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Gavr1Io Pr1nc1p
3
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Posted - 2014.03.13 01:13:00 -
[1] - Quote
Its a really simple matter of tweaking numbers right now.
Currently, with increased TTK in 1.8 coming soon due to strategic rifle nerfs, shield extenders and rechargers will have come a long way into ceasing the shield-armor disparity gap.
However, there is one issue that many who have previously debated this issue with rage, anger, bitterness, and occasionally out right trolling, have really not discussed all that much. The issue at hand is fitting requirements and how reforming them for armor plates and shield extenders will positively affect intra game balance issues.
First off, armor plates and modules are generally Pg intensive, while shield extenders and modules are generally designed to be CPU intensive. This is because utility modules designed to be coupled with these two tanking module types are intensive in the opposite resource. For example, damage mods and precision enhancers are very CPU intensive, while kinetic catalyzers and cardiac regulators are very Pg intensive. To encourage diversity, fits that utilize these utility modules as well as primary tank type must be viable.
Now, with armor plates being Pg intensive and Extenders being CPU intensive, we must find a converting factor between the two. For prototype suits, in general, the ratio of CPU to PG is 4.7-5.2 CPU/PG. Therefore, we can conclude that every 5 CPU is worth approximately 1 Pg.
Now lets look at the comparative fitting costs of shield extenders and armor plates. We will look at prototype level, as prototype plates are currently relatively well balanced in regards to prototype shield extenders.
SE-54 CPU 11 PG-equivalent of 54 CPU and 55 CPU of PG, or 109 total fitting value AP-30 CPU 12 PG-Equivalent of 30 CPU and 60 CPU of PG, or 90 total fitting value
What currently needs to happen to bridge the disparity between extenders and plates is to a.) lower the pg cost of extenders b.) raise the CPU cost of extenders to equate them with armor
New values for 1.8-(suggested) for shield extenders
60 CPU 6 PG, or simply the values of armor plates reversed
With these suggested changes implemented, there is really only one more problem with extenders versus armor plates-scaling.
Current values of AP HP,
STD ADV PRO 85 115 135
Current values of SE HP,
STD ADV PRO 22 33 66
the GêåHP % between STD and PRO, and ADV and PRO do not align
A PRO plate is 1.6 times the HP value of a STD plate, and 1.17 times the value of an ADV plate in HP
A PRO extender is 3 time the HP value of an STD extender, and 2 times the value of an ADV extender in HP
Currently, the scaling system with armor plates is the better of the two, as it reduces the gap between those with PRO gear and those with MLT/STD gear, so we will scale HP values of shield extenders accordingly, assuming prototype extenders and plates are balanced against each other.
Suggested HP values for 1.8 shield extenders-
STD ADV PRO 41 56 66
These values follow the same scaling as armor plates from STD through to PRO
Now, the more discerning of you may argue "with the changed CPU/PG values, what will stop dual tanking?"
This is a valid and legitimate concern that needs to be addressed.
My idea for this will allow for full customization and diversity while at the same time discouraging dual tanking in 1.8
For Caldari and Minmitar frames, if a single shield extender is fit on the suit, the HP from armor plates is reduced by 20%, and the movement speed penalty is doubled.
For Amarr and Gallente frames, if a single armor plate is fit on the suit, the HP from shield extenders is reduced by 20%, and the depleted regen delay penalty is doubled.
Further notes- Minmitar and Caldari shield regeneration, recharge delay, and shield depleted recharge delay values need to be switched-it makes no sense that Caldari suits receive both the greatest shield buffer as well as regeneration.
PS-Ferroscales and Reactive plates will be discussed at a later time, but they need some love as well
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
3
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Posted - 2014.03.13 01:14:00 -
[2] - Quote
sorry for the huge wall of text-its really not that long, just skim through it
Kills-Archduke Ferdinand
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Lorhak Gannarsein
Science For Death
2036
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Posted - 2014.03.13 01:16:00 -
[3] - Quote
Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :)
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
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Cody Sietz
Bullet Cluster Legacy Rising
2642
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Posted - 2014.03.13 01:20:00 -
[4] - Quote
I think if you increase the speed penalty to plates, then you would see less dual tanking.
I like the idea of giving major drawbacks, but it will never fly.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Gavr1Io Pr1nc1p
3
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Posted - 2014.03.13 01:21:00 -
[5] - Quote
Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Im using a stick here because i think a carrot will make TTK go WAY over the top, but thanks for the positive feedback :)
Kills-Archduke Ferdinand
Balance!
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Lorhak Gannarsein
Science For Death
2037
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Posted - 2014.03.13 01:23:00 -
[6] - Quote
Gavr1Io Pr1nc1p wrote:Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Im using a stick here because i think a carrot will make TTK go WAY over the top, but thanks for the positive feedback :)
A carrot would be applied in conjunction with a slight nerf, of course :P
Also if you're nerfing my dual tanking capacity give me some utility mods in my highs pls.
