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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5395
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Posted - 2014.08.29 13:01:00 -
[1] - Quote
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.
My hometown beat Manchester united.
Git gud man utd.
4-0
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Ripley Riley
Incorruptibles
2764
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Posted - 2014.08.29 13:32:00 -
[2] - 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.
I love the idea of resistance modules!
I think separating them out to projectile, rail, blaster, laser, and explosive is too granular. It would also mean more time to develop the modules and make balancing them more difficult. I would suggest just a flat damage reduction. This module would need to suffer from a stacking penalty to keep players from stacking them to high heaven.
This probably goes without saying, but the resistance modules would only provide resistance appropriate to their module type. For example, the shield module reduces damage taken to shield HP by X%, not armor.
For simplicity sake, I would also give them the same HP value from STD -> ADV -> PRO. This would make balancing them easier and allow buffer modules like the armor plates and shield extenders to remain kings of raw HP bonus.
Reworked stats:
STD 4% damage resistance Armor: 35 HP / Shield: 22 HP
ADV 8% damage resistance Armor: 35 HP / Shield: 22 HP
PRO 10% damage resistance Armor: 35 HP / Shield: 22 HP
The armor module would occupy a low slot, the shield would occupy a high slot.
He imposes order on the chaos of organic evolution...
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BL4CKST4R
La Muerte Eterna Dark Taboo
2961
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Posted - 2014.08.29 13:34:00 -
[3] - 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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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5395
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Posted - 2014.08.29 13:37:00 -
[4] - Quote
Ripley Riley wrote: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. I love the idea of resistance modules! I think separating them out to projectile, rail, blaster, laser, and explosive is too granular. It would also mean more time to develop the modules and make balancing them more difficult. I would suggest just a flat damage reduction. This module would need to suffer from a stacking penalty to keep players from stacking them to high heaven. This probably goes without saying, but the resistance modules would only provide resistance appropriate to their module type. For example, the shield module reduces damage taken to shield HP by X%, not armor. For simplicity sake, I would also give them the same HP value from STD -> ADV -> PRO. This would make balancing them easier and allow buffer modules like the armor plates and shield extenders to remain kings of raw HP bonus. Reworked stats: STD4% damage resistance Armor: 35 HP / Shield: 22 HP ADV8% damage resistance Armor: 35 HP / Shield: 22 HP PRO10% damage resistance Armor: 35 HP / Shield: 22 HP The armor module would occupy a low slot, the shield would occupy a high slot.
Looks good.
My hometown beat Manchester united.
Git gud man utd.
4-0
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1934
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Posted - 2014.08.29 15:12:00 -
[5] - Quote
They'd be worthless on anything but an already overly bricked heavy. |
TechMechMeds
KILL-EM-QUICK RISE of LEGION
5398
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Posted - 2014.08.29 16:39:00 -
[6] - Quote
Vulpes Dolosus wrote:They'd be worthless on anything but an already overly bricked heavy.
that is a weak troll attempt.
1/10
My hometown beat Manchester united.
Git gud man utd.
4-0
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Logi Bro
Brutor Vanguard Minmatar Republic
3278
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Posted - 2014.08.29 18:04:00 -
[7] - Quote
I like the idea of resistances, but I don't think it should have a double effect of also increasing shields/armor. Just the damage reduction.
Still, +1
SP Sinks? Fixed.
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Ripley Riley
Incorruptibles
2768
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Posted - 2014.08.29 18:13:00 -
[8] - Quote
Logi Bro wrote:I like the idea of resistances, but I don't think it should have a double effect of also increasing shields/armor. Just the damage reduction.
Still, +1
Why not? Reactives give armor repair AND armor HP.
He imposes order on the chaos of organic evolution...
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Logi Bro
Brutor Vanguard Minmatar Republic
3279
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Posted - 2014.08.29 18:33:00 -
[9] - Quote
Ripley Riley wrote:Logi Bro wrote:I like the idea of resistances, but I don't think it should have a double effect of also increasing shields/armor. Just the damage reduction.
Still, +1 Why not? Reactives give armor repair AND armor HP.
Reactives and resistances are like apples and oranges. The two combinations have different outcomes.
The reactives exist as middle module, if you wanted a bit of armor repair, but don't want to waste an entire low slot on a repper, you use a reactive. Reactives are inefficient, as you can get a better effect from one repper+one normal plate than you can from two reactives.
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. So you really get 38.889 armor with your module, and frankly, it is just kind of redundant. Not to mention that resistance modules would be very powerful if they were introduced, and would have no need of extra effects.
SP Sinks? Fixed.
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Ripley Riley
Incorruptibles
2770
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Posted - 2014.08.29 18:40:00 -
[10] - Quote
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:
STD 4% damage resistance
ADV 8% damage resistance
PRO 10% 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. Meaning,
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?
He imposes order on the chaos of organic evolution...
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1935
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Posted - 2014.08.29 18:55:00 -
[11] - Quote
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. |
Logi Bro
Brutor Vanguard Minmatar Republic
3279
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Posted - 2014.08.29 18:58:00 -
[12] - 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 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.
SP Sinks? Fixed.
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Apothecary Za'ki
Biomass Positive
673
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Posted - 2014.08.29 19:18:00 -
[13] - 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. 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
[[LogiBro in Training]]
Level 1 Forum Pariah
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BL4CKST4R
La Muerte Eterna Dark Taboo
2965
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Posted - 2014.08.29 21:14:00 -
[14] - 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 -
[15] - 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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Ripley Riley
Incorruptibles
2785
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Posted - 2014.08.29 22:01:00 -
[16] - Quote
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...
STD Armor: 4% damage resist 10 CPU / 3 PG
Shield 5% damage resist 19 CPU / 3 PG
ADV Armor: 8% damage resist 20 CPU / 7 PG
Shield: 10% damage resist 38 CPU / 6 PG
PRO Armor: 10% damage resist 40 CPU / 13 PG
Shield: 12% damage resist 57 CPU / 11 PG
He imposes order on the chaos of organic evolution...
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DarthJT5
12th Shadow Legion
99
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Posted - 2014.08.30 02:28:00 -
[17] - Quote
Sure, if tanks get their resistance mods back, im all for it.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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BL4CKST4R
La Muerte Eterna Dark Taboo
2966
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Posted - 2014.08.30 04:32:00 -
[18] - 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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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5407
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Posted - 2014.08.30 13:32:00 -
[19] - Quote
BL4CKST4R wrote:DarthJT5 wrote:Sure, if tanks get their resistance mods back, im all for it. You do have resistance mods.
He means the passive mods.
My hometown beat Manchester united.
Git gud man utd.
4-0
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 11:57:00 -
[20] - 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.
And you could mix a lot of stuff in the game and hype what would and what wouldn't be op.
They'd be worth it over an extender to the people who would want to use them, which is the same with reactive plates. You say how it would be op on a cal sentinel and then explain that you don't know what would make them worth using over an extender?
Kindly leave he thread lol, you are a clown. We do not care about your imaginary cal sent spam matches and whether YOU think they are worth using or if anyone would use them.
My hometown beat Manchester united.
Git gud man utd.
4-0
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 12:01:00 -
[21] - Quote
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.
My hometown beat Manchester united.
Git gud man utd.
4-0
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
|
Posted - 2014.09.01 12:23:00 -
[22] - 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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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5408
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Posted - 2014.09.01 12:30:00 -
[23] - Quote
That's it yeah, lower the requirements or add some hp i think.
My hometown beat Manchester united.
Git gud man utd.
4-0
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