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Aeon Amadi
12
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Posted - 2015.09.14 00:26:00 -
[1] - Quote
Preface and Explanation:
Quote:In the Shield versus Armor debate, one primary attribute that must be considered when comparing the two tanking styles is that Armor has base values whereas Shield Modules primarily work on percentages. This means that whenever a player fits a Complex Armor Repairer they receive a 9.38hp/s repair rate to their armor no matter what suit they are running. Comparatively, if a player were to fit a Complex Shield Recharger, they would receive a dynamically changing value based on whatever their suit's base shield recharge is.
A Caldari Scout receives a benefit of 25.88hp/s Shield Recharge Rate from the module, whereas a Minmatar Commando would receive a benefit of 9.32hp/s. The dynamically changing values are due solely to the way shield stats on suits are calculated, based on the suit's role (Assault, Commando, etc). This can make balancing difficult, as a change to a module that would make one suit viable may not work on another suit.
To bring resolution to this, a proposal was made in the fashion of Racial Based Shield Stats. Meaning that instead of role based shield stat values, each suit would have the same recharge and delay values based on their racial make and build. A Shield Recharger on a Caldari Scout would offer the same benefit as a Shield Recharger on a Caldari Sentinel, Commando, Assault, etc. Theoretically, these values would reflect racial combat philosophy, with Caldari being the primary shield tankers and Amarr being the least viable with it.
This is one of many proposals on how to increase the viability of Shield Tanking and should not be considered the sole and only proposal or plan. This thread is designed to discuss the vices and virtues of this proposal and intentionally does not supply numbers as they are subject for debate. Thus, this thread exists for that very purpose.
Please post below, your feedback and concerns in relation to the proposal of Racial Based Shield Stats, as well as your ideal base numbers and questions.
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Sicerly Yaw
Corrosive Synergy No Context
1
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Posted - 2015.09.14 00:43:00 -
[2] - Quote
ok I'll bite so what exactly would become the norm for the suits from light to heavy? would all the stats reflect which current model? or what proposed stats would be in place?
in the case of light frames having better recharge stats they need this due to their already low hp stats meaning giving them medium frame delays and recharge rates would be a severe direct nerf while stats that mirror the cal heavies would considerably make it OP even with lower recharge rates while a set value of about 3-4 seconds seems to be the best fit for all suits if this model were to be put in place the cal sent would still take a big hit as it can only do so much to offset recharge delays
no matter how you put it one suit seems to take a hit while another benefits from it and in most cases unfairly so
the main concern is that all shields stats and values would have to be rework not just simply leveling out all delay stats across the board, this would also considerable nerf armor light suits and possibly even be a direct buff to armor heavy suits depending on what values were set
the current model that's in place works well enough I don't think messing with it so much would fix anything if anything it causes a whole lot more problems then it solves
if something were to be done to shiled recharge and delay stats then base shiled stats and shiled extenders also have to be considered so that the trade off comes with reasonable compensation whether that be more health on suits that are directly nerfed or less health on those that are directly buffed by these stats
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.09.14 00:51:00 -
[3] - Quote
Let me get this straight, you want to change shield mods to a static number to buff shield suits?
So, a Shield Recharger oates of giving 35% bonus, it would give, I dunno, a 30hp/s bonus? And along with this, you want to give all suits the same regen?
I can see how it helps shield suits, but you're also saying that it'll make armor suits benefit less from them. However, if that have the same regen, wouldn't they benefit just as much from the same module as a shield suit?
Maybe I'm just misunderstanding everything due to being tired?
Scouts United
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.14 00:56:00 -
[4] - Quote
What about min scouts that depend entirely on shields as well?
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.14 01:02:00 -
[5] - Quote
I don't see the point in this change and I don't see how this would make shield suits more viable. If we want to talk balance, let's balance the mods first. Why is it that a ferroscale plate requires less cpu and pg and yields more hp than a shield extender?
The biggest issue with shield tanking is not the shield suits itself but the counter is too effective. An amarr or galente assault can don 700hp of armor (with no movement penalty) and stack double and 3x damage mods. Now, apply that to a scrambler rifle that already does 20% dmg to shields. If a caldari assault wants to keep up with the damage output, they lose their shield tank. They then may have to put on armor plates which defeats the purpose of shield tanking.
Solution: Allow damage mods in the high and low slots or introduce ROF mods in the low slots.
"Bring out mass drivers & jump around goddamit"
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Aeon Amadi
12
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Posted - 2015.09.14 01:26:00 -
[6] - Quote
Joel II X wrote:Let me get this straight, you want to change shield mods to a static number to buff shield suits?
So, a Shield Recharger oates of giving 35% bonus, it would give, I dunno, a 30hp/s bonus? And along with this, you want to give all suits the same regen?
I can see how it helps shield suits, but you're also saying that it'll make armor suits benefit less from them. However, if that have the same regen, wouldn't they benefit just as much from the same module as a shield suit?
Maybe I'm just misunderstanding everything due to being tired?
Probably the latter.
Shield Recharger would still give the 45% bonus (complex). The modules wouldn't change. However, the suits themselves would. Delving a bit further into this, if we look at say, the Minmatar Line-up we see this:
Recharge Delay Depleted delay Scout: 40hp/s ----- 4s ----- 5s Assault: 25hp/s ----- 6s ----- 8s Logistics: 20hp/s ----- 5s ----- 6s Commando: 18hp/s ----- 6s ----- 10s Sentinel: 20hp/s ----- 4s ----- 6s
It is all over the place but seems to gravitate toward a rough area in different places. (The Caldari are worse, with Sentinels, Commandos, and Scouts showing massive discrepancies in the value differences, btw). Under this change we would see all of the Minmatar suits reflecting the same values, meaning that some would be buffed and others would be nerfed, but they would all reflect the same benefits and negations from shield modules, with primary differences based on their base shield HP and fitting slots, accordingly (much like Armor).
