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Cat Merc
Ahrendee Mercenaries EoN.
6519
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Posted - 2014.02.15 15:01:00 -
[31] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area. the problem is half the slots are not dedicated to armor reppersGǪthere is nobody who does that except a select few, no offense to you. I think you read my idea before, but i am going to post it here again about a module that increases total armor repair rate that goes in the high slot, allowing gallants who have high base armor rep rate to stack plates in the lows, and still have have repair. It just makes sense Do you even armor tank bro?
The only suits that don't do that are logibro suits, which are extremely overpowered and heavily swayed towards armor. Assaults cannot do that, they're simply fail fits.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
603
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Posted - 2014.02.15 15:08:00 -
[32] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area. the problem is half the slots are not dedicated to armor reppersGǪthere is nobody who does that except a select few, no offense to you. I think you read my idea before, but i am going to post it here again about a module that increases total armor repair rate that goes in the high slot, allowing gallants who have high base armor rep rate to stack plates in the lows, and still have have repair. It just makes sense Do you even armor tank bro? The only suits that don't do that are logibro suits, which are extremely overpowered and heavily swayed towards armor. Assaults cannot do that, they're simply fail fits.
Simple armor build that i don't run, but my corporate buzzkill does, and he usually gets second on the billboard, right behind me.
Gallente assault g-1 all lows are armor plates (STD/ADV), all highs are damage mods (ADV i think) rail rifle/combat rifle nano hive that reps armor Maybe a scrambler pistol, idk
If we are holding a point, i switch to a minlogi, with a basic rep tool and rep hives, and he switches to his heavy with an HMG and stacked armor plates, one reactive plate.
Quite simply, armor is equally effective as shield at repairing, with more HP, better scaling, and works very well with any sort of teamwork.
Kills- Archduke Ferdinand
Balance!
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KingBabar
The Rainbow Effect Negative-Feedback
1898
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Posted - 2014.02.15 15:32:00 -
[33] - Quote
The main issue here is speed IMO, shields are just too slow. On my armor tanked suits, l can go to cover and regain 40/70/140 hp back while still be in the fight. With a 515 shield cal logi it takes about 35 seconds of complete isolation to get that hp back.
Yes that requires me to use a hive or indeed have a buddy with a rep tool, but still, look at the normal battlefield and this is the way of it. Who goes around with 500 armor and rely solely on passive reps?
Its a definitive sign of imbalance when most competitive players in Cal logi suits stacks 450 armor on it and a triage hive...
Make shileds regenerate a little faster and we're good to go. And please don't nerf basic plates, they are the most important asset for the current shield tanked suits....
Was armor UP to begin with? If armor tankers actually used triage hives, rep tools and you know, teamwork, back in the days like they do now, would a speed reduction reduction have been enough?
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Appia Vibbia
Ancient Exiles. Renegade Alliance
1187
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Posted - 2014.02.15 16:51:00 -
[34] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area. the problem is half the slots are not dedicated to armor reppersGǪthere is nobody who does that except a select few, no offense to you. I think you read my idea before, but i am going to post it here again about a module that increases total armor repair rate that goes in the high slot, allowing gallants who have high base armor rep rate to stack plates in the lows, and still have have repair. It just makes sense Do you even armor tank bro? The only suits that don't do that are logibro suits, which are extremely overpowered and heavily swayed towards armor. Assaults cannot do that, they're simply fail fits. The answer here, Cat, is "no, he does not run armor fits."
Appia Vibbia for CPM1
[email protected] (checked every Monday/Wednesday/Friday)
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
604
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Posted - 2014.02.15 16:56:00 -
[35] - Quote
KingBabar wrote:The main issue here is speed IMO, shields are just too slow. On my armor tanked suits, l can go to cover and regain 40/70/140 hp back while still be in the fight. With a 515 shield cal logi it takes about 35 seconds of complete isolation to get that hp back.
