Heathen Bastard
The Bastard Brigade
1120
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Posted - 2014.03.27 17:33:00 -
[1] - Quote
One thing I've always wondered, was why these things run off specific numbers instead of percents. Kinda seems a bit silly to me.
I believe they should be percentage boosts with diminishing returns, as this is significantly easier to balance, and makes sense.
Shields should be 10, 13, and 16%, and armor should be around 12, 15, and 19% per module before DR. This brings suits more in line with how ships work in eve(you can stack all the armor you want on a frigate, but you're not going to get the same results as a battleship's single module. we don't have heavy medium and light suit modules though.) This gives heavies the EHP edge, while marginalizing supertanked lighter suits(seriously, why would a logistical unit ever need as much/more armor than the heavy he's repping?)
I also believe that weapon damage should be moved to lows, but that's something for a different day.
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
719
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Posted - 2014.03.27 18:50:00 -
[2] - Quote
If anything, the fleshing out of the racial weapons and suits only shows that armor and shield parity is as close as its ever been. I wondered, too, for a long while why armor plates provide SO much more raw hit points than shield extenders. "It's not fair!" I thought.
But seeing racial parity shows something telling: armor makes you slower--the innate drawback of armor--but you also have to consider that the long range, high damage guns--the RR and CR--are both wielded by shield suits and are designed to be used from longer range to kill armor tanks. The armor weapons--SCR and AR--have drawbacks of single shot or limited range.
So, using an "armor suit" weapon means its harder to apply dps to shield suits, because of single shot or limited range, who then need less raw hit points to deal with the damage, and using a "shield suit" weapon, with their innate longer ranges and bonus damage to armor, mean that it'll take longer to kill the armor suit due to the more raw hp, and the armor users need more raw hp in order to close the gap from their weapons' optimals to the enemy targets they're trying to hit.
If anything, this disparity points toward balance than anything else. And balance is ALWAYS a good thing.
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Gawen Eadan
Altyr Initiative
41
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Posted - 2014.03.28 05:41:00 -
[3] - 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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