|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:26:00 -
[1] - Quote
I think adjusting the armor rep mods are a bad idea.
1. By doing this you will completely wipe out the need for a medic in a squad. Who will need a rep gun when you can heal yourself 15 to 30 armor per sec. 2. Also sounds like a very broken mechanic just hide for 4 to 5 secs and you will heal massive life back do to shield recharge and armor rep mod. 3. This will in turn make gun fights longer than they already can be and drag down combat even more than it is now. 4. Will put a huge gap in between standard, advanced, and proto. Yes there should be a gap , but not that big.
I understand the lack of love that armor gets from CCP, we all see it. The thing about armor is it is meant to last longer than shields giving it more of a tanking feel. If you give it the ability to rep like that then stick a good logi on a heavy just think about how hard it will be to kill one then. That is just dancing to close to a unbalancable system IMO. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:30:00 -
[2] - Quote
ALM1GHTY STATIUS wrote:so that way we can repair quicker with it and not get destroyed quicker, it's not fun while everyone is the same, infantry only armor repair mobs please.
My post was based on the second response could you please explain you post a little I am not sure where you are going with this. Do you mean up the rep mods output, making an active mod or self usable equipment, or something else entirely. What are you proposing.
I for one think they should put a bigger gap in the rep gun teirs. Cant remember the difference. but don't remember it being very big |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:34:00 -
[3] - Quote
SoTa PoP wrote:How is it a broken mechanic when we have shields with nearly the same amount of health with mods that increase charge by 42%?
Yes but there is a massive difference in extender and plate numbers, You have to take this into account when you talk about increase the rep of one of them especially as high as the second post suggest. Their is a balance in the amount already by speed and lack of recharge. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:46:00 -
[4] - Quote
Forlorn Destrier wrote:Run with a Logi and be happy that you can have passive recharge (and yes, I run armor Assault from time to time).
As an alternative, I think there could be an active repper that takes an equipment slot instead of the passive repper, since this is how Eve works as well.
The active would be cool. Isn't there supposed to be a stacking penalty on extenders, plate, damage, and a couple other mods. If they ever put this in it will also be a good balance between armor and shields. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:52:00 -
[5] - Quote
Forlorn Destrier wrote:Goat of Dover wrote:Forlorn Destrier wrote:Run with a Logi and be happy that you can have passive recharge (and yes, I run armor Assault from time to time).
As an alternative, I think there could be an active repper that takes an equipment slot instead of the passive repper, since this is how Eve works as well. The active would be cool. Isn't there supposed to be a stacking penalty on extenders, plate, damage, and a couple other mods. If they ever put this in it will also be a good balance between armor and shields. Stacking penalties only apply to modules whose bonuses are based on percentages, and not flat numbers. For example, a damage modifier might give a 5% bonus, so this is impacted. On the opposite side, a Shield Extender gives a flat amount of HP that doesn't change based on other circumstances, so no stacking penalty happens.
Ah thanks didn't know that. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 22:20:00 -
[6] - Quote
RECON BY FIRE wrote:Goat of Dover wrote:I think adjusting the armor rep mods are a bad idea.
1. By doing this you will completely wipe out the need for a medic in a squad. Who will need a rep gun when you can heal yourself 15 to 30 armor per sec. 2. Also sounds like a very broken mechanic just hide for 4 to 5 secs and you will heal massive life back do to shield recharge and armor rep mod. 3. This will in turn make gun fights longer than they already can be and drag down combat even more than it is now. 4. Will put a huge gap in between standard, advanced, and proto. Yes there should be a gap , but not that big.
I understand the lack of love that armor gets from CCP, we all see it. The thing about armor is it is meant to last longer than shields giving it more of a tanking feel. If you give it the ability to rep like that then stick a good logi on a heavy just think about how hard it will be to kill one then. That is just dancing to close to a unbalancable system IMO. I was simply sharing ideas for others to build on. I personally dont feel like the proto should do more or less than 10 hp/s, but I could see a legitimate case to be made for 15. Please tell us what you feel the tiers output should be. Also it would not reduce the need for a logi. If anything it will only improve their effectiveness. How scary would it be for a logi to rep an armor heavy who also has armor reppers on? I believe the total repping would be something like 50 to 60 hp/s (I cant get in game atm so this is a complete estimate). Thats still only like a third or a half of a single standard AR without mods or skills DPS negated. Couple that with the fact that a single AR shouldnt be able to solo a heavy anyway, and it still sounds pretty balanced to me.
I was feeling a 2 for militia, 3 - basic, 5 - advance, and 8 maybe 10 for proto. The proto jumps is the biggest, this is to give a serious incentive to go for proto. i personally feel for 8 but again I could see some argument for 10 due to increase in armor levels. I also think there should be a difference in militia and basic, just like weapons have. This gives the incentive to get out of militia gear and get better. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 22:25:00 -
[7] - Quote
Gunner Visari wrote:Correct me if im wrong but somebody told me that armor also isnt as protective as it should be, meaning that armor is supposed to be more resilient against certain things that it currently is.
I was thinking the same thing armor should be more resilient to damage.
Gunner Visari wrote:Of course i dont want too drastic a change to armor because ppl still need to die, but i think rather than increases in shileding increases in armor across the tiers for dropsuits(without movement penalty) might be a good compromise if they keep armor the way it is now.
I don't know about this one though the numbers for armor are good where they are. To quote you this would make the rep mods less affective as well. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 22:26:00 -
[8] - Quote
Forlorn Destrier wrote:Gunner Visari wrote:Correct me if im wrong but somebody told me that armor also isnt as protective as it should be, meaning that armor is supposed to be more resilient against certain things that it currently is.
As for armor rep modules i do feel they are a bit underwhelming but again if armor isnt protecting like it should then perhaps that may explain why.
As far as shield regen not sure if it differs by class but for logis its 5s for a partial depletion and 10s for a full depletion, i have in fact avoided damage in open conflict for 5s and have witnessed it begin to regen not sure if that is intended or not.
i think an active module similar to tanks would be nice of course the numbers would have to be adjusted. All in all armor rep modules are not worth the cost for time it takes to rep them in any meaningful way so i agree with OP on this one.
Of course i dont want too drastic a change to armor because ppl still need to die, but i think rather than increases in shileding increases in armor across the tiers for dropsuits(without movement penalty) might be a good compromise if they keep armor the way it is now. Eventually, damage types will be introduced, and so armor will be very resistant to thinks like EM damage, and not resistant at all to Explosive. Same goes for shields - very resistant to Kinetic, but not resistant to EM at all. As of today, though, it's all just hit points (sorry for everyone who thinks lasers hurt shields more than armor - that is a myth and is based on the fact that lasers can hurt the shields of the person firing). In New Eden there are four damage types: EM Kinetic Thermal Explosive Each suit will probably have its own natural resistances, and eventually there will be mods you can fit to modify these resistances.
God I can't wait for the real meta game to hit. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 23:01:00 -
[9] - Quote
RECON BY FIRE wrote:Goat of Dover wrote:RECON BY FIRE wrote:Goat of Dover wrote:I think adjusting the armor rep mods are a bad idea.
1. By doing this you will completely wipe out the need for a medic in a squad. Who will need a rep gun when you can heal yourself 15 to 30 armor per sec. 2. Also sounds like a very broken mechanic just hide for 4 to 5 secs and you will heal massive life back do to shield recharge and armor rep mod. 3. This will in turn make gun fights longer than they already can be and drag down combat even more than it is now. 4. Will put a huge gap in between standard, advanced, and proto. Yes there should be a gap , but not that big.
I understand the lack of love that armor gets from CCP, we all see it. The thing about armor is it is meant to last longer than shields giving it more of a tanking feel. If you give it the ability to rep like that then stick a good logi on a heavy just think about how hard it will be to kill one then. That is just dancing to close to a unbalancable system IMO. I was simply sharing ideas for others to build on. I personally dont feel like the proto should do more or less than 10 hp/s, but I could see a legitimate case to be made for 15. Please tell us what you feel the tiers output should be. Also it would not reduce the need for a logi. If anything it will only improve their effectiveness. How scary would it be for a logi to rep an armor heavy who also has armor reppers on? I believe the total repping would be something like 50 to 60 hp/s (I cant get in game atm so this is a complete estimate). Thats still only like a third or a half of a single standard AR without mods or skills DPS negated. Couple that with the fact that a single AR shouldnt be able to solo a heavy anyway, and it still sounds pretty balanced to me. I was feeling a 2 for militia, 3 - basic, 5 - advance, and 8 maybe 10 for proto. The proto jumps is the biggest, this is to give a serious incentive to go for proto. i personally feel for 8 but again I could see some argument for 10 due to increase in armor levels. I also think there should be a difference in militia and basic, just like weapons have. This gives the incentive to get out of militia gear and get better. Thats basically how I think it should it be so were pretty much on the same page lol. Although I feel like it should be something like 2.5 for militia, 5 for standard, 7.5 for adv, and 10 for proto. I feel like this is more in line with what CCP does with stuff, and it satifies my OCDness better lol.
I feel that that is to much of a jump from militia to standard you are already getting a big CPU/PG reduction and a boost like that would make militia null and void. That is a needed part of the game for people and to put it to that level is kinda harsh, but I agree with pushing people out of militia to better and better gear. So I can see why you would have it there. I guess it depends on the HP of armor at time of release. I think that the .5s would completely set your OCD on fire if was actually implemented. lol |
|
|
|