Yes that requires me to use a hive or indeed have a buddy with a rep tool, but still, look at the normal battlefield and this is the way of it. Who goes around with 500 armor and rely solely on passive reps?
Its a definitive sign of imbalance when most competitive players in Cal logi suits stacks 450 armor on it and a triage hive...
Make shileds regenerate a little faster and we're good to go. And please don't nerf basic plates, they are the most important asset for the current shield tanked suits....
Was armor UP to begin with? If armor tankers actually used triage hives, rep tools and you know, teamwork, back in the days like they do now, would a speed reduction reduction have been enough?
Thats what I've been trying to say to the community, but people just ignore it and say-"armor is fine, you don't regen very fast" and when i make the point that hives or a teammate make up for your only weakness and make you have better regen than a shield tanker, they simply say "I use shields and they are so OP", while most of them, like backstar, use armor exclusively.
Kills- Archduke Ferdinand
Balance!
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Darken-Soul
BIG BAD W0LVES
672
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Posted - 2014.02.15 16:56:00 -
[36] - Quote
Gavr1lo Pr1nc1p wrote:Darken-Soul wrote:My shields supply an infinite amount of hp. I don't have to fit anything to receive this regen. I take cover they come back. If I wanted a different play style I would skill into armor. Armor is reliable and slow. Repairing it takes some effort. I can't just pop in and out of cover. I have to go lick my wounds or rely on something else. I see nothing wrong with having choices. my armor supplies an infinite amount of hp, and my hives supply it faster than your shields do. there really is no supportable argument that could be conceived by a sane man about why shields should not get a buff at STD and ADV at the very least, and the firing requirement reduction brings it more in line with armor. by raising PRO shield extenders, I'm simply bringing their hp to slightly above half of armor plates instead of below
it doesn't do it by itself. It takes a slot or a logi.
Who wants some?
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
604
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Posted - 2014.02.15 16:57:00 -
[37] - Quote
Appia Vibbia wrote: The answer here, Cat, is "no, he does not run armor fits."
This is my armor fit- militia gallente, rail rifle, 3x MLT plates, 1x repper hive.
Do you shield tank?
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
604
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Posted - 2014.02.15 17:03:00 -
[38] - Quote
Darken-Soul wrote:Gavr1lo Pr1nc1p wrote:Darken-Soul wrote:My shields supply an infinite amount of hp. I don't have to fit anything to receive this regen. I take cover they come back. If I wanted a different play style I would skill into armor. Armor is reliable and slow. Repairing it takes some effort. I can't just pop in and out of cover. I have to go lick my wounds or rely on something else. I see nothing wrong with having choices. my armor supplies an infinite amount of hp, and my hives supply it faster than your shields do. there really is no supportable argument that could be conceived by a sane man about why shields should not get a buff at STD and ADV at the very least, and the firing requirement reduction brings it more in line with armor. by raising PRO shield extenders, I'm simply bringing their hp to slightly above half of armor plates instead of below it doesn't do it by itself. It takes a slot or a logi.
Fine, if there is an equipment that when deployed doubles the HP of shields, i will agree with you that it is balanced.
Currently, you can use one slot on any non heavy suit and fully mitigate your only weakness. Shields, on the other hand, cannot.
Kills- Archduke Ferdinand
Balance!
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Cody Sietz
Bullet Cluster Legacy Rising
2233
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Posted - 2014.02.15 17:06:00 -
[39] - Quote
God no. More PG is not the problem.
Just increase the speed penalty for armour plates.
Seriously, armour based(non-Logi) suits only use 2 plates MAX.
we use the other 1-2 slots for reps.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
605
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Posted - 2014.02.15 17:16:00 -
[40] - Quote
Cody Sietz wrote:God no. More PG is not the problem.
Just increase the speed penalty for armour plates.
Seriously, armour based(non-Logi) suits only use 2 plates MAX.
we use the other 1-2 slots for reps. 1. Why is it not a problem? what about commandos and scout suits that want to run extenders for the extra speed that they can get by using kincats? Not offensively, or challenging your viewpoint, but i would like to see one logical reason why pg on extenders is not a problem
2. Fix for speed penalty on armor plates=have the penalty be a constant 3-4% across all tiers
3. This is simply not true. Most people who know what they are doing use all plates, maybe 1x reactive, and a repper hive.
4. The problem with reps is that they simply aren't very used to boost regen. A better fix would be to put a remote repair module in the high slots that increases repair rate by a certain percentage, allowing gallente (who have the highest base repair rate) to become regenerative demons, and increasing the utility of repair modules
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
605
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Posted - 2014.02.15 17:23:00 -
[41] - Quote
Protocake JR wrote:
Oh, and things like PG, CPU, and ISK are very, very, very, VERY minor balancing points. They have nothing to do with moment to moment gameplay, so they should not be considered when balancing armor and shields for moment to moment gameplay.
The one problem with this argument is that with higher remaining CPU/PG, it is easier to fit better gear in other slots, and therefore affects moment to moment gameplay by altering the effectiveness of certain builds over others
Kills- Archduke Ferdinand
Balance!
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GET ATMESON
Dem Durrty Boyz Renegade Alliance
254
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Posted - 2014.02.15 17:35:00 -
[42] - Quote
The reasons armor>Shields I think
1. The TTK is very high. Shields dont have enough EHP or DPS 2. the RR does to much damage over a very long range. 3. Shields have to give up EHP for damage mods. 4. Armor can stack on EHP with Damage mods. 5. Armor doesnt have anything else for high slots so no other reasons to use something besides damage mods 6. The RR reminds me of the AR with Sharpshooter 5.
Personally changing the Armor or Shield CPU and PG wont fix anything. If damage mods were changed around from the 3/5/10 to 2/4/6 same CPU & PG for damage mods. Yes this would effect everyone that loves them but the biggest hit would be armor builds.
I really dont think buffing anymore class's will do any good. Changes would be better. Once CCP buff's something it becomes OP. If Armor's DPS is hurt people might want to go back to being shields.
Open Beta Fed 16th 2013. Scout fix + Heavy suits + Heavy guns = soonGäó
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
605
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Posted - 2014.02.15 17:40:00 -
[43] - Quote
GET ATMESON wrote:The reasons armor>Shields I think
1. The TTK is very high. Shields dont have enough EHP or DPS 2. the RR does to much damage over a very long range. 3. Shields have to give up EHP for damage mods. 4. Armor can stack on EHP with Damage mods. 5. Armor doesnt have anything else for high slots so no other reasons to use something besides damage mods 6. The RR reminds me of the AR with Sharpshooter 5.
Personally changing the Armor or Shield CPU and PG wont fix anything. If damage mods were changed around from the 3/5/10 to 2/4/6 same CPU & PG for damage mods. Yes this would effect everyone that loves them but the biggest hit would be armor builds.
I really dont think buffing anymore class's will do any good. Changes would be better. Once CCP buff's something it becomes OP. If Armor's DPS is hurt people might want to go back to being shields.
Yeah, the TTK is just one of many problems. you pretty much summed it up right there, but forgot to mention that armor has better regenerative properties than shields.
I personally think that if Pg/Cpu was fixed that we could see shield suits being used as they should be used, i.e. they can get in close and use close range but powerful weapons, hit and then run away. The main problem is that the PG usage is far too high to be viable for use with kinetic catalyzers or cardiac regulators as they should be used with, whereas armor fits very well with damage mods, and can still use prototype everything else
Kills- Archduke Ferdinand
Balance!
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Cody Sietz
Bullet Cluster Legacy Rising
2240
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Posted - 2014.02.15 18:47:00 -
[44] - Quote
Gavr1lo Pr1nc1p wrote:Cody Sietz wrote:God no. More PG is not the problem.
Just increase the speed penalty for armour plates.
