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Thread Statistics | Show CCP posts - 4 post(s) |
jerrmy12 kahoalii
Proficiency V.
1511
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Posted - 2014.05.16 14:57:00 -
[1] - Quote
A slight buff to armor reps Maybe a pg increase to armor plates Ferroscale and reactive hp buff and reactive rep buff ao its 1 hp/s at std, 2.5 hp/s at adv or higher, 4 hp/s at pro.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1512
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Posted - 2014.05.16 20:15:00 -
[2] - Quote
Stopped reading after increase shield delay, -1
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1515
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Posted - 2014.05.18 18:36:00 -
[3] - Quote
bogeyman m wrote:A mash-up of my favourite ideas results in this solution... (Note: Maths are only for illustration purposes.)
ARMOUR: - nerf regular plates slighty - increase CPU/PG fitting costs of standard plates - make stacking penalties slightly more significant but only apply to armour of the same type - include movement penalties and rotation penalties - leave regular plates as 'high alpha' option - combine ferroscale and reactive plates into one 'high regen' type - buff armour repair mods - reduce Gallente passive armour repair to 1 hp/s per level
Alpha Plate example: - Hit Points: 75 std, 100 adv, 125 pro - Movement: -2% std, -4% adv, -6% pro - Rotation: -2% std, -4% adv, -6% pro - Regen: -0%/s std, -0%/s adv, -0%/s pro - Stacking: -10% HP and -20% Mov/Rot each additional Alpha Plate
Regen Plate example: - Hit Points: 40 std, 60 adv, 80 pro - Movement: -1% std, -2% adv, -3% pro - Rotation: -0% std, -1% adv, -2% pro - Regen: +1%/s std, +2%/s adv, +3%/s pro - Stacking: -10% HP, -10% Mov/Rot and -10% Regen each additional Regen Plate
SHIELDS: - add 'high alpha' shield option - leave/modify original shields as 'high regen' option - decrease CPU/PG fitting costs of complex shields - make stacking penalties only apply to shields of the same type - introduce hybrid armour/shield Rep Tools, Nanite Injectors and Nanohives
Alpha Shield example: - Hit Points: 60 std, 80 adv, 100 pro - Delay: 6 sec std, 8 sec adv, 10 sec pro - Regen: 2%/s std, 3%/s adv, 4%/s pro - Stacking: -10% HP and -20% Delay each additional Alpha Shield
Regen Shield example: - Hit Points: 20 std, 40 adv, 60 pro - Delay: 3 sec std, 4 sec adv, 5 sec pro - Regen: 4%/s std, 5%/s adv, 6%/s pro - Stacking: -10% HP and -20% Delay each additional Regen Shield
Shields need much shorter delays not longer...
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1516
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Posted - 2014.05.18 21:42:00 -
[4] - Quote
Eko Sol wrote: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. If this is too be fixed for any reason although I BARELY think it's as serious a problem as a couple of other things like BUGS then maybe it should auto scale to the suit. For example, Light suits should have a 10% hit to all plates, medium suits should have a 5% hit, and heavies should be even. So right when it is equipped it will recieve this handicap. No additional plate types, nothing crazy. Just a hit. I run a 1500 HP heavy with a complex armor rep. If I don't have reps I'm hosed. I also run scout and take out logis fairly often to leave the heavy vulnerable. I don't think brick tanking is a serious issue. There are times where it frustrates me but then I think "maybe my 500hp or less scout shouldn't have gone against that 900 hp logi in the first place. I could have avoided that". Personally, I'm sick of people thinking they should be able to fight everyone, every-time and have a chance of winning. That last part GTFO NOW This is like Because im using this gear I get to be super overpowered and never lose to this one thing or two. That's overpowered.
Closed beta vet.
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jerrmy12 kahoalii
Proficiency V.
1516
|
Posted - 2014.05.18 22:35:00 -
[5] - Quote
Eko Sol wrote:jerrmy12 kahoalii wrote:Eko Sol wrote: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. If this is too be fixed for any reason although I BARELY think it's as serious a problem as a couple of other things like BUGS then maybe it should auto scale to the suit. For example, Light suits should have a 10% hit to all plates, medium suits should have a 5% hit, and heavies should be even. So right when it is equipped it will recieve this handicap. No additional plate types, nothing crazy. Just a hit. I run a 1500 HP heavy with a complex armor rep. If I don't have reps I'm hosed. I also run scout and take out logis fairly often to leave the heavy vulnerable. I don't think brick tanking is a serious issue. There are times where it frustrates me but then I think "maybe my 500hp or less scout shouldn't have gone against that 900 hp logi in the first place. I could have avoided that". Personally, I'm sick of people thinking they should be able to fight everyone, every-time and have a chance of winning. That last part GTFO NOW This is like Because im using this gear I get to be super overpowered and never lose to this one thing or two. That's overpowered. Basically what you are saying is, when you loose to a heavy it's because the game is bad and not because you were bad or made a poor decision to fight the heavy. Gotcha. I get it now. Yeah, everybody I can't beat everytime is OP. Thanks for enlightening me. When somebody doesn't have a chance of winning because of gear it's overpowered.
Closed beta vet.
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