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Cardio Therapy
Tech Guard RISE of LEGION
23
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Posted - 2014.05.19 09:42:00 -
[1] - Quote
New topic about Shields, Yeah! We have topics about armour, weapons HAV, Scouts and so on. We desperately need shield tanking. My Amarr commando needs shield tanks.
But really the shields now are not quite right. Seriously 22 hp for Basic? And with shield skill to 5 it is becomes 27.5. Militia assault rifle with zero skills with fire one blind and lost bullet and the shield is gone???? Advanced shield with skill to 5 is 41 HP. Well it will survive the lost blind bullet from the militia AR . But thatGÇÖs it. Nowadays only the proto shields make sense. 66 and 82 with skill but not enough for shield tanking.
It can be: Basic 55, adv 66, complex 88. And needs to apply different stacking penalties depending on the class to avoid shield tank scouts at max.
It will look like that: -------------basic------skill lvl 5 basic--------55----------69 adv----------66----------82 complex----88--------110
And with penalties like that: ----------------recharge delay------------stacking penalty ---------------------------------heavy-------medium-----------light Basic--------------3%----------5%-------------7%------------20% Advanced--------4%----------5%-------------7%------------20% Complex----------7%----------5%-------------7%-----------20% Why these numbers are like that? To avoid shield tanked scouts but to give them good defence. A scout with 4 extenders will have slightly less shield than currently, but scout with 3 extenders will have more and an empty slot for recharger and will have really fast regen rate (71/s).
The firs extender - no penalty, every next extender percent decrease from the previous one: medium frame --------ext 1-----ext 2-------ext 3--------ext 4-------ext 5-------MAX basic--------69---------64----------60------------55---------52----------300 adv----------82---------76----------71------------66---------61----------356 comp------110--------102---------95------------88---------82----------477
lightframe ------------ext 1-------ext 2--------ext 3---------ext 4 ---------MAX basic--------69---------55-----------44------------35-------------203 adv--------82---------66-----------52------------42-------------242 comp------110--------88------------70------------56-------------324
heavy frame ------------ext 1------ext 2--------ext 3--------ext 4---------MAX basic------69---------65------------62------------59-----------255 adv--------82---------78------------74------------70-----------304 comp----110--------104-----------99------------94-----------407
Also I have thought on the idea the heavies shields to have penalty of 4%. Possible.
And an example:
MAX HP-----------ext x 3,plate x 4----------------------------------------------ext x 4plate x 3 assault gk.0------shield----------armor-------total---------assault ck.0-------shield-------armor---------total -----------------------457-------------937--------1394---------------------------------657-----------656--------1313 recharge/s----------20---------------2-----------------------recharge/s------------30------------0 full reg in sec-------32-------------468----------------------full reg in sec---------27------------0 ttk Duv--------------0.87------------2.53-------3.4----------------ttk Duv----------1.26---------1.77---------3.03 ttk Kaal--------------1.28-----------1.86-------3.14---------------ttk Kaal---------1.84----------1.3----------3.14 HMG-----------------0.64-----------0.94-------1.58---------------HMG------------0.92----------0.65---------1.57 prety well balanced with higher recharge for cal and higher HP for gal. currently fully shielded assault gk.0 will have 590 shield. One with 3 extenders 1 regen will have 508 and with this above 569. |
Cat Merc
Ahrendee Mercenaries
9805
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Posted - 2014.05.19 13:12:00 -
[2] - Quote
HAHAHAHAHAHA
Balancing by just putting on as many plates and extenders as possible.
Because that's totally how stuff works in game, right?
Feline overlord of all humans - CAT MERC
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Cardio Therapy
Tech Guard RISE of LEGION
23
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Posted - 2014.05.19 13:28:00 -
[3] - Quote
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 :) |
Cat Merc
Ahrendee Mercenaries
9805
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Posted - 2014.05.19 13:45:00 -
[4] - Quote
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.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13511
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Posted - 2014.05.19 13:51:00 -
[5] - Quote
Stacking penalties?
Also, the thing about your comparison of stacking full plates and extenders is that stacking full plates is generally stupid. With the exception of Gallente suits, you have zero regen if you do that. Zero regen on your main HP type will kill you. Even if you're using a Gallente suit, the inbuilt repairer is pitiful. A lot of people seem to think it's great - but consider how long it'll take that Galassault to regen. 470 seconds. That's nearly 8 minutes.