Assault ak.0 w/ScR+ScP 4LYFE
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Gavr1Io Pr1nc1p
3
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Posted - 2014.03.13 01:26:00 -
[7] - Quote
Lorhak Gannarsein wrote:Gavr1Io Pr1nc1p wrote:Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Im using a stick here because i think a carrot will make TTK go WAY over the top, but thanks for the positive feedback :) A carrot would be applied in conjunction with a slight nerf, of course :P Also if you're nerfing my dual tanking capacity give me some utility mods in my highs pls. Oh i forgot to mention that-I suggest keeping damage mods as high slots and buffing range enhancers and moving them to high slots. Though, honestly, with damage mods you really don't need much else
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
3
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Posted - 2014.03.13 01:38:00 -
[8] - Quote
Cody Sietz wrote:I think if you increase the speed penalty to plates, then you would see less dual tanking.
I like the idea of giving major drawbacks, but it will never fly. Why not?
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
4
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Posted - 2014.03.13 01:49:00 -
[9] - Quote
CCP logibro, i apologize for asking someone to make a thread asking to unban meGǪ.can you please comment your feedback upon my lowly thread?
EDIT: and please don't lock it
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Gavr1Io Pr1nc1p
5
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Posted - 2014.03.13 02:25:00 -
[10] - Quote
added a TL;DR for all the lazy people out there
Kills-Archduke Ferdinand
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Cody Sietz
Bullet Cluster Legacy Rising
2645
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Posted - 2014.03.13 03:31:00 -
[11] - Quote
Gavr1Io Pr1nc1p wrote:Cody Sietz wrote:I think if you increase the speed penalty to plates, then you would see less dual tanking.
I like the idea of giving major drawbacks, but it will never fly. Why not? People would complain like crazy that they can't play how they want to.
I said to do the same thing months ago, but with dmg mods and Logis. People had a crap storm.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Joel II X
Dah Gods O Bacon
1617
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Posted - 2014.03.13 04:11:00 -
[12] - Quote
Gavr1Io Pr1nc1p wrote:Lorhak Gannarsein wrote:Gavr1Io Pr1nc1p wrote:Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Im using a stick here because i think a carrot will make TTK go WAY over the top, but thanks for the positive feedback :) A carrot would be applied in conjunction with a slight nerf, of course :P Also if you're nerfing my dual tanking capacity give me some utility mods in my highs pls. Oh i forgot to mention that-I suggest keeping damage mods as high slots and buffing range enhancers and moving them to high slots. Though, honestly, with damage mods you really don't need much else EDIT: code breakers should be highs as well, and another DMG mod type needs to be introduced for low slots This, along with your OP. |
Gavr1Io Pr1nc1p
6
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Posted - 2014.03.13 15:55:00 -
[13] - Quote
Cody Sietz wrote:Gavr1Io Pr1nc1p wrote:Cody Sietz wrote:I think if you increase the speed penalty to plates, then you would see less dual tanking.
I like the idea of giving major drawbacks, but it will never fly. Why not? People would complain like crazy that they can't play how they want to. I said to do the same thing months ago, but with dmg mods and Logis. People had a crap storm. well, this is an issue (dual tanking) that has been addressed by CCP as a problem and measures have been taken to reenforce no dual tanking message
Kills-Archduke Ferdinand
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Korvin Lomont
United Pwnage Service RISE of LEGION
723
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Posted - 2014.03.13 16:02:00 -
[14] - Quote
Gavr1Io Pr1nc1p wrote:sorry for the huge wall of text-its really not that long, just skim through it
I agreed that fitting requirements need to be adjusted.
But I always found the scaling of plates very weird (the scaling of extenders as well), especially if you look at how the penalties scale as well...So I don't believe extenders need the same scaling as plates but I fully agree that lower tier extenders need a buff I always liked 33/44/66 :) so an absolute HP gain not a percentage based. |
Gavr1Io Pr1nc1p
7
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Posted - 2014.03.13 20:13:00 -
[15] - Quote
Korvin Lomont wrote:Gavr1Io Pr1nc1p wrote:sorry for the huge wall of text-its really not that long, just skim through it I agreed that fitting requirements need to be adjusted. But I always found the scaling of plates very weird (the scaling of extenders as well), especially if you look at how the penalties scale as well...So I don't believe extenders need the same scaling as plates but I fully agree that lower tier extenders need a buff I always liked 33/44/66 :) so an absolute HP gain not a percentage based. 33 44 66 isn't bad either
Kills-Archduke Ferdinand
Balance!
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Joseph Ridgeson
WarRavens League of Infamy
716
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Posted - 2014.03.13 20:22:00 -
[16] - Quote
If so much was moved to High Slots, Shields are at a detriment. They could either Dual Tank, at a greatly reduced value, or use Regulators. So a Caldari Logistics is using 5 Regulators? Or 3 Regulators and a 2 profile dampeners?
