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Django Quik
Dust2Dust.
2795
|
Posted - 2014.04.08 18:21:00 -
[31] - Quote
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.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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BL4CKST4R
WarRavens League of Infamy
2433
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Posted - 2014.04.08 19:06:00 -
[32] - Quote
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.
For the Federation!
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Mordecai Sanguine
What The French Red Whines.
573
|
Posted - 2014.04.08 19:08:00 -
[33] - 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 -
[34] - 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. |
Medical Crash
CLONES AGAINST HUMANITY
253
|
Posted - 2014.04.08 19:11:00 -
[35] - Quote
Mordecai Sanguine wrote:Brick wall of text I'm sorry, that was too much writing, you have bored me; no Dopamine= no read. |
Mordecai Sanguine
What The French Red Whines.
575
|
Posted - 2014.04.08 19:13:00 -
[36] - 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 ? |
Yan Darn
Science For Death
538
|
Posted - 2014.04.08 19:14:00 -
[37] - Quote
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.
The Ghost of Bravo
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Mordecai Sanguine
What The French Red Whines.
575
|
Posted - 2014.04.08 19:18:00 -
[38] - 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 |
The Terminator T-1000
Skynet Incorporated
352
|
Posted - 2014.04.08 19:30:00 -
[39] - Quote
Armor plates were changed not long ago. Why keep messing with the same thing over and over. Instead buff shields a bit. This will also help increase TTK. As far as scouts, well they were buffed way too much on this last update. They should lose their side arm and/or lose a slot. No other suit has been buffed as much as the scout has at one time. |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
709
|
Posted - 2014.04.08 19:40:00 -
[40] - Quote
I disagree with penalties on reactive plates. If were gonna fix it we need to do it right. 8 slot high/low maximum. Rebalance all suits and layouts. add resistance mods low Change damage mods low. Break them down to four types instead of one blanket mod and put them back up to 10% to counter new built in suit resistances and resistance mods. Speed mods high. add e warfare. ferroscale should give a percentage and if we do rep tanking triage nanohives need to get the axe and armor repair tools need to be remodeled and go to gallente and amarr. a protod out gal suit should with a bunch of rep mods should achieve what a triage hive does. Rep tank means I need to be able to rep in battle and not have the amount be trivial. Shields need to rep passively and that problems effectively fixed there.
Someone on the first page talked about how theres supposed to be thousands of fitting options. That's impossible when there's no suit variety and no module variety which is why we new to eveify.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Bormir1r
Fatal Absolution Dirt Nap Squad.
237
|
Posted - 2014.04.08 19:51:00 -
[41] - Quote
I would definitely advocate for option 1.
"One does not simply" look for a scout, it looks for you.
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Absoliav
Tronhadar Free Guard Minmatar Republic
148
|
Posted - 2014.04.08 20:37:00 -
[42] - Quote
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. |
1pawn dust
Algintal Core Gallente Federation
122
|
Posted - 2014.04.08 20:40:00 -
[43] - Quote
Its a good idea that more plates = less hp regen, but would need a pgrid cost increase to stop the current problem |
Mordecai Sanguine
What The French Red Whines.
582
|
Posted - 2014.04.09 04:42:00 -
[44] - 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. |
BL4CKST4R
WarRavens League of Infamy
2448
|
Posted - 2014.04.09 19:31:00 -
[45] - Quote
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=154463
The 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)
For the Federation!
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Django Quik
Dust2Dust.
2817
|
Posted - 2014.04.09 19:43:00 -
[46] - Quote
The Terminator T-1000 wrote:Armor plates were changed not long ago. Why keep messing with the same thing over and over. Instead buff shields a bit. This will also help increase TTK. As far as scouts, well they were buffed way too much on this last update. They should lose their side arm and/or lose a slot. No other suit has been buffed as much as the scout has at one time. Buffing shields and leaving plates would just perpetuate the problems with bricktanking > ALL.
Scouts need everything they got - do you remember how few there were and how weak they were before? You just want to gimp them with those suggestions. Fixing plates in this way would provide a much better alternative to sending scouts back to the garbage heap. Once assaults get their buffs in base stats and slots and the cloak-insta-shoot glitch is fixed, problems with scouts will all but disappear.
The brick tanking problem (particularly armor-wise) is a far wider problem than just scouts.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
2819
|
Posted - 2014.04.09 19:52:00 -
[47] - Quote
Auris Lionesse wrote:I disagree with penalties on reactive plates. If were gonna fix it we need to do it right. 8 slot high/low maximum. Rebalance all suits and layouts. add resistance mods low Change damage mods low. Break them down to four types instead of one blanket mod and put them back up to 10% to counter new built in suit resistances and resistance mods. Speed mods high. add e warfare. ferroscale should give a percentage and if we do rep tanking triage nanohives need to get the axe and armor repair tools need to be remodeled and go to gallente and amarr. a protod out gal suit should with a bunch of rep mods should achieve what a triage hive does. Rep tank means I need to be able to rep in battle and not have the amount be trivial. Shields need to rep passively and that problems effectively fixed there. Lignd heavy suits should have light and heavy armor mods and same for shields. You can't put battleship/cruiser plates on a frigate. You can't put medium/heavy plates on a light suit. Problem solved.
