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Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.20 03:22:00 -
[1] - Quote
Shield and armor are imbalanced and should be addressed soon hopefully. I would suggest...
The first thing that any eve to dust player or anyone like me who barreled into eve to see what it was about(failed miserably) will noticed the lack of structure HP, now argue it how you will in terms of gameplay this adds that last buffer before death and makes armor tanking viable. The first thing I would suggest is to make it so your vehicle only catches on fire once your structure is hurt. As for infantry I think there should be one "structure" HP for all suits, about 50 to 70 HP to show that, yes beneath our armor is a genetically enhanced optimized clone.
The next thing is if resistance modules are brought in for infantry I suggest leaving shield and resistances to separate modules while having armor and resistance be one module. I also think have shield resistance module focus on damage types i.g. Thermal, kinetic, EM, explosive, while having the armor/resistance module focus on types of weapons and bullets I.g. small bullet(smg and shotgun), slow heavy caliber, grenade explosion, plasma, projectile etc. Etc.
And last I would suggest and over all increase to HP givin by extenders and plates, at basic level the standard weapon the AR spits out about 8 bullets a second each doing 30 damage while the HP increasers at this level only give 66 HP. So you are essentially putting in a module that will last you 0.2 to 0.3 seconds. I would suggest amping up HP increase given HP by 30% for shields and 40% for armor or around these ranges. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 12:25:00 -
[2] - Quote
Song Soulfire wrote:basic shield extenders only buff shield HP by 22........
Milita shield extender give 22, basic gives 66 I think or in that range
Soleire wrote:Perfect when all you need is that extra 0.066 seconds!
Orginal changes were just off yhe top of my head but now that I tthink about it 60% increase for shields and a 70% increase for armor would give players 0.5 to 0.7 extra seconds of survival which may not be much but if ypur moving around and have faith in hit detection not working will by you a extra second or two. Not to mention shield and armor regen. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.20 15:20:00 -
[3] - Quote
Kazeno Rannaa wrote:The shield extenders, like the armor plates are all progressive. The more points you want, the more taxing it is on the CPU and PG of the suit. As for the combining of the hardeners/resistance modules with the armor, NO GO!. That would be tampering with the reality already established by the fact that we are in New Eden in the EVE universe. Hardeners/resistance modules should be separate.
Before you make suggestions like this, first, skill up to get better modules on your suit, and then team up to go into the battle in numbers. There is always safety in numbers. It is already tough enough with hit detection issues along with the games current issues with stability, that make it easy for people to last entire matches without loosing too much gear. I, for one, am one of them. Then again I have my great matches and I have my poor ones. Also, then again I have take the time and thought long and hard about my priorities in respects to what I will skill up and when for the gear I wish to field to ensure my own survival.
A buff of this sort would ruin the already precarious balance that has been attained.
If that doesn't work, sneak around them and shoot them in the back.
Now as for the structural points idea, I like that. But i think a suit should't have more than 20 (militia) - 35 (proto) hp in structure, while the vehicle should have more (LAV= 75 militia - 125 proto, HAV = 150 militia - 225 proto, Dropship= 100 militia - 175/200 proto) and they should begin to burn until the armor is depleted and the structure has been compromised.
I've skilled well and good into shield tank I'm suggesting overall buff to hp because when compared to equal level tech the hp boosters don't provide enough benefit.
The point isn't survivability it doesn't matter about going around behind them I'm talking about the hp givin isn't quite enough to make it worth while 60hp when every bullet from a basic ar does 30 at 750 rpm just isn't enough I think.
I could understand different structure amount for.vehicles but.for a suit they all have the same structure the squishy human under it, so I think a universal structure for dropsuit would show that the structure is the person.
That was just a suggestion about one way to fix the imbalance, do you have any ideas? |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.09.20 16:47:00 -
[4] - Quote
Its not for just because structure adds that's extra buffer that makes armor tanking practical, its also more realistic for structure to catch fire and cuase damage rather than armor.
Same for dropsuit structure it would make armor more practical. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 20:57:00 -
[5] - Quote
Well I just think structure hads that last buffer and it is more realisitc for vehicles to catch on fire when their structure is damaged. As for dropsuit structure think of it has the humans health, but it would be practicle by butting that last buffer how ever small in dropsuits would mean players dont insta die when they run out of their tank, shield tanks dont die when they run out of shield, why should armor tanks die when they do? |
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