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Jacques Cayton II
Kaalmayoti Warzone Control
1271
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Posted - 2014.12.21 14:46:00 -
[1] - Quote
It'd be cool to have resistance mods and all and I've given it some thought. Let each mod give you somewhere to 10%-20% with a resistance to a certian damage type, penalties can be hard to fit and skilling into it can lower the cpu or pg respectively. Armor resistance modules would be in the high slots and shield resistance modules in the low slots. This way armor guys dont have to use nothing but damage mods. Also if someone has a maxed proficiency it can nullify this resistance module so shouldn't be op.
Also i think a shield rep tool should basically be a super regulator that just kickstarts delays of suits with triage points for each kickstart. Could be op with one more logi but the armor rep with two logis is ridiculous pretty op to.
We fight for the future of the State not our
personal goals
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Regnier Feros
G0DS AM0NG MEN General Tso's Alliance
188
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Posted - 2014.12.21 15:38:00 -
[2] - Quote
If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20%
I like pie do you like pie because i hate pie & I like muffins.
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Nocturnal Soul
Primordial Threat
4833
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Posted - 2014.12.21 16:06:00 -
[3] - Quote
Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% The downside is if you get attacked by another weapon type you basically have a wasted slot.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Sgt Kirk
Fatal Absolution
8922
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Posted - 2014.12.21 16:58:00 -
[4] - Quote
Nocturnal Soul wrote:Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% The downside is if you get attacked by another weapon type you basically have a wasted slot. Absolutely correct.
The opportunity cost is that you could have used that module to be general purpose and help in all situations like more HP or more Damage. Instead you trade it off for a specific benefit, while being more effective than a general purpose module, doesn't get utilized as much.
My Federation Navy Comet has +80% resistance to Kinetic weaponry. That's great if I'm fighting against rails and Kinetic Missiles, but that's always nearly not that case, only with missioning against NPCs I know will have that damage profile is it the most useful.
CCP holds the Caldari's hand so this doesn't happen again.
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Jacques Cayton II
Kaalmayoti Warzone Control
1272
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Posted - 2014.12.21 18:06:00 -
[5] - Quote
Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% Just stop
We fight for the future of the State not our
personal goals
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
313
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Posted - 2014.12.21 18:37:00 -
[6] - Quote
Lol, take a mass driver w/prof 5 against any heavy 1 vs 1. Then you will see why resistance mods would be the single most OP thing ever. Ever! No other mod would ever be used except for some tryhard scouts.
Sage /thread
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1471
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Posted - 2014.12.21 18:39:00 -
[7] - Quote
Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20%
I wouldn't even entertain the idea of using one. That would be an utterly trash deal to take in a PVP setting. Completely useless module.
I could understand if the game had predictable PVE enemies, but the weapons your PVP enemies use are for all intents and purposes, random. And having a resistance fit set up for every situation would just be impractical.
Why would I use that module, when I could just equip a Normal HP mod that would increase my HP by 15-20% with much less crippling drawbacks?
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
313
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Posted - 2014.12.21 18:41:00 -
[8] - Quote
Fizzer XCIV wrote:Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% I wouldn't even entertain the idea of using one. That would be an utterly trash deal to take in a PVP setting. Completely useless module. I could understand if the game had predictable PVE enemies, but the weapons your PVP enemies use are for all intents and purposes, random. And having a resistance fit set up for every situation would just be impractical. Why would I use that module, when I could just equip a Normal HP mod that would increase my HP by 15-20% with much less crippling drawbacks? Because heavies would benefit greatly from this. No need to stack armor that reduces strafe when you could add resistance.
Sage /thread
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Jacques Cayton II
Kaalmayoti Warzone Control
1272
|
Posted - 2014.12.21 18:48:00 -
[9] - Quote
Doshneil Antaro wrote:Fizzer XCIV wrote:Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% I wouldn't even entertain the idea of using one. That would be an utterly trash deal to take in a PVP setting. Completely useless module. I could understand if the game had predictable PVE enemies, but the weapons your PVP enemies use are for all intents and purposes, random. And having a resistance fit set up for every situation would just be impractical. Why would I use that module, when I could just equip a Normal HP mod that would increase my HP by 15-20% with much less crippling drawbacks? Because heavies would benefit greatly from this. No need to stack armor that reduces strafe when you could add resistance. Sid you guys even read the part where penalties are high on cpu or pg? Also heavies right now are easy to kill get gud scrub
We fight for the future of the State not our
personal goals
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1471
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Posted - 2014.12.21 18:48:00 -
[10] - Quote
Doshneil Antaro wrote:Fizzer XCIV wrote:Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% I wouldn't even entertain the idea of using one. That would be an utterly trash deal to take in a PVP setting. Completely useless module. I could understand if the game had predictable PVE enemies, but the weapons your PVP enemies use are for all intents and purposes, random. And having a resistance fit set up for every situation would just be impractical. Why would I use that module, when I could just equip a Normal HP mod that would increase my HP by 15-20% with much less crippling drawbacks? Because heavies would benefit greatly from this. No need to stack armor that reduces strafe when you could add resistance.
Alright. You know what? Add these modules CCP! Just as the people in this thread has described them! Its quite obvious that everyone but me would use them, so I just want to reap the rewards and get all the easy kills.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1472
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Posted - 2014.12.21 18:55:00 -
[11] - Quote
I mean... How can you guys seriously think the idea of a module where the penalties heavily outweigh the advantages would make a good module? There would be more reasons not to use it than to use it!
Pros: +20% resists
Cons: -20% resists Uses slot Uses PG/CPU Costs ISK
You might as well be equipping a module that does absolutely nothing, because you would be better off using that!
Jesus, some of the people in these forums have absolutely no sense for balance. At all...
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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ADAM-OF-EVE
Dead Man's Game RUST415
1778
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Posted - 2014.12.21 18:57:00 -
[12] - Quote
i would prefer something along the lines of https://wiki.eveonline.com/en/wiki/Reactive_Armor_Hardener . where the enemy team is heavy in 1 damage type due to FOTM this would boost your resistances to that damage type. if the enemy is using multiple damage types then you would get a smaller resist amount
obviously the percentages would have to be tweaked but it offers up a far better solution than a massive increase to one and a massive decrease to another.
All Hail Legion
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
313
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Posted - 2014.12.21 19:06:00 -
[13] - Quote
Jacques Cayton II wrote:Doshneil Antaro wrote:Fizzer XCIV wrote:Regnier Feros wrote:If the percentage is going to be 10-20% then you'll need a huge downside to it. Something like this : Complex projectile resistance mod resist projectile weapons by 20% increase damage taken by explosive weapons by 20% I wouldn't even entertain the idea of using one. That would be an utterly trash deal to take in a PVP setting. Completely useless module. I could understand if the game had predictable PVE enemies, but the weapons your PVP enemies use are for all intents and purposes, random. And having a resistance fit set up for every situation would just be impractical. Why would I use that module, when I could just equip a Normal HP mod that would increase my HP by 15-20% with much less crippling drawbacks? Because heavies would benefit greatly from this. No need to stack armor that reduces strafe when you could add resistance. Sid you guys even read the part where penalties are high on cpu or pg? Also heavies right now are easy to kill get gud scrub lol a hreavy is easy to kill, a team of heavies is another issue that we see every other game. Also, saying "Get gud" has no room in an adult conversation.
Sage /thread
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Jacques Cayton II
Kaalmayoti Warzone Control
1272
|
Posted - 2014.12.21 19:20:00 -
[14] - Quote
Fizzer XCIV wrote:I mean... How can you guys seriously think the idea of a module where the penalties heavily outweigh the advantages would make a good module? There would be more reasons not to use it than to use it!
Pros: +20% resists
Cons: -20% resists Uses slot Uses PG/CPU Costs ISK
You might as well be equipping a module that does absolutely nothing, because you would be better off using that!
Jesus, some of the people in these forums have absolutely no sense for balance. At all... Do you even pvp in eve? No stop being butthurt
We fight for the future of the State not our
personal goals
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
116
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Posted - 2014.12.21 19:36:00 -
[15] - Quote
does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons,
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist,
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16188
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Posted - 2014.12.21 19:47:00 -
[16] - Quote
Jacques Cayton II wrote:It'd be cool to have resistance mods and all and I've given it some thought. Let each mod give you somewhere to 10%-20% with a resistance to a certian damage type, penalties can be hard to fit and skilling into it can lower the cpu or pg respectively. Armor resistance modules would be in the high slots and shield resistance modules in the low slots. This way armor guys dont have to use nothing but damage mods. Also if someone has a maxed proficiency it can nullify this resistance module so shouldn't be op.
