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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.12 03:27:00 -
[1] - Quote
Re: OP I'm generally for the idea of bringing Armor and Shields in line. In essence I think that someone who's running Proto gear with top skills (i.e. Rank V) should be getting equivalent protection regardless of whether those choices lean toward armor or shields (clearly this is a general statement, the weapons that are designed to do more damage to one or the other would still function as normal so the equivalency is on average not mean to make them identical).
Addendum: That being said CCP just nerfed the effective value of armor even more in the last hot fix by stripping War Points off of the Repair Tool thus giving LogiBros less reason to try and Skill into/Fit one. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.12 06:45:00 -
[2] - Quote
Zero Harpuia wrote:STB Vermaak Doe wrote:Cross Atu wrote:Re: OP I'm generally for the idea of bringing Armor and Shields in line. In essence I think that someone who's running Proto gear with top skills (i.e. Rank V) should be getting equivalent protection regardless of whether those choices lean toward armor or shields (clearly this is a general statement, the weapons that are designed to do more damage to one or the other would still function as normal so the equivalency is on average not mean to make them identical).
Addendum: That being said CCP just nerfed the effective value of armor even more in the last hot fix by stripping War Points off of the Repair Tool thus giving LogiBros less reason to try and Skill into/Fit one. Wow ccp, thanks for making this Shields 514 Also, although I hate whate they did, they had to do it. In a hotfix, all they can do is alter point values and throw true/false switches, so they 0ed out repair, threw the false switch for tactical_Assault_Rifle_auto, and switched the points for PSs. Not the most clean thing, and I won't be calling in my Heavy suit anymore because I'll never get repaired now but I can see why they did it...
The WP values for repair Tools already track the values independently (i.e. suits give differing awards than verticals etc) even in a hotfix they could have set the value to 0 for vehicle repair and kept the WP on the other. (or if coding prevented that somehow they could have reduced it to 1, that would still have removed the farming).
Anyway yah it's a hotfix and there are limited options there, just wish they'd used one of their other options that didn't prevent further testing on the Rep Tool (because even before the hotfix its current iteration wasn't truly functional).
Zero Harpuia wrote:Anything to make armor and shield a bit more even, I say. Especially those utterly useless dropsuit armor repairers.
Small example just to show numbers. Amarr Heavy suit without modules has 680-odd armor. Prototype armor repair unit does 5 armor per second. Skills neccesary to equip this increase it by 25% to 6.4 armor per second. This heavy, if injured badly, must wait about two minutes to get back into the fight without external aid. Plus heavy stuff is 2x more expensive than equivalent light stuff, so he can't exactly just go Leeroy and remorselessly redeploy.
Also, seeing as the armor layers slow you down, maybe we could add something to the shield extenders as a negative? Easier to show up on the map, maybe larger hitbox(both of which are direct analogs from what EVE shield extenders do[raise sig radius])?
I'm liking these ideas :) an increased profile for using shield extenders makes sense to me and a different but equal drawback to the speed reduction of armor would be great :) |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 04:53:00 -
[3] - Quote
Zero Harpuia wrote:On the first, yeah, I was a logi last build so I understand exactly how bugged the reppers are... won't lock, won't stay locked, the list goes on. As for the second, danke mein kamarad. I became a Madrugar pilot mid last build to find an AV tool to be used against Sagaris's, so I devoted alot of time into thinking how shields and armor could be leveled.
Another point I'd like to make is due to the lack of Structure, Armor appears to have taken that role where vehicles are concerned. When armor reaches 50% or lower, it begins to damage itself from the fires this sparks. A proposed solution is to add the shield penetration system of EVE (armor takes portion of damage once shields get to 20% or so) or add a structure level to assign the fire and smoke to, like how our dropsuits appear to have 1 Structure HP.
Also, as a cosmetic thing, lowering armor sparks fires and smoke. Could we have low shields give a visual indicator, like visible hive structures in areas that aren't being shot, or shimmers of distortion across the hull?
These are more vehicle related I admit, but it is still an armor and shield comparison.
I'll admit maybe I'm biased since I play EVE, but I really do think that adding structure and a "splash over" mechanic as in EVE would be a distinct improvement over the current system. It would also be in keeping with the world as it's established and frankly I don't see why the change would lead to any drawbacks as compared to the current system.
I suppose that's a long winded +1 lol |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.23 17:56:00 -
[4] - Quote
I felt this thread deserved some more eyes in light of the recent changes and Dev notes.
Short version is, armor burn is increasing while Logi WPs are being reduced and/or completely removed (depending on the area in question). This further weakens armor tanking as a viable choice.
It seems the goal is to provide more incentive for vehicles to fit repper mods, and personally I'm fine with that as a goal (you want more than a buffer tank? Use a repper mod, makes sense to me) however the current methods of driving toward this seem to be hitting other game aspects outside that 'target area' with questionable effects.
0.02 ISK Cross |
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