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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1511
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Posted - 2014.12.24 01:32:00 -
[1] - Quote
There are so many shieldtankerswhiners that complain about Gallente and Amarr suits using Damage Mods, and they are completely moronic to do so. But they are also completely moronic in general, soo... I mean, what else are they supposed to equip there besides Shield Extenders? Those are the only 2 modules that are actually helpful for them! Anything else would either be practically useless, or pointless without other mods.
Do you expect them to equip myofibrils and waddle at you so you can get easymode? Do you expect them to equip rechargers that they would get no use out of? Do you expect them to equip range mods that are useless without enhancers? Get real!
If we want them to stop using so much Damage Mods and Shield Extenders, we are going to have to give them an alternative that is actually as useful to them as Extenders or Damage Mods. Period.
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
Armor has always been bad.
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Piercing Serenity
PFB Pink Fluffy Bunnies
779
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Posted - 2014.12.24 02:52:00 -
[2] - Quote
*This is slightly off topic from your OP, which I believe should be considered*
From my perspective, the source of trouble between Armor and Shield balance is that armor is balanced around teamwork while shields are not balanced around anything. Map design has only exacerbated the issue.
When players armor tank, they have greater flexibility in battle. You can add all Armor HP modules to your low slots, and have a teammate with a repair tool to make up for your suit's weakness - low regeneration capabilities. You can fortify your position by having teammates drop triage hives at your feet. And yes, you can also use damage mods (Personally, I never use them and don't see the big reason for complaining).
When players shield tank, they suffer all of their penalties alone. There are no options for a Logi to reduce the Shield delay penalty that you incur if you stack all extenders, and there is no way for you to fortify yourself in a good position - based on your tank - if you so chose. Moreover, as has been mentioned many times before, shield regeneration lacks a damage threshold to stop the regen.
I am of the opinion that if you pit one armor tanker against one shield tanker, you would have no way of determining the victor before hand. You would have to take into account ranges, cover, etc. However, I am also of the opinion that if you put a team of pure armor tankers against a team of pure shield tankers, the armor tankers would win 8 times out of 10. That is where the imbalance lies, in my opinion
Ultimately, I think that shield tanking is balanced on a micro (1v1) level, and unbalanced on a macro (team) level.
Closed Beta Vet (E3 Build), Former PFBHz
Best Corps Battled (Personally): Imperfects, TeamPlayers, Hellstorm
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1437
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Posted - 2014.12.24 04:02:00 -
[3] - Quote
Yea lol CalAss imitation: "hurr durr im stupid cal assault vixiem scrumblar rifla wif tree damege mods iz too op for my op rail rifla to handle hurr durr equip precision enhooncers cuz damege mod two op hurr durr" hahahahahah lolno, everyone wants to make their suit the best they can for best results. Unless heat buildup reducing mods get released for highs im keeping my triple damage mod viziams
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3262
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Posted - 2014.12.24 04:49:00 -
[4] - Quote
Ive always said that there should be a module that gives you a huge boost to armor regen after not taking damage for X seconds (10 probably), so that there is an alternative.
But in exchange, shield suits would need better inherent regen (esp. the minmitar...they SUCK at shield regen)
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1512
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Posted - 2014.12.24 05:41:00 -
[5] - Quote
Gavr1lo Pr1nc1p wrote:Ive always said that there should be a module that gives you a huge boost to armor regen after not taking damage for X seconds (10 probably), so that there is an alternative.
But in exchange, shield suits would need better inherent regen (esp. the minmitar...they SUCK at shield regen)
I kind of like that idea, but I also like the idea of an "Emergency Armor Repairer". It drastically increeases your armor repair rate, with the Complex Ones boosting it by about 20hp/s, but it only turns on if your armor dips below 10%, and it only stays turned on for 10 seconds. Or something like that...
Someone's gotta tell the stupids that their ideas are bad, and I guess it's my job...
Armor has always been bad.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1149
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Posted - 2014.12.24 09:07:00 -
[6] - Quote
Myofibs will be slightly more competitive once the jump bonus is implemented, but I doubt anybody but scouts would be interested in that. Then there's also moving codebreakers to high slots, which we've been asking for for months... still hoping that change goes through.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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The True Inferno
Myrmidon Syndicate
133
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Posted - 2014.12.24 09:39:00 -
[7] - Quote
Pseudogenesis wrote:Myofibs will be slightly more competitive once the jump bonus is implemented, but I doubt anybody but scouts would be interested in that. Then there's also moving codebreakers to high slots, which we've been asking for for months... still hoping that change goes through.
Wait, a jump boost correct?!
OMG if I stack these on my heavy it might finally be able to jump over that ledge!
ScP = GÖÑ
Burst AR all the way!
An Ace Pilot
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1152
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Posted - 2014.12.24 11:31:00 -
[8] - Quote
The True Inferno wrote:Pseudogenesis wrote:Myofibs will be slightly more competitive once the jump bonus is implemented, but I doubt anybody but scouts would be interested in that. Then there's also moving codebreakers to high slots, which we've been asking for for months... still hoping that change goes through. Wait, a jump boost correct?! OMG if I stack these on my heavy it might finally be able to jump over that ledge! Yes, a jump boost. Ratatti has all but confirmed it for next patch. I'm really really happy about it, I might just put myofibs in my high slots instead of damage or HP mods
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Ku Shala
The Generals
1089
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Posted - 2014.12.24 15:03:00 -
[9] - Quote
The True Inferno wrote:Pseudogenesis wrote:Myofibs will be slightly more competitive once the jump bonus is implemented, but I doubt anybody but scouts would be interested in that. Then there's also moving codebreakers to high slots, which we've been asking for for months... still hoping that change goes through. Wait, a jump boost correct?! OMG if I stack these on my heavy it might finally be able to jump over that ledge! only with 3 complex stimulants
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Burst RR should fire like a charge sniper
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Cat Merc
Fatal Absolution General Tso's Alliance
14064
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Posted - 2014.12.24 18:18:00 -
[10] - Quote
Piercing Serenity wrote:*This is slightly off topic from your OP, which I believe should be considered*
From my perspective, the source of trouble between Armor and Shield balance is that armor is balanced around teamwork while shields are not balanced around anything. Map design has only exacerbated the issue.
When players armor tank, they have greater flexibility in battle. You can add all Armor HP modules to your low slots, and have a teammate with a repair tool to make up for your suit's weakness - low regeneration capabilities. You can fortify your position by having teammates drop triage hives at your feet. And yes, you can also use damage mods (Personally, I never use them and don't see the big reason for complaining).
When players shield tank, they suffer all of their penalties alone. There are no options for a Logi to reduce the Shield delay penalty that you incur if you stack all extenders, and there is no way for you to fortify yourself in a good position - based on your tank - if you so chose. Moreover, as has been mentioned many times before, shield regeneration lacks a damage threshold to stop the regen.
I am of the opinion that if you pit one armor tanker against one shield tanker, you would have no way of determining the victor before hand. You would have to take into account ranges, cover, etc. However, I am also of the opinion that if you put a team of pure armor tankers against a team of pure shield tankers, the armor tankers would win 8 times out of 10. That is where the imbalance lies, in my opinion
Ultimately, I think that shield tanking is balanced on a micro (1v1) level, and unbalanced on a macro (team) level. Oh, look at that, an argument I can see merit in instead of the usual "ARMOR OP PLZ NURF LOOK AT DAT HP".