Also i think a shield rep tool should basically be a super regulator that just kickstarts delays of suits with triage points for each kickstart. Could be op with one more logi but the armor rep with two logis is ridiculous pretty op to.
On a suit why pick a resistance module over an extender or plate?
Traditionally passive resistance modules are cheaper to fit than plates or extenders.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5908
|
Posted - 2014.12.21 20:28:00 -
[17] - Quote
resist only fits don't work in anything resembling PvP.
You need to have a buffer and some form of reps to back the resists or the fits wind up being deceptively squishy.
Especially in a combat environment like DUST where there is literally no possible way to predict enemy fits.
Plus everyone will just stack projectile resists to counter heavy spam
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
116
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Posted - 2014.12.21 22:09:00 -
[18] - Quote
@ Breakin Stuff read my post and tell me what you think?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16194
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Posted - 2014.12.21 22:23:00 -
[19] - Quote
Breakin Stuff wrote:resist only fits don't work in anything resembling PvP.
You need to have a buffer and some form of reps to back the resists or the fits wind up being deceptively squishy.
Especially in a combat environment like DUST where there is literally no possible way to predict enemy fits.
Plus everyone will just stack projectile resists to counter heavy spam
PIE Inc corp tormentor is passive tanked and we watched one of them nab and solo and Ishkur Pilot....... funniest thing I've ever seen.
Works wonders in PvP. https://zkillboard.com/kill/43188894/
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Megaman Trigger
Knights of Eternal Darkness
156
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Posted - 2014.12.21 23:09:00 -
[20] - Quote
I assume that any Resistance Mods would have a stacking penalty?
Purifier. First Class.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5912
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Posted - 2014.12.21 23:20:00 -
[21] - Quote
Megaman Trigger wrote:I assume that any Resistance Mods would have a stacking penalty? anything with a percent base would.
But for overall resist mods (omni resists) anything over 10-12% would be excessive as hell.
For single-damage resists you could go upwards of 15-18% before you break the calculations.
the way CCP sets up their calculations it is literally impossible to get 100% resists in any category. I think the highest I have personally seen in EVE was 82%?
But that was active tank resist mods, not passive. Actives give MUCH higher values.
Edit: I need to redo my math. Generally a omni resist module is ROUGHLY equivalent to the module used to add raw HP like plates or extenders. So a resist mod for omni would be roughly equivalent EHP to a plate or an extender. It just means you're more able to take advantage of reps easily.
HP stacking for holding the line, resists work best for regen builds.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
116
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Posted - 2014.12.22 00:08:00 -
[22] - Quote
read this breakin stuff
jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slot and shield on low slots.
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist,
what do you think? |
Jacques Cayton II
Kaalmayoti Warzone Control
1274
|
Posted - 2014.12.22 01:19:00 -
[23] - Quote
jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules
We fight for the future of the State not our
personal goals
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16199
|
Posted - 2014.12.22 01:39:00 -
[24] - Quote
Jacques Cayton II wrote:jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules
NOPE NOPE NOPE.
Resistance Modules fit in the correct racial slot.
Shields- High Armour - Low
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Loyal Glasses
Kaalmayoti Warzone Control
12
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Posted - 2014.12.22 01:56:00 -
[25] - Quote
Wouldn't it be better to have the modules affect Shield only? I'm Gallente so even on proto I only use armor and a TON of armor reps but having that extra buffer along with a few new shield modules seen like it would work best.
"Glasses of the Loyal Variety"
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16199
|
Posted - 2014.12.22 02:30:00 -
[26] - Quote
Loyal Glasses wrote:Wouldn't it be better to have the modules affect Shield only? I'm Gallente so even on proto I only use armor and a TON of armor reps but having that extra buffer along with a few new shield modules seen like it would work best.
Resistance modules are not unique to shields.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Jacques Cayton II
Kaalmayoti Warzone Control
1275
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Posted - 2014.12.22 03:01:00 -
[27] - Quote
True Adamance wrote:Jacques Cayton II wrote:jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules NOPE NOPE NOPE. Resistance Modules fit in the correct racial slot. Shields- High Armour - Low Then you would give up your tank for a resistance mod? In pvp? Doesnt sound smart
We fight for the future of the State not our
personal goals
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16200
|
Posted - 2014.12.22 03:09:00 -
[28] - Quote
Jacques Cayton II wrote:True Adamance wrote:Jacques Cayton II wrote:jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules NOPE NOPE NOPE. Resistance Modules fit in the correct racial slot. Shields- High Armour - Low Then you would give up your tank for a resistance mod? In pvp? Doesnt sound smart
In Dust it would depend on the situation. I would drop a plate/kincat/utility slot on a protosuit in some cases to plug the explosive damage profile vs my suit. Preventing grenades from OHKOing me or Mass Driver/Flay Locks doing so much damage..... or vs Kinetic Damage (projectile weapons) from doing so much DPS...yup.
In EVE.....yup again. I'd be a fool not to on the ships I fly.
Corp Tormentor uses an Adaptive Nano Plate , my Retribution uses a Thermic Rig and an even better Nanoplate, my Confessor uses Nanoplates, almost all the ships I've ever used bar kiting ships use Nanoplate, Energized Plates, or depending on whether or not I know the source of my opponents primary damage the individual resistance plates themselves.
690.75 armour with say 10% armour resistances vs all damage types (or specific I don't know which kind you refer to) roughly 760 eHP unmodified, partially nullifies the damage of weapons that do increased damage vs me, and even further reduces the effectiveness of the wrong kind of weapons while not compromising my eHP at all....... why would I not stack one of those?
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5915
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Posted - 2014.12.22 09:01:00 -
[29] - Quote
Jace I think adding resistance mods would natively require a rework the sentinel defenses again.
Also you have to remember that the amarr rail resistance is on the shields, which means the amsent isn't as cut and dried as you might think.
The Sentinel suits won't gain as much traction as one might think. The downside to resists is the fact that if you stack resists you sacrifice HP.
This is a big deal. Stacking plates you can get away with buffer tanking. With resists you cannot get away with it as well. You become dependent upon reps.
Further because as resists are no-drawback they need to provide less overall HP than plates. I'm on the fence about how to balance them against extenders because you can spike shield regen through the roof.
For single-damage type hardeners it needs to cap at about 20% ish. Since three plates can almost double your EHP triple stacking hardeners should provide less benefit to raw EHP while providing solid protection vs. Specific damage.
Remember plates protect against everything. But if you four-stack projectile resists to fight other sentinels you will be leaving yourself untanked vs. Rails AR and lasers.
In short yer dead.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jacques Cayton II
Kaalmayoti Warzone Control
1278
|
Posted - 2014.12.22 17:05:00 -
[30] - Quote
True Adamance wrote:Jacques Cayton II wrote:jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules NOPE NOPE NOPE. Resistance Modules fit in the correct racial slot. Shields- High Armour - Low So what your saying is you don't want an armor upgrade in the high slot. Say what
We fight for the future of the State not our
personal goals
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5923
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Posted - 2014.12.22 18:22:00 -
[31] - Quote
Jacques Cayton II wrote: So what your saying is you don't want an armor upgrade in the high slot. Say what
3/10 try harder
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
116
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Posted - 2014.12.22 18:41:00 -
[32] - Quote
Jacques Cayton II wrote:jace silencerww wrote:does no one remember hav or murder taxis? they had the resist mods plus natural resist. however 20% maybe to high why not try 6% basic, 8% adv & 10% to one type per mod. yes there will be stacking penalies but only if you stack the same type of resist mod, cpu/pg of the damage mods, armor ones on high side and shields to low. this way heavies can not abuse them to op levels, the worst heavy to abuse this would be caldari making their armor harder to take out or the Minnie but both have lower ehp the the gall or amarr by 200-400 (easily on protos). logis and assault could stack 2-3 making them more of a defender, resist damage but at the cost of dealing damage. the resist mods themselves should be broke up like the damage resist of the heavies.
hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons, both having an armor on high slots and shield on low slots
the amarr heavies would be harder to kill when going up against with another heavy since they have a natural 15% resist the throw another 10% on, however 5% damage mod plus proficiency of the hmg 15% (when in armor) and the natural 10 of being an armor weapon being it to 25% so it is equal damage plus resist, Are you guys forgetting armor resistance modules would be high slots? An amarr heavy has wahat 1 high slot? Thats sooooooo op. Same goes for Caldari heavy 1 low slot 4 highs no room for resistance modules
it was a joke lol I was showing that the amarr heavy would not be op. if the caldari heavy stacked all armor resist on the high slots that the limited armor it can stack would help them when they are fluxed.
armor resist mods on high slot shields on low each have resist in these hybrid - blasters, hybrid- railgun, laser weapons, projectile weapons.
True Adamance wrote: NOPE NOPE NOPE.
Resistance Modules fit in the correct racial slot.
Shields- High Armour - Low
that would be op amarr heavy with 2 resist too both projectile, and hybrid railgun with 750 armor and a logi will be very hard to kill unless REs or grenades
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
116
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Posted - 2014.12.22 18:45:00 -
[33] - Quote
Breakin Stuff wrote:Jace I think adding resistance mods would natively require a rework the sentinel defenses again.
Also you have to remember that the amarr rail resistance is on the shields, which means the amsent isn't as cut and dried as you might think.
The Sentinel suits won't gain as much traction as one might think. The downside to resists is the fact that if you stack resists you sacrifice HP.
This is a big deal. Stacking plates you can get away with buffer tanking. With resists you cannot get away with it as well. You become dependent upon reps.
Further because as resists are no-drawback they need to provide less overall HP than plates. I'm on the fence about how to balance them against extenders because you can spike shield regen through the roof.
For single-damage type hardeners it needs to cap at about 20% ish. Since three plates can almost double your EHP triple stacking hardeners should provide less benefit to raw EHP while providing solid protection vs. Specific damage.
Remember plates protect against everything. But if you four-stack projectile resists to fight other sentinels you will be leaving yourself untanked vs. Rails AR and lasers.
In short yer dead.
understandable but armor resist will be high slots and shield resist low slot so amarr heavy can still stack 4 plates and have 1 armor resist in his high slot
stilling editing brb |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5925
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Posted - 2014.12.22 19:30:00 -
[34] - Quote
jace silencerww wrote:Breakin Stuff wrote:Jace I think adding resistance mods would natively require a rework the sentinel defenses again.
Also you have to remember that the amarr rail resistance is on the shields, which means the amsent isn't as cut and dried as you might think.
The Sentinel suits won't gain as much traction as one might think. The downside to resists is the fact that if you stack resists you sacrifice HP.
This is a big deal. Stacking plates you can get away with buffer tanking. With resists you cannot get away with it as well. You become dependent upon reps.
Further because as resists are no-drawback they need to provide less overall HP than plates. I'm on the fence about how to balance them against extenders because you can spike shield regen through the roof.
For single-damage type hardeners it needs to cap at about 20% ish. Since three plates can almost double your EHP triple stacking hardeners should provide less benefit to raw EHP while providing solid protection vs. Specific damage.
Remember plates protect against everything. But if you four-stack projectile resists to fight other sentinels you will be leaving yourself untanked vs. Rails AR and lasers.
In short yer dead. understandable but armor resist will be high slots only and shield resist on low slots only so amarr heavy can still stack 4 plates and have 1 armor resist in his high slot however if he wanted to make his shields more resist he could due to shield resist are low slots.
Oh dear Christ no.
No no no no no.
If they want to have resists they must sacrifice HP mods. putting armor resists in high and shield resists in low is the WORST way to balance the mods. Hands down, WORST.
It needs to be madee so that if you fit a resist module you must sacrifice a slot reserved for HP or regen of your tank type.
Otherwise you've just made sentinels even MORE disgustingly hard to kill and you give the assaults current sentinel level EHP.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
311
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Posted - 2014.12.22 22:46:00 -
[35] - Quote
Protection from fotm sounds interesting. Say everyone switches to RR or something, just put on a rail resist. Really cool idea. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16218
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Posted - 2014.12.22 22:49:00 -
[36] - Quote
ACT1ON BASTARD wrote:Protection from fotm sounds interesting. Say everyone switches to RR or something, just put on a rail resist. Really cool idea.
It's not a Railgun Resistance Mod..... It's a Kinetic Resistance Amplifier/ Plating
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5929
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Posted - 2014.12.23 05:21:00 -
[37] - Quote
True Adamance wrote:ACT1ON BASTARD wrote:Protection from fotm sounds interesting. Say everyone switches to RR or something, just put on a rail resist. Really cool idea. It's not a Railgun Resistance Mod..... It's a Kinetic Resistance Amplifier/ Plating
it's a railgun resistance mod.
CCP didn't use the same damage profiles EVE does. quit trying to force EVE terminology that isn't being used.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1496
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Posted - 2014.12.23 05:36:00 -
[38] - Quote
Breakin Stuff wrote:True Adamance wrote:ACT1ON BASTARD wrote:Protection from fotm sounds interesting. Say everyone switches to RR or something, just put on a rail resist. Really cool idea. It's not a Railgun Resistance Mod..... It's a Kinetic Resistance Amplifier/ Plating it's a railgun resistance mod. CCP didn't use the same damage profiles EVE does. quit trying to force EVE terminology that isn't being used.
Thank you for saying it!
I can't stand True when he does that ****. Things that work well in EVE, like resistance modules, just won't work in Dust.
Let me ask all you "Dust should be just like EVE" guys out there something.
Would you even entertain the idea of equipping resistance modules if you knew you were going to be in a 16v16 battle where the enemy is using a practically random assortment of weapons? What if the alternative (standard HP mods) gave as much relative HP as they do in Dust, where a single plate can boost HP by up to 50%?
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1497
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Posted - 2014.12.23 05:58:00 -
[39] - Quote
Let me just do a little bit of math to prove that even 15% of flat resistance would be pretty much useless on anything but Gallente and Amarr Sentinels.
An Amarr Assault with 4 complex Armor Plates(already a shitfit, but I'm using an extreme example to get my point across), has about 990 Armor. A 15% omni resistance module would raise that HP to be effectively 1160. Only 22 more HP than just another Plate would add. About 170 HP...
But let's think for a moment. That fit would have no repair modules, and would take almost 8 minutes to fully repair. Useless. So obviously, we are going to need to remove an armor plate or 2 to have a repairer or 2...
Let's say we make room for 2 repairers. This will result in a much more effective repair rate. But it cuts our Armor HP down to 690. Now our Resistance module only adds 121 HP worth of resistance! Might as well just equip an Enhanced Armor Plate, which will add almost the exact same amount of HP, instead of wasting the PG/CPU to fit a Complex mod.
TL;DR Even 15% of flat resistance would be pracically useless on all but Armor Heavies, and they don't really need a buff.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5930
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Posted - 2014.12.23 06:02:00 -
[40] - Quote
Fizzer XCIV wrote:Let me just do a little bit of math to prove that even 15% of flat resistance would be pretty much useless on anything but Gallente and Amarr Sentinels.
An Amarr Assault with 4 complex Armor Plates(already a shitfit, but I'm using an extreme example to get my point across), has about 990 Armor. A 15% omni resistance module would raise that HP to be effectively 1160. Only 22 more HP than just another Plate would add. About 170 HP...
But let's think for a moment. That fit would have no repair modules, and would take almost 8 minutes to fully repair. Useless. So obviously, we are going to need to remove an armor plate or 2 to have a repairer or 2...
Let's say we make room for 2 repairers. This will result in a much more effective repair rate. But it cuts our Armor HP down to 690. Now our Resistance module only adds 121 HP worth of resistance! Might as well just equip an Enhanced Armor Plate, which will add almost the exact same amount of HP, instead of wasting the PG/CPU to fit a Complex mod.
TL;DR Even 15% of flat resistance would be pracically useless on all but Armor Heavies, and they don't really need a buff.
where you say useless, I say "this has no meaningful penalties."
adding the EHP of an enhanced plate isn't a downside. It also means each armor point counts for more, which means any fitted regen modules become comparatively much more efficient because they rep a higher percent of overall health per tick.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1497
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Posted - 2014.12.23 06:26:00 -
[41] - Quote
Breakin Stuff wrote:Fizzer XCIV wrote:Let me just do a little bit of math to prove that even 15% of flat resistance would be pretty much useless on anything but Gallente and Amarr Sentinels.
An Amarr Assault with 4 complex Armor Plates(already a shitfit, but I'm using an extreme example to get my point across), has about 990 Armor. A 15% omni resistance module would raise that HP to be effectively 1160. Only 22 more HP than just another Plate would add. About 170 HP...
But let's think for a moment. That fit would have no repair modules, and would take almost 8 minutes to fully repair. Useless. So obviously, we are going to need to remove an armor plate or 2 to have a repairer or 2...
Let's say we make room for 2 repairers. This will result in a much more effective repair rate. But it cuts our Armor HP down to 690. Now our Resistance module only adds 121 HP worth of resistance! Might as well just equip an Enhanced Armor Plate, which will add almost the exact same amount of HP, instead of wasting the PG/CPU to fit a Complex mod.
TL;DR Even 15% of flat resistance would be pracically useless on all but Armor Heavies, and they don't really need a buff. where you say useless, I say "this has no meaningful penalties." adding the EHP of an enhanced plate isn't a downside. It also means each armor point counts for more, which means any fitted regen modules become comparatively much more efficient because they rep a higher percent of overall health per tick.
So you agree a Complex 15% Omni Resistance Mod (which is significantly more than anyone else would have suggested, really), is a little bit better than an Enhanced Armor Plate? That sounds balanced. A Complex mod should be a bit better than an enhanced one.
I say 15% omni resistance is fine then! Just scale it down from there! Same scale as the Plates! An enhanced one would give 14%, and a basic one would give 11%
The percentages will have to be completely redone for Sheilds...
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5931
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Posted - 2014.12.23 06:46:00 -
[42] - Quote
Fizzer XCIV wrote:Breakin Stuff wrote:Fizzer XCIV wrote:Let me just do a little bit of math to prove that even 15% of flat resistance would be pretty much useless on anything but Gallente and Amarr Sentinels.
An Amarr Assault with 4 complex Armor Plates(already a shitfit, but I'm using an extreme example to get my point across), has about 990 Armor. A 15% omni resistance module would raise that HP to be effectively 1160. Only 22 more HP than just another Plate would add. About 170 HP...
But let's think for a moment. That fit would have no repair modules, and would take almost 8 minutes to fully repair. Useless. So obviously, we are going to need to remove an armor plate or 2 to have a repairer or 2...
Let's say we make room for 2 repairers. This will result in a much more effective repair rate. But it cuts our Armor HP down to 690. Now our Resistance module only adds 121 HP worth of resistance! Might as well just equip an Enhanced Armor Plate, which will add almost the exact same amount of HP, instead of wasting the PG/CPU to fit a Complex mod.
TL;DR Even 15% of flat resistance would be pracically useless on all but Armor Heavies, and they don't really need a buff. where you say useless, I say "this has no meaningful penalties." adding the EHP of an enhanced plate isn't a downside. It also means each armor point counts for more, which means any fitted regen modules become comparatively much more efficient because they rep a higher percent of overall health per tick. So you agree a Complex 15% Omni Resistance Mod (which is significantly more than anyone else would have suggested, really), is a little bit better than an Enhanced Armor Plate? That sounds balanced. A Complex mod should be a bit better than an enhanced one. I say 15% omni resistance is fine then! Just scale it down from there! Same scale as the Plates! An enhanced one would give 14%, and a basic one would give 11% The percentages will have to be completely redone for Sheilds... No they won't. Shields won't need to be retooled. Theres a reason resistance mods in EVE give identical resistance adds to shields and armor. It does actually balance out and would make shields strong as hell against armor cracking weapons.
But shieldbusters will still rip them open.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1497
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Posted - 2014.12.23 07:27:00 -
[43] - Quote
Breakin Stuff wrote:Fizzer XCIV wrote:Breakin Stuff wrote:Fizzer XCIV wrote:Let me just do a little bit of math to prove that even 15% of flat resistance would be pretty much useless on anything but Gallente and Amarr Sentinels.
An Amarr Assault with 4 complex Armor Plates(already a shitfit, but I'm using an extreme example to get my point across), has about 990 Armor. A 15% omni resistance module would raise that HP to be effectively 1160. Only 22 more HP than just another Plate would add. About 170 HP...
But let's think for a moment. That fit would have no repair modules, and would take almost 8 minutes to fully repair. Useless. So obviously, we are going to need to remove an armor plate or 2 to have a repairer or 2...
Let's say we make room for 2 repairers. This will result in a much more effective repair rate. But it cuts our Armor HP down to 690. Now our Resistance module only adds 121 HP worth of resistance! Might as well just equip an Enhanced Armor Plate, which will add almost the exact same amount of HP, instead of wasting the PG/CPU to fit a Complex mod.
TL;DR Even 15% of flat resistance would be pracically useless on all but Armor Heavies, and they don't really need a buff. where you say useless, I say "this has no meaningful penalties." adding the EHP of an enhanced plate isn't a downside. It also means each armor point counts for more, which means any fitted regen modules become comparatively much more efficient because they rep a higher percent of overall health per tick. So you agree a Complex 15% Omni Resistance Mod (which is significantly more than anyone else would have suggested, really), is a little bit better than an Enhanced Armor Plate? That sounds balanced. A Complex mod should be a bit better than an enhanced one. I say 15% omni resistance is fine then! Just scale it down from there! Same scale as the Plates! An enhanced one would give 14%, and a basic one would give 11% The percentages will have to be completely redone for Sheilds... No they won't. Shields won't need to be retooled. Theres a reason resistance mods in EVE give identical resistance adds to shields and armor. It does actually balance out and would make shields strong as hell against armor cracking weapons. But shieldbusters will still rip them open. 15% resists would actually end up being a lot more effective on shields. A lot. On a Calassault with 4 Complex Extenders, a 15% Resistance mod would actually provide 107.5 HP worth of HP, which is 148.1% more efficient than a Complex extender, with none of the drawbacks. They would have to be reworked here since Shields and Armor work differently than they do in EVE.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1498
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Posted - 2014.12.23 07:53:00 -
[44] - Quote
All right, I did some math.
Let's say we continue the same trend we did with the Armor ones, where a Complex Resistance mod is only a little better than a Complex HP mod when you already have 4 of the HP mods on the corresponding Assault suit, Cal assault in this case.
So, a Calassault with 4 Complex extenders has 609 HP. Another Extender will bump it to 681. Thats the equivalent of taking 10.5% less damage.
With that in mind, I say a Complex Shield Resistance Mod should block 11% of all damage. Let's just follow the same ratios that Extenders do, just like we did. In the end, we get:
Complex Shield Resistance mod: 11% Enhanced Shield Resistance mod: 9% Basic Shield Resistance mod: 6%
Complex Armor Resistance mod: 15% Enhanced Armor Resistance mod: 12% Basic Armor Reistance mod: 9%
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1498
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Posted - 2014.12.23 08:00:00 -
[45] - Quote
Although honestly, I don't even think there should be resistance modules.
In EVE, you can tell if an enemy is using a fit that resists your weapons, and you have enough time to react to that by switching ammo types. This is part of the reason they work there.
You just can't really do either in Dust. They would either be horribly underpowered, or overpowered. There really isn't an inbetween here because its a shooter, not a Spaceship MMO.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5936
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Posted - 2014.12.23 18:25:00 -
[46] - Quote
Fizzer XCIV wrote:Although honestly, I don't even think there should be resistance modules.
In EVE, you can tell if an enemy is using a fit that resists your weapons, and you have enough time to react to that by switching ammo types. This is part of the reason they work there.
You just can't really do either in Dust. They would either be horribly underpowered, or overpowered. There really isn't an inbetween here because its a shooter, not a Spaceship MMO.
really the only way to do it is omni resists in lieu of plates or extenders. they would allow players to build better recovery tank builds while not being mandatory to swap away from plate/extender builds.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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