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Mordecai Sanguine
What The French Red Whines.
552
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Posted - 2014.04.08 13:55:00 -
[1] - Quote
Hi everyone, ok to start i'll apologize for my bad english, this isn't my native language...so if a sentance don't mean anything or something looks wrong...well tell me the right way to say it and i'll change it.
Introduction : Actually we have such a lot of problems into the actual meta, everybody is stacking Armor plates, adding a lot of Armor PV, while they're not supposed to, per exemple : Scouts Caldari (Already seen Caldari with 500 armor...) OR people (Gallente) making Brick Tanking suits while they're not supposed to anymore. (They are supposed to stack Reactives plates and Armor Repper, but actually it's broken so... we'll see that later.) On the other hand in the last update, Combat Philosophy of two races have totally swapped to be in line with EVE, without changing the slots associated with. (Amarr and Gallente). This thread will be on 3 points : - Changing the Armor Plates system, and passive skill bonuses associated with. - Create a viable Regen Armor Tanking system. - Slot swap between Amarr and Gallente for Medium Frames. (I'll explain why.) And as a conclusion i will resume the benefit and the drawbacks for each races if we apply all these changes. Oh and i was forgetting, these changes are bringing balance between shield tanking and armor tanking (Armor will still have more ehp since shield have an integrated regen, but the difference will be lower.)
Ok, because it's going to be a "BIG" thread let's make a plan :
I/ Changing the whole Armor plates system and values. II/ Regen Tanking ? III/ Slot swap between Amarr and Gallente.
Part one : Changing the whole Armor plates system and values.
Let's start with "basic" plates, these plates adds a high Ehp value but is supposed to come with a high speed penality. Actually the Speed penality is way too low, for almost 300-350 more ehp we barely lose 10% speed, it's ridiculous. First changement : Higher Speed Penality for "Basic plates" (I'd suggest to call them "Heavy Plates" since their ehp values are really high). Old values : 2%/3%/5% New values : 5%/6%/8% Armor Regen Malus (Hp/s) : 1/2/3 , we'll see why later (Keep Calm ). Armor hp/s can't be under 0. And further Armor repper will be buffed so it will still be possible to have some hp regen with these plates (but really low). For slow suits deseigned to Brick Tanking (Amarr and Heavy Frames) it won't be that much a nerf, they have a so low Base Speed than a "percent" of it is well...pretty low too. It will be a nerf for "speed" suits i know, BUT in fact not at all, the fact is : Basic plates are just NOT for them. After Ferroscales and Reactives is going to be viable, speed suits will use them while slow suits (or suits deseigned for Brick tanking) will use Basic plates (I'd suggest to call them "Heavy Plates"). And Scouts would FINALLY use something else than (MOAR Ehp) in their Low Slots. (Biotics and Utilitary.) The Armor regen malus is to avoid a gallente having better result using a Armor repper + Basic plate instead of Reactives + Armor Repper, keep calm Regen tanking will become viable a little further. Amarr are not suppsoed to have hp/s but Brick armor. And other suits are not supposed to use these plates without well...penalities you know. Ehp Values at Level 5 Skill : 93.5 / 121 / 148.5 (Same than before.) PG/CPU cost : 1/10 6/20 12/30 (Same than before.)
Okay now let's make Ferroscale plates a relevant choice of fitting : Second Changement : Ferroscales fitting cost is now the same than Heavy Plates (1/10 6/20 12/30) Speed penality is still the same (Nothing.) These plates are now the "average plate" they don't slow you down, they have no drawbacks but they don't repair you neither their ehp is lower than "Heavy plates" but higher than reactives, it's the "average plates" in every part. An equivalent of shield extender but in Armor. (Still, since shield have an integrated regen, these plates have bigger ehp than shield extender) Ehp values at Level 5 skill : 38.5 / 55 / 82.5 (Same than before) PG/CPU cost : Same than "Heavy plates" just look previously.
Okay now let's make Reactives Plates a REAL choice for Regen Tanking or to bring some hp regen in addition to Ferroscales (Not in addition to "Heavy" plates anymore). Third Changement : Reactives fitting cost are now the same than Heavy Plates. Speed Penality are : 2% / 3% / 5% (Higher than before) The purpose of these plates is to add some ehp (a little) and to bring a big hp regen in addition to an Armor Repper. Before reading, don't forget it comes with an Armor repper change. On Reactives, the Armor plates skill don't affect ehp of plate but Hp regen of each plate.(5% per level to a max of 25%) Due to this Reactives would receive a Hp buff to make them equal to the old vlaues with level 5 skill. Ehp (not affected by skill level) and hp/s value (5% per level) at level 5 skill : 27.5 / 44 / 66 => 2.5 (2 without skill) / 3.75 (3 without skill) / 6..25 (5 without skill)
Okay now let's make Armor repper a viable choice and a must have in addition to Reactives for a strong Regen Tanking. Fourth Changement : Armor Repper Buff. The purpose is to bring a solid hp regen to the soldier. Making it almost independant of a Logi. (I said almost, you will never reach that much hp regen than if you were holded by a logi as equal level). No speed Penality Same PG/CPU cost than now (a little lower PG cost than plates, so takes less PG than reactives but a little higher CPU cost) Same skill modifier than before (5% per level). Hp/s value at level 5 skill : 3.75 (3 without skill) / 6.25 (5 without skill) / 8.75 (7 without skills)
Here's the end of Part One, i'll make Part Two and Part three in some days. Thanks to had read, give opinion, like and share (if you want) |
neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
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Posted - 2014.04.08 14:36:00 -
[2] - Quote
So, in practically every thread where plates or scouts are mentioned I've been mentioning this. The system for speed change should be based off of WEIGHT. each suit should have a POWER RATING, and WEIGHT. Each module in the lows should also have WEIGHT. Heavy suits already have alot of wieght, so plates would not alter their speed that much. However, scouts have very little wieght in comparison, and would be slowed drastically when fitting the same plates.
Give DUST514 some direction.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8183
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Posted - 2014.04.08 14:57:00 -
[3] - Quote
I approve of this.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Mordecai Sanguine
What The French Red Whines.
565
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Posted - 2014.04.08 14:58:00 -
[4] - Quote
Cat Merc wrote:I approve of this.
The Cat approve this, CCP you know what's left to do now |
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8183
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Posted - 2014.04.08 15:06:00 -
[5] - Quote
Cat Merc wrote:While I approve of this so far, here are two things that bug me: STD-ADV-PRO "Heavy" plates are imbalanced between themselves. The STD plate costs barely anything CPU/PG wise but give so much HP. ADV is middle of the road. Nobody uses PRO.
I think STD and ADV "heavy" plates need a PG cost increase.
The second thing is that you're going to swap the Gallente and Amarr module slots. That's BAD, the Amarr are going to get an extra low slot, evidenced by the light and heavy frames.
Cat Merc wrote:Another change: I would increase the HP on both reactives and ferroscale plates further, just a tad, an extra 10-20HP each.
Using basic plates + armor reppers will still be better than using complex reactives.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Mordecai Sanguine
What The French Red Whines.
571
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Posted - 2014.04.08 17:25:00 -
[6] - Quote
Cat Merc wrote:Cat Merc wrote:While I approve of this so far, here are two things that bug me: STD-ADV-PRO "Heavy" plates are imbalanced between themselves. The STD plate costs barely anything CPU/PG wise but give so much HP. ADV is middle of the road. Nobody uses PRO.
I think STD and ADV "heavy" plates need a PG cost increase.
The second thing is that you're going to swap the Gallente and Amarr module slots. That's BAD, the Amarr are going to get an extra low slot, evidenced by the light and heavy frames. Cat Merc wrote:Another change: I would increase the HP on both reactives and ferroscale plates further, just a tad, an extra 10-20HP each.
Using basic plates + armor reppers will still be better than using complex reactives.
Updated : I've add the fact than STD and ADV plate should cost a little more PG/CPU. And added 10 more base HP (20 is too much) to all plates (then calculated with skills for new numbers)
Amarr and Gallente MUST swap their slots, Amarr is supposed to Brick tank better than Gallente, it's impossible for him with less slots than a Gallente, Gallente must make more damage than Amarr, it's impossible for him witohut these High slots. This is simply PURE logic here. This is At least for Medium Frames. (Lights are good). I don't know for Heavy frames (I know it must be made for Commando's but for Sentinel, i need to check). YES Amarr is going to get an extra low slot BUT they lose an High slot.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8189
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Posted - 2014.04.08 20:25:00 -
[7] - Quote
Mordecai Sanguine wrote:Cat Merc wrote:Cat Merc wrote:While I approve of this so far, here are two things that bug me: STD-ADV-PRO "Heavy" plates are imbalanced between themselves. The STD plate costs barely anything CPU/PG wise but give so much HP. ADV is middle of the road. Nobody uses PRO.
I think STD and ADV "heavy" plates need a PG cost increase.
The second thing is that you're going to swap the Gallente and Amarr module slots. That's BAD, the Amarr are going to get an extra low slot, evidenced by the light and heavy frames. Cat Merc wrote:Another change: I would increase the HP on both reactives and ferroscale plates further, just a tad, an extra 10-20HP each.
