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Arkena Wyrnspire
Fatal Absolution
13488
|
Posted - 2014.05.18 13:19:00 -
[61] - Quote
Velociraptor, I think you're overreacting slightly.
Rattati isn't here suggesting that we all go on about how armour should be nerfed into the ground, how OP it is, etc, this thread is about rejigging the modules so that more armour tanking styles than just stacking basic plates become viable (like active armour repair).
My own thoughts are that basic plates are horrendously out of whack. 1 PG 10 CPU for that chunk of HP means that using higher tier plates starts to get silly, especially when the speed penalty on those increases as well. The most economical way of tanking at the moment is simply to stack basic plates. That is a bad thing.
I also feel that a lot of complaints about armour come from the state of shields. There are some flaws in shield design at the moment - 22 HP basic extenders, for example, sometimes make zero difference whatsoever to TTK if you fit them. That's not strictly on topic here though, I have another thread up at https://forums.dust514.com/default.aspx?g=posts&t=162638&find=unread for that.
Aside from the inherent superiority of stacking normal plates, the lack of use for ferroscales and reactives stems from there not being any reason to use them at all. Reactive plates are simply inferior to plate/rep combos and the only uses for them are really on specific setups where you can only afford to fit one low slot tank module. Using ferroscale plates is pointless because they're outperformed by basic plates - why have 0% penalty plates that are really expensive to fit and give only a small bit of HP when you could have a huge chunk of HP for practically no fitting cost for just a 1% penalty?
Active armour tanking doesn't work because armour repairers are never going to rep fast enough to actively keep you up in a fight unless you have practically no buffer HP. In that case, you're going to die very quickly before your armour repairers can get to work saving you and even then stacking four complex ones won't get you very far at all - just 25 HP/s. That's not nearly sufficient to keep you up in an active fight. It would be far preferable to have + 300 HP or so and then have a token rep to keep you going between fights.
EDIT: % HP bonuses have been thrown around for plates. I'm not a huge fan of that, but Resistance is quite right in talking about proportional weights. Rather than have the plates toned down to match the frame, why not have a mass based penalty? If you're a dainty little scout putting on a bunch of heavy plates, you're going to get weighed down a ton and lose all your speed advantage (and then some, quite possibly). Suddenly, there's a reason for ferroscale plates! Meanwhile heavies don't really feel it,. meaning that they don't get weighed down so much they can't jump over a 1 ft railing.
You have long since made your choice. What you make now is a mistake.
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 13:23:00 -
[62] - Quote
My current idea is to reduce plate HP by 1/4th and increase armor reps to 5/7/10. Adjust Ferroscale CPU/PG requirements, and slightly increase HP, as well as increase HP on reactive plates and increase repair rate to 2/3/5.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 13:25:00 -
[63] - Quote
Arkena Wyrnspire wrote:Velociraptor, I think you're overreacting slightly. Rattati isn't here suggesting that we all go on about how armour should be nerfed into the ground, how OP it is, etc, this thread is about rejigging the modules so that more armour tanking styles than just stacking basic plates become viable (like active armour repair). My own thoughts are that basic plates are horrendously out of whack. 1 PG 10 CPU for that chunk of HP means that using higher tier plates starts to get silly, especially when the speed penalty on those increases as well. The most economical way of tanking at the moment is simply to stack basic plates. That is a bad thing. I also feel that a lot of complaints about armour come from the state of shields. There are some flaws in shield design at the moment - 22 HP basic extenders, for example, sometimes make zero difference whatsoever to TTK if you fit them. That's not strictly on topic here though, I have another thread up at https://forums.dust514.com/default.aspx?g=posts&t=162638&find=unread for that. Aside from the inherent superiority of stacking normal plates, the lack of use for ferroscales and reactives stems from there not being any reason to use them at all. Reactive plates are simply inferior to plate/rep combos and the only uses for them are really on specific setups where you can only afford to fit one low slot tank module. Using ferroscale plates is pointless because they're outperformed by basic plates - why have 0% penalty plates that are really expensive to fit and give only a small bit of HP when you could have a huge chunk of HP for practically no fitting cost for just a 1% penalty? Active armour tanking doesn't work because armour repairers are never going to rep fast enough to actively keep you up in a fight unless you have practically no buffer HP. In that case, you're going to die very quickly before your armour repairers can get to work saving you and even then stacking four complex ones won't get you very far at all - just 25 HP/s. That's not nearly sufficient to keep you up in an active fight. It would be far preferable to have + 300 HP or so and then have a token rep to keep you going between fights. EDIT: % HP bonuses have been thrown around for plates. I'm not a huge fan of that, but Resistance is quite right in talking about proportional weights. Rather than have the plates toned down to match the frame, why not have a mass based penalty? If you're a dainty little scout putting on a bunch of heavy plates, you're going to get weighed down a ton and lose all your speed advantage (and then some, quite possibly). Suddenly, there's a reason for ferroscale plates! Meanwhile heavies don't really feel it,. meaning that they don't get weighed down so much they can't jump over a 1 ft railing. 450 armor + 40hp/s would make for a very good active armor rep.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13488
|
Posted - 2014.05.18 13:26:00 -
[64] - Quote
Cat Merc wrote: 450 armor + 40hp/s would make for a very good active armor rep.
And mean that shield tanking is pointless (unless that's on a heavy, which it isn't, because those have more than 450 armour).
You have long since made your choice. What you make now is a mistake.
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 13:28:00 -
[65] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote: 450 armor + 40hp/s would make for a very good active armor rep.
And mean that shield tanking is pointless (unless that's on a heavy). Come back to me when shield tankers move as slow as me.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13488
|
Posted - 2014.05.18 13:31:00 -
[66] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:Cat Merc wrote: 450 armor + 40hp/s would make for a very good active armor rep.
And mean that shield tanking is pointless (unless that's on a heavy). Come back to me when shield tankers move as slow as me.
A basic plate will cost you practically no speed whatsoever. An enhanced plate will cost you a marginal bit of speed. A complex plate will cost you a slight bit of speed, and nobody uses them anyway.
Armour tankers barely move slower than shield tankers. Barely.
You are suggesting a vastly superior tanking form.
You have long since made your choice. What you make now is a mistake.
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 13:32:00 -
[67] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:Arkena Wyrnspire wrote:Cat Merc wrote: 450 armor + 40hp/s would make for a very good active armor rep.
And mean that shield tanking is pointless (unless that's on a heavy). Come back to me when shield tankers move as slow as me. A basic plate will cost you practically no speed whatsoever. An enhanced plate will cost you a marginal bit of speed. A complex plate will cost you a slight bit of speed, and nobody uses them anyway. Armour tankers barely move slower than shield tankers. Barely. You are suggesting a vastly superior tanking form. Armor tankers usually use more than one plate. That speed penalty stacks.
As I said, I just threw numbers around.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13488
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Posted - 2014.05.18 13:44:00 -
[68] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:[
A basic plate will cost you practically no speed whatsoever. An enhanced plate will cost you a marginal bit of speed. A complex plate will cost you a slight bit of speed, and nobody uses them anyway.
Armour tankers barely move slower than shield tankers. Barely.
You are suggesting a vastly superior tanking form. Armor tankers usually use more than one plate. That speed penalty stacks. As I said, I just threw numbers around.
Yes, stupid numbers. Instead of admitting that, though, you're actually attempting to defend them.
You have long since made your choice. What you make now is a mistake.
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 14:00:00 -
[69] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:Arkena Wyrnspire wrote:[
A basic plate will cost you practically no speed whatsoever. An enhanced plate will cost you a marginal bit of speed. A complex plate will cost you a slight bit of speed, and nobody uses them anyway.
Armour tankers barely move slower than shield tankers. Barely.
You are suggesting a vastly superior tanking form. Armor tankers usually use more than one plate. That speed penalty stacks. As I said, I just threw numbers around. Yes, stupid numbers. Instead of admitting that, though, you're actually attempting to defend them. I was defending the recharge more than the HP.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13492
|
Posted - 2014.05.18 14:13:00 -
[70] - Quote
Cat Merc wrote: I was defending the recharge more than the HP.
Which still pretty much invalidates shields as at 40 HP/s there's no reason to use shields.
You have long since made your choice. What you make now is a mistake.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1229
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Posted - 2014.05.18 14:13:00 -
[71] - Quote
Besides busting down the health gains of plates, while also bumping up the PG requirements (as the Cat said), the usefulness of Ferroscale and Reactive.. There needs to be one.
If you drop plate overall health, you have to hit Ferroscale as well. If you take a quarter (the number Cat tossed out) a Complex Plate(before skills) drops from 135 to 101ish. A Complex Ferroscale sits at 75 (before skills), meaning there is very little difference between the two (a CR sees no difference). A slight tweak to Ferro health, plus a major change to the PG costs (14 PG for Proto, more than a Proto Plate by 2 for 60 less health...) and Ferro could become quite handy.
Reactives... All they do is save you a Low Slot. I can use a Proto Reactive plate and get +66 armor (with skills) and 2hp/s with a measly 1% speed penalty. Or, if I have the slots, I could put a Basic Plate and Basic Rep, get +93 armor and rep rate of 2.5hp/s. Not only do I get better stats, but, I only use 30CPU and 2 PG, compare that to the 36CPU and 16PG of the Proto Reactive. At least I have the slot for the PG Upgrade?
Besides looking at the fitting costs, how would people feel if Reactives required some level of Armor Repair Skill as well? Maybe make that a tier lower than the Plating, so, Basic would require no level, Advanced would require Lvl 1 (or maybe even 2 so that the skill levels can unlock more things, I know CCP loves access skills), and Proto requiring Lvl 3 (again, or 4).
I was going to suggest equalizing Ferro and Reactive armor values, but, I realized that would make Ferroscale pretty pointless (1% speed reduction is minimal as is, and adding 2hp/s for the same armor amount would be stupid). Unless you make Ferroscale easier to fit and Reactives more difficult (but not more than they are). Let's drop that idea though.
Arkena Wyrnspire wrote:Cat Merc wrote: I was defending the recharge more than the HP.
Which still pretty much invalidates shields as at 40 HP/s there's no reason to use shields.
I think it almost invalidates a Logi as well... I'm trying to imagine a suit with 40hp/s plus a core focused... Pretty beastly.
I think I'm over Dust now...
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Cat Merc
Ahrendee Mercenaries
9788
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Posted - 2014.05.18 14:17:00 -
[72] - Quote
ResistanceGTA wrote:Besides busting down the health gains of plates, while also bumping up the PG requirements (as the Cat said), the usefulness of Ferroscale and Reactive.. There needs to be one. If you drop plate overall health, you have to hit Ferroscale as well. If you take a quarter (the number Cat tossed out) a Complex Plate(before skills) drops from 135 to 101ish. A Complex Ferroscale sits at 75 (before skills), meaning there is very little difference between the two (a CR sees no difference). A slight tweak to Ferro health, plus a major change to the PG costs (14 PG for Proto, more than a Proto Plate by 2 for 60 less health...) and Ferro could become quite handy. Reactives... All they do is save you a Low Slot. I can use a Proto Reactive plate and get +66 armor (with skills) and 2hp/s with a measly 1% speed penalty. Or, if I have the slots, I could put a Basic Plate and Basic Rep, get +93 armor and rep rate of 2.5hp/s. Not only do I get better stats, but, I only use 30CPU and 2 PG, compare that to the 36CPU and 16PG of the Proto Reactive. At least I have the slot for the PG Upgrade? Besides looking at the fitting costs, how would people feel if Reactives required some level of Armor Repair Skill as well? Maybe make that a tier lower than the Plating, so, Basic would require no level, Advanced would require Lvl 1 (or maybe even 2 so that the skill levels can unlock more things, I know CCP loves access skills), and Proto requiring Lvl 3 (again, or 4). I was going to suggest equalizing Ferro and Reactive armor values, but, I realized that would make Ferroscale pretty pointless (1% speed reduction is minimal as is, and adding 2hp/s for the same armor amount would be stupid). Unless you make Ferroscale easier to fit and Reactives more difficult (but not more than they are). Let's drop that idea though. Arkena Wyrnspire wrote:Cat Merc wrote: I was defending the recharge more than the HP.
Which still pretty much invalidates shields as at 40 HP/s there's no reason to use shields. I think it almost invalidates a Logi as well... I'm trying to imagine a suit with 40hp/s plus a core focused... Pretty beastly. Doesn't invalidate any logi. The Gallente battle doctrine laughs at your puny logis.
It's the bricked Amarr that use logistics to recharge their armor quickly, Gallente do it by themselves but have lower health pools.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13492
|
Posted - 2014.05.18 14:24:00 -
[73] - Quote
ResistanceGTA wrote:Besides busting down the health gains of plates, while also bumping up the PG requirements (as the Cat said), the usefulness of Ferroscale and Reactive.. There needs to be one.
If you drop plate overall health, you have to hit Ferroscale as well. If you take a quarter (the number Cat tossed out) a Complex Plate(before skills) drops from 135 to 101ish. A Complex Ferroscale sits at 75 (before skills), meaning there is very little difference between the two (a CR sees no difference). A slight tweak to Ferro health, plus a major change to the PG costs (14 PG for Proto, more than a Proto Plate by 2 for 60 less health...) and Ferro could become quite handy.
The thing about reducing ferroscale health is that you end up with ferroscale plates with less health than shield extenders.
The comparison between them is then pretty much adding automatically regenerating health vs adding non-regenerating health. When they both have the same values, why would you ferroscale tank?
Taking a quarter off armour HP is a huge change. It's bigger than the buff to armour that so drastically changed the meta - and before that, armour was in a laughable state.
Quote: Reactives... All they do is save you a Low Slot. I can use a Proto Reactive plate and get +66 armor (with skills) and 2hp/s with a measly 1% speed penalty. Or, if I have the slots, I could put a Basic Plate and Basic Rep, get +93 armor and rep rate of 2.5hp/s. Not only do I get better stats, but, I only use 30CPU and 2 PG, compare that to the 36CPU and 16PG of the Proto Reactive. At least I have the slot for the PG Upgrade?
Yes. This.
But...
I don't actually see why reactive plates need to exist. Regardless of the state they're in, they're going to be in one of three states - better than plate/rep combos, about equal, or worse than them.
They directly compete with modules in the same slots for the same function. Their existence is unnecessary. I'd rather see them retooled as something else, like resistance plates. That gives them a useful function that doesn't directly compete with plate/rep combos and adds something new to the table.
You have long since made your choice. What you make now is a mistake.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
95
|
Posted - 2014.05.18 14:48:00 -
[74] - Quote
Personally I am very happy with the suggestion of adjusting armour plates. I believe it will have far reaching benefits to the game if done correctly.
A summary of Ideas that I like:
Keep plate hp increases the same (at least for medium suits). I know some people have concerns over TTK if this is reduced. Change to a %hp increase, obviously balanced so that med suits get roughly the same benefit as now OR implement varying speed reductions so that scouts are slowed more than mediums and heavies. Add stacking penalties similar to damage mods. Increase basic plate fitting costs. Reduce fitting costs of ferroscale and reactive plates. Buff armour repairers. (be careful if doing this). Improve or reduce fitting costs of non-armour related low slot modules. Increase hp of basic and enhanced shield extenders. Maybe remove repair hives. Would be a shame but would solve a lot of problems. Hopefully this wouldn't be necessary if other suggestions were implemented.
I think you could safely implement most of these suggestions together. The goal being to restore shield/armour tanking balance, increase module variety and balance the issue of heavily armour tanked scouts vs mediums.
Sorry these are just repeats of other people's ideas, just throwing in my support. |
Stefan Stahl
Seituoda Taskforce Command
520
|
Posted - 2014.05.18 15:09:00 -
[75] - Quote
In reaction to this thread I hacked some numbers into Matlab to come up with a linear model of relative utility for all armor and shield modules.
I've come up with two results. The relative utility of the stats armor HP, armor rep rate, speed bonus, shield HP and shield recharge bonus expressed in terms of the measure "total fitting cost" (TFC), which is CPU cost + 5 * PG. (This ratio is derived from the fact that almost all suits have about 5 times more CPU than they do have PG.) The best linear fit for this model based off the current modules is as follows. One "total fitting cost" currently buys you: 1.05 armor HP or 0.05 armor HP/s or 0.10 % speed bonus or 0.58 shield HP or 0.46 % shield recharge bonus
These mean values feel kind of fair in regard to their relative magnitude. Would you pay 38 CPU and 2 PG (38+2*5 = 48 TFC) for 50 armor HP at no speed penalty? Or rather spend 50 CPU and 6 PG (80 TFC) for 50 shield HP? Would a std kincat be worth 15 CPU and 7 PG worth you? (50 TFC)
Using these weights as a basis I asked Matlab to show me which modules deviated the worst from the current balance. Here's the list of relative utility of each module. 0 means (comparatively) balanced, negative numbers mean (relatively) underpowered, positive numbers indicate a very good bang/buck ratio.
Matlab wrote: STD Armor Plate: 46.311615 ENH Armor Plate: 25.379241 STD Armor Repairer: 16.569617 STD Reactive Plate: 14.482212 CPX Kinetic Catalyser: 13.557344 STD Ferroscale Plate: 8.176365 STD Shield Extender: 4.469270 CPX Armor Repairer: 3.924042 CPX Shield Extender: 3.407810 STD Shield Recharger: 2.880570 ENH Armor Repairer: 2.354425 CPX Shield Recharger: 2.065597 ENH Kinetic Catalyser: -0.961771 ENH Shield Recharger: -5.199050 ENH Shield Extender: -9.796095 CPX Armor Plate: -10.182913 ENH Ferroscale Plate: -14.605192 STD Kinetic Catalyser: -16.851107 ENH Reactive Plate: -19.929124 CPX Reactive Plate: -27.186393 CPX Ferroscale Plate: -37.907789
As expected, complex ferroscale and reactive plates come up at the lower end of the scale. Don't fit these, they are mathematically not worth it. As expected, STD and enhanced armor plates are at the top of the board. If you fit these, you'll do better.
Technically minded readers may hit me up for a Matlab script to analyse my method. But be aware, I don't document well when I spend 30 minutes on a thought experiment. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
63
|
Posted - 2014.05.18 15:16:00 -
[76] - Quote
Arkena Wyrnspire wrote:Velociraptor, I think you're overreacting slightly.
Rattati isn't here suggesting that we all go on about how armour should be nerfed into the ground, how OP it is, etc, this thread is about rejigging the modules so that more armour tanking styles than just stacking basic plates become viable (like active armour repair).
I know. I should really read text walls before reacting to them and writing my own text walls.
Anyway, I'll get back to this thread later.
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1055
|
Posted - 2014.05.18 16:22:00 -
[77] - 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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Adipem Nothi
Nos Nothi
775
|
Posted - 2014.05.18 16:27:00 -
[78] - Quote
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?
Shoot scout with yes...
- Ripley Riley
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1055
|
Posted - 2014.05.18 16:37:00 -
[79] - 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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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
95
|
Posted - 2014.05.18 16:57:00 -
[80] - 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?
You would have to reduce heavy suit's base hp to make it work. Maybe speed reduction % scaling with suit size would be better, I don't know.
I think stacking penalties are an important consideration. Things are much easier to balance when you talk about 2 plates rather than 4. |
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lithkul devant
Legions of Infinite Dominion Zero-Day
219
|
Posted - 2014.05.18 18:02:00 -
[81] - Quote
Look...the reason why people use basic armor plates is because they are good, they have a negative but once you get used to it, it is no longer so bad, the problem though is for the enhanced and complex is, they are to expensive for what you get from them. The same is true of the feeroscale and the reactive, they don't provide enough bang for the buck so to speak, they cost a lot isk wise and pg/cpu wise, the pg/cpu use is also quite high upon just armor plating, I mean honestly how much cpu power does it take to put a slab of metal onto something, that would be like saying we need a super computer to wear flak vests or body armor in real life, which is just silly.
For shields, yeah they do need to be better, they also used to be to damn good at once point, for the shields give them a few extra points and reduce the debuff they have on them slightly, this will have a drastic effect on how shields work and how powerful they are, they do not need major changes. If you change the armor to much or the shields to much bad things will happen, especially when you are messing with the basics of each class, which more then 75% use because isk wise it is the only thing that is affordable. If you were to make it so that everyone had to be using advanced fittings, I would demand that you raise isk payouts per match by 15-35%, otherwise I would just quit the game until legion. Because I am not going to spend significant isk, just to get rolled over by a tank that is literally of less cost then my suit would be. People who are playing pub matches are generally poor, and they need good basic gear, people who play PC are rich as heck and have millions if not billions. |
bogeyman m
Krusual Covert Operators Minmatar Republic
195
|
Posted - 2014.05.18 18:16:00 -
[82] - Quote
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
Duct tape 2.0 > Have WD-40; will travel.
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jerrmy12 kahoalii
Proficiency V.
1515
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Posted - 2014.05.18 18:36:00 -
[83] - 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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Eko Sol
Strange Playings
326
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Posted - 2014.05.18 19:46:00 -
[84] - 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.
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.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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jerrmy12 kahoalii
Proficiency V.
1516
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Posted - 2014.05.18 21:42:00 -
[85] - 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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Eko Sol
Strange Playings
326
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Posted - 2014.05.18 21:46:00 -
[86] - Quote
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.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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jerrmy12 kahoalii
Proficiency V.
1516
|
Posted - 2014.05.18 22:35:00 -
[87] - 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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Xatha De'Agelle
Subdreddit Test Alliance Please Ignore
3
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Posted - 2014.05.19 05:53:00 -
[88] - Quote
(This may ramble a bit, extremely tired but have ideas I have to post while i have them.)
Repairer:
A big issue I have observed over time has been the attempt to have parity between shield tank vs armor tank and shield regen with armor repair. In Eve shields regenerate constantly over time every moment, even under fire. Here that is the role of Armor tank, but extremely low in return.
The issue is that there are two systems that were in effect resource oriented in Eve and now they are not because they do not hinge on capacitor.
There is no way to increase armor or shields besides having the extenders or plates. There needs to be more flexibility in the approach of armor or repair besides each ones absolute value in either rate of repair or quantity of armor as the only comparable form. Armor repair becomes OP when it is infinitely sustaining armor capacity without depletion faster than the wearer can be defeated between fights(Becomes like shields with a larger threshold before death). Armor plates are OP when they exceed the relative value of Effective HP vs shields lower quantity(first one to have eHP depleted dies.)
The system that exists in eve could be adopted here in Dust. Shields could regen constantly. Armor then does not. Armor reppers could be equipped in low slots that have an active equipment toggle to give a spike of repair feeding off of Suit Endurance leaving room for Plates and not having reppers be psuedo shield regen. Shields could ALWAYS be actively regenerating regardless of damage being taken and receive no changes besides that.
In Eve there are hardeners to increase resistance to different types of damage. Let us have hardeners so that the shape of the combat we encounter can be arranged by what weapons we're seeing used against us most often. Have hardeners passive normally and be able to be toggled on and linked to endurance for greater effect. Hardeners change the shape of our decisions between having shield repairers or more tank in consideration to the types of engagements we will encounter. Heavy suits would favor passive hardeners to have Logistical repairers hold them up easier regardless of that logi's skill in repair and an assault might take repairers with passive hardeners to keep pushing expecting to move faster than a logi would keep up, but needing to be tougher and not as heavy due to plates.
(Endurance: Link our rate of fire to endurance so that each shot consumes endurance. Amarr scrambler and laser overheat hits endurance and health for example, but their shots themselves don't take endurance otherwise. Give our choices more weight in offense and mobility decisions, tie that into how we use equipment.)
Plates: Reduce the number of low and high slots available to Light suits and increase the number available to Heavy suits. Be willing to break from the 2/4 or 4/2 pattern between races and give some 1/6 or 6/1 or even 6/3 and 3/6 in a role oriented fashion as heavies don't even have an equipment slot, so give them flexibility elsewhere. Trying to patch these issues may not be as simple as a basic change. Some of the problems are intrinsically related to the lack of diversity and too much effort to balance equal numbers of high and low slots in a system that isn't proportionally balanced anyway. Heavies will be able to equip a lot of plates to get armor, lights will not. Heavies will also gain more Profile dampener and Precision ability, but they are so disproportionate in their given profile/precision already it does not appear to be a problem to let them have that avenue. Give Lights more CPU and heavies more PG and aspect each racial suit to equip certain weapons with reduced PG/CPU ontop of skill reductions to favor their expected fittings. (Ex: give Amarr reduced fitting costs on laser weaponry, Gallente on Plasma) You have fitting costs of CPU and PG to weight these decisions. More smoothly address the Basic, Advance, Proto bonuses and fitting costs so that a heavy might try to fit as many excellent armor plate modules into their 6 low slots, but expectantly have more trouble with other areas because of it. |
Leeroy Gannarsein
Legio DXIV
175
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Posted - 2014.05.19 07:56:00 -
[89] - Quote
If reactives giving a resistance bonus is impossible to do or undesirable for whatever reason, what about making them a percentage bonus? That way we can have the best of both worlds; scouts that can EHP tank a reasonable amount with a logical speed penalty, and mediums that aren't incredibly tanky or incredibly squishy. (This would entail nerfing of traditional plates, of course)
jerrmy12 kahoalii wrote:When somebody doesn't have a chance of winning because of gear it's overpowered. Yeah, I hate it when my 250 EHP STD MD scout can't 1v1 a 2kEHP HMG proto GalSent in a corridor at fifteen metres.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Ground Zero420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1
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Posted - 2014.05.19 10:02:00 -
[90] - 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.
possibly could combine reactive plates and ferro into one. Such as keeping the movement penalty/hp of the ferro, and adding the rep of the reactive plate, or increasing the efficiency of the reactive plates/ferro plates in general. and maybe people will stop stacking normal plates.
But as it stands now, there is absolutely no reason why anyone would waste a slot with a reactive plate. Complex ferro plates are kind of ridiculous to fit, for their hp, so it's easier to just take the speed penalty of the plates, for the extra pg/cpu.
Spartan mk420
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