Armor would have more HP and more ability to customize with most utility things in the High Slots. |
Heimdallr69
Heaven's Lost Property
1854
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Posted - 2014.03.13 20:23:00 -
[17] - Quote
I remember when no one armor tanked other than heavies...oh wait we only had caldari assaults lmao..makes since now.
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Joseph Ridgeson
WarRavens League of Infamy
716
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Posted - 2014.03.13 20:25:00 -
[18] - Quote
Heimdallr69 wrote:I remember when no one armor tanked other than heavies...oh wait we only had caldari assaults lmao..makes since now. Armor was also buffed in the HP department as well as reduced speed penalties. Shield Extenders were also hit with a penalty as well. That is what did it mostly. |
Gavr1Io Pr1nc1p
7
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Posted - 2014.03.13 20:37:00 -
[19] - Quote
Joseph Ridgeson wrote:If so much was moved to High Slots, Shields are at a detriment. They could either Dual Tank, at a greatly reduced value, or use Regulators. So a Caldari Logistics is using 5 Regulators? Or 3 Regulators and a 2 profile dampeners?
Armor would have more HP and more ability to customize with most utility things in the High Slots. the only things that would be moved are code breakers and range amps. Also, damage mods should be high and low slots
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
8
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Posted - 2014.03.13 23:42:00 -
[20] - Quote
Joseph Ridgeson wrote:Heimdallr69 wrote:I remember when no one armor tanked other than heavies...oh wait we only had caldari assaults lmao..makes since now. Armor was also buffed in the HP department as well as reduced speed penalties. Shield Extenders were also hit with a penalty as well. That is what did it mostly. Yeah, it was pretty bad for shield tankers. AA too, thats a shield nerf right there
Kills-Archduke Ferdinand
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Kaughst
Nyain San Renegade Alliance
287
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Posted - 2014.03.13 23:52:00 -
[21] - Quote
There is suppose to be a natural bonus to armor plates, not being weighed down as much, for gallente but according to the CPM they don't have the tools to do so from what I heard last summer and CCP had stated that giving the bonus would mess with the tag system and have them individually mess with everything which is apparently . I do not know how they are doing now but hopefully racial attributes are applied such that they have bonuses but also negatives as the OP stated.
"That is not how you say my name."
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"I don't know but that is not how you say it."
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Gavr1Io Pr1nc1p
9
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Posted - 2014.03.13 23:59:00 -
[22] - Quote
Kaughst wrote:There is suppose to be a natural bonus to armor plates, not being weighed down as much, for gallente but according to the CPM they don't have the tools to do so from what I heard last summer and CCP had stated that giving the bonus would mess with the tag system and have them individually mess with everything which is apparently . I do not know how they are doing now but hopefully racial attributes are applied such that they have bonuses but also negatives as the OP stated. That'd be cool if plates were nerfed b like 15-20% and Amarr got a bonus to HP to bring them back up to what they are, and gallente got a bonus on speed
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Ander Thedas
Subdreddit Test Alliance Please Ignore
341
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Posted - 2014.03.14 00:15:00 -
[23] - Quote
Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :)
Going to agree here. Instead of the penalty just give each suit an inherent 20-40% bonus towards either shields or armor and then decrease the numbers on the mods by the same amount so it winds up being exactly the same to the intended tankers. You can duel tank if you want, but you're losing effectiveness for fitting costs that might be able to be spent better elsewhere. But if this was the case there would probably need to be some more high slot mods added to the game to give better options.
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Kaughst
Nyain San Renegade Alliance
288
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Posted - 2014.03.14 00:34:00 -
[24] - Quote
Ander Thedas wrote:Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Going to agree here. Instead of the penalty just give each suit an inherent 20-40% bonus towards either shields or armor and then decrease the numbers on the mods by the same amount so it winds up being exactly the same to the intended tankers. You can duel tank if you want, but you're losing effectiveness for fitting costs that might be able to be spent better elsewhere. But if this was the case there would probably need to be some more high slot mods added to the game to give better options.
Stacking on more HP to suits because they use X HP is not a good idea, heavies like the caldari and gallente would rarely need to rely on a opposite HP.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Gavr1Io Pr1nc1p
81
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Posted - 2014.03.16 03:16:00 -
[25] - Quote
Kaughst wrote:Ander Thedas wrote:Lorhak Gannarsein wrote:Rather than a penalty for dual tanking I'd prefer a bonus to preferred tank. Always use a carrot, not a stick!
Aside from that, seems decent? I'm sure cleverer people than myself will nitpick your ideas in ways I can agree with after work :) Going to agree here. Instead of the penalty just give each suit an inherent 20-40% bonus towards either shields or armor and then decrease the numbers on the mods by the same amount so it winds up being exactly the same to the intended tankers. You can duel tank if you want, but you're losing effectiveness for fitting costs that might be able to be spent better elsewhere. But if this was the case there would probably need to be some more high slot mods added to the game to give better options. Stacking on more HP to suits because they use X HP is not a good idea, heavies like the caldari and gallente would rarely need to rely on a opposite HP. Well, he did mention that it would be accompanied by a nerf to values
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
116
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Posted - 2014.03.17 02:12:00 -
[26] - Quote
bump for justice
also, i hope most of you guys read my OP, its not as long as it looks and has some very good reasons for my suggested values in 1.8
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icdedppul
PFB Pink Fluffy Bunnies
115
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Posted - 2014.03.18 00:10:00 -
[27] - Quote
so like the idea on each tank should carry same weight (wheres the speed tank though?)
and basic and enhanced shld extenders need work
but I am going with the carrot vs stick approach on the hybrid
kind of like the nerf actual values but give racial bonuses to compensate idea
the issue comes with the multi stacking of both, nobody will complain about a suit with 500 HP even if they use a plate and shld extender
so if we do end up giving a penalty I would like to see it not appear till after equipping a second one, and then increase from there
1+1 both fine 1+2 the 1 takes a hit 1+3 the 1 takes a big hit 2+3 the 2 takes a big hit and 3 takes hit sort of thing
effectiveness = (# of opposite tank -1)^2 * %based value something like that |
Gavr1Io Pr1nc1p
158
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Posted - 2014.03.18 13:24:00 -
[28] - Quote
icdedppul wrote:so like the idea on each tank should carry same weight (wheres the speed tank though?)
and basic and enhanced shld extenders need work
but I am going with the carrot vs stick approach on the hybrid
kind of like the nerf actual values but give racial bonuses to compensate idea
the issue comes with the multi stacking of both, nobody will complain about a suit with 500 HP even if they use a plate and shld extender
so if we do end up giving a penalty I would like to see it not appear till after equipping a second one, and then increase from there
1+1 both fine 1+2 the 1 takes a hit 1+3 the 1 takes a big hit 2+3 the 2 takes a big hit and 3 takes hit sort of thing
effectiveness = (# of opposite tank -1)^2 * %based value something like that not a bad idea, but what if your an amarr and stack no armor plates and only shield extenders on your scout, for instance?
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
205
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Posted - 2014.03.19 13:37:00 -
[29] - Quote
bumpily bump bump
Kills-Archduke Ferdinand
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Gavr1Io Pr1nc1p
211
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Posted - 2014.03.20 01:57:00 -
[30] - Quote
come on guys...
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Gavr1Io Pr1nc1p
243
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Posted - 2014.03.22 01:16:00 -
[31] - Quote
CCP please read this. I think i brought up just about every legitimate point
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Galvan Nized
Deep Space Republic
838
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Posted - 2014.03.22 01:40:00 -
[32] - Quote
Gavr1Io Pr1nc1p wrote:Joseph Ridgeson wrote:If so much was moved to High Slots, Shields are at a detriment. They could either Dual Tank, at a greatly reduced value, or use Regulators. So a Caldari Logistics is using 5 Regulators? Or 3 Regulators and a 2 profile dampeners?
Armor would have more HP and more ability to customize with most utility things in the High Slots. the only things that would be moved are code breakers and range amps. Also, damage mods should be high and low slots
I don't know why you want to move range amps. Codebreakers make sense, I'd also suggest either cardiac regulators or Kin Cats, plus PG upgrades should be moved to the highs.
I suggest instead of DMG mods in highs and lows, highs get DMG while Lows get ROF mods.
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Gavr1Io Pr1nc1p
245
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Posted - 2014.03.22 01:44:00 -
[33] - Quote
Galvan Nized wrote:Gavr1Io Pr1nc1p wrote:Joseph Ridgeson wrote:If so much was moved to High Slots, Shields are at a detriment. They could either Dual Tank, at a greatly reduced value, or use Regulators. So a Caldari Logistics is using 5 Regulators? Or 3 Regulators and a 2 profile dampeners?
Armor would have more HP and more ability to customize with most utility things in the High Slots. the only things that would be moved are code breakers and range amps. Also, damage mods should be high and low slots I don't know why you want to move range amps. Codebreakers make sense, I'd also suggest either cardiac regulators or Kin Cats, plus PG upgrades should be moved to the highs. I suggest instead of DMG mods in highs and lows, highs get DMG while Lows get ROF mods. i was actually thinking about RoF mods for one slot and damage for another. It would make sense for lows- caldari and min weapons need RoF more than raw damage, and am/gal weapons are more focused on damage
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Gavr1Io Pr1nc1p
246
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Posted - 2014.03.22 03:13:00 -
[34] - Quote
also this
Kills-Archduke Ferdinand
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jerrmy12 kahoalii
585
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Posted - 2014.03.22 03:18:00 -
[35] - Quote
Gavr1Io Pr1nc1p wrote:Its a really simple matter of tweaking numbers right now.
