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LittleCuteBunny
352
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Posted - 2014.03.12 21:01:00 -
[1] - Quote
Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
Recruiter Link
Retired.
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LittleCuteBunny
352
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Posted - 2014.03.12 21:02:00 -
[2] - Quote
Reserved.
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Retired.
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Martyr Saboteur
Amarrtyrs
246
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Posted - 2014.03.12 21:08:00 -
[3] - Quote
Better idea: add 90 base armor to all Amarr Dropsuits.
The Gallente get a Basic/Enhanced Armor Repper for Free. Give Amarr Suits a Basic/Enhanced Armor Plate for free.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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LittleCuteBunny
352
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Posted - 2014.03.12 21:24:00 -
[4] - Quote
Martyr Saboteur wrote:Better idea: add 95 base armor to all Amarr Dropsuits.
The Gallente get a Basic/Enhanced Armor Repper for Free. Give Amarr Suits a Basic/Enhanced Armor Plate for free.
If this was the case CCP must take into consideration several things. The first is to understand that the importance of EHP is different across dropsuits, where self-regeneration is important to most dropsuits (Scout is to mobility/stealth modules, Assault is to persistent combat which can have armor or CPU/PG modules and for Heavy frames EHP is prime). The second must be to consider the additional increment of 25% to armor and shield respectively that are added via skill tree.
There are probably more things but this are the few I can think of right away.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
430
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Posted - 2014.03.12 21:48:00 -
[5] - Quote
Its the whole 'lore' thing.
Amarr Armor Tank. Gallente Rep Tank.
Its a way to make the two different.
If you go with option two, the Amarr need to lose some base health.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
241
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Posted - 2014.03.12 22:06:00 -
[6] - Quote
Amarr's requirement of external repping plays right into the whole "hard hitting but hard to use" mentality, while Gallente is more of a consistent but weaker experience, with less damage output and armor but internal reps and guns that don't overheat. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8153
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Posted - 2014.03.12 22:33:00 -
[7] - Quote
Sole Fenychs wrote:Amarr's requirement of external repping plays right into the whole "hard hitting but hard to use" mentality, while Gallente is more of a consistent but weaker experience, with less damage output and armor but internal reps and guns that don't overheat.
Well said.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5190
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Posted - 2014.03.12 22:50:00 -
[8] - Quote
LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
The Gallente need more of a nerf..? Seriously..?
Useful Links
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8157
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Posted - 2014.03.12 22:52:00 -
[9] - Quote
Aeon Amadi wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
The Gallente need more of a nerf..? Seriously..?
You trying to tell me you think the Gallente are underpowered in terms of suits?
Weapons sure but not suits.
" ..- -.- --. I wish I remembered morse code so I wasn't typing random letters"
- Malleus Malificorum
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Dustbunny Durrr
ReD or DeaD
153
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Posted - 2014.03.12 23:02:00 -
[10] - Quote
Sole Fenychs wrote:Amarr's requirement of external repping plays right into the whole "hard hitting but hard to use" mentality, while Gallente is more of a consistent but weaker experience, with less damage output and armor but internal reps and guns that don't overheat.
Except that the Gallente are the hard hitters in the Eve universe (albeit with very short range). Gallente are armor tankers with the best amour rep bonuses. (Hence the bonus makes sense from a lore perspective at least).
Amarr on the other hand, are the best buffer armor tankers in the game. Their weaponry, however, is average DPS with high fitting requirements. About the only upside is their average DPS can be dished out to above average range. |
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Dustbunny Durrr
ReD or DeaD
153
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Posted - 2014.03.12 23:04:00 -
[11] - Quote
True Adamance wrote:Aeon Amadi wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
The Gallente need more of a nerf..? Seriously..? You trying to tell me you think the Gallente are underpowered in terms of suits? Weapons sure but not suits.
I agree, best suits in the current game (1.7), and will still have the overall best suits in 1.8. |
Llast 326
An Arkhos
2381
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Posted - 2014.03.12 23:13:00 -
[12] - Quote
Sole Fenychs wrote:Amarr's requirement of external repping plays right into the whole "hard hitting but hard to use" mentality, while Gallente is more of a consistent but weaker experience, with less damage output and armor but internal reps and guns that don't overheat. I would add that the Amarr are also a collectivist society, the need for external repping plays to that as well, promoting working together as a whole.
The rep bonus on most of the Gal suits is 1/sec less than a basic repairer, and while adequate for a logi hp pool, not exactly stellar on the Sentinels or Commandos.
2/sec (a basic Rep) on the Assault is good i believe, not to low to be useful, and balances out taking damage with rep time in a reasonable way (though that depends on how far the TTK of 1.8 has changed)
3/sec on the Gal scout, I really thought this should have been 2/sec, it would be enough to compensate for remote lone operations with the limited EHP of the scout suit. 3/sec promote slayer scout builds a little more than i would like to see.
KRRROOOOOOM
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BL4CKST4R
WarRavens League of Infamy
2028
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Posted - 2014.03.13 04:01:00 -
[13] - Quote
LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
Because 1/2/3 armor repair is so godly on a maxed tanked suit that's 6 freaking minutes to max HP.
For the Federation!
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BL4CKST4R
WarRavens League of Infamy
2028
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Posted - 2014.03.13 04:02:00 -
[14] - Quote
Dustbunny Durrr wrote:True Adamance wrote:Aeon Amadi wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
The Gallente need more of a nerf..? Seriously..? You trying to tell me you think the Gallente are underpowered in terms of suits? Weapons sure but not suits. I agree, best suits in the current game (1.7), and will still have the overall best suits in 1.8.
Best suit in 1.8 will be Caldari.
For the Federation!
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Dunce Masterson
Savage Bullet
38
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Posted - 2014.03.13 04:23:00 -
[15] - Quote
Caldari have shield damage resistance Amarr have armor damge resistance Gallente have armor repair rate bonus Minmatar have shield boost amount bonus
the fact that the troll dust team gave the gallente 2 armor resistance bonus proves that they are a gang of trolls that are showing favoritism to the gallente faction. they could prove me wrong and give both the amarr and gallente 2 armor resistance bonuses.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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LittleCuteBunny
354
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Posted - 2014.03.13 04:29:00 -
[16] - Quote
BL4CKST4R wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
Because 1/2/3 armor repair is so godly on a maxed tanked suit that's 6 freaking minutes to max HP.
The Gallente will not need to use an armor repairing module at all allowing them to use add other types of modules (i.e. EHP wise the Gallente Assault could get 700+ armor 350+ shields).
Dunce Masterson wrote:Caldari have shield damage resistance Amarr have armor damge resistance Gallente have armor repair rate bonus Minmatar have shield boost amount bonus
the fact that the troll dust team gave the gallente 2 armor resistance bonus proves that they are a gang of trolls that are showing favoritism to the gallente faction. they could prove me wrong and give both the amarr and gallente 2 armor resistance bonuses.
I doubt they will give any other dropsuit that is not a heavy a damage resistance
Let's be honest Gallente dropsuits were more than decent in respect to armor tanking as of 1.7 and with 1.8 things are looking brighter than ever for them and shady for the rest of the races
Recruiter Link
Retired.
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Dunce Masterson
Savage Bullet
38
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Posted - 2014.03.13 04:56:00 -
[17] - Quote
@ LittleCuteBunny i was talking about the sentinel suits and edited my post
if the gallente get free armor reps how about the amarr get free armor resistance to every thing say: 5% armor damage resistance (everything) for the same type as the gallente get 1 armor rep 15% armor damage resistance (everything) for the scout as the gallente scout gets 3 armor repair.
this now looks balanced.
and for the other races
Caldari free suit bonus 5% shield damage resistance (everything) on all the suits except scout 15% shield damage resistance (everything) on the scout suit.
Minmatar free suit bonus 5% bonus to shield recharger module effectiveness for their medium to heavy suits. 15% bonus to shield recharger module effectiveness for their scout suit.
now that every one gets a free built in bonus no one is special or shown has favorites from the Dust 514 development team.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5194
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Posted - 2014.03.13 07:27:00 -
[18] - Quote
True Adamance wrote:Aeon Amadi wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
The Gallente need more of a nerf..? Seriously..? You trying to tell me you think the Gallente are underpowered in terms of suits? Weapons sure but not suits.
Brosef, Gallente Assault only survived because armor plates are powerful in their own right. They get a shield recharge bonus which, I don't need to remind everyone how useless that is when you consider they only have 120 base shields. The reduction in PG/CPU only applies to hybrid weaponry which, as you say, their weapons are underpowered - so they only really benefit from using other races' weaponry.
The 1.8 Gallente Assault is going to be even worse because someone thought it'd be a good idea to force a dispersion reduction on their weaponry despite some of us being firm believers that less dispersion = not good for CQC. Even then, you only have a few weapons that benefit from it. The Plasma Cannon certainly doesn't and the Shotgun is going to be hilarious with it.
So, yes, I am trying to tell you that they are underpowered. The Gallente Logi might not be but then again, I wouldn't wager that Logis are underpowered anyway.
Useful Links
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
245
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Posted - 2014.03.13 09:43:00 -
[19] - Quote
Dunce Masterson wrote:if the gallente get free armor reps how about the amarr get free armor resistance to every thing say:
Ok, now I understand. You haven't read the ******* dev blog. Look at the ******* stats. Amarr HAVE more free armor than Gallente.
Stop spouting lies. I wish I could downvote your ignorant ass. |
General12912
Gallente Marine Corps
107
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Posted - 2014.03.13 09:44:00 -
[20] - Quote
i really dont like this idea. the only suit not worth putting a repairer on is the scout. that makes room for more profile dampeners. thats alright, since the Gallente scouts are supposed to be masters of stealth anyways.
the armor repair rate of a Gallente heavy would take forever without an armor repairer . it repairs 1hp/sec. it doesnt fair much better for a Gallente medium-type frame (assault/logi included). it would take awhile for them to repair to full hp by themselves, especially if they put armor plates on in place of the repairer.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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BL4CKST4R
WarRavens League of Infamy
2031
|
Posted - 2014.03.13 12:23:00 -
[21] - Quote
LittleCuteBunny wrote:BL4CKST4R wrote:[quote=LittleCuteBunny]Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
Because 1/2/3 armor repair is so godly on a maxed tanked suit that's 6 freaking minutes to max HP.
The Gallente will not need to use an armor repairing module at all allowing them to use add other types of modules (i.e. EHP wise the Gallente Assault could get 700+ armor 350+ shields).
your joking right? Do you even armor tank?? To have a viable armor repair you need at least AT LEAST 7-10 armor repair to be half decent and self sufficient, and even then when you get to those numbers your armor repairs more than twice as long as shield and your HP is equal to shields. So that +2 armor repair doesn't mean anything in a REAL scenario since being an active tank with armor is impossible and buffer tanking gives more HP than what that +2 will repair in an entire match.
For the Federation!
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Korvin Lomont
United Pwnage Service RISE of LEGION
716
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Posted - 2014.03.13 12:33:00 -
[22] - Quote
Martyr Saboteur wrote:Better idea: add 95 base armor to all Amarr Dropsuits.
The Gallente get a Basic/Enhanced Armor Repper for Free. Give Amarr Suits a Basic/Enhanced Armor Plate for free.
As far as I know they get a free ferroscale plate on adv level. I haven't runn all the numbers but it seems all Amarrsuits will have roughly 30 hp more compared to all the suits that's a free adv. ferroscale remember the plate without speedpenalty.
The innate armor repair for the gallente is not that much 1HP for the sentinel/commando that's not even a militia repper but even the 2 for medium suits or 3 for light suits aren't that special.
It helps a little but even a gal scout would need 10 sec to repair the HP difference to an Amarr suit...And other suits get other goodies.
Regarding the suit layouts I think most are quite balanced in general with a slight favor to caldari and in some cases minmatar suits. |
lAssassinl Zer0
Company of Marcher Lords Amarr Empire
0
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Posted - 2014.03.13 16:01:00 -
[23] - Quote
LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
In fact (It's my secondary account.) the problem is what they try to do (CCP) is :
Amarr : Brick Armor Tanker Gallente : HP regen tnaker.
Problem : Gallente actually have more hp than Amarr AND native regen.
The native regen of gallente make them save a slot. which is used to increase Armor ehp by 70/110/150 (with skills) AND they have same or more slots than Amarr suits. At the end, Amarr suits have Less slots, no native regen (they must waste a slot if they want repair) and only 30 more ehp. And they are supposed to brick tank ?? With less Hp ????? And less slots ?
