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Thread Statistics | Show CCP posts - 1 post(s) |
Nocturnal Soul
Primordial Threat
5942
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Posted - 2015.03.15 19:56:00 -
[1] - Quote
I'm going to skip my usual post of honey dipped words and just flat out ask why this isn't a thing or hasn't been publicly considered since I know you can create modules as evident with vehicle shield regulators and dispersion mods. Its such a huge part of EVE that entire ship bonuses revolve around them. To have these in Dust would add a whole new level of intense fittings not plagued with HP mods but instead support functions.
Plus its kinda what the Amarr do.
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5944
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Posted - 2015.03.15 20:19:00 -
[2] - Quote
True Adamance wrote:Are you referring to any of the following
Reactive Plating - Plating that has comparatively low resistances across the board but adjusts its primary resistance types based on incoming damage.
Energized Plating- Static across the board resistances.
Damage Type Specific Plating - Higher Resistance values vs a single damage type. The 1st & 3rd
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5945
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Posted - 2015.03.15 20:54:00 -
[3] - Quote
True Adamance wrote:Nocturnal Soul wrote:True Adamance wrote:Are you referring to any of the following
Reactive Plating - Plating that has comparatively low resistances across the board but adjusts its primary resistance types based on incoming damage.
Energized Plating- Static across the board resistances.
Damage Type Specific Plating - Higher Resistance values vs a single damage type. The 1st & 3rd Reactive would be damn difficult to do and most certainly only useful on Sentinels given TTK is longer on them. Damage Type Specific could work wonders, especially for Shield Suits to plug the EM resistance against Laser Weapons. Change sentinel bonus to module efficiency, that way it only applies when you fit one. Maybe start low with 3%,5%, and 7% just like light damage mods.
Shields would naturally get a higher % due to lower HP module which should ease some pain for the Caldari.
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5947
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Posted - 2015.03.15 22:26:00 -
[4] - Quote
Sgt Kirk wrote:Reactive playing could work on vehicle modules and I'd love to have that.
It could work for infantry too but it would be too difficult to work with it. Care to explain why it would be to difficult?
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5947
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Posted - 2015.03.15 22:42:00 -
[5] - Quote
True Adamance wrote:Nocturnal Soul wrote:Sgt Kirk wrote:Reactive playing could work on vehicle modules and I'd love to have that.
It could work for infantry too but it would be too difficult to work with it. Care to explain why it would be to difficult? Reactive Plating works under the premise that over time the values shift from being universal across all damage types into one single damage type. Aka its a resistance plate the gets better the longer the same damage type is used against it. Infantry combat has too low a TTK for this to be a useful module on anything but a sentinel in most respects so finding a place for it that isnt solely the doman of the Sentinel is tricky. That's even before programming something like this into the game.... Ooh I didn't know that, I thought it was just a low flat bonus to all damage types... So I guess that's what energized plates are right?
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5947
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Posted - 2015.03.15 22:58:00 -
[6] - Quote
Well then, Type specific & Regular/Energized plating it is. Now we just need a response from Rattati...which could take forever.
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Nocturnal Soul
Primordial Threat
5959
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Posted - 2015.03.16 02:46:00 -
[7] - Quote
I'd rather keep it simple on all accounts, reactive plates seem like a feature for "legion"
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Nocturnal Soul
Primordial Threat
5964
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Posted - 2015.03.16 07:56:00 -
[8] - Quote
Whoa whoa whoa now Fizz, I'm definitely a firm believer in having passive resist on infantry due to the fact the game is too chaotic to simple use to great effectiveness which is balanced by its high CPU cost and low % as True said.
P.s. thanks for starting the party while I slept :(
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5966
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Posted - 2015.03.16 11:33:00 -
[9] - Quote
Nice post Sole but adding a resistance mod of type specific only makes you weaker in a way because it takes up a slot that could be used for a HP,biotics, ewar, and other shield supportive modules.
These resistance mods are suppose to be good enough to make you think twice about choosing it or more hp
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5969
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Posted - 2015.03.16 14:56:00 -
[10] - Quote
dzizur wrote:we're inventing new ways of tanking and modules based around living longer... yeah, because there's so much diversity in infantry modules.
EWAR - we got damps and precisions (dont get me started on range amps..) BIOTICS - running, stamina , melee and jump (funny how people got pissed about introducing a new and refreshing mechanic) DAMAGE - well.. nothing to see here, just GIMME MOAR DAMAGE mods (yeaaah, 4 types..) KING HP - 3 types of plates, armor reps, shield extenders, shield rechargers, shield regulators (and one more which I don't remember name)
I like the idea of having resistance modules, as it adds diversity, but don't you guys think there are other modules that would enrich gameplay than just "oh, lemme live longer" mods?
Gotta start somewhere, why not here :D
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5969
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Posted - 2015.03.16 15:02:00 -
[11] - Quote
Vyuru wrote:Just tossing this out there, will let other's deal with the math and stuff.
You ought to consider two types of damage reduction modules, shield and armor.
I would suggest for shield damage reduction modules to be in the highs.
Armor damage reduction modules in the lows.
This lets both shield and armor tankers be able to participate in this, and this way people have to sacrifice ehp in order to balance out the -damage modules. Otherwise you will have an imbalance. Not trying to be a D but did you even read anything past the OP?
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5971
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Posted - 2015.03.16 22:03:00 -
[12] - Quote
Agreed
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5971
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Posted - 2015.03.16 23:45:00 -
[13] - Quote
Avallo Kantor wrote:I'll add a google doc when I get out of work, but I decided to do a bit of numbers on my idea (basing CPU / PG on the % difference between tank extenders / hardeners)
Proposal is based on ~120% CPU and ~53% PG of same level Extender / Plate:
Name Resist CPU PG Basic Shield 10% 22 2 Enh Shield 20% 44 3 Proto Shield 25% 66 6
Basic Armor 10% 11 2 Enh Armor 20% 22 4 Proto Armor 25% 44 7 Vehicle tanks?
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5975
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Posted - 2015.03.17 02:22:00 -
[14] - Quote
I absolutely have to commend you on your work Aeon, but the efficiency bonus to the skill seems a bit much. Care to explain why you chose such numbers?
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5977
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Posted - 2015.03.17 03:20:00 -
[15] - Quote
@Rattati & All else, I strongly believe if this is to happen the sentinel bonus needs to be changed...perhaps to module efficiency of equipped resistance mods
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Nocturnal Soul
Primordial Threat
5977
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Posted - 2015.03.17 03:29:00 -
[16] - Quote
Aeon Amadi wrote:Nocturnal Soul wrote:@Rattati & All else, I strongly believe if this is to happen the sentinel bonus needs to be changed...perhaps to module efficiency of equipped resistance mods That'd be pretty cash. Would also limit how many Sentinels fit straight up buffer (plates/extenders) and give them legitimate weaknesses if they fit with their racial bonus and only lessen the weaknesses if they fit to cover the resistance holes. Something like: Amarr Sentinel - 3% efficacy to (Explosive) Resistance Modules, 2% efficacy to (Kinetic) Resistance Modules per level. That's real nice
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Nocturnal Soul
Primordial Threat
5978
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Posted - 2015.03.17 03:31:00 -
[17] - Quote
Avallo Kantor wrote:As to my statements about the Adaptive mods being a calculateable best choice: I am comparing them to buffer mods (Such as shield extenders)
As a rough example: 36.3 - HP from basic Shield Extender with max skills
7.5% - Resists to all via the Adaptive Shield Resistance amplifiers.
So, by math, you can arrive at the Shield HP value at which an Adaptive mod provides more EHP than a same level Extender. With the added benefit of being the only mod able to resist explosive splash.
Do you see what I mean by the "always best choice" at a certain point? To be fair even though its not said I think most respectable armor tankers would fully accepts a increase to shield extender HP. Maybe up to Ferro levels
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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Nocturnal Soul
Primordial Threat
5981
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Posted - 2015.03.17 11:38:00 -
[18] - Quote
Breakin Stuff wrote:Pokey Dravon wrote:Alright I'll run some numbers later. I have some core concerns with the potential disparity between usefulness on lighter frames vs heavier frames. It's late so I may be fudging the math in my head, so I'll confirm and get back to you. Resistance mods are inherently. More useful on high- HP/ rapid rep suits. Resist mods will be nominally useful at best on scouts. Yeah, as BS(ha) said more hp... *descends back into troll cave*
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LASERS BTCH!!!!!!
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Nocturnal Soul
Primordial Threat
5985
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Posted - 2015.03.18 23:25:00 -
[19] - Quote
*Looks up at the sky* I think we've come to a central idea Rattati!
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LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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