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DeathwindRising
ROGUE RELICS
304
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Posted - 2014.05.21 10:18:00 -
[31] - Quote
Ryme Intrinseca wrote:Cardio Therapy wrote:Ryme Intrinseca wrote:As for making basic/enhanced shield extenders more competitive, 33/44/66 would do the job. I still think 55 /66/ 88 will be best with some stacking penalties. thus you can put several extenders + recharger in the high slot and still to have good shield HP for shield tanking. Nice idea if you want to remove armour tanking from the game. To repeat for the thousandth time, the massive drawbacks of armour tanking (speed reduction plus no regen) mean that there has to be a significant hp gap or armour will be redundant. Ccp already tried the 'derp lets give shield almost as much hp as armour as well as far higher speed and rapid regen' a year ago, it was stupid then and it would be stupid now.
my issue isnt with the extenders (except for enhanced extenders, those should be 44 hp)
the cpu cost of energizers, rechargers, and complex regulators are crazy high. you have to use a low slot cpu mod to run two complex rechargers with anything else
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Driftward
Subdreddit Test Alliance Please Ignore
968
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Posted - 2014.05.21 16:08:00 -
[32] - Quote
Ryme Intrinseca wrote:@driftward
So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that.
What makes you think ferroscales are just going to sit as they are?
Rattati directly talked about how they (and reactives) needed help badly. All of my thought experiments were based on the assumption that ferroscale plates would get a buff (either by direct hp or indirect lowering of fitting). Your responses make it clear that rather than coming up with ideas for balancing you are heavily tied to one piece of equipment and balancing around it rather than globally. It's how we got the current armor situation which is by no means balanced. The only buffer mods we see used consistently are basic/enhanced plates and complex shield extenders. I want to see a more diversified field that includes rechargers, energizers, armor reppers, ferroscales and everything else as a viable option.
No need to get all butthurt and make personal attacks..... |
Ryme Intrinseca
The Rainbow Effect
1232
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Posted - 2014.05.21 18:07:00 -
[33] - Quote
Driftward wrote:Ryme Intrinseca wrote:@driftward
So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that. What makes you think ferroscales are just going to sit as they are? Rattati directly talked about how they (and reactives) needed help badly. All of my thought experiments were based on the assumption that ferroscale plates would get a buff (either by direct hp or indirect lowering of fitting). Your responses make it clear that rather than coming up with ideas for balancing you are heavily tied to one piece of equipment and balancing around it rather than globally. It's how we got the current armor situation which is by no means balanced. The only buffer mods we see used consistently are basic/enhanced plates and complex shield extenders. I want to see a more diversified field that includes rechargers, energizers, armor reppers, ferroscales and everything else as a viable option. No need to get all butthurt and make it personal. I don't disagree with the idea of more diversity. But if that's your goal, why buff complex shield extenders when, as you admit, they're already extremely widely used?
As you have decided to make things personal with your final sentence, I will add my hypothesis for this mismatch between your stated goal (make underused items more competitive) and your proposed solution (make a widely used buffer item, the complex shield extender, even more powerful).
My hypothesis is that you have specced into a shield suit and are not playing very well. You have decided that it is UP shield extenders to blame, not you. |
Ryme Intrinseca
The Rainbow Effect
1232
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Posted - 2014.05.21 18:08:00 -
[34] - Quote
DeathwindRising wrote:Ryme Intrinseca wrote:Cardio Therapy wrote:Ryme Intrinseca wrote:As for making basic/enhanced shield extenders more competitive, 33/44/66 would do the job. I still think 55 /66/ 88 will be best with some stacking penalties. thus you can put several extenders + recharger in the high slot and still to have good shield HP for shield tanking. Nice idea if you want to remove armour tanking from the game. To repeat for the thousandth time, the massive drawbacks of armour tanking (speed reduction plus no regen) mean that there has to be a significant hp gap or armour will be redundant. Ccp already tried the 'derp lets give shield almost as much hp as armour as well as far higher speed and rapid regen' a year ago, it was stupid then and it would be stupid now. my issue isnt with the extenders (except for enhanced extenders, those should be 44 hp) the cpu cost of energizers, rechargers, and complex regulators are crazy high. you have to use a low slot cpu mod to run two complex rechargers with anything else This is a reasonable point. |
Driftward
Subdreddit Test Alliance Please Ignore
969
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Posted - 2014.05.21 19:33:00 -
[35] - Quote
Ryme Intrinseca wrote:Driftward wrote:Ryme Intrinseca wrote:@driftward
So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that. What makes you think ferroscales are just going to sit as they are? Rattati directly talked about how they (and reactives) needed help badly. All of my thought experiments were based on the assumption that ferroscale plates would get a buff (either by direct hp or indirect lowering of fitting). Your responses make it clear that rather than coming up with ideas for balancing you are heavily tied to one piece of equipment and balancing around it rather than globally. It's how we got the current armor situation which is by no means balanced. The only buffer mods we see used consistently are basic/enhanced plates and complex shield extenders. I want to see a more diversified field that includes rechargers, energizers, armor reppers, ferroscales and everything else as a viable option. No need to get all butthurt and make it personal. I don't disagree with the idea of more diversity. But if that's your goal, why buff complex shield extenders when, as you admit, they're already extremely widely used? I suspect plain ol' shield tanker butthurt, show me otherwise.
I'll try and make it clear then, my point is that pure shield tanking is not viable (see Oswald Rehnquist's post).
Complex shield extenders probably get used frequently because they are one of the only high slot modules that is worth a damn (now that damage mods are less useful) not necessarily that they are great individually. Complex shield extenders should be in the same category of use as complex plates (i actually think those are moderately well balanced between high buffer and high movement penalty) and as such if hp is increased then the shield depleted delay penalty could be considered for an increase too (15%+?). Regardless, the major point I want to make is this: We can't make a decent spread/range of shield extenders from basic to complex and have them all occupy a separate niche of use without expanding that range, at least a little.
Would you consider using a basic shield extender if it gave 33 hp like you suggested? That is less than one bullet of just about any weapon. Stack three of them and you barely get more than a single basic plate. 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. |
Ryme Intrinseca
The Rainbow Effect
1237
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Posted - 2014.05.21 20:14:00 -
[36] - Quote
Driftward wrote:Ryme Intrinseca wrote:Driftward wrote:Ryme Intrinseca wrote:@driftward
So because ferroscale is already terrible we should make it even less competitive (relative to shield)? You must work for ccp with 'balancing' ideas like that. What makes you think ferroscales are just going to sit as they are? Rattati directly talked about how they (and reactives) needed help badly. All of my thought experiments were based on the assumption that ferroscale plates would get a buff (either by direct hp or indirect lowering of fitting). Your responses make it clear that rather than coming up with ideas for balancing you are heavily tied to one piece of equipment and balancing around it rather than globally. It's how we got the current armor situation which is by no means balanced. The only buffer mods we see used consistently are basic/enhanced plates and complex shield extenders. I want to see a more diversified field that includes rechargers, energizers, armor reppers, ferroscales and everything else as a viable option. No need to get all butthurt and make it personal. I don't disagree with the idea of more diversity. But if that's your goal, why buff complex shield extenders when, as you admit, they're already extremely widely used? I suspect plain ol' shield tanker butthurt, show me otherwise. I'll try and make it clear then, my point is that pure shield tanking is not viable (see Oswald Rehnquist's post). Complex shield extenders probably get used frequently because they are one of the only high slot modules that is worth a damn (now that damage mods are less useful) not necessarily that they are great individually. Complex shield extenders should be in the same category of use as complex plates (i actually think those are moderately well balanced between high buffer and high movement penalty) and as such if hp is increased then the shield depleted delay penalty could be considered for an increase too (15%+?). Regardless, the major point I want to make is this: We can't make a decent spread/range of shield extenders from basic to complex and have them all occupy a separate niche of use without expanding that range, at least a little.Would you consider using a basic shield extender if it gave 33 hp like you suggested? That is less than one bullet of just about any weapon. Stack three of them and you barely get more than a single basic plate. 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. 80-85 for complex extender and 100 for complex ferroscale doesn't sound unreasonable. That would fairly reflect the high fitting costs compared to regular armour plates, I think. Seems like we can get along after all |
Driftward
Subdreddit Test Alliance Please Ignore
971
|
Posted - 2014.05.21 20:45:00 -
[37] - Quote
Ryme Intrinseca wrote:80-85 for complex extender and 100 for complex ferroscale doesn't sound unreasonable. That would fairly reflect the high fitting costs compared to regular armour plates, I think. Seems like we can get along after all
ITS A MIRACLE!!!! Proof positive of higher powers. |
Oswald Rehnquist
1371
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Posted - 2014.05.21 21:16:00 -
[38] - Quote
DeathwindRising wrote:
what if shields recharged constantly without the delay, like armor does?
shield tanks would have low over all hp but their high recharge rates help them survive drawn out battles, but weak in fights where there's no cover.
armor tanks would have high hp but suffer being worn down in drawn out fights.
While you can do that, it wouldn't make shields viable as a stand alone. A fast regen would just buff shield tankers who already rely on distance/cloak/armor (aka duel tanking).
Shield tanking ehp is not enough to survive the alpha, which means its not a viable form of tank as a stand alone and a removal of the regen delay isn't going to save you. Also with the removal of regulators, there is very little disincentives to not armor tank in your lows for front liners.
Obviously the intended goal is Shields= low ehp / slow auto regen / cover, Armor= High ehp / charge / fast active regen, always has, so if shields do get buffed ehp wise, then armor would need to rise accordingly to keep the dynamic consistent, which means rising TTK, but without that its just buffer>all and the clear buffer is armor.
Below 28 dB
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Raedon Vo-Graza
Armored Dragon Corp
28
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Posted - 2014.05.21 21:26:00 -
[39] - Quote
CCP Rattati wrote:Yes, we want to look at comparative scaling of ehp/tank modules, whether armor or shield. It is fairly obvious that plate hp/pg is high and we need to make shield extenders competitive
remove the delay of shield recharging
i have a drake in EVE that passively recharges 426 points a second, no delay, no random BS
make passive shielding a viable option just like armor repping, they don't have a delay so why should shields? and like i said, eve doesn't have a shield delay sooo, wtf? |
CLONE117
True Pros Forever
789
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Posted - 2014.05.21 21:40:00 -
[40] - Quote
i consider shields a first line of defense. and consider armor the last line of defense.
wouldnt it always be better to have the strongest for last?.
though its possible to reach passive tank/ rep levels of shield recharge rates for armor.
the player doing so essentially sacrifices all slots and possibly several others just to obtain that rep rate for armor.
wheres as shield gets it right off at the start but does start out with less hp in the beginning. but is also faster than armor in alot of cases. so shield tankers can reach locations first before armor tankers. retreat for a few seconds just for shields to recharge then head right back into attacking a position. i dont think they need the ability to out brawl armor in every slugging fest. as they have a faster overall regain during engagements unlike armor. which can really only stand up to hard hitting stuff. depending on the scenario.
mlt vets are eternal. they shall be the bane to proto scrubs everywhere...
dust 514 shall be eternal.
pve for dust 514
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Raedon Vo-Graza
Armored Dragon Corp
29
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Posted - 2014.05.21 22:00:00 -
[41] - Quote
CLONE117 wrote:i consider shields a first line of defense. and consider armor the last line of defense.
wouldnt it always be better to have the strongest for last?.
though its possible to reach passive tank/ rep levels of shield recharge rates for armor.
the player doing so essentially sacrifices all slots and possibly several others just to obtain that rep rate for armor.
wheres as shield gets it right off at the start but does start out with less hp in the beginning. but is also faster than armor in alot of cases. so shield tankers can reach locations first before armor tankers. retreat for a few seconds just for shields to recharge then head right back into attacking a position. i dont think they need the ability to out brawl armor in every slugging fest. as they have a faster overall regain during engagements unlike armor. which can really only stand up to hard hitting stuff. depending on the scenario.
just bring down the amount repped, there are other ballence issues to deal with but the point im trying to make is that if we want to mirror eve in any way then make the mechanics funciton similar.
while when you look at the situation as shields first armor last, in eve the caldari's only defense is shields, after that they collapse, and they don't move as fast as a minmatar and range is really their best point (this is sticking to eve's playstyle mind you) but im looking at similaraties between the two games. mind you to get my ship to that rep rate i had to sacrifice my low/ mid and high slot abilities for it to work (my offensive capabilities are a joke) but it has the ability to out last quite a lot in the long run, if a squad works together then they could take down quite a lot with just sidearms. sacrifice offensive power for defensive, and run together. it may be slower, but it'll be tougher to crack |
The-Errorist
701
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Posted - 2014.05.21 23:22:00 -
[42] - Quote
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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Bradric Banewolf
D3ATH CARD
174
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Posted - 2014.05.22 13:18:00 -
[43] - Quote
Cat Merc wrote:Cardio Therapy wrote:Cat Merc wrote:HAHAHAHAHAHA
Balancing by just putting on as many plates and extenders as possible.
Because that's totally how stuff works in game, right? I am not balancing the game. The topic is about shields and I am trying to think on how shields can be more useful and to see more shield tanks, which are now rare. Also I never mentioned that my idea is good at all. Even it could be quite stupid but I want to see shields useful. Now when you look at the plates the most used one is basic. I doubt that anyone is using at all basic or advanced shields. Be more creative :) Your way of comparison is extremely broken. Yes there are problems with armor and shields, but compare them this way and you will end up with a much more broken game.
So your answer is do nothing? He came up with an idea. Help him tweak it. Scouts are considerably OP currently. If we do nothing why play at all. When someone renders an idea either help him improve on it, or respectfully tell him why it may have issue's.
"Anybody order chaos?"
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Driftward
Subdreddit Test Alliance Please Ignore
974
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Posted - 2014.05.22 16:03:00 -
[44] - Quote
CLONE117 wrote:i consider shields a first line of defense. and consider armor the last line of defense.
wouldnt it always be better to have the strongest for last?.
though its possible to reach passive tank/ rep levels of shield recharge rates for armor.
the player doing so essentially sacrifices all slots and possibly several others just to obtain that rep rate for armor.
wheres as shield gets it right off at the start but does start out with less hp in the beginning. but is also faster than armor in alot of cases. so shield tankers can reach locations first before armor tankers. retreat for a few seconds just for shields to recharge then head right back into attacking a position. i dont think they need the ability to out brawl armor in every slugging fest. as they have a faster overall regain during engagements unlike armor. which can really only stand up to hard hitting stuff. depending on the scenario.
What you describe is essentially dual tanking. And is the number one killer for module and playstyle diversity. What some of the posts in this thread are describing is a plan to remove dual tanking as an option and be replaced by three distinct tanking style/strategies: Shield tank, Armor tank, dual tank (No significant weaknesses but also no significant bonuses, weaker in general than the other two).
This is a preferable situation due to the increased meta that you then generate in fitting and in weapon choice. If your enemy team is primarily shield tanking then you switch to using a scrambler rifle, armor tank -> rail rifle, and so on. If the enemy team is using mainly combat rifles you switch to either a shield tanking dropsuit or dual tank if you don't have a "shield tank" specialized race (caldari and minmatar/amarr I forget which). Regardless, it allows for a strategic element that would be otherwise absent.
In almost all situations, a more diverse field is a more balanced field. If we can institute changes to balance some of these situations.....I hope we can, so that we aren't stuck with one predominant style that is the only way to fit if you want to be competitive. What's the difference between that and not having a choice in the first place? We'd be wasting the fantastic variety that is currently provided (but not necessarily used) |
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