Currently, with increased TTK in 1.8 coming soon due to strategic rifle nerfs, shield extenders and rechargers will have come a long way into ceasing the shield-armor disparity gap.
However, there is one issue that many who have previously debated this issue with rage, anger, bitterness, and occasionally out right trolling, have really not discussed all that much. The issue at hand is fitting requirements and how reforming them for armor plates and shield extenders will positively affect intra game balance issues.
First off, armor plates and modules are generally Pg intensive, while shield extenders and modules are generally designed to be CPU intensive. This is because utility modules designed to be coupled with these two tanking module types are intensive in the opposite resource. For example, damage mods and precision enhancers are very CPU intensive, while kinetic catalyzers and cardiac regulators are very Pg intensive. To encourage diversity, fits that utilize these utility modules as well as primary tank type must be viable.
Now, with armor plates being Pg intensive and Extenders being CPU intensive, we must find a converting factor between the two. For prototype suits, in general, the ratio of CPU to PG is 4.7-5.2 CPU/PG. Therefore, we can conclude that every 5 CPU is worth approximately 1 Pg.
Now lets look at the comparative fitting costs of shield extenders and armor plates. We will look at prototype level, as prototype plates are currently relatively well balanced in regards to prototype shield extenders.
SE-54 CPU 11 PG-equivalent of 54 CPU and 55 CPU of PG, or 109 total fitting value AP-30 CPU 12 PG-Equivalent of 30 CPU and 60 CPU of PG, or 90 total fitting value
What currently needs to happen to bridge the disparity between extenders and plates is to a.) lower the pg cost of extenders b.) raise the CPU cost of extenders to equate them with armor
New values for 1.8-(suggested) for shield extenders
60 CPU 6 PG, or simply the values of armor plates reversed
With these suggested changes implemented, there is really only one more problem with extenders versus armor plates-scaling.
Current values of AP HP,
STD ADV PRO 85 115 135
Current values of SE HP,
STD ADV PRO 22 33 66
the GêåHP % between STD and PRO, and ADV and PRO do not align
A PRO plate is 1.6 times the HP value of a STD plate, and 1.17 times the value of an ADV plate in HP
A PRO extender is 3 time the HP value of an STD extender, and 2 times the value of an ADV extender in HP
Currently, the scaling system with armor plates is the better of the two, as it reduces the gap between those with PRO gear and those with MLT/STD gear, so we will scale HP values of shield extenders accordingly, assuming prototype extenders and plates are balanced against each other.
Suggested HP values for 1.8 shield extenders-
STD ADV PRO 41 56 66
These values follow the same scaling as armor plates from STD through to PRO
Now, the more discerning of you may argue "with the changed CPU/PG values, what will stop dual tanking?"
This is a valid and legitimate concern that needs to be addressed.
My idea for this will allow for full customization and diversity while at the same time discouraging dual tanking in 1.8
For Caldari and Minmitar frames, if a single shield extender is fit on the suit, the HP from armor plates is reduced by 20%, and the movement speed penalty is doubled.
For Amarr and Gallente frames, if a single armor plate is fit on the suit, the HP from shield extenders is reduced by 20%, and the depleted regen delay penalty is doubled.
Further notes- Minmitar and Caldari shield regeneration, recharge delay, and shield depleted recharge delay values need to be switched-it makes no sense that Caldari suits receive both the greatest shield buffer as well as regeneration.
PS-Ferroscales and Reactive plates will be discussed at a later time, but they need some love as well
TL;DR change the cost of a proto extender to 60 CPU and 6 PG, and change the scaling to 41, 56, 66, and extenders will be balanced with plates No to caldari regen part Im not going mimatar for it Caldari are PURE shields while minmatar is both kinda and have more speed....caldari get hp and regen and minmatar get speed buff
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Gavr1Io Pr1nc1p
248
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Posted - 2014.03.22 03:22:00 -
[36] - Quote
jerrmy12 kahoalii wrote: No to caldari regen part Im not going mimatar for it Caldari are PURE shields while minmatar is both kinda and have more speed....caldari get hp and regen and minmatar get speed buff
well, minmitar are supposed to be regen tankers to make up for their very low HP and to compliment their slight speed advantage, while caldari get a massive shield buffer tank that regens rapidly, but not as much as the minmitar. Minmitar regen should be 10% better than caldari, solely because that is their primary tank other than speed. Caldari should have very high shield regen, just not as high as minmitar.
Aside from that, what do you think about the rest of the post?
