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demens grimwulff
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Posted - 2015.05.30 16:30:00 -
[1] - Quote
***NOTE*** for TL/DR, please go down below for my conclusion
At the beginning of Dust, we had shield tanks. Armor plates offered a return on investment that was horrible, since complex plates removed 10% of your total movement speed per plate, and the hp gain was similar to the shield extender at the time. Then we had the armor buff, doubling the effect of the armor plates, and decreasing the movement speed penalty to where it became viable for assaults to use them above the basic level (if memory serves me, the enhanced was a 7% penalty, vs the 3% of basic). Once we had ferroscale and reactive plates, the necessity for movement speed penalties became a thing of the past. No longer did you need to gimp one aspect of your character for the benefit of having extra hp, and the age of dual-tanking began. During this entire history, shields never really got much of a change, except for small nerfs here and there as the Amarr Suit and the Scrambler rifle became much, much stronger. It can be argued that removing shield's enemy from the Amarr suit makes it useless, but considering the wide swathe of suits that do use it effectively makes this a moot point (assault scrambler rifle is extremely good and does not need to be tied down to one suit alone).
Current in game tuning:
* Armor regens under fire with natural healing rate and any additional modifiers, like nanohives or repair tools * Shields do not regen under fire, have a time to wait prior to regen, and the only increases to shield regen rate directly sacrifice space where more shields can be added OR remove the very shields you need for a greatly increased regen rate
Now, lets look at some survivability of some suits (note: we will look at straight shield minmatar and caldari vs straight armor gallente and armor):
Caldari Shields: 541 Armor: 194 Total eHP: 735 ***note: in this case, this suit will have a damage modifier giving it 7% more overall damage
Minmatar Shields: 465 Armor: 238 Total eHP: 703
Gallente Shields: 194 Armor: 624 Total eHP: 818 ***note: in this case, this suit will have 3 damage modifiers, giving it, roughly, 18% more overall damage ***note 2: this suit will repair at 29.25 hp per second, or, 146.25/5
Amarr Shield: 181 Armor: 674 Total eHP: 855 ***note: in this case, this suit will have 3 damage modifiers, giving it, roughly, 18% more overall damage ***note 2: this suit will repair at 26.75 hp per second, or, 133.75/5
Assuming the current damage rates of the following guns (assuming base variant of each 'assault style weapon'; damage listed as normal || 1 damage mod on caldari || 3 damage mods on gallente and amarr)... Duvolle: 453 || 485 || 535 Viziam: 715 || 765 || 844 Boundless: 594 || 636 || 701 Kaalakiota: 398 || 426 || 469
The TTK will, without even doing the math, heavily favor the armor stack gallente and amarr suits. Assuming you do the same with the Minmatar suit (we will use a baseline of 3 damage mods, here) and the Caldari, we get the following hp and rep rates:
Minmatar Shields: 335 Armor: 518 Total eHP: 853 Repair rate: 17.38, or 86.9/5 ***note: Minmatar suit ran out of PG once a prototype weapon was attached... fit could be massaged, but trying to keep as 1:1 as possible
Caldari Shields: 489 Armor: 392 Total eHP: 881 Repair rate: 10.5, or 52.5/5 ***note: suite ran out of PG so keeping 1:1 was not possible, had to adjust low slots
In summation, total eHP looks like, in ascending order:
Minmatar (shield tanked with 0 damage mods): 703 Caldari (shield tanked with 1 damage mod): 735 Gallente (armor tanked with 3 damage mods): 818 Minmatar (dual tanked with 3 damage mods): 853 Amarr (armor tanked with 3 damage mods): 855 Caldari (dual tanked with 3 damage mods): 881
Now... considering the hp/sec, what does the total TTK look like (using average dps of all 4 weapons above @ 3 damage mods: 637.25 dps)?
Minmatar (shield tanked with 0 damage mods): 1.10 seconds Caldari (shield tanked with 1 damage mod): 1.15 seconds Gallente (armor tanked with 3 damage mods): 1.33 seconds Minmatar (dual tanked with 3 damage mods): 1.36 seconds Amarr (armor tanked with 3 damage mods): 1.38 seconds Caldari (dual tanked with 3 damage mods): 1.40 seconds
So, the effects of dual tanking the minmatar suit and the caldari suit offer almost the same 0.25 survivability, but at the cost of movement, and a huge taxation on the already limited PG of each suit. Without dual tanking, there is a stark divide between them and the Gallente and Amarr, though, in overall survivability.
Now, lets look at base damage without damage modifiers... average dps of all 4 weapons above without the mods is: 540 (for those not wanting to do the math quickly, that is an 18% damage increase for 3 damage mods... meaning the first mod is the full 7%, second is 6%, third is 5%)
Minmatar (shield tanked with 0 damage mods): 1.30 seconds Caldari (shield tanked with 1 damage mod): 1.36 seconds Gallente (armor tanked with 3 damage mods): 1.58 seconds Minmatar (dual tanked with 3 damage mods): 1.61 seconds Amarr (armor tanked with 3 damage mods): 1.65 seconds Caldari (dual tanked with 3 damage mods): 1.65 seconds
Now, I think it is interesting to find that the dual-tanked Caldari loses its benefit over the Amarr and the two become equal, with the one exception that, the still heavily shield tanked Caldari, will be less useful in the next battle to come, due to the significantly slower armor reps. As well, the shield regen rates can mostly be ignored as the Amarr will have three things going for it the Caldari will NOT be able to use: 1) equivocal armor repair rates to shield regen, 2) lack of reliance on shields for tanking, as the Cal's shields could be stripped in 1 shot, and 3) unlike the Caldari, the Amarr still has the PG to fit a Compact Nanohive.
So, what is the summation...? What is my point?
Conclusion and TL/DR in next post
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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407
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Posted - 2015.05.30 16:34:00 -
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Conclusion and TL/DR: dual tanking the caldari and minmatar assaults are not the best way to fit these suits, and end up gimping the suits for future sustainable combat. The Gallente and Amarr suits, albeit slower, do not need the speed for survivability, and can trade the out and out ability to brawl and then regen afterwards for, what the Cal and Min need as a requirement, strafing. As Rattati said in his own post, he used fitting armor plates regardless if the suit could fit them or not... this is not a viable way to analyze these suits, and require a more in-depth look at each individual suit, and what they are possible of doing.
I am interested in Rattati's proposal, and this is just my attempt to put it out there that there is more to consider than strictly saying that the suits speed is bad... maybe it is both the armor plates and their alternates, as well as the non-viable shield tank, that is bad, and the speed has only been used to make up for it.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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407
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Posted - 2015.05.30 16:40:00 -
[3] - Quote
Archduke Ferd1nand wrote:Some legit analysis of the problems in Dust... +1
Thank you!
I have more thoughts on individual modules and how they can be normalized vs their counterparts (i.e. new shield modules to go against the armor ones), but I have not completely solidified them yet.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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408
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Posted - 2015.05.30 17:00:00 -
[4] - Quote
Breakin Stuff wrote:Inb4 screaming and ranting.
Nice analysis, sir. I applaud.
Thank you sir.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.30 22:38:00 -
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Tebu Gan wrote:I want to just point to the damage mods (IE utility mods) for a second.
Caldari being shield based, and if fit for shield D, tend to fill up all of their slots with shield based defense mods, with a potential need for a CPU upgrade in one of the lows. And they must do this just to obtain any reasonable shield defense.
High slots tend to be utility slots AND shield slots, where low slots tend to be exclusively armor aside from your kincats and regulators, which are a MUST for many shield builds. (that delay is PAINFUL without it). This same thing translates to tanks as well.
What this means is that a shield based suit, must choose to sacrifice utility (damage mods, jump mods, ect) or their main form of defense, shields. What about an armor suit though, or armor tank for that matter. They generally have full access to both defense AND utility with no thought of sacrificing anything for the sake of one or the other.
