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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.
Recruiter Link
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
//forums.dust514.com/default.aspx?g=posts&t=133588
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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
|
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
|
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
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Martyr Saboteur
Amarrtyrs
251
|
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
|
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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BL4CKST4R
WarRavens League of Infamy
2035
|
Posted - 2014.03.13 20:40:00 -
[31] - Quote
Martyr Saboteur wrote: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.
Those numbers are way to high anyways, nobody in their right mind uses complex armor plates. Secondly the amarr do not get enough HP for their penalty that I agree with BUT you do get other bonuses that do not directly translate into HP like a really god racial bonus, the highs PG/CPU and the most stamina.
As for the Gallente bonus I could care less if it's removed it's basically non existent if you are pure armor tanking, and negligible if you are repair tanking. What I am saying is that you are overly glorifying the bonus when in reality it's pretty bad. Compared to other bonuses.
For the Federation!
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AmlSeb
Tech Guard RISE of LEGION
45
|
Posted - 2014.03.13 20:52:00 -
[32] - Quote
CCP, please don't give Amarr Suits inherit armor regen. They are brick tanker, give them bonuses to plates or resistance but no regen
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3477
|
Posted - 2014.03.13 21:01:00 -
[33] - Quote
Hear me out
As a Gallente who rep tanks rather than armor tanks, I am looking forward to my suit achieving it's racial status. I wanted to armor rep tank and now using the proper suit will reward me. As of now if I wanted to rep tank I would stand no benefit from using the Gallente Scout.
Do not remove Gallente innate reps.
However I feel where the amarr are coming from but everyone is trying to compare the same fits. If you stack armor as high as you can who has the most HP? The Amarr. But the problem is where people try to compare an Amarr with an Armor Rep module to that of a Gallente without the module.
Who has more Reps or armor?
Amarr + 4 plates or Gall + 4 plates? > Amarr Amarr + 4 Reps or Gall + 4 Reps? > Gallente
OK so that matches parity. Gal win at rep tanking, amarr win at tanking
Amarr + 1 Rep + 3 Plates or Gal + 4 Plates? > Gallente Amarr + 1 Reactive + 3 plates or Gal + 4 plates? > I honestly don't know but it would make sense if it was a tie.
This is where you all find the problem. You are trying to create a gallente suit and thus sacrifice a module, that's how you lose out. Repair modules can be replaced by equipment and if you want optimum health for the stand and deliver method go amarr, they also have higher shields.
But I understand where you are coming from but maybe with the TTK raise in 1.8 people can stop looking at reppers as a necessity, and start looking at them as a back up plan. However sentinel bonuses and stuff are whack but that's out of place though.
68 inches above sea level...
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
247
|
Posted - 2014.03.13 21:15:00 -
[34] - Quote
Aeon Amadi wrote:Can't wait until you guys see that the Caldari Sentinel has a 1 second depleted shield recharge delay. That has already been discussed to death and is the right thing to do with a brick mode loadout that is built upon an armor type with regen delay. |
General12912
Gallente Marine Corps
110
|
Posted - 2014.03.13 21:28:00 -
[35] - Quote
lAssassinl Zer0 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
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.
you are looking at raw facts. if you take other things into consideration, such as the armor upgrades skill, your will find that because of your base hp, you will get more armor per level of upgrading that than the Gallente do.
also, only the light and medium frames get 30 more base armor hp per level. the heavy frame gets 75.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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Dunce Masterson
Savage Bullet
40
|
Posted - 2014.03.13 23:08:00 -
[36] - Quote
Sole Fenychs wrote: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.
I have read the dev post and it pisses me off, the reasons are as follows; #1. During the dropsuit update they forgot to update the medium dropsuit module slot layout and PG/CPU values #2. The Amarr sentinel should be the one getting 2 armor resistance bonuses not the gallente. #3. The laser rifle proficiency skill should of been left alone along with the nova knife has they are not increasing damage by tier. #4. the laser rifle feedback damage is not being reduced #5. the minmatar dropsuit HP aren't being buffed at least raise the lower value to match that of the higher one. #6. the dust 514 team should have a gun nut or us look at the concept art to get feedback about part placement and proportions before they make the 3D models for the game.
It would be allot simpler for the Dust 514 development team to balance dropsuits if the dropsuit got more skill based bonuses.
for the heavy suits for example;
Amarr heavy suit: 5% bonus to armor hit points per level
Caldari heavy suit: 5% bonus to shield hit points per level
Gallente heavy suit: 7.5 bonus to armor repair module effectiveness per level
Minmatar heavy suit: 7.5 bonus to shield recharger module effectiveness per level (or something minmatar like)
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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Artificer Ghost
Learning Coalition College
1290
|
Posted - 2014.03.13 23:40:00 -
[37] - Quote
I'm just a Gallente-Scrub, but here's my idea...
Someone's earlier idea - Increase Amarr base armor. That's good, and definitely a great idea... But let's take it a step further.
Make Armor Plates percentage-based. This will do a number of things: -You won't see Caldari Suits with 5000 armor anymore... -Amarr suits will be better brick tankers... -Gallente suits SHOULD have less base armor (and more base shield, stop trying to make Amarr dual-tankers, CCP*), which means less brick-tanking.
In turn, as to not stomp out the Gallente: -Increase all shield stats to be better than Amarr shield stats. I'll get to this. -Increase the 1.8 reps to 5.0 at proto-level (I haven't looked much at the stats, but I assume reps increase with tier). -Swap slot counts with Gallente and Amarr for the matching role (Proto A-Logi will have 3/5 and G-Logi will have 4/4 or whatever it is. -Make a high-slot module that increases passive reps by a percentage. Which means if you have a rep rate of 0%, this won't help.**
*In EVE, Amarr are the huge armor tankers and Gallente have better shielding altogether. Ships like the Myrmidon, a Gallente Battlecruiser, are often shield-tanked. It's not perfect, but it's still deadly. I don't know why they didn't match it in DUST. For some reason they want to make the Amarr dual-tankers when the Gallente should be.
**This will make Gallente better rep-tanks, and make rep-tanking viable. Think: 4 complex reps, each going at 5% each. Without skills, that's a base armor rep of 25.0hp/s. Now, with the high-slot modules, we got, let's say, +30% per module (might be overkill, but it's all trial and error). 25 + 90% = 47.5hp/s. If anyone wants to work with stacking penalties...
Anyways. Yus. Making rep-tank viable. That's enough to withstand an Assault Rifle for quite a bit. Compared to current TTK at least.
Of course, Gallente will just brick-tank and fill the highs with rep boosters, meaning they get rep-tanks and brick-tanks... Someone find a way to avoid that!
~Art, CEO and DoE at Learning Coalition College, Co-Founder of the Learning Coalition
Maken Tosch = 1000th Like!
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1865
|
Posted - 2014.03.14 00:13:00 -
[38] - Quote
Martyr Saboteur wrote: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.) Rep Tank (Armor and Shields)
At least the Amarr can Stamina Tank better... Oh wait, the Gallente have 4 lows so they can do that better too.
The single thing an Amarr Assault can do better is Shield Tank, which is not only ironic, but also practically worthless since its only by about 50 ~HP.
fixed (the rest were already listed or made no sense)
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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General12912
Gallente Marine Corps
113
|
Posted - 2014.03.14 09:46:00 -
[39] - Quote
General12912 wrote:lAssassinl Zer0 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
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. you are looking at raw facts. if you take other things into consideration, such as the armor upgrades skill, your will find that because of your base hp, you will get more armor per level of upgrading that than the Gallente do. also, only the light and medium frames get 30 more base armor hp per level. the heavy frame gets 75.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
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zibathy numbertwo
Nox Aeterna Security
525
|
Posted - 2014.03.14 10:12:00 -
[40] - Quote
You're extremely stupid. Please refrain from posting any more threads.
AR
Dmg: 34,
RoF: 750 RPM,
DPS: 425,
RR
Dmg: 55,
RoF: 461 RPM,
DPS: 422,
+ double the range.
Balanced.
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Korvin Lomont
United Pwnage Service RISE of LEGION
738
|
Posted - 2014.03.14 11:21:00 -
[41] - Quote
lAssassinl Zer0 wrote: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.
Look do you really think your suit would be faster without that 30HP? I don't believe this at best you would get a different bonus that's it.
Amarr are supposed to be the slowest suits withe the highest EHP and that's what they are. The Amarr heavy and Assault are great suits and they will be great suits in 1.8 as well. Regarding the Amarr scout I am not sure how good the satmina bonus will be.