Amarr don't need armor repair since they're Pure Armor tank, BUT the problem is : They're not Armor tnaker, they have less armor hp. 30ehp is NOT a fair tradeoff for a slot. They need AT LEAST 70 more base ehp than Gallente to be competitive. (A basic plate).
Amarr is same than a Gallente, but, slower, with fewer lsots or same slots, less Potential ehp , no regen , less PG (2/4 for more CPU (only 8/9....).
So everything an Amarr can do, (Medium suits) an Gallente can do it better. |
Banjo Robertson
Bullet Cluster Legacy Rising
89
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Posted - 2014.03.13 16:06:00 -
[24] - Quote
LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
I don't see a problem here. |
lAssassinl Zer0
Company of Marcher Lords Amarr Empire
0
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Posted - 2014.03.13 16:08:00 -
[25] - Quote
Korvin Lomont wrote:Martyr Saboteur wrote:Better idea: add 95 base armor to all Amarr Dropsuits.
The Gallente get a Basic/Enhanced Armor Repper for Free. Give Amarr Suits a Basic/Enhanced Armor Plate for free. As far as I know they get a free ferroscale plate on adv level. I haven't runn all the numbers but it seems all Amarrsuits will have roughly 30 hp more compared to all the suits that's a free adv. ferroscale remember the plate without speedpenalty. The innate armor repair for the gallente is not that much 1HP for the sentinel/commando that's not even a militia repper but even the 2 for medium suits or 3 for light suits aren't that special. It helps a little but even a gal scout would need 10 sec to repair the HP difference to an Amarr suit...And other suits get other goodies. Regarding the suit layouts I think most are quite balanced in general with a slight favor to caldari and in some cases minmatar suits.
WRONG. These 30ehp cost us speed. (We're by far the slowest, our scout is slower than a Minmatarr assault).
So actually they didn't gave us an advanced ferrosclae. They gave us less than a Militia Plate with speed penality of an double Complex. (We have 10% less speed than others if i remember well.)
Innate Armor repair means you don't need to fit one and you can increase your ehp with even more ehp. Making you more tanky than Amarr WITh a regen OR makes you able to stack a huge regen Pool. (15hp/s with double complex which is going to be HUGE since we're lowering the TTK.)
While Amarr will be OUT OF COMBAT after one battle because 3/4 of his armor is dead. |
lAssassinl Zer0
Company of Marcher Lords Amarr Empire
0
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Posted - 2014.03.13 16:09:00 -
[26] - Quote
Banjo Robertson wrote:LittleCuteBunny wrote:Issue Description
Armor tanking dropsuits are usually required to have a way to regenerate their plates. There are three ways to regenerate armor at the moment. The first is self-repair via dropsuit low slot modules, the second requires a 3rd party with a repair tool and the last one is using armor repairing nanohives.
As of 1.8 a base self-repair has been added to every Gallente Dropsuit ranging from 1 to 3, meaning that a player using the previously mentioned dropsuit will have the option to disregard using a low slot module which saves him CPU/PG and frees up a slot.
The free slot means that the player can use one of the following: -CPU/PG enhancement modules -Armor modules that can increase EHP or regeneration -Kinetic modules to increase speed or sprint endurance -Profile dampening modules
Solution I propose 2 options to this problem:
a)Addition of the base GÇ£Heal Armor RateGÇ¥ to every Amarr Dropsuit in 1.8 b)Removal of the base GÇ£Heal Armor RateGÇ¥ that Gallente Dropsuits will have as of 1.8
I don't see a problem here.
Problem : Gallente can be more tanky than Amarr WITH a hp regen. Everything an Amarr do/ fit , an Gallente do it better. |
LittleCuteBunny
354
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Posted - 2014.03.13 17:07:00 -
[27] - Quote
BL4CKST4R wrote: The Gallente will not need to use an armor repairing module at all allowing them to use add other types of modules (i.e. EHP wise the Gallente Assault could get 700+ armor 350+ shields). your joking right? Do you even armor tank?? GǪ.