So if we were to say, just go with the average of all of these values (again, just as an example), it'd look like this:
Recharge Delay Depleted delay Minmatar: 25hp/s ----- 5s ----- 7s
So, all of them would receive a buff in recharge except for the Scout. All but the Sentinel and Scout would receive a buff, or stay the same, with Recharge Delay. Depleted delay the Assault and Commando get a buff. This standardization then allows us to balance the percentage based modules much easier and we can adjust the suits in other areas. The Minmatar Scout may receive additional base shield HP to compensate for the drop in recharge capability, for example, or adjust the entire racial shield standardization to 30hp/s, 4s, and 6s, respectively.
What changes is that if this were to happen with the above values, you would see Shield Rechargers offering a much greater benefit to (almost) the entire race's line-up of suits as opposed to dynamically benefiting Scouts the most and Commandos the least. Likewise, Shield Regulators which would also have dynamic values based on the role would apply neatly to the entire racial line. Shield Extender penalties would apply similarly as well.
Ultimately this would lessen confusion, add more diversity to fittings, provide an easier balancing spectrum, and result in more time spent working on other things. It would however mean some pretty crazy changes that might be wonky in the short-term that would invariably need to be adjusted.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.14 01:40:00 -
[7] - Quote
My proposal was to make caldari shield delays 1/3 mirroring the calsent. Minmatar would be 3/5.
My other proposal would be adding the extender variants me and the sh*tpost twins cobbled together.
And aeon is correct.
This should not be considered the sole proposal. Let's get real ideas on the table.
First up let's analyze what happened when Armor was buffed. Armor plates had about 85 base HP at proto in beta. They also had 10% move penalty.
The movement penalty got shanked first.
Later around 1.4 ish armor plate HP got buffed to what it is now. We got ferros and reactives. Reps increased by just shy of 100% overall.
But at the same time dropsuit shields ate a nerf. Both on the extender penalty and if I recall correctly, the dropsuit delays were tweaked to be longer.
So we got the heavy buff to one and a rather substantial nerf to the other simultaneously.
So buffing shields to match armor is unlikely to result in caldari master race.
Let's see what you can cook up.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Ydubbs81 RND
Ahrendee Mercenaries
4
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Posted - 2015.09.14 02:00:00 -
[8] - Quote
I'm trying to understand why the focus is on buffing shield regen lol. Shield regen right now is sooo not the issue.
"Bring out mass drivers & jump around goddamit"
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StoneSmasher Drugga
Corrosive Synergy No Context
133
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Posted - 2015.09.14 02:27:00 -
[9] - Quote
If standardizing is the route you want to go, I suggest doing so across suit types similar to how movement speed is done. Make caldari better across all suit types, min and gal average, and Amarr the worst.
Then buff extenders.
There is no evil greater than hyperbole.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.09.14 02:52:00 -
[10] - Quote
Ydubbs81 RND wrote:I'm trying to understand why the focus is on buffing shield regen lol. Shield regen right now is sooo not the issue. Delay.
Shield regen rates mean jack all if you can't survive long enough for it to start.
HP is another issue. But my philosophy there is: the closer you come to armor level HP, the more you must accept armor-like rep rates.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.14 02:56:00 -
[11] - Quote
I think that shield modules should also be set on static values. This would lead to PG/CPU adjustments being needed to hurt dual tanking ability but it would work out better in the long run.
Keeping them % based means that every suit has to have its shield numbers rebalanced around any new mods leaving a big mess that just goes in a circle.
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.14 03:00:00 -
[12] - Quote
XxBlazikenxX wrote:What about min scouts that depend entirely on shields as well? Bump
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axis alpha
Neural Union
951
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Posted - 2015.09.14 03:21:00 -
[13] - Quote
Ydubbs81 RND wrote:I don't see the point in this change and I don't see how this would make shield suits more viable. If we want to talk balance, let's balance the mods first. Why is it that a ferroscale plate requires less cpu and pg and yields more hp than a shield extender?
The biggest issue with shield tanking is not the shield suits itself but the counter is too effective. An amarr or galente assault can don 700hp of armor (with no movement penalty) and stack double and 3x damage mods. Now, apply that to a scrambler rifle that already does 20% dmg to shields. If a caldari assault wants to keep up with the damage output, they lose their shield tank. They then may have to put on armor plates which defeats the purpose of shield tanking.
Solution: Allow damage mods in the high and low slots or introduce ROF mods in the low slots. He is right, you need to leave the regen and delay alone with all suits. I think at this point in the game it shoud be left alone. It's perfectly fine.
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Starlight Burner
Black Screen Adaptation.
510
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Posted - 2015.09.14 03:48:00 -
[14] - Quote
Ydubbs81 RND wrote:I'm trying to understand why the focus is on buffing shield regen lol. Shield regen right now is sooo not the issue.
Still do not understand the focus on Regen. It's not the issue with shields.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.09.14 06:08:00 -
[15] - Quote
Standardizing obviously makes module balancing a bit easier.
- Standardizing Recharge Rates does not make sense. Escpecially for scouts. Scouts absolutley depend on shields no matter what race because low slots are needed for damps. High recharge rates is needed to make up for low HP, and an over all comprimise between the classes means the scouts give up what is easily recovered for the medium and heavy classes of suits, (more hp modules or armor if need be).
Different shield suits could use a specific recharge rate buff, especially the Caldari logi. 25hp per second /4 sec. delay / 5 sec depleted is pretty bad for a low HP shield specialist suit. It doesnt have the 5-4 to make up for its low shield stats from teh previous build. But care needs to be taken to ensure that they are not OP without equipment.
Standardizing Recharge Delays: Requires the most comprimise, but is the better of the two. Caldari sent has demonstrated that even though the recharge can get pretty low, they are still managable to take down. They are the best solo heavy suit not because HP, but because you can regen fast enough without depending on a Rep tool. As long as shields dont have one, they need low regen delays to compete.
Just need to take care that the ck.0 assaults aren't hitting fraction of a second recharge delays.
Stats needed to be put up, numbers crunched, coffe drank, and nerd tears must flow. But i would endorse recharge delays over standard recharge rates. Also, a buf to the cal logi shield stats.
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.09.14 06:47:00 -
[16] - Quote
Buff extenders a bit (and keep reevaluating/tweaking). Add Shield rep tool. Add shield resistance modules (e.g. blaster invulnerability field, and one rainbow resistance mod that resists all damage types but for a much smaller percent). Do the same for armor.
Re-evaluate.
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Shinobi MumyoSakanagare ZaShigurui
Four Horseman Tactical Agency
2
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Posted - 2015.09.14 07:07:00 -
[17] - Quote
I like the fact that this isn't getting side tracked , if you take bits and pieces from all of your idea's I'm pretty sure that you have a nice starting point for a middle ground .
I like the way the discussion is going but I just hope that whatever you do , you change the shield regen and delayed times of the Caldari Commando , that suit is horrible when it comes to shield times but I guess you could say that about all commando's .
I use shield mods on mine and with the times and the slow movement sometimes it's just better to use the assault and just save the commando for strictly sniping , getting close to anyone gets you eaten like the dots on a Pac-Man game .
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Aeon Amadi
12
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Posted - 2015.09.14 07:17:00 -
[18] - Quote
Thread is becoming derailed a bit. I'll re-iterate that this thread is seeking feedback in relation to the topic at hand, not ways to nerf armor, introducing damage/rof mods, etc. Stay on topic, please.
Now, as far as the overall stats go, again, it is up for debate. We can standardize shield delays and leave recharge rates out of the mix or vice versa.Trying to balance the suits in relation to the modules has proven to be difficult as opposed to balancing modules in relation to suits. The latter cannot happen when this inconsistent dynamic of modules affecting suits differently is being applied much in the same way that nerfing Range Amplifiers to combat Caldari Scout passive scan abuse negatively impacted... Well, everything else.
To address the issue brought up with Scouts needing high regen, I'm curious as to why that is. Your HP is so low that you'll often die before making use of the regen anyway and Scouts' natural low profile and EWAR focus should definitely help to reduce the likeliness of incoming damage as it is.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 07:18:00 -
[19] - Quote
If we look at Caldari suits, the only problem is the commando.
The sentinel has the same recharge rate as the assault (30 hp/s), and shorter delays. Whereas the commando has only 20hp/s and longer delays.
I suggest buffing commando recharge and delay (all races) to the level of assaults. It's silly that the Cal sent recharges at 30 whereas the commando is only at 20.
I don't support changing other suits. There's no reason at all to nerf scout shield regen.
To help shield tanking in general I suggest buffing shield rechargers and energisers. Or nerfing armour hp mods a bit.
(P.S. Off topic, but nerfing range extenders was more about preventing logis abusing passive scans.) |
dzizur
Nos Nothi
969
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Posted - 2015.09.14 07:22:00 -
[20] - Quote
How about bringing shield in line with armor by changing armor modules so they also are percentage based, instead of doing changes to shields?
Doesn't it seem wrong to anyone that an armor plate on a scout gives you the same ammount of hp that a plate on a heavy frame?
But I know, people would cry that their enemies have to shoot them "only for 2 seconds!"...
I'm really tired with king HP, and now you want to buff shields instead of nerfing armor. I'm a sad panda :P |
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Aeon Amadi
12
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Posted - 2015.09.14 07:33:00 -
[21] - Quote
dzizur wrote:How about bringing shield in line with armor by changing armor modules so they also are percentage based, instead of doing changes to shields?
Doesn't it seem wrong to anyone that an armor plate on a scout gives you the same ammount of hp that a plate on a heavy frame?
But I know, people would cry that their enemies have to shoot them "only for 2 seconds!"...
I'm really tired with king HP, and now you want to buff shields instead of nerfing armor. I'm a sad panda :P
I don't think we need to -reduce- the TTK any more than has been done with the recent advent of balance changes (weapon buffs) in unison with warbarge damage applications and officer gear proliferation. Nerfing armor would only serve to further reduce the TTK and as such the standpoint of buffing shields to competitive levels is the optimal solution.
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Thaddeus Reynolds
Facepunch Security
405
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Posted - 2015.09.14 07:37:00 -
[22] - Quote
Base Racial Delay Stats are one of the most important things penalizing shield tanking right now. As for standardizing them across the race...I'll have to think about that further, but in general (and specifically on shield suits) the delays are too high. I think though that even if shield delay is standardized by race...my initial feeling is to have regen rate standardized by role... I don't yet have numbers to back up this feeling.
Breakin Stuff wrote:Ydubbs81 RND wrote:I'm trying to understand why the focus is on buffing shield regen lol. Shield regen right now is sooo not the issue. Delay. Shield regen rates mean jack all if you can't survive long enough for it to start. HP is another issue. But my philosophy there is: the closer you come to armor level HP, the more you must accept armor-like rep rates. As much as I sort of agree here Breakin...there are a number of support options available for armor that are not available for shields...and some of them can be used locally on most suits, Repair tools may require someone else to operate, but Nanohives do not, provided the suit has Equipment slots and the bandwidth to operate it. Repair tools and Repair Hives/Triage Hives grant armor regeneration greater than shield regeneration in both raw HP/s, while also not being affected by a delay mechanic. I realize that on a 1v1 scale, sentinels do not have these options, and I'm not saying they need to go away, be nerfed, or even replicated 1 for 1 on the shield side, but saying or implying that armor has universally low regeneration isn't entirely accurate (nor is it accurate to say that armor can have universally high regen)
Breakin Stuff wrote:My proposal was to make caldari shield delays 1/3 mirroring the calsent. Minmatar would be 3/5.
My other proposal would be adding the extender variants me and the sh*tpost twins cobbled together.
I like those initial numbers for the regen delays (as far as regen delays)...and I also like those other extender variants...and I don't think that having those regen delays with those extenders wouldn't necessarily be a bad thing
Breakin Stuff wrote: First up let's analyze what happened when Armor was buffed. Armor plates had about 85 base HP at proto in beta. They also had 10% move penalty.