Seriously, armour based(non-Logi) suits only use 2 plates MAX.
we use the other 1-2 slots for reps. 1. Why is it not a problem? what about commandos and scout suits that want to run extenders for the extra speed that they can get by using kincats? Not offensively, or challenging your viewpoint, but i would like to see one logical reason why pg on extenders is not a problem 2. Fix for speed penalty on armor plates=have the penalty be a constant 3-4% across all tiers 3. This is simply not true. Most people who know what they are doing use all plates, maybe 1x reactive, and a repper hive. 4. The problem with reps is that they simply aren't very used to boost regen. A better fix would be to put a remote repair module in the high slots that increases repair rate by a certain percentage, allowing gallente (who have the highest base repair rate) to become regenerative demons, and increasing the utility of repair modules PG is the problem most armour users have. I have engineering maxed and most PG reduction skills maxed and I still struggle to fit my Proto Gallente assault.
Armour plates should be running on a 3/4/5. I say keep the complex plates speed penalty where is it because it is the only plate that is balanced right now.
While I can't speak for everyone, I know myself and the few GalAssaults use at least 2 reps. Usually 1complex and a enhanced and 2 enhanced plates. Fitting anything other then a compact hive becomes a problem with GalAssaults. Again, I can't speak for everyone and I know most AmarrAssaults run 3 enhanced plates and completely forgo reps in favor of rep hives(they have more CPU/PG then other assaults)
I think reps are fine in the low slots, I'd rather see reactive plates moved to the high slot honestly. Hopefully dmg mods are reduced or simply removed so they stop being the best high slot mod. As for increasing rep mods, maybe increase the healing factor by one on each mod and incense the skill by 1 percent per level.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
355
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Posted - 2014.02.15 18:52:00 -
[45] - Quote
Cat Merc wrote:The Robot Devil wrote: HP CPU PG Militia 65 15 2 Basic 85 10 1
No. Keep militia at 85, that was one of the points of why armor sucks back before armor was buffed.
Agreed. Militia stuff should be a pain in the ass to fit in exchange for cheaper fits.
I'm self-debating with myself as to buff the current militia weapon magazines to their STD counterparts.
The not Logic Bomb!
-->We need better comms!<--
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
606
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Posted - 2014.02.15 21:14:00 -
[46] - Quote
Cody Sietz wrote: PG is the problem most armour users have. I have engineering maxed and most PG reduction skills maxed and I still struggle to fit my Proto Gallente assault.
Armour plates should be running on a 3/4/5. I say keep the complex plates speed penalty where is it because it is the only plate that is balanced right now.
While I can't speak for everyone, I know myself and the few GalAssaults use at least 2 reps. Usually 1complex and a enhanced and 2 enhanced plates. Fitting anything other then a compact hive becomes a problem with GalAssaults. Again, I can't speak for everyone and I know most AmarrAssaults run 3 enhanced plates and completely forgo reps in favor of rep hives(they have more CPU/PG then other assaults)
I think reps are fine in the low slots, I'd rather see reactive plates moved to the high slot honestly. Hopefully dmg mods are reduced or simply removed so they stop being the best high slot mod. As for increasing rep mods, maybe increase the healing factor by one on each mod and incense the skill by 1 percent per level.
Edit:also, I think shield extenders should give a slightly hp output and require slight less CPU/PG to bring them in line. Maybe 8-10hp across the board and lowering the CPU by 2/4/8 and PG by 1/3/5
PG is the problem i have on my shield tanked minmitar scout-i just can't fit kin cats. PG should be the limiting resource on armor suits, and cpu should be the limiting resource on shield suits. Currently, only PG is a problem only if one is running complex plates on an armor suit, however, PG and CPU are a problem on shield tanking suits.
Ill agree on those speed reductions, and yeah, proto plates are the only ones that are really balanced.
When i said remote repairers, i meant an entirely new module that instead of giving an addition to HP/sec, it gives a percentage bonus, and would lie in the high slot. Armor repairers would still stay in low slots.
