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BL4CKST4R
La Muerte Eterna Dark Taboo
2961
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Posted - 2014.08.29 13:34:00 -
[1] - Quote
TechMechMeds wrote:Shields and armour plates with less hp than normal, quite a lot less but offer resistances to whatever type of weapon you wish.
Shields are the higher HP values.
STD - 4% 15HP/25HP ADV - 8% 30HP/45HP Proto - 10% 45HP/50HP
Separate ones for either projectile, rail,blaster, laser and explosive.
Iv not thought about numbers or anything at all, just brain farts to get it on here. Change it how you wish etc. It is easily done as it will simply be modifications of our current plates and shields.
Go.
If they provided damage resistance to all damage they would be ok, but depending on your shield/armor HP these would provide you , in theory, with an extra 30-70 more HP except in very limited scenarios. Also I am assuming that these are low slots which makes them even more subjective to use at least for armor suits. Where you could acquire more HP from a regular plate. Also they should not both be fitted on the same slot, one should be a high and the other a low.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2965
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Posted - 2014.08.29 21:14:00 -
[2] - Quote
Ripley Riley wrote:Logi Bro wrote:Resistances+HP, on the other hand, would be synergistic, which makes them overly efficient. Not only would you get your 10% resistance to your base armor, but also 10% resistance on the +35 armor that came with the module. Point taken. Stat version 3.0: STD4% damage resistance ADV8% damage resistance PRO10% damage resistance Skill wise, I would add a Shield Resistance Membrane and Armor Resistance Coating to the trees. Each skill increases the efficacy by 5% per level. Some examples... STD Shield Resistance Membrane with skill to III: 4 * (1.15) = 4.6% PRO Armor Resistance Coating with skill to V: 10 * (1.25) = 12.5% ADV Shield Resistance Membrane with skill to IV: 8 * (1.20) = 9.6% Thoughts?
I think they should use the regular armor/shield skill unless adding a new tree doesn't require a client update.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2965
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Posted - 2014.08.29 21:18:00 -
[3] - Quote
Vulpes Dolosus wrote:TechMechMeds wrote:Vulpes Dolosus wrote:They'd be worthless on anything but an already overly bricked heavy. that is a weak troll attempt. 1/10 It's not a troll attempt, it's math. A Cal heavy with 3 Cplx plates gets a 100ehp boost from your proto suggestion. (900/.9=1000, or a 100 increase). That's only marginally above a proto extender. A Cal scout with 3 Cplx extenders get about a 33ehp bonus (300/.9=333.3), which is below a basic with skills. I haven figured out what you'd need to actually make these worth it over an extender, but even still they'd only be viable against one damage type whereas extenders are more or less resistant to everything, not to mention they'll have stacking penalties. The numbers should be larger to make a them worth using, but then you run the risk of them being OP for high ehp suits.
That can actually be avoided by just inverting the slots so shields are on lows and armor on highs, because heavies have few of the opposite slot they only get a slight boost. While medium and lights get a slightly better fit.... BUT I am highly against these being useful for scouts because scours can already become invulnerable by wiggling.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2966
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Posted - 2014.08.30 04:32:00 -
[4] - Quote
DarthJT5 wrote:Sure, if tanks get their resistance mods back, im all for it.
You do have resistance mods.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
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Posted - 2014.09.01 12:23:00 -
[5] - Quote
TechMechMeds wrote:Ripley Riley wrote:Logi Bro wrote:I like it, but two things come to mind.
First, what skill multiplier would the two new skills be?
Second, what would the module fitting costs be? Pretty high, I'd imagine. I would say the skill needs to level at the same speed as the other tanking modules so: x3 Apothecary Za'ki wrote:i would like to say that armor would need less resistance % or non at all as they can easily BRICK HARD more then shield tankers.. and let us not forget that 1 flux grenade will COMPLETELY wipe out a shield tankers shield.. Hell 1 will wipe out the shield of a damn LAV or HAV(gallente) 2 will just about clear the shield HP of the caldari HAV This is something I had not considered... stats version 4.0 incoming... STDArmor: 4% damage resist 10 CPU / 3 PG Shield 5% damage resist 19 CPU / 3 PG ADVArmor: 8% damage resist 20 CPU / 7 PG Shield: 10% damage resist 38 CPU / 6 PG PROArmor: 10% damage resist 40 CPU / 13 PG Shield: 12% damage resist 57 CPU / 11 PG Now add the small hp values back on them or buff the actual resistance values.
The CPU/PG is to high for what you get out of them, I think they should have lower requirements or a higher bonus although adding the HP is a double buff unless it's the same per tier.
supercalifragilisticexpialidocious
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