Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
knight guard fury
Carbon 7 Iron Oxide.
1152
|
Posted - 2014.10.27 04:09:00 -
[1] - Quote
it's just an idea but it would be nice to see this in the future.
basically passive hardeners that protect the user similar to HAV hardeners but for dropsuits. 4 different hardener types for both shield and armor protecting from rail, plasma, projectile, and laser. for the shield based hardeners, they could have a 3/5/7% and for armor, it would be 3/4/5% or the same as shields.
or you can just make it simple and have only 1 armor and shield hardener for all resistances but I prefer the more diverse resistances
these would belong in the high slots or have shields in high and armor resistance in lows. it would be pretty cool to have these introduced and see how people use them.
SP earned perday/week
|
Fizzer XCIV
Company of Marcher Lords Amarr Empire
656
|
Posted - 2014.10.27 05:40:00 -
[2] - Quote
They would need to be higher percentages or just plates/extenders would be better.
66-135HP>5-7%Resistance to a single damage type. No competition. They would be literally useless at those levels, and useless modules might as well not exist.
It would need to be like 45%for the Complex modules for them to really even become competition forthe HP modules. But it would then become easily exploitable, where it would be possible to be immune to damage types. This issue stems from how resistances are so different from basic HP additions, even though the overall intended effect is the same.
I really can't see resistance modules working on Dropsuits without completely reworking Dropsuits HP, HP modules, Weapon DPS values, High/Low Stots, and Damage profiles. It would honestly be too much work.
Swag-suit4lyfe!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4005
|
Posted - 2014.10.27 08:15:00 -
[3] - Quote
Anything above 15% resistance on modules and even with stacking mods they become more valuable than plates.
If you add 15% resistance at proto with stacking penalties three of them ranges around 25% damage reduction. This is not insignificant. Every point of resistance increases the value of rep modules significantly because you gain more effective repair.
If you're hacking off 1/4th of my damage you have to remember your rep rate does not suffer similarly.
Now let's add resistance modules to sentinels. Their onboard resistances would not cause any sort of stacking penalties.
So my ammar sent could run 2 hardeners for 20% resists and since each hit point now counts for more, two rep modules make you even more survivable.
Bluntly its not a bad idea.
Making the modules resist 45% will immediately change the tears and screaming about scouts over to sentinels.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
Arkena Wyrnspire
Fatal Absolution
18476
|
Posted - 2014.10.27 09:20:00 -
[4] - Quote
If the resistances are specific to single damage types hardly anyone will use them because the battlefield is too varied to fit to resist one type of damage, unless you can combine all the hardeners for a greater EHP than plating or shielding would give you, at which point it would be desperately OP.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4006
|
Posted - 2014.10.27 09:49:00 -
[5] - Quote
Arkena Wyrnspire wrote:If the resistances are specific to single damage types hardly anyone will use them because the battlefield is too varied to fit to resist one type of damage, unless you can combine all the hardeners for a greater EHP than plating or shielding would give you, at which point it would be desperately OP.
In DUST the only valuable hardeners are ones that cover the.damage hole of your preferred tank type.
Let's put a rail and projectile hardener at 40% on a gal/amarr sentinel and totally call that not an overwhelming advantage.
Omni hardeners need to stop at.15 and single type at 20 max. Im not even in favor of adding singleton hardeners with better efficacy. The EHP meta is a damn nightmare.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
BL4CKST4R
La Muerte Eterna Dark Taboo
3233
|
Posted - 2014.10.27 10:24:00 -
[6] - Quote
knight guard fury wrote:it's just an idea but it would be nice to see this in the future.
basically passive hardeners that protect the user similar to HAV hardeners but for dropsuits. 4 different hardener types for both shield and armor protecting from rail, plasma, projectile, and laser. for the shield based hardeners, they could have a 3/5/7% and for armor, it would be 3/4/5% or the same as shields.
or you can just make it simple and have only 1 armor and shield hardener for all resistances but I prefer the more diverse resistances
these would belong in the high slots or have shields in high and armor resistance in lows. it would be pretty cool to have these introduced and see how people use them.
I would love to have a Damage control unit
They would be nice with a 1 per suit limit, like a dcu from eve. I would like them in the highs since there is barely anything worth while to place in that slot, + again one per suit limit.
And it could be:
Damage control unit:
1-DCU I: 6% resistance to all types 45 cpu/4 pg
1-DCU II: 5% resistance to all 35 cup/3pg
3- "something" DCU:7% 55 cpu/5 pg
5-"something" DCU-II: 7.5% 65 cpu/ 5pg
I thought it would be interesting to not make this a "proto or go home" module.
supercalifragilisticexpialidocious
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |