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ALM1GHTY STATIUS
Imperfects Negative-Feedback
261
|
Posted - 2013.01.07 10:34:00 -
[1] - Quote
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. |
RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.07 21:11:00 -
[2] - Quote
I was thinking about making a feedback thing about this myself. Proto armor reps running at 5 hp/s is incredibly underpowered. They should be at least 10. Even with 2 running and max skill you would still be repping less or the same as most suits basic shield regen without skills or mods. Seems like that would be more balanced and actually usable; less hp healed but its constantly working. Or should it be even more? Like 15 for proto 10 for adv and 5 for standard. Make it like 2 or 3 for militia. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:26:00 -
[3] - 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. |
SoTa PoP
Internal Error. Negative-Feedback
1772
|
Posted - 2013.01.07 21:29:00 -
[4] - Quote
How is it a broken mechanic when we have shields with nearly the same amount of health with mods that increase charge by 42%? |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:30:00 -
[5] - 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 |
Reimus Klinsman
BetaMax.
319
|
Posted - 2013.01.07 21:33:00 -
[6] - Quote
Armor plates are a joke. Not only is the speed penalty huge, it also effects your ability to jump which makes you far more immobile than you'd thing. Most railings and rubble can't be jumped.
Armor plates on heavies hardly have any real effect and the more armor you have, the less efficent armor repairers are. ___
For two months in codex, I used to exclusively armor tank as infantry but when I tried out shield tanking I've found that my ability to survive more than doubled. Shields are by FAR more powerful than armor.
Edit: Additionally shields are a bit broken. Sometimes a targets shield will Rep in the middle of a gunfight and with some builds, you can have shields repairing while the enemy is reloading. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:34:00 -
[7] - 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. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 21:34:00 -
[8] - Quote
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. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:46:00 -
[9] - 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. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 21:50:00 -
[10] - Quote
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. |
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Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 21:52:00 -
[11] - 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. |
RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.07 21:59:00 -
[12] - Quote
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. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 22:03:00 -
[13] - Quote
By the way, I personally don't feel we need to make any changes. The reason I feel this way is from the Precursor build. In that build there was a bug that let the armor rep tool repair yourself if you didn't have anyone targeted - it made Proto Assault very unbalanced and allowed players it to bunch up multiple encounters more quickly allowing for an unusually large number of kills. Effectively, we have already tested this and it was determined to be somewhat game breaking.
EDIT: I know some of you will say that shield Assault do this too, but keep in mind that the trade off is damage. A shield Assault does less damage than the armor since the shield and damage mods are both high slot items. To get that recharge rate, a character does less DPS. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.07 22:19:00 -
[14] - Quote
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. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 22:20:00 -
[15] - 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. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 22:23:00 -
[16] - 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.
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 for Shield, and then separate resistance number for Armor, and eventually there will be mods you can fit to modify these resistances. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 22:25:00 -
[17] - 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 -
[18] - 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. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 22:32:00 -
[19] - Quote
Resistances in Eve work like this (numbers made up for illustrative purposes only): my shields have 75% resistance to Explosive, 60% to Kinetic, 40% to Thermal, and 0% for EM. I get shot by a weapon that does 25 point of Kinetic danage and 10 points of Thermal damage. Because of my resistances, I take 10 points of Kinetic damage and 6 points of Thermal, for a total of 16 points of damage instead of 35 total.
Now, if I add a shield resistance mod for Thermal that grants me 10% resistance, it doesn't boost me to 50% total Thermal resistance, instead the 10% is applied the remaining 60% I am subject to - that means that I resist 10% of the remaining 60%, or an extra 6% bonus. My total Thermal resistance is now 46%. Taking the same example as above, I now take 5.4 points of Thermal damage instead of 6 points.
If I add a second Thermal resistance mod to my shields, it results in 10% of the remaining 54% I am subject to being negated, which is an additional 5.4%, taking me to a total of 51.4% total resistance to Thermal damage. Now, the shot that hit me for 10 points of Thermal means I take only 4.86 points of damage, instead of the original 6 points.
Welcome to the world of stacking penalties. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 22:36:00 -
[20] - Quote
Forlorn Destrier wrote:Resistances in Eve work like this (numbers made up for illustrative purposes only): my shields have 75% resistance to Expplosive, 60% to Kinetic, 40% to Thermal, and 0% for EM. I get shot by a weapon that does 25 point of Kinetic danage and 10 points of Thermal damage. Because of my resistances, I take 10 points of Kinetic damage and 6 points of Thermal, for a total of 16 points of damage instead of 35 total.
Now, if I add a shield resistance mod for Thermal that grants me 10% resistance, it doesn't boost me to 50% total Thermal resistance, instead the 10% is applied the remaining 60% I am subject to - that means that I resist 10% of the remaining 60%, or an extra 6% bonus. My total Thermal resistance is now 46%. Taking the same example as above, I now take 5.4 points of Thermal damage instead of 6 points.
