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Mordecai Sanguine
What The French Red Whines.
552
|
Posted - 2014.04.08 14:04:00 -
[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.)
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) https://forums.dust514.com/default.aspx?g=posts&t=154461&find=unread |
Mordecai Sanguine
What The French Red Whines.
562
|
Posted - 2014.04.08 14:31:00 -
[2] - Quote
Deltahawk Durango wrote:you should've reserved the second and third post to edit later...
but i really like where you're going with this... armour plates are one of the most OP things in the game as evidenced by the market data... 70% of low slot modules sold are plates... this is supposed to be a game where you see thousands of different fittings but everyone fits their suits the same way...
and it is way to easy to armour tank with the low fitting costs... shield tanking my cal commando requires sacrifices but armour tanking my amarr sentinel still allows me to fit the suit with top-notch items...
this post might actually have a better chance of being seen by CCP in features/ideas forum... but good job buddy...
I know, but in fact i've reached the max characters (6000). I've even cut my last lines (2 of them). Also it's to avoid a "Wall" of text, and too much information at the same time. And for the part 2, anybody with these new values could guess how regen tanking will be after these changes.
For Part 3 well, it's a slot swap between Gallente and Amarr, and exemple how better it will be (Gallente would have less low slots BUT more high slots to fit damage mod and make Rough damage in CQC as intended by their Combat philosophy.
Thanks ^^ Oh and the link at the end of the post is a redirection to the same thread but in "Features and ideas" so... please go ahead and like it too ;) Post and well... do what you want |
Mordecai Sanguine
What The French Red Whines.
565
|
Posted - 2014.04.08 14:47:00 -
[3] - Quote
1pawn dust wrote:I like the first change you suggested but on the fence with the other 3, the bottom line in the game is ehp > rep. Be it infantry or vehicles if you balance player skill, whoever has the most ehp wins.
This is the fundamental reason why armor is OP to shields atm, by reintroducing a more balancing effect for making a trade off for having high ehp people might mix up their fits more. Also the situation isnt helped when the combat rifle has incredible range and shreds shields, and geks/duvolles are actually better suited to killing shields.
Plates would be better off balanced with more movement penalty than anything else, and making certain mods both high/low slot configuration for more DS versatility across the races without given any an unnecessary advantage.
I'm reaaaally sorry, but i didn't understand your post. "but on the fence" as i said english is not my native language what does it means ?
The purpose (not the only one)of this whole armor plate system is to change what you said, the one with the most ehp is no more the winner. Because now it adds new types of tanking. Regen Brick Shield Dodge / strafe (ferro)
And with the new penalities to Basic plates the amount of "pure" armor ehp will be lower, being closer to shield ehp (but still higher because shield have an inherent regen).
Well...with the changement i've mentionned plates become way more balanced, they all have a drawback (exept ferroscale which is average in every part). So...it's seems you agree with me in every part...but not..Naaaah sorry i don't understand |
Mordecai Sanguine
What The French Red Whines.
566
|
Posted - 2014.04.08 15:00:00 -
[4] - Quote
negative49er wrote:It because armor plate got very little pg cost
LoL Wuuut ? I mean..what why who where ?
+ Same Like amount *High Five* |
Mordecai Sanguine
What The French Red Whines.
566
|
Posted - 2014.04.08 15:08:00 -
[5] - Quote
BL4CKST4R wrote:Increasing the speed penalty on armor will only break it. The speed penalty as it is is fine... losing 0.5 m/s for using only two plates is insane. Not only that but your strafing and back tracking is gimped at 4.05 m/s thats a tad bit faster than a heavy suit. You cannot jump over obstacles if using more than 1 complex plate, and you are just so much easier to hit.
If you increase the speed penalty to armor. shield tanking should get a penalty to increase hitbox size. Or the speed penalty should only reduce your agility i.e strafing speeds, it wasn't long ago shields were OP as hell and all that was changed to armor was a small amount of extra HP and reduced speed penalties but increase the speed penalty will make shields superior once more. Not add balance.
Currently what makes armor unbalanced is that it doesnt scale properly, dual tanking is rampant, and there is no low slot/high slot module balance.
You think this because for you "Heavy plate" now became the norm, in fact it shouldn't. These plates are supposed to be used by Amarrians and Heavy suits, for them Speed is absolutely not a factor. (Speedy Heavy don't count.). If you want to keep your speed use Ferroscale, with PG/CPU cost in line with Basic plate it's now a REAL choice. See more "global".
In fact i remember these dark days when Calda was stomping us with these horrible shields. But in fact it was because of the hit detection...half of our shots was "erased" on shield. |
Mordecai Sanguine
What The French Red Whines.
568
|
Posted - 2014.04.08 15:10:00 -
[6] - Quote
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.
Agree, and it will balance shield vs Armor (Like Bl4CKST4R said.)
No it won't with the Hp regen malus on plates. But i'll take a look into it ;) |
Mordecai Sanguine
What The French Red Whines.
568
|
Posted - 2014.04.08 15:16:00 -
[7] - Quote
BL4CKST4R wrote:Mordecai Sanguine wrote: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. Agree, and it will balance shield vs Armor (Like Bl4CKST4R said.) No it won't with the Hp regen malus on plates. But i'll take a look into it ;) What does HP regen malus mean?
Hmmm Malus is "penality". Fitting a Heavy plate makes you lose "HP regen"
Edit : I've updated the thread, higher ehp numbers (to balance shield vs armor like BL4CKST4R said) and adding the fact than STD plates and ADV PG/CPU cost should be a little higher.
Now sorry guys i'm sick and i need to see the Doc ;) Back in 1/2 hours |
Mordecai Sanguine
What The French Red Whines.
569
|
Posted - 2014.04.08 17:07:00 -
[8] - Quote
BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:Increasing the speed penalty on armor will only break it. The speed penalty as it is is fine... losing 0.5 m/s for using only two plates is insane. Not only that but your strafing and back tracking is gimped at 4.05 m/s thats a tad bit faster than a heavy suit. You cannot jump over obstacles if using more than 1 complex plate, and you are just so much easier to hit.
If you increase the speed penalty to armor. shield tanking should get a penalty to increase hitbox size. Or the speed penalty should only reduce your agility i.e strafing speeds, it wasn't long ago shields were OP as hell and all that was changed to armor was a small amount of extra HP and reduced speed penalties but increase the speed penalty will make shields superior once more. Not add balance.
Currently what makes armor unbalanced is that it doesnt scale properly, dual tanking is rampant, and there is no low slot/high slot module balance. This thread solves something that is very much an issue. Regen armor tanking is not viable, hence the Gallente have to step on the Amarr's toes, since we have to heavily armor up just like them. OK I see it now, it was really hard to read to I missed some parts. I still think the shield penalty is terrible though, so dual tanking = death coffin, but I agree to what he is trying to do. Also I still cannot agree to bumping the reactive plate penalty.
Reactives also received the biggest buff, they now have same Hp/s than actual Armor repper ;)
Why it is hard to read ? Too compact ? Bad words ? I'm trying to get better so..... Noooo This is your problem, you still think Dual tanking or "medium tanking" will use "Heavy plates", WRONG you must use Ferroscales or Reactives. Heavy Plates is for Brick Tanking or Hard Tanking.
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Mordecai Sanguine
What The French Red Whines.
569
|
Posted - 2014.04.08 17:16:00 -
[9] - Quote
VonSpliff wrote:Couldn't imagine running a heavy with 12% movement penalty. I use 2 adv sometimes
Ehp amount of these plates have been lightly buffed. If you want a Light Heavy, go ahead for Ferroscales, or reactives.
If you want a real "Heavy" you take these plates and you play the real Mudfukka Wall of death. |
Mordecai Sanguine
What The French Red Whines.
571
|
Posted - 2014.04.08 17:27:00 -
[10] - Quote
TechMechMeds wrote:I think this is great and will stop the brick tanked pew pew scum.
They will still be able to, but they will be slow. OR they are less brick but faster.
Everything is about choice. |
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Mordecai Sanguine
What The French Red Whines.
573
|
Posted - 2014.04.08 19:08:00 -
[11] - Quote
Django Quik wrote:I applaud you sir, for putting together such a well thought out post. You're english isn't perfect but it's good enough to make sense and a hell of a lot better than many of the native speakers on this forum.
That said, I don't agree with everything you posted. I think basic plates just need their original speed penalties back (think it was 3%, 5%, 10% before) but not the repper penalty too. You're quite right that if you want that max HP from armour, you should get slowed the F down. That's the exact reason ferroscales were introduced in the first place. These changes would make them a viable choice again.
Currently, as a scout, I don't even look at them because the fittings costs are far too high. Do they really need to be so high when they already offer so much less protection than basic plates. And btw I'd call ferroscale plates the 'light plates' because no movement penalty. Reactives can be the mediums because they have a small penalty (I think 1%, 2%, 3% is fine for these but buff the HP just a little).
I look forward to reading your part 2 - repper tanking is something I've wanted to do for at least a year but currently even stacking 4 complex reppers is not a viable suit.
I think 10% is maybe a bit too much. (8% still slow as ****) And with the ehp amount of a basic, 3% is well...too low. The repper penality is to make reactives a better choice than basic + repper.
I've already buff hp a little of plates ;)
Well, look the new numbers, look your slots and you have your regen tank ^^ |
Mordecai Sanguine
What The French Red Whines.
575
|
Posted - 2014.04.08 19:10:00 -
[12] - Quote
BL4CKST4R wrote:Mordecai Sanguine wrote:BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:Increasing the speed penalty on armor will only break it. The speed penalty as it is is fine... losing 0.5 m/s for using only two plates is insane. Not only that but your strafing and back tracking is gimped at 4.05 m/s thats a tad bit faster than a heavy suit. You cannot jump over obstacles if using more than 1 complex plate, and you are just so much easier to hit.
If you increase the speed penalty to armor. shield tanking should get a penalty to increase hitbox size. Or the speed penalty should only reduce your agility i.e strafing speeds, it wasn't long ago shields were OP as hell and all that was changed to armor was a small amount of extra HP and reduced speed penalties but increase the speed penalty will make shields superior once more. Not add balance.
Currently what makes armor unbalanced is that it doesnt scale properly, dual tanking is rampant, and there is no low slot/high slot module balance. This thread solves something that is very much an issue. Regen armor tanking is not viable, hence the Gallente have to step on the Amarr's toes, since we have to heavily armor up just like them. OK I see it now, it was really hard to read to I missed some parts. I still think the shield penalty is terrible though, so dual tanking = death coffin, but I agree to what he is trying to do. Also I still cannot agree to bumping the reactive plate penalty. Reactives also received the biggest buff, they now have same Hp/s than actual Armor repper, and almost same ehp amount than a Ferroscale WITH the rep amount so....Speed penality was needed to bring balance between them, and 2% is well not a real factor ;) Why it is hard to read ? Too compact ? Bad words ? I'm trying to get better so..... Noooo This is your problem, you still think Dual tanking or "medium tanking" will use "Heavy plates", WRONG you must use Ferroscales or Reactives. Heavy Plates is for Brick Tanking or Hard Tanking. I didn't see any increased HP I think the numbers don't pop out enough on the thread and I miss them.
I can't pop them more, no more characters. I've buffed every plates by 10hp, then applied the 10% from skills. |
Mordecai Sanguine
What The French Red Whines.
575
|
Posted - 2014.04.08 19:13:00 -
[13] - Quote
Medical Crash wrote:Mordecai Sanguine wrote:Brick wall of text I'm sorry, that was too much writing, you have bored me; no Dopamine= no read.
Hmmm you don't love to read and you play Dust ? What the **** is your fit ? |
Mordecai Sanguine
What The French Red Whines.
575
|
Posted - 2014.04.08 19:18:00 -
[14] - Quote
Yan Darn wrote:You get +1
I don't think I agree with everything (might be some misunderstanding), but frankly at this point - someone willing to:
1) Accept there is a massive, huge problem with the current tank meta (not necessarily the suits that can abuse it). 2) willing to come up with sensible suggestions (not just nerfs).
Puts you like in the top 10% of intelligent posters. I hope to see more of this.
Thanks, Is that a tear on my face ? Seems like i've achieved my purpose on this Forum |
Mordecai Sanguine
What The French Red Whines.
582
|
Posted - 2014.04.09 04:42:00 -
[15] - Quote
Absoliav wrote:The speed penalties you propose are far too high for any fitting, which was the same reason no one used them long time ago and your proposed penalty to regen with it is going overboard even with you regen buff.
The reason Armor is being used so frequently is cause it's the only thing worth putting on and since anyone can benefit from using them everyone slaps 'em on. Same can be said for shields, it's not just a matter of Armor being OP, the biggest issue is that defensive modules are the only mods worth putting on. You're trying to fix a very complicated problem with far too simple solution, it's clear this thread was made to address tanked Scouts which have been around long before 1.8 and have only now become a problem.
Back on topic, I strongly disagree with your Heavy Armor idea but agree with you about buffing Reactives and Ferrors, but not Reps, your idea on reps would make shields irrelevant, crossing into their territory by repping too fast.
If oyu think that you clearly didn't read the whole thread or didn't understand it. |
Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 19:58:00 -
[16] - Quote
BL4CKST4R wrote:Simplifed your post to just numbers, and slightly altered some values to improve scaling. Also removed the level 5 bonus you applied so these are values at level 0. Applied this concept to shield tanking, and wrote a post about it. https://forums.dust514.com/default.aspx?g=posts&t=154463The first part (armor) of this thread is a simplified version of the post above. Values slightly modified to remove the level 5 bonus applied in his numbers, and to scale armor a little better. I do not take or want credit for his idea. Heavy - Medium - Light HP tanking system Heavy HP systems give a lot of HP but with a penalty Medium HP systems give medium HP with no penalty Light HP systems give a little bit of HP, a bonus, and a penalty Armor plating:Heavy Armour plates (Speed penalty plates) Basic: 95/ -5% speed Advanced: 120/ -6% speed Complex: 145/ -7% speed Nanofibre Armor plates (Ferroscale plates) Basic: 44/ -0% Advanced: 65/ -0% Complex: 87/ -0% Reactive plates (HP values not affected by armor plating skill, repair values are) Basic: 42/ -2%/ 2 HP/s Advanced: 62/ -3%/ 3 HP/s Complex: 85/ -4%/ 5 HP/s Armor repairers Basic: 3 Advanced: 5 Complex: 7 Shield extension:Heavy Shield extenders Basic: 67/ 3% increased hitbox Advanced: 84/ 4% increased hitbox Complex: 101/ 5% increased hitbox Medium Shield extenders Basic: 34/ -0% Advanced: 50/ -0% Complex: 67/ -0% Light Shield extenders (HP values unmodified by Shield extension skill, shield recharging skill lowers delay) Basic: 32/ +1% increased hitbox/ -10% shield recharge delay Advanced: 47/ +2% increased hitbox/ -15% shield recharge delay Complex: 63/ +3% increased hitbox/ -20% shield recharge delay Shield regulators (REMOVED) Shield rechargers (Vanilla)
Don't agree with lot of things inside.
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Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 20:21:00 -
[17] - Quote
Django Quik wrote:@Mordecai - Didn't see the repper numbers the first time; I don't think it's enough, stacking 4 complex would only get you ~30hp/s. I'd go a little further; maybe not as far as I said in my post above but perhaps 3 / 6 / 9 before skills.
Dudes WAKE THE HELL UP. 50hp/s (or 40) is GOD MODE. Have you ever see a Gallente Heavy on a Compact Nanohive ? He's barely invicible. Even me i was Amarr Logi Full Regen tanking, 20hp/s i was damn ******* powerful negating half of the shots....
Guys you're clearly going TOO far.
The numbers of black is not totally ****, in fact only some penality here or there are really too low, but guys...regen tanking is about "time" distance or quick backstab, not a front. Regen values are great ;) (Black)
But yours is well....a bit too big.
30hp/s makes you a pain in the ass for well.....almost every distance shooter. Dude 5 sec => 150hp. It's....HUGE. |
Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 20:23:00 -
[18] - Quote
BL4CKST4R wrote:Mordecai Sanguine wrote:BL4CKST4R wrote:Simplifed your post to just numbers, and slightly altered some values to improve scaling. Also removed the level 5 bonus you applied so these are values at level 0. Applied this concept to shield tanking, and wrote a post about it. https://forums.dust514.com/default.aspx?g=posts&t=154463The first part (armor) of this thread is a simplified version of the post above. Values slightly modified to remove the level 5 bonus applied in his numbers, and to scale armor a little better. I do not take or want credit for his idea. Heavy - Medium - Light HP tanking system Heavy HP systems give a lot of HP but with a penalty Medium HP systems give medium HP with no penalty Light HP systems give a little bit of HP, a bonus, and a penalty Armor plating:Heavy Armour plates (Speed penalty plates) Basic: 95/ -5% speed Advanced: 120/ -6% speed Complex: 145/ -7% speed Nanofibre Armor plates (Ferroscale plates) Basic: 44/ -0% Advanced: 65/ -0% Complex: 87/ -0% Reactive plates (HP values not affected by armor plating skill, repair values are) Basic: 42/ -2%/ 2 HP/s Advanced: 62/ -3%/ 3 HP/s Complex: 85/ -4%/ 5 HP/s Armor repairers Basic: 3 Advanced: 5 Complex: 7 Shield extension:Heavy Shield extenders Basic: 67/ 3% increased hitbox Advanced: 84/ 4% increased hitbox Complex: 101/ 5% increased hitbox Medium Shield extenders Basic: 34/ -0% Advanced: 50/ -0% Complex: 67/ -0% Light Shield extenders (HP values unmodified by Shield extension skill, shield recharging skill lowers delay) Basic: 32/ +1% increased hitbox/ -10% shield recharge delay Advanced: 47/ +2% increased hitbox/ -15% shield recharge delay Complex: 63/ +3% increased hitbox/ -20% shield recharge delay Shield regulators (REMOVED) Shield rechargers (Vanilla) Don't agree with lot of things inside. Which is the shields? I would like to know what. Gotta keep in mind there are heavy suits which use shields.
Didn't read "shield" i saw "hit box increase...." that's stupid (for the moment)......would ask lot of visual changmeents etcetc.... The purpose is to ask CCP easy changements, and look the title of the thread "Armor plate". |
Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 20:37:00 -
[19] - Quote
Oh wait wut.....WHAT ? I lmust really be ****** up (Bad days..still sick and no medicine for me ....) 10 min ago there was a 1....seems like.....Wuuuut ?
My bad must be tired. (I take bad what i've said, of course...) Could we continue tomorrow ? |
Mordecai Sanguine
What The French Red Whines.
602
|
Posted - 2014.04.16 12:07:00 -
[20] - Quote
Bump. |
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