Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
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 |
TechMechMeds
SWAMPERIUM
2989
|
Posted - 2014.04.08 14:14:00 -
[2] - Quote
Looks really good, I definitely support this.
If you know what a telefrag match is, then I love you.
Dust for over a year, gaming for over 18 and counting.
|
Deltahawk Durango
Hellstorm Inc League of Infamy
188
|
Posted - 2014.04.08 14:25:00 -
[3] - Quote
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 don't believe in an eye for an eye...
I believe in two eyes for an eye!
|
Mordecai Sanguine
What The French Red Whines.
562
|
Posted - 2014.04.08 14:31:00 -
[4] - 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 |
1pawn dust
Algintal Core Gallente Federation
116
|
Posted - 2014.04.08 14:39:00 -
[5] - Quote
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. |
Mordecai Sanguine
What The French Red Whines.
565
|
Posted - 2014.04.08 14:47:00 -
[6] - 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 |
negative49er
Tronhadar Free Guard Minmatar Republic
565
|
Posted - 2014.04.08 14:49:00 -
[7] - Quote
It because armor plate got very little pg cost
Dedicated Shotgun Scout and professional backstabber
|
BL4CKST4R
WarRavens League of Infamy
2424
|
Posted - 2014.04.08 14:59:00 -
[8] - Quote
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.
For the Federation!
[If armor is OP to you read this][2]
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8183
|
Posted - 2014.04.08 15:00:00 -
[9] - Quote
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 gives 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.
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.
|
Mordecai Sanguine
What The French Red Whines.
566
|
Posted - 2014.04.08 15:00:00 -
[10] - 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* |
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8183
|
Posted - 2014.04.08 15:01:00 -
[11] - 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. 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.
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.
|
Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8183
|
Posted - 2014.04.08 15:04:00 -
[12] - Quote
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.
|
Decimel
Brutor Vanguard Minmatar Republic
4
|
Posted - 2014.04.08 15:07:00 -
[13] - Quote
I've seen heavies that can't jump up on the smallest ledge, so I'm not sure I'd support making them slower. |
Mordecai Sanguine
What The French Red Whines.
566
|
Posted - 2014.04.08 15:08:00 -
[14] - 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. |
Rynoceros
Rise Of Old Dudes
3553
|
Posted - 2014.04.08 15:09:00 -
[15] - Quote
Plus Juan.
Sounds good. (It'll never happen - because you make too much sense.)
I GÖú Kittens.
|
Mordecai Sanguine
What The French Red Whines.
568
|
Posted - 2014.04.08 15:10:00 -
[16] - 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 ;) |
BL4CKST4R
WarRavens League of Infamy
2425
|
Posted - 2014.04.08 15:12:00 -
[17] - Quote
Mordecai Sanguine 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. 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.
I am going to have to re read your post to see this statement.
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".
For the Federation!
|
BL4CKST4R
WarRavens League of Infamy
2425
|
Posted - 2014.04.08 15:13:00 -
[18] - Quote
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?
For the Federation!
|
Sev Alcatraz
Bullet Cluster Lokun Listamenn
524
|
Posted - 2014.04.08 15:15:00 -
[19] - Quote
Much logic I sense it's a Shame ccp has none and will most likely ignor this :/
closed beta Vet
"The mashed up corpses of red Berrys make for great track lube"
|
Mordecai Sanguine
What The French Red Whines.
568
|
Posted - 2014.04.08 15:16:00 -
[20] - 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 |
|
BL4CKST4R
WarRavens League of Infamy
2425
|
Posted - 2014.04.08 15:19:00 -
[21] - Quote
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.
For the Federation!
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2978
|
Posted - 2014.04.08 15:24:00 -
[22] - Quote
I've only read half of this(got cut off before I could finish)
But it seems you really wanna punish plates for everyone, including the armour suit users who only fit 1-2 plates and use te rest of the slots of reps. If you wanna nerf plates then you have to give armour based suits higher base armour so we can compete with shield suits(I admit that I haven't read your whole post and you could have already touched on this) and 8 percent for a complex plate would kill it more. No one uses them besides heavies.
Also, switching the GalAssault and the AmarrAssaults slot layout is just plain nuts.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
BL4CKST4R
WarRavens League of Infamy
2426
|
Posted - 2014.04.08 15:31:00 -
[23] - Quote
Cody Sietz wrote:I've only read half of this(got cut off before I could finish)
But it seems you really wanna punish plates for everyone, including the armour suit users who only fit 1-2 plates and use te rest of the slots of reps. If you wanna nerf plates then you have to give armour based suits higher base armour so we can compete with shield suits(I admit that I haven't read your whole post and you could have already touched on this) and 8 percent for a complex plate would kill it more. No one uses them besides heavies.
Also, switching the GalAssault and the AmarrAssaults slot layout is just plain nuts.
This is what I thought you might want to finish it and then read it like 2 more times before it makes sense.
For the Federation!
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1936
|
Posted - 2014.04.08 15:53:00 -
[24] - Quote
Just an idea or two for the stewpot. tl;dr at the bottom.
We want armor rep tanking to be viable but distinguish it from sheild tanking.
What if armour repping was non-linear? And what if that non-linearity manifested as a 'best in the middle' flavour of armor repping? The thinking here is that sheild repair is dependent on only power(watts) but armour tanking would be dependent on materials and power. Furthurmore rebuilding the prolly-quite-sophisticated armor matrix would be a non-trivial job for our nanite-based reppers, and is prolly easiest when combinatorics/entropy is working for us: this occurs when the armor is at its half-point. Sigmoid functions like the logistics function or arctan would be natural candidates.
Secondly, since armor repping depends on materials, why not bump up rep rate when we're standing on a nanohive, any nanohive? No hive - repper is limited by availiable materials, hive - repper is limited by its powergrid/negentropy production ;P
tl:dr 1. Change the armor repper repair rate curve to look like this. 2. Bump up repair rate if extra nanites are availiable from any nanohive.
I support SP rollover.
|
Mordecai Sanguine
What The French Red Whines.
569
|
Posted - 2014.04.08 17:07:00 -
[25] - 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.
|
VonSpliff
TeamPlayers Dirt Nap Squad.
141
|
Posted - 2014.04.08 17:12:00 -
[26] - Quote
Couldn't imagine running a heavy with 12% movement penalty. I use 2 adv sometimes
"It never got weird enough for me." Dr. T
|
Mordecai Sanguine
What The French Red Whines.
569
|
Posted - 2014.04.08 17:16:00 -
[27] - 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. |
TechMechMeds
SWAMPERIUM
2992
|
Posted - 2014.04.08 17:24:00 -
[28] - Quote
I think this is great and will stop the brick tanked pew pew scum.
If you know what a telefrag match is, then I love you.
Dust for over a year, gaming for over 18 and counting.
|
Mordecai Sanguine
What The French Red Whines.
571
|
Posted - 2014.04.08 17:27:00 -
[29] - 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. |
TechMechMeds
SWAMPERIUM
2992
|
Posted - 2014.04.08 17:29:00 -
[30] - Quote
Mordecai Sanguine wrote: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.
Yeah, there does need to be a larger speed penalty and your numbers seem just fine to me.
If you know what a telefrag match is, then I love you.
Dust for over a year, gaming for over 18 and counting.
|
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |