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Thread Statistics | Show CCP posts - 4 post(s) |
Spectral Clone
Dust2Dust. Top Men.
2800
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Posted - 2014.05.19 11:33:00 -
[91] - Quote
I would love to see some buff to armor rep tanking on my blaster commando. It really fits the commando glass cannon well.
This message was brought to you by the PC master race.
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Juno Tristan
Inner.Hell
15
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Posted - 2014.05.19 12:21:00 -
[92] - Quote
Currently there is only 1 type of armour repairer, I would like to see a variant that has a lower standard rate of repair but doubles this rate when armour is below a certain threshold i.e. 50%.
This might make the 'GA sentinel with 4 pro reps' a bit more viable |
Cat Merc
Ahrendee Mercenaries
9804
|
Posted - 2014.05.19 13:02:00 -
[93] - Quote
If you make plates reduce rotation speed I will bite you Rattati.
Gallente = CQC fighter CQC Fighter + Slow rotation speed = Fail
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13511
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Posted - 2014.05.19 13:18:00 -
[94] - Quote
Rotation speed is a terrible mechanic to balance around. It just makes people turn sensitivity up or change their mouse settings.
You have long since made your choice. What you make now is a mistake.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
84
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Posted - 2014.05.19 16:29:00 -
[95] - Quote
Not sure if this has been mentioned, but these are my numbers I feel like providing that were from another thread regarding brick tanked scouts.
Thread: https://forums.dust514.com/default.aspx?g=posts&m=2168014#post2168014
One Eyed King wrote: "Taking away the dampening doesn't fix the problem. It will only force Minmatar scouts to go Gallente so they can dampen their profile enough. It is the tanking that is the problem that needs fixing, not the dampening of the cloak."
Me: A suggestion in another thread was to make armour plating (and potentially shield extenders) percentage based. An example of this would be the following:
Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1)
Single Plate Values:
-- Gallente Scout has 130 armour HP by default. , which equates to 234 armour
-- Gallente Logi has 180 armour HP by default, which equates to 324 armour
-- Gallente Assault has 210 armour HP by default. which equates to 378 armour
-- Gellente Sentinel has 525 armour HP by default, which equates to 945 armour
Proto Suit Values When Fully Stacked:
-- Gallente Scout > 546 armour, +25% of the default armour HP from the Armour Skill (32.5), 578.5 maximum armour HP
-- Gallente Logi > 900 armour, +25% of the default armour HP from the Armour Skill (45), 945 maximum armour HP
-- Gallente Assault > 882 armour, +25% of the default armour HP from the Armour Skill (52.5), 934.5 maximum armour HP
-- Gallente Sentinel > 2,025 armour, +25% of the default armour HP form the Armour Skill (131.25), 2,156.25 armour HP
... it may be wise to introduce a stacking penalty
Estimated Penalty Values:
-- 1st plate: 80%, 2nd plate: 70%, 3rd plate: 55%, 4th plate: 25%, 5th plate: 8%
Armour HP Values When Using the Above Penalty With Fully Stacked Proto Suits:
-- Gallente Scout > 1st plate: 104 HP, 2nd plate: 91 HP, 3rd plate: 71.5 HP, 4th plate: 32.5 HP Total HP: 429, +Armour Skill, 461.5 maximum armour HP.
-- Gallente Logi > 1st plate: 144 HP, 2nd plate: 126 HP, 3rd plate: 99 HP, 4th plate: 45 HP, 5th plate: 14.4 HP Total HP: 608.4, +Armour Skill, 653.4 maximum armour HP
-- Gallente Assault > 1st plate: 168 HP, 2nd plate: 147 HP, 3rd plate: 115.5 HP, 4th plate: 52.5 HP Total HP: 547, +Armour Skill, 599.5 maximum armour HP
-- Gallente Sentinel > 1st plate: 420 HP, 2nd plate: 367.5 HP, 3rd plate: 288.75 HP, 131.25 HP Total HP: 1,732.5, +Armour Skill, 1,863.75 maximum armour HP
Not too sure how I feel about this... that Gallente Sentinal Perhaps it would work without the stacking penalties, and just reduced the default Gellente Sentinal's armour HP, which is 525, to about 400 HP. |
Cat Merc
Ahrendee Mercenaries
9813
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Posted - 2014.05.19 19:14:00 -
[96] - Quote
Temias Mercurial wrote:Not sure if this has been mentioned, but these are my numbers I feel like providing that were from another thread regarding brick tanked scouts. Thread: https://forums.dust514.com/default.aspx?g=posts&m=2168014#post2168014One Eyed King wrote: "Taking away the dampening doesn't fix the problem. It will only force Minmatar scouts to go Gallente so they can dampen their profile enough. It is the tanking that is the problem that needs fixing, not the dampening of the cloak."Me: A suggestion in another thread was to make armour plating (and potentially shield extenders) percentage based. An example of this would be the following: Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1) Single Plate Values:
-- Gallente Scout has 130 armour HP by default. , which equates to 234 armour -- Gallente Logi has 180 armour HP by default, which equates to 324 armour -- Gallente Assault has 210 armour HP by default. which equates to 378 armour -- Gellente Sentinel has 525 armour HP by default, which equates to 945 armour Proto Suit Values When Fully Stacked:-- Gallente Scout > 546 armour, +25% of the default armour HP from the Armour Skill (32.5), 578.5 maximum armour HP-- Gallente Logi > 900 armour, +25% of the default armour HP from the Armour Skill (45), 945 maximum armour HP-- Gallente Assault > 882 armour, +25% of the default armour HP from the Armour Skill (52.5), 934.5 maximum armour HP-- Gallente Sentinel > 2,025 armour, +25% of the default armour HP form the Armour Skill (131.25), 2,156.25 armour HP... it may be wise to introduce a stacking penalty Estimated Penalty Values:-- 1st plate: 80%, 2nd plate: 70%, 3rd plate: 55%, 4th plate: 25%, 5th plate: 8% Armour HP Values When Using the Above Penalty With Fully Stacked Proto Suits: -- Gallente Scout > 1st plate: 104 HP, 2nd plate: 91 HP, 3rd plate: 71.5 HP, 4th plate: 32.5 HP Total HP: 429, +Armour Skill, 461.5 maximum armour HP.-- Gallente Logi > 1st plate: 144 HP, 2nd plate: 126 HP, 3rd plate: 99 HP, 4th plate: 45 HP, 5th plate: 14.4 HP Total HP: 608.4, +Armour Skill, 653.4 maximum armour HP-- Gallente Assault > 1st plate: 168 HP, 2nd plate: 147 HP, 3rd plate: 115.5 HP, 4th plate: 52.5 HP Total HP: 547, +Armour Skill, 599.5 maximum armour HP-- Gallente Sentinel > 1st plate: 420 HP, 2nd plate: 367.5 HP, 3rd plate: 288.75 HP, 131.25 HP Total HP: 1,732.5, +Armour Skill, 1,863.75 maximum armour HPNot too sure how I feel about this... that Gallente Sentinal Perhaps it would work without the stacking penalties, and just reduced the default Gellente Sentinal's armour HP, which is 525, to about 400 HP. I'm not sure what the hell you're doing, but the max HP that a Gallente sentinel with max skills can have is 1800. Check your math.
Feline overlord of all humans - CAT MERC
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
84
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Posted - 2014.05.19 21:06:00 -
[97] - Quote
Cat Merc wrote:Temias Mercurial wrote:Not sure if this has been mentioned, but these are my numbers I feel like providing that were from another thread regarding brick tanked scouts. Thread: https://forums.dust514.com/default.aspx?g=posts&m=2168014#post2168014One Eyed King wrote: "Taking away the dampening doesn't fix the problem. It will only force Minmatar scouts to go Gallente so they can dampen their profile enough. It is the tanking that is the problem that needs fixing, not the dampening of the cloak."Me: A suggestion in another thread was to make armour plating (and potentially shield extenders) percentage based. An example of this would be the following: Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1) Single Plate Values:
-- Gallente Scout has 130 armour HP by default. , which equates to 234 armour -- Gallente Logi has 180 armour HP by default, which equates to 324 armour -- Gallente Assault has 210 armour HP by default. which equates to 378 armour -- Gellente Sentinel has 525 armour HP by default, which equates to 945 armour Proto Suit Values When Fully Stacked:-- Gallente Scout > 546 armour, +25% of the default armour HP from the Armour Skill (32.5), 578.5 maximum armour HP-- Gallente Logi > 900 armour, +25% of the default armour HP from the Armour Skill (45), 945 maximum armour HP-- Gallente Assault > 882 armour, +25% of the default armour HP from the Armour Skill (52.5), 934.5 maximum armour HP-- Gallente Sentinel > 2,025 armour, +25% of the default armour HP form the Armour Skill (131.25), 2,156.25 armour HP... it may be wise to introduce a stacking penalty Estimated Penalty Values:-- 1st plate: 80%, 2nd plate: 70%, 3rd plate: 55%, 4th plate: 25%, 5th plate: 8% Armour HP Values When Using the Above Penalty With Fully Stacked Proto Suits: -- Gallente Scout > 1st plate: 104 HP, 2nd plate: 91 HP, 3rd plate: 71.5 HP, 4th plate: 32.5 HP Total HP: 429, +Armour Skill, 461.5 maximum armour HP.-- Gallente Logi > 1st plate: 144 HP, 2nd plate: 126 HP, 3rd plate: 99 HP, 4th plate: 45 HP, 5th plate: 14.4 HP Total HP: 608.4, +Armour Skill, 653.4 maximum armour HP-- Gallente Assault > 1st plate: 168 HP, 2nd plate: 147 HP, 3rd plate: 115.5 HP, 4th plate: 52.5 HP Total HP: 547, +Armour Skill, 599.5 maximum armour HP-- Gallente Sentinel > 1st plate: 420 HP, 2nd plate: 367.5 HP, 3rd plate: 288.75 HP, 131.25 HP Total HP: 1,732.5, +Armour Skill, 1,863.75 maximum armour HPNot too sure how I feel about this... that Gallente Sentinal Perhaps it would work without the stacking penalties, and just reduced the default Gellente Sentinal's armour HP, which is 525, to about 400 HP. I'm not sure what the hell you're doing, but the max HP that a Gallente sentinel with max skills can have is 1800. Check your math.
You missed the part when I said "Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1)"
I'm well aware that current stats will only allow an approximate 1800 HP, including armour and shields. What I have suggested, with the complaint of brick tanked scouts and balancing, is my 2 cents of fixing it, as long as the Gallente (and probably Amarr) Sentinel have their armour stat reduced slightly. Just a small amount of around 70 armour HP.
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Emo Skellington
The Neutral Zone
66
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Posted - 2014.05.20 00:28:00 -
[98] - Quote
Well let me say this.
Reactive armour plates- are definitley on the low end of the totem pole of usage. I use them on my scouts and thats just for armour reps when in tight situation but they are amazingly handy but i wish they had a higher set armour Basic-40 ADV-55 PRT- 70
Ferroscales are actually really great for scouting but their CPU and PG reqs are too high to run them like we want.
Repairs only need something along the lines of a higher % bonus on the armour repair skill to make them even better although they dont do as much as sheild regens period
Sheilds actually need some buff..... either buff or some higher extensions. (Caldari are great but need an extension on sheilds. BONUS!! sheild bonus for sheilds on assault, scout and logi's)
Actually please increase the base amount on sheild extenders
Basic- 30 ADV- 40 PRT- 70
And a small 1% per level bonus to sheilds in caldari suits
Supporter of Legion
Supporter of Valkyrie
Supporter/Fan of Eve
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Eko Sol
Strange Playings
328
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Posted - 2014.05.20 01:15:00 -
[99] - Quote
someone mentioned % bonus instead of fixed amount bonus. That is the best idea anyone has had about armor plates and shield extenders EVER.
That's exactly what they should do.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
84
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Posted - 2014.05.20 01:44:00 -
[100] - Quote
Eko Sol wrote:someone mentioned % bonus instead of fixed amount bonus. That is the best idea anyone has had about armor plates and shield extenders EVER.
That's exactly what they should do.
I don't remember where I saw it (probably the same place you did), but I hope my post provides a good example as to how well this can work. |
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Eko Sol
Strange Playings
333
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Posted - 2014.05.20 02:22:00 -
[101] - Quote
Temias Mercurial wrote:Eko Sol wrote:someone mentioned % bonus instead of fixed amount bonus. That is the best idea anyone has had about armor plates and shield extenders EVER.
That's exactly what they should do. I don't remember where I saw it (probably the same place you did), but I hope my post provides a good example as to how well this can work.
And what's funny is it can be used for all to include reactive but keep the reps fixed. I'd prefer if it was Basic - 1hp/s, Advanced - 1.5hp/s, Proto - 2 hp/s.
Anyway, I think this is what should be done. You have a point and so does anyone else supporting this.
This is the single greatest Idea to have ever been put on the forums...period. This should be done. CCP really needs to consider this.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Mordecai Sanguine
What The French Red Whines.
683
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Posted - 2014.05.20 05:54:00 -
[102] - 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.
Amarr suits are supposed to brick tanking Armor. Actually Gallente do it way better WITH a regen, do you have plan to balance Amarr vs Gallente Tanking style ? |
Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
126
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Posted - 2014.05.20 08:06:00 -
[103] - Quote
Its the high fitting cost of complex reactive and ferroscale plates. Why would i bother struggling to fix a complex reactive plate for so little gain in HP or armor regen when i can put an enhanced one on and a repper? Thats pretty much it.
You can't just think of plates in just gallente terms, especially in armor based suits which by ther very nature are difficult for scramblers and flux weapons.
Also, yes heavies should brick tank because they're huge slow moving targets. Scouts probably shouldn't, but even then its not scouts that are merely bricktanking that seem to cause so many problems. Its the shooting while cloaked ability they have that make scouts so rage inducing.
Redline for Thee, but no Redline for Me.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
85
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Posted - 2014.05.20 14:19:00 -
[104] - Quote
Tesfa Alem wrote:Its the high fitting cost of complex reactive and ferroscale plates. Why would i bother struggling to fix a complex reactive plate for so little gain in HP or armor regen when i can put an enhanced one on and a repper? Thats pretty much it.
You can't just think of plates in just gallente terms, especially in armor based suits which by ther very nature are difficult for scramblers and flux weapons.
Also, yes heavies should brick tank because they're huge slow moving targets. Scouts probably shouldn't, but even then its not scouts that are merely bricktanking that seem to cause so many problems. Its the shooting while cloaked ability they have that make scouts so rage inducing.
I honestly don't see as to why ferroscale plates reguire more resources than normal plating. Yes, the benefit is having no speed penalty, but that doesn't make them useful for tanking whatsoever, especially for a heavy. A heavy with normal plating is considerably more powerful than one with ferroscale plating. There's no question to it... so why do they require more cpu/pg? If anything, normal plating should require slightly more resources than ferroscale. Even then, they still don't seem quite worth it themselves.
I'd like it if CCP could implement more high slot modules, specifically more shield modules, like Heavy Shielding, which would nicely complement the Caldari Sentinel, as long as the module has high CPU and low PG to suit the stats. Perhaps a heftier penalty in shield recharge and/or delay. What we need is variety, and it's sad that we don't have it. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
357
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Posted - 2014.05.20 15:14:00 -
[105] - Quote
maybe the ferro plates could cost more isk wise than the normal plating,&or less pg/cpu with like a 5-10% hp buff &or the added healing of reactive plates (possible plate merger?)
just possible ideas.
patent it.
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Beren Hurin
Onslaught Inc RISE of LEGION
2367
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Posted - 2014.05.20 18:43:00 -
[106] - Quote
oooooohhh....
Armor plates could cause a cloak time penalty (reduce total cloak time by spending x% per activation). Then amarr scouts could hugely reduce this penalty so they could be the better cloaking battle scouts. |
Snake Sellors
Hellstorm Inc League of Infamy
62
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Posted - 2014.05.20 18:59:00 -
[107] - Quote
running low on time so I can't read all of these, but it seems to me that the issues are that there isn't any balance in the options
armour plates are just straight better than other low slot modules and with no stacking penalties then why not what else is gonna go there?
a lot of the problem was caused when 1.8 dropped everybody already knew that shields were weaker than armour and with no shield repair options available vs the extra high slots of gallente most players chose to play using low slots.
therefore most people choose to play for armour and ignore shields.
the shield tankers also use the armour plates because regulators help shields but not enough given that shields get ripped through quickly. shields can't be logi supported it makes it nessecary if we want a logi that we have extra armour for squad play. the other options just don't help the squad, or even your own survivability.
if shields get balanced now people have already specced into gallente so they don't need to worry about it now, options for low slots will need to be made better so that it's worth using instead of extra plates... or start putting in stacking penalties
that said please balance the shields though, they need attention.
I would also rather see improvements elsewhere as opposed to more nerfs |
Dunce Masterson
Savage Bullet
104
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Posted - 2014.05.20 22:20:00 -
[108] - 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.
2. Repair; these repair to slowly a 25% increase to their repair rate will make them playable
3. Reactive; these are to expensive on fitting and should be the cheapest the only way to justify their fitting requirement would be to give them the ferroscale hit points with the current armor repair rates 2, 3, 5. or you could just make them % based giving say 10% armor and 2% armor repaired p/s at basic.
4. Ferroscale; again their fitting requirement is kinda high for what they give.
I don't even know why I bother.
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bear90211
Nyain San General Tso's Alliance
207
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Posted - 2014.05.20 23:11:00 -
[109] - Quote
This has been a problem for ages, Lets take into figure. Say, a heavy (Lets say he has a very strong and capable suit, more load cap and weight bearing ability) get the full amount from the plate, and with less movement penalty, (Lets say 4-5%) a medium frame is well, a medium suit.Lower load cap and survivable in not too active, front line combat. say he puts a complex plate on, he gets a slight deduction, say 115 HP from it, but gets lets say, a 6-10% reduction to speed. now a scout, a light, non combatant meant for sniping, or behind the lines suit, would get the greatest nerf from this plate. say, he will only get 95HP from a complex plate, and a 12-16% speed reduction. as we know, the scout frame is meant to be the lightest, fastest suit that dose not stack armor but rather shields and kin cats or something like that. now armor reps, I would say put MLT:4/s STD:4/s ADV:6/s PRO:8/s. and give all suits a natural armor rep, its the future, remember that. say heavies get a 10 base, medium get a 6/7 base, and scouts get a 3/4 base. and also, give weapons weight as well, Its not like a heavy can run a base 5.7M/s without anything on, and still run that fast with a 400 pound weapon in his hands. well, good day :)
My sig is suuper old.. now i rip faces with my HMG. looking for logies yo.btw #tacos
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SirManBoy
Molon Labe. General Tso's Alliance
573
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Posted - 2014.05.20 23:52:00 -
[110] - Quote
TTK is in a good place now, so I think it would be very unfortunate if this neckbearded idea were to imbalance that. Personally, I have a strong feeling that it will. As a logi, the last thing I want to experience is nerf #27 to my class, coming this time in the form of a nerf to my survivability.
Unintended consequences are a mother, CCP. |
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Artemis Kaiba
Shadow Broker Wet Squad
47
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Posted - 2014.05.21 04:15:00 -
[111] - 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.
What I think : Ferroscale plates give too much HP for no drawback. I don't like them (OP). Shields, in the other hand, give not much HP for a useless drawback (delay isn't much trouble and can be counter with regulator easily). Why shield aren't like I've heard it is on Eve : increase shield HP while making the hitbox larger ? Balancing armor and shield in a more "Eve" way would be more interesting according to me. They would both give same HP value, armor would reduce speed, shield would increase hitbox size. For the bonus question, introducing some rep modules like you did for shield (drastically increase regen while reducing total HP) could make the thing. |
Cardio Therapy
Tech Guard RISE of LEGION
30
|
Posted - 2014.05.21 07:17:00 -
[112] - Quote
Give us motivation to go for complex plates.
speed penalty is too high and this game is all about speed.
Speed penalty needs to be according to the frame: highest for light and lowest for heavy |
Driftward
Subdreddit Test Alliance Please Ignore
971
|
Posted - 2014.05.21 20:49:00 -
[113] - Quote
Cross posting from a shield extender thread.
Quote:I think that a basic shield extender giving somewhere in the neighborhood of 40 hp would be more realistic. At least then you have ~half the functionality of a basic plate. Enhanced extender of maybe 55-60 and complex of max 80-85. That way there is a clear distinction between tiers of module and a reasonable lower limit. Stacking penalties should be extremely severe (as has been discussed in the armor rebalancing thread) such that modules of the same tier should have significantly reduced effectiveness.
With a complex shield extender maxing out at 80-85 that keeps shields well below the buffer potential of armor. Ferroscale plates could max out around 100 hp at complex and enhanced level around 80-85 (approximately 1 tier above shield and 1 tier below regular plates) with fitting costs split between shield extender and reg plates (ie higher cpu than plates, lower than shields and ~ same pg 11-12)
The changes I'm proposing would only work, and balance, IF and only IF something significant is done to reduce the benefits of stacking buffer modules to the exclusion of all else. (significant stacking penalties and increased bonuses to auxiliary buffer mods (energizer, repper, etc.) If stacking isn't modified then changing hp amounts will only exacerbate the current balance situation. I'm hopeful, based on the development discussion in the armor balance threads, that something will be done to rectify the situation somewhat in which case there might be some further things, such as what I'm suggesting, that could diversify the fitting meta.
Ferroscale plates are completely worthless as is (as seen by consumption). They need at minimum a reduction in fitting cost or an increase in HP, probably a bit of both. |
Driftward
Subdreddit Test Alliance Please Ignore
971
|
Posted - 2014.05.21 21:00:00 -
[114] - Quote
Artemis Kaiba wrote:
What I think : Ferroscale plates give too much HP for no drawback. I don't like them (OP). Shields, in the other hand, give not much HP for a useless drawback (delay isn't much trouble and can be counter with regulator easily). Why shield aren't like I've heard it is on Eve : increase shield HP while making the hitbox larger ? Balancing armor and shield in a more "Eve" way would be more interesting according to me. They would both give same HP value, armor would reduce speed, shield would increase hitbox size. For the bonus question, introducing some rep modules like you did for shield (drastically increase regen while reducing total HP) could make the thing.
Ferroscales are worthless (duplicating some things I've already said); consumption is at the bottom of the armor plate use pile, they cost significantly more than regular plates (fitting), and provide much lower HP buffer than regular plates and is barely competitive against shields right now (despite dramatic penalties to recharging compared to shields).
Also, the energizer modules for shields they introduced months ago are also bad and why introduce a similar module for armor if the shield one isn't used frequently already. If we fix them adn then introduce something like that for shields (replacing reactives maybe)
SUPER HIGH fitting costs (ie >90 cpu for complex) with a very low % increase to recharge rate. It would be great for scouts...except they can't fit enough buffer to need a higher recharge rate, and sentinels, who would benefit the most from recharge increases, don't have a high enough base to make use of the % increase. |
The-Errorist
702
|
Posted - 2014.05.21 23:37:00 -
[115] - Quote
Copy pated from https://forums.dust514.com/default.aspx?g=posts&m=2172963#post2172963
Here is my plan to fixing a lot of these problems
Problem: Shield extenders don't have a balanced progression
Solution: Make enhanced shield extenders give 44 HP instead of 33; 22/44/66 makes a hole lot more sense.
Problem: Armor plates give too much HP for the amount of PG they take up.
Solution: Instead of making armor plate take up high CPU and low PG, reverse that in a balanced way like how armor plates for vehicles and EVE are more PG intensive than CPU. Its crazy how plates take up less PG than shield extenders.
Problem: Reactives and ferroscales are rarely used compared to regular plates
Solutions: Increase speed penalty for plates to 3/5/7%
Change ferroscale plates to have a consistent progression of 30/55/75 HP instead of their current 35/50/75.
Change reactives to 25/47/69 and give them all a 2hp/s repair rate like the standard armor repair module and make the speed penalty 1/2/3%
Problems: Shield rechargers and energizers aren't being used as much and shield regulators take up too much resources for its small bonus, making them not worth taking up a slot.
Solutions: Lower PG/CPU cost of shield rechargers, energizers, and regulators a little. Give rechargers and energizers a small buff Give regulators a normal sized buff Make rechargers & energizers low slot modules. Fix Amarr's. Minmatars, and Caldari's basic frame and assaults slot layouts. Basically, here's what a assault/logi's slot layout & progression should be:
Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange). Give all assaults the same number of mod slots. Equalize the mod slot layouts for assaults & logis of the same race & tier: Make medium frames become something in between the specialized assaults and logis by having 2 equipments slots
Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3
Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3
Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4
After these changes, we'll see what would need to be retweaked. What do you guys think?
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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CCP Rattati
C C P C C P Alliance
1340
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Posted - 2014.05.21 23:46:00 -
[116] - Quote
The-Errorist wrote:Copy pated from https://forums.dust514.com/default.aspx?g=posts&m=2172963#post2172963Here is my plan to fixing a lot of these problems Problem: Shield extenders don't have a balanced progression Solution: Make enhanced shield extenders give 44 HP instead of 33; 22/44/66 makes a hole lot more sense. Problem: Armor plates give too much HP for the amount of PG they take up. Solution: Instead of making armor plate take up high CPU and low PG, reverse that in a balanced way like how armor plates for vehicles and EVE are more PG intensive than CPU. Its crazy how plates take up less PG than shield extenders. Problem: Reactives and ferroscales are rarely used compared to regular plates Solutions: Increase speed penalty for normal plates to 3/5/7% Make ferroscales cost as much as regular plates. Change ferroscale plates to have a consistent progression of 30/55/75 HP instead of their current 35/50/75. Change reactives to 25/47/69 and give them all a 2hp/s repair rate like the standard armor repair module and make the speed penalty 1/2/3% Problem: Armor repair modules aren't used as much as they should and they don't have a balanced repair progression Solution: Make repair modules give 2/4/6 HP/s. Problems: Shield rechargers and energizers aren't being used as much and shield regulators take up too much resources for its small bonus, making them not worth taking up a slot. Solutions: Lower PG/CPU cost of shield rechargers, energizers, and regulators a little. Give rechargers and energizers a small buff Give regulators a normal sized buff Make rechargers & energizers low slot modules. Fix Amarr's. Minmatars, and Caldari's basic frame and assaults slot layouts. Basically, here's what a assault/logi's slot layout & progression should be: Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange). Give all assaults the same number of mod slots. Equalize the mod slot layouts for assaults & logis of the same race & tier: Make medium frames become something in between the specialized assaults and logis by having 2 equipments slots Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 After these changes, we'll see what would need to be retweaked. What do you guys think?Copy pated from https://forums.dust514.com/default.aspx?g=posts&m=2172963#post2172963Here is my plan to fixing a lot of these problems Problem: Shield extenders don't have a balanced progression Solution: Make enhanced shield extenders give 44 HP instead of 33; 22/44/66 makes a hole lot more sense. Problem: Armor plates give too much HP for the amount of PG they take up. Solution: Instead of making armor plate take up high CPU and low PG, reverse that in a balanced way like how armor plates for vehicles and EVE are more PG intensive than CPU. Its crazy how plates take up less PG than shield extenders. Problem: Reactives and ferroscales are rarely used compared to regular plates Solutions: Increase speed penalty for normal plates to 3/5/7% Make ferroscales cost as much as regular plates. Change ferroscale plates to have a consistent progression of 30/55/75 HP instead of their current 35/50/75. Change reactives to 25/47/69 and give them all a 2hp/s repair rate like the standard armor repair module and make the speed penalty 1/2/3% Problems: Shield rechargers and energizers aren't being used as much and shield regulators take up too much resources for its small bonus, making them not worth taking up a slot. Solutions: Lower PG/CPU cost of shield rechargers, energizers, and regulators a little. Give rechargers and energizers a small buff Give regulators a normal sized buff Make rechargers & energizers low slot modules. Fix Amarr's. Minmatars, and Caldari's basic frame and assaults slot layouts. Basically, here's what a assault/logi's slot layout & progression should be: Give the Cal logistics 3 equip slots at STD. Also 4 equip at PRO (reduce mod slot from 9 to 8 in exchange). Give all assaults the same number of mod slots. Equalize the mod slot layouts for assaults & logis of the same race & tier: Make medium frames become something in between the specialized assaults and logis by having 2 equipments slots Assault & logi STD (high/low) Am: 2/4 Ga: 2/4 Ca: 4/2 (+1 equip for logi) Min: 3/3 Assault & logi ADV Am: 2/5 Ga: 3/4 Ca: 5/2 Min: 4/3 Assault & logi PRO Am: 3/5 Ga: 3/5 Ca: 5/3 (+1 equip for logi) Min: 4/4 After these changes, we'll see what would need to be retweaked. What do you guys think?
Thanks, we are very much aligned on this proposal actually. Keep an eye out for our next formal communication.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The-Errorist
Sver true blood
702
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Posted - 2014.05.22 01:11:00 -
[117] - Quote
CCP Rattati wrote:Thanks, we are very much aligned on this proposal actually. Keep an eye out for our next formal communication. I really wish that you and the other awesome devs were in charge/working on Dust from the start.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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iliel
Intara Direct Action Caldari State
51
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Posted - 2014.05.22 03:48:00 -
[118] - Quote
The-Errorist wrote:CCP Rattati wrote:Thanks, we are very much aligned on this proposal actually. Keep an eye out for our next formal communication. I really wish that you and the other awesome devs were in charge/working on Dust from the start.
Agreed. Really looking forward to these changes - - especially if they're all as Errorist suggested. |
Dunce Masterson
Savage Bullet
106
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Posted - 2014.05.22 03:54:00 -
[119] - Quote
Are you kidding me the speed penalty was reduced for a good reason the best way to correct the imbalance is to buff the other modules.
I don't even know why I bother.
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SirManBoy
Molon Labe. General Tso's Alliance
574
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Posted - 2014.05.22 03:56:00 -
[120] - Quote
These last few exchanges scare me. So what's your goal again? It looks like you're trying to achieve some kind of arbitrary shield/armor balance without considering how it will affect the classes you aren't even interested in targeting. This conversation started with the premise that heavies and some scouts were way too tanked. However, I am now seeing this discussion take a turn that involves removing slots from logis and generally leaving mediums with less HP than before. You realize that we're taking a beating out there, right? You want to talk about balance? How about we discuss the cost of being effective in a support role versus the cost of being effective as a heavy or a scout? Suits that cost a fraction of mine are killing me left and right because it doesn't cost a whole hell of a lot to rack up HMG kills in a basic heavy suit or to cloak up with a shotgun and terrorize mercs in a scout suit. Being a logi is a high price, high risk, and low reward game. Sure, the WP can be great sometimes, but we're losing ISK hand over fist.
The logi class is on its last legs, Rattati. Be mindful of your choices and their consequences. |
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