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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2770
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Posted - 2015.03.22 01:19:00 -
[1] - Quote
With echo, Maddies were revived and are now the go-to tank for everything. Even with the overwhelming prevalence of armor damaging AV weaponry. Out of all the AV weaponry in the game, there are only 2 that are slightly shield oriented: the large blaster and the plasma cannon. And yet, despite this armor damage bias, the Maddy is flourishing and the Gunnlogi suffers. I believe we need to buff Gunnlogis a little so that they may be competitive as well, and I believe the shield hardener is the method by which to do this.
The buff is simple: increase shield hardener resistance. I will make the case for 60% resistance, but 50% will suffice if you feel 60% is too much.
AV fears: perma-hardened Gunnlogis
Now I remember when 1.7 first dropped, perma-hardened Gunnlogis were the way to go. One 60% hardener was enough to stop swarms from breaking the shield regen. With 3 hardeners, one could basically be permanently immune to swarms in a Gunnlogi. However, this is no longer possible, even with 60% hardeners. Some math.
If memory serves, the threshold for damage is 102 for tanks. Now, back in 1.7, swarms were doing 220 damage per missile. Now missiles are 20% weaker to shield, which means that 220 is now doing 176. One 60% hardener reduces this damage to 70.4, well below the damage threshold. No amount of skills or mods could bring these missiles above the threshold. The nerf to hardener amount was justified in this environment. Gunnlogi's being perma-hardened were truly OP.
Now, missile damage has been increased to 312 at the proto level. Now when we take into account natural shield resistance of 20% for 249.6 damage. One 60% hardener decreases this to 99.84. This is below the threshold for damage. however, a single complex damage mod ups this damage to 108.82, which is over the threshold. With current swarms, it takes little effort to reach over the damage threshold; combined with the heavy fitting costs of hardeners and the lowered base health and shield regen , perma-hardened Gunnlogis are no longer a major threat.
ehp calculations
Let's compare how much a hardener adds to ehp on armor vs. shield. A complex 120mm plate adds 1885 armor. with a hardener giving 40% resistance, we get 2639 extra ehp. Now a complex heavy extender has a base health of 1325. a 40% hardener gives us a total ehp of 1855. As you can see, a plate provides more ehp than a comparable extender AND a hardener. This is why shield tanking isp than considered UP now. Armor can far more easily get better ehp than shields.
Now let's run the numbers with shield hardeners at 60%. A complex heavy extender has a base health of 1325. a 60% hardener gives a total ehp boost of 2120. For comparison, the heavy plate and armor hardener provided 2639. Even with a 60% hardener shield still has less ehp than armor. however, shield has free regen, so this slightly balances it out somewhat. To recap
120mm plate: 1885 hp 120mm plate with 40% hardener: 2639 ehp Heavy extender: 1325 hp Heavy extender with 40% hardener: 1855 ehp Heavy extender with 60% hardener: 2120 ehp
Conclusion
60% hardeners for shields will help balance out shields vs armor tanking when it comes to vehicles. now this will mean that AV will struggle harder to kill tanks. However, this is more to do with nearly all AV being armor based; Plasma cannons will still wreck Gunnlogis, especially with hardeners down. again, if 60% seems too much, then try 50% and see how that goes. But I believe buffing shield hardeners will help the Gunnlogi become just as viable as the Madrugar.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7701
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Posted - 2015.03.22 01:29:00 -
[2] - Quote
no, reverting the fitting cost will balance out shield hardeners.
Buffing them to 60 will make shield tanks more efficient than armor tanks again.
AV
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2770
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Posted - 2015.03.22 01:36:00 -
[3] - Quote
Read the numbers; even with 60%, armor gains more ehp than shield.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7702
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Posted - 2015.03.22 02:08:00 -
[4] - Quote
Alena Ventrallis wrote:Read the numbers; even with 60%, armor gains more ehp than shield. Gunnlogis were absolutely fine until the fitting nerfs were had. Refert the nerfs. boosting the EHP is unnecessary.
AV
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Shamarskii Simon
The Hundred Acre Hood
205
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Posted - 2015.03.22 13:52:00 -
[5] - Quote
Only reason why I somewhat agree is because armor hardeners are superior now.
While both have the same percentage, armor hardeners are: -Longer in duration -shorter in cooldown -easier to fit -repair is constant. -repair can be greater than shield recharge
This is why I agree! But I'm not sure 60% is the way ago... Maybe 45/50 for shields. 35/40 for armor.
Entering the void and becoming wind.
