plates are broken compared to shield extenders. armor is 4x the HP of its shield counterpart at MLT & STD, with EXTREMELY low pg & cpu cost(1pg, 10cpu), 3x HP at ADV with similar yet still superior fitting,and 2x as effective at PRO with similar yet still superior fitting.
Its that simple, you get 400 HP from 5 extenders or 370 or so with 4 on calassault, you get 770 from 5 plates.
with level 5 on both its 155 armor per plate, 75 shield per extender.
of course all tiers are great with plates while protos only useful with extenders, but this COULD be remedied by PG/CPU mods IF pure shield tanking had higher EHP, letting it be viable. Regulators are also completely useless, while reppers are perfectly balanced.
As a result of these stats, all decent armor tankers run 1 complex repper with all other slots plates, or logis use no reppers and all plates, then use a proto weapon, then fit as many complex damage mods as possible with any leftover fitting going to scanners, low level nanohives, or grenades.
Shield suits have to mimic these fits to stand a chance, while callogis sacrifice a low for a CPU mod, and callassaults sacrifice a low for a repper, or have no reps at all. Minassaults run no reps all extenders 2 plates, Min logis stack 4 plates with 3 damage mods 1 ext or 4 extenders. Minmatar scouts are just screwed.
couldn't have said it better. To make shields viable, they need to have less cpu/pg costs, and armor needs to be more useful at proto than at ADV, and mid level extenders need to be useful to some extent
Kills- Archduke Ferdinand
Help Shields
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Cat Merc
Ahrendee Mercenaries EoN.
6165
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Posted - 2014.02.02 09:03:00 -
[45] - Quote
Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!"
My Caldari suit has 500 HP. My Gallente suit has 530 HP
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Cat Merc
Ahrendee Mercenaries EoN.
6165
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Posted - 2014.02.02 09:06:00 -
[46] - Quote
THEAMAZING POTHEAD wrote:As someones already said before, armor plates are broken compared to shield extenders. armor is 4x the HP of its shield counterpart at MLT & STD, with EXTREMELY low pg & cpu cost(1pg, 10cpu), 3x HP at ADV with similar yet still superior fitting,and 2x as effective at PRO with similar yet still superior fitting.
Its that simple, you get 400 HP from 5 extenders or 370 or so with 4 on calassault, you get 770 from 5 plates.
with level 5 on both its 155 armor per plate, 75 shield per extender.
of course all tiers are great with plates while protos only useful with extenders, but this COULD be remedied by PG/CPU mods IF pure shield tanking had higher EHP, letting it be viable. Regulators are also completely useless, while reppers are perfectly balanced.
As a result of these stats, all decent armor tankers run 1 complex repper with all other slots plates, or logis use no reppers and all plates, then use a proto weapon, then fit as many complex damage mods as possible with any leftover fitting going to scanners, low level nanohives, or grenades.
Shield suits have to mimic these fits to stand a chance, while callogis sacrifice a low for a CPU mod, and callassaults sacrifice a low for a repper, or have no reps at all. Minassaults run no reps all extenders 2 plates, Min logis stack 4 plates with 3 damage mods 1 ext or 4 extenders. Minmatar scouts are just screwed. The suit you described there is a scrub suit that I will take down with ease. You are obviously not an armor tanker.
You are also trying to mimic armor using shields. Do I even need to explain why your comparison is broken?
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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NK Scout
Storm Wind Strikeforce Caldari State
213
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Posted - 2014.02.02 09:15:00 -
[47] - Quote
Cat Merc wrote:Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!" My Caldari suit has 500 HP. My Gallente suit has 530 HP Have you use a caldari suit? Also galente have shields too so.....
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Spectral Clone
Dust2Dust. Top Men.
1152
|
Posted - 2014.02.02 09:57:00 -
[48] - Quote
Cat Merc wrote:Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S* WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!" My Caldari suit has 500 HP. My Gallente suit has 530 HP
*74 shield/s with 1 complex shield recharger on caldari assault.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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NK Scout
Storm Wind Strikeforce Caldari State
213
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Posted - 2014.02.02 10:15:00 -
[49] - Quote
Spectral Clone wrote:Cat Merc wrote:Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S* WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!" My Caldari suit has 500 HP. My Gallente suit has 530 HP *74 shield/s with 1 complex shield recharger on caldari assault. Nope Max with a complex energiser is 60 or 55
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Spectral Clone
Dust2Dust. Top Men.
1153
|
Posted - 2014.02.02 10:26:00 -
[50] - Quote
NK Scout wrote:Spectral Clone wrote:Cat Merc wrote:Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S* WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!" My Caldari suit has 500 HP. My Gallente suit has 530 HP *74 shield/s with 1 complex shield recharger on caldari assault. Nope Max with a complex energiser is 60 or 55
40 shield/s on assault (predicted, since scout has 50 and heavy 30) Complex Energizer multiplier 1.15 (skill bonus)*1.60 (module bonus)
40 * 1.15 * 1.60 = 73.6 shield/s.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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NK Scout
Storm Wind Strikeforce Caldari State
213
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Posted - 2014.02.02 10:43:00 -
[51] - Quote
Spectral Clone wrote:NK Scout wrote:Spectral Clone wrote:Cat Merc wrote:Izlare Lenix wrote:Shield regen vs. Armor repair is not the real problem. They are both moot points if you are killed. The problem is an armor suit has more ehp and can stack damage mods. This gives them a huge advantage against shield suits as the armor suit can kill faster and live longer.
Armor suits have many ways to repair after an engadement, and with more damage and health, they have the upper hand. Shield regen is only a factor five seconds after an engagement. And with less ehp and less damage a shield suit is at a disadvantage versus an armor suit and often doesn't survive to regen. I'm sorry all I can hear is "WAH I'M GOING TO HAVE 40HP/S* WITH MINIMAL DELAY COME 1.8! WHAT A CRUEL WORLD!" My Caldari suit has 500 HP. My Gallente suit has 530 HP *74 shield/s with 1 complex shield recharger on caldari assault. Nope Max with a complex energiser is 60 or 55 40 shield/s on assault (predicted, since scout has 50 and heavy 30) Complex Energizer multiplier 1.15 (skill bonus)*1.60 (module bonus) 40 * 1.15 * 1.60 = 73.6 shield/s. Omg......the base recharge for assault is 25 The assault bonus for recharge is getting removed
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Spectral Clone
Dust2Dust. Top Men.
1153
|
Posted - 2014.02.02 10:47:00 -
[52] - Quote
Ah, but caldari assault is probably getting 40 shield/s in 1.8.
Its like in your signature: Caldari master race.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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NK Scout
Storm Wind Strikeforce Caldari State
213
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Posted - 2014.02.02 10:56:00 -
[53] - Quote
Spectral Clone wrote:Ah, but caldari assault is probably getting 40 shield/s in 1.8.
Its like in your signature: Caldari master race. I hope its 40 Plus the bonus is going away
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Korvin Lomont
United Pwnage Service RISE of LEGION
560
|
Posted - 2014.02.02 11:05:00 -
[54] - Quote
Alena Ventrallis wrote:The problem with armor is they have tank and gank. Shields are supposed to be the DPs dealers. Get in, deal damage, get out. Armor is about staying power. They can make up for damage mods it with EWAR.
Move damage mods to the lows, and move everything save fitting mods, regulators, and damage mods to the highs. Shields can shore up their weaknesses with regulators. Armor should be able to shire up their weaknesses (slow) with kincats, plus have codebreakers and all that to get the advantage over shields.
Well yo have to consider fast suits with high eHP, High damage and super fast regen would be clearly op as hell. currently we hav fast low helth damage dealers and slow high HP damage dealers wich is balanced.
Most people think armor is OP becuse they think the only way to overcome curret low TTK is HP tanking (thats propably teh reason we see sooo many Assault mill/std heavies. But thats simply not the case low Hp speedy suits do very well in the current build (regardless if ist a scout or a heavy shield tanked cal assault) |
Cat Merc
Ahrendee Mercenaries EoN.
6167
|
Posted - 2014.02.02 12:24:00 -
[55] - Quote
Would just like to clarify.
My Gallente has 530 ARMOR My Caldari has 500 SHIELDS
This is not total HP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Sgt Kirk
Fatal Absolution
4346
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Posted - 2014.02.02 12:39:00 -
[56] - Quote
Why are there so many scrubs directly comparing armor to shields.
Ok I'll do the same since shields are doing it for armor .
"It's unfair that Shields get massive passive regain and mobility" - excerpt from my short Novel, The plight of Armor Tankers.
You can't run both suits the same way so I'm not seeing an issue. Just seeing shield tankers not getting their way after being spoiled for 1+ year
still that 22 hp can still let you survive one more round. Example, your suit by itself can take x AR bullets it can almost take x +1 but it's just a few hp underneath it. That 22 hp plate now lets you take that extra bullet. inb4 shield tankers argue that point with armor tactics in mind.
The only issue I'm seeing here is damage mods, and from the looks of all the current Caldari weapons in the games, you guys have your 2 Complex Damage mods built into the gun. Looks like in DUST minmitar are the ones with the damage mods. |
NK Scout
Storm Wind Strikeforce Caldari State
214
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Posted - 2014.02.02 13:17:00 -
[57] - Quote
Sgt Kirk wrote:Why are there so many scrubs directly comparing armor to shields.
Ok I'll do the same since shields are doing it for armor .
"It's unfair that Shields get massive passive regain and mobility" - excerpt from my short Novel, The plight of Armor Tankers.
You can't run both suits the same way so I'm not seeing an issue. Just seeing shield tankers not getting their way after being spoiled for 1+ year
still that 22 hp can still let you survive one more round. Example, your suit by itself can take x AR bullets it can almost take x +1 but it's just a few hp underneath it. That 22 hp plate now lets you take that extra bullet. inb4 shield tankers argue that point with armor tactics in mind.
The only issue I'm seeing here is damage mods, and from the looks of all the current Caldari weapons in the games, you guys have your 2 Complex Damage mods built into the gun. i got in a shield suit in sep october for armor guess which one's better
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
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Posted - 2014.02.02 15:08:00 -
[58] - Quote
Cat Merc wrote:Would just like to clarify.
My Gallente has 530 ARMOR My Caldari has 500 SHIELDS
This is not total HP. then use a better fitting for your gallente suit. Ive seen plenty with over 900 armor before
Kills- Archduke Ferdinand
Balance!
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NK Scout
Storm Wind Strikeforce Caldari State
216
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Posted - 2014.02.02 15:09:00 -
[59] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Would just like to clarify.
My Gallente has 530 ARMOR My Caldari has 500 SHIELDS
This is not total HP. then use a better fitting for your gallente suit. Ive seen plenty with over 900 armor before gal assault cant get 900 armor let alone 800.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:10:00 -
[60] - Quote
MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (75 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (100 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers- move to a high slot, or instead just add a high module that bonuses armor regen -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost
here you go. This would theoretically solve a lot of disparity between the viability of utilizing either shield or armor
Kills- Archduke Ferdinand
Balance!
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