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Thread Statistics | Show CCP posts - 3 post(s) |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 08:37:00 -
[1] - Quote
Weapon profiles are a bit of a moot point, because whilst laser weapons do +20% to shields, explosives do +20% to armour. Also both combat rifles, and crucially HMGs, do +15% to armour.
So I don't think weapon profiles are the issue.
If we consider damage mods, yes armour suits can fit them without sacrificing tank. However, unlike armour suits, shield suits can improve their regen with regulators, without sacrificing tank.
Now, energisers are in an interesting place, as they compete with both extenders and damage mods, and regulators need to be used with them to gain full effect. That's a lot of sacrifice, and I believe that it should come with a high reward.
Also, the damage mod argument only really works in a world where you only fit tank and damage. There are other low slot modules that armour suits would have to sacrifice tank to fit.
I'm not saying shields and armour are balanced, I'm just saying it's not a problem with weapon profiles or damage mods. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 08:57:00 -
[2] - Quote
You can still fit damage mods to shield suits, which I do frequently. I don't think damage mods are the problem. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 13:52:00 -
[3] - Quote
TheD1CK wrote: - want short regen delays with good regen amounts, you Shield tank - want constant regen underfire, you Armour tank ..
This. However I don't think it has to be the case that Caldari and Minmatar suits have considerably better base shield regen stats than Gallente and Amarr.
How you tank should be more to do with which modules you fit rather than which suit you choose.
Caldari suits should encourage the use of shield rather than armour modules. Minmatar should encourage the use of either.
It should be your choice to fit shield tank modules that should result in short regen delays and good regen amounts.
One danger of the CPM proposal, is that by giving all suits short regen delays, there is less of a benefit for people who actually choose to fit their suit out for shield tanking.
It all comes down to regulators. These are the crucial modules for differentiating armour and shield tanking. You can't dual tank effectively if you need to use regulators, as they take up module slots for your armour. They also are much more effective when fitted in conjunction with shield rechargers, further creating a synergy in a shield tank loadout, and ensuring shield tanking is more effective on shield suits, due to the percentage nature of rechargers.
Shield regulators have to maintain their current worth, and I fear that reducing everyone's delay will diminish this.
Or put another way. If everyone has short shield delay, why would you fit regulators on your suit? If you are a shield suit, would you not feel encouraged to fit armour instead? If you were an armour suit, would you not feel encouraged to pair your armour with shields? Afterall your delay isn't so short that you feel you would need a regulator or two, so why not?
Also you end up with shield suits with bad armour stats but good shield stats, vs armour suits with good armour stats and good shield stats. Whereas if both had to fit shield regulators to get good shield stats you couldn't have both good shields and armour. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 14:13:00 -
[4] - Quote
TTK is a thing that needs to remain balanced. Too short and the depth of using cover, pressure/retreat, damage profiles, movement, regen and support gets lost. Too long and the depth of positioning, flanking, strategy and EWAR get's lost.
TTK being too long emphasises the numbers advantage of higher sp players. TTK being too short reduces fitting variety as everyone scrambles to fit enough protection and damage.
I think it's pretty balanced right now. I don't see a need to mess with it. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 15:24:00 -
[5] - Quote
CCP Rattati wrote:
we just discussed faction based shield thresholds, even role based, something like this
CA 12 MI 10 GA 8 AM 6
Caldari: Assault 12 Commando 12 Sentinel 11 Scout 11 Logistics 10
I really feel shield thresholds are a red herring. I don't see that they make much in game difference at all.
Correct me if Im wrong, but isn't the threshold just the amount of damage your shields can take before the regen delay kicks in?
How often do you get hit by something doing less than 13 damage? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 16:05:00 -
[6] - Quote
Breakin Stuff wrote:the shield stuff is multi-stage.
Stage 1 is straightening out recharge delays.
1A: This has a massive effect not only on survivability, but on fitting choices. Common wisdom is that a proper shield tank on an assault (if you don't want to just give in and put ferroscales on) is three regulators in the lows. That means a calassault has to devote eight slots to their tank versus a gal/amarr assault's four. One of the lows on a gal/am assault is usually reserved for biotics, sometimes two but usually two ferros or plates and one or two reps. By making regulators less mandatory for a good shield fit rather than absolutely critical it improves the calassault (and to a lesser degree, shield tanked minmatar suits) by a good deal. Suddenly damps, biotics and other modules become an option.
I don't think three regulators is common wisdom. Two maybe, three incurs stacking penalties. Not saying people don't fit three, and some people can make do with one.
Consider these two fits:
Caldari assault Gallente assault
Both have two damage mods, two hp mods, three regen mods and a biotic. The Gal assault has a bit more hp, the Cal assault has slightly faster regen.
They are similar and so provide a good comparison. In my opinion, the faster regen on the Caldari assault is not enough to make up for lower hp and the fact they have to wait for regen to kick in. The solution isn't to make the suit more like an armour tank, by reducing the delay, or increasing the hp, it's to increase the regen bonus on the energiser. This maintains the shield distinction of lower hp, delay, and faster regen.
I don't know where the idea of a common 8 vs 4 slot tank investment comes from. It's probably more like 6 for shields and 5 for armour.
I'm all for promoting module fitting variety, I just think targeting regulator use is risky as they are so important for discouraging dual tanking. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 17:39:00 -
[7] - Quote
Ydubbs81 RND wrote: since when does the CR and RR put out 15% bonus against armor? The last update I remember was to make both of them -10/+10 towards shield/armor.
And about your damage mod point.....most people do is fit tank and damage on those armor fits. When guys are running around with 700+hp armor and 190hp shields, you already know what they're running.
Rail rifles are +10% to armour. Combat rifles, SMGs and HMGs are +15%. It's been like this for ages. These weapons absolutely destroy armour suits.
And just because many people fit all armour and damage on their armour suits doesn't mean they haven't sacrificed anything to do so. Myofibs, Kincats, precision mods, profile dampeners, all good modules sacrificed for the armour + damage. Just because you can't fit shield extenders or damage mods in low slots doesn't mean they are useless.
There's no reason you can't fit damage mods on a Caldari assault. The game should be balanced so this is competitive.
And if you want to go for the pure tank + damage shield fit you should feel happy about the regulators fit in your low. Hence why I don't agree with reducing their value. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 18:04:00 -
[8] - Quote
Ydubbs81 RND wrote: CRs were never 15% to armor. It used to be -5%/+10% to shield/armor respectively. They have since modified it so both CR and RR yields the same bonus.
I'm not saying that those other mods are not useful. They can be but when you are in a gunfight, nothing helps more than tank and damage. The other mods help especially with aiding with situational awareness, or escaping, flanking, etc. But when it's time to show down, a kincat can't help you to strafe faster. What good is a regulator when you are taking consistent damage on an objective?
And of course, I can use damage mods on a cal fit but I'll be sacrificing my primary tank as opposed to armor fits which gets to keep their primary tank. And at the same time, they get to deal max damage. I can use armor plates to compensate but that defeats the purpose of shield tanking. I might as well, just use an armor suit which is better for it.
I know it used to be -5/+10, but it's +/- 15 now. I'm afraid you are mistaken.
I think if your aren't too worried about regen, and are taking constant damage without a break, you are better off with an armour suit. That's by design.
If you can take cover and regen for 4 - 6 seconds, you are better with shields. At least you would be if they balanced shields vs armour.
High hp fits are meant to be the realm of armour tanking. Whereas shields are meant to be able to fit higher regen. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 21:13:00 -
[9] - Quote
Weapon damage profiles |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.22 21:57:00 -
[10] - Quote
Tebu Gan wrote:[ But don't you get more out of a weapon with a higher starting damage stat. So wouldn't a damage mod on a rail rifle actually be more effective than say an AR. An AR does more dps, so if anything you get more value from pairing the damage mod with the AR. |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 13:52:00 -
[11] - Quote
Low slot damage mods is a bad idea as it opens up the whole issue of which side mods are fitted. Everyone that can't make the fit they want is going to be crying for their chosen mod to be on both sides.
I can see it now. Armour tankers going "but it's not fair that I have to lose tank to fit kinkcats. Shield tankers are so much faster, I can't even hit them, they just run away and come back with full shields in seconds."
Or how about "Armour tankers are completely underpowered because they get permascanned the whole time, and we can't fit dampeners without losing hp. But Shield tankers can run around completely invisible!"
It will never end. There is more to the game than fitting tank + damage. Or shall we just declare any complaint anyone's ever had about scouts as meaningless, because, since all that matters is tank and damage, a scout's better scan precision, profile, speed and stamina is worthless?
And finally, if you really only care about tank and damage, some shield tank modules go in low slots anyway! Fit your regulators, fit your damage mods in the high slots the regulators don't take up. Deal with it. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 14:58:00 -
[12] - Quote
Devadander wrote:All this madness inspired me to try a new take on caldari. Ck0 ass x5 dm x2 ferro x1 reactive Ishukone Never have I seen people melt so fast... Do you know about stacking penalties? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 15:17:00 -
[13] - Quote
Devadander wrote:Varoth Drac wrote:Devadander wrote:All this madness inspired me to try a new take on caldari. Ck0 ass x5 dm x2 ferro x1 reactive Ishukone Never have I seen people melt so fast... Do you know about stacking penalties? No. What are those? /sarcasm Lol don't hate cause I'm rockin 1.31 +5% +15% Fair enough, just checking. I think you mean 1.21 + 5% + 15% then. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 15:19:00 -
[14] - Quote
Zan Azikuchi wrote: Now hold on a second, why does the ARR have to take a hit with the nerf bat? It's already got a charge up time and a low ROF in comparison to every other weapon except the RR itself. Not to mention the ARR is one of the anti armor weapon's, nerfing that nerf's anti armor weapon's which are pretty insufficient unless your enemies are standing completely still.
Judging by the fact everyone is using it, it seems the ARR is the best weapon in the game at the moment. Might just be because there is more armour tanking going on though. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 15:22:00 -
[15] - Quote
Devadander wrote: 1.31 I'm at work so I can't check, but I'm 99% sure.
Stacking penalty calculator Five 7% bonus modules gives you a bonus of 21%. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 18:29:00 -
[16] - Quote
Alena Ventrallis wrote:I agree with Aeon. The fact that shield stats are all over the place needs correcting. Look at the Amarr sentinel: it has a better depleted recharge delay than the Minmatar sentinel, a dedicated shield suit. And it has better delays than the Gallente Assault. Why? It really looks like numbers were just drawn out of a hat when it comes to recharge delays and recharge rate. Aeon's proposal smooths that all out into something logical that we can build on. Just like Rattati did with the speed/ehp scale. Remember all the crying about that? Remember how unfounded it all was? Same thing here. This gives us a logical progression with which we can redo modules and we can more easily predict how they will function on various suits. When a shield regulator is of more benefit on an Amarr Sentinel then a Minmatar Sentinel, there is a huge problem.
Seriously, someone show me how the proposal is going to make any armor suit better at shield tanking than an equivalent shield suit. Put your money where your mouth is: I want to see numbers. This is one thing that immediately annoyed me about the CPM shield proposal. It starts by saying there is no pattern or order to the current shield regen stats.
This is not true, there is a clear pattern, just some weird anomalies. So the Amarr shield depleted delay being 1 second shorter than Minmatar doesn't make sense. I agree. That doesn't mean the whole system is random. The weird bits can be sorted out, but the whole current pattern doesn't necessarily need to be changed.
About the speed/hp scale. Rattati changed this considerably based on community feedback. Yes, a lot of the feedback was unfounded panic. However, one thing that was argued well and voiced by a lot of the community was opposition to having assault suits nerfed onto the speed/hp scale. Consequently Rattati nerfed assault speed far less than originally proposed so that assaults alone sit above the speed/hp curve. A situation that most people are happy with, and finally demonstrates a specific attribute that assaults have over other suits. So community based feedback on stat relationships are not always unfounded.
People aren't worried about armour suits shield tanking better than shield suits. They are worried about armour suits armour tanking on top of a reasonable shield tank, without even fitting any shield modules. It's not something I'm too concerned about myself. Though I am a little worried that we may see more dual tanking due to better shields on armour suits, and a diminished need for regulators on shield suits. Though I can't say for sure that will happen. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 18:36:00 -
[17] - Quote
BARAGAMOS wrote: Got to agree. The basic shield mechanic feels fine. The Getting melted by Scramblers and CRs really does feel like the issue. There is a reason the kill feed if full of three guns, Carthium/Viziam/Boundless. They are the current OP selection. You would think with all the armor that RRs would be on top of the world. The issue is that those three are so OP for the moment that they get ran over dedicated Armor shredders. I would like to see the threshold increased, but otherwise the regen seems fine. In truth, all I have seen from the options presented so far are basically ways to make the Min suit even more broken. PG/CPU costs are out of line and armor tanking is much more beneficial because you get damage and HPs. Plus with a scrambler you get range. I find myself running a lot more Am suits these days because of it. If I run my cal it just gets melted faster than I can step back into a doorway. The regen does not matter if you are dead in 0.5 seconds. It only matters if you can actually survive an encounter, and right not the armor tankers have time to turn around and melt you before you can even kill them from behind. You take almost a full clip of ARR to kill an Am Assault. They take less than 20% of a clip to do the same to a Cal assault. That's the issue. Not regen rates. I want to survive the first fight. Then I can worry about hiding to regen.
Weapon damage profiles
ARRs are seem to be the most used weapon by the top slayers.
The ARR has the second most damage per mag after the AScR.
Combat rifles OP?
The fact that nobody seems to be able to agree which weapons are OP or not, let alone what damage profiles things have, suggests concerns about unbalanced weapons are best ignored until Rattati posts the latest kill/spawn or usage data. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 20:09:00 -
[18] - Quote
Kalante Schiffer wrote:Iv'e always used the ARR because it gets the job done at long, medium, and close range compared to the other rifles that are "supposed to be superior" to one another at different ranges. A slayer will run the things that are able to do everything with out giving a hindrace to different play styles. To me all rifles should have long ranges. If you want to be a close quarters guy get yourself a shotgun or a submachine gun. That is how all FPS have always been. Since this game has to follow a certain lore that is incompatible with FPS gameplay we can not advance anywhere. The ARR's clearly a good weapon. So are the scramblers. The AScr is probably a bit OP.
I really don't think rifle balance is much of an issue at the moment.
And the AR does actually have quite good range. Just not compared to the other rifles. It's much longer than a shotgun or even an SMG. |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.09.23 22:40:00 -
[19] - Quote
One Eyed King wrote:Varoth Drac wrote:
People aren't worried about armour suits shield tanking better than shield suits. They are worried about armour suits armour tanking on top of a reasonable shield tank, without even fitting any shield modules. It's not something I'm too concerned about myself. Though I am a little worried that we may see more dual tanking due to better shields on armour suits, and a diminished need for regulators on shield suits. Though I can't say for sure that will happen.
What bothers me, and has always bothered me about HP mods, is that they are set on opposite sides of the Slot layout. To my mind, they should have been on the same side. This would have lead to more of a sacrifice in terms of what kind of role you wanted to play. If you wanted to dual tank, you couldn't significantly do so. I think this should have been a design consideration from the get go for all related modules as well, like Precision and Profile as well, but primarily with regard to HP modules. I completely agree with this. If we could rewrite the whole system, I'd definitely want all tank and damage modules on the same side. It would even make sense to put them all in the high slots. I'm mean, they are referred to as "high powered" and "low powered" slots (I believe). Surely it makes sense that tank and damage mods use high levels of power. You could even make it so that the high slot modules all take up a lot of PG.
These are all the sorts of things that help the new player experience by making suit fitting more intuitive.
There would be no need for racial slots layouts either. And you could do stuff like emphasise roles by giving assaults more highs than lows, and scouts and logis more lows than highs, for example.
Stuff to consider for the next iteration of the game perhaps. Probably too much of a rewrite for Dust on PS3. |
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