Nothing Certain
Bioshock Rejects
704
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Posted - 2014.05.16 18:53:00 -
[1] - Quote
Oswald Rehnquist wrote:1) Fixing Armor plates
Armor plates -> % based Other plates-> Raw EHP + Utility
Heavier or armor based suits would use % based plates, while lighter or shield based suits would use raw + utility. As long as the % is higher than the raw+utility plates then you should be able to scale them both down a bit. Also as a tidbit of advice, pro players don't throw on complex armor plates but advance due to the trade off of ehp and penalty bonuses.
Result:
Scouts go with the armor plates built for speed or regen, which is what they should do and not ehp tank. Heavies and armor based mediums go with % to fill in their "stand and deliver" type of play. The only thing now is scaling
2) Fix Shield Modules
Alpha Damage
As it currently stands shield extenders are rather poor if one does not duel tank (they are great when duel tanking). Regen is pointless if you can't survive the alpha attack, and in most cases shields do not have what it takes to survive such. Alpha damage in this game is around 400-550 range (which is getting close to max shields) and dps in this game is around 375-500.
Other shield modules aren't worth it
Again alpha is such a pain to shield tankers that they need all the buffer they can get, and with the severely cpu costly regen modules they are ignored and regulators aren't better than armor plates, which exasperate the first problem.
3) Active Armor Idea
Mirror Hardeners
Not sure how "active" we are talking about but, a short activated time of reduce damage would suffice mechanically similar to how your tanking mods work. If you want a "passive active" idea like regen mods were which you call "active" then a reduction on the first second of dps given could be something.
This was more or less my solution to create variety. Regular armor plates should be percentage based while reactive and ferroscale are absolute. The latter need slightly easier fitting costs and a little buffing.
Shield Extenders need to be both increased and their fitting costs reworked. 22 HP is barely worth using and the fitting costs for 66 HP isn't worth it since it is more than running three basic extenders. It is inefficient.
I don't like active hardeners, they suck and are abused on tanks and they will suck and be abused on dropsuits. Armor repairers are Ok where they are at, they don't heal you unless you have a lot of time but we want rep tools to be valuable still.
Because, that's why.
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