Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1055
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Posted - 2014.05.18 16:22:00 -
[1] - Quote
CCP Rattati wrote:We need a lively discussion on this one.
Status update (yes I know you know)
Plates are being used to stack EHP in over abundance. There is little drawback to that strategy and the other options are not competitive/viable.
This is having a big effect on the landscape, both brick tanked scouts and heavies, making scramblers/flux weapons out of place.
I would like to hear ideas on how to remedy that. For insight, these are the armor modules ordered by consumption
1. Plates 2. Repair 3. Reactive 4. Ferroscale
out of the three plates, normal plates are 85& prevalent and the other two split the difference.
How to make them viable, and also a bonus question, can "active" armor tanking be viable without being OP. My GA sentinel with 4 pro reps is not competitive, fun, but not competitive.
Discuss.
Oddly enough having a value boosted HP module that has a percentage based speed modifier makes it MORE effective on lighter suits, rather than less effective.
Using armor modules, you can increase the effective HP of light suits by well over 200%, while you can only increase the HP of the heavy suits by ~50%. Due to the percentage speed modifier though, you decrease speed in equal ratios. In other words, the scout gains much more relatively than the heavier suits (mediums and heavies) do.
This drastically increases the utility of HP increasing mods on lighter suits.
If HP modules were also percentage based (with stacking penalties of course) the marginal utility of HP mods would actually decrease on the smaller suits, solving the problem of "brick-tanked-scouts".
Also, active armor tanking is also based entirely on static figures, this too means that having low values decreases the value while having large static values will make them overpowered. Once again a stacking penalized percentage based solution (wiht possible suit bonuses) could make active tanking a possiblity without being an overpowered one.
TLDR: absolutel value increases make it hard to balance across suit types, while percentage based values allow suits to maintain their intended identity without marginalizing other suit classes.
Fixing swarms
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1055
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Posted - 2014.05.18 16:37:00 -
[2] - Quote
Adipem Nothi wrote:Magnus Amadeuss wrote: TLDR: absolutel value increases make it hard to balance across suit types, while percentage based values allow suits to maintain their intended identity without marginalizing other suit classes.
Seems to me percentage-based plates would make Heavies ridiculously overpowered. Would proponents please address / explain? Well, It depends on the values that you use.
If you were to make them +20% at prototype, this means that with 4 of them equipped you end up with a ~ 54% armor HP increase, regardless of the suit.
This means that your Prototype gallente sentinel tops out at less eHP than it can currently have (not by much though) and the same speed penalty.
In effect this makes suit base armor HP very important when tanking, which actually makes a lot of sense.
Fixing swarms
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