Message for 1v1 air to air
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Doc DDD
TeamPlayers Negative-Feedback
420
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Posted - 2015.03.22 17:06:00 -
[6] - Quote
Gunlogis need more ehp.. and fitting cost reduction |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5560
|
Posted - 2015.03.22 19:00:00 -
[7] - Quote
As I've said before, the large difference in % resist between Armor Hardeners and Shield Hardeners was part of what led to such a sever difference in the power between Shields and Armor. We had 15% difference before this recent change, now it's zero, and you want to increase it to 20%? This seems counterintutive.
Also if its going to take a proto swarm launcher with a proto damage mod to just break the threshold of a shield hardener, don't you think this will be problematic when the AV user is using lower tiered swarms? Lower tiers should do less damage yes, but that's a serious design flaw if some tiers effectively have abilities that others do not. In this case only proto would really be capable of stopping shield regen, this means the original issue that caused the 60 to 40% nerf would will persist for 2/3rds of swarm launchers....I just can't agree with that design.
In the past, Armor and Shield Hardeners were always within 5% of one another, so while I agree that if the Armor Hardener is going to have better duration/cooldown then there needs to be some resistance advantage of Shield Hardeners. Either decrease armor to 35% and keep Shield at 40% (this would be most similar to what it was in chrome, as vehicles had a natural 10% resistance from skills and armor was 25% and shield 30%), or simply increase shields to 35%.
Additionally we need to get Regulators into the low slots and likely ease up on their fitting. As I've stated before, 2 Complex Regs would drop the recharge delay of a Gunnlogi to 1.8, which means it would begin repping in between shots of most infantry AV. It's difficult to see how this will affect the overall power level, so we should get that fixed and see how it affects the meta.
Also shield boosting should be a more common thing in shield tanking in general, but currently they're far too hard to fit to be worth it. PG cost of boosters needs to be like....cut in half. If armor can heal constantly, shields need to be able to heal in large spikes of HP. Boosters accomplish this, but not at the fitting cost they currently have.
So while I think you are correct in that something needs to happen to help shields out, I think a jump to 60% would be unwise, and there are other things that can and should happen first before we go for a change that extreme.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17793
|
Posted - 2015.03.22 21:24:00 -
[8] - Quote
Pokey Dravon wrote:As I've said before, the large difference in % resist between Armor Hardeners and Shield Hardeners was part of what led to such a sever difference in the power between Shields and Armor. We had 15% difference before this recent change, now it's zero, and you want to increase it to 20%? This seems counterintutive.
Also if its going to take a proto swarm launcher with a proto damage mod to just break the threshold of a shield hardener, don't you think this will be problematic when the AV user is using lower tiered swarms? Lower tiers should do less damage yes, but that's a serious design flaw if some tiers effectively have abilities that others do not. In this case only proto would really be capable of stopping shield regen, this means the original issue that caused the 60 to 40% nerf would will persist for 2/3rds of swarm launchers....I just can't agree with that design.
In the past, Armor and Shield Hardeners were always within 5% of one another, so while I agree that if the Armor Hardener is going to have better duration/cooldown then there needs to be some resistance advantage of Shield Hardeners. Either decrease armor to 35% and keep Shield at 40% (this would be most similar to what it was in chrome, as vehicles had a natural 10% resistance from skills and armor was 25% and shield 30%), or simply increase shields to 35%.
Additionally we need to get Regulators into the low slots and likely ease up on their fitting. As I've stated before, 2 Complex Regs would drop the recharge delay of a Gunnlogi to 1.8, which means it would begin repping in between shots of most infantry AV. It's difficult to see how this will affect the overall power level, so we should get that fixed and see how it affects the meta.
Also shield boosting should be a more common thing in shield tanking in general, but currently they're far too hard to fit to be worth it. PG cost of boosters needs to be like....cut in half. If armor can heal constantly, shields need to be able to heal in large spikes of HP. Boosters accomplish this, but not at the fitting cost they currently have.
So while I think you are correct in that something needs to happen to help shields out, I think a jump to 60% would be unwise, and there are other things that can and should happen first before we go for a change that extreme.
Sums up almost all of my concerns. Shield HAV are not vastly underpowered they remain competitive as long as they are used correctly and while there are some disparities giving Shield HAV the capacity to fit multiple 60% hardeners ensures the continued reign of Shield HAV in roles they shouldn't excel at.
Small changes need to occur and the 35% Armour 40% shield model seems much more reasonable than a 20% buff suggestion.
Moreover if we can push Armour Reppers out of passive into an active module role with short terms rep values at their current strength we could see more options for both HAV open up.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2776
|
Posted - 2015.03.23 01:56:00 -
[9] - Quote
[quote=Pokey Dravon]As I've said before, the large difference in % resist between Armor Hardeners and Shield Hardeners was part of what led to such a sever difference in the power between Shields and Armor. We had 15% difference before this recent change, now it's zero, and you want to increase it to 20%? This seems counterintutive.
Also if its going to take a proto swarm launcher with a proto damage mod to just break the threshold of a shield hardener, don't you think this will be problematic when the AV user is using lower tiered swarms? Lower tiers should do less damage yes, but that's a serious design flaw if some tiers effectively have abilities that others do not. In this case only proto would really be capable of stopping shield regen, this means the original issue that caused the 60 to 40% nerf would will persist for 2/3rds of swarm launchers....I just can't agree with that design.
In the past, Armor and Shield Hardeners were always within 5% of one another, so while I agree that if the Armor Hardener is going to have better duration/cooldown then there needs to be some resistance advantage of Shield Hardeners. Either decrease armor to 35% and keep Shield at 40% (this would be most similar to what it was in chrome, as vehicles had a natural 10% resistance from skills and armor was 25% and shield 30%), or simply increase shields to 35%.
Additionally we need to get Regulators into the low slots and likely ease up on their fitting. As I've stated before, 2 Complex Regs would drop the recharge delay of a Gunnlogi to 1.8, which means it would begin repping in between shots of most infantry AV. It's difficult to see how this will affect the overall power level, so we should get that fixed and see how it affects the meta.
Also shield boosting should be a more common thing in shield tanking in general, but currently they're far too hard to fit to be worth it. PG cost of boosters needs to be like....cut in half. If armor can heal constantly, shields need to be able to heal in large spikes of HP. Boosters accomplish this, but not at the fitting cost they currently have.
So while I think you are correct in that something needs to happen to help shields out, I think a jump to 60% would be unwise, and there are other things that can and should happen first before we go for a change that extreme.[/quoteYou bring up some interesting points. I have a couple of disagreements though.
1. We can easily lower the threshold as well as buff the hardeners. 80 damage for instance. But being able to rep through swarms shouldn't be something only armor can do. Even if we go to active reps as True proposes, armor still has the ability to repair damage through attacks. A large part of the disparity between shields and armor is based on this, even at the infantry level. Active or passive, if reppers are up and running on armor, they always work, with no way of stopping them. Shield not only have lower reps than armor, but also can have their reps stopped. There should be a circumstance where this doesn't happen, and 60% hardeners allow for this.
2. I don't think fitting is going to help Gunnlogis as much as you think it will. For all intents and purposes, when activated a proto module is essentially the same as militia. The only difference is cooldown time. We can currently fit a Gunnlogi with basic active mods and proto passive ones and it would perform no different than a Gunnlogi with proto active mods, save the proto one can get back into the fight sooner. While one could argue the merits of faster cooldowns being an advantage, the problem arises when modules are up and running. Armor is simply better. It gains more health per hardener, can have higher reps than shield, and those reps are unable to be stopped. As I mentioned in the OP, armor gets far more ehp per hardener than shield. This is another part of the disparity. Armor simply takes more shots to kill of anything, even with the major armor bias of AV weaponry, both infantry and vehicle versions. This is why I suggest 60% hardeners; it closes the gap in terms of how much ehp they give. And even with 60% hardeners, armor still gains more ehp than shields do. I don't want to nerf Maddies though; I'd rather bring Gunnlogis up to the Maddy's level. Thus my proposal.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Vyzion Eyri
WarRavens
2651
|
Posted - 2015.03.23 02:16:00 -
[10] - Quote
Another way of thinking about it: make AV weaponry deal more damage to tank weak spots? Make more weak spots? Increase size of current weak spots? Make weak spots only affect tanks if it's armour; when in shields there are no 'weak spots' (not sure if it already works like that).
I don't know if buffing tanks and vehicle modules after such big changes to them have only recently occurred is the right move. I'd rather let the dust settle first. Not to mention any buffs to tanks will undoubtedly lead to buffs to AV which puts LAVs and Dropships even further down the path of getting one shot. Even if shield hardeners are usable by all vehicles, tanks are the ones with the capacity to fit multiple hardeners which is essentially where they truly become devastating; other vehicles don't have such a luxury. Don't forget about our lighter vehicles when thinking about what tanks need.