The movement penalty got shanked first.
Later around 1.4 ish armor plate HP got buffed to what it is now. We got ferros and reactives. Reps increased by just shy of 100% overall.
But at the same time dropsuit shields ate a nerf. Both on the extender penalty and if I recall correctly, the dropsuit delays were tweaked to be longer.
So we got the heavy buff to one and a rather substantial nerf to the other simultaneously.
So buffing shields to match armor is unlikely to result in caldari master race.
Let's see what you can cook up.
It seems that shields are still getting punished for the sins of the Cal Logi xD
From a numbers perspective, I do not like Ferroscales...they provide a massive benefit, for almost no fitting cost with no penalty...if shield extenders had no penalty, then I'd only have issues with the very low fitting cost.
deezy dabest wrote:I think that shield modules should also be set on static values. This would lead to PG/CPU adjustments being needed to hurt dual tanking ability but it would work out better in the long run.
Keeping them % based means that every suit has to have its shield numbers rebalanced around any new mods leaving a big mess that just goes in a circle.
I don't think that shield mods would need to be changed to flat amounts (although yes, you are right that it would probably make things easier to balance) provided that there is a standardized reasoning behind base shield regen rates. As for the PG/CPU adjustments, those I think would need to happen Armor Side, Currently Armor Modules have fairly significantly lower fitting costs compared to shield modules. Solving potential issues with dual tanking should probably come in the form of finally re-examining armor module fitting costs...but that's an issue for another thread.
Fitting costs and benefits provided overall need to be looked at for tanking modules...as do penalties to ensure that they are actually doing the job they are intended to. Ok guess I have another spreadsheet to work on xD...and got to work on my existing Armor/Shield spreadsheet to be readable...
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Aeon Amadi
12
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Posted - 2015.09.14 07:48:00 -
[23] - Quote
Few things that I spitballed previously were completely removing shield delays except for Depleted Delay, meaning your shields could recharge through damage. The drawback was that hit detection isn't favorable sometimes and it would be a hard-nerf to some less effective weaponry that couldn't powerhouse through shields fast enough (see non-headshot sniper rifles).
Initial math proved... Interesting, as you had about the same TTK on paper with a Caldari Sentinel running all energizers as a Caldari Sentinel running all Extenders. Would come down to preference and, of course, how well your enemy could hit you. Long story short though that proposal is a far extreme.
Some other things for consideration (though not in this thread, please, I'm just throwing them out there so we can get it out of our systems and move on) were offloading some of the armor that Caldari have and putting it in the Shield HP pool and vice versa with Gallente. Removal of penalties toward Shield Extenders. Removal of penalties to Energizers and offering up increased fitting cost (PG) instead. Buffing generally all shield modules... etc.
But none of these really address any core issues. They're band-aids. Can play with numbers until the end of days but if the root problem isn't addressed, in this case a really weirdly designed shield stat system, it'll fester. Just my opinion though, take it for what you will.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.14 07:50:00 -
[24] - Quote
Thaddeus Reynolds wrote:deezy dabest wrote:I think that shield modules should also be set on static values. This would lead to PG/CPU adjustments being needed to hurt dual tanking ability but it would work out better in the long run.
Keeping them % based means that every suit has to have its shield numbers rebalanced around any new mods leaving a big mess that just goes in a circle. I don't think that shield mods would need to be changed to flat amounts (although yes, you are right that it would probably make things easier to balance) provided that there is a standardized reasoning behind base shield regen rates. As for the PG/CPU adjustments, those I think would need to happen Armor Side, Currently Armor Modules have fairly significantly lower fitting costs compared to shield modules. Solving potential issues with dual tanking should probably come in the form of finally re-examining armor module fitting costs...but that's an issue for another thread. Fitting costs and benefits provided overall need to be looked at for tanking modules...as do penalties to ensure that they are actually doing the job they are intended to. Ok guess I have another spreadsheet to work on xD...and got to work on my existing Armor/Shield spreadsheet to be readable...
After thinking about it a little more I think they could be made flat modules and would need minimal adjustments thanks to drawbacks already being in place.
I just feel like this % based setup makes things easier to balance and makes things more understandable for newbies. How many of those players coming into the game do you think have any clue have any idea what a 2% bonus to a 9% bonus applied to 100 hp even is? This makes skill selection and fitting very messy. Obviously those are example numbers.
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 08:12:00 -
[25] - Quote
Just to correct some history. Yes armour was buffed a lot, and shields were nerfed a little. But since then armour plates were nerfed and shields were buffed.
I've said what I think about base stats, just buff commando base shield regen. Leave the rest.
If we are talking about shield tanking in general, allow me to repost my thoughts on this from a past thread. Hopefully this should explain my reservations about some ideas posted, and provide some ideas:
"My thoughts on shield tanking? Assuming it should be buffed (a little), I think it should be done in a way that maintains the design distinction from armour tanking, i.e. lower hp, higher regen, cover based. Here are some options.
Buffing base regen stats is bad, as it is too draconian. Suits are already sufficiently differentiated by base stats. We should have a reasonable amount of freedom to fit how we like. Also we need to encourage the fitting of shield regen mods to promote variety and discourage dual tanking or hp stacking. If base stats are too good there is no incentive to fit regen mods. The exception is commandos, who should have their shield regen stats buffed to sentinel levels.
Buffing regulators - Possibly a good idea. However, a delay is necessary as having to take cover to regen is central to the design of shield tanking. Currently it is possible to get very low shield delays by fitting complex regulators. I feel that mlt, std and adv regulators need a buff however.
Buffing extenders. I don't support this. Tanking style should be based upon which regen mods you fit. Stacking hp is a boring meta. Encouraging extender stacking works against the design of shield tanking as a high regen style. It also encourages dual tanking and reduces the efficiency of fitting damage mods, or other high slot modules.
Buffing energisers / rechargers. This would be a good option in my opinion. These are good modules to build a distinctly shield based tank. They have good synergy with extenders and regulators, so discourage dual tanking. They also compete in high slots with extenders and damage mods, so they discourage hp stacking, however they need to be a valuable module to be worthwhile. They also exemplify the design goals of shield tanking, providing high regen at the cost of hp stacking, but still requiring the user to find cover. I feel the current potential regen is not enough for the sacrifices you have to make compared to armour, especially the fact you have to take cover and wait to regen.
Another good (alternative) option would be to nerf armour. I suggest reducing the hp of all plates (including reactive and ferroscale) by 10%. Hp stacking has been the dominant meta for pretty much all of dust. We are moving in the right direction, however hp is still king. Reducing the value of hp mods will in turn increase the value of other mods. Ofcourse, by reducing armour hp, shield tanking automatically becomes a more viable alternative." |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 08:47:00 -
[26] - Quote
Can I also say I don't think there is any need to change the fundamental way in which shield tanking works. It's been proven to work the way it does fine.
A good example is the Caldari scout back in 1.8. This suit was often used very effectively as a slayer. I big part of this success is the comparatively good shield stats. Delays and regen worked just how it does now. Caldari assaults now can get considerably better shield stats than a scout.
I'm not saying the shield/armour balance can't be improved. I'm just saying it can be achieved with simple buffs/nerfs. A complete redesign is unnecessary. |
Sequal's Back
Dead Man's Game
1
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Posted - 2015.09.14 09:50:00 -
[27] - Quote
Nice idea, delays on cal suits really need to be lowered. What would be your number proposal for all cal suits?
Also, the shield extenders need to cost less pg/cpu, it would buff caldari suits in either HP or whatever you couldn't fit before.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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dzizur
Nos Nothi
969
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Posted - 2015.09.14 10:45:00 -
[28] - Quote
Aeon Amadi wrote:dzizur wrote:How about bringing shield in line with armor by changing armor modules so they also are percentage based, instead of doing changes to shields?
Doesn't it seem wrong to anyone that an armor plate on a scout gives you the same ammount of hp that a plate on a heavy frame?
But I know, people would cry that their enemies have to shoot them "only for 2 seconds!"...
I'm really tired with king HP, and now you want to buff shields instead of nerfing armor. I'm a sad panda :P I don't think we need to -reduce- the TTK any more than has been done with the recent advent of balance changes (weapon buffs) in unison with warbarge damage applications and officer gear proliferation. Nerfing armor would only serve to further reduce the TTK and as such the standpoint of buffing shields to competitive levels is the optimal solution.
Well, we could always remove warbarge damage , ban officer from pubs and take another look at AA (all which IMO would make the TTK higher) by the way removing the P2W aspect and officer stomp on newbs.. ;)
As for shield vs armor parity - someone mentioned equipment (rep tool and nano) which help the armor meta
I want to point out the flux grenade - it's essentialy a doomsday device for pure shield tankers - IMO it's going to work this way we need a armor counterpart (maybe call it igniting grenade or whatever, drains your armor to some low ammount, but doesn't touch shields (f.e. 5% of max armor HP) |
Dont-be-a-D1CK
Dead Man's Game
231
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Posted - 2015.09.14 11:17:00 -
[29] - Quote
Varoth Drac wrote:If we look at Caldari suits, the only problem is the commando.
The sentinel has the same recharge rate as the assault (30 hp/s), and shorter delays. Whereas the commando has only 20hp/s and longer delays.
I suggest buffing commando recharge and delay (all races) to the level of assaults. It's silly that the Cal sent recharges at 30 whereas the commando is only at 20.
I don't support changing other suits. There's no reason at all to nerf scout shield regen.
To help shield tanking in general I suggest buffing shield rechargers and energisers. Or nerfing armour hp mods a bit.
(P.S. Off topic, but nerfing range extenders was more about preventing logis abusing passive scans.)
^^
30hp/s on Heavy Frames, 35hp/s on Medium, 40hp/s on Light, starting value.
Shield deplted delay's balanced equally among them, Commando=Sentinel, Assault=Logi, so Commando and Assault get a buff by having Shield stats closer to the others. Shield Modules - Regulators, Rechargers could use a buff imo, but that may not be needed if you buff base stats ^^
Random note: I was surprised to see Cal Heavies given 400+armour, and a pure Shield version would be interesting
Looking to fuel blood, sweat and precious tear production ??
Apply to Corp "anything that moves"
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 12:18:00 -
[30] - Quote
Dont-be-a-D1CK wrote:30hp/s on Heavy Frames, 35hp/s on Medium, 40hp/s on Light, starting value. Shield deplted delay's balanced equally among them, Commando=Sentinel, Assault=Logi, so Commando and Assault get a buff by having Shield stats closer to the others. Shield Modules - Regulators, Rechargers could use a buff imo, but that may not be needed if you buff base stats ^^ Random note: I was surprised to see Cal Heavies given 400+armour, and a pure Shield version would be interesting I like it. Are these suggestions for Caldari suits or a baseline to be modified racially? So long as people don't feel their base regen is high enough and give up on rechargers in favour of all hp.
I wouldn't put Caldari commando delays equal to Caldari sentinels though. I was thinking more just buffing them to assault levels. I suspect the Caldari sentinel was given extremely low delays (especially depleted) to allow it to function with an HMG, but without the ability to be supported by a rep tool like an armour sentinel. I'd be hesitant to buff Caldari commando delays as much as that, or to nerf the sentinel. |
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.09.14 14:17:00 -
[31] - Quote
Aeon Amadi wrote:Joel II X wrote:Let me get this straight, you want to change shield mods to a static number to buff shield suits?
So, a Shield Recharger oates of giving 35% bonus, it would give, I dunno, a 30hp/s bonus? And along with this, you want to give all suits the same regen?
I can see how it helps shield suits, but you're also saying that it'll make armor suits benefit less from them. However, if that have the same regen, wouldn't they benefit just as much from the same module as a shield suit?
Maybe I'm just misunderstanding everything due to being tired? Probably the latter. Shield Recharger would still give the 45% bonus (complex). The modules wouldn't change. However, the suits themselves would. Delving a bit further into this, if we look at say, the Minmatar Line-up we see this: Recharge Delay Depleted delay Scout: 40hp/s ----- 4s ----- 5s Assault: 25hp/s ----- 6s ----- 8s Logistics: 20hp/s ----- 5s ----- 6s Commando: 18hp/s ----- 6s ----- 10s Sentinel: 20hp/s ----- 4s ----- 6s It is all over the place but seems to gravitate toward a rough area in different places. (The Caldari are worse, with Sentinels, Commandos, and Scouts showing massive discrepancies in the value differences, btw). Under this change we would see all of the Minmatar suits reflecting the same values, meaning that some would be buffed and others would be nerfed, but they would all reflect the same benefits and negations from shield modules, with primary differences based on their base shield HP and fitting slots, accordingly (much like Armor). So if we were to say, just go with the average of all of these values (again, just as an example), it'd look like this: Recharge Delay Depleted delay Minmatar: 25hp/s ----- 5s ----- 7s So, all of them would receive a buff in recharge except for the Scout. All but the Sentinel and Scout would receive a buff, or stay the same, with Recharge Delay. Depleted delay the Assault and Commando get a buff. This standardization then allows us to balance the percentage based modules much easier and we can adjust the suits in other areas. The Minmatar Scout may receive additional base shield HP to compensate for the drop in recharge capability, for example, or adjust the entire racial shield standardization to 30hp/s, 4s, and 6s, respectively. What changes is that if this were to happen with the above values, you would see Shield Rechargers offering a much greater benefit to (almost) the entire race's line-up of suits as opposed to dynamically benefiting Scouts the most and Commandos the least. Likewise, Shield Regulators which would also have dynamic values based on the role would apply neatly to the entire racial line. Shield Extender penalties would apply similarly as well. Ultimately this would lessen confusion, add more diversity to fittings, provide an easier balancing spectrum, and result in more time spent working on other things. It would however mean some pretty crazy changes that might be wonky in the short-term that would invariably need to be adjusted. Oh! Okay, I get it now! Yes, this is a pretty neat idea! Here's a +1.
I see this giving the Caldari Commando a great help, which is awesome and needed.
Only problem I see is that, as you've said, it'll be wonky at first. If we take the Caldari Scout and commando, they'll be the same in terms of available regen (except for the scout having an extra high, allowing for more regen, but meh), however, the one thing that makes the current Caldari Sentinel is the one second depleted. Would you just give that to all frames, or take it away from the Sentinel? If you do take it away, it'll only have a single low slot, giving it the lowest depleted recharge.
Aside from that, I think it's a good idea. On a side note, do you think doing the same with armor repair would be good as well, or not?
Scouts United
Gk.0s & Quafes all day.
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haerr
Condotta Rouvenor Gallente Federation
3
|
Posted - 2015.09.14 14:56:00 -
[32] - Quote
Vice: doesn't normalise shield module value between roles because different roles have different amounts of high/low slots. It wouldn't be a bad starting point but adding a correction value based on the total number of slots available to each role seems like step two. |
Asad Thahab-Jabal
Incorruptibles
25
|
Posted - 2015.09.14 15:01:00 -
[33] - Quote
I think the proper way to begin balancing shields vs. armor would be to port Dust to PC/PS4.
Do we have any news on that? |
Tickle Me Emo
Y0UTHINASIA
0
|
Posted - 2015.09.14 15:12:00 -
[34] - Quote
Asad Thahab-Jabal wrote:I think the proper way to begin balancing shields vs. armor would be to port Dust to PC/PS4.
Do we have any news on that? Dust 514 is not receiving a port. Stop asking.
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Aeon Amadi
12
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Posted - 2015.09.14 17:01:00 -
[35] - Quote
Can you guys read or did we skip that class in school?
Armor tank. No nerf talk in thread. Thread not 'bout armor. Never fix shield by nerf armor. Ooga booga.
Christ, I hate to lose it here but you guys really can't focus. If you disagree because you feel that it would be a negative impact than elaborate, specifically, as to why. Don't just say "shields are fine except for-" explain the reasons why you feel that they are fine when so many other players are advocating shield buffs.
And for the love of all that is holy, don't say shields are fine and then say nerf armor. This is not the thread for that.
Negative Introspection - Aeon's CPM Blog
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Avallo Kantor
864
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Posted - 2015.09.14 18:39:00 -
[36] - Quote
On the topic of shield regeneration:
I believe this was talked about in the past, but I do not recall what the response was.
I believe Shield Regeneration should work a bit more dynamically than the current model in DUST is. Currently we only have 2 regen values, one for non-depleted shields, and one for fully depleted shields.
I would suggest tweaking this to have on "base" recharge time that as Aeon was suggesting is racially consistent. Then have the actual recharge time be some % modifier based on current shield values.
There are two ways to do this, one is taking from the EVE model of shield recharge, and the other a more straightforward system.
The EVE system, from my memory, has recharge rate in something of a bellcurve. It is highest in the 30 - 50% range, and less effective as it gets farther from that "sweet spot".
The other more straightforward approach would be to have the % difference between max and current be the modifier.
For example, given a shield recharge time of 10 seconds:
With the EVE style we would only have it be 20 - 30% (so 2 - 3 seconds) while in that "sweet spot" and it increases to 100% the further it gets away. (So at 0% and 100% shield HP it would be 10 seconds)
With the Straightforward approach it would be simple. If at 90% hp your recharge time is only 10% (So 1 second delay) while at 0 shields it would take those full 10 seconds.
With either approach we get closer to what I believe is the main goal of shield tanking systems: skirmish, cover-based warfare. These more dynamic styles of recharge encourage Shield Tankers to focus on short bursts of fire followed by ducking into cover to let their shields recharge at a quickened rate. With the straightforward approach especially those that can engage for a few bursts and then pop into cover would enjoy low delay rates which would strengthen their tanking ability without directly impacting how much alpha damage they can take if they were to be ambushed, sniped, or caught out in the open.
"Mind Blown" - CCP Rattati
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Thaddeus Reynolds
Facepunch Security
408
|
Posted - 2015.09.14 19:48:00 -
[37] - Quote
My initial thoughts on numbers that could be used for Racial Delay, role based rates are:
Delays (Race: Delay/DRD)
- Caldari: 3/1
- Minmatar: 3/3
- Gallente: 5/5
- Amarr: 7/5
Recharge Rates (Role: Rate)
- Sentinel/Heavy: 30 HP/s
- Commando: 35 HP/s
- Medium/Assault: 40 HP/s
- Logistics: 45 HP/s
- Light/Scout: 50 HP/s
I'll start trying to make a spreadsheet to try to demonstrate how these would work...but I think regeneration is only part of the equation that needs looked at for shields to become a real contender for viability.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
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Kierkegaard Soren
Eridani Light Horse Battalion
922
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Posted - 2015.09.14 20:08:00 -
[38] - Quote
1) As noted by OP, balancing the two tanking types so that both are viable but different in approach will be impossible until A) the modules themselves are made to buff EITHER percentages OR numerically (and for the sake of simplicity I favour the latter) and B) regen and delay rates are standardised to a much more acceptable level. I like the idea of balancing by race rather than balancing by suit, but doing that might bring an implicit nerf to the CalSent if, say, you bring regen and delay rates for the cal scout, logi and assault UP to acceptable levels, but not to where the CalSent is currently at because clearly that would be OP. So you'd have to make and exception for the CalSent and let it keep its current regen and delay values OR nerf it to bring it line with the rest of the Cal line up and then, as a counter-balance, introduce a shield-based rep tool.
2) It should also be noted that shield tankers have to fot way more modules to run a viable, tough tank than their armour-wearing counterparts; as noted in a previous post, Delay is currently the crippling issue for shields (amongst a whole bunch of other issues) and in order to address that low-modules that require a hefty amount of CPU to fit must be used. Armour tankers (and I am one of them) get way too much bang for their buck in terms of fitting costs and module efficiency; its perfectly acceptable to run two reps and a plate outside of PC I think; no shield tanker would survive any firefight if they dedicated a measly three slots, high or low, in the same fashion. SO: Get rid of regulators, merge that function into rechargers. With that, you solve the issue of rechargers competing with energisers and losing everytime, because now they offer a buff to your tank that the energisers don't, and it means that shield tankers don't have to fit both lows and highs anymore just to keep competitive.
That's all I can think of right now, thanks for giving us the opportunity for some proper feed back.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Tebu Gan
0uter.Heaven
1
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Posted - 2015.09.14 20:45:00 -
[39] - Quote
Aeon Amadi wrote:Preface and Explanation: Quote:In the Shield versus Armor debate, one primary attribute that must be considered when comparing the two tanking styles is that Armor has base values whereas Shield Modules primarily work on percentages. This means that whenever a player fits a Complex Armor Repairer they receive a 9.38hp/s repair rate to their armor no matter what suit they are running. Comparatively, if a player were to fit a Complex Shield Recharger, they would receive a dynamically changing value based on whatever their suit's base shield recharge is.
A Caldari Scout receives a benefit of 25.88hp/s Shield Recharge Rate from the module, whereas a Minmatar Commando would receive a benefit of 9.32hp/s. The dynamically changing values are due solely to the way shield stats on suits are calculated, based on the suit's role (Assault, Commando, etc). This can make balancing difficult, as a change to a module that would make one suit viable may not work on another suit. To bring resolution to this, a proposal was made in the fashion of Racial Based Shield Stats. Meaning that instead of role based shield stat values, each suit would have the same recharge and delay values based on their racial make and build. A Shield Recharger on a Caldari Scout would offer the same benefit as a Shield Recharger on a Caldari Sentinel, Commando, Assault, etc. Theoretically, these values would reflect racial combat philosophy, with Caldari being the primary shield tankers and Amarr being the least viable with it. This is one of many proposals on how to increase the viability of Shield Tanking and should not be considered the sole and only proposal or plan. This thread is designed to discuss the vices and virtues of this proposal and intentionally does not supply numbers as they are subject for debate. Thus, this thread exists for that very purpose. Please post below, your feedback and concerns in relation to the proposal of Racial Based Shield Stats, as well as your ideal base numbers and questions.
Never considered that difference, good point! |
XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.14 20:51:00 -
[40] - Quote
Will Minmatar scouts have the same recharge as they depend entirely on shields as well?
AVERT YOUR EYES!
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Aeon Amadi
12
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Posted - 2015.09.14 20:56:00 -
[41] - Quote
XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well?
Assume that they did, how would the overall balance spectrum be affected if they were the only exception?
Assume that they didn't, how would you go about balancing them?
Negative Introspection - Aeon's CPM Blog
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.14 21:10:00 -
[42] - Quote
Aeon Amadi wrote:XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well? Assume that they did, how would the overall balance spectrum be affected if they were the only exception? Assume that they didn't, how would you go about balancing them? Give them the same recharge stats as the Caldari Scout.
AVERT YOUR EYES!
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Aeon Amadi
12
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Posted - 2015.09.14 21:20:00 -
[43] - Quote
XxBlazikenxX wrote:Aeon Amadi wrote:XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well? Assume that they did, how would the overall balance spectrum be affected if they were the only exception? Assume that they didn't, how would you go about balancing them? Give them the same recharge stats as the Caldari Scout.
Alright, let me re-iterate:
If they followed along with the Minmatar racial shield stats, meaning they'd have the same recharge and delays as every other Minmatar suit, what would you do differently to help balance them out. Borrowing from another race doesn't change the fact that they'd be an exception to the rule.
Negative Introspection - Aeon's CPM Blog
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XxBlazikenxX
Ancient Exiles.
2
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Posted - 2015.09.14 21:27:00 -
[44] - Quote
Aeon Amadi wrote:XxBlazikenxX wrote:Aeon Amadi wrote:XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well? Assume that they did, how would the overall balance spectrum be affected if they were the only exception? Assume that they didn't, how would you go about balancing them? Give them the same recharge stats as the Caldari Scout. Alright, let me re-iterate: If they followed along with the Minmatar racial shield stats, meaning they'd have the same recharge and delays as every other Minmatar suit, what would you do differently to help balance them out. Borrowing from another race doesn't change the fact that they'd be an exception to the rule. There are a lot of exceptions to the rule. Amarr Logi with a sidearm. Minmatar scout bonus. This would just be another one.
How about lowering the recharge delay for depleted and undepleted? Further inspiring a "hit and run" tactic.
AVERT YOUR EYES!
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.14 21:57:00 -
[45] - Quote
Aeon Amadi wrote:XxBlazikenxX wrote:Will Minmatar scouts have the same recharge as they depend entirely on shields as well? Assume that they did, how would the overall balance spectrum be affected if they were the only exception? Assume that they didn't, how would you go about balancing them? If you wanted to balance a shield regen reduction to scouts, to put them in line with a shared racial shield profile, a good method would be to look at the modules that could be used to bring them back to stats equal to what they have now.
So for example, if a min scout's shield recharge was nerfed from 40 to 25, a shield extender could be replaced with an energiser to get back to 40 regen. If you then buffed the hp (after skills) by 84 (one shield extender plus the energiser penalty) you will get back to the original stats, thus maintaining balance.
If the delay was nerfed from 4 to 6 seconds this could be countered with a regulator instead of a profile dampener. You could then buff the scouts profile by -25% db to get back to the original stats.
So in summary, min scouts regen stats being nerfed to 25hp/s and 5/7s delay could be balanced with a +84hp and -8db buff. |
Vyuru
Algintal Core Gallente Federation
281
|
Posted - 2015.09.16 17:07:00 -
[46] - Quote
Just thinking out loud here, and I am not sure if someone already mentioned it.
Why not have both racial and Dropsuit recharge rates?
Have it so that it goes Caldari pĒļMinmatar pĒļGallente pĒļAmarr for race. For dropsuits, what about higher recharge rate, but lower shields for light suits, swapping around until you have lower recharge rate, but higher shields for heavy suits? Have it be Scout pĒļLogi pĒļAssault pĒļHeavy for recharge rates, and swap the order for max shield hp.
The three main issues that I believe shield tankers face however, is recharge delay and interruption, and lack of a shield rep tool.
Armor can constantly regen through damage. I would look at adopting or modifying the Eve model of constant shield regeneration. Inability to get shields back up can be kinda frustrating. And you don't see a whole lot of Caldari suits camping a hotly contested point because of this, IMO. You see a lot more armor suits typically, or armor tanked Caldari suits.
Secondly, I would give shield tankers some kind of shield rep tool. Would it be a fairly easy thing to do to use the armor rep tool model, change the beam color to blue, and away we go? |
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.09.16 17:29:00 -
[47] - Quote
Starlight Burner wrote:Ydubbs81 RND wrote:I'm trying to understand why the focus is on buffing shield regen lol. Shield regen right now is sooo not the issue. Still do not understand the focus on Regen. It's not the issue with shields.
Technically only partially true. Regen can be quite good if and only if your shield recharge is never interrupted ever. Once shields are interrupted which happens on almost any damage because the inhibition value is outright non-functional due to being too small, armors recovery rate shoots up dramatically over shields.
There's also the forever ongoing problem of proportional damage because shields HP pools are so small. If you were to balance 'anti-armor' weapons to have the same effective dps vs armor as 'anti-shield' weapons do vs shields, well those anti-armor weapons would be doing 1600-2000dps.
In short shields need more hp, less delays, and functional inhibition value, slightly higher regeneration would be a boon but it's not the core issue of shield problems.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Adipem Nothi
Nos Nothi
15
|
Posted - 2015.09.16 19:11:00 -
[48] - Quote
Aeon Amadi wrote:Preface and Explanation: Quote:In the Shield versus Armor debate, one primary attribute that must be considered when comparing the two tanking styles is that Armor has base values whereas Shield Modules primarily work on percentages. This means that whenever a player fits a Complex Armor Repairer they receive a 9.38hp/s repair rate to their armor no matter what suit they are running. Comparatively, if a player were to fit a Complex Shield Recharger, they would receive a dynamically changing value based on whatever their suit's base shield recharge is.
A Caldari Scout receives a benefit of 25.88hp/s Shield Recharge Rate from the module, whereas a Minmatar Commando would receive a benefit of 9.32hp/s. The dynamically changing values are due solely to the way shield stats on suits are calculated, based on the suit's role (Assault, Commando, etc). This can make balancing difficult, as a change to a module that would make one suit viable may not work on another suit. To bring resolution to this, a proposal was made in the fashion of Racial Based Shield Stats. Meaning that instead of role based shield stat values, each suit would have the same recharge and delay values based on their racial make and build. A Shield Recharger on a Caldari Scout would offer the same benefit as a Shield Recharger on a Caldari Sentinel, Commando, Assault, etc. Theoretically, these values would reflect racial combat philosophy, with Caldari being the primary shield tankers and Amarr being the least viable with it. This is one of many proposals on how to increase the viability of Shield Tanking and should not be considered the sole and only proposal or plan. This thread is designed to discuss the vices and virtues of this proposal and intentionally does not supply numbers as they are subject for debate. Thus, this thread exists for that very purpose. Please post below, your feedback and concerns in relation to the proposal of Racial Based Shield Stats, as well as your ideal base numbers and questions. Probably misunderstanding what you're proposing, but I'm not sure that a CalSent or CalAssault should recharge as fast as CalScout. The CalScout indeed recovers quickly but is easily alpha'd. CalSents and Assaults have substantially more armor buffer in addition to deeper shield reserves; these are far less vulnerable to instagib. Seems to me the normalizing recovery rates between vastly different unit types would lead to imbalance.
My two cents. |
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