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Thread Statistics | Show CCP posts - 6 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3264
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Posted - 2014.10.22 03:50:00 -
[1] - Quote
CCP Rattati wrote:One Eyed King wrote:I guess my view of roles would be that Heavies had more innate shields/armor, to withstand some damage, but that they should have LESS regen than an Assault, who would be more cover based.
What is the rationale for giving sentinals more regen than Assaults while at the same time giving them higher HP? Something I thought of as I pasted this, Assault should be over Sents, for fast recovery.
% of total HP repped per second is higher for Assaults than it is for Sentinels, even if Sentinel absolute rep rate is the same. 2 HP per second means a lot more to an Assault than 2.5 means to a Sentinel.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3265
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Posted - 2014.10.22 07:47:00 -
[2] - Quote
A big part of how tanking works for dropsuits in Dust, and how it differs from EVE, is that there is rarely an instance where you pure tank. With how the HP spread works in Dust, the existence of flux grenades, and the rate at which shields recharge, all dropsuits rely on their shield and armor at some point. That being said, it seems beneficial that all suits get some form of help in regards to dealing with armor, without necessarily needing to fit an armor repair. This is particularly important for shield tankers who will most likely need armor reps at some point, but the loss of low slots used for an armor repairer in lieu of more important modules (Since low slots are so important) can be very detrimental to a shield tanker.
Overall I think this is a positive idea, as it helps out shield tankers quite a bit and helps solidify the Gallente theme of hardcore armor reppers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3265
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Posted - 2014.10.22 07:51:00 -
[3] - Quote
Tesfa Alem wrote:
Are these base stats or per level? If thse are the max stats then good, i like it. If not, there are glaring issues. At proto
It's the base built in rep, not a bonus, so not per level. All suits will naturally get those reps, regardless of skill or level.
Much akin to how Gallente suits already have a passive rep built in, this simply expands that to all other suits.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3267
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Posted - 2014.10.22 16:38:00 -
[4] - Quote
Haerr wrote:Hey Rattati!
Can we have a spreadsheet with: Race Suit Armor at max skills Innate Repair Rate Time from 0 Armor to Max ?
I think this could highlight an issue with the very low repair numbers on Caldari Sentinel
Here you go
https://docs.google.com/spreadsheets/d/13j77OkeazhiHNcg7C9GShM3eu0GjsfIJyGm51svxbX0/edit?usp=sharing
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3268
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Posted - 2014.10.22 17:03:00 -
[5] - Quote
John Demonsbane wrote: Anyway, back on topic. Pokey's spreadsheet is interesting, but I think I'm OK with the numbers still... the use of %'s sorta skews things a little as I'm not sure how big a deal that is considering the sizeable differences in raw HP numbers.
I added that more as a measure to compare within the race between different suit types, namely to show that medium frames (or more specifically Logis) rep 'faster' in terms of total HP than Heavy frames. Time to full repair and % reps per second are functions of each other anywas, so they kinda give the same information just in different forms.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3270
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Posted - 2014.10.22 17:40:00 -
[6] - Quote
Updated Sheet with Mina's suggestion for comparison purposes.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3270
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Posted - 2014.10.22 17:48:00 -
[7] - Quote
Ripley Riley wrote:
Look at the assault dropsuits. Amarr: 315, Gallente: 275. That is a 13% difference in the Amarr's favor. We could widen that more by increasing Amarr armor to 335; making it an 18% difference*. Amarr are supposed to be buffer tank gods anyway.
The idea of more armor HP for Amarr Assault is a little scary...it can get close to/break 1000 now cant it?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3272
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Posted - 2014.10.22 18:54:00 -
[8] - Quote
TO be fair, all but 4 suits (Minmatar Commando, Gallente Commando, Assault, & Logi) have less natural armor reps than a MLT/STD Rep at level 5 (~3.1 HP/s). So basically everyone else is getting a free MLT/STD rep or less. I think the numbers overall are pretty reasonable. Also a fan of MINA's CalScout suggestion of moving it from 0.5 to 0.75. CalScouts have the lowest armor in the game (tied with Minmatar) at 70HP....3 minutes to regen that is a little silly, the 0.75 brings it in just under 2 minutes while still remaining very low regen overall.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3273
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Posted - 2014.10.22 19:24:00 -
[9] - Quote
Yeahhh..... fat fingered it, punched in 115 instead of 155. Good catch, thanks! Sheet updated, added repper values for reference
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3274
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Posted - 2014.10.22 20:19:00 -
[10] - Quote
Breakin Stuff wrote:Stefan Stahl wrote:After letting this sink in for a while I think I can support this change.
The core mechanical issue this resolves is that shield naturally repair but armor doesn't. That's good. That's important in the long run. We buy that at the price of buffing armor without adjusting shields at the same time. That'll have to be rectified at a later stage then. It's not very notable of a buff for armor tankers. It's just a little thing that rounds out the regen. However for shield tanks it's a game-changer. it's going to have more effect on cal/min survivability than Gal/AM because the latter two have deeper HP pools than this buff can make a meaningful dent in.
That's mostly what I'm taking away from it. This is a straight up buff (and a needed one) to shield tanking. Armor users get a slightly increase as well which is nice, but the primary function of this change will be to help shield tankers out. I've wanted something like this for a long time, good to finally see the idea being considered.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3275
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Posted - 2014.10.22 21:55:00 -
[11] - Quote
DeathwindRising wrote:Here's the biggest reason why we shouldn't do this: it makes absolutely no sense in terms of the already established design in dust and eve online.
Shields have native regen. Not armor.
You change this and shields go from low HP with free passive regen to simply low HP, and regen that can be interrupted vs high HP armor with free constant armor reps.
When you look at it like that, armor tanking is the more attractive choice.
I would agree with you if it were possible to properly pure tank in Dust, but you can't. Shields come back much more quickly in Dust than they do in EVE, so an armor tank can still expect his shields to provide a reliable buffer much of the time. It isn't like EVE where it's going to take 5-10 minutes for your shields to come back 100% after depletion. This means that an armor tanker will continually use both his shields and armor as a primary means of defense, even if the slots favor the armor more.
Conversely, shield tankers are expected to rely entirely on their shields, despite armor tanks enjoying an extremely high shield recharge rate, despite the fact that they're armor tanks? All suits in varying degrees will hybrid tank and make use of both shields and armor in the long run, and as such with the way the game is set up, it makes sense that all suits have some limited form of self armor reps.
Now if you advocated for dropping shield regen on armor tanks to like 5HP/s, then you might have an argument.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3276
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Posted - 2014.10.22 22:04:00 -
[12] - Quote
True Adamance wrote:
Why is it not possible to extend armour suit shield recharge times as well as reduce per pulse values?
Forgive me if I'm misreading, but are you essentially saying to reduce recharge rate of shields on armor suits?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3276
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Posted - 2014.10.22 22:19:00 -
[13] - Quote
True Adamance wrote:Pokey Dravon wrote:True Adamance wrote:
Why is it not possible to extend armour suit shield recharge times as well as reduce per pulse values?
Forgive me if I'm misreading, but are you essentially saying to reduce recharge rate of shields on armor suits? Fundamentally I guess. I'd prefer to feel more reliant on my armour as my primary HP buffer than the shield.
I suppose in a pure tanking situation, a shield tanker has no armor reps fitted and thus essentially he will never get his armor back if he loses most of it (unless acted upon by an outside force). If we lower armor suit shield regen, it would essentially mean that once an armor suit loses its shields, it will likely never get all of it back before they are killed due to extremely long recharge times.
I could see that as an acceptable method as well, though I am concerned that the above mentioned 'Pure Tanking' method may cause more balancing issues than it's worth.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3285
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Posted - 2014.10.23 19:14:00 -
[14] - Quote
Updated Spreadsheet with Rattati Revision 1
https://docs.google.com/spreadsheets/d/13j77OkeazhiHNcg7C9GShM3eu0GjsfIJyGm51svxbX0/edit?usp=sharing
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3334
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Posted - 2014.10.29 19:35:00 -
[15] - Quote
Meee One wrote:Myron Kundera wrote:Seems fair, all suits shield regen without modules, so yeah, all suits should armor regen as well i guess, BUT, the Gallente need to repair more, with an amount that would make you want to run a Gallente suit for armor reps, cause if not, whats the point? armor reps was supposed to be our thing right? Partly true. There was another suit that specifically mentioned having reactive plates built in. The Min assault says it has reactives,remember the old 1hp/s it used to have? Now you know why. Then again,reactives reduce speed...And the min assault isn't slower. And it also does say they are high slot oriented,but with the copy and paste from their logistics counterpart CCP shat all over that. So... Lolidunno
Doesn't the Standard Reactive have 1HP and 0% Speed reduction? I could be wrong.
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