Which is why I'm interested in seeing tank weak spots being worked on to make it almost an art to kill a tank efficiently. Especially the mechanic of making weak spots only effective in armour damage.
> Quis custodiet ipsos custodes?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17800
|
Posted - 2015.03.23 02:22:00 -
[11] - Quote
Alena Ventrallis wrote: 1. We can easily lower the threshold as well as buff the hardeners. 80 damage for instance. But being able to rep through swarms shouldn't be something only armor can do. Even if we go to active reps as True proposes, armor still has the ability to repair damage through attacks. A large part of the disparity between shields and armor is based on this, even at the infantry level. Active or passive, if reppers are up and running on armor, they always work, with no way of stopping them. Shield not only have lower reps than armor, but also can have their reps stopped. There should be a circumstance where this doesn't happen, and 60% hardeners allow for this.
2. I don't think fitting is going to help Gunnlogis as much as you think it will. For all intents and purposes, when activated a proto module is essentially the same as militia. The only difference is cooldown time. We can currently fit a Gunnlogi with basic active mods and proto passive ones and it would perform no different than a Gunnlogi with proto active mods, save the proto one can get back into the fight sooner. While one could argue the merits of faster cooldowns being an advantage, the problem arises when modules are up and running. Armor is simply better. It gains more health per hardener, can have higher reps than shield, and those reps are unable to be stopped. As I mentioned in the OP, armor gets far more ehp per hardener than shield. This is another part of the disparity. Armor simply takes more shots to kill of anything, even with the major armor bias of AV weaponry, both infantry and vehicle versions. This is why I suggest 60% hardeners; it closes the gap in terms of how much ehp they give. And even with 60% hardeners, armor still gains more ehp than shields do. I don't want to nerf Maddies though; I'd rather bring Gunnlogis up to the Maddy's level. Thus my proposal.
Reping through swarms is not something anyone should be able to do without and active module but to put this into prespective for you a Shield HAV can rep through swarm fire, taking a hit, using a booster in-between volleys.
You however are highlighting a problem with Passive Armour Boosters as Rattati calls them in that they should not provide nearly so potent an effect when the modules pulses are constant and passive. If anything the effects of a Heavy Repair Unit should come in a similar form to the Shield Booster, and active module which pulses (however several times) to produce a prolific amount of eHP.
What you have to understand about armour and shield is that traditionally shield is depicted as a slow, constant, self repairing buffer that has module that aid that constant regeneration with spikes of eHP.
Armour is consequently depicted as static heavy buffer that has no passive repair abilities and relies on fitting specific modules to even attain any repairs at all.
Now I know CCP Rattati is apparently not a fan of 1-> 1's between EVE and Dust but I think in the case of vehicles this is a necessity.
Passive armour repairs need to die in a fire.
Consider however that prior to CCP Wolfman's Passive Armour Repairers the old Heavy Efficient Armour Repairer boosted 414 armour every 3 seconds for a total duration of 15 second and a total repair value of 2070.
Per second repair values are 414/3 = 138 (what we have now with armour repair skill V and without a native rep value).
I'm fine with the Maddy repair values but only if they are short duration.
Alongside Pokey's suggestion of a 35% Armour Hardener and a 40% Shield Hardener I believe this would do a great deal to balance HAV. Now Armour HAV pilots have to control their repair values as they won't see and instant boost , will have slightly less total eHP, and have no repairs at all past a 15 second window of engagement. More importantly its possible them to ambush armour HAV and deal a big chunk of damage before their reppers come online.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17800
|
Posted - 2015.03.23 02:23:00 -
[12] - Quote
Vyzion Eyri wrote:Another way of thinking about it: make AV weaponry deal more damage to tank weak spots? Make more weak spots? Increase size of current weak spots? Make weak spots only affect tanks if it's armour; when in shields there are no 'weak spots' (not sure if it already works like that).
I don't know if buffing tanks and vehicle modules after such big changes to them have only recently occurred is the right move. I'd rather let the dust settle first. Not to mention any buffs to tanks will undoubtedly lead to buffs to AV which puts LAVs and Dropships even further down the path of getting one shot. Even if shield hardeners are usable by all vehicles, tanks are the ones with the capacity to fit multiple hardeners which is essentially where they truly become devastating; other vehicles don't have such a luxury. Don't forget about our lighter vehicles when thinking about what tanks need.
Which is why I'm interested in seeing tank weak spots being worked on to make it almost an art to kill a tank efficiently. Especially the mechanic of making weak spots only effective in armour damage.
