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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tyjus Vacca
Valor Coalition
204
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Posted - 2014.02.26 12:15:00 -
[1] - Quote
would encourage more module diversity and reduce tanking |
Echoist
Dogs of War Gaming Zero-Day
195
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Posted - 2014.02.26 12:20:00 -
[2] - Quote
Hmmm interesting idea but they already have negative side effects from stacking them. Shield have the recharge delay and armor the speed, might be dangerous to add yet another penalty if we were to add this penalty I don't think it should be as severe as the other modules.
Noobasaures: "Rawr"
Laser Rifle Specialist, Rail Rifles... Lol fail
STINGY: Yes I did nickname my laser rifle.
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Takahiro Kashuken
Red Star. EoN.
2718
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Posted - 2014.02.26 12:43:00 -
[3] - Quote
Extender and plates suck already
Intelligence is OP
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Delta90212
Dust2Dust. Top Men.
290
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Posted - 2014.02.26 12:50:00 -
[4] - Quote
Takahiro Kashuken wrote:Shield Extender suck armor plates are better Fixed
Fear The Tribes / Standings Minmatar 5 / Gallente 5 / Pilot
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Korvin Lomont
United Pwnage Service RISE of LEGION
620
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Posted - 2014.02.26 12:55:00 -
[5] - Quote
Proto extenders are fine advanced and basic are not they could use a small buff (33/44/66)
Regarding plates scaling is weired on plates you gain 30% more HP from basic to advanced but only 22% from advanced to proto while penalties scale from basic to advances +50% and from advanced to proto +66%...
Ferroscale and reactive plates are only highly situational thanks to the fitting reqs... |
Korvin Lomont
United Pwnage Service RISE of LEGION
620
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Posted - 2014.02.26 12:56:00 -
[6] - Quote
Delta90212 wrote:Takahiro Kashuken wrote:Shield Extender suck armor plates are better Fixed
No not really sure you gain more HP but also more drawbacks... |
ALT2 acc
119
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Posted - 2014.02.26 12:57:00 -
[7] - Quote
Korvin Lomont wrote:Proto extenders are fine advanced and basic are not they could use a small buff (33/44/66)
Regarding plates scaling is weired on plates you gain 30% more HP from basic to advanced but only 22% from advanced to proto while penalties scale from basic to advances +50% and from advanced to proto +66%...
Ferroscale and reactive plates are only highly situational thanks to the fitting reqs... And how **** they are If I had 600 pg and 400 cpu I wouldn't use them...
Banned until the 10th
Reason: I said "feg"
I lol'd so dammed hard, it's not even funny, oh wait, yes it is.
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Zatara Rought
Fatal Absolution
2398
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Posted - 2014.02.26 12:59:00 -
[8] - Quote
They do already.
Stacking plates makes you slower (unless you relegate yourself to ferroscale or certain reactive plates).
Stacking shields increases your shield delay(s) I believe.
CEO of FA
B3RT>PFBHz>TP>IMP>FA
Follow me on twitter Skype Zatara.Rought
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Chunky Munkey
Amarr Templars Amarr Empire
3280
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Posted - 2014.02.26 13:14:00 -
[9] - Quote
Tyjus Vacca wrote:would encourage more module diversity and reduce tanking
There're already a tanking penalty. It's more commonly known as the Rail Rifle.
No.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
963
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Posted - 2014.02.26 13:16:00 -
[10] - Quote
shield extenders should receive a HP stacking penalty on amarr and gallente, and armor plates should receive an HP stacking penalty on Caldari and Minmitar
Kills- Archduke Ferdinand
Balance!
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Rasatsu
Much Crying Old Experts
1098
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Posted - 2014.02.26 13:19:00 -
[11] - Quote
(400 + 100) / 400 = 1.25 (500 + 100) / 500 = 1.20
See no stacking penalty, understand not stacking penalty, post stupid on forum. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3591
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Posted - 2014.02.26 13:34:00 -
[12] - Quote
They already have something worse than a stacking penalty as I recall. There is NO stacking penalty on the Speed hit from Armor plates, meaning the speed penalty quickly mounts.
The progression of both extenders and plates is a bit uneven at the moment: Shields go: 22-33-66 hp 18/3-36/6-54/11 fit
22 is so little hp, that it's practically pointless. It's hardly going to preserve the life of a fearful new player without better skills. So, that's bad... but ADV is only 11 hp higher? A... 50% jump I guess? Then you go from 50% jump... to 200% jump. It's not even close to even.
Fitting is at least pretty linear, the CPU increments by 18, while the PG doubles more or less. It's interesting to note that the "high power slot" shields actually have about the same power reqs as armor at ADV/PRO.
Armor goes: 85-110-135 hp 10/1-20/6-30/12 2%-3%-5%
Unlike shields, armor has a flat linear hp progression, +25. The fitting is also pretty flat. CPU progresses by +10, and the PG is more or less a +6. It gets awkward because the penalty jumps more between ADV/PRO. So, you get a 1% gain.. then twice that. The CPU/PG cost stays flat, and the hp gain is the same.
Basically, it's the opposite of how you might expect it to go. On shields, the rise in cost between tiers is pretty flat, but the gains quadruple (or triple if you put it in terms of hp instead of percentage). On armor though, it's the hp gains that are flat, while the relative penalty increase doubles.
Dren and Templar equipment stats, wrong since release.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
383
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Posted - 2014.02.26 13:48:00 -
[13] - Quote
Zeylon Rho wrote:They already have something worse than a stacking penalty as I recall. There is NO stacking penalty on the Speed hit from Armor plates, meaning the speed penalty quickly mounts.
The progression of both extenders and plates is a bit uneven at the moment: Shields go: 22-33-66 hp 18/3-36/6-54/11 fit
22 is so little hp, that it's practically pointless. It's hardly going to preserve the life of a fearful new player without better skills. So, that's bad... but ADV is only 11 hp higher? A... 50% jump I guess? Then you go from 50% jump... to 200% jump. It's not even close to even.
Fitting is at least pretty linear, the CPU increments by 18, while the PG doubles more or less. It's interesting to note that the "high power slot" shields actually have about the same power reqs as armor at ADV/PRO.
Armor goes: 85-110-135 hp 10/1-20/6-30/12 2%-3%-5%
Unlike shields, armor has a flat linear hp progression, +25. The fitting is also pretty flat. CPU progresses by +10, and the PG is more or less a +6. It gets awkward because the penalty jumps more between ADV/PRO. So, you get a 1% gain.. then twice that. The CPU/PG cost stays flat, and the hp gain is the same.
Basically, it's the opposite of how you might expect it to go. On shields, the rise in cost between tiers is pretty flat, but the gains quadruple (or triple if you put it in terms of hp instead of percentage). On armor though, it's the hp gains that are flat, while the relative penalty increase doubles.
Bolded part is just complete nonsense. Quadruples? 400% really?
32db Mad Bomber.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1782
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Posted - 2014.02.26 21:04:00 -
[14] - Quote
I like this idea, though I don't think it should work the same way as it does with other mods.
Personally, I think it would work better if the stacking penalty applied to the inherent penalty already present.
So if you wore 2 Complex Plates, your speed would be reduced by 10.65% rather than just 10%, wearing four would net you a total movement penalty of 26.39% rather than just 20%.
It would work the same with the recharge delay on shields, increasing it with each stack by the stacking penalty amount (in addition to the inherent penalty).
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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