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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1923
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Posted - 2015.03.14 02:40:00 -
[1] - Quote
1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1923
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Posted - 2015.03.14 02:49:00 -
[2] - Quote
Tread Loudly 2 wrote:Sir Dukey wrote:1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
I'm going to assume you were here pre-echo. right? If not people considered Madrugar's inoperable and asked for it to get a buff all the while people wanted a nerf on the Shield side of things which basically caused what we have now... A more extreme case of what we had pre-echo...
And??
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1923
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Posted - 2015.03.14 03:16:00 -
[3] - Quote
Tread Loudly 2 wrote:Sir Dukey wrote:Tread Loudly 2 wrote:Sir Dukey wrote:1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
Ok, but first we need the hardeners balanced. I'm going to assume you were here pre-echo. right? If not people considered Madrugar's inoperable and asked for it to get a buff all the while people wanted a nerf on the Shield side of things which basically caused what we have now... A more extreme case of what we had pre-echo... And?? What we got out of these two sides is what both sides wanted... A nerf for one side and a buff for the other which ends up giving us a worse version of pre-echo... Which basically means the only thing that has changed is the face of the "op" tank... It is a problem because Versatility in HAV's is key. If the Gunlogi can be stepped up just a tad from where it was in echo as far as fitting capabilities... I feel like tank battles would be put onto a whole new level.... That's just my input
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1925
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Posted - 2015.03.14 15:10:00 -
[4] - Quote
Breakin Stuff wrote:After my visiting family Go home I'll check out the new HAVs.
Overpowered isn't likely to be my assessment honestly from what I am hearing so far.
They are not OP vs AV, but tank vs tank, madrugars are kicking Gunnlogi butt.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1925
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Posted - 2015.03.15 14:59:00 -
[5] - Quote
DeathwindRising wrote:there are too many factors at work not being addressed.
the original problem with the maddrugar was that it did not have the fitting to field a propper defense vs a gunnlogi that had tow low slots to boost it defenses. if the gunnlogi didnt have those two low slot then the gunnlogi would have been equal to a maddrugar.
the simple fix wouldve been to simply increase the maddrugars fitting.
the issue with the gunnlogi will always be its ability to use low slots to field a better defense.
to keep shield tanks and armor tanks from dual tanking, we shouldve use a fitting reduction bonus to them so that shield tanks could fit shield modules without an issue but not armor modules. the same for armor tanks. then we adjust the fitting to allow for "proper" defenses without the need for fitting mods on shield tanks but also leave them without enough fitting for armor mods.
use a percentage bonus to reduce fitting costs. so that armor mods can have crazy high pg costs that get reduced to nothing on maddrugars but remain for gunnlogis.
the cpu cost of shield hardeners is crazy. yes
the fact that armor hardeners last longer than shield hardeners while providing equal bonus with cheaper fitting costs? thats just wrong, and should be changed.
lower the armor hardeners to 30%. why? because they also effect armor reppers. by reducing incoming damage to to levels low enough that the armor reps can rep through them. thats a problem because armor reppers are passive, so they never stop. you currently cant kill a dual hardner maddrugar with a gunnlogi because the gunnlogis hardeners stop before the maddrugars. and neither tank can kill the other before its hardeners end.
Here's the thing though. My Gunnlogi's are fitted with complex CPU and PG expansions yet I still cannot full proto my high slots due to stupidly hight fitting requirements for Shield modules.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1931
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Posted - 2015.03.16 20:19:00 -
[6] - Quote
Just Gonna stand there and watch me burn, it's all right cuz I like the way you.... smirk?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1931
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Posted - 2015.03.16 20:31:00 -
[7] - Quote
Pokey Dravon wrote:DUST Fiend wrote:Pokey Dravon wrote:Back on topic...
While I actually am more of a fan of making hardeners similar if not identical, I also understand that people appreciate them being different which is also fine by me. If they're going to be the same, the ratios you presented need to be the same and the cooldown/duration needs to be the same.
If they're going to be different, I'd probably vote for a difference in resistance (though I'm reluctant to push the shield higher than its current 40%) in exchange for the Armor hardener's longer duration.
But again I honestly feel trying to make them different is more of a hassle than its worth. Making them equal is probably the simplest route in my opinion.
The problem with making them equal is that shields and armor aren't equal, therefor you will have differing performance despite having identical modules. Well at that point it comes down to secondary attributes the define the differences between the two which gives shields advantages over armor's higher eHP. This is admittedly more difficult to balance, so it may be simply more viable to make the resistances different. I was honestly shocked at the choice to move armor from 25% to 40%. I expected something more along the lines of 30-35%
The way I see it, the things Armor loses on due to Armor Damaging weapons, Armor makes up by having far superior HP wise plates and natural 500 Armor over Shield tanks.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1933
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Posted - 2015.03.17 00:51:00 -
[8] - Quote
THUNDERGROOVE wrote:Sir Dukey wrote: The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
If you pulled your head out of your ass you'd remember that large turrets take up well over half of your PG
If you actually played the game, you would know that proto large missile turret costs 100 less CPU than the Shield Hardener. Oh and PG is not a problem for any of my tanks.