That's not particularly a grand idea..... all HAV need weak spots regardless of which primary tank they have. If Shield HAV did not the Caldari tank would functionally be without a weak point as when you get into armour 1 shot of any AV form will kill you anyway.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2776
|
Posted - 2015.03.23 02:38:00 -
[13] - Quote
True Adamance wrote:
Reping through swarms is not something anyone should be able to do without and active module but to put this into prespective for you a Shield HAV can rep through swarm fire, taking a hit, using a booster in-between volleys.
You however are highlighting a problem with Passive Armour Boosters as Rattati calls them in that they should not provide nearly so potent an effect when the modules pulses are constant and passive. If anything the effects of a Heavy Repair Unit should come in a similar form to the Shield Booster, and active module which pulses (however several times) to produce a prolific amount of eHP.
What you have to understand about armour and shield is that traditionally shield is depicted as a slow, constant, self repairing buffer that has module that aid that constant regeneration with spikes of eHP.
Armour is consequently depicted as static heavy buffer that has no passive repair abilities and relies on fitting specific modules to even attain any repairs at all.
Now I know CCP Rattati is apparently not a fan of 1-> 1's between EVE and Dust but I think in the case of vehicles this is a necessity.
Passive armour repairs need to die in a fire.
Consider however that prior to CCP Wolfman's Passive Armour Repairers the old Heavy Efficient Armour Repairer boosted 414 armour every 3 seconds for a total duration of 15 second and a total repair value of 2070.
Per second repair values are 414/3 = 138 (what we have now with armour repair skill V and without a native rep value).
I'm fine with the Maddy repair values but only if they are short duration.
Alongside Pokey's suggestion of a 35% Armour Hardener and a 40% Shield Hardener I believe this would do a great deal to balance HAV. Now Armour HAV pilots have to control their repair values as they won't see and instant boost , will have slightly less total eHP, and have no repairs at all past a 15 second window of engagement. More importantly its possible them to ambush armour HAV and deal a big chunk of damage before their reppers come online.
Let's say we make all repairers active as of tomorrow. Even then, armor repair is still objectively better than shield repair because A) you will be repping more than shields can, and B) you cannot stop the armor repairer. These two points together cause the imbalance; shield has less reps per second, and you can stop those reps at any given time. This is why I want a buff to shield hardeners. It allows shields to have similar abilities to armor, namely unstoppable reps (albeit lower than armor gets) while hardeners are on, and large amounts of ehp when they are on. Even with regulators giving shields a delay of 1.8 seconds, that is still higher than armor's repair delay of 0 seconds. Active repairers will change how often those repairs happen, but it won't change the fact that the repairs themselves are superior to shields.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17800
|
Posted - 2015.03.23 02:59:00 -
[14] - Quote
Alena Ventrallis wrote:True Adamance wrote:
Reping through swarms is not something anyone should be able to do without and active module but to put this into prespective for you a Shield HAV can rep through swarm fire, taking a hit, using a booster in-between volleys.
You however are highlighting a problem with Passive Armour Boosters as Rattati calls them in that they should not provide nearly so potent an effect when the modules pulses are constant and passive. If anything the effects of a Heavy Repair Unit should come in a similar form to the Shield Booster, and active module which pulses (however several times) to produce a prolific amount of eHP.
What you have to understand about armour and shield is that traditionally shield is depicted as a slow, constant, self repairing buffer that has module that aid that constant regeneration with spikes of eHP.
Armour is consequently depicted as static heavy buffer that has no passive repair abilities and relies on fitting specific modules to even attain any repairs at all.
Now I know CCP Rattati is apparently not a fan of 1-> 1's between EVE and Dust but I think in the case of vehicles this is a necessity.
Passive armour repairs need to die in a fire.
Consider however that prior to CCP Wolfman's Passive Armour Repairers the old Heavy Efficient Armour Repairer boosted 414 armour every 3 seconds for a total duration of 15 second and a total repair value of 2070.
Per second repair values are 414/3 = 138 (what we have now with armour repair skill V and without a native rep value).
I'm fine with the Maddy repair values but only if they are short duration.
Alongside Pokey's suggestion of a 35% Armour Hardener and a 40% Shield Hardener I believe this would do a great deal to balance HAV. Now Armour HAV pilots have to control their repair values as they won't see and instant boost , will have slightly less total eHP, and have no repairs at all past a 15 second window of engagement. More importantly its possible them to ambush armour HAV and deal a big chunk of damage before their reppers come online.
Let's say we make all repairers active as of tomorrow. Even then, armor repair is still objectively better than shield repair because A) you will be repping more than shields can, and B) you cannot stop the armor repairer. These two points together cause the imbalance; shield has less reps per second, and you can stop those reps at any given time. This is why I want a buff to shield hardeners. It allows shields to have similar abilities to armor, namely unstoppable reps (albeit lower than armor gets) while hardeners are on, and large amounts of ehp when they are on. Even with regulators giving shields a delay of 1.8 seconds, that is still higher than armor's repair delay of 0 seconds. Active repairers will change how often those repairs happen, but it won't change the fact that the repairs themselves are superior to shields.
Armour Repairer
414 per pulse. 5 pulses. 15 seconds activation.
Total HP recovered 2070.
Shield Boosters
1950 per pulse 1 pulse. 1 second activation.
Total HP recovered 1950.
You would quibble over 120 HP and 15 seconds duration? If also we could prevent the Shield Booster from being interrupted somehow then there would be no issue.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2776
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Posted - 2015.03.23 03:10:00 -
[15] - Quote
I was referring to passive repair of shields vs armor repairs. 112 hp/s if I remember correctly? but shield boosters working under fire would certainly do wonders for shield tanking. Now that I'm thinking about it, that might actually be better than 60% hardeners.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17801
|
Posted - 2015.03.23 03:26:00 -
[16] - Quote
Alena Ventrallis wrote:I was referring to passive repair of shields vs armor repairs. 112 hp/s if I remember correctly? but shield boosters working under fire would certainly do wonders for shield tanking. Now that I'm thinking about it, that might actually be better than 60% hardeners.
The other suggestion is Shield Boosters 3 pulses over 12 seconds repping total 1950 shields
= 650 reps per pulse and
= 162.5 per second coupled with passive regen = a potential 286.5 regen per second when active also immediately kick-starting passive shield regen.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5562
|
Posted - 2015.03.23 03:29:00 -
[17] - Quote
Alena Ventrallis wrote:You bring up some interesting points. I have a couple of disagreements though.
1. We can easily lower the threshold as well as buff the hardeners. 80 damage for instance. But being able to rep through swarms shouldn't be something only armor can do. Even if we go to active reps as True proposes, armor still has the ability to repair damage through attacks. A large part of the disparity between shields and armor is based on this, even at the infantry level. Active or passive, if reppers are up and running on armor, they always work, with no way of stopping them. Shield not only have lower reps than armor, but also can have their reps stopped. There should be a circumstance where this doesn't happen, and 60% hardeners allow for this.
2. I don't think fitting is going to help Gunnlogis as much as you think it will. For all intents and purposes, when activated a proto module is essentially the same as militia. The only difference is cooldown time. We can currently fit a Gunnlogi with basic active mods and proto passive ones and it would perform no different than a Gunnlogi with proto active mods, save the proto one can get back into the fight sooner. While one could argue the merits of faster cooldowns being an advantage, the problem arises when modules are up and running. Armor is simply better. It gains more health per hardener, can have higher reps than shield, and those reps are unable to be stopped. As I mentioned in the OP, armor gets far more ehp per hardener than shield. This is another part of the disparity. Armor simply takes more shots to kill of anything, even with the major armor bias of AV weaponry, both infantry and vehicle versions. This is why I suggest 60% hardeners; it closes the gap in terms of how much ehp they give. And even with 60% hardeners, armor still gains more ehp than shields do. I don't want to nerf Maddies though; I'd rather bring Gunnlogis up to the Maddy's level. Thus my proposal.
1. You could lower the threshold yes, though my concerns about raising the resistance to drastically (essentially recreating the initial conditions that caused issues in the first place). And while you may be able to avoid the unbreakable shield regen, you start to run into issues where excessively high resistance values can quickly cause issues. I really think its going to be safest if we keep their resistance values close to one another, and buff shields in other ways.
I mean the whole tradeoff is that shields get regen without the need of a module. Obviously with the addition of native armor repair changes this a bit, but the fact remains that passive shield regen is significantly higher than natural armor repair. I think trading very fast regen with delay ultimately balances out against slow reliable regen.
Now the issue obviously lands in the fact that you can apply multiple repairers to increase passive repair, pushing your armor repair significantly higher than the natural shield recharge which CANNOT be increased. That needs to change and I've been telling Rattati this for a while. Shield rechargers so shield vehicles can do the same thing to increase their recharge at the expensive of modules just like armor can. This needs to happen.