I agree with your edit, but the only thing missing is scaling STD and ADV extenders to viability. Currently, they give 1/3 and 1/2 of a proto extender, respectively
Overall great insight, and i appreciate your unbiased feedback :)
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
410
|
Posted - 2014.02.15 21:27:00 -
[47] - Quote
here is the problem I see w/ shield vs armor. Since the introduction of the game, armor has received 2 addition types, along w/ a penalty reduction to the standard plates. Whereas shield have only seen a penalty invoked to them.
Prior to the current build of 1.6 w/ logi and thusly 1.7; is has shown that armor tanker outweighs shield tanking in every situation (more or less).
One of the biggest aids to this, is that any damage to shields is don't with "ease" even through natural damage reduction, compared to armor seemingly being harder to rip through. If you look at the use of an SMG since the game has been around; the smg rips through shields just as easily as any other weapon, even though it has a 20% reduction to shield; but it is almost nullified w/ of the rof it puts out damage.
Yes, shields do have a natural regen, that is about the only benefit they have compared to armor (aside from movement penalty, but even that is nullified with new armor plates). As w/ amount of people armor tanking, lots of logi's run repps, and can run repping hives which can "almost" nullify damage in 1v1 battles
In my opinion, a possibly "fix" would be 2 things occurring:
1). Add a 2nd extender type with the current penalty, but increase their hp buffer to be more inline with original armor plates. By doing that, you can keep the current extenders as is (though prob change still to 33-44-66 respectively, which would be in line w/ the new non penalty armor plates)
ex: 60-80-100 , w/ the penalty of current extenders.
2). Alter the CPU/PG costs of plates. Simply put can probably keep cpu as is, but pg should be lowered around the horn on extenders, especially at proto level |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
607
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Posted - 2014.02.15 21:30:00 -
[48] - Quote
Berserker007 wrote:here is the problem I see w/ shield vs armor. Since the introduction of the game, armor has received 2 addition types, along w/ a penalty reduction to the standard plates. Whereas shield have only seen a penalty invoked to them.
Prior to the current build of 1.6 w/ logi and thusly 1.7; is has shown that armor tanker outweighs shield tanking in every situation (more or less).
One of the biggest aids to this, is that any damage to shields is don't with "ease" even through natural damage reduction, compared to armor seemingly being harder to rip through. If you look at the use of an SMG since the game has been around; the smg rips through shields just as easily as any other weapon, even though it has a 20% reduction to shield; but it is almost nullified w/ of the rof it puts out damage.
Yes, shields do have a natural regen, that is about the only benefit they have compared to armor (aside from movement penalty, but even that is nullified with new armor plates). As w/ amount of people armor tanking, lots of logi's run repps, and can run repping hives which can "almost" nullify damage in 1v1 battles
In my opinion, a possibly "fix" would be 2 things occurring:
1). Add a 2nd extender type with the current penalty, but increase their hp buffer to be more inline with original armor plates. By doing that, you can keep the current extenders as is (though prob change still to 33-44-66 respectively, which would be in line w/ the new non penalty armor plates)
ex: 60-80-100 , w/ the penalty of current extenders.
2). Alter the CPU/PG costs of plates. Simply put can probably keep cpu as is, but pg should be lowered around the horn on extenders, especially at proto level
So do you believe extenders need a lower CPU and PG cost, and better scaling?
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
410
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Posted - 2014.02.15 21:37:00 -
[49] - Quote
Gavr1lo Pr1nc1p wrote:Berserker007 wrote:here is the problem I see w/ shield vs armor. Since the introduction of the game, armor has received 2 addition types, along w/ a penalty reduction to the standard plates. Whereas shield have only seen a penalty invoked to them.
Prior to the current build of 1.6 w/ logi and thusly 1.7; is has shown that armor tanker outweighs shield tanking in every situation (more or less).
One of the biggest aids to this, is that any damage to shields is don't with "ease" even through natural damage reduction, compared to armor seemingly being harder to rip through. If you look at the use of an SMG since the game has been around; the smg rips through shields just as easily as any other weapon, even though it has a 20% reduction to shield; but it is almost nullified w/ of the rof it puts out damage.
