G Torq
ALTA B2O
630
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Posted - 2014.04.10 13:31:00 -
[1] - Quote
(In the following IGÇÖm largely ignoring how things work in EVE)
Proposal: Infantry modules giving passive resistance.
Rationale: Recent Dropsuit changes has introduced the concept of Damage Type specific resistance to infantry, via the Sentinel suitsGÇÖ skill-bonuses. This mechanic allows for a wider application of resistance, and deepening eHP, using modules that infantry can chose to apply to their suits. It also allows the player-base to adapt to select weaponry becoming popular, by fitting specific resistance-modules against the currently-popular weapon-type.
DUST514 has the following basic damage-types:
- Laser
- Hybrid-Blaster
- Hybrid-Rail
- Projectile
- Explosive
These tend to have a racial bias (e.g. Hybrid-Blaster is usually used by Gallente), and have a bias against either Armor or Shield (e.g. Hybrid-Blaster is more effective against shields). Will be leaving GÇ£HullGÇ¥ out of this. A scenario would be that a Gallente mercenary, fighting against Caldari mercenaries in Factional Warfare, might anticipate Rail-based weaponry, and chose to forgo raw HP and instead fit a module that make their shields resist Rail Rifles better.
Based on this, I am propose 5 new modules, and 6 skills.
Modules: Laser-resist module Low-slot module, granting 5/10/15% armor-resistance towards laser damage. CPU expensive
Blaster-resist module Low-slot module, granting 5/10/15% armor-resistance towards hybrid-blaster damage. PG expensive
Rail-resist module High-slot module, granting 5/10/15% shield-resistance towards hybrid-rail damage. CPU expensive
Projectile-resist module High-slot module, granting 5/10/15% shield-resistance towards Projectile damage. PG expensive
Explosion-resist module High-slot module, granting 5/10/15% shield-resistance towards explosive damage. Balanced CPU/PG costs
Note 1: Only a single resistance-module can be fitted at any time. Note 2: Have made the resistance specific to either Armor or Shield, depending on damage-type. If the resistance should be for both, the values would have go to down to around 3/5/7%
Skills: Resistance Modules (x3) Unlocks other Resistance skills at level 1, Explosion Resistance at level 3. Reduces CPU/PG costs of Resistance modules, 2% per level.
Laser Resistance (x5) Unlocks actual Laser resistance modules
Hybrid-Blaster Resistance (x5) Unlocks actual Hybrid-Blaster resistance modules
Hybrid-Rail Resistance (x5) Unlocks actual Hybrid-Rail resistance modules
Projectile Resistance (x5) Unlocks actual Projectile resistance modules
Explosion Resistance (x5) Unlocks actual Explosion resistance modules
The proposed values of 5-15% could easily be pushed to 10/20/30%, but let us see some discussion on values, before going too high.
Finally: Yes, I've thought about swapping Armor and Shield resistance for the 5 types, to better align with races likely to employ them. Am fully open to that, mostly just preferring that the resistance is either for shield OR for armor, and not both.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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dent 308
Subdreddit Test Alliance Please Ignore
2726
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Posted - 2014.04.10 13:44:00 -
[2] - Quote
I like it.
The math on this would have be very sound though. Damage resistance could be mad op if if got out of control.
Victor Laszlo: ... If we stop breathing, we'll die. If we stop fighting our enemies, the world will die.
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