Each solid engagement you have with that fit, you're looking at 5 minutes of downtime before you're full up again. That's not just 'lower regen', that's practically none at all. You can pretty much completely discount that rep on a Galassault - if you're on another armour tanking suit such as an Amarr assault you don't have any regen at all.
Look at the difference between those two fits. They both have approximately the same total HP. However, the second has a greater emphasis on shields, the type which regenerates a lot faster.
Why would you choose the first fit over the second fit? TTK differences are negligible. The second one is faster, has more fully regenerating HP, and has a significantly faster regen rate on that HP. The repair rate on the first fit is negligible, and it's inferior in almost every other way.
You have long since made your choice. What you make now is a mistake.
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CCP Rattati
C C P C C P Alliance
1248
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Posted - 2014.05.19 16:09:00 -
[6] - Quote
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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Haerr
Legio DXIV
644
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Posted - 2014.05.19 16:47:00 -
[7] - 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
Good stuff.
I have Plasma Cannon Proficiency V, no jk.
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Joseph Ridgeson
WarRavens Final Resolution.
1872
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Posted - 2014.05.19 16:58:00 -
[8] - 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 Wait.
Did you just suggest that Plate PG is high? Because it really isn't. Let's look at some numbers: Basic Plate: 10 CPU / 1 PG. (85 HP) Advanced Plate: 20 CPU / 6 PG (110 HP) Complex Plate: 30 CPU / 12 PG. (135 HP)
Basic Extender: 18 CPU / 3 PG. (22 HP) Advanced Extender: 36 CPU / 6 PG (33 HP) Complex Extender: 54 CPU / 11 PG. (66 HP)
At Basic, Plate is 1 PG compared to 3. At Advanced, Plate and Extender PG is the same. At Complex, Plate costs 1 more PG than Extenders. So costing 1 more PG than a Complex Shield Extender for a Complex Plate is the PG being too high? What about Extenders costing nearly double the CPU of Plates?
To the OP: I don't think that the HP on Complex Shield Extenders is too low, not really. The problems are the downright horrific scaling that it is basically "use Complex or don't bother" and the extreme fitting cost of Extenders. I assume that the HP is balanced around Shields being able to recharge themselves and the Recharge Penalty is on par with the movement penalty. The problem is the scaling. A silly way to do it would just be divide 66 by 135, get .4888 and multiply that by the amount of HP a plate gives you. That means Extenders would give 41.55, 53.77, and 66 per level.
An Extender costs 80% more CPU than a Plate at the same tier without saving any noticeable amount of PG. In fact, the Average PG cost of a Plate is 6.33 while the Average PG cost of an Extender is 6.67. Average CPU cost is 20 for Plate and 36 for Extender. If the HP is balanced because Shields Recharge themselves and the movement speed is balanced by the recharge delay, why are Shield Extender flat out harder to fit?
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Llast 326
An Arkhos
3142
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Posted - 2014.05.19 17:00:00 -
[9] - Quote
Joseph Ridgeson wrote: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 Wait. Did you just suggest that Plate PG is high? Because it really isn't. Let's look at some numbers: Basic Plate: 10 CPU, 1 PG. 85 HP Advanced Plate: 20 CPU, 6 PG 110 HP Complex Plate: 30 CPU, 12 PG. 135 HP Basic Extender: 18 CPU, 3 PG. 22 HP Advanced Extender: 36 CPU, 6 PG 33 HP Complex Extender: 54 CPU, 11 PG. 66 HP At Basic, Plate is 1 PG compared to 3. At Advanced, Plate and Extender PG is the same. At Complex, Plate costs 1 more PG than Extenders. So costing 1 more PG than a Complex Shield Extender for a Complex Plate is the PG being too high? What about Extenders costing nearly double the CPU of Plates? To the OP: I don't think that the HP on Complex Shield Extenders is too low, not really. The problems are the downright horrific scaling that it is basically "use Complex or don't bother" and the extreme fitting cost of Extenders. I assume that the HP is balanced around Shields being able to recharge themselves and the Recharge Penalty is on par with the movement penalty. The problem is the scaling. A silly way to do it would just be divide 66 by 135, get .4888 and multiply that by the amount of HP a plate gives you. That means Extenders would give 41.55, 53.77, and 66 per level. An Extender costs 80% more CPU than a Plate at the same tier without saving any noticeable amount of PG. In fact, the Average PG cost of a Plate is 6.33 while the Average PG cost of an Extender is 6.67. Average CPU cost is 20 for Plate and 36 for Extender. If the HP is balanced because Shields Recharge themselves and the movement speed is balanced by the recharge delay, why are Shield Extender flat out harder to fit? He meant HP per PG is highGǪ meaning you get a lot of HP for a low amount of PG
KRRROOOOOOM
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Driftward
Subdreddit Test Alliance Please Ignore
962
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Posted - 2014.05.19 18:16:00 -
[10] - Quote
Llast 326 wrote:Joseph Ridgeson wrote: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 ...Stuff... An Extender costs 80% more CPU than a Plate at the same tier without saving any noticeable amount of PG. In fact, the Average PG cost of a Plate is 6.33 while the Average PG cost of an Extender is 6.67. Average CPU cost is 20 for Plate and 36 for Extender. If the HP is balanced because Shields Recharge themselves and the movement speed is balanced by the recharge delay, why are Shield Extender flat out harder to fit? He meant HP per PG is highGǪ meaning you get a lot of HP for a low amount of PG
^Exactly. Complex plate = 135 HP/ 12 PG -> 11.25 HP / PG Complex Extender = 66 HP / 11 PG -> 6 HP / PG
Huge difference there. Not only that but the fitting costs for the extenders are even higher due to the CPU costs. Complex plate is 30 CPU while a complex extender is at 54 CPU. So higher fitting costs for half the HP.
Shield extenders shouldn't have more or even equal hp to the armor plates due to the difference in recharge characteristics (armor vs shield repping) but I think we're seeing that the native bonuses to shield tanking don't balance or make up for a tank module with half the potential of the other. |
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Ryme Intrinseca
The Rainbow Effect
1217
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Posted - 2014.05.19 22:09:00 -
[11] - 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 Armour hp has to be high to compensate for the disadvantages (no regen and speed penalties). You tried givimg armour and shield similar hp numbers a year ago and it was absolutely ridiculous. There was literally no point in using armour. |
Arkena Wyrnspire
Fatal Absolution
13529
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Posted - 2014.05.19 22:11:00 -
[12] - Quote
Ryme Intrinseca wrote: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 Armour hp has to be high to compensate for the disadvantages (no regen and speed penalties). You tried givimg armour and shield similar hp numbers a year ago and it was absolutely ridiculous. There was literally no point in using armour.
This is pretty much my concern. There are problems with basic plate stacking being too easy to do but I've gone on at ridiculous length about how terrible it was then.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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CLONE117
True Pros Forever
787
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Posted - 2014.05.19 22:15:00 -
[13] - Quote
33 55 77.
could this make good new shield extender values?.im not so sure..
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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SponkSponkSponk
The Southern Legion Final Resolution.
798
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Posted - 2014.05.19 22:58:00 -
[14] - 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
I think that the first step would be to decide what rules of thumb to apply to the various tanking modules.
Regardless of the amount of HP provided by each module, you could still make a rule of thumb, e.g.
* one shield extender HP costs 0.8 CPU and 0.12PG
then tweak the numbers there.
Personally, I think that a low level of dual tanking is acceptable, but that adjusting values for extenders and plates should be done so that the fitting costs per unit of HP are the same across tiers.
Dust/Eve transfers
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Emo Skellington
The Neutral Zone
66
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Posted - 2014.05.20 00:57:00 -
[15] - Quote
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 :)
I sheild tank and i agree either the shields need a buff or an extension
Supporter of Legion
Supporter of Valkyrie
Supporter/Fan of Eve
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Ryme Intrinseca
The Rainbow Effect
1221
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Posted - 2014.05.20 12:00:00 -
[16] - Quote
CLONE117 wrote:33 55 77.
could this make good new shield extender values?.im not so sure.. No because enhanced and complex ferroscale would then be worse than shields in every respect.
As arkena said, the problem is that armour clearly outperforms shield on low tiers. So either buff basic shields or nerf basic armour. Maybe change enhanced values slightly as well (though not as much as you suggest as that makes enhanced ferroscale redundant).
Complex is fine as it is. 75 (ferroscale) vs 66 (shield) is reasonable given the shield regen; maybe ferroscale even a bit on the low side. While theres a big difference in regular complex armour hp and complex shield hp, 5% movement penalty is massive. If there was a 5% speed (not just run) mod it would be pretty popular. Plus the armour tanker needs a repper. So the shield user is really getting three modules of fuctionality in a slot where the armour tanker is only getting one. Given all the advantages shield has to have some sort of drawback, ie relatively low hp. |
Driftward
Subdreddit Test Alliance Please Ignore
965
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Posted - 2014.05.20 15:24:00 -
[17] - Quote
Ryme Intrinseca wrote:CLONE117 wrote:33 55 77.
could this make good new shield extender values?.im not so sure.. No because enhanced and complex ferroscale would then be worse than shields in every respect. As arkena said, the problem is that armour clearly outperforms shield on low tiers. So either buff basic shields or nerf basic armour. Maybe change enhanced values slightly as well (though not as much as you suggest as that makes enhanced ferroscale redundant). Complex is fine as it is. 75 (ferroscale) vs 66 (shield) is reasonable given the shield regen; maybe ferroscale even a bit on the low side. While theres a big difference in regular complex armour hp and complex shield hp, 5% movement penalty is massive. If there was a 5% speed (not just run) mod it would be pretty popular. Plus the armour tanker needs a repper. So the shield user is really getting three modules of fuctionality in a slot where the armour tanker is only getting one. Given all the advantages shield has to have some sort of drawback, ie relatively low hp.
You're drawing the wrong comparisons here. Ferroscale plates are specialized plates that remove some of the drawbacks inherent in normal plates and are therefore not a good base of comparison against regular shield extenders. I think that the HP/fitting costs for ferroscale are off (as are the HP values perhaps) but that's a completely different topic.
Shield tanking by itself is not nearly as viable as armor tanking and I think a lot of that has to do with significantly lower tank potential. Extenders probably should have HP values at least similar to ferroscale plates to partly reduce the tank imbalance that we're seeing.
I can already hear your counter argument about how shields recharge quickly and without extra modules. I get it. Seriously.
What I'm saying is that we need to balance the regular modules against regular modules and not against specialized variants. The specialized variants need attention (and the devs have said as much) and as such they make especially poor comparisons.
Ok now that that's out of the way, shields not only underperform at the lower tiers (significantly so) but also at complex level as well.
Look at the HP/PG ratios that Rattati pointed out. Even at the complex level we see Armor outperforming shields by more than half. The lack of shield tanking (observation of primarily dual tanking with an emphasis on armor tanking) is, in my opinion, a direct result.
If we don't modify the top end extenders and just raise the lower tier levels what do you envision as the result? Basic at 44 and advanced at 55? Why would complex extenders ever be used again? By compressing the differences within such a narrow range you marginalize the advantages of using higher level gear, exactly what's has happended (to an extent) with armor plates. Why spend exponentially more fitting to get 50 or 30 more hp when you can get 80 or 100 for far cheaper?
I think that increasing shield extenders HP such that they maintain about 0.7 HP/PG ratio would be the change required. Any more and armor plates would be marginalized and any less and we maintain status quo. |
Ryme Intrinseca
The Rainbow Effect
1226
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Posted - 2014.05.20 18:25:00 -
[18] - Quote
Driftward wrote:Ryme Intrinseca wrote:CLONE117 wrote:33 55 77.
could this make good new shield extender values?.im not so sure.. No because enhanced and complex ferroscale would then be worse than shields in every respect. As arkena said, the problem is that armour clearly outperforms shield on low tiers. So either buff basic shields or nerf basic armour. Maybe change enhanced values slightly as well (though not as much as you suggest as that makes enhanced ferroscale redundant). Complex is fine as it is. 75 (ferroscale) vs 66 (shield) is reasonable given the shield regen; maybe ferroscale even a bit on the low side. While theres a big difference in regular complex armour hp and complex shield hp, 5% movement penalty is massive. If there was a 5% speed (not just run) mod it would be pretty popular. Plus the armour tanker needs a repper. So the shield user is really getting three modules of fuctionality in a slot where the armour tanker is only getting one. Given all the advantages shield has to have some sort of drawback, ie relatively low hp. You're drawing the wrong comparisons here. Ferroscale plates are specialized plates that remove some of the drawbacks inherent in normal plates and are therefore not a good base of comparison against regular shield extenders. I think that the HP/fitting costs for ferroscale are off (as are the HP values perhaps) but that's a completely different topic. Shield tanking by itself is not nearly as viable as armor tanking and I think a lot of that has to do with significantly lower tank potential. Extenders probably should have HP values at least similar to ferroscale plates to partly reduce the tank imbalance that we're seeing. I can already hear your counter argument about how shields recharge quickly and without extra modules. I get it. Seriously. What I'm saying is that we need to balance the regular modules against regular modules and not against specialized variants. The specialized variants need attention (and the devs have said as much) and as such they make especially poor comparisons. Ok now that that's out of the way, shields not only underperform at the lower tiers (significantly so) but also at complex level as well. Look at the HP/PG ratios that Rattati pointed out. Even at the complex level we see Armor outperforming shields by more than half. The lack of shield tanking (observation of primarily dual tanking with an emphasis on armor tanking) is, in my opinion, a direct result. If we don't modify the top end extenders and just raise the lower tier levels what do you envision as the result? Basic at 44 and advanced at 55? Why would complex extenders ever be used again? By compressing the differences within such a narrow range you marginalize the advantages of using higher level gear, exactly what's has happended (to an extent) with armor plates. Why spend exponentially more fitting to get 50 or 30 more hp when you can get 80 or 100 for far cheaper? I think that increasing shield extenders HP such that they maintain about 0.7 HP/PG ratio (at the complex level) would be the change required. Any more and armor plates would be marginalized and any less and we maintain status quo. At present there is balance between all the complex HP modules. Regular armour dominates in terms of HP but also has massive downsides (slow and no regen). Shield dominates in terms of speed and regen but is poor in terms of HP. Ferroscale and reactive are similar to shield but with less (or no) regen. No one module outclasses any other - each module is worse than each other in at least one respect.
Your proposal is to take that delicate balance and ruin it by making shields dominate ferroscale and reactive in every category. Why do you think the fact that 'Ferroscale plates are specialized plates that remove some of the drawbacks inherent in normal plates' gives you an excuse to make them useless?
Furthermore, as I said, regular plates have massive drawbacks, and are already balanced with shield extenders at complex. I only use them when I don't have the fitting for ferroscale. I'd take a shield extender on my lows in an instant if I could.
Shield tanking is perfectly viable. If you aren't benefiting from +5% movement speed relative to plates (so +20% with four extenders) then you simply aren't using shield tanking well. It makes a world of difference in terms of strafing, flanking, and escaping from hairy situations. I know because I use ferroscale to achieve the closest thing I can to extender-like performance (though without the regen, alas).
If you just want to move slowly in a straight line at the enemy and keep shooting until one of you drops then yes, complex armour plates are probably for you, not extenders. But in that case you should really have specced armour tanking. The HP values have been stable for the best part of a year, as have the movement penalties and regen values, so you should have known which modules suit your playstyle.
TL;DR Armour tank and shield tank are balanced. Armour tank is for frontal assaults, shield tank for sneakier attacks. If you increase complex shield HP values then shield will be for sneaking AND frontal assaults and armour will have no use. |
Ryme Intrinseca
The Rainbow Effect
1226
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Posted - 2014.05.20 18:33:00 -
[19] - Quote
Driftward wrote:Ryme Intrinseca wrote:CLONE117 wrote:33 55 77.