Yes, shields do have a natural regen, that is about the only benefit they have compared to armor (aside from movement penalty, but even that is nullified with new armor plates). As w/ amount of people armor tanking, lots of logi's run repps, and can run repping hives which can "almost" nullify damage in 1v1 battles
In my opinion, a possibly "fix" would be 2 things occurring:
1). Add a 2nd extender type with the current penalty, but increase their hp buffer to be more inline with original armor plates. By doing that, you can keep the current extenders as is (though prob change still to 33-44-66 respectively, which would be in line w/ the new non penalty armor plates)
ex: 60-80-100 , w/ the penalty of current extenders.
2). Alter the CPU/PG costs of plates. Simply put can probably keep cpu as is, but pg should be lowered around the horn on extenders, especially at proto level So do you believe extenders need a lower CPU and PG cost, and better scaling?
not CPU, but to be incline w/ how EvE works, slightly lower PG yes (mean like 2pg less at proto). And yes, I think scalling is needed for shield b/c of how easy shield melt compared to armor. Along with that, it may help "balance" out shields to survive damage-mod armor tankers (as is, you can tank and dps), so this will allow shield tanker to semi counter that; and if shield want to use a damage mod; it is more of a health penalty then (so there is a cost-benefit to their use then, along w/ the current penalty shield extenders have) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
608
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Posted - 2014.02.15 21:41:00 -
[50] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote:here is the problem I see w/ shield vs armor. Since the introduction of the game, armor has received 2 addition types, along w/ a penalty reduction to the standard plates. Whereas shield have only seen a penalty invoked to them.
Prior to the current build of 1.6 w/ logi and thusly 1.7; is has shown that armor tanker outweighs shield tanking in every situation (more or less).
One of the biggest aids to this, is that any damage to shields is don't with "ease" even through natural damage reduction, compared to armor seemingly being harder to rip through. If you look at the use of an SMG since the game has been around; the smg rips through shields just as easily as any other weapon, even though it has a 20% reduction to shield; but it is almost nullified w/ of the rof it puts out damage.
Yes, shields do have a natural regen, that is about the only benefit they have compared to armor (aside from movement penalty, but even that is nullified with new armor plates). As w/ amount of people armor tanking, lots of logi's run repps, and can run repping hives which can "almost" nullify damage in 1v1 battles
In my opinion, a possibly "fix" would be 2 things occurring:
1). Add a 2nd extender type with the current penalty, but increase their hp buffer to be more inline with original armor plates. By doing that, you can keep the current extenders as is (though prob change still to 33-44-66 respectively, which would be in line w/ the new non penalty armor plates)
ex: 60-80-100 , w/ the penalty of current extenders.
2). Alter the CPU/PG costs of plates. Simply put can probably keep cpu as is, but pg should be lowered around the horn on extenders, especially at proto level So do you believe extenders need a lower CPU and PG cost, and better scaling? not CPU, but to be incline w/ how EvE works, slightly lower PG yes (mean like 2pg less at proto). And yes, I think scalling is needed for shield b/c of how easy shield melt compared to armor. Along with that, it may help "balance" out shields to survive damage-mod armor tankers (as is, you can tank and dps), so this will allow shield tanker to semi counter that; and if shield want to use a damage mod; it is more of a health penalty then (so there is a cost-benefit to their use then, along w/ the current penalty shield extenders have)
Do you agree with the numbers that i put in my OP?
44 hp at STd, 58 at ADV, and 72 at PRO, with a 4 pg reduction at PRO?
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
410
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Posted - 2014.02.15 21:56:00 -
[51] - Quote
Gavr1lo Pr1nc1p wrote:
Do you agree with the numbers that i put in my OP?
44 hp at STd, 58 at ADV, and 72 at PRO, with a 4 pg reduction at PRO?
I would say no. Reason for it, as the increase is to minimal to make a difference. It is only a 10% increase, so after the extenders passive bonus, there is still only a increase of 7 shields. If you look at a Caldari assault for ex: that means all you get is an extra 28hp, which is to minimal to make a difference. That is .5-1 bullet difference.
One thing I'd say would need to be taken into account is which armor plates most people use. As is, even with your proposed changes, a proto armor plate still equal 2x of shield. So if 2 people run respective assault suits; as shield tanker would have to use all 4 high slots to equate the hp use of just 2 low slots (for the 130 plates) for the armor tanker (and cant say one has penalty, b/c both do now). Pending on what else the armor tanker has, he can fit a rep, and possibly a cpu upgrade or something. Combine that with a combo hive (both armor and ammo), he can still shield tank or damage mod his high slots. Where as, a shield tanker would HAVE to dedicate at least one slot to a CPU upgrade (as you have to in order to fit), and one slot would be a regulator. At that point you leave 1 low slot for a rep to help in case you hit armor; or some other module, but once your shield are down you need to wait for them to return as you wouldn't be able to rep any armor damage unless have a logi or repping hive (which u wouldn't most likely being a shield tanker)
In that type of scenario, which im assuming most armor tanker use anyway; you are looking at roughly the same amount of ehp b/t the suits; yet the armor tanker can buffer w/ extra shield or get more damage w/ damage mods, whereas the shield tanker cannot. Once you melt his shield (which you do easily no matter the weapon, aside from MD maybe), he would need to run or be more careful where an armor tanker has more flexibility in what they can do. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
611
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Posted - 2014.02.15 22:09:00 -
[52] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:
Do you agree with the numbers that i put in my OP?
44 hp at STd, 58 at ADV, and 72 at PRO, with a 4 pg reduction at PRO?
I would say no. Reason for it, as the increase is to minimal to make a difference. It is only a 10% increase, so after the extenders passive bonus, there is still only a increase of 7 shields. If you look at a Caldari assault for ex: that means all you get is an extra 28hp, which is to minimal to make a difference. That is .5-1 bullet difference. One thing I'd say would need to be taken into account is which armor plates most people use. As is, even with your proposed changes, a proto armor plate still equal 2x of shield. So if 2 people run respective assault suits; as shield tanker would have to use all 4 high slots to equate the hp use of just 2 low slots (for the 130 plates) for the armor tanker (and cant say one has penalty, b/c both do now). Pending on what else the armor tanker has, he can fit a rep, and possibly a cpu upgrade or something. Combine that with a combo hive (both armor and ammo), he can still shield tank or damage mod his high slots. Where as, a shield tanker would HAVE to dedicate at least one slot to a CPU upgrade (as you have to in order to fit), and one slot would be a regulator. At that point you leave 1 low slot for a rep to help in case you hit armor; or some other module, but once your shield are down you need to wait for them to return as you wouldn't be able to rep any armor damage unless have a logi or repping hive (which u wouldn't most likely being a shield tanker) In that type of scenario, which im assuming most armor tanker use anyway; you are looking at roughly the same amount of ehp b/t the suits; yet the armor tanker can buffer w/ extra shield or get more damage w/ damage mods, whereas the shield tanker cannot. Once you melt his shield (which you do easily no matter the weapon, aside from MD maybe), he would need to run or be more careful where an armor tanker has more flexibility in what they can do. So i generated these numbers by using 72 shield as my baseline for prototype, and then scaling STD and ADV shields in the same way as STD and ADV plates are scaled.
What do you think about the fitting requirements at least?
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
411
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Posted - 2014.02.15 22:15:00 -
[53] - Quote
Gavr1lo Pr1nc1p wrote:Berserker007 wrote:Gavr1lo Pr1nc1p wrote:
Do you agree with the numbers that i put in my OP?
44 hp at STd, 58 at ADV, and 72 at PRO, with a 4 pg reduction at PRO?
I would say no. Reason for it, as the increase is to minimal to make a difference. It is only a 10% increase, so after the extenders passive bonus, there is still only a increase of 7 shields. If you look at a Caldari assault for ex: that means all you get is an extra 28hp, which is to minimal to make a difference. That is .5-1 bullet difference. One thing I'd say would need to be taken into account is which armor plates most people use. As is, even with your proposed changes, a proto armor plate still equal 2x of shield. So if 2 people run respective assault suits; as shield tanker would have to use all 4 high slots to equate the hp use of just 2 low slots (for the 130 plates) for the armor tanker (and cant say one has penalty, b/c both do now). Pending on what else the armor tanker has, he can fit a rep, and possibly a cpu upgrade or something. Combine that with a combo hive (both armor and ammo), he can still shield tank or damage mod his high slots. Where as, a shield tanker would HAVE to dedicate at least one slot to a CPU upgrade (as you have to in order to fit), and one slot would be a regulator. At that point you leave 1 low slot for a rep to help in case you hit armor; or some other module, but once your shield are down you need to wait for them to return as you wouldn't be able to rep any armor damage unless have a logi or repping hive (which u wouldn't most likely being a shield tanker) In that type of scenario, which im assuming most armor tanker use anyway; you are looking at roughly the same amount of ehp b/t the suits; yet the armor tanker can buffer w/ extra shield or get more damage w/ damage mods, whereas the shield tanker cannot. Once you melt his shield (which you do easily no matter the weapon, aside from MD maybe), he would need to run or be more careful where an armor tanker has more flexibility in what they can do. So i generated these numbers by using 72 shield as my baseline for prototype, and then scaling STD and ADV shields in the same way as STD and ADV plates are scaled. What do you think about the fitting requirements at least?
id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
611
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Posted - 2014.02.15 22:16:00 -
[54] - Quote
Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks!
Kills- Archduke Ferdinand
Balance!
|
Berserker007
Imperfects Negative-Feedback
414
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Posted - 2014.02.15 22:32:00 -
[55] - Quote
Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks!
np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will bring that more into balance with the value of armor |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
615
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Posted - 2014.02.15 22:33:00 -
[56] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks! np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will being that more into balance with the value of armor
Agreed, I'm glad this community has people as clearheaded as you
Kills- Archduke Ferdinand
Balance!
|
NK Scout
Storm Wind Strikeforce Caldari State
376
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Posted - 2014.02.15 22:33:00 -
[57] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks! np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will being that more into balance with the value of armor complex extenders need a slight cpu reduction, like by 4.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Berserker007
Imperfects Negative-Feedback
414
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Posted - 2014.02.15 22:34:00 -
[58] - Quote
Gavr1lo Pr1nc1p wrote:Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks! np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will being that more into balance with the value of armor Agreed, I'm glad this community has people as clearheaded as you
lol, thanks; prob helped I haven't played or been around much. Hell if I had, id of been crazy enough to try for CPM1 |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
615
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Posted - 2014.02.15 22:34:00 -
[59] - Quote
NK Scout wrote:Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks! np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will being that more into balance with the value of armor complex extenders need a slight cpu reduction, like by 4.
Exactly as i said in my OP, thanks :)
Kills- Archduke Ferdinand
Balance!
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
618
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Posted - 2014.02.16 00:33:00 -
[60] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Berserker007 wrote: id say your fitting was pretty spot on; the pg reduction is what will really help out extenders use (along with a high buffer extender in my opinion)
Thanks! np at all. Like said, this is important to get right. As I believe w/ the pg reduction and a extender increase, it will being that more into balance with the value of armor Agreed, I'm glad this community has people as clearheaded as you lol, thanks; prob helped I haven't played or been around much. Hell if I had, id of been crazy enough to try for CPM1 * or well, still thinking of if able ... hmmm
Anyone who knows how to achieve balance between shield and armor is a good candidate in my opinion
Kills- Archduke Ferdinand
Balance!
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