Using basic plates + armor reppers will still be better than using complex reactives. Updated : I've add the fact than STD and ADV plate should cost a little more PG/CPU. And added 10 more base HP (20 is too much) to all plates (then calculated with skills for new numbers) Amarr and Gallente MUST swap their slots, Amarr is supposed to Brick tank better than Gallente, it's impossible for him with less slots than a Gallente, Gallente must make more damage than Amarr, it's impossible for him witohut these High slots. This is simply PURE logic here. This is only for Sentinel and STD commando's. YES Amarr is going to get an extra low slot BUT they lose an High slot. Edit: Have checked all the slots, was thinking with the OLD slots values....My bad. In fact everything seems okay. Just problem for : Sentinel (Amarr is too dual tanking/damage and Gallente is too brick tanking oriented.) Commando STD, Amarr and Gallente need to swap slots. (ADV and PRO have same slot layout) No, stop swapping slots, just stop.
If it's bad for Amarr, it's bad for Gallente, you need just as many slots for repair tanking as you do brick tanking, if not more.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Mordecai Sanguine
What The French Red Whines.
582
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Posted - 2014.04.09 04:44:00 -
[8] - Quote
Gallente are also supposed to hurt. Way more than tanking. |
Martin0 Brancaleone
Maphia Clan Corporation
521
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Posted - 2014.04.09 06:47:00 -
[9] - Quote
I agree that advanced and proto "standard" plates should have a higher speed penality ( maybe 4 and 6%) and reactive & ferro-fibrous plates needs lower fitting/a buff.
But such changes will do nothing to chance armor stacking, for the simple fact that you can't active tank in dust.
In eve i can set up my gallente ships so that they can tank the most (sometimes even all) the dps of one (sometimes even 2) evemy ship(s) as long as you have capacitor (my 3 repper myrmidon tanked 4 ships long enough to let me run once in a wormhole).
We can't do anything like that in dust. I can stack 3 complex armor reppers and i'll just die because the dps of the weapons is HUGE compared to the amount of hp gained from reppers.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8190
|
Posted - 2014.04.09 08:21:00 -
[10] - Quote
Martin0 Brancaleone wrote:I agree that advanced and proto "standard" plates should have a higher speed penality ( maybe 4 and 6%) and reactive & ferro-fibrous plates needs lower fitting/a buff.
But such changes will do nothing to chance armor stacking, for the simple fact that you can't active tank in dust.
In eve i can set up my gallente ships so that they can tank the most (sometimes even all) the dps of one (sometimes even 2) evemy ship(s) as long as you have capacitor (my 3 repper myrmidon tanked 4 ships long enough to let me run once in a wormhole).
We can't do anything like that in dust. I can stack 3 complex armor reppers and i'll just die because the dps of the weapons is HUGE compared to the amount of hp gained from reppers, the Ar have some 3-400 dps, 4 complex reppers will repair 25hp/s. That means my 3-400armor hp suit (i got reppers in the lows bro!) will die in 1-2 seconds. Repair tanking in DUST is different from EVE. Repair tanking requires you to do skirmish warfare, using cover and mobility to make sure the enemy has no time to get back on his feet, so to say.
I already created some theoretical fits, this will be more than possible with his suggestions.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Martin0 Brancaleone
Maphia Clan Corporation
521
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Posted - 2014.04.09 08:31:00 -
[11] - Quote
Cat Merc wrote:Martin0 Brancaleone wrote:I agree that advanced and proto "standard" plates should have a higher speed penality ( maybe 4 and 6%) and reactive & ferro-fibrous plates needs lower fitting/a buff.
But such changes will do nothing to chance armor stacking, for the simple fact that you can't active tank in dust.
In eve i can set up my gallente ships so that they can tank the most (sometimes even all) the dps of one (sometimes even 2) evemy ship(s) as long as you have capacitor (my 3 repper myrmidon tanked 4 ships long enough to let me run once in a wormhole).
We can't do anything like that in dust. I can stack 3 complex armor reppers and i'll just die because the dps of the weapons is HUGE compared to the amount of hp gained from reppers, the Ar have some 3-400 dps, 4 complex reppers will repair 25hp/s. That means my 3-400armor hp suit (i got reppers in the lows bro!) will die in 1-2 seconds. Repair tanking in DUST is different from EVE. Repair tanking requires you to do skirmish warfare, using cover and mobility to make sure the enemy has no time to get back on his feet, so to say. I already created some theoretical fits, this will be more than possible with his suggestions. I re--read the first post i have to admit i missed the reactive plates buff the first time
The changes looks good |
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