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Thread Statistics | Show CCP posts - 6 post(s) |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
625
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Posted - 2014.10.22 16:47:00 -
[91] - Quote
Ripley Riley wrote: Gallente should trump all other race's innate repair rates by a wide margin.
No. Not a wide margin. If this is the case, the base Armor of the Amarr suits should trump the Gallente by a wide margin. Or the base speed of the Minmatar should trumt the others by a wide margin. It shouldn't be a wide margin. It should be marginally the best, just like the Minmatar speed, the Caldari Shield HP, or the Amarr Armor HP. Enough to insure that the suit will be the go to suit for that type of thing, no more.
Swag-suit4lyfe!
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John Demonsbane
Unorganized Ninja Infantry Tactics
4237
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Posted - 2014.10.22 16:54:00 -
[92] - Quote
Ripley Riley wrote:John Demonsbane wrote:Do not underestimate the community's bizarre obsession with slayer logi's. To be fair, The CalLogi Incident did happen. But back then, Caldari logis were given +5% Shield Extender efficacy per skill level... who the **** thought that was a good idea?! That's more that the skill bonus itself for chrissakes.
No argument there, those singlehandedly made flux grenades a thing, but the idea of passive reps coming back for logi's has been shot down about 50 times because of the boogieman slayer logi's. (Same with the Amarr logi sidearm, that suit has never been the FoTM and yet people were like "yes, get rid of the sidearm, slayerlogi mofos!)
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.
Fizzer XCIV wrote:Ripley Riley wrote: Gallente should trump all other race's innate repair rates by a wide margin.
No. Not a wide margin. If this is the case, the base Armor of the Amarr suits should trump the Gallente by a wide margin. Or the base speed of the Minmatar should trumt the others by a wide margin. It shouldn't be a wide margin. It should be marginally the best, just like the Minmatar speed, the Caldari Shield HP, or the Amarr Armor HP. Enough to insure that the suit will be the go to suit for that type of thing, no more.
Totally agree. The Amarr make sizeable treadeoffs for a not exactly "wide margin" of extra buffer.
(The godfather of tactical logistics)
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3268
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Posted - 2014.10.22 17:03:00 -
[93] - 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.
Hotfix Delta Sentinel eHP Calcs
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
301
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Posted - 2014.10.22 17:29:00 -
[94] - Quote
CCP Rattati wrote:Dear players
we have been discussing this topic on and off for quite a while, especially concerning shield tanking, and the inherent need to always use a low slot to have "any" armor reps, which is bad for shield tanking, and quite hampering for racial fitting styles.
We are not proposing this, but would like to get your opinions on the general idea that we have been formulating (particularly with CPM Logi and Commando threads), and it ties well into empowering Logis and Commandos on top.
Without further ado:
Gallente (Current Gal Value) - Armor Rep kings
Minmatar - Hit and run, hybrid armor and regen
Amarr - slowly returning to high base ehp
Caldari - shield tankers ("gain" a low slot)
I think part of the clever "trappings" of Dust 514 is the "numbers and stats" fixation---it's like the number counters who believe they have a system to winning at the casinos, ... and the casinos LOVE those patrons, because the gamblers who have addiction to "the numbers" gamble away their cash even faster than the rest of us. I CAN'T enjoy a game if I MUST be doing pencil-with-math ALL the time, so I don't want to care about the numbers listed here.
It's the way the INTENT of each race's design is mentioned here that I like. I think Rattati is right on the target with each race's technology here.
So, yes. If CCP can work the numbers/stats to make Min "the regen experts", Amar "the ehp beasts", the of course the Caldari and Gallente the famous "shield ying-vs-armour yang" feud-masters,... I support your idea, Rattati.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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MINA Longstrike
Kirjuun Heiian
1431
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Posted - 2014.10.22 17:36:00 -
[95] - 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'm okay with shield oriented suits having a lower % value, the big problem that I see is with the cal scout which has such low armor HP (and low total hp when fit properly) already taking 3 minutes without any additional HP / repair.
Looking at pokeys spreadsheet.
Gallente for the most part seems acceptable, helps augment strengths without negating weaknesses. Minmatar also seems largely acceptable, due to their somewhat wonky slot layouts on lower slotted suits, while logi value seems high I know that a lot like to mix a reactive or std armor plate in with a shield regulator or two so they can better stand behind their attack dogs. Amarr also doesn't really have any issues, Yes the numbers show that they take a long time but that's the tradeoff for having crazy hp values - most amarr like to fit 1-2 armor repairers so it should be okay.
Caldari points of concern are with sentinels, assaults and scouts.
While I'm aware that most cal assaults like to toss a single reactive plate on their suits that's really only ideal at proto, with a value of 1.5 it would be a lot more incentivising to put a regulator on without feeling like you're being 'penalised' for not dual tanking your suit at bsc and adv. Cal scouts have such low armor that it shouldn't take close to 3 minutes to pull it back (assuming you survive a fight with 0 hp). I'd be more in favor of a value of .75 as that potentially allows you to use the low slot you might have spent on a reactive plate instead on a regulator or dampener, once again making you not feel 'bad' for not dual tanking your suit. Cal sentinels are in a bit of an odd place as they only 'technically' don't need a regulator (it is still a large QoL improvement for them) the problem I see is that with such high armor values and long base repair rates they're still essentially told 'you need to fit a repairer or reactive plate'. There's some issues with this suit in general (atrocious cpu, flux grenades being disproportionately powerful) but I still think that the value here is a bit too low.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3270
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Posted - 2014.10.22 17:40:00 -
[96] - Quote
Updated Sheet with Mina's suggestion for comparison purposes.
Hotfix Delta Sentinel eHP Calcs
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Ripley Riley
Incorruptibles
4028
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Posted - 2014.10.22 17:44:00 -
[97] - Quote
John Demonsbane wrote:Fizzer XCIV wrote:Ripley Riley wrote: Gallente should trump all other race's innate repair rates by a wide margin.
No. Not a wide margin. If this is the case, the base Armor of the Amarr suits should trump the Gallente by a wide margin. Or the base speed of the Minmatar should trumt the others by a wide margin. It shouldn't be a wide margin. It should be marginally the best, just like the Minmatar speed, the Caldari Shield HP, or the Amarr Armor HP. Enough to insure that the suit will be the go to suit for that type of thing, no more. Totally agree. The Amarr make sizeable treadeoffs for a not exactly "wide margin" of extra buffer. Amarr armor HP does trump the Gallente armor HP by a noticeable amount.
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.
My advice to you, playa...
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3270
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Posted - 2014.10.22 17:48:00 -
[98] - 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?
Hotfix Delta Sentinel eHP Calcs
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
627
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Posted - 2014.10.22 17:56:00 -
[99] - Quote
Ripley Riley wrote:John Demonsbane wrote:Fizzer XCIV wrote:Ripley Riley wrote: Gallente should trump all other race's innate repair rates by a wide margin.
No. Not a wide margin. If this is the case, the base Armor of the Amarr suits should trump the Gallente by a wide margin. Or the base speed of the Minmatar should trumt the others by a wide margin. It shouldn't be a wide margin. It should be marginally the best, just like the Minmatar speed, the Caldari Shield HP, or the Amarr Armor HP. Enough to insure that the suit will be the go to suit for that type of thing, no more. Totally agree. The Amarr make sizeable treadeoffs for a not exactly "wide margin" of extra buffer. Amarr armor HP does trump the Gallente armor HP by a noticeable amount. 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. 13% is not a wide margin. That's a pretty small margin. About -+ of a basic plate. That about the advantage the gallente assault should have over the Amarr assault. About -+ of a basic repairer.
And really, the Amarr Assault doesn't need 20 more HP. It has plenty as it is.
Swag-suit4lyfe!
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Cross Atu
OSG Planetary Operations Covert Intervention
3418
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Posted - 2014.10.22 18:07:00 -
[100] - Quote
Fizzer XCIV wrote:Ripley Riley wrote:John Demonsbane wrote:Fizzer XCIV wrote:Ripley Riley wrote: Gallente should trump all other race's innate repair rates by a wide margin.
No. Not a wide margin. If this is the case, the base Armor of the Amarr suits should trump the Gallente by a wide margin. Or the base speed of the Minmatar should trumt the others by a wide margin. It shouldn't be a wide margin. It should be marginally the best, just like the Minmatar speed, the Caldari Shield HP, or the Amarr Armor HP. Enough to insure that the suit will be the go to suit for that type of thing, no more. Totally agree. The Amarr make sizeable treadeoffs for a not exactly "wide margin" of extra buffer. Amarr armor HP does trump the Gallente armor HP by a noticeable amount. 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. 13% is not a wide margin. That's a pretty small margin. About -+ of a basic plate. That about the advantage the gallente assault should have over the Amarr assault. About -+ of a basic repairer. And really, the Amarr Assault doesn't need 20 more HP. It has plenty as it is. For those keeping score at home that would be a 1.75 HP/s rep rate advantage for the Gal Proposed values are 3.5 vs 1.5 Net Gal advantage = 2.0
Assault numbers used since those were the suits compared in the quoted discussion.
See a cool idea thread? Mail me the title and I'll take a look =)
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Vini Requiem
Jade-Knight Couedic Lancer And Shields
1
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Posted - 2014.10.22 18:09:00 -
[101] - Quote
CCP Rattati wrote:Dear players
we have been discussing this topic on and off for quite a while, especially concerning shield tanking, and the inherent need to always use a low slot to have "any" armor reps, which is bad for shield tanking, and quite hampering for racial fitting styles.