I'll just point to tanks as the disparity is very obvious when comparing a maddie to a gunnie. Let's take for example a long range rail fit. A few things that are general requirements to maximizing a rail gun are:
Heatsink
Damage mods
Speed mods
So consider my maddie build, which is fit with double plates, hardener, and rep for defense. Additionally I'm easily able to fit a heatsink, damage mod, and speed mod with no sacrifice.
When I go to fit my gunnie though, fitting just a damage mod and heatsink puts me down 2 slots for defenses. Add on to this that many modules for shields provide lesser benefits in comparison to armor. So to minimize my loss to defenses I fit just a single heatsink, and fill the rest up shield mods, and a CPU upgrade in one of the lows to make this happen.
I use this comparison because unlike infantry, tanks can't easily fit outside of their main form of defense, shield or armor. So it really points to some trouble area's among the two. It's not so much that shields is weaker than armor defense wise, but that there are more fitting options available to armor that improve their suits and tanks beyond that of defense.
In short, armor fits for increased attack power AND defense while shields choose attack OR defense.
Though, when it comes to suits (I run a cal assault) it's very possible to duel tank and maintain reasonable defenses while utilizing attack modules. But you still aren't making use of your primary defense stat by doing it, thus gimping yourself in comparison to an armor suit as you don't gain armor based bonuses as you have described.
So I think one major area that needs to be addressed is the utility over defense. It may not seem nearly as bad with infantry, but looking at tanks you can really see how large the disparity really is. Why must a shield based suit sacrifice defenses for utility or attack power, while an armor suit can utilize both of these things with no sacrifice. This is the reason we have so much duel tanking (in favor of armor) in the first place!
And nice read fella, you painted a very good picture of the disparity between shields and armor. +1
Thank you for your analysis in this thread, as I think it emphasizes and expands on points I was not directly thinking about at the time of writing, but tried to show through just basic numbers.
Sadly, the shield player has four choices (in a suit):
1) Stack hp, a la shields 2) Gain extra damage and run low hp 3) Ewar and run low hp 4) Run "dual" tank and pretty much ignore your shields
This game has a much less diverse playing field then what seems to be represented on the forums, as us true shield players (Min Assault since the beginning, Cal Scout since racial scouts, and Cal Assault sporadically through it / on alts) have very little choice in the game. We can make a strong shield suit, but suffer at the hands of those who just run armor mods and damage mods (note: TTK the shield only suits far exceeds the same TTK again the armor suits w/o damage mods... a shield tank loses every time). Another choice we're given is to run a half gimped suit that is an attempt to "dual" tank, but at the cost of a more complete, well-rounded suit (ex: try fitting a proto uplink on a Cal Assault suit and see how far you can go with it... and the minmatar assault has only 5 more pg).
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.30 22:39:00 -
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Zan Azikuchi wrote:Just wanna point out, currently I have a caldari assault ck.0 using 2 complex armor plate and 1 enhanced ferroscale, 4 krins and 1 complex damage mod, a compact hive, a kalaakiota rail rifle, and ion pistol, with a core locus grenade, i've survived longer, killed amarr and had them on the run, and my shields were utterly worthless, but the only good thing about this is that with 5 damage mods I can take on a variety of enemies, a much larger variety, even taking on heavies in CQC sometimes and sometimes I win out as well. Armor mods are simply far too effective, my shields:344 and my armor 557 (if im using reactive 535). Simply put, if you want to balance things out caldari themselves require alot more bonuses to be viable, this is a sandbox CQC game and relies too heavily on armor, to the extent that armor will always win out against shield suits UNLESS your standing absolutely still and not strafing (and the shield suit IS).
Armors viable, shield is not.
Yep... I've tried a similar build to that and with similar results. Shields are an extremely bleak, and extremely sad choice.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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417
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Posted - 2015.05.30 22:45:00 -
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HOLY PERFECTION wrote:Keep in mind that a lot of weapons are armor based. Therefor giving a extra 10-25% more damage. So that extra ehp doesnt matter. The shields are more resistant to most weapons. However the scram rifle is very dangerous to shields. So stop complaining and mass driver the living **** out of them.