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
14064
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Posted - 2014.12.24 18:19:00 -
[11] - Quote
Pseudogenesis wrote:The True Inferno wrote:Pseudogenesis wrote:Myofibs will be slightly more competitive once the jump bonus is implemented, but I doubt anybody but scouts would be interested in that. Then there's also moving codebreakers to high slots, which we've been asking for for months... still hoping that change goes through. Wait, a jump boost correct?! OMG if I stack these on my heavy it might finally be able to jump over that ledge! Yes, a jump boost. Ratatti has all but confirmed it for next patch. I'm really really happy about it, I might just put myofibs in my high slots instead of damage or HP mods I am wondering just how much of a boost it is. It might be absolutely amazing for my aggressive Gal Assault.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Zaria Min Deir
OSG Planetary Operations Covert Intervention
964
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Posted - 2014.12.24 18:25:00 -
[12] - Quote
Cat Merc wrote:Piercing Serenity wrote:*This is slightly off topic from your OP, which I believe should be considered*
From my perspective, the source of trouble between Armor and Shield balance is that armor is balanced around teamwork while shields are not balanced around anything. Map design has only exacerbated the issue.
When players armor tank, they have greater flexibility in battle. You can add all Armor HP modules to your low slots, and have a teammate with a repair tool to make up for your suit's weakness - low regeneration capabilities. You can fortify your position by having teammates drop triage hives at your feet. And yes, you can also use damage mods (Personally, I never use them and don't see the big reason for complaining).
When players shield tank, they suffer all of their penalties alone. There are no options for a Logi to reduce the Shield delay penalty that you incur if you stack all extenders, and there is no way for you to fortify yourself in a good position - based on your tank - if you so chose. Moreover, as has been mentioned many times before, shield regeneration lacks a damage threshold to stop the regen.
I am of the opinion that if you pit one armor tanker against one shield tanker, you would have no way of determining the victor before hand. You would have to take into account ranges, cover, etc. However, I am also of the opinion that if you put a team of pure armor tankers against a team of pure shield tankers, the armor tankers would win 8 times out of 10. That is where the imbalance lies, in my opinion
Ultimately, I think that shield tanking is balanced on a micro (1v1) level, and unbalanced on a macro (team) level. Oh, look at that, an argument I can see merit in instead of the usual "ARMOR OP PLZ NURF LOOK AT DAT HP". BURN THE WITCH!
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5969
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Posted - 2014.12.24 18:26:00 -
[13] - Quote
Piercing Serenity wrote:*This is slightly off topic from your OP, which I believe should be considered*
From my perspective, the source of trouble between Armor and Shield balance is that armor is balanced around teamwork while shields are not balanced around anything. Map design has only exacerbated the issue.
When players armor tank, they have greater flexibility in battle. You can add all Armor HP modules to your low slots, and have a teammate with a repair tool to make up for your suit's weakness - low regeneration capabilities. You can fortify your position by having teammates drop triage hives at your feet. And yes, you can also use damage mods (Personally, I never use them and don't see the big reason for complaining).
When players shield tank, they suffer all of their penalties alone. There are no options for a Logi to reduce the Shield delay penalty that you incur if you stack all extenders, and there is no way for you to fortify yourself in a good position - based on your tank - if you so chose. Moreover, as has been mentioned many times before, shield regeneration lacks a damage threshold to stop the regen.
I am of the opinion that if you pit one armor tanker against one shield tanker, you would have no way of determining the victor before hand. You would have to take into account ranges, cover, etc. However, I am also of the opinion that if you put a team of pure armor tankers against a team of pure shield tankers, the armor tankers would win 8 times out of 10. That is where the imbalance lies, in my opinion
Ultimately, I think that shield tanking is balanced on a micro (1v1) level, and unbalanced on a macro (team) level.
Nicely said.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Cat Merc
Fatal Absolution General Tso's Alliance
14064
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Posted - 2014.12.24 18:27:00 -
[14] - Quote
Zaria Min Deir wrote:Cat Merc wrote: Oh, look at that, an argument I can see merit in instead of the usual "ARMOR OP PLZ NURF LOOK AT DAT HP".
BURN THE WITCH!
Earlier, in a skype conversation:
Mobius Wyvern wrote: Oh my god An intelligent post on shield/armor balance
Zaria Min Deir wrote: BURN IT WITH FIRE
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4144
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Posted - 2014.12.24 18:31:00 -
[15] - Quote
I know I've said this before but...
Armor Pump High Slot Module Increases Armor Repair Rate by a %
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Jacques Cayton II
Kaalmayoti Warzone Control
1292
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Posted - 2014.12.25 13:42:00 -
[16] - Quote
Fizzer XCIV wrote:There are so many shieldtankerswhiners that complain about Gallente and Amarr suits using Damage Mods, and they are completely moronic to do so. But they are also completely moronic in general, soo... I mean, what else are they supposed to equip there besides Shield Extenders? Those are the only 2 modules that are actually helpful for them! Anything else would either be practically useless, or pointless without other mods.
Do you expect them to equip myofibrils and waddle at you so you can get easymode? Do you expect them to equip rechargers that they would get no use out of? Do you expect them to equip range mods that are useless without enhancers? Get real!
If we want them to stop using so much Damage Mods and Shield Extenders, we are going to have to give them an alternative that is actually as useful to them as Extenders or Damage Mods. Period.
The reason we whine is due to eve side damage mods are low slots.
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Kaalmayoti Warzone Control
1292
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Posted - 2014.12.25 13:47:00 -
[17] - Quote
Zindorak wrote:Yea lol CalAss imitation: "hurr durr im stupid cal assault vixiem scrumblar rifla wif tree damege mods iz too op for my op rail rifla to handle hurr durr equip precision enhooncers cuz damege mod two op hurr durr" hahahahahah lolno, everyone wants to make their suit the best they can for best results. Unless heat buildup reducing mods get released for highs im keeping my triple damage mod viziams What? You can't at all see why a cal assault would get mad... Also I'm a firm believer that you shouldn't be able to stack more than 2 damage mods
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Kaalmayoti Warzone Control
1292
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Posted - 2014.12.25 13:49:00 -
[18] - Quote
Pokey Dravon wrote:I know I've said this before but...
Armor Pump High Slot Module Increases Armor Repair Rate by a % No unless its really really really low armor repping is ridiculous as is
We fight for the future of the State not our
personal goals
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1745
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Posted - 2014.12.25 13:56:00 -
[19] - Quote
Jacques Cayton II wrote:Fizzer XCIV wrote:There are so many shieldtankerswhiners that complain about Gallente and Amarr suits using Damage Mods, and they are completely moronic to do so. But they are also completely moronic in general, soo... I mean, what else are they supposed to equip there besides Shield Extenders? Those are the only 2 modules that are actually helpful for them! Anything else would either be practically useless, or pointless without other mods.
Do you expect them to equip myofibrils and waddle at you so you can get easymode? Do you expect them to equip rechargers that they would get no use out of? Do you expect them to equip range mods that are useless without enhancers? Get real!
If we want them to stop using so much Damage Mods and Shield Extenders, we are going to have to give them an alternative that is actually as useful to them as Extenders or Damage Mods. Period.
The reason we whine is due to eve side damage mods are low slots. You don't see me whining about not having speed mods for my highs(mids) do you? Do you?
Because I'd gladly give you the damage mods if I could get some mods that make me faster. Not kin cats though. Just faster, as in base speed. Yeah.
So yeah. Stop the bitchin about damage mods it is getting old, and y'all sound entitled as ****, like the only bad or unfair things happen to you or something.
Until there are better mods, or good alternatives in the high slots, none of you have any right at all to whine about damage mods in any way.
Likes for likes also cake.
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Alena Ventrallis
Vengeance Unbound
2338
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Posted - 2014.12.25 17:00:00 -
[20] - Quote
The problem with armor/shields is that armor not only has high HP, but with damage mods it also gets high damage. They get the best of both worlds, whereas shields have none. Regen is only good so long as a. There's a damage threshold and b. There's nothing that can wipe out shields with one toss. Damage .ODs in the lows with biotics/ewar in the highs means armor can have better utility, while shields can have better damage. As it is, shields can barely fit all shield mods in the highs/lows while still having fitting/slots left for biotics or anything else. Armor need only worry about the lows for tank, and can fit whatever they want in the highs, damage mods being the most preferable option.
The problem isn't high health. The problem is high health AND high damage AND team support. Moving damage mods to the lows and moving utility to the highs gives better balance. Shields get high Regan and high damage for skirmish warfare, armor has high health and team support for a more stand and deliver play style.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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DDx77
The Exemplars RISE of LEGION
55
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Posted - 2014.12.25 17:40:00 -
[21] - Quote
Piercing Serenity wrote:*This is slightly off topic from your OP, which I believe should be considered*
From my perspective, the source of trouble between Armor and Shield balance is that armor is balanced around teamwork while shields are not balanced around anything. Map design has only exacerbated the issue.
When players armor tank, they have greater flexibility in battle. You can add all Armor HP modules to your low slots, and have a teammate with a repair tool to make up for your suit's weakness - low regeneration capabilities. You can fortify your position by having teammates drop triage hives at your feet. And yes, you can also use damage mods (Personally, I never use them and don't see the big reason for complaining).
When players shield tank, they suffer all of their penalties alone. There are no options for a Logi to reduce the Shield delay penalty that you incur if you stack all extenders, and there is no way for you to fortify yourself in a good position - based on your tank - if you so chose. Moreover, as has been mentioned many times before, shield regeneration lacks a damage threshold to stop the regen.
I am of the opinion that if you pit one armor tanker against one shield tanker, you would have no way of determining the victor before hand. You would have to take into account ranges, cover, etc. However, I am also of the opinion that if you put a team of pure armor tankers against a team of pure shield tankers, the armor tankers would win 8 times out of 10. That is where the imbalance lies, in my opinion
Ultimately, I think that shield tanking is balanced on a micro (1v1) level, and unbalanced on a macro (team) level.
You are right on topic, well said
Was just thinking what if they compartmentalized energizers/rechargers and just made the regenerative rate a little less than what the energizer is now and also took away the shield penalty? - this could free up a slot for an additional extender
- what about a shield boost module that you have to select and activate (just like on tanks) giving you a quick 100- 200 shield hp?
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Arkena Wyrnspire
Fatal Absolution
20530
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Posted - 2014.12.25 18:46:00 -
[22] - Quote
Alena Ventrallis wrote:TRegen is only good so long as a. There's a damage threshold
Agreed. There ought to be a threshold. Not huge, less than 50, but high enough to prevent a tiny plink on the shields from preventing regeneration.
Quote: and b. There's nothing that can wipe out shields with one toss.
The flux grenade is not nearly as effective as many credit it to be. One flux grenade will cripple a shield tanker. Yes. What happens if an armour tanker gets hit by a core? They get crippled, if not killed outright.
Quote:Damage .ODs in the lows with biotics/ewar in the highs means armor can have better utility, while shields can have better damage.
You are suggesting the following switch, correct?
Lows to highs: Kinetic Catalysers Cardiac Regulators Profile Dampeners Range Amplifiers Codebreakers
Highs to lows: Damage modifiers
I'm curious if you realise the ramifications of that change. I'm not personally opposed to it, but that is potentially catastrophic for, as an example, scout balance, as it becomes a huge EWAR shakeup.
Quote:As it is, shields can barely fit all shield mods in the highs/lows while still having fitting/slots left for biotics or anything else. Armor need only worry about the lows for tank, and can fit whatever they want in the highs, damage mods being the most preferable option.
The idea that armour tankers can fit everything easily while shield tankers cannot is pure fantasy.
Shield and armour modules have generally similar fitting requirements, although armour is slightly more slanted towards PG and shields are slanted towards CPU - which is made up for by shield tanking suits inherently having higher CPU and armour suits inherently having more PG.
At what point does a shield tanker suffer from fitting requirements that are far beyond what armour has to put up with?
On the topic of team support - shields needs a tool for it. The idea of a shield rep tool to kickstart the regen has been bounced around a lot, for instance.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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