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jerrmy12 kahoalii
585
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Posted - 2014.03.22 03:24:00 -
[37] - Quote
Gavr1Io Pr1nc1p wrote:jerrmy12 kahoalii wrote: No to caldari regen part Im not going mimatar for it Caldari are PURE shields while minmatar is both kinda and have more speed....caldari get hp and regen and minmatar get speed buff
well, minmitar are supposed to be regen tankers to make up for their very low HP and to compliment their slight speed advantage, while caldari get a massive shield buffer tank that regens rapidly, but not as much as the minmitar. Minmitar regen should be 10% better than caldari, solely because that is their primary tank other than speed. Caldari should have very high shield regen, just not as high as minmitar. Aside from that, what do you think about the rest of the post? Good And im saying is dont nerf caldari, buff minmatar But then caldari will need an extender bonus or more high slots....as its 30 less shields idr
Closed beta vet
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Scout.
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Gavr1Io Pr1nc1p
248
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Posted - 2014.03.22 03:26:00 -
[38] - Quote
jerrmy12 kahoalii wrote:Gavr1Io Pr1nc1p wrote:jerrmy12 kahoalii wrote: No to caldari regen part Im not going mimatar for it Caldari are PURE shields while minmatar is both kinda and have more speed....caldari get hp and regen and minmatar get speed buff
well, minmitar are supposed to be regen tankers to make up for their very low HP and to compliment their slight speed advantage, while caldari get a massive shield buffer tank that regens rapidly, but not as much as the minmitar. Minmitar regen should be 10% better than caldari, solely because that is their primary tank other than speed. Caldari should have very high shield regen, just not as high as minmitar. Aside from that, what do you think about the rest of the post? Good And im saying is dont nerf caldari, buff minmatar But then caldari will need an extender bonus or more high slots....as its 30 less shields idr well 30 more shields than min=~33% shield bonus, so min gets a 5% speed bonus and a 10% regen bonus over them, and it should be about fair. Maybe up min suits speed, and everything will fall into place
Kills-Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
509
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Posted - 2014.03.22 03:41:00 -
[39] - Quote
will be honest, didn't read the full OP, so take what I say at a grain of salt....
I think the TTK will be to long come 1.8 . That said, it is way to fast at the moment, but the changes CCP have initially done, I believe are to much. Since Replication, whenever CCP tried to alter one "thing" in more then 1/2 ways, it has ended horribly, and took months to fix (and still does; as I can probably count the # of hotfixes to gameplay items off top of my head which is sad).
TTK changes:
1). Damage mods 2). Proficiency changes 3). Straight damage reduction for most light weapons, SMG
If I was CCP, id have to finally agree with the community in a change was needed but this was probably to far. With how weapons will feel, our current proto weapons with feel similar/weaker then current basic weapons by a long shot by reduction in damage mods and how proficiency skills work. What I would of done is just the first two things listed, as if the ttk was still to much, a HOTFIX could be added to readjust weapon damage; though not to their levels in most weapons, I think the damage reduction was to much. At most I'd of suggested a straight 5% reduction across the board as a first hotfix and work from there.
I bring up TTK b/c that inturns affects how both armor/shields and damage interact. That said, aside from just pure HP differences which is a problem in their interaction; it also is shields utility items, and suit costs that negatively affect how it performs.
having been dickng around on protofits lately with the upcoming suit respect; ive been testing fittings out from every factions scout/logi/assault. One thing I noticed, especially when doing a tank fit (on anything but heavy/commando as didn't do that as no desire to play that really); I noticed a 'unique" massive advantage that armor have over shields.
No matter the type of shield suit you choose, compared to that of armor; you are REQUIRED to run a cpu upgrade in one of your low slots. This severly limits your ability to tank and run other options in your low slots. It isn't just to tank, but in shield tanking ultiity is also limited as recharges for the most costly item (compared to cloaks will be).
So, what I thought of, was to give shields a more "on par" fight with armor; I came up with these ideas:
1). Shield costs: 40/65/90 --> 44/71.5/99 Fitting : 10/1GǪGǪGǪGǪ30/4GǪGǪGǪ..50/6 A). This # setup still keeps armor at ~50hp increase at all levels; yet increase shield tankers viability at lower levels, as the 22-->85 disparity his quite horrible.
2). Regulators : 20/30/40 % --> This makes it more of a cost/benefit of having a dampener. As as much as you want to be "cloaked", this will really help in the duck away and regen ability that shields need to have
3). This will probably get the most flack; but for Caldari assault (as didn't get to test other shield suits) as an example, call for a 25% CPU increase, from 300 --> 375 . With max CPU affecting abilities that goes from ~394 --> ~493. Reason for this, is I stated, that no matter the shield suit you want to tank, you are REQUIRED to run a cpu upgrade, and even more so if you run a recharger/energizer; whereas armor suits allow you all your non hp slots for affects applications (damge mods, extenders, range precision). So not only do you get all your primary slots for use, you get all your secondary slots as well. Shield users, get there main source to use, but in their secondary slot source they are limited b/c one has to be a CPU upgrade which is a "unseen' imbalance in my opinion.....
Assault gk.0
Complex Shield Extender CPU 393.41 / 393.75 gF Enhanced Light Damage Modifi PG 77.3125 / 78.75 kW Complex Precision Enhancer Shield 150 [222.6] HP Complex Armor Plates Armor 262.5 [653] HP Enhanced Armor Plates eHP 412.5 [875.6] HP Enhanced Armor Plates Enhanced Armor Repairer Duvolle Assault Rifle N7-A Magsec SMG M1 Locus Grenade Allotek Nanohive (R)
Continued.......................
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Berserker007
Imperfects Negative-Feedback
509
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Posted - 2014.03.22 03:42:00 -
[40] - Quote
saved
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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axis alpha
Red Star. EoN.
275
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Posted - 2014.03.22 03:50:00 -
[41] - Quote
I don't dual tank but this game should give you the option to. I mean Cmon. If you restrict the player then this game will really be a a cookie cutter
We won't follow the deceiver.
You let this be your warning.
The path of the wretched is burning..
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Gavr1Io Pr1nc1p
249
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Posted - 2014.03.22 03:51:00 -
[42] - Quote
axis alpha wrote:I don't dual tank but this game should give you the option to. I mean Cmon. If you restrict the player then this game will really be a a cookie cutter well, dual tanking being the only viable option will make this game even worse--no diversity, just dual tanked sentinels hacking away at each other with HMG's
Kills-Archduke Ferdinand
Balance!
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DozersMouse XIII
Ultramarine Corp
228
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Posted - 2014.03.22 04:01:00 -
[43] - Quote
shields have 3-4 times the regen power of armor modules
this is why I believe they are the way they are
its not fair if you buff shield numbers because shields can rep so freaking fast
some one who stacks armor can have what 1 complex rep? 6.25 a second rep for a buttload of armor
people who stack shields can have what 40+ with one complex energizer? for a crapload of shields
Bacon pancakes makin' bacon pancakes
Take some bacon and I'll put it a pancake
Bacon pancakes thats what it's gonna make
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jerrmy12 kahoalii
590
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Posted - 2014.03.22 04:07:00 -
[44] - Quote
Berserker007 wrote:Cal Assault based on my suggested changes (w/o doing the Extender CPU/PG as forgot, so this is keeping extender cpu/pg costs the exact same
Assault ck.0 57,690 Complex Shield Extender 4,275 CPU 484.45 / 393.75 gF Complex Shield Extender 4,275 PG 67.8375 / 78.75 kW Complex Shield Extender 4,275 Shield 262.5 [561.3] HP Complex Shield Recharger 5,925 Armor 150 HP Basic Armor Repairer Blueprint 520 eHP 412.5 [711.3] HP Complex Profile Dampener 3,420 Shield Recharge Rate 30 [44.49] HP/s Complex Shield Regulator 2,955 Shield Recharge Delay 5 [2.80] s Kaalakiota Rail Rifle 47,220 Shield Dep. Rec. Delay 6 [4.12] s N7-A Magsec SMG 4,845 M1 Locus Grenade 1,200 Ishukone Gauged Nanohive
So, even with a proposed change armor tanking will have roughly 160 HP compared to this suit, or 60 if run a 4th extender (which maybe at that point will be to close. This will make people struggle most against their non weapon specific areas making the game a bit more "interesting" and in itself could of helped TTk; as pending how 1.8 damages work; it could even more-so help/hinder the use of armored based weaponry tearing through shields, where is most still armor tank; it will hinder shield based users
This may help close the gap b/t the suits and cause more diversity again in both suits and weapons/setups And armor has a 1st layer of defense too Shields armor doesnt count
Closed beta vet
Logi,
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Scout.
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Gavr1Io Pr1nc1p
249
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Posted - 2014.03.22 04:08:00 -
[45] - Quote
DozersMouse XIII wrote:shields have 3-4 times the regen power of armor modules
this is why I believe they are the way they are
its not fair if you buff shield numbers because shields can rep so freaking fast
some one who stacks armor can have what 1 complex rep? 6.25 a second rep for a buttload of armor
people who stack shields can have what 40+ with one complex energizer? for a crapload of shields
counterarguments-armor plate hp=2-4x shield extender HP -repair nano hives make you regen faster than shield -logi love sticks make you regen even faster -shield fitting requirements disable any usage of complementing utility modules (kin cats) -shield regen has a hefty delay attached, armor does not (compare mini assault and gallente assault, the gallente regens faster, has more HP, and does more damage)
with a higher TTK, the prototype shield extender HP will be balanced with armor, but thats it. fitting costs and scaling need to change so that armor stackers don't receive such a massive and ludicrous advantage
Kills-Archduke Ferdinand
Balance!
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DozersMouse XIII
Ultramarine Corp
228
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Posted - 2014.03.22 05:42:00 -
[46] - Quote
Gavr1Io Pr1nc1p wrote:DozersMouse XIII wrote:shields have 3-4 times the regen power of armor modules
this is why I believe they are the way they are
its not fair if you buff shield numbers because shields can rep so freaking fast
some one who stacks armor can have what 1 complex rep? 6.25 a second rep for a buttload of armor
people who stack shields can have what 40+ with one complex energizer? for a crapload of shields
counterarguments-armor plate hp=2-4x shield extender HP -repair nano hives make you regen faster than shield -logi love sticks make you regen even faster -shield fitting requirements disable any usage of complementing utility modules (kin cats) -shield regen has a hefty delay attached, armor does not (compare mini assault and gallente assault, the gallente regens faster, has more HP, and does more damage) with a higher TTK, the prototype shield extender HP will be balanced with armor, but thats it. fitting costs and scaling need to change so that armor stackers don't receive such a massive and ludicrous advantage this is why there should be the option to dual tank
repair nanohive's gimp your suit from other equipment (if assault)
i'm not gonna have a logi behind my assault 24/7
both these options depend on situation the shield regen does not
caldari logi and minmatar logi can put plates on and use both triage hives and get love from the logi stick
Bacon pancakes makin' bacon pancakes
Take some bacon and I'll put it a pancake
Bacon pancakes thats what it's gonna make
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Gavr1Io Pr1nc1p
255
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Posted - 2014.03.22 20:50:00 -
[47] - Quote
DozersMouse XIII wrote:Gavr1Io Pr1nc1p wrote:DozersMouse XIII wrote:shields have 3-4 times the regen power of armor modules
this is why I believe they are the way they are
its not fair if you buff shield numbers because shields can rep so freaking fast
some one who stacks armor can have what 1 complex rep? 6.25 a second rep for a buttload of armor
people who stack shields can have what 40+ with one complex energizer? for a crapload of shields
counterarguments-armor plate hp=2-4x shield extender HP -repair nano hives make you regen faster than shield -logi love sticks make you regen even faster -shield fitting requirements disable any usage of complementing utility modules (kin cats) -shield regen has a hefty delay attached, armor does not (compare mini assault and gallente assault, the gallente regens faster, has more HP, and does more damage) with a higher TTK, the prototype shield extender HP will be balanced with armor, but thats it. fitting costs and scaling need to change so that armor stackers don't receive such a massive and ludicrous advantage this is why there should be the option to dual tank repair nanohive's gimp your suit from other equipment (if assault) i'm not gonna have a logi behind my assault 24/7 both these options depend on situation the shield regen does not caldari logi and minmatar logi can put plates on and use both triage hives and get love from the logi stick dual tanking was recognized as a problem by CCP
Kills-Archduke Ferdinand
Balance!
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Tectonic Fusion
1271
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Posted - 2014.03.22 20:58:00 -
[48] - Quote
Gavr1Io Pr1nc1p wrote: STD ADV PRO 41 56 66
Would be nice. I would run all advanced shield extenders if this happened.
Solo Player
Squad status: Locked
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Gavr1Io Pr1nc1p
255
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Posted - 2014.03.22 20:59:00 -
[49] - Quote
Tectonic Fusion wrote:Gavr1Io Pr1nc1p wrote: STD ADV PRO 41 56 66
Would be nice. I would run all advanced shield extenders if this happened. kind of like how everyone runs only advanced armor plates?
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
277
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Posted - 2014.03.25 02:37:00 -
[50] - Quote
bump until someone can correct this problem
Kills-Archduke Ferdinand
Balance!
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Lorhak Gannarsein
Science For Death
2338
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Posted - 2014.03.25 02:44:00 -
[51] - Quote
I don't think there should be any changes tied to suits here; clearly this isn't the imbalance.
I feel like, having thought about it for a while now, that the best way to apply a penalty would be to do it via the plates or extenders themselves. Which is to say give plates a shield delay penalty etc.
ak.0 4 LYFE
Large Missile Turrets: the real unicorns of DUST.
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Gavr1Io Pr1nc1p
277
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Posted - 2014.03.25 02:47:00 -
[52] - Quote
Lorhak Gannarsein wrote:I don't think there should be any changes tied to suits here; clearly this isn't the imbalance.
I feel like, having thought about it for a while now, that the best way to apply a penalty would be to do it via the plates or extenders themselves. Which is to say give plates a shield delay penalty etc. i said something earlier about that- if people stack shields on a plate stacked suit (gallogi) then their shields should recharge slower than their armor If people stack plates on a shield stacked suit, the plates should give ridiculous speed penalties unless ferro
Kills-Archduke Ferdinand
Balance!
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