could this make good new shield extender values?.im not so sure.. No because enhanced and complex ferroscale would then be worse than shields in every respect. As arkena said, the problem is that armour clearly outperforms shield on low tiers. So either buff basic shields or nerf basic armour. Maybe change enhanced values slightly as well (though not as much as you suggest as that makes enhanced ferroscale redundant). Complex is fine as it is. 75 (ferroscale) vs 66 (shield) is reasonable given the shield regen; maybe ferroscale even a bit on the low side. While theres a big difference in regular complex armour hp and complex shield hp, 5% movement penalty is massive. If there was a 5% speed (not just run) mod it would be pretty popular. Plus the armour tanker needs a repper. So the shield user is really getting three modules of fuctionality in a slot where the armour tanker is only getting one. Given all the advantages shield has to have some sort of drawback, ie relatively low hp. You're drawing the wrong comparisons here. Ferroscale plates are specialized plates that remove some of the drawbacks inherent in normal plates and are therefore not a good base of comparison against regular shield extenders. I think that the HP/fitting costs for ferroscale are off (as are the HP values perhaps) but that's a completely different topic. Shield tanking by itself is not nearly as viable as armor tanking and I think a lot of that has to do with significantly lower tank potential. Extenders probably should have HP values at least similar to ferroscale plates to partly reduce the tank imbalance that we're seeing. I can already hear your counter argument about how shields recharge quickly and without extra modules. I get it. Seriously. What I'm saying is that we need to balance the regular modules against regular modules and not against specialized variants. The specialized variants need attention (and the devs have said as much) and as such they make especially poor comparisons. Ok now that that's out of the way, shields not only underperform at the lower tiers (significantly so) but also at complex level as well. Look at the HP/PG ratios that Rattati pointed out. Even at the complex level we see Armor outperforming shields by more than half. The lack of shield tanking (observation of primarily dual tanking with an emphasis on armor tanking) is, in my opinion, a direct result. If we don't modify the top end extenders and just raise the lower tier levels what do you envision as the result? Basic at 44 and advanced at 55? Why would complex extenders ever be used again? By compressing the differences within such a narrow range you marginalize the advantages of using higher level gear, exactly what's has happended (to an extent) with armor plates. Why spend exponentially more fitting to get 50 or 30 more hp when you can get 80 or 100 for far cheaper? I think that increasing shield extenders HP such that they maintain about 0.7 HP/PG ratio (at the complex level) would be the change required. Any more and armor plates would be marginalized and any less and we maintain status quo. As for the HP/PG values, at complex level you are getting a +5% movement speed module and +[lots] regen module on the shield extender as well as the HP. The shield extender offers excellent fitting value at complex level given it is essentially three modules in one. At basic (and to some extent, enhanced) it is less good, and I'd agree with a small buff for those. |
Lynn Beck
Heaven's Lost Property
1674
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Posted - 2014.05.20 20:08:00 -
[20] - Quote
Wanna fix HP mods?
Follow EVE.
Shield extenders grabt 130/140/150 HP, cost 70CPU and 8PG at proto, or something.
Plates give 230/250/270 HP, and give the same (maybe more) speed penalty, pates will cost 30 CPU and 16 PG or so.
Buff suit base HP. Make scouts have BASE 300 Hp(100/200 for gal, 150/100 min, 87/300 amarr, 200/87 caldari) Make Mediums have around 700 HP.
Heavies(non-commando) have 1500 BASE.(min will have 1400, while amarr will have 1600.)
Make Armore Repair mods grant 4/6/8 HP's, not much needs changed in PG/CPU.
Shield rechargers should grant -similar- recharge, while enegizers (could?) cost LESS as you skill up, meaning you pay more to fit easier. If not, you pay more to gain 10% or so more regen(50/60/75) and costs more CPU.(115 or so for proto)
Innate shield regen needs buffed on Meds, possibly higher than scouts.
With this we need to release support modules: RoF enhancers for low slots, Effective Range mods for Highs, ammo reserves for lows, nanofibers for low.
How viable do you feel this would be Rattati?
General John Ripper
Like ALL the things!!!
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Driftward
Subdreddit Test Alliance Please Ignore
968
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Posted - 2014.05.20 20:44:00 -
[21] - Quote
Ryme wrote:TL;DR Armour tank and shield tank are balanced at complex levels. Armour tank is for frontal assaults, shield tank for sneakier attacks. If you increase complex shield HP values then shield will be for sneaking AND frontal assaults and armour will have no use.
So they are balanced....that's why we see equal number of people using fittings based on shield tanking as we do for armor tanking? The only shield tankers (at light or medium frames) are those people who dual tank. They provide a buffer to their shields so that they can regen. Instead of the shield providing their own buffer.
The only straight shield tanker that is at all viable right now is the caldari sentinel (who have a built in armor buffer). Even in that case, you're hard pressed to compete against armor based sentinels. The movement "bonus" as you call it (the lack of a negative movement penalty is NOT a "+5% movement bonus" but rather neutral. Lack of a negative doesn't mean bonus) is negligible especially on a sentinel who move slow as, well, just really slow.
Unfortunately for the caldari sentinel, it regens shields at a something like 15 hp/sec (after a delay) which would take you how long to then full refill shields? Let's just say a long ass time. Maybe three or four times faster than an armor tanked sentinel using passive repping mods (which if you're a sentinel you're doing wrong in the current paradigm), but maybe half or much much less of an active repped/nanohive armor tanker. Regardless, the recharge mechanism of shields is great, but I suspect that you are overestimating the utility of that mechanism.
Another comment you made that I take issue with is your pidgeon-holing of shields as "sneakier attacks". I don't dispute that shields shouldn't offer as large a buffer as armor but all tanking fits should be able to be "frontal assault" suits. The way you approach the frontal assault might be slightly different but that's not the point. You seem set on relegating shields as a secondary buffer to armor. The only way that shield tanking is currently viable (like I said previously) is to dual tank with armor as your backstop.
So, how are we to make basic and adv shield extenders useful without relegating complex mods to the scrapheap if we don't have at least a moderate range between them? I don't think anyone argues that basic/enh shield extenders aren't useless, but if we increase the hp they give, how do we maintain the usefulness of complex mods (current armor situation).
Oh and the reason I dismiss ferroscale plates...is because they are bad. Strap on a basic or enh plate instead (you accumulate b/w 1-3% movement penalty. With the saved fitting use a kin cat.) The data that ccp has shared seems to support that ferroscales are incredibly underused because the lower hp, massive cost of fitting, and the relative benefit to no movement penalty doesn't balance against the basic plates (Despite me saying that this was an entirely different issue that you completely ignored and used as the basis of your counterargument along with the differences between shield and armor regen which I also stated and then you ignored.....also, I play scouts almost exclusively, I tried SOOO hard to like ferroscales but they just don't compete well. As you say movement speed is a nice advantage but it's not as good as it was before uprising and certainly not as good as buffer)
As an aside, there should be some reason why dual tanking is less good than it currently stands. My first thought is that this is due to the shield/armor modifying (not buffer mods) modules are primarily used in the same slot as the buffer module. Shield recharge modules are better spread than armor modules but are generally not useful. If we make regen/recharge modules more beneficial than the extra buffer (from armor) that would reduce some of the trend that we've seen towards stacking buffer in all slots rather than diversified slot fittings. |
Eko Sol
Strange Playings
338
|
Posted - 2014.05.20 22:06:00 -
[22] - Quote
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 :)
First off, shield tanks are not rare in the least bit. If I go against one more freaking Min Assault or Cal Assault or Cal logi with crazy freaking shields I'm going to go mad. You are out of your mind. There are shield tanking heavies that are a serious pain in the butt to take down. It's ridiculous.
Shield tanking is not as rare as you think.
They either need to reduce the complex shields to something like 45 or increase basic and adv so the progression makes more sense.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Arkena Wyrnspire
Fatal Absolution
13557
|
Posted - 2014.05.20 22:07:00 -
[23] - Quote
Eko Sol wrote: They either need to reduce the complex shields to something like 45
No.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Eko Sol
Strange Playings
338
|
Posted - 2014.05.20 22:10:00 -
[24] - Quote
Arkena Wyrnspire wrote:Eko Sol wrote: They either need to reduce the complex shields to something like 45
No.
Aren't you one of the ones that quit playing? That being said, yeah, 45 is stupid. I think they should raise basic and adv up and make the fitting requirements a little more manageable as a whole. But shield tanking is just not rare. I pseudo do it with my min scout and it has some success for me.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Oswald Rehnquist
1368
|
Posted - 2014.05.21 04:22:00 -
[25] - Quote
Shield tanking currently survive based on 3 things,
1) Duel tanking- Because shield tanking alone is not enough of a buffer to survive alpha
2) Cloaks- getting hit isn't a problem is your not seen, also time to regen is given
3) Distance- Staying in your optimal and dancing on the edge of theirs.
Obviously there is so much to balance here, ehp stacking in general, scouts ehp stacking, shield vs armor utility, so fun yet so complicated, right now I'm just talking bout shields as a single form of defense. The issue is exasperated with short a short TTK, which my solution is to essentially increase it because otherwise no differentiation is noticeable and max buffer is king.
For shield tanking to "work" as a form of defense, meaning not relying on distance/cloak/armor, then it has to survive alpha attacks, which ballpark around 400-550 damage (and regular dps which is in the 375-550 range), which is essentially all of your shield buffer in one shot should any non heavy frame buffer entirely with shields. This is why shield tankers duel tank.
The value in delayed automatic regen is nullified if you can't survive long enough to weave in and out of cover (front line shield tactics). So shields need to provide enough buffer to survive the alpha or 1 sec of dps to still be functional with a realistic buffer.
This will be an arbitrary so don't pull out your torches and pitchforks yet, but if a proto Cal Assault had a final shield value of around 700 compared to full proto cal assault of 550 (which armor ehp would need to be reexamined), leaving you with 150-325 shields left after an initial hit (+100ish for base armor), then I think shield tanking would have some breathing room as a stand alone.
Again whether this is by turning plates into % of whatever value or just raw number increase plus decentives for scouts. These are the end numbers I think shield tanking (not stealth/armor/cloak with shields) needs to survive as a lone form of tanking, and again as noted before this would mean that armor would need another examination.
Below 28 dB
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DeathwindRising
ROGUE RELICS
304
|
Posted - 2014.05.21 06:46:00 -
[26] - Quote
Oswald Rehnquist wrote:Shield tanking currently survive based on 3 things,
1) Duel tanking- Because shield tanking alone is not enough of a buffer to survive alpha
2) Cloaks- getting hit isn't a problem is your not seen, also time to regen is given
3) Distance- Staying in your optimal and dancing on the edge of theirs.
Obviously there is so much to balance here, ehp stacking in general, scouts ehp stacking, shield vs armor utility, so fun yet so complicated, right now I'm just talking bout shields as a single form of defense. The issue is exasperated with short a short TTK, which my solution is to essentially increase it because otherwise no differentiation is noticeable and max buffer is king.
For shield tanking to "work" as a form of defense, meaning not relying on distance/cloak/armor, then it has to survive alpha attacks, which ballpark around 400-550 damage (and regular dps which is in the 375-550 range), which is essentially all of your shield buffer in one shot should any non heavy frame buffer entirely with shields. This is why shield tankers duel tank.
The value in delayed automatic regen is nullified if you can't survive long enough to weave in and out of cover (front line shield tactics). So shields need to provide enough buffer to survive the alpha or 1 sec of dps to still be functional with a realistic buffer.
This will be an arbitrary so don't pull out your torches and pitchforks yet, but if a proto Cal Assault had a final shield value of around 700 compared to full proto cal assault of 550 (which armor ehp would need to be reexamined), leaving you with 150-325 shields left after an initial hit (+100ish for base armor), then I think shield tanking would have some breathing room as a stand alone.
Again whether this is by turning plates into % of whatever value or just raw number increase plus decentives for scouts. These are the end numbers I think shield tanking (not stealth/armor/cloak with shields) needs to survive as a lone form of tanking, and again as noted before this would mean that armor would need another examination.
what if shields recharged constantly without the delay, like armor does? |
Ryme Intrinseca
The Rainbow Effect
1231
|
Posted - 2014.05.21 06:52:00 -
[27] - Quote
@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. |
Ryme Intrinseca
The Rainbow Effect
1231
|
Posted - 2014.05.21 07:02:00 -
[28] - Quote
As for making basic/enhanced shield extenders more competitive, 33/44/66 would do the job. |
Cardio Therapy
Tech Guard RISE of LEGION
30
|
Posted - 2014.05.21 07:13:00 -
[29] - Quote
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 + something else in the high slot and still to have good shield HP for shield tanking. |
Ryme Intrinseca
The Rainbow Effect
1231
|
Posted - 2014.05.21 08:51:00 -
[30] - Quote
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. |
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DeathwindRising
ROGUE RELICS
304
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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