You're offering a one weapon solution... "Well, if you can't kill them because your suit is built for a non-viable play style, just run this one weapon and you'll be ok!" Sadly, your solution isn't a solution, but a band aid, and one that no one wants.
If you noticed, I choose the assault style weapons, which included 2 shield preferred and 2 armor preferred weapon groups. This was specifically designed so that I could avoid the discussion of whether or not the defense specific damage should be applied. As well, all DPS values were looked at via the suits with their racial bonuses in that weapon... now, you might say (correctly) that the Viziam is not as good outside of the Amarr Assault's hands... but other suits can successfully use that weapon without concern. Furthermore, the Carthum is an EXTREMELY strong gun with or without the Amarr racial bonus.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.31 14:00:00 -
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DeathwindRising wrote:can you calculate what the TTK would be if damage mods were moved to low slots?
Please be more specific.
If the damage mods made it to low slots, as in my proposal for balancing shields, then they would only do so for the Caldari and Minmatar and would stay the same other than they would be a low slot item, so the TTK would be similar to the following from the above post:
Minmatar (non-dual tanked): 1.10 seconds Caldari (non-dual tanked): 1.15 seconds' Gallente (armor tanked): 1.33 seconds Amarr (armor tanked): 1.38 seconds
This would still give the Gal/Amarr armor meta a huge advantage, but it would not sacrifice the Min/Cal shield health in order to gain extra damage (albeit, never at the same levels Amarr and Gal are capable of)
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.31 15:23:00 -
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Varoth Drac wrote:In my opinion, all CCP need to do is buff shield rechargers / energisers. Shield suits could then fit for significantly improved regen over armour.
You say this with the assumption that shield regens during combat... which it doesn't. A person taking a pot-shot at you, regardless of the damage, will still keep your shield from regenerating.
For example, I had a person last night, shoot at me from a distance of 130m with a combat rifle... it was doing negligible damage, but it was keeping my shield from regenerating and making it very very hard to engage in targets on the field. This strategy is useful right now, but only because shields do not regenerate at all during combat... unlike armor.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.31 15:33:00 -
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Varoth Drac wrote:No I don't. The whole point is, shield tankers need to hide in cover to regen. To balance this they should regen very quickly. Fitting an energiser doesn't seem to give enough of a boost, in my opinion. Therefore I think they should be buffed.
The only other thing I would change, would maybe be to buff the base regen of commando and sentinel shield tankers.
I still think that this is a bad decision due to the SCR's ability to completely strip shields with one fell swoop... no weapon in the game can do the same to armor (well... excluding forge guns)... with the same veracity. 1 shot puts a shield tank out of combat for up to 30 seconds.
ETA: let me clarify 'bad decision'... I used that wrong. I should say, I still think that this is incomplete... I think other things need to be done to help out shield tankers (as someone who has shield tanked for his whole Dust career, and has only seen the effectiveness of it decrease.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
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Posted - 2015.05.31 22:47:00 -
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Dova Vojak wrote:The point of the Caldari and Minmitar is that they meant to be more evasive than tanky. This is concept seen in EVE. Caldari and especially Minmitar are the fastest suits in every category and shield upgrades although they give less HP they don't decrease your speed when armor upgrades do. This being a shooter and not EVE means that you have to understand that concept and rely more on evasion or "dancing" when fighting. This means you have to be good at dancing though which some people aren't, but if you are good it makes these suits a thousand times better than HP tank buff suits that are slow as crap. Even kin-cats can't help you because they only increase sprint speed not walking speed which is what you use when firing your gun. Purhapse the real solution is to just increase Minmitar and Caldari speeds further? That might have it's own problems though. Like I said before people that do know how to use the increased speed of the Caldari and Minmitar already are very deadly and increasing that might make them a lot worst.
Rattati wants to lower their speeds... the point of this post was to show that that is the wrong direction, and that there are other problems with the suit that leads people to dual tank those suits.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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