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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 15:59:00 -
[1] - Quote
The difference is that the Minmatar use armor as their secondary tank. Gallente use armor is their main tank.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:02:00 -
[2] - Quote
Monkey MAC wrote:No.
Let's look at EvE
Gallante Armour Rep Tankers
Amarr Armour Buffer Tankers
Caldari Shield Buffer Tankers
Minmatar Shield Rep Tankers
Currently gallante can achieve the highest EHP on suits. Because the base armour is too good. Personally I say reduce the gallante suit EHP amd increase the passive repair even further. So basically, you want to force me to plate up? Because right now, I have 411 armor and 200 shields. Considering I don't have the speed advantage of Minmatar, and I'm fighting in CQC (Gallente weaponry), that's tiny.
I will be forced to plate the **** out of my assault.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:12:00 -
[3] - Quote
If Amarr Assault had 2/5 and Gallente Assault had 3/4, then Amarr Assault would be better at both repairing and tanking.
It's the truth, when it comes to armor, ONE SLOT makes ALL THE DIFFERENCE IN THE WORLD.
140HP per plate, 9.35hp/s per repairer, one slot gives you that.
So no, that's a terrible idea, either they both have 2/5 or neither.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
|
Posted - 2014.07.04 16:15:00 -
[4] - Quote
Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout. Yes because 2hp/s means I will fit more armor plates, right?
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10634
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Posted - 2014.07.04 16:17:00 -
[5] - Quote
Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:51:00 -
[6] - Quote
Scheneighnay McBob wrote:Cat Merc wrote:Scheneighnay McBob wrote:Atiim wrote:No because it allows for Repair Tanking to be viable, which is a refreshing change from the excessive eHP stacking mentality that's plagued this game for a while. Not to mention that most (if not all) weapons in the game at every tier have the ability to out-DPS them.
Ever hear of the saying, "If it ain't broke, don't fix it"?
On a more related note, I'd be in favor of giving every dropsuit 1HP/s and simply increasing the native repair on Gallente Frames by 1HP/s to ensure that they keep their advantage.
I like Gallente suits having fast repair, but built-in repair just allows for the fitting of more armor plates, like with the gal scout. Yes because 2hp/s means I will fit more armor plates, right? 2hp/s, as we've seen in action, means that you don't need to fit any reps at all and just fill the lows with plates. I'm not saying this could happen, I'm saying it IS happening, and a solution is necessary. As a SCOUT. Scouts aren't in constant danger, they can cloak up and GTFO, get to a supply depot, switch suit, come back and wreak havoc. Or carry around Allotek Hives, it's not like they're lacking the CPU/PG or equipment slots.
Assaults, Logistics, Heavies, they're all at the frontlines and need to repair their armor ASAP or else they're useless. My Assault suit would require 4 minutes to regenerate it's armor at 2hp/s. That's 1/4th of the match spent on sitting somewhere, regenerating.
If I fit more plates (because that 4 minutes mark is with two complex ferro), then that number bumps up to 6+ minutes.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:55:00 -
[7] - Quote
Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Those aren't realistic fits ya know. I'm pretty sure the Gallente Assault doesn't even have enough CPU/PG for that. (When combined with weapons, grenades and equipment) Same for Caldari Assault.
Also, the Amarr Assault would have AT LEAST one rep to sustain itself, can't rely on logistics.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10642
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Posted - 2014.07.04 17:57:00 -
[8] - Quote
Lynn Beck wrote:Texs Red wrote:Cat Merc wrote:Give Amarr bonuses to plates, give Gallente bonuses to repairers.
It's really that simple. Then you would have to give the Caldari bonuses to extenders and the Minmatar a bonus to regulators. If we say that the bonus is 5% per level (25% maxed) lets see what a fit might look like for each: Gallente assault: 3H/4L C. Extender x3 (because damage mods aren't good enough) +217 shields C. Armor Plate x2 +297 armor C. Armor Rep x2 +23.44 armor reps Total: 367 shields, 559 armor, and 25.44 reps Amarr assault: 3H/4L C. Extender x3: +217 shields C. Armor Plate x4: +743 armor Total: 436 shields and 1,043 armor Caldari assault: 4H/3L C. Extender x4: +363 shields C. Regulator x1: 35% reduce delay C. Reactive Plate x2: +132 armor, +4 reps Total: 626 shields, 3.25 delay, 5.1 depleted, 30 rate, 282 armor, 4 armor reps Minmatar assault: 5H/2L C. Extender x3: +218 shields C. Energizer x2: C. Regulator x1: C. CPU x1 Total: Shields 384 shields, 3.9 delay, 6.4 depleted, 87 rate, 167 armor Although I think the Caldari and Minmatar should switch base shield recharge stats. So Minmatar has a base 30 recharge with a 5 delay, and 6 depleted while the Caldari have 25 recharge with 6 delay and 8 depleted. Thoughts? Let caldari keep their delays. IMO caldari should be about near constant, but slower shield recharge, while minmatar is about delayed, but higher shield regen. Only swap shield recharge. Also: let's make the Amarr's innate racial bonus be more than a simple 30HP, say, make yhe scout have 75HP more, and give it a 1/5 slot layout. Caldari and Minmatar: Caldari focus on lange range fighting, Minmatar are aggressive urban fighters. It makes sense to have lower delays on Minmatar than Caldari, but slower recharge.
As far as the Amarr, you're asking for bricked scouts, you know that right?
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10643
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Posted - 2014.07.04 18:35:00 -
[9] - Quote
Lynn Beck wrote:Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me. Gallente are also speedy, though they use bursts of speed rather than constant speed like the Minmatar.
MWD to get cloes to the enemy, then blast them with the most powerful short range weaponry.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
10650
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Posted - 2014.07.05 00:32:00 -
[10] - Quote
Monkey MAC wrote:Cat Merc wrote:Lynn Beck wrote:Not all would brick.
Besides, that kinda is the point of Amarr Scout. Light assault scout.
Albeit i'm not an Amarr Scout, just a firm believer of the whole EVE side's slot layout philosophies: Amarr has more focus on lows, very little need for highs
Gallente: the Ewar armor tanker, near equal slot layout, but more biased towards Lows.
Minmatar: the speed/damage tanker, they have a near balanced slot layout, slightly leaning towards highslots or perfectly balanced.
Caldari: the pure shield tanker, they rely on resistances and scanning. Heavily leans towards high slots.
Caldari having a high amount of shields, they need to be able to begin thei regens asap, as such utilize low timers in favor of higher rates.
The minmatar are almoat strictly hit an run, it can take up to 10 seconds to round a building, even consdering minmatar's speed, as such, delays aren't much of a priority, but regenerating as much as possible in those few ticks is important.
That's just how i saw it, if the majority believe Minmatar need the delays, in favor of having rate, then fine by me. Gallente are also speedy, though they use bursts of speed rather than constant speed like the Minmatar. MWD to get cloes to the enemy, then blast them with the most powerful short range weaponry. No the minmatar has the lowest EHP, gimping there delay just makes them the bad suit. Give the caldari longer delays, because they have a higher buffer. That's what I said :|
Feline overlord of all humans - CAT MERC
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