But in general Amarr suits have the highest base HP, the most stamina and the best stamina regeneration they are tanky and mobile and the Assault suit has clearly the best fitting power of all Assault suits coupled with one of the best bonus.
You simply can't have ALL goodies the most HP the best regen the best stamina and be fast...
If at all CCP should buff Amarrs base health a bit as they already did once with the heavy. But regen belongs to gallente its their way to armor tank...
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
3
|
Posted - 2014.03.14 16:58:00 -
[42] - Quote
Korvin Lomont wrote:lAssassinl Zer0 wrote: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. Look do you really think your suit would be faster without that 30HP? I don't believe this at best you would get a different bonus that's it. Amarr are supposed to be the slowest suits withe the highest EHP and that's what they are. The Amarr heavy and Assault are great suits and they will be great suits in 1.8 as well. Regarding the Amarr scout I am not sure how good the satmina bonus will be. But in general Amarr suits have the highest base HP, the most stamina and the best stamina regeneration they are tanky and mobile and the Assault suit has clearly the best fitting power of all Assault suits coupled with one of the best bonus. You simply can't have ALL goodies the most HP the best regen the best stamina and be fast... If at all CCP should buff Amarrs base health a bit as they already did once with the heavy. But regen belongs to gallente its their way to armor tank...
That's what i'm saying, we don't want regen on Amarr but we really want more base ehp (in armor). 30ehp is NOTHING and pretty worthless, Gallente at the end do same than us but better.
More Stamina ? You seems to forget than as you said we're the slowest, at the end it's the same distance we've done but in much longer time.
Everybody talks about the Amarr getting the best Base ehp, but what the point about having the best base ehp if at the end once it's fitted we don't have the bigger ehp ? Nobody plays fit without modules..... YES we have better CPU than gallente (8) but we have less PG, and our weapons takes twice (or more) PG/CPU than Others. Proto CR : 8 PG Proto SCR : 20 PG...
You simply can't have ALL goodies the most HP the best regen the best stamina and be fast... => We're not fast , we don't have the biggest ehp once fitted, we have no regen, and our stmaina is useless because we are the lsowest. Actually we have NO GOODIES.
The only things we ask is more Base Armor and more ehp because once fitted others keep their goodies but have better ehp and others than us (exepting stamina...useless on a Brick suit.). Regen is not for us it's for gallente we know it, but at least they should have less ehp than us, not only base but once FITTED. Seriously 30ehp ????? YOU REALLY THINK 30ehp makes us the Brick tanking suit ??? Under 60ehp it's nothing....Like giving more ammo to the NK, nobody care. |
Cymek Omnius
Villore Sec Ops Gallente Federation
40
|
Posted - 2014.03.14 17:57:00 -
[43] - Quote
LittleCuteBunny wrote:Issue DescriptionArmor 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 lAssassinl Zer0 wrote: ...The problem is what they try to do (CCP) is :
Amarr : Brick Armor Tanker Gallente : HP Regen Tanker.
Problem : Gallente Dropsuits actually have more HP than Amarr AND native regen.
...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 ?
Do Amarr Dropsuits have a roll in the battlefield?If the Gallente Dropsuits are capable of better armor and regen tanking than Amarr Dropsuits... EDIT: - Edited OP to reflect the threads discussion - I have moved proposals or ideas to the second post.
Amar heavy suits have quite a better buffer. 275 more hp in armor alone. I think that's huge.
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
5
|
Posted - 2014.03.14 21:18:00 -
[44] - Quote
Cymek Omnius wrote:LittleCuteBunny wrote:Issue DescriptionArmor 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 lAssassinl Zer0 wrote: ...The problem is what they try to do (CCP) is :
Amarr : Brick Armor Tanker Gallente : HP Regen Tanker.
Problem : Gallente Dropsuits actually have more HP than Amarr AND native regen.
...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 ?
Do Amarr Dropsuits have a roll in the battlefield?If the Gallente Dropsuits are capable of better armor and regen tanking than Amarr Dropsuits... EDIT: - Edited OP to reflect the threads discussion - I have moved proposals or ideas to the second post. Amar heavy suits have quite a better buffer. 275 more hp in armor alone. I think that's huge.
I'm speaking about Medium frames. |
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