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Banjo Robertson
Bullet Cluster Lokun Listamenn
145
|
Posted - 2014.04.16 04:43:00 -
[1] - Quote
My main idea is making shields better for the shield tanking dropsuits while making them not as good for armor tanked suits.
These numbers assume maximum bonus to the modules, if any, from the module skill as well. Basic Shield Extenders would have a 16% bonus Enhanced Shield Extenders would have a 31% bonus Complex Shield Extenders would have 46% bonus
Numbers below are using the Max Shields from the 25% bonus OB S is old basic shield, NB S is new basic shield OE S is old enhanced shield, NE S is new enhanced shield OC S is old complex shield, NC S is new complex shield
This first table is with 1 shield extender, I will post tables for 2 shield extenders and 3 shield extenders with the stacking penalty that will apply for having multiple % based shield extenders.
Dropsuit SBase SMaxABaseAMax1OBS1NBS1OES1NES1OCS1NCS AmaMed 120 150240 300174 174186 197223 219 AmaLog 90 113 210263 137 131149 148186 165 AmaLig 60 75 170 213 99 87111 98 148 110 AmaHea 360 450510 638 474 522486 590523 657 AmaSen 360 450 600 750 474 522486 590523 657 AmaCom 200 250480 600 274 290286 328323 365
CalMed 210 263 120150 287 305299 345336 384 CalLogi 180 225 90 113 249 261261 295298 329 CalLig 130 163 70 88 187 189199 214236 238 CalHea 446 558 390 488 582 647594 731631 815 CalSen 525 656390 488 680 761 692 859729 958 CalCom 400 500 250 313 524 580 536 655 573 730
GalMed 120 150 210 263 174 174 186 197 223 219 GalLog 90 113 180 225 137 131 149 148 186 165 GalLig 70 88 130 163 112 102 124 115 161 128 GalHea 390 488 446 558 512 566 524 639 561 712 GalSen 390 488 525 656 512 566 524 639 561 712 GalCom 250 313 400 500 337 363 349 410 386 457
MinMed 150 188 135 169 212 218 224 246 261 274 MinLog 90 113 150 188 137 131 149 148 186 165 MinLig 100 125 70 88 149 145 161 164 198 183 MinHea 390 488 370 463 512 566 524 639 561 712 MinSen 390 488 435 544 512 566 524 639 561 712 MinCom 300 375 260 325 399 435 411 491 448 548
The enhanced get a general boost in power because I felt there should be an even progression in shield boosting from basic to enhanced to complex instead of the uneven progression that we currently have, so some suits that are armor based might see better enhanced shield levels in the new system than in the old, but the general trends I was wanting to do still seem to have come through, light suits in general gain less benefit from shields, heavy suits in general can tank their shields better. And shield suits in general get better shields while medium armor suits in general dont have an as-appealing dual tank option.
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Banjo Robertson
Bullet Cluster Lokun Listamenn
145
|
Posted - 2014.04.16 04:44:00 -
[2] - Quote
In addition, I would also like to see armor plates moved to a % instead of set #. These numbers assume maximum bonus, if any, to the modules from the module skill. Basic armor plate: 35% Enhanced armor plate: 50% Complex armor plate: 65%
Like the shield modules, these will now also have a stacking penalty apply the more modules you have.
OB A is old basic armor NB A is new basic armor
OE A is old enhanced armor NE A, etc
OC A is old enhanced armor NC A, etc
DropsuitS BaseS MaxA BaseA Max1OB A1NBA1OE A1NE A1OC A1NC A AmaMed120150240300394405421450449495 AmaLog90113210263357355384395412434 AmaLig6075170213307288334320362351 AmaHea3604505106387328617599577871053 AmaSen360450600750844101387111258991238 AmaCom200250480600694810721900749990
CalMed210263120150244203271225299248 CalLogi18022590113207153234170262186 CalLig1301637088182119209132237145 CalHea446558390488582659609732637805 CalSen525656390488582659609732637805 CalCom400500250313407423434470462516
GalMed120150210263357355384395412434 GalLog90113180225319304346338374371 GalLig7088130163257220284245312269 GalHea390488446558652753679837707921 GalSen3904885256567508867779848051082 GalCom250313400500594675621750649825
MinMed150188135169263228290254318279 MinLog90113150188282254309282337310 MinLig1001257088182119209132237145 MinHea390488370463557625584695612764 MinSen390488435544638734665816693898 MinCom300375260325419439446488474536
again se wee a general trend where armor tanked suits get more armor than before, while shield tanked suits get less armor than they did before from the plates, this is to discourage dual tanking.
The only suits that still are able to dual tank are now heavy, sentenal and commando suits, so shield and armor for these suits would need to be adjusted accordingly if they should only emphasize one tank. I can data dump my tables for 2 and 3 modules each for armor and shield if people want so they can see the data, but thats just a lot of numbers to stare at and this forum is a lot less pretty than my spreadsheet is. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
145
|
Posted - 2014.04.16 12:17:00 -
[3] - Quote
2 shield extenders of each type, with stacking penalty applied. Dropsuit2OB S2NB S2OE S2NE S2OC S2NC S AmaMed198198222249296306 AmaLog161149185187259230 AmaLig12399147124221153 AmaHea498594522747596917 AmaSen498594522747596917 AmaCom298330322415396509 CalMed311347335437409536 CalLogi273297297374371459 CalLig211215235271309332 CalHea6067366309267041137 CalSen70486672810888021337 CalCom5486605728296461018 GalMed198198222249296306 GalLog161149185187259230 GalLig136116160146234179 GalHea536644560809634993 GalSen536644560809634993 GalCom361413385519459638 MinMed236248260312334382 MinLog161149185187259230 MinLig173165197208271255 MinHea536644560809634993 MinSen536644560809634993 MinCom423495447622521765
3 shield extenders of each type with stacking penalty applied Dropsuit3OB S3NB S3OE S3NE S3OC S3NC S AmaMed222216258293369386 AmaLog185163221220332290 AmaLig147108183146294193 AmaHea5226485588796691157 AmaSen5226485588796691157 AmaCom322360358488469642 CalMed335379371514482676 CalLogi297324333440444579 CalLig235235271319382419 CalHea63080366610897771434 CalSen72894576412808751686 CalCom5727206089757191284 GalMed222216258293369386 GalLog185163221220332290 GalLig160127196172307226 GalHea5607035969527071253 GalSen5607035969527071253 GalCom385451421610532805 MinMed260271296367407482 MinLog185163221220332290 MinLig197180233245344322 MinHea5607035969527071253 MinSen5607035969527071253 MinCom447540483732594965
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Banjo Robertson
Bullet Cluster Lokun Listamenn
145
|
Posted - 2014.04.16 12:18:00 -
[4] - Quote
2 armor plates of each type with stacking penalty Dropsuit2OB A2NB A2OE A2NE A2OC A2NC A AmaMed488527542643598771 AmaLog451462505565561676 AmaLig401375455457511547 AmaHea826112088013689361641 AmaSen9381318992160810481929 AmaCom788105484212878981543 CalMed338264392322448386 CalLogi301199355243411290 CalLig276155330189386226 CalHea67685773010467861254 CalSen67685773010467861254 CalCom501550555672611804 GalMed451462505565561676 GalLog413395467483523578 GalLig351286405350461419 GalHea74697980011978561435 GalSen844115289814079541686 GalCom68887874210727981286 MinMed357297411363467435 MinLog376330430403486483 MinLig276155330189386226 MinHea6518137059947611191 MinSen73295578611668421399 MinCom513571567698623835
3 armor plates of each type with stacking penalty applied Dropsuit3OB A3NB A3OE A3NE A3OC A3NC A AmaMed5826326638267471056 AmaLog545554626726710926 AmaLig495450576587660749 AmaHea92013431001175710852247 AmaSen103215801113206511972641 AmaCom8821264963165310472113 CalMed432317513413597529 CalLogi395239476312560397 CalLig370186451243535309 CalHea770102785113439351717 CalSen770102785113439351717 CalCom5956596768637601101 GalMed545554626726710926 GalLog507474588620672791 GalLig445343526449610574 GalHea8401174921153710051965 GalSen93813811019180711032309 GalCom782105386313779471761 MinMed451356532466616596 MinLog470396551517635661 MinLig370186451243535309 MinHea74597582612769101631 MinSen826114590714979911916 MinCom6076856888967721143
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2599
|
Posted - 2014.04.16 12:32:00 -
[5] - Quote
Bad idea. This would lead to heavies with more EHP than the current HAVs...
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Banjo Robertson
Bullet Cluster Lokun Listamenn
145
|
Posted - 2014.04.16 12:40:00 -
[6] - Quote
CCP was already considering dropping heavies HP from what it currently is, they could drop it enough to take into account a new module bonus, or they could give heavy suits a penalty or a maximum bonus allowed for these modules. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
860
|
Posted - 2014.04.16 15:38:00 -
[7] - Quote
Moving to percent-based bonuses only would limit fitting choices, and as such, is a bad idea. Fitting in Dust is extremely important, as it allows you to shape your character as you see fit. Limiting fitting (because modules effects' are better/worse for various suits) is a step backward. If someone wants to fit an Amarr heavy with shield extenders in the highs and regulators/kincats in the lows, then that player ought to be able to. Yes, you'd have a poorly-fit armor suit, but at least you have the choice to. Flat hp-based shield extenders and armor plates open the door for creative fitting.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
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Cody Sietz
Bullet Cluster Lokun Listamenn
3044
|
Posted - 2014.04.16 17:26:00 -
[8] - Quote
Vespasian Andendare wrote:Moving to percent-based bonuses only would limit fitting choices, and as such, is a bad idea. Fitting in Dust is extremely important, as it allows you to shape your character as you see fit. Limiting fitting (because modules effects' are better/worse for various suits) is a step backward. If someone wants to fit an Amarr heavy with shield extenders in the highs and regulators/kincats in the lows, then that player ought to be able to. Yes, you'd have a poorly-fit armor suit, but at least you have the choice to. Flat hp-based shield extenders and armor plates open the door for creative fitting. We've already seen how letting people run any suit the way they want is working out. Yes we should be free, but some suits are already free-ear then others.
CCP keeps changing bonuses, suits and mods to make sure no other suit is out performed in its own role my other suits.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Banjo Robertson
Bullet Cluster Lokun Listamenn
158
|
Posted - 2014.04.16 18:11:00 -
[9] - Quote
Vespasian Andendare wrote:Moving to percent-based bonuses only would limit fitting choices, and as such, is a bad idea. Fitting in Dust is extremely important, as it allows you to shape your character as you see fit. Limiting fitting (because modules effects' are better/worse for various suits) is a step backward. If someone wants to fit an Amarr heavy with shield extenders in the highs and regulators/kincats in the lows, then that player ought to be able to. Yes, you'd have a poorly-fit armor suit, but at least you have the choice to. Flat hp-based shield extenders and armor plates open the door for creative fitting.
In my system, an Amarr heavy would have more shields than they could in the old system if they wanted to be a shield tanker. So in the current system, there is less freedom, your argument is invalid. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
158
|
Posted - 2014.04.16 18:13:00 -
[10] - Quote
I should also say, I have a grand encompassing idea that high and low slots should all just be merged into one module slot, so there really wouldn't be any restrictions on the modules you wanted to use. But that hasnt been encorperated into this threat as far as data goes. |
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Banjo Robertson
Bullet Cluster Lokun Listamenn
160
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Posted - 2014.04.16 23:02:00 -
[11] - Quote
This needs to happen, CCP lets hear your thoughts. |
a brackers
Vanguardian Remnant
16
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Posted - 2014.04.17 00:09:00 -
[12] - Quote
+1 but your numbers might need to be a bit lower. ~2900 for a gal sentinal with 4 armour plates is a bit much, 3300 total hp can survive more than most dropships
Proto dropship pilot
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Hakyou Brutor
G0DS AM0NG MEN Dirt Nap Squad.
180
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Posted - 2014.04.17 00:14:00 -
[13] - Quote
My head hurts
I'm a logi now! :D
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Dustbunny Durrr
ReD or DeaD
204
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Posted - 2014.04.17 01:03:00 -
[14] - Quote
Banjo, your approach does have certain appeal and lots of work went into it, which is why I will give it a detailed response, however I see a few flaws with it, that I will list below. But first the good: This would prevent brick tanked scouts, which currently exist. This is the main benefit I see derived from this method. Would this be the goal of your intended changes? (To prevent brick scouts)
Banjo, also what percentages did you use as your stacking penalties?
Flaw 1: As someone has already stated, heavies would have WAY too much health. With 3 complex shield extenders you could probably sneak up on a sentinel, fire at them, not miss at all, and still have to reload before killing them.
This is a very big flaw, but
Solution: could be curbed by reducing the % given by each shield extender. (Rather than 16, 31, 46%, perhaps something along the lines of 15, 20, 25%- I'm not advocating these numbers, I am just throwing them out as a lower example). While this could help mitigate the utter power of sentinels, I haven't yet done the math to see how this would affect smaller suits (and if it would otherwise keep smaller suits balanced, or if the modules would be too lackluster to be useful on non-heavy suits).
Flaw 2: Whenever you make something percentage based, each additional module, adds more than the previous module due to compounding (Ie: the third shield extender would give you much more additional shield than the first shield extender). Because of this, CCP uses stacking penalties to somewhat offset the benefit of compounding. This is why I asked above what stacking penalty percentages you were using.
to be continued later....... |
Dustbunny Durrr
ReD or DeaD
204
|
Posted - 2014.04.17 01:06:00 -
[15] - Quote
saved for additional continuation. |
Dunce Masterson
Savage Bullet
84
|
Posted - 2014.04.17 05:06:00 -
[16] - Quote
It is to bad the tab doesn't function or your ideas could be presented in a easier layout.
I am all for a % based module system like what you proposed but maybe not has high this would also make complex HP modules less effective on scouts witch is a good thing.
I don't even know why I bother.
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KalOfTheRathi
Nec Tributis
1205
|
Posted - 2014.04.17 05:30:00 -
[17] - Quote
CCP/Shanghai has no fondness for the shields.
They do have fondness for the armor.
Never will the two be in balance. If there must be blame assign it to those good players that chose Caldari anything early in Uprising. Nothing promoted the flow of QQ from the various Kittens on these forums like slayers slaying the Kitten out of them and shields got the blame and many, many Nerf Hammers of Doom.
Welcome to Dust
And so it goes.
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Banjo Robertson
Bullet Cluster Lokun Listamenn
160
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Posted - 2014.04.17 17:48:00 -
[18] - Quote
Dustbunny Durrr wrote:Banjo, your approach does have certain appeal and lots of work went into it, which is why I will give it a detailed response, however I see a few flaws with it, that I will list below. But first the good: This would prevent brick tanked scouts, which currently exist. This is the main benefit I see derived from this method. Would this be the goal of your intended changes? (To prevent brick scouts)
Banjo, also what percentages did you use as your stacking penalties?
Flaw 1: As someone has already stated, heavies would have WAY too much health. With 3 complex shield extenders you could probably sneak up on a sentinel, fire at them, not miss at all, and still have to reload before killing them.
This is a very big flaw, but
Solution: could be curbed by reducing the % given by each shield extender. (Rather than 16, 31, 46%, perhaps something along the lines of 15, 20, 25%- I'm not advocating these numbers, I am just throwing them out as a lower example). While this could help mitigate the utter power of sentinels, I haven't yet done the math to see how this would affect smaller suits (and if it would otherwise keep smaller suits balanced, or if the modules would be too lackluster to be useful on non-heavy suits).
Flaw 2: Whenever you make something percentage based, each additional module, adds more than the previous module due to compounding (Ie: the third shield extender would give you much more additional shield than the first shield extender). Because of this, CCP uses stacking penalties to somewhat offset the benefit of compounding. This is why I asked above what stacking penalty percentages you were using.
to be continued later.......
Thank you for your reply, I would like to explain my maths and why I chose the numbers that I did.
The stacking penalty I calculated was from testing I did using kincat modules because its an easy number to see in the stats screen of a dropsuit fitting, so the stacking penalty I used for the 2nd module makes them 85.9045% as effective as the 1st module. And the stacking penalty for the 3rd module makes them 56.8205% as effective as the 1st module. I did not calculate the stacking penalty for a 4th module
So when applied to the shield and armor modules you get. 1st complex shield module: 46% 2nd complex shield module: 39.51607% 3rd complex shield module: 26.13743%
1st complex armor module: 65% 2nd complex armor moduel: 55.837925% 3rd complex armor module: 36.933325%
As you are correct that each additional module applies their % to the total achieved through the previous modules, their over-all benefit can be greater than the first module, so the stacking penalty is important.
How I came up with the module bonus % in the first place: I took the current shield and armor modules, and I calculated what their % bonus is to each type of dropsuit that is in the game. This gave me a a base to build my model on.
For my model, I wanted medium suits to stay about as good as they are now as far as shield/armor goes, because I see these as the average suit. So I took the two armor suits, gallente and amarr medium, and used the % the armor plates give them as a basis, I lowered this number by about 5% on the complex module because I knew there would be a greater bonus applied when you get to a 3rd module. For shields I used the caldari medium as the base % and lowered that to a number I thought would be good as well.
So yes, you do get two things from this. The light suits are not able to tank as well as they previously could. This is intentional, light suits should not be able to tank well, they can use cloaks and speed and other methods so I believe tanking should not be something they can do effectively.
And then you get heavy suits showing massive boosts in their HP.
I feel like the bonuses I have calculated are very fair for the medium suits, and that the problem for the light suits is how the game is intended to work, so really you have to come up with a solution for heavy suits.
What could be done? Lowering the base HP of heavy suits could be done to lower the high impact of the percentage the modules provide. This would make untanked heavy suits far worse off, but would allow tanked heavy suits to compete.
Another solution could be to use a new stacking penalty so that after the 2nd module, it becomes really ineffective to use the modules, maybe even increasing the penalty on the 2nd module. But this would also require some tweeking of the bonus given by the modules so that it does not nerf medium suits all that much. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
160
|
Posted - 2014.04.17 20:09:00 -
[19] - Quote
I have done some more maths, if there is an innate penalty to heavy, sentinel, and commando suits which makes armor and shield modules 55% as effective as on medium and light suits, then the numbers look a little better.
DropsuitS BaseS MaxA BaseA Max1OB A1NBA1OE A1NE A1OC A1NC A AmaHea360450510638732761759813787866 AmaSen3604506007508448948719568991018 AmaCom200250480600694716721765749815 CalHea446558390488582582609622637662 CalSen525656390488582582609622637662 CalCom400500250313407373434399462425 GalHea390488446558652665679711707757 GalSen390488525656750782777836805891 GalCom250313400500594596621638649679 MinHea390488370463557552584590612629 MinSen390488435544638649665694693738 MinCom300375260325419388446414474441
DropsuitS BaseS MaxA BaseA Max1OB S1NB S1OE S1NE S1OC S1NC S AmaHea360450510638474490486527523564 AmaSen360450600750474490486527523564 AmaCom200250480600274272286293323313 CalHea446558390488582607594653631699 CalSen525656390488680714692768729822 CalCom400500250313524544536585573627 GalHea390488446558512531524571561611 GalSen390488525656512531524571561611 GalCom250313400500337341349366386392 MinHea390488370463512531524571561611 MinSen390488435544512531524571561611 MinCom300375260325399408411439448470
Dropsuit2OB A2NB A2OE A2NE A2OC A2NC A AmaHea82688788010059361132 AmaSen9381042992118210481331 AmaCom7888348429468981065 CalHea676678730769786865 CalSen676678730769786865 CalCom501435555493611556 GalHea746775800879856989 GalSen84491189810339541165 GalCom688695742789798888 MinHea651643705729761822 MinSen732756786858842965 MinCom513452567512623576
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Banjo Robertson
Bullet Cluster Lokun Listamenn
160
|
Posted - 2014.04.17 20:10:00 -
[20] - Quote
Dropsuit3OB A3NB A3OE A3NE A3OC A3NC A AmaHea9209841001116210851362 AmaSen103211561113136711971601 AmaCom882925963109410471281 CalHea7707528518899351041 CalSen7707528518899351041 CalCom595483676570760669 GalHea840860921101610051190 GalSen93810111019119411031402 GalCom7827718639129471068 MinHea745713826843910989 MinSen8268399079929911161 MinCom607501688592772693
Dropsuit3OB S3NB S3OE S3NE S3OC S3NC S AmaHea522553558663669786 AmaSen522553558663669786 AmaCom322308358369469436 CalHea630686666822777973 CalSen7288067649658751145 CalCom572614608736719873 GalHea560600596718707851 GalSen560600596718707851 GalCom385385421461532546 MinHea560600596718707851 MinSen560600596718707851 MinCom447461483552594654
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Banjo Robertson
Bullet Cluster Lokun Listamenn
160
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Posted - 2014.04.17 20:13:00 -
[21] - Quote
With the 55% efficasy for heavy suit use, ontop of the stacking penalty. You can see that you get somewhat better performance compared to current modules.
The highest being amarr sentinel with 1600 armor using 3 comples modules, gallente with 1400 armor using 3 modules. And caldari sentinel with around 1100 shield with 3 complex shield modules. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
160
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Posted - 2014.04.18 04:53:00 -
[22] - Quote
Lets see this happen! |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1993
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Posted - 2014.04.18 07:57:00 -
[23] - Quote
I wont dive into the wall of calcs you did, as it is one in the morning haha.
However what you're basically describing is a Damage Resistance Amp, or a Hardener. Vehicles already have them and if you're not sure how they work, they reduce the amount of income damage which in turn raises the effective HP.
So for example lets say an armor hardener reduces damage by 25%, that means each point of HP is worth 25% more of its absolute value, which means its effective HP has increased. Its a vital part of vehicle warfare because you have to find a mix of shield extenders, armor plates, and hardeners to optimize your damage.
The fact that dropsuits dont have resistance modules is....very odd to me. However they are essentially what you are describing!
So I would keep extenders and plates as they are as adding a flat amount of HP, but also bring in resistance amps which reduce the amount of damage you take by a percentage (overall values would need to be adjusted of course). It would make fitting a lot more interesting and provide many of the benefits you mentioned.
Like my ideas?
Pokey Dravon for CPM1
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Banjo Robertson
Bullet Cluster Lokun Listamenn
160
|
Posted - 2014.04.18 12:23:00 -
[24] - Quote
That would be one way to go. I have an idea though, maybe we could make shield extenders and armor plates % based, and then also add in damage resistance modules which are also % based. |
Banjo Robertson
Bullet Cluster Lokun Listamenn
166
|
Posted - 2014.04.19 14:09:00 -
[25] - Quote
Third page is unacceptable for a good idea like this backed up by actual data! |
Jenza's Pants
The Hetairoi
161
|
Posted - 2014.04.19 17:52:00 -
[26] - Quote
Dustbunny Durrr wrote:Banjo, your approach does have certain appeal and lots of work went into it, which is why I will give it a detailed response, however I see a few flaws with it, that I will list below. But first the good: This would prevent brick tanked scouts, which currently exist. This is the main benefit I see derived from this method. Would this be the goal of your intended changes? (To prevent brick scouts)
Banjo, also what percentages did you use as your stacking penalties?
Flaw 1: As someone has already stated, heavies would have WAY too much health. With 3 complex shield extenders you could probably sneak up on a sentinel, fire at them, not miss at all, and still have to reload before killing them.
This is a very big flaw, but
Solution: could be curbed by reducing the % given by each shield extender. (Rather than 16, 31, 46%, perhaps something along the lines of 15, 20, 25%- I'm not advocating these numbers, I am just throwing them out as a lower example). While this could help mitigate the utter power of sentinels, I haven't yet done the math to see how this would affect smaller suits (and if it would otherwise keep smaller suits balanced, or if the modules would be too lackluster to be useful on non-heavy suits).
Flaw 2: Whenever you make something percentage based, each additional module, adds more than the previous module due to compounding (Ie: the third shield extender would give you much more additional shield than the first shield extender). Because of this, CCP uses stacking penalties to somewhat offset the benefit of compounding. This is why I asked above what stacking penalty percentages you were using.
to be continued later.......
Just adjust the base stats of heavies and make the percentage affect the base stat only.
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deepfried salad gilliam
Sanguine Knights
657
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Posted - 2014.04.19 18:18:00 -
[27] - Quote
could you put this data in a spread sheet, preferably google sheets, im interested in your idea but that clutter is just too much
It'll help define roles, i promise:)
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Banjo Robertson
Bullet Cluster Lokun Listamenn
167
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Posted - 2014.04.19 22:02:00 -
[28] - Quote
deepfried salad gilliam wrote:could you put this data in a spread sheet, preferably google sheets, im interested in your idea but that clutter is just too much
I could put it in a google document spreadsheet, I've already got it in an excel spreadsheet on my computer so moving it over shouldnt be too hard. |
hgghyujh
Expert Intervention Caldari State
312
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Posted - 2014.04.20 23:46:00 -
[29] - Quote
I like it, tho the percentages are really high, tho I think that complex extenders and plates are too high for base suit numbers and the ease with which they can be stacked.
this is a much easier fix then adding heavy modules which really should be done. |
hgghyujh
Expert Intervention Caldari State
312
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Posted - 2014.04.20 23:47:00 -
[30] - Quote
kinda fucks minmatar tho, they will need to be rebalanced, tho that already needs to happen, so what ever. |
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Dustbunny Durrr
ReD or DeaD
209
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Posted - 2014.04.22 17:18:00 -
[31] - Quote
Jenza's Pants wrote:
Just adjust the base stats of heavies and make the percentage affect the base stat only.
So that each plate would add "x" but "x" would be different for each suit. Interesting. |
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