Answering your doubtsGǪ 1st If it doesn't mean anything why would you even bother with such bonus being removed or added 2nd On a very frequent scenario you are will have to engage enemies too often, you would different types of ways to repair but having a self-repair adds a safe net for the dropsuit. 3rd It can be done: http://www.protofits.com/fittings/shared/209/627 (1114.3 EHP)
Gallente's Brick Tank > Amarr
lAssassinl Zer0 wrote: In fact (It's my secondary account.) the problem is what they try to do (CCP) is :
Amarr : Brick Armor Tanker Gallente : HP regen tnaker.
Problem : Gallente actually have more hp than Amarr AND native regen.
The native regen of gallente make them save a slot. which is used to increase Armor ehp by 70/110/150 (with skills) AND they have same or more slots than Amarr suits. At the end, Amarr suits have Less slots, no native regen (they must waste a slot if they want repair) and only 30 more ehp.
And they are supposed to brick tank ?? With less Hp ????? And less slots ?
Amarr don't need armor repair since they're Pure Armor tank, BUT the problem is : They're not Armor tnaker, they have less armor hp. 30ehp is NOT a fair tradeoff for a slot.
They need AT LEAST 70 more base ehp than Gallente to be competitive. (A basic plate).
Amarr is same than a Gallente, but, slower, with fewer lsots or same slots, less Potential ehp , no regen , less PG (2/4 for more CPU (only 8/9....).
So everything an Amarr can do, (Medium suits) an Gallente can do it better.
+1
The problem is that Amarr dropsuits do not reflect what CCP attempted to do.
If CCP was willing to take a look into every Amarr dropsuit and fix their stats it would wonderful but for now I'm afraid that it might be asking too much since it took them 1 year to bring the dropsuits that were missing.
Recruiter Link
Retired.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5197
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Posted - 2014.03.13 19:11:00 -
[28] - Quote
Can't wait until you guys see that the Caldari Sentinel has a 1 second depleted shield recharge delay.
Useful Links
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Martyr Saboteur
Amarrtyrs
251
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Posted - 2014.03.13 19:27:00 -
[29] - Quote
Korvin Lomont wrote:Martyr Saboteur wrote:Better idea: add 95 base armor to all Amarr Dropsuits.
The Gallente get a Basic/Enhanced Armor Repper for Free. Give Amarr Suits a Basic/Enhanced Armor Plate for free. As far as I know they get a free ferroscale plate on adv level. I haven't runn all the numbers but it seems all Amarrsuits will have roughly 30 hp more compared to all the suits that's a free adv. ferroscale remember the plate without speedpenalty. The innate armor repair for the gallente is not that much 1HP for the sentinel/commando that's not even a militia repper but even the 2 for medium suits or 3 for light suits aren't that special. It helps a little but even a gal scout would need 10 sec to repair the HP difference to an Amarr suit...And other suits get other goodies. Regarding the suit layouts I think most are quite balanced in general with a slight favor to caldari and in some cases minmatar suits. That extra ~30 EHP is to make up for our slower speed, which is lolworthy itself...
~30 EHP <<<<<<<<<<< 2hp/s, more modules slots (allowing even more EHP than lol30), and more speed.
Gallente suits are better than Amarr ones at Armor and Buffer tanking, while also being faster and more self sufficient.
Example: A Gallente Assault can achieve 1123 EHP in 1.8, with 846 of it being Armor. This is while using a Standard AR and Standard IoP with a Compact Nanohive. Keep in mind that it also is faster and has innate Armor Reps.
An Amarr Assault con achieve 1095 EHP in 1.8, with 733 of it being Armor. This is while using a Standard ScR and Standard ScP with a Compact Nanohive. Keep in mind that it is also slower than the Galassault, and doesn't have any innate reps, so realistically, one of those plates would be a Repairer, likely a Complex one, lowering its EHP down to 946.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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Martyr Saboteur
Amarrtyrs
251
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Posted - 2014.03.13 19:39:00 -
[30] - Quote
Let's count the things a Gallassault can do better than an Am assault.
1.) Armor Tank 2.) Speed Tank 3.) Buffer Tank 4.) Stealth Tank 5.) Regen Tank (Armor) 6.) Scan Tank 7.) Hack Tank
At least the Amarr can Stamina Tank better... Oh wait, the Gallente have 4 lows so they can do that better too.
Totally not Fizzer94's forum alt. Definitely just a random dude.
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