Gawen Eadan
Altyr Initiative
41
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Posted - 2014.03.28 05:41:00 -
[1] - Quote
I agree with the idea, but being a numbers man, to keep the plates in line with the hp they give they could use a slight tweak. I would also comment, no stacking penalties.
Shields should be: shield bonus on top of base hp + dropsuit upgrade skill, while maintaining their Regen penalty. The bonus for the skill should reduce cpu and pg usage, or possibly use your numbers, and make the skill for extenders affect the percentage gained. Basic- 10% Advanced- 14% Proto- 20%
Armor should be: armor bonus on top of base hp + dropsuit upgrade skill, while maintaining the movement penalties. Follow same pattern recommended with shields with either reduce cpu and pg, or increase the percentage gained to match these numbers. Basic- 17% (movement penalty -2%) Advanced- 22% (movement penalty -4.5%) Proto- 27% (movement penalty -7%)
This method of madness makes heavy's thicker, and keeps lights thinner. While the tanking light suit Amarr would get more hp out of this, it would not rival the current possibility of 950+ hp on the suit at proto, at best the suit would now reach 552 armor with 129 shields. Yes this is still quite thick, but its 681 hp instead of almost 1000 hp. Keeping in mind this Amarr scout would move slower than our current heavies, instead of currently moving slightly faster than them while stacked. On this note, the Gallente for example, which would benefit the most at heavy tier for hp with stacked modules. Its armor would reach a threshold of 1707 on a shield of 585. Yes this makes their hp over 2000 and some modifications to the sentinel suit bonus would be needed, along with the need for heavies to ONLY carry heavy weapons, and no light weapons in that slot. The hp nerf on sentinel suits may need to happen at a sum of 10% roughly. Keeping in mind, a smart enemy using the right weapon against a heavy with this much hp, could still kill them in one magazine, or a magazine and some sidearm aid. Not even going to mention how slow this Gallente would run, let alone walk.
(Friendly reminder submachine gun without proficiency pushes 1700 damage against armor before going empty)
The point is though, the current system isn't getting the job done, because it allows for an imbalance on suits that are doing what they shouldn't be.
The best part, this would work not only for dropsuits, but solve vehicle hp imbalance as well if applied to them with different multipliers. Making shield tanks loose their hp for damage mods while allowing for more utility and mobility, while armor tankers are ready for a brawl and to dish out the damage, but not so much about leaving one quickly. This would work on the dropships, and LAV's likewise. This idea needs to be implemented, some how, some way, in the near future. SOONGäó
a Manu Dei e Tet rimon.
em e Chorim dechjr, radir, vakhid, ta vanush.
Tapinachuem a, ta emarr ezem chova vecahar!
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