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Meee One
1.U.P
966
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Posted - 2014.08.10 18:17:00 -
[1] - Quote
Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
995
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Posted - 2014.08.18 07:56:00 -
[2] - Quote
Or as an alternative...
How about tanking affinities?
For example: Stacking extenders cuts the costs of both by HALF,and increases the shield provided of both by 1/2 ,while decreasing the delay of both by 1/2
If i have 2 extenders,the costs (fitting/penalties) equal only one,and i get extra tank.. But if i put a plate on,the affinity is removed. If i put a regulator on the affinity stays.
Regulators and rep modules would be the same,as well as plating. Pure rep modules and regulators would negate affinities for the opposite tank.
Stacking extenders then putting a rep module on would negate affinities for shields,and vice versa.
Plating affinity wouldn't be effected by rep modules,but it wouldn't benefit it either.
With this arrangement pure tankers would benefit much more than split tankers. Bricks would be brickier,shields would be more robust and charge faster,reps could reach insane lvs at the cost of plating.
This would apply to everything but reactives,because lets be honest....with fluxes being spammed so readily even shield tankers would need even a few armor reps.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
995
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Posted - 2014.08.18 12:27:00 -
[3] - Quote
George Moros wrote:On second thought, maybe there is a way to prevent dual tanking in DUST without making other modules useful (meaning, more useful than they currently are). However, this would require for DUST to abandon some design concepts that mimic EVE both in mechanics and lore (which is kind of weird, since I actually like how EVE works in that respect).
OK, here's the thing:
All tanking modules (both shield and armor) go to the same slot type (either high or low, completely irrelevant at this level). Now, if you want to make a certain dropsuit "biased" toward shield or armor tank (depending on role / race / whatever), simply put a fitting and/or effectiveness dropsuit skill bonus to that dropsuit toward those tank module types. All other modules would then go to the other slot type. This would be the most straightforward method of "forcing" players to use only one type of tank I can think of.
The price for this would be to abandon the EVE based racial tilt in high / low slot ratio, and make the ratio entirely role based. For example, sentinels would have more tank slots and fewer "other" slots, while scouts would have the opposite. Assaults could be somewhere in the middle. You get the idea. Slight problem with that idea...
Armor takes 2 slots -Plate -Reps
Shields take 3 -Extender -Recharger/energizer -Regulator
And shields cost a butt load of CPU/PG to run purely,all lost to a single basic flux grenade. If your armor goes you're dead. But if your shield goes you can still fight.
Armor is 10x easier to fit,lasts 10x longer,and as the last line of defense it's 100x more important.
The penalty to speed plates give is negligible,because it doesn't hinder repair rate or armor tank in any way. Extenders on the other hand buff and gimp shields at the same time.
If plates added a negative repair rate,or hindered repair rate then it would be semi equal.
But i'd say the main problem is grenades,reduce flux effectiveness and it wouldn't 1 shot 800 shield tanked sentinels.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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