We are not proposing this, but would like to get your opinions on the general idea that we have been formulating (particularly with CPM Logi and Commando threads), and it ties well into empowering Logis and Commandos on top.
Without further ado:
Gallente (Current Gal Value) - Armor Rep kings Commando 4 (1.00) Logi 3.5 (2.00) Sentinel 3.0 (1.00) Assault 3.5 (2.00) Scout 2.0 (3.00) - (GA Scout is very strong right now)
Minmatar - Hit and run, hybrid armor and regen Commando 3.5 Logi 3.0 Sentinel 2.5 Assault 2.0 Scout 1.5
Amarr - slowly returning to high base ehp Commando 3.0 Logi 2.5 Sentinel 2.0 Assault 1.5 Scout 1.0
Caldari - shield tankers ("gain" a low slot) Commando 2.5 Logi 2 Sentinel 1.5 Assault 1 Scout 0.5
It would be better to take the EVE criteria these changes
Thereby
Caldari> Minmatar> Amarr> Gallente
Who this is good
At the same should you add a penalty to armor repair :)
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
98
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Posted - 2014.10.22 18:46:00 -
[102] - Quote
Stefan Stahl wrote:CCP Rattati wrote:Helping New players that don't understand that they need to rep Helping Shield tankers use their low slots for regulators instead of always allocating one to a reactive/rep for that minimum 1hp/s Helping versatility, ferroscale usually gets dumped for a reactive, kincats, etc. Having a mandatory slot requirement to be reps is not fun Thanks for going into more detail. 1. Can you explain how native repping conveys the need to fit a repper? A shield suit needs no repper and armor starter suits have them prefitted, right? If you're worrying about new players that select a shield-heavy race and never learn about reppers I'd guess the 'selected race <-> starter fit race' link should be broken up so everyone can see what a shield and armor based suit looks like. On the other hand, by the time a player moves on from his own race's suits he will probably have gotten a picture of the available modules in the game. 2. Personally, if I had innate reps I'd drop a regulator to fit more armor on my Caldari suits. Isn't that the logical thing to do? This is an honest question, I'm not trying to be provocative here. If the issue is that shield-heavy suits can't utilize a certain part of their tank in their second or third engagement we can maybe discuss shoveling some more suit-armor hp into suit-shields. 3. There is no mandatory slot requirement as far as I'm aware? My Caldari suits work with no reps? I know that running around with 50 armor hp missing is concerning, but by that time I'm on a 5 kill streak. Does anyone really complain about not being on full-hp anymore in their 3rd or n-th engagement? I don't think our main focus should be balancing suits for their ability to go on 10-kill streaks.
I'm of this man's opinion on the matter.
With that said, I would love to get innate armor repair for selfish reasons. My Reactive plates would become complex ferroscales.
What if we only added the natural armor regen to Starter Fits ? Is that totally out of the question?
What about the difference between basic frames and role frames? ie Medium Frame and Assault dropsuit ? I think there is an answer or some form of compromise hidden in the difference between the two. |
CeeJ Mantis
Mantodea MC
56
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Posted - 2014.10.22 18:51:00 -
[103] - Quote
So, I have been thinking. We want Gallente to be the kings of armor rep, and we want to avoid feeling like you have to have a repairer fitted in your low slot at all times. I think this current suggestion isn't going to change what people fit on their suits that much, and these new numbers don't exactly make the gallente the rep champions when they are 0.5 better than the minmatar. People also say that armor repairers are too good, and I basically agree... for proto only. Perhaps a rep rebalance is in order, and perhaps to make this a better system (math wise you are almost always better off having 1 complex rep over a regulator) we should nerf repairers overall, but give gallente suits higher native regen. For instance:
Basic: 4hp/s (5 with max skills) Enhanced: 5hp/s (6.25 with max skills) Complex: 6HP/s (7.5 with max skills)
This smooths out armor repairs as currently the proto is 3x more than the basic and gives so much HP that even if you have some rep built in, it is almost too good to not have one. This buffs the basic tier one so that it isn't obsoleted once you skill into repairers more, and the proto is toned down so it isn't so attractive a choice to make it perfect.
If you then gives gallente suits a slightly higher base amount, than this will be significant enough to make a difference in rep times. Perhaps a value of 4 across all Gal suits (3 for scout), 2 for all min/amarr and1.5 for all Cal. The math works out to Gals having similar rep amounts with complex reps that they have now (1.125 better with 1 rep than now, and 0.5 less than they have now with 2 reps with max skils). It might encourage Gals to use reactive/ferroscale plates instead of heavy plates/ rep as they can get good regen totals out of a few reactive/ferroscale plates, but have more speed to close in and use close range weapons. These are just rough figures maybe commandos need more rep as that's the way they seem to be heading, and maybe basic tier cal heavies need more because they have no low slots.
It won't fix everything, (Normal plates give WAY too much hp. Over twice that of shield extenders of the same tier. Perhaps a 65, 85, 105 would be better), but it should make things less extreme and give people who want high HP incentive to use logis/ carry nanohives, or choose gallente suits. It's also hopefully enough rep to make people consider using not using armor mods on their caldari suits. It also means that low level suits might be able to to better by using more HP to stand up max skill proto suits since using 1 of their few slots for repair is much more significant.
Longest plasma cannon kill: 236.45m
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3272
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Posted - 2014.10.22 18:54:00 -
[104] - 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.
Hotfix Delta Sentinel eHP Calcs
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Killer's Coys
Prima Gallicus
127
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Posted - 2014.10.22 19:17:00 -
[105] - Quote
Hum I think Caldari Assault has more amor HP Because with skills it's 194HP And previously it was without skills : 120 and with skills : 150
I think without skills it's 155 With : 194
Logibro, you're my boy
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3273
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Posted - 2014.10.22 19:24:00 -
[106] - Quote
Yeahhh..... fat fingered it, punched in 115 instead of 155. Good catch, thanks! Sheet updated, added repper values for reference
Hotfix Delta Sentinel eHP Calcs
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Stefan Stahl
Seituoda Taskforce Command
796
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Posted - 2014.10.22 19:59:00 -
[107] - Quote
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. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3850
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Posted - 2014.10.22 20:07:00 -
[108] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3274
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Posted - 2014.10.22 20:19:00 -
[109] - 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.
Hotfix Delta Sentinel eHP Calcs
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Middas Betancore
Kirjuun Heiian
103
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Posted - 2014.10.22 21:04:00 -
[110] - Quote
As a caldari dropsuit user im all for native rep, frees up my low slots for regulators
Assault-1/2/3 STD ADV PROTO-armour hp/Sec Commando-2/3/4 Sentinel-2/3/4 Scout-1/2/3 Logi 1/23
The heavys having less low slots and more hp getting a slightly better rep, the scout having such low base hp can live off a little the mediums have the lows to boost their armour rep if they really need to.
It may be low stats for some but the caldari should have the lowest base , but in some fits you can forgo an armour rep module and try more imaginative fits
My bit on caldari native rep
CEO-Kirjuun Heiian-Caldari Faction Warfare Corp
Join our public chat channel. Kirjuun Heiian
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
605
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Posted - 2014.10.22 21:39:00 -
[111] - Quote
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. |
MINA Longstrike
Kirjuun Heiian
1432
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Posted - 2014.10.22 21:43:00 -
[112] - 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.
So how about we remove shield recharge from any suit with an armor repairer fit to it, or lacking a shield recharger /factious
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3275
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Posted - 2014.10.22 21:55:00 -
[113] - 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.
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13745
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Posted - 2014.10.22 22:02:00 -
[114] - Quote
Pokey Dravon wrote: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.
That's primarily because the recharging of Shield and Armour is the wrong way around.
Shields Constantly regenerate at a slow pace. (But can pulse when actively Recharged)
Armour Pulse's up intermittently (as a general rule of thumb)
Why is it not possible to extend armour suit shield recharge times as well as reduce per pulse values?
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3276
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Posted - 2014.10.22 22:04:00 -
[115] - 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?
Hotfix Delta Sentinel eHP Calcs
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13746
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Posted - 2014.10.22 22:13:00 -
[116] - Quote
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.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3276
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Posted - 2014.10.22 22:19:00 -
[117] - 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.
Hotfix Delta Sentinel eHP Calcs
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2257
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Posted - 2014.10.22 22:21:00 -
[118] - Quote
Breakin Stuff wrote: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. I must respectfully disagree... Just kidding. This statement IMHO is spot on. Agree also.
In general, the proposal looks good - should increase fitting diversity, should make the game a bit easier on the new players and should add a little bit more identity to the role/races.
PSN: RationalSpark
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1982
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Posted - 2014.10.22 22:26:00 -
[119] - Quote
I will gladly drop the reactive on my Caldari suits for another regulator or a kincat. My Calmanndo willsing your praises if this is implemented posthaste.
Mercs whine about the rail rifle but refuse to shield tank to counter it.
But that's none of my business.
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XxVEXESxX
33
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Posted - 2014.10.23 00:13:00 -
[120] - Quote
With the buff to reps and rep plates this has been long needed. I already have new fits ready when this drops. +1
PSN: XxVEXESxX
Minmatar loyalist
Dropsuit Upgrades level 5
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