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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Sinboto Simmons
 SVER True Blood
 Unclaimed.
 
 140
 
 
      | Posted - 2013.01.06 01:46:00 -
          [1] - Quote 
 Was thinking just now how much armor is useful on the field, compaired to shields ,and found it lacking.
 
 1:recharge is slower
 2:makes you slower
 3:burns on tanks if it gets too low
 
 so I was thinking if it has all these falts why not make the armor mods dual purpose not only giving more armor but redusing damage as well.
 
 something like a 25% decrease to damage for each tier (not sure if I spelled that right)
 
 so:
 
 STD:-25% damage taken
 
 ADV:-50% damage taken
 
 PRO:-75% damage taken
 
 just a late night thought, tell me what you think below my fellow dusters
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        |  Jayquan18
 The Southern Legion
 
 42
 
 
      | Posted - 2013.01.06 02:02:00 -
          [2] - Quote 
 Thats the purpose of the Armor. You get more health, for a loss of some movement speed. Heavy's are already strong in defense, don't make them immortal.
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        |  KEROSIINI-TERO
 Seraphim Initiative.
 CRONOS.
 
 248
 
 
      | Posted - 2013.01.06 04:30:00 -
          [3] - Quote 
 You're on a right track. Having universal resistance is a bit short sighted though.
 
 My suggestion:
 
 Have armor great natural resistance towards splash damage (grenades, rail splash etc).
 
 It would give some durability and let armor have some genuine advantage over shield
 (if combined with making splash more effective vs shields. It would even make sense, the 'extending' shields picking a little bit too much disturbance and damage)
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        |  Cross Atu
 Conspiratus Immortalis
 
 775
 
 
      | Posted - 2013.01.06 06:38:00 -
          [4] - Quote 
 I like the general thrust of the idea, the resist numbers quoted are a bit high though. Based on the mods availible on the market and the results I've seen when they're employed I'd go no higher than maybe 25% for proto if your related Vehicle/Dropsuit skill is leveled to 5.
 
 The burn effect will be somewhat mitigated at some point (CCP has confirmed this but the when is yet to be announced).
 So with that in mind if shields were to raise the Sig Radius on their users (making them easier show on radar) then the skill tied passive resist could perhaps be scaled back a bit further. Even with things like Flux and Forge hitting Shields harder the reduction to mobility is quite a heavy toll within the fast paced worlds of D514.
 
 0.02 ISK
 
 EDIT:
 KEROSIINI-TERO has an interesting idea as well, I wouldn't be opposed to testing something like this.
 Regardless of the specific method used the key aspect is to have Armor and Shields be advantageous within certain conditions but on balance equivalent. They aren't really there at present.
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