Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
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. |
Song Soulfire
Circle of Huskarl Minmatar Republic
44
|
Posted - 2012.09.20 04:45:00 -
[2] - Quote
basic shield extenders only buff shield HP by 22........ |
Soleire
90
|
Posted - 2012.09.20 11:57:00 -
[3] - Quote
Perfect when all you need is that extra 0.066 seconds! |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 12:25:00 -
[4] - 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. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.09.20 15:00:00 -
[5] - Quote
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. |
Raynor Ragna
266
|
Posted - 2012.09.20 15:15:00 -
[6] - Quote
True that burning armor was a awful idea. They should had structure to vehicles and have that burn and disable functionality of vehicles.
Infantry doesn't need structure. Their body is the structure and you dont want that hit. Especially with these advanced weapons which probably melt the people inside.
Armor does need a slight boost. My armor fit needs 2x reppers to even be remotely useful. Thats a pretty huge gimp. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 15:20:00 -
[7] - 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? |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.20 15:39:00 -
[8] - Quote
The issue of adding structure is a "doing it for the sake of doing it" deal. Just because it works that way in EVE doesn't mean it needs to work that way in Dust. Oh, and even the most genetically perfect and biologically enhanced human clone would get ripped apart by plasma bullets and railgun shots. I like that the killing blow on clones is also the only hit that draws blood. It helps illustrate how advanced and lethal the weapons you're using are.
The other bits come down to balance. More armor slows the speed of combat down. If they want to do that they can I guess, but it's something they'd need to decide internally. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 16:47:00 -
[9] - 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. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.20 17:44:00 -
[10] - Quote
It's arbitrary. Vehicles don't have armor points that get depleted and then they catch on fire and when they're zero they die. It isn't realistic either way.
And, no, not the same for dropsuits. And "practical" is the opposite of what it'd be. Needlessly complicating systems for no actual gain is impractical. |
|
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2012.09.20 19:11:00 -
[11] - Quote
Actually, dropsuits do have some "structure", as it is possible to run around with 0 shield and 0 armor. Obviously, this rarely happens, and there's the issue that you are vulnerable to everything up to and including a stray fly till the regen kicks in.
Anyway, adding more "structure" to dropsuits is mostly pointless, in my opinion. We're good with what we have. |
immortal ironhide
SyNergy Gaming
80
|
Posted - 2012.09.20 19:46:00 -
[12] - Quote
heavies are the only suit imo that need a rebalance of armor and shields. slow speed and turn plus less armor after the 'balancing nerf' made heavies ridiculously squishy.
imo heavies should have base of 800 armor perhaps. 200 points isnt much on a suit that is gunna take all the fire from and enemy team. adding an addition low slot would increase the ability to armor tank, since heavies have about 100 shields and 600 armor currently. this would also mean a buff in cpu and pg for heavies |
Brumae Verres
24
|
Posted - 2012.09.20 20:25:00 -
[13] - Quote
I suspect that when the skill boosts are accounted for, that 22-66 shield/armor goes a lot further. The +25% should help increase that quite a bit. I wish I could speak from experience but my skills just aren't there yet.
To me the biggest difficulty in armor tanking my heavy is the lolable armor rappers. Even 5hp/s + the 15% from skills is hardly a benefit. Two minute waits between fire fights for your armor to regen is rediculous. Unless you have a logi in your pocket, at which point...
Again though, it's hard to say how it will all balance out till we have full use of all our mods.
I agree structure should be added to vehicles, but mercs no |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.20 20:57:00 -
[14] - 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? |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |