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Gavr1lo Pr1nc1p
TRA1LBLAZERS
924
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Posted - 2014.02.24 20:00:00 -
[31] - Quote
The only real problems are fitting requirements and hp versus level. Right now, armor plates only have to be at ADV and are the best HP bonuser in the game, all things considered. Plates allow for easily stacked damage mods in the highs, as they should (plates=high pg low cpu, damage mods=high cpu low pg). However, shield extenders are only effective at prototype level, as STD and ADV give only 1/3 and 1/2 of the hp respectively. In addition, the fitting requirements on shield extenders are so very high that they are difficult to run much of anything past basic gear on. Extenders are supposed to allow for greater mobility so that they can leverage the suits superior shield regeneration, and thus should be coupled with Pg intensive biotic modules in the low slots. However, the fitting costs on extenders in the Pg department do not allow for this, unlike how armor's low cpu usage allows for damage mod usage. A great easy number tweaking would fix all of the aforementioned problems.
EDITS: change speed penalty to 3/4/5 or 2/3/4 for armor plates as well so that proto plates are more attractive for use STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 32 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (72 shields, 7 PG, 55 CPU)
What buffing shield extenders does:
-Gives weapons like the AR and ScR and LR more of a niche, as more people will shield tank, against whom these weapons will shine -Makes weapons like the CR and RR less overpowering when compared to other rifles -Buffs suits like minmitar frames which currently suffer from a lack of viability in comparison to gallente or other frames -Encourages higher levels of biotic module usage in low slots for stealth and speed tanking -Enocurages the use of shield regulators over the use of armor plates, thereby decreasing dual tanking
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
924
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Posted - 2014.02.24 20:01:00 -
[32] - Quote
also, shield recharge should increase as shield health goes up, but delay penalties should stay so that there is reasons to use regulators rather than dual tanking
Kills- Archduke Ferdinand
Balance!
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darkiller240
WarRavens League of Infamy
463
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Posted - 2014.02.24 20:01:00 -
[33] - Quote
amour is better More heath More damage
Win, Win
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Disturbingly Bored
The Strontium Asylum
1726
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Posted - 2014.02.24 20:05:00 -
[34] - Quote
I think buffing shield extenders is a mistake. Shield Extenders and Damage Mods are in a near-equal state of balance right now for the high-slot, and touching one or the other is going to screw a lot of things up.
That leaves touching Armor Plates. I believe the Standard and Enhanced versions offer much more HP than they should, and the Complex one has too gentle a penalty. I'd do this:
Standard: 65HP -2% penalty (-20 HP from current) Enhanced: 95 HP -4% penalty (-15 HP from current, extra 1% penalty) Complex: 135HP -6% penalty (same HP as current, extra 1% penalty)
I'd still leave Armor Plates with higher overall HP bonus than shields, because of the other differences between armor and shields.
I'd also greatly reduce the fitting costs of Ferroscale and Reactive plates, but otherwise leave their stats the same. That's technically an armor buff, but there's no reason to ever fit the damn things right now.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Berserker007
Imperfects Negative-Feedback
459
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Posted - 2014.02.24 20:13:00 -
[35] - Quote
at the moment, shield tanking is all but useless. As someone pointed out; basic and advanced extenders are 100% trash and worthless. If you look at the hp at the proto level; a complex plate gives 2x the amount of hp (but both have penalities now). So, if you look at the primary HP designed suits : proto Gal and Cal ; it takes all of the 4 Cal high slots to equal (but still be below) 2 low slots of the Gal suits to have roughly the same amount of hp.
That gives the Gal user 2 low slots to use a rep, cpu etc in them. For a Caldari player atm, of those 3 slots, one HAS to be a CPU upgade if running 4 proto high modules. That leaves 2 slots left, one probably being a basic plate for more hp b/c you need it b/c of how weak shields are; then probably a rep then as well.
While you map out the Caldari suit, the Galente suit still has its 3 high slots of use. You can do any number of things, but id assume most run either 3 damage mods, or 1 extender and 2 damage mods.
So if you compare the 2 suits total ehp; you have a Galente with 781 ehp (along w/ 2 damage mods); where you have a Caldari with 789 ehp (but no damage mods). So the Caldari out tanks by 7 hp, but it is at a way negative of the Galente getting 2 damage mods at an 18% increase of damage.
Another problem, is that no matter the weapons efficiency shield get melted extremely easy. I wont look at a combat rifle or such as most will have damage mods; but look at basic Toxin smg w/ no damage mods. SMG's like a combat rifle have an 80% efficiency rating against shield, yet they destroy shield just as easily if it was at 100% efficiency.
Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels. The other possible aid to shield tanking would be to ONLY alter shield efficiency of armor based weapons. ex: Combat rifle is 80% efficiency. I'd say drop it down to a 50% efficiency. Reason this wouldn't be as "harsh" is when u take into account prof level, and even damage mods; that will give you back b/t 20-35% efficiency; so you'd still only be down 5% off true damage). Do this for Rail Rifles as well, that instead of the 90%, you drop it down to 60% and such.
By doing this is gives that advantage to those who run ScR's; yet doesn't really hurt others b/c of the almighty flux which even at basic wipes out your entire shield anyway. It also will aid shield tankers b/c armor tankers have less shield it'd be less buffer to work through toward getting to their main health area, so having an armor based damage weapon wouldn't hinder you as much, and would also take away from fotm situations. It may also cause a greater diversity of weapon usage if people actually can shield tank effectively
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Arkena Wyrnspire
Fatal Absolution
10020
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Posted - 2014.02.24 20:23:00 -
[36] - Quote
Komodo Jones wrote: I guess that makes sense, I'd have about the same health if I had a bunch of extenders on, it would be great not to be hunted down 24/7
I know scanners and weapons are getting fixed but I heard nothing about damage mods, no info passed "getting looked at"? I mean that's good enough for me but if they have a plan they let us in on that would be great, haven't seen a dev blog since january.
There was a comment on reducing the efficacy of damage mods (or possibly making them only affect the weapon's affinity, possibly like the new proficiency skill). I don't have the link on me ATM, but if I come across it I'll link it here.
Komodo Jones wrote:Arkena Wyrnspire wrote:That's partially it. Higher grade weaponry takes up more PG, stacking defensive modules will take up a lot of PG. Utility modules take up a lot of CPU.
Utility modules are a lot more important in EVE. Stasis webifiers, propulsion mods, tracking computers, etc give much more variety to armour utility slots. In Dust, it's just damage mods or dual tanking, really. Myofibril stimulants are a stupid proposition and precision enhancers are only useful in some niche fits and sometimes will have very little or no effect. Damage mods are in the lows in EVE, and many view that as a justification to move them but if you do, there's essentially no viable option for high slots except to shield tank, and honestly if that's the case I'd much rather go pure shield and enjoy the huge variety of useful modules in the low slots. So let's get some armor mods in the high slots lol. You're right that the main problem is still defense or damage and that I think comes from the fact that there's just no use for other modules, and I mean that literally, there is just nothing else to do in this game but war and when you go to war you bring things that keep you alive and things that make other things go boom. We can't go mine asteroids or direct the troops or team's defenses, this is self evident from the fact that there is no current suit that has the title "non-combat". Therefore there is no such thing as fight or flight, you can temporarily run away from a hairy situation sure but the simple fact is if you want to make any progress you HAVE to fight at some point, you have to get back in the battle, can't just leave the area and the war behind. If I were going out to scavenge materials I would definitely pack scanner modules and speed mods, I'm not equipped to handle a fight at that point so I gotta bail but there's nothing to do except be a part of that fight
I think utility modules are underestimated. The fitting requirements for kincats are absurd but cardiac regs are surprisingly useful. Fitting one, I barely ever run out of stamina. By extension, I think you're underestimating what you can do with these. Think tactically, rather than up-front. You are correct in saying that you have to fight. But do you have to fight head on? To me, this is the crux of the matter and the role definition is important. People say that shields are for 'hit and run', but I'm not sure that quite encompasses it.
High mobility, the ability to evade scans, better passive scans, and the ability to get back into the fight quicker unaided are all useful things. These things give you exactly what you need to move positions fluidly, hold range, skirmish, flank, keep at range, etc.
Conversely, armour is for high buffer and the damage to crush people in head on fights. To counteract that, though, they're slow and have little utility (with the notable exception of the logistics class, which is a problem in its own right).
You might not see these utility modules as useful in straight combat, and some of them need love (I've mentioned the high PG usage for kincats) but the tactical usage is amazing. With shields, you can't take on armour tanking enemies head on in a single engagement. You can take them 1v1 head on if you take a moment to recharge, but straight up charging them doesn't work. That's by design, really.
However, as a shield tanker, you can fit to see people on your scanner passively while they can't see you even with an active scanner. That immediately gives you a significant advantage.
So I really do find your suggestion that the only way to fight is head on, and the only way to do things is through defense and damage. Sure, in a head on fight, perhaps they are. I have a question for you, though: Why fight head on all the time? There's a massive potential for utility modules without fighting head on. It's a fun playstyle and it can be extremely effective, especially against people who believe that damage and defence are the only way.
I don't think that you can simply switch damage mods to low slots, chuck a couple of armour modules in the high slots and call it quits. What armour modules are you suggesting? Do they augment the role's strengths, or cover its weaknesses? If it's the latter, I don't think it's a good solution because it leads to homogenisation of the roles. I love the design of shields exactly because it's focused towards doing what it does best and not covering its weaknesses. There's certainly work to be done on them - basic and enhanced shields scale terribly, and team support is lacking - but I don't think it's quite as bad as most people whining on the forums about it.
It's all about role definition. What do you want to do? Neither tank should be able to do everything, nor can they.
Forum Master I
Lenin of the glorious armoured revolution
MAG Raven
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Roy Ventus
Foxhound Corporation General Tso's Alliance
1151
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Posted - 2014.02.24 20:33:00 -
[37] - Quote
How about for low modules that raises the effectiveness of a weapon, rather than the effectiveness of the damage.
What I'm referring to is, Counter-Resistance Modules. With Resistance coming up soon, it might be nice to have modules that will raise your weapon's efficiency by a small yet viable percent.
And if not Counter-Resistance Modules in the low slots, what about actual Resistance modules(aka Hardeners)?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Disturbingly Bored
The Strontium Asylum
1728
|
Posted - 2014.02.24 20:38:00 -
[38] - Quote
Berserker007 wrote:Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels.
I don't mean this as an attack, but the way the math works is that if you did that, damage mods would be useless on 100% of fits. Any time a shield extender represents more than 12% of your suits total HP, it's better than a damage mod in any conceivable situation.
Extenders really cannot be buffed without screwing more things up right now. Armor must be nerfed.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Berserker007
Imperfects Negative-Feedback
459
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Posted - 2014.02.24 20:47:00 -
[39] - Quote
Disturbingly Bored wrote:Berserker007 wrote:Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels. I don't mean this as an attack, but the way the math works is that if you did that, damage mods would be useless on 100% of fits. Any time a shield extender represents more than 12% of your suits total HP, it's better than a damage mod in any conceivable situation. (ED: I should add, except long-range sniping.) Extenders really cannot be buffed without screwing more things up right now. Armor must be nerfed.
could very well be, wasn't doing pure math there; was just thinking up what may or may not be reasonable/doable . My ideal numbers were something like 50/75/100 , with skilling 55/83.5/110 . This still leaves proto at about 39 hp difference b/t extenders and plates. This could make running 3/4 complex extenders viable, instead of having to gimp yourself at the moment at 2 so you can run 2 damage mods to almost compete w/ armor tankers, yet still be down 100-200 hp.
Granted this may/will all change pending on how damage mods and proficiency skills change. At the moment even w/ the movement penalty and no innate repair that armor has, it still vastly out performs shields. Though in 1.8 I doubt anything will change in this regard until 1.9/2.0 ; and assuming a respect is given (as it is almost required), I feel the majority of players who stay in a assault suit will be going Galente b/c of the benefit of armor versus shield at this point in the game
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
927
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Posted - 2014.02.24 21:15:00 -
[40] - Quote
Berserker007 wrote:Disturbingly Bored wrote:Berserker007 wrote:Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels. I don't mean this as an attack, but the way the math works is that if you did that, damage mods would be useless on 100% of fits. Any time a shield extender represents more than 12% of your suits total HP, it's better than a damage mod in any conceivable situation. (ED: I should add, except long-range sniping.) Extenders really cannot be buffed without screwing more things up right now. Armor must be nerfed. could very well be, wasn't doing pure math there; was just thinking up what may or may not be reasonable/doable . My ideal numbers were something like 50/75/100 , with skilling 55/83.5/110 . This still leaves proto at about 39 hp difference b/t extenders and plates. This could make running 3/4 complex extenders viable, instead of having to gimp yourself at the moment at 2 so you can run 2 damage mods to almost compete w/ armor tankers, yet still be down 100-200 hp. Granted this may/will all change pending on how damage mods and proficiency skills change. At the moment even w/ the movement penalty and no innate repair that armor has, it still vastly out performs shields. Though in 1.8 I doubt anything will change in this regard until 1.9/2.0 ; and assuming a respect is given (as it is almost required), I feel the majority of players who stay in a assault suit will be going Galente b/c of the benefit of armor versus shield at this point in the game i disagree solely because this makes extenders like light plates. Personally, they need a buff, but i was thinking about a multiplier to recharge rate based on how much shields you have relative to your base shield HP, as well as buffing cal and min shield recharge/delay values and lowering extenders fitting costs and scaling the extenders better than they are now
Kills- Archduke Ferdinand
Balance!
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Obodiah Garro
Tech Guard RISE of LEGION
668
|
Posted - 2014.02.24 21:17:00 -
[41] - Quote
shield mods should be made low slots, caldari n gallente slot layouts should get reversed, or kept the same and shield extenders getting massive hp boost and armor plates having a real movement penalty.
armor way too op atm, especially with the turbo scrub gun out there, damn scrambler rifle |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
930
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Posted - 2014.02.24 21:54:00 -
[42] - Quote
fix the disparity and it will fix several other balancing problems as well
Kills- Archduke Ferdinand
Balance!
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Scheneighnay McBob
Learning Coalition College
4135
|
Posted - 2014.02.24 22:44:00 -
[43] - Quote
The main problem that I see is that while armor mods compliment damage mods and other armor mods, shield mods work against each-other.
I think there should be 2 kinds of shield extender: 1 that doesn't penalize recharge delay, and 1 that gives more eHP, but with the current penalties.
I am your scan error.
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RINON114
B.S.A.A. General Tso's Alliance
520
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Posted - 2014.02.24 23:52:00 -
[44] - Quote
Arkena Wyrnspire wrote:Komodo Jones wrote: I guess that makes sense, I'd have about the same health if I had a bunch of extenders on, it would be great not to be hunted down 24/7
I know scanners and weapons are getting fixed but I heard nothing about damage mods, no info passed "getting looked at"? I mean that's good enough for me but if they have a plan they let us in on that would be great, haven't seen a dev blog since january.
There was a comment on reducing the efficacy of damage mods (or possibly making them only affect the weapon's affinity, possibly like the new proficiency skill). I don't have the link on me ATM, but if I come across it I'll link it here. Komodo Jones wrote:Arkena Wyrnspire wrote:That's partially it. Higher grade weaponry takes up more PG, stacking defensive modules will take up a lot of PG. Utility modules take up a lot of CPU.
Utility modules are a lot more important in EVE. Stasis webifiers, propulsion mods, tracking computers, etc give much more variety to armour utility slots. In Dust, it's just damage mods or dual tanking, really. Myofibril stimulants are a stupid proposition and precision enhancers are only useful in some niche fits and sometimes will have very little or no effect. Damage mods are in the lows in EVE, and many view that as a justification to move them but if you do, there's essentially no viable option for high slots except to shield tank, and honestly if that's the case I'd much rather go pure shield and enjoy the huge variety of useful modules in the low slots. So let's get some armor mods in the high slots lol. You're right that the main problem is still defense or damage and that I think comes from the fact that there's just no use for other modules, and I mean that literally, there is just nothing else to do in this game but war and when you go to war you bring things that keep you alive and things that make other things go boom. We can't go mine asteroids or direct the troops or team's defenses, this is self evident from the fact that there is no current suit that has the title "non-combat". Therefore there is no such thing as fight or flight, you can temporarily run away from a hairy situation sure but the simple fact is if you want to make any progress you HAVE to fight at some point, you have to get back in the battle, can't just leave the area and the war behind. If I were going out to scavenge materials I would definitely pack scanner modules and speed mods, I'm not equipped to handle a fight at that point so I gotta bail but there's nothing to do except be a part of that fight I think utility modules are underestimated. The fitting requirements for kincats are absurd but cardiac regs are surprisingly useful. Fitting one, I barely ever run out of stamina. By extension, I think you're underestimating what you can do with these. Think tactically, rather than up-front. You are correct in saying that you have to fight. But do you have to fight head on? To me, this is the crux of the matter and the role definition is important. People say that shields are for 'hit and run', but I'm not sure that quite encompasses it. High mobility, the ability to evade scans, better passive scans, and the ability to get back into the fight quicker unaided are all useful things. These things give you exactly what you need to move positions fluidly, hold range, skirmish, flank, keep at range, etc. Conversely, armour is for high buffer and the damage to crush people in head on fights. To counteract that, though, they're slow and have little utility (with the notable exception of the logistics class, which is a problem in its own right). You might not see these utility modules as useful in straight combat, and some of them need love (I've mentioned the high PG usage for kincats) but the tactical usage is amazing. With shields, you can't take on armour tanking enemies head on in a single engagement. You can take them 1v1 head on if you take a moment to recharge, but straight up charging them doesn't work. That's by design, really. However, as a shield tanker, you can fit to see people on your scanner passively while they can't see you even with an active scanner. That immediately gives you a significant advantage. So I really do find your suggestion that the only way to fight is head on, and the only way to do things is through defense and damage. Sure, in a head on fight, perhaps they are. I have a question for you, though: Why fight head on all the time? There's a massive potential for utility modules without fighting head on. It's a fun playstyle and it can be extremely effective, especially against people who believe that damage and defence are the only way. I don't think that you can simply switch damage mods to low slots, chuck a couple of armour modules in the high slots and call it quits. What armour modules are you suggesting? Do they augment the role's strengths, or cover its weaknesses? If it's the latter, I don't think it's a good solution because it leads to homogenisation of the roles. I love the design of shields exactly because it's focused towards doing what it does best and not covering its weaknesses. There's certainly work to be done on them - basic and enhanced shields scale terribly, and team support is lacking - but I don't think it's quite as bad as most people whining on the forums about it. It's all about role definition. What do you want to do? Neither tank should be able to do everything, nor can they. This post sums the whole thread up nicely I feel. As a shield tanker you need to pick your fights and be smart about cover, as an armour tanker you need to have a teammate with you at all times, pick your fights and be smart about cover if you want to get back into the fight.
The disparity between hitpoints is down to your regen. Shield based suits get 20hp/s regen, my armour suit gets 6.25hp/s or maybe 12.50hp/s with two complex reps. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
279
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Posted - 2014.02.24 23:55:00 -
[45] - Quote
Komodo Jones wrote:Auris Lionesse wrote:Shields should be passive and resemble eve by giving suits caps. Also fix the weapon damage and give suits damage resistances. they're going in the right direction with sentinels, just give them base resistances on the suits depending on race before skill application, and do the sane for the rest of the suits. Then add resistance mods, increase slots, add midslots, and buff weapon damage as needed to account for the new ehp and time to kill will go up like everyone agrees it should. Armor isn't to bad wear it is. But I think the movement penalties are a little too harsh. 15% for three complex plates is too much. Galle te is supposed to be a bit faster.
The recharge penalty on extenders needs to go, its awful, and shields should go 44/66/88 in my opinion.
The foundation we get from eve is too complex to be dumbed down the way it is in dust. Does EVE have mid slots? because that would make alot of sense, if you have the choice between a passive shield range amplifier and an armor plate, armor plates get chosen every time; if we changed the amount of high and low slots the suits had and then gave them mid slots to shove scanner mods and biotics in that would make things a bit more interesting. Also the movement penalty argument isn't that accurate, for those who don't know the speed reduction also has a stacking penalty, 5 complex plates don't reduce your speed by 25% it's more like 14%
Yes eve use midslots for cap warfare and a few other mods and weapons. Shields go mid with speed mods. I've never used more than 3 enhanced because it slows me down so much i cant jump over a 6 inch curb on the side of the road.. Armor repairs are completely useless. And I'm pretty sure the ferroscale equivalent in eve gives hp percentage, not a small set number.
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
280
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Posted - 2014.02.25 00:03:00 -
[46] - Quote
Obodiah Garro wrote:shield mods should be made low slots, caldari n gallente slot layouts should get reversed, or kept the same and shield extenders getting massive hp boost and armor plates having a real movement penalty. armor way too op atm, especially with the turbo scrub gun out there, damn scrambler rifle
Lol no. So much is wrong with this. |
Jackof All-Trades
The Black Renaissance
509
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Posted - 2014.02.25 00:05:00 -
[47] - Quote
I'm Gallente, and to be honest I shield tank more than I armour tank
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Arkena Wyrnspire
Fatal Absolution
10042
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Posted - 2014.02.25 00:10:00 -
[48] - Quote
Jackof All-Trades wrote:I'm Gallente, and to be honest I shield tank more than I armour tank Someone else who does things like me!
Do you scout or anything?
You have long since made your choice. What you make now is a mistake.
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 00:32:00 -
[49] - Quote
Arkena Wyrnspire wrote: So I really do find your suggestion that the only way to fight is head on, and the only way to do things is through defense and damage. Sure, in a head on fight, perhaps they are. I have a question for you, though: Why fight head on all the time? There's a massive potential for utility modules without fighting head on. It's a fun playstyle and it can be extremely effective, especially against people who believe that damage and defence are the only way.
I don't think that you can simply switch damage mods to low slots, chuck a couple of armour modules in the high slots and call it quits. What armour modules are you suggesting? Do they augment the role's strengths, or cover its weaknesses? If it's the latter, I don't think it's a good solution because it leads to homogenisation of the roles. I love the design of shields exactly because it's focused towards doing what it does best and not covering its weaknesses. There's certainly work to be done on them - basic and enhanced shields scale terribly, and team support is lacking - but I don't think it's quite as bad as most people whining on the forums about it.
It's all about role definition. What do you want to do? Neither tank should be able to do everything, nor can they.
I can dig it, I use logi so I got plenty of room, I just feel like I'm forced to pull the same crap as everyone else, I'm packing alot of expensive equipment and I want to protect it and my peeps while I'm on the front lines with em or trying to pull them out of hot zones, I can see the advantage to knowing where they are first but I never saw the point when I could just use a scanner, cardiac regulator is definitely useful and I wouldn't mind using one and replacing one of my plates but currently, I'll admit, I can have like 1000 health and a damage mod with like 12 points of armor repair....ya know what nevermind I feel like I actually get more done with an advanced logi and I think it's because of the speed, I might try out a c-reg. But my point remains that for people who are only concerned with taking alot of damage why would anyone wanna change that fit? It would be interesting to play around with in 1.8 when I'm expecting infantry is just getting a makeover.
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 00:36:00 -
[50] - Quote
Roy Ventus wrote:How about for low modules that raises the effectiveness of a weapon, rather than the effectiveness of the damage.
What I'm referring to is, Counter-Resistance Modules. With Resistance coming up soon, it might be nice to have modules that will raise your weapon's efficiency by a small yet viable percent.
And if not Counter-Resistance Modules in the low slots, what about actual Resistance modules(aka Hardeners)? I think Arkena mentioned it and I totally forgot about it lol, I did hear about them wanting to make modules more effective vs certain types of health, like for the combat rifle you could choose to counter the damage reduction that it gets to shields or make it more powerful vs armor and say screw it to shields. I like it, interesting attempt at solving the problem.
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 00:42:00 -
[51] - Quote
Scheneighnay McBob wrote:The main problem that I see is that while armor mods compliment damage mods and other armor mods, shield mods work against each-other.
I think there should be 2 kinds of shield extender: 1 that doesn't penalize recharge delay, and 1 that gives more eHP, but with the current penalties. I'd agree with you but do we really need weaker shield extenders? because of the stacking penalty to the speed reduction, the more plates you have the less it penalizes you, so ferroscales are borderline useless. Buff shield extenders and then we'll talk lol
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 01:05:00 -
[52] - Quote
RINON114 wrote: This post sums the whole thread up nicely I feel. As a shield tanker you need to pick your fights and be smart about cover, as an armour tanker you need to have a teammate with you at all times, pick your fights and be smart about cover if you want to get back into the fight.
The disparity between hitpoints is down to your regen. Shield based suits get 20hp/s regen, my armour suit gets 6.25hp/s or maybe 12.50hp/s with two complex reps.
Not entirely true, I can use my shields as a buffer before I take armor damage and with damage mods and proficiencies you could easily take someone out before you take significant armor damage, and armor repair is sufficient enough to repair while your shields take most of the damage, shield-ers are sprinters and armor-ers are endurance runners, but I don't feel like anything slows me down, I don't really have to stay out of the fight very long for shields OR armor to come back even when I'm on my own. Whereas being a shield tanker I'd only be able to rely on my shields with alot less health.
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 01:21:00 -
[53] - Quote
Auris Lionesse wrote:Yes eve uses highslots for cap warfare and a few other mods and weapons. Shields go mid with speed mods, some e warfare, among other things. I've never used more than 3 enhanced because it slows me down so much i cant jump over a 6 inch curb on the side of the road.. Armor repairs are completely useless. And I'm pretty sure the ferroscale equivalent in eve gives hp percentage, not a small set number. You even armor tank bro? Kidding lol, I find armor repairers very useful, even before armor plates had their buff in 1.4 I never went without at least 10HP/second and it works great, mainly because you can get armor and shields back at a reasonable rate, armor coming back constantly while shields stop any damage from being taken.
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Komodo Jones
Chaotik Serenity
543
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Posted - 2014.02.25 01:41:00 -
[54] - Quote
And I just found out how to word the main point I'm trying to put forward, I've used armor tanking in a way that kinda mimics shield tanking, ain't good that this is possible. I get alot of health and I get at least 11 or 12 armor back every second, when I'm not getting shot I get around 30 hp back per second in shields and armor, AND on top of that I can deal craploads of damage, this fits pretty well with my idea of what shield tankers do which is get the job done and get out as quickly as possible, but right now I feel like I can get the job done better as an armor tanker which makes no sense. Not only can I out sprint the sprinters but I can also survive and outgun heavies, or at least I used to be able to I haven't tested it out much since the HMG got that ninja buff.
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Pvt Numnutz
Black Phoenix Mercenaries
820
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Posted - 2014.02.25 01:52:00 -
[55] - Quote
shield regulators need a buff, then caldari suits could properly shield tank. |
Jackof All-Trades
The Black Renaissance
517
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Posted - 2014.03.03 02:50:00 -
[56] - Quote
Arkena Wyrnspire wrote:Jackof All-Trades wrote:I'm Gallente, and to be honest I shield tank more than I armour tank Someone else who does things like me! Do you scout or anything? Hellz yes by the way, Jolly Roger does it like that too
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
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Omni-Specialist
/ Focus: Gallente
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
1026
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Posted - 2014.03.03 03:20:00 -
[57] - Quote
One of the main problems with drop suits builds is the disparity between the two different types of suit, armor or shield. Currently, an armor suit has the most HP, better capabilities for teamwork and more equipment support. This is as it should be. Shield modules, however are not performing up to level that armor plates are performing at, for a few reasons.
1. Armor plates allow the stacking of ADV plates for nearly the same effectiveness as PRO plates, and with less penalties 2. This leads to an indirect problem with damage mods, which are now incredibly easy to fit on the suit, and work very well with armor plates. 3. Shield regeneration is currently far too low to outweigh the benefits of increased health and instant, but slow recharge that armor plates offer. 4. At STD and ADV, shield extenders are useless. If you scaled ADV and STD plates to how shields are scaled, they would have 68 and 45 hp respectively.
A proposed fix for this would be to change the stats of the modules to the following--
STD: (85 armor, 3 PG, 10 CPU) vs (44 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 22 CPU) vs (58 shields, 4 PG, 32 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (72 shields, 7 PG, 55 CPU)
Armor plates should have low CPU costs, but high PG costs, which they do, because they are meant to be used in conjunction with damage mods to make a powerful brawler. In addition, Amarr and Gallente suits have high PG, but relatively low CPU, so it fits well with their racial fittings
Shield extenders, on the other hand, should have low PG costs, but high CPU costs, because they are meant for being used in conjunction with biotics or other PG intensive low slot items. Currently, at proto level, shield extenders cost only 1 less PG than armor plates, but cost 24 CPU more. In addition, Minmitar and Caldari suits low PG, but relatively high CPU, so it fits well with their racial fittings.
In addition to the proposed buffs to shield extenders, Minmitar and Caldari suits, the shield tankers of this game, need a much lower recharge delay and much higher recharge rate to take advantage of superior regenerative capabilities, and Amarr and Gallente suits need a 50% nerf to shield recharge/delay/depleted delay values. 1.8 should bring the Caldari in line, but Minmitar suits should have 10-15% higher regen of shields than caldari to complement their hit and run combat philosophy, so give minmitar suits Caldari suit values for shield recharging*1.1-1.15
This way, armor plates will continue to have superior HP bonuses and allow for damage mod stacking, but shield modules will be able to leverage their superior regeneration.
Armor plates also need a change in how they function.
The penalties for movement speed for all plates are ill conceived, in my opinion, and is part of the reason no one uses anything past ADV plates due to much larger penalties for a slight amount of HP more. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty for all non variant plates
Variant Plates are currently underperforming and are in need of a buff.
ferroscales need a slight buff hp wise (5% ish), but should also have VERY low fitting costs. Reactive plates should have a lower speed 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 large amount, but still higher than ferroscales.
Another interesting idea to implement for gallente armor tankers especially would be an addition of a new module, one that boosts total armor repair by a certain percentage, and could be placed in the high slots
These would take into account the total armor repair per second on the suit and boost it by a percentage, probably 15% at proto level, 10% at ADV, and 8% at STD.
With the addition of these modules, armor plates themselves should suffer from a static 1 second penalty to armor repair delay per plate, with ferroscales not giving this penalty, and reacitves giving only .5 seconds, in order to balance repair of armor and shields.
Kills- Archduke Ferdinand
Balance!
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
315
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Posted - 2014.03.03 07:07:00 -
[58] - Quote
Komodo Jones wrote:Auris Lionesse wrote:Yes eve uses highslots for cap warfare and a few other mods and weapons. Shields go mid with speed mods, some e warfare, among other things. I've never used more than 3 enhanced because it slows me down so much i cant jump over a 6 inch curb on the side of the road.. Armor repairs are completely useless. And I'm pretty sure the ferroscale equivalent in eve gives hp percentage, not a small set number. You even armor tank bro? Kidding lol, I find armor repairers very useful, even before armor plates had their buff in 1.4 I never went without at least 10HP/second and it works great, mainly because you can get armor and shields back at a reasonable rate, armor coming back constantly while shields stop any damage from being taken.
Yes i do, One armor repper should be ay least ten 10 by itself, gallente are repair tanks. in eve you rep armor in battle not after.
I don't do shield because it isn't passive. A maxed caldari suit should be able to tank somewhat like a drake. |
Komodo Jones
Chaotik Serenity
562
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Posted - 2014.03.04 06:05:00 -
[59] - Quote
Been busy, haven't had a chance to look at these, lets see what peoples has to say
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Meeko Fent
Kirkinen Risk Control Caldari State
1886
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Posted - 2014.03.04 06:24:00 -
[60] - Quote
Put a thing in the low slots thats worth a damn to use when directly fighting besides plates.
Buff Shield extenders moderately so Dual-tanking isn't necessary to get HP around Armor Tank w/ dmg mod levels. 45/60/75 seems good.
And slightly nerf dmg mods. 2.5/5/7.5 is what it should be IMO
Because you Wanted to be Something your Not.
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