Someone on the first page talked about how theres supposed to be thousands of fitting options. That's impossible when there's no suit variety and no module variety which is why we new to eveify. We should be working on eve parity first. Pretty much everything you said is a bad idea. I'll give you resistance mods but we have too many low slot mods compared to high slots as is. Speed mods high I'll take too. Ewar already exists but we could definitely do with more.
The bad stuff: All suits are being rebalanced - half of it was done for 1.8; the rest is incoming shortly. Damage mods are ok now, maybe a wee buff - they were so strong before, they were more worthwhile than shields for the fittings cost. Ferroscale should definitely not be % based. They're intended for people like scouts - % based would make them strongest for heavies. If anything was to be % based it would be the 'heavy plates' to discourage light suit use. Reppers do need a buff but to make them that strong would invalidate shield recharge. If shield recharge was passive, there'd be nothing to set it apart from armor repping. This is Dust - we are all clones and we don't vary in size anywhere near as much as Eve ships. Whilst there are some good things in Eve that Dust should be trying to use itself, it must be remembered that this is NOT Eve and not everything translates across to an FPS well.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 19:58:00 -
[48] - 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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Django Quik
Dust2Dust.
2819
|
Posted - 2014.04.09 19:59:00 -
[49] - Quote
I like almost everything I read here except that I would buff armor reppers more, maybe to 5 / 10 / 15. You'd still need to stack them quite high to reach shield repping rates but they'd be a lot less eclipsed by the usefulness of plates.
I'd also leave regulators in but give them a big buff. They could be useful things but with current stats you only get about a second off your delay using a complex mod. I'd make them something like 15% / 25% / 40% with much lower fittings costs.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Django Quik
Dust2Dust.
2819
|
Posted - 2014.04.09 20:09:00 -
[50] - Quote
@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; perhaps 3 / 6 / 9 before skills.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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BL4CKST4R
WarRavens League of Infamy
2450
|
Posted - 2014.04.09 20:10:00 -
[51] - Quote
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.
For the Federation!
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Mordecai Sanguine
What The French Red Whines.
587
|
Posted - 2014.04.09 20:21:00 -
[52] - 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 -
[53] - 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". |
BL4CKST4R
WarRavens League of Infamy
2451
|
Posted - 2014.04.09 20:33:00 -
[54] - Quote
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. "Increasing hitbox" stupid. Means shooting next to him will hit ? That's WTF ???? Hp vlaues of Ferroscales are too big. (a little bit) Hp values of Reactives is LOLWUT. SO MUCH HP SO MUCH REGEN SO NO PENALITY ? Regen tanking is supposed to be PASSIVE. And the most important point of it : WAY less effective than Brick tanking for a direct encounter. You're bringing a gamebreaking way of tanking. You seems to forget Skills on it. You ask to add 25% on THAT ? SERIOUSLY ???? It means a buff about 80% to ferroscales and reactives ....WTF? Please remove your post dude. Or check again numbers. Regen tanking is not meant to be god mode. 40hp/s needs to come with PENALITIES. No penality about regen on heavy plate ? LOL WUT ? Welcome your 18hp/s with 500 armor..... Dude seriously, armor rep and heavy plates must NOT be able to bem ixed without penalities.
Wait what 0.0 these are your numbers all I did was remove the level 5 bonus the HP is lower than the one you posted. And the HP mal us still applies I just didn't add it because I don't know how to explain it.
For example you said with level 5 a basic shield is 104.5, 104.5/1.1 = 95 the same with the Ferroscale plates the HP iS what you wrote without the 10% bonus level 5 gives.
For the Federation!
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Mordecai Sanguine
What The French Red Whines.
587
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Posted - 2014.04.09 20:37:00 -
[55] - 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 ? |
Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
711
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Posted - 2014.04.09 20:41:00 -
[56] - Quote
Django Quik wrote:Auris Lionesse wrote:I disagree with penalties on reactive plates. If were gonna fix it we need to do it right. 8 slot high/low maximum. Rebalance all suits and layouts. add resistance mods low Change damage mods low. Break them down to four types instead of one blanket mod and put them back up to 10% to counter new built in suit resistances and resistance mods. Speed mods high. add e warfare. ferroscale should give a percentage and if we do rep tanking triage nanohives need to get the axe and armor repair tools need to be remodeled and go to gallente and amarr. a protod out gal suit should with a bunch of rep mods should achieve what a triage hive does. Rep tank means I need to be able to rep in battle and not have the amount be trivial. Shields need to rep passively and that problems effectively fixed there. Lignd heavy suits should have light and heavy armor mods and same for shields. You can't put battleship/cruiser plates on a frigate. You can't put medium/heavy plates on a light suit. Problem solved.
Someone on the first page talked about how theres supposed to be thousands of fitting options. That's impossible when there's no suit variety and no module variety which is why we new to eveify. We should be working on eve parity first. Pretty much everything you said is a bad idea. I'll give you resistance mods but we have too many low slot mods compared to high slots as is. Speed mods high I'll take too. Ewar already exists but we could definitely do with more. The bad stuff: All suits are being rebalanced - half of it was done for 1.8; the rest is incoming shortly. Damage mods are ok now, maybe a wee buff - they were so strong before, they were more worthwhile than shields for the fittings cost. Ferroscale should definitely not be % based. They're intended for people like scouts - % based would make them strongest for heavies. If anything was to be % based it would be the 'heavy plates' to discourage light suit use. Reppers do need a buff but to make them that strong would invalidate shield recharge. If shield recharge was passive, there'd be nothing to set it apart from armor repping. This is Dust - we are all clones and we don't vary in size anywhere near as much as Eve ships. Whilst there are some good things in Eve that Dust should be trying to use itself, it must be remembered that this is NOT Eve and not everything translates across to an FPS well.
No this is eve. It's in the games title. We need to utilize the mechanics that have been perfected over the last decade. the only reason I upped damage mods back was to account for the increase from new damage resists. The reason we lowered damage mods is because we can't reach high resistances like eve. Once we add that mechanic in it'll be fine to have damage mods where they started out.
And armor repping is supposed to be an active feature. The way it is now is wrong. 5hp a second is a joke. Shields are supposed to rep passively and armor reps with an active mod. eve online already invented the wheel. dont need to tear it apart and try to make a square wheel. It works best as a circle. And what Ewarfare? I can't knock peoples range down so they can't shoot me or slow down their turning speed so I can out maneuver them. Scanners and dampening are pathetic.
Most of this games problems stem from how different it is from eve only e despite the fact they're supposed to mirror each other. If dusts systemwas work g we wouldn't be on the forums suggesting ways to fix it. Eveification would change that.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Django Quik
Dust2Dust.
2819
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Posted - 2014.04.09 20:43:00 -
[57] - Quote
Mordecai Sanguine wrote: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. I've tried rep tanking with 24hp/s and it was useless. Even with 40hp/s, that would still only be around 10% of the DPS a lot of weapons put out. Keep in mind that that's using all your low slots, so you don't get to put any extra armor on to make actual use of those reps. Yes, you'l rep to full in seconds but you'll not survive long under fire at all.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Django Quik
Dust2Dust.
2819
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Posted - 2014.04.09 20:50:00 -
[58] - Quote
@Auris Lionesse - dude, I think you need to go back to Eve. This is an FPS. You're trying to add things to a fast paced shooter that only work in an environment where locking on is always necessary and it's slow enough to make calculations on everything you do.
Just because they're set in the same universe and share lore, it doesn't mean the mechanics are suitable for an entirely different genre of game.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Auris Lionesse
Capital Acquisitions LLC Dirt Nap Squad.
711
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Posted - 2014.04.09 21:00:00 -
[59] - Quote
Django Quik wrote:@Auris Lionesse - dude, I think you need to go back to Eve. This is an FPS. You're trying to add things to a fast paced shooter that only work in an environment where locking on is always necessary and it's slow enough to make calculations on everything you do.
Just because they're set in the same universe and share lore, it doesn't mean the mechanics are suitable for an entirely different genre of game.
I'm not try to change mechanics in dust to lockon combat. I'm applying what we know works to a fps setting because all dust is is a fps version of eve on planets instead of space. How do you know they dont work if the game has never had any of them implemented. You don't your just assuming because your having problems trying to comprehend them just as I'm assuming they'd work because I know it works in eve so there's no reason yet why they shouldn't work here. you just have to make the correct alterations.
Certain people say oh that doesn't work but they can never seem to explain exactly why. And your right lol I wish I could go back to eve. It doesn't look like garbage or have balancing issues or feel completely unfinished.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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Django Quik
Dust2Dust.
2819
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Posted - 2014.04.09 21:09:00 -
[60] - Quote
Auris Lionesse wrote:Certain people say oh that doesn't work but they can never seem to explain exactly why. And your right lol I wish I could go back to eve. It doesn't look like garbage or have balancing issues or feel completely unfinished. I'll gladly explain why - it's too complicated for FPS gameplay.
So, if this game is so bad, why are you playing it? Why don't you go back to Eve because that's clearly the game you want to be playing?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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