P.S. I don't remember Blaster Turrets costing less PG than the Hardener so why on earth is shield hardener costing more CPU than a LArge proto missile?
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1934
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Posted - 2015.03.17 01:48:00 -
[9] - Quote
Doc DDD wrote:Pokey Dravon wrote:DUST Fiend wrote:Pokey Dravon wrote:Back on topic...
While I actually am more of a fan of making hardeners similar if not identical, I also understand that people appreciate them being different which is also fine by me. If they're going to be the same, the ratios you presented need to be the same and the cooldown/duration needs to be the same.
If they're going to be different, I'd probably vote for a difference in resistance (though I'm reluctant to push the shield higher than its current 40%) in exchange for the Armor hardener's longer duration.
But again I honestly feel trying to make them different is more of a hassle than its worth. Making them equal is probably the simplest route in my opinion.
The problem with making them equal is that shields and armor aren't equal, therefor you will have differing performance despite having identical modules. Well at that point it comes down to secondary attributes the define the differences between the two which gives shields advantages over armor's higher eHP. This is admittedly more difficult to balance, so it may be simply more viable to make the resistances different. I was honestly shocked at the choice to move armor from 25% to 40%. I expected something more along the lines of 30-35% At this point the only thing that makes sense is to give shields the original 60% damage reduction to hardeners. Unless Ratatti is looking to slash armor hardener duration to 24 seconds base from 41 or whatever they are.. his shield nerfs so far make no sense unless hardener efficiency increases dramatically.
It's not even duration/cool down. The Shield hardener has far higher fitting costs.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1935
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Posted - 2015.03.17 19:05:00 -
[10] - Quote
True Adamance wrote:Doc DDD wrote:
Yeah, again, this isn't Eve.
Maybe go play Eve?
We are trying to bring somesort iof balance to shield and armor tanks rather than just have shield tanks living in the redline, where armor tanks would still do a better job.
Shield hardener increase to 60% is a good start given the shorter duration.
I don't believe continuity between EVE and Dust is necessarily a negative thing. In fact your yourself have said the earliest builds were some of your favourites if I am not mistaken. Those builds are arguably the closest to EVE mechanics Dust vehicles have ever been exposed to. Rather than reverting back to a figure we know was bad, in a climate where multi hardener stacking is rife, and one that was changed because of its imbalance we should look to other values. I'm sure there will be many suggestions. For a whole six seconds 20% extra resistance is rather unreasonable don't you think? Consider of course how easy it would be to exploit fittings using two such hardeners and being still able to attain very competitive raw shield values.
20% extra doesn't seem unreasonable considering the fact that shield tank hardeners don't last as long, don't cool down as fast, we don't rep passive shield through them, and they cost a lot more resources.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1935
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Posted - 2015.03.17 19:08:00 -
[11] - Quote
Pokey Dravon wrote:The large difference between armor hardeners and shield hardeners (15% difference) was a huge contributing factor in the power difference between the two taking styles. Moving Shield hardeners to 60% would bring back the same problem but even worse with a larger (20%) difference. That really seems really counter intuitive to me.
Let's reduce the fitting on the shield boosters, get the regulators in the low slots, and at least for the time being match the duration of the shield hardeners to that of the armor hardeners, and see where things play out over the next couple of weeks. I think you've said yourself that some things can't be figured out on paper, so lets just make some minor corrections/fixes on the most glaring issues for now and see what needs to happen after that.
Ah ah ah... don't forget to reduce the CPU cost of Shield extenders so they take up 13% of the total CPU on a Shield tank and increase PG by 4% so they take up 13% total PG on shield tank.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1946
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Posted - 2015.03.21 01:53:00 -
[12] - Quote
Velvet Overkill wrote:Pokey Dravon wrote:Sir Dukey wrote:Pokey Dravon wrote:The large difference between armor hardeners and shield hardeners (15% difference) was a huge contributing factor in the power difference between the two taking styles. Moving Shield hardeners to 60% would bring back the same problem but even worse with a larger (20%) difference. That really seems really counter intuitive to me.
Let's reduce the fitting on the shield boosters, get the regulators in the low slots, and at least for the time being match the duration of the shield hardeners to that of the armor hardeners, and see where things play out over the next couple of weeks. I think you've said yourself that some things can't be figured out on paper, so lets just make some minor corrections/fixes on the most glaring issues for now and see what needs to happen after that. Ah ah ah... don't forget to reduce the CPU cost of Shield extenders so they take up 13% of the total CPU on a Shield tank and increase PG by 4% so they take up 13% total PG on shield tank. Yep that too. Like I get if Rattati was trying to avoid a certain fit by tweaking fitting to prevent it, I totally get that. But never should one hardener be innately equal or better than the other in every way, which is what we have now. Regulators would also need a cut in fitting requirements; for a passive module it uses up a lot of PG and it also takes up a slot that could be used for fitting mods.
Currently, none of my fits are without both lows dedicated to CPU and PG expansions.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1962
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Posted - 2015.03.25 04:07:00 -
[13] - Quote
bumparoo.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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