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Bojo The Mighty
Spaceman Drug Cartel-Uno
4861
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Posted - 2014.08.05 03:17:00 -
[1] - Quote
Core Plates: +25 Armor, +5 % Armor Resistance: when Armor drops below 40% +35 Armor, +10 % Armor Resistance when armor drops below 40% +45 Armor, +15% Armor resistance when armor drops below 40% * Standard Plate movement penalties apply to all
Core Extenders: +17 Shield, +5% Shield Resistance when shield drop below 55% + 25 Shield, +10% Shield Resistance when shield drop below 55% + 33 Shield, +15% Shield Resistance when shield drop below 55%
A couple of notes: This **** would be OP on heavies, I mean their % values are much higher than other suits so they'd have a much larger actual buffer when say their shields hit 55% and would receive a much larger bonus from the % buff than other suits. Basically rattati is proposing a fitting penalty on plates for scouts, similar for heavies with this stuff.
I have no idea how to judge CPU/PG costs
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Apothecary Za'ki
Biomass Positive
242
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Posted - 2014.08.05 04:48:00 -
[2] - Quote
core plate + sentinel = OP
the shield ones would be op on caldari sent and caldari scout.. other then that they seem ok
Logibro in training.
Weapon Damage Profiles Quick List
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12587
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Posted - 2014.08.05 04:51:00 -
[3] - Quote
Why cant I just have simple adaptive and damage specific shield and Armour mods?
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Sgt Kirk
Fatal Absolution
6931
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Posted - 2014.08.05 05:38:00 -
[4] - Quote
True Adamance wrote:Why cant I just have simple adaptive and damage specific shield and Armour mods? Because that would require coding. And we all know CCP's response to that. "It's the PS3s fault"
Seriously though, I'd love the idea of Adaptive plates and shield resistant modules.
Have an Armor plate with a minor resistance to: Rail, Blaster, Explosive, Laser.
Then have a Shield Module that gives resistances to: Rail, Blaster, Explosive, Laser, being OP.
But yeah. something might have to be reevaluated with the Sentinels to allow this.
Also I do not know why we are bothering with this because we all know this will never happen and this game is dead.
Damn....I've fallen so far from the Optimistic Sgt Kirk that I was 1 year ago.
see you space cowboy...
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4862
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Posted - 2014.08.05 05:49:00 -
[5] - Quote
Apothecary Za'ki wrote:core plate + sentinel = OP
the shield ones would be op on caldari sent and caldari scout.. other then that they seem ok as recognized in the post. could be fixed by fitting penalty /and removing sentinel bonus
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Sgt Kirk
Fatal Absolution
6933
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Posted - 2014.08.05 05:54:00 -
[6] - Quote
Bojo The Mighty wrote:Apothecary Za'ki wrote:core plate + sentinel = OP
the shield ones would be op on caldari sent and caldari scout.. other then that they seem ok as recognized in the post. could be fixed by fitting penalty /and removing sentinel bonus Maybe swapping out the bonus for an Efficacy bonus to the modules would be the best call.
but then again...this is never going to happen :(
see you space cowboy...
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2861
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Posted - 2014.08.05 15:03:00 -
[7] - Quote
Pretty OP for any suit, and very much favor shields over armor, specially with no penalty to the shield ones; so they aren't very balanced to begin with. I think only allowing 1 to be used per suit would be OK, kind of like Damage control units. But stacking more than one would be a nightmare. Would much rather these never be implemented unless they are heavily moderated for abuse.
supercalifragilisticexpialidocious
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Sgt Kirk
Fatal Absolution
6950
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Posted - 2014.08.05 15:34:00 -
[8] - Quote
BL4CKST4R wrote:Pretty OP for any suit, and very much favor shields over armor, specially with no penalty to the shield ones; so they aren't very balanced to begin with. I think only allowing 1 to be used per suit would be OK, kind of like Damage control units. But stacking more than one would be a nightmare. Would much rather these never be implemented unless they are heavily moderated for abuse. Well they'd be balanced in the fact that stacking penalties would still apply, they didn't magically vanish in this scenario. Stacking penalties along with the fact that you are swapping out HP for resistance for both armor and shields. If anything this would be in favor of armor since armor already has a high HP ceiling so you really wouldn't have to worry about having low HP for resistance like you would for shields.
see you space cowboy...
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2861
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Posted - 2014.08.05 20:12:00 -
[9] - Quote
Sgt Kirk wrote:BL4CKST4R wrote:Pretty OP for any suit, and very much favor shields over armor, specially with no penalty to the shield ones; so they aren't very balanced to begin with. I think only allowing 1 to be used per suit would be OK, kind of like Damage control units. But stacking more than one would be a nightmare. Would much rather these never be implemented unless they are heavily moderated for abuse. Well they'd be balanced in the fact that stacking penalties would still apply, they didn't magically vanish in this scenario. Stacking penalties along with the fact that you are swapping out HP for resistance for both armor and shields. If anything this would be in favor of armor since armor already has a high HP ceiling so you really wouldn't have to worry about having low HP for resistance like you would for shields.
Three of these would be 41% damage reduction even with a stacking penalty. Also a 41% damage reduction doesn't mean a 41% increase to your HP. It means incoming damage is cut by 41% if your using shields and engage at long ranges you will be immortal to weapons outside their optimal. If you use armor and all you do is rep without plates you will be immortal as long as you can control your HP. But when I say it favors shields more is that stacking these vs shields then stacking armor plates creates an impenetrable first line of defense, regardless if it's a shield suit or armor. This also renders weapon with low dps useless as they will hit a brick wall when they get people down to 55/40%. Stacking these even with a stacking penalty provides with an incredible amount of defense. So limiting them to just one is more than enough.
supercalifragilisticexpialidocious
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4877
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Posted - 2014.08.05 20:18:00 -
[10] - Quote
BL4CKST4R wrote:[
Three of these would be 41% damage reduction even with a stacking penalty. Also a 41% damage reduction doesn't mean a 41% increase to your HP. It means incoming damage is cut by 41% if your using shields and engage at long ranges you will be immortal to weapons outside their optimal. If you use armor and all you do is rep without plates you will be immortal as long as you can control your HP. But when I say it favors shields more is that stacking these vs shields then stacking armor plates creates an impenetrable first line of defense, regardless if it's a shield suit or armor. This also renders weapon with low dps useless as they will hit a brick wall when they get people down to 55/40%. Stacking these even with a stacking penalty provides with an incredible amount of defense. So limiting them to just one is more than enough.
I agree, it has potential to be a blatant OP module should it not be very limiting.
However if we look at vehicle hardeners, they are CPU/PG hogs! What if these modules were so intensive that it would be a fit wrecker, and theoretically impossible to stack, like having 2 cloaks. Make it a severely limiting module that complex would trash a good third of your fit.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12607
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Posted - 2014.08.05 20:39:00 -
[11] - Quote
Bojo The Mighty wrote:BL4CKST4R wrote:[
Three of these would be 41% damage reduction even with a stacking penalty. Also a 41% damage reduction doesn't mean a 41% increase to your HP. It means incoming damage is cut by 41% if your using shields and engage at long ranges you will be immortal to weapons outside their optimal. If you use armor and all you do is rep without plates you will be immortal as long as you can control your HP. But when I say it favors shields more is that stacking these vs shields then stacking armor plates creates an impenetrable first line of defense, regardless if it's a shield suit or armor. This also renders weapon with low dps useless as they will hit a brick wall when they get people down to 55/40%. Stacking these even with a stacking penalty provides with an incredible amount of defense. So limiting them to just one is more than enough.
I agree, it has potential to be a blatant OP module should it not be very limiting. However if we look at vehicle hardeners, they are CPU/PG hogs! What if these modules were so intensive that it would be a fit wrecker, and theoretically impossible to stack, like having 2 cloaks. Make it a severely limiting module that complex would trash a good third of your fit. EDIT: Your logic about damage v. resistance is correct but overlooking some things. For instance if 55% shields is 300 HP, then you can only take about 353 damage before shields deplete (with complex) and the module ceases to function. So it does increase your HP but not in direct correlation to your HP amount. Anything beyond 353 damage does not become a factor to the module at that point, because it cannot defend more than what it's shields can handle, so in reality the module, in this scenario, subtracts 15% of damage up until it reaches the threshold of 353. I didn't state that this is more of a rough fluid idea, something that I WANT subjugated to change and common opinion. I'm thinking about editing so that the values reflect damage mods, because via sequence of operations the core plate/extender would beat out the damage mod and then some still. Indeed as you say it does not increase total HP but it does increase you EHP.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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