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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
87
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Posted - 2014.05.22 17:25:00 -
[1] - Quote
Nerfing the suits skill is counter productive... I've seen others mention that armour modules can be changed to a % based value, instead of a fixed 148.5hp per complex plate, and calculated the result based off of that assumption. If done correctly, this allows a decent amount of hp between light, medium, and heavy suits, without changing the current hp values of the medium and heavy suits. My results were that Gallente assaults and logis retain an approximate 950 armour, Gallente Sentinels retain 1200-1300 armour, and Gallente Scouts have about 550 armour. The previous values are all using the maximum values when using a proto suit. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
88
|
Posted - 2014.05.22 19:53:00 -
[2] - Quote
Alabastor 'TheBlaster' Alcar wrote:Temias Mercurial wrote:Nerfing the suits skill is counter productive... I've seen others mention that armour modules can be changed to a % based value, instead of a fixed 148.5hp per complex plate, and calculated the result based off of that assumption. If done correctly, this allows a decent amount of hp between light, medium, and heavy suits, without changing the current hp values of the medium and heavy suits. My results were that Gallente assaults and logis retain an approximate 950 armour, Gallente Sentinels retain 1200-1300 armour, and Gallente Scouts have about 550 armour. The previous values are all using the maximum values when using a proto suit. again READ READ READ this is notabout armor values it is about armor modules adding to your scan profile making you easier to scan
The title states otherwise, and it states fixing the Gallente Scout tanking issue, which is solved when you simply change the armour value, making it less versatile compared to other suits, and changing it from a buffed up assault/logi. The % value, for example of about 80% per complex plate from the suit's base health, which is 130 armour for the Gallente Scout, is 104 armour per complex plate. A Prototype Gallente Scout has 4 low slots, and can have a maximum of 416 armour in plating with this system. That with the base suit armour (130) and the Amour skill bonus that offers +25% armour of the base suit armour (32.5), equates to a maximum of 578.5 armour HP, which is significantly lower than the Gallente Assault and Logi suits, who retain their health of around 950-980 armour with this system.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
88
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Posted - 2014.05.22 20:07:00 -
[3] - Quote
Alabastor 'TheBlaster' Alcar wrote:Temias Mercurial wrote:Alabastor 'TheBlaster' Alcar wrote:Temias Mercurial wrote:Nerfing the suits skill is counter productive... I've seen others mention that armour modules can be changed to a % based value, instead of a fixed 148.5hp per complex plate, and calculated the result based off of that assumption. If done correctly, this allows a decent amount of hp between light, medium, and heavy suits, without changing the current hp values of the medium and heavy suits. My results were that Gallente assaults and logis retain an approximate 950 armour, Gallente Sentinels retain 1200-1300 armour, and Gallente Scouts have about 550 armour. The previous values are all using the maximum values when using a proto suit. again READ READ READ this is notabout armor values it is about armor modules adding to your scan profile making you easier to scan The title states otherwise, and it states fixing the Gallente Scout tanking issue, which is solved when you simply change the armour value, making it less versatile compared to other suits, and changing it from a buffed up assault/logi. The % value, for example of about 80% per complex plate from the suit's base health, which is 130 armour for the Gallente Scout, is 104 armour per complex plate. A Prototype Gallente Scout has 4 low slots, and can have a maximum of 416 armour in plating with this system. That with the base suit armour (130) and the Amour skill bonus that offers +25% armour of the base suit armour (32.5), equates to a maximum of 578.5 armour HP, which is significantly lower than the Gallente Assault and Logi suits, who retain their health of around 950-980 armour with this system. if you would read more than the title you would know that the thread is NOT about armor modules hp values but about changing them to add to your scan profile making bricked scouts scannable even while invsible. people who stack plates on scouts are a joke and comletely ignorant to ewar anyway therefore not a problem to begin with
If you read the second comment in this thread that is by the author, he states if "anyone have a better idea short of nerfing something". This is simply my evaluation as to how to solve the tanking issue with the Gallente Scout, without actually nerfing it's ability to dampen, which is in its operation skill. I do not take credit for the idea of percentage based amour, but I do take credit for the math behind it. I do not remember where I saw this idea, but I consider it to be a viable solution. The purpose of these forums is to present ideas formally and constructively. That is all I'm merely doing. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
88
|
Posted - 2014.05.22 20:16:00 -
[4] - Quote
One Eyed King wrote:Taking away the dampening doesn't fix the problem. It will only force Minmatar scouts to go Gallente so they can dampen their profile enough.
It is the tanking that is the problem that needs fixing, not the dampening of the cloak.
Note: This is from another thread regarding cloaks and the Gallente Scout's ability to stack armour. I have edited some of it to match further evaluation.
Thread: https://forums.dust514.com/default.aspx?g=posts&m=2167888#post2167888
A suggestion in another thread was to make armour plating (and potentially shield extenders) percentage based. An example of this would be the following:
Let's say that complex armour plates offer 80% more armour to your suit, instead of a fixed 148.5 HP (135*1.1)
Single Plate Values:
-- Gallente Scout has 130 armour HP by default. , which equates to 234 armour
-- Gallente Logi has 180 armour HP by default, which equates to 324 armour
-- Gallente Assault has 210 armour HP by default. which equates to 378 armour
-- Gellente Sentinel has 525 armour HP by default, which equates to 945 armour
Proto Suit Values When Fully Stacked:
-- Gallente Scout > 546 armour, +25% of the default armour HP from the Armour Skill (32.5), 578.5 maximum armour HP
-- Gallente Logi > 900 armour, +25% of the default armour HP from the Armour Skill (45), 945 maximum armour HP
-- Gallente Assault > 882 armour, +25% of the default armour HP from the Armour Skill (52.5), 934.5 maximum armour HP
-- Gallente Sentinel > 2,205 armour, +25% of the default armour HP form the Armour Skill (131.25), 2,336.25 armour HP
That Gallente Sentinel I'll try this...
Scaling The Gallente Sentinel Amour To Match Assaults and Scouts:
The Gallente Assault has 210 armour, while the Gallente Scout has 130. To scale the Sentinel armour, 210/130 is approximate to 1.615. So, from this, the Gallente Assault has 210 armour, to find the new Sentinel armour, you simply multiply 210*1.615, which is approximate to 339.
-- Gallente Sentinel Base Armour > 339
-- Gallente Sentinel Maximum Armour HP from Plating > 1084.8
-- Gellente Sentinel Armour Skill Bonus +25% Base Armour > 84.75
Maximum Health > 1508.15
The % value could be adjusted to suit the Gallente Sentinel, while having minimum effect on the Assault, Logi, and Scout, as the Gallente Sentinel has around 300 more armour than it currently has. Something around 75-78% could suffice.
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Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
88
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Posted - 2014.05.22 20:19:00 -
[5] - Quote
Alabastor 'TheBlaster' Alcar wrote:why nerf plates when fitted to scout frames thats still a nerf
I know I must have posted this before you were able to read it, but the above post doesn't actually nerf them, according to my math, which reflects current health values for other suits, and solves the tanking problem with Gallente Scouts. |
Temias Mercurial
Knights Of Ender Galactic Skyfleet Empire
88
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Posted - 2014.05.22 20:48:00 -
[6] - Quote
Alabastor 'TheBlaster' Alcar wrote:honestly the change you are suggesting is entirly too complicated for such a small issue, we dont need all these numbers and math to fix what some people precive as a problem, i have no issue with bricked tanked scouts because they are not a threat to me in any way. i do have an issue with cloaks being changed due to igorant qq by a few people who cant deal with everything 1.8 brought to the table. changing armor values is not a smart decision if its just being done because one scout suit is used more often, changing the cloak damping bonus gimps all other suits except the gallente, the one that a few people precive as a probem its not goin to fix anything
Too complicated? This is simple math that only requires a 3rd to 4th grade education to understand. A child can literally understand this... and coding in itself is complicated, and varies with the system your using. In comparison, this isn't complicated whatsoever... it's effortless calculations.
I personally don't have an issue with brick tanked scouts, but honestly it does sound imbalance. The ability to be sufficiently dampened, easy to fit cloak, fit 2 equipment slots, have around 725 armour, and a proto weapon, it's a little too good.
Just so you know, I am fully proto in the Gallente Scout, and I don't tank it myself, but for it's role and purpose it's a little too strong in comparison to other scouts, and breaches into being more favorable than medium frames, as it almost overlaps their roles. |
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