2. I was never a huge fan of the "flat bonus" between tiers of modules. Tiers of hulls should have tiericide like they do now, but modules should totally be tiered, and I agree that duration/cooldown is not enough to set them apart. At the very least in terms of hardeners, I think moving back to a small % difference between tiers would be appropriate. I also think Boosters should have a similar treatment.
You are totally correct about offering more eHP, and armor should have more eHP overall. Where should that spread be? Not really sure, but I don't feel comfortable with closing that gap with large differences in hardeners. I would rather we maintain small differences in hardeners (Shields with a bit more, around 5%) and if we have to, take a look at the HP modules themselves. However, I'd REALLY prefer to take it slow and make some smaller more obvious fixes first and see where things land and then re-evaluate from there.
Let me get your thoughts on something I was kicking around a bit a few weeks ago. Let's say an armor repairer reps at 100HP/s, which comes down to 6000HP/minute. What if you set a shield booster to regen 2000HP/cycle and allowed them to be used every 20 seconds, so they could regenerate 6000HP every minute. The overall regen potential is the same, but what it allows is the shield vehicle to access it at a moments notice, which can be particularly useful when you're fighting another vehicle where you may want to access a lot of HP regen in a short period of time. Obviously the numbers are simplified, but do you get what I'm getting at?
Also, thank you for being reasonable and reading what I had to say completely and clearly. I've grown so tired of the toxicity from others, so I appreciate your ability to have a conversation even if we don't see perfectly eye to eye. It is....refreshing to say the least.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Shamarskii Simon
The Hundred Acre Hood
215
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Posted - 2015.03.23 03:35:00 -
[18] - Quote
Before we continue.
Dropships.... Think about them too... In the case of reps.
Just saying don't forget the little guy! What happens to tanks affects every vehicle.
Entering the void and becoming wind.
Message for 1v1 air to air
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5562
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Posted - 2015.03.23 03:38:00 -
[19] - Quote
Shamarskii Simon wrote:Before we continue.
Dropships.... Think about them too... In the case of reps.
Just saying don't forget the little guy! What happens to tanks affects every vehicle.
I think this is more taking a look at tanking styles in general, not specifically for HAVs. I think we've had a lack of clear direction in how tanking styles should perform and how they should differ. I think that really needs to hammered out, but rest assured that even though I don't know a lot about Dropships, I understand how things are interconnected.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Alena Ventrallis
Ahrendee Inc. Negative-Feedback
2777
|
Posted - 2015.03.23 04:05:00 -
[20] - Quote
Pokey Dravon wrote:
1. You could lower the threshold yes, though my concerns about raising the resistance to drastically (essentially recreating the initial conditions that caused issues in the first place). And while you may be able to avoid the unbreakable shield regen, you start to run into issues where excessively high resistance values can quickly cause issues. I really think its going to be safest if we keep their resistance values close to one another, and buff shields in other ways.
I mean the whole tradeoff is that shields get regen without the need of a module. Obviously with the addition of native armor repair changes this a bit, but the fact remains that passive shield regen is significantly higher than natural armor repair. I think trading very fast regen with delay ultimately balances out against slow reliable regen.
Now the issue obviously lands in the fact that you can apply multiple repairers to increase passive repair, pushing your armor repair significantly higher than the natural shield recharge which CANNOT be increased. That needs to change and I've been telling Rattati this for a while. Shield rechargers so shield vehicles can do the same thing to increase their recharge at the expensive of modules just like armor can. This needs to happen.
2. I was never a huge fan of the "flat bonus" between tiers of modules. Tiers of hulls should have tiericide like they do now, but modules should totally be tiered, and I agree that duration/cooldown is not enough to set them apart. At the very least in terms of hardeners, I think moving back to a small % difference between tiers would be appropriate. I also think Boosters should have a similar treatment.
You are totally correct about offering more eHP, and armor should have more eHP overall. Where should that spread be? Not really sure, but I don't feel comfortable with closing that gap with large differences with large differences in hardeners. I would rather we maintain small differences in hardeners (Shields with a bit more, around 5%) and if we have to, take a look at the HP modules themselves. However, I'd REALLY prefer to take it slow and make some smaller more obvious fixes first and see where things land and then re-evaluate from there.
Let me get your thoughts on something I was kicking around a bit a few weeks ago. Let's say an armor repairer reps at 100HP/s, which comes down to 6000HP/minute. What if you set a shield booster to regen 2000HP/cycle and allowed them to be used every 20 seconds, so they could regenerate 6000HP every minute. The overall regen potential is the same, but what it allows is the shield vehicle to access it at a moments notice, which can be particularly useful when you're fighting another vehicle where you may want to access a lot of HP regen in a short period of time. Obviously the numbers are simplified, but do you get what I'm getting at?
Also, thank you for being reasonable and reading what I had to say completely and clearly. I've grown so tired of the toxicity from others, so I appreciate your ability to have a conversation even if we don't see perfectly eye to eye. It is....refreshing to say the least.
I agree with your points. I fel like the problem with Gunnlogis is lack of ehp AND lack of reps, but we should get more modules out before evaluating hardeners. Although I still believe shield hardeners should be better than armor hardeners.
I like your booster idea, and I think that was what CCP intended from the beginning. Armor reps are slow but constant (not saying passive is better than active True, I tend to agree with you on those) while shield is quick and front-loaded. Although I would contend that shield should give more HP/minute than armor, since armor has more raw hp and ehp than shields do.
And thanks for the appreciation! I like having well thought-out discussions on this game. As much as we need to do, I haven't had this much fun with a game in ages. It feels nice to have a conversation on HAVs that didn't turn into insults and petty arguments on the side.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7708
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Posted - 2015.03.23 05:02:00 -
[21] - Quote
My forge gun does 165% damage to shield weakspots.
It hits for 245% versus armor weakspots.
Quite frankly what needs to happen is a rate-of-fire pass on AV and the shield fitting nerfs reversed. AV does not need a higher damage to weakpoint buff.
But I expext to be ignored or pooh poohed here in 3... 2... 1...
AV
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5563
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Posted - 2015.03.23 05:53:00 -
[22] - Quote
Alena Ventrallis wrote: I agree with your points. I fel like the problem with Gunnlogis is lack of ehp AND lack of reps, but we should get more modules out before evaluating hardeners. Although I still believe shield hardeners should be better than armor hardeners.
I like your booster idea, and I think that was what CCP intended from the beginning. Armor reps are slow but constant (not saying passive is better than active True, I tend to agree with you on those) while shield is quick and front-loaded. Although I would contend that shield should give more HP/minute than armor, since armor has more raw hp and ehp than shields do.
And thanks for the appreciation! I like having well thought-out discussions on this game. As much as we need to do, I haven't had this much fun with a game in ages. It feels nice to have a conversation on HAVs that didn't turn into insults and petty arguments on the side.
My issue with the Gunnlogi before is that it had such high resistances compared to the Madrugar and naturally repped faster than a complex rep without the use of any modules. things are quite a bit different now. We need active modules, but if that can't happen, Shields need the ability to increase their passive regen like armor increases its repair rate. Trading slots for more regen is totally fine, so Shield Rechargers should be a thing.
I think the 35% Armor with slightly better duration/cooldown and 40% Shield with slightly worse duration/cooldown is a decent model. It avoids a lot of issues that can arise from big differences in % resists and excessively high hardener amounts. Current Duration/Cooldown of Armor Hardeners feels pretty good. I would not be opposed to evaluating if we need to improve duration/cooldown on shield hardeners slightly (though not as good as armor)
I think giving boosters more HP per minute is fine, I'll run some numbers to see what sort of changes need to happen and see how it all works out.
In general I think we should take a very iterative approach, I'd probably go with this general order of changes.
- Move Regulators to Low Slot
- Re-evaluate fitting cost of Regulators
- Change Armor Hardener to 35% Resists
- Evaluate if Shield Hardener should have improved Duration/Cooldown
- Fix boosters to perform properly even under fire
- Re-evaluate fitting cost of Shield Boosters
- Shorten Cooldown of Boosters
- Implement Shield Rechargers to boost passive regen
- Evaluate if Shield Extenders need a change in HP bonus
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vesta Opalus
T.H.I.R.D R.O.C.K
535
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Posted - 2015.03.23 15:53:00 -
[23] - Quote
I dont understand this thread... you guys have to know the madruger is OP right? I can sit in mine in front of prototype tanks and just ignore them completely, dropships attacking me is just a complete joke, I can tank multiple enemy AV without much of a sweat, and my madruger is standard for fucks sake... I mean, you cant seriously think that this is fine and balanced, right?
The solution here isnt to buff the gunnlogi so it can compete with the madruger, the solution is to nerf the ******* madruger.
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Spkr4theDead
Red Star.
3119
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Posted - 2015.03.23 18:29:00 -
[24] - Quote
Improve the hardeners to 50%, and bring all the shield mod fitting costs back down.
Nope. Confirming that pilot input is not, and never was, valued. - Breakin Stuff
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