If I add a second Thermal resistance mod to my shields, it results in 10% of the remaining 54% I am subject to being negated, which is an additional 5.4%, taking me to a total of 51.4% total resistance to Thermal damage. Now, the shot that hit me for 10 points of Thermal means I take only 4.86 points of damage, instead of the original 6 points.
Welcome to the world of stacking penalties.
Your goal here, by the way, is fill the gap. Due to stacking penalties, the higher the original resistance modifier, the less return you get from the resistance mod. In this case, you would probably fit EM mods. So for your first mod, you would get the full 10%, so you only take 90% of total damage. Add a second mod, and you get 10% of 90% (or an additional 9% net resistance) taking you to 19% resist of EM damage. Make sense? |
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RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.07 22:40:00 -
[21] - Quote
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. |
Goat of Dover
Shadow Company HQ
161
|
Posted - 2013.01.07 23:01:00 -
[22] - 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 |
Icedslayer
SVER True Blood Unclaimed.
42
|
Posted - 2013.01.07 23:37:00 -
[23] - Quote
Reimus Klinsman wrote:Armor plates are a joke. Not only is the speed penalty huge, it also effects your ability to jump which makes you far more immobile than you'd thing. Most railings and rubble can't be jumped.
Armor plates on heavies hardly have any real effect and the more armor you have, the less efficent armor repairers are. ___
For two months in codex, I used to exclusively armor tank as infantry but when I tried out shield tanking I've found that my ability to survive more than doubled. Shields are by FAR more powerful than armor.
Edit: Additionally shields are a bit broken. Sometimes a targets shield will Rep in the middle of a gunfight and with some builds, you can have shields repairing while the enemy is reloading.
I strictly play Scout and recently i only play with the B-series, Normally my shields kick in at 4sec for half depletion and 10sec for full depletion, but with 2 Complex Shield regulator it cuts it down to 2 sec and 5 sec ish (i believe there's stacking penalties for this) And with a 45Hp/ Sec Rep and i melee for over 300 damage(285 stock +40%for hand to hand), you can see why i love this suit so much.
As for the armor love debate, i think suits like the Heavies and Logi's should have a stock armor rep in them. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.07 23:40:00 -
[24] - Quote
I'd like to point out something: there are always trade off in New Eden. Want to have more damage output? Go with armor so you can fit the damage mods.
Want to be more mobile and better able to survive? You will do less damage because the shield mods take the same slots as the damage mods.
Tanking is balanced. Please look at the big picture, and look at the context. Forest, not the trees. |
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2013.01.07 23:56:00 -
[25] - Quote
Forlorn Destrier wrote:I'd like to point out something: there are always trade off in New Eden. Want to have more damage output? Go with armor so you can fit the damage mods.
Want to be more mobile and better able to survive? You will do less damage because the shield mods take the same slots as the damage mods.
Tanking is balanced. Please look at the big picture, and look at the context. Forest, not the trees.
Agreed. By armour tanking suits, you can benefit from those extra damage mods. Additionally, there's no infantry remote shield repairers while there is an armour variant. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2013.01.08 00:04:00 -
[26] - 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 for Shield, and then separate resistance number for Armor, and eventually there will be mods you can fit to modify these resistances. You sir are wrong. Pistols do more vs shield and less against armor. Smg do less vs shield and more to armor. ARs are standard and do the same.....how do I know this? Look at the efficiency rating..pistol is 120 on shields and 80 on armor. Please get your facts straight. |
Xander Mercy
SVER True Blood Unclaimed.
91
|
Posted - 2013.01.08 00:09:00 -
[27] - Quote
William HBonney wrote: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 for Shield, and then separate resistance number for Armor, and eventually there will be mods you can fit to modify these resistances. You sir are wrong. Pistols do more vs shield and less against armor. Smg do less vs shield and more to armor. ARs are standard and do the same.....how do I know this? Look at the efficiency rating..pistol is 120 on shields and 80 on armor. Please get your facts straight. i had a feeling it did more damage to shields |
Talos Alomar
Subdreddit Test Alliance Please Ignore
391
|
Posted - 2013.01.08 00:15:00 -
[28] - Quote
While I think the armor mods need slight tweaking, I'm rather happy with the way armor tanking is currently.
I don't think armor rep mods should go any higher than 7 or 8 hp. Just think of what a armor heavy would be like with two 15 hp reps on it. that comes to 34.5 hp/s with applicable skills. that's better than most armor rep tools, and that would be on at all times, even under fire. add logi support to that and it would be nearly unstoppable.
I think the movement penalties for plating should be tweaked as well. possibly to only affect the sprint speed or stamina drain/recharge.
though i still have a passive armor resistance module on my wishlist. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2013.01.08 01:26:00 -
[29] - Quote
William HBonney wrote: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 for Shield, and then separate resistance number for Armor, and eventually there will be mods you can fit to modify these resistances. You sir are wrong. Pistols do more vs shield and less against armor. Smg do less vs shield and more to armor. ARs are standard and do the same.....how do I know this? Look at the efficiency rating..pistol is 120 on shields and 80 on armor. Please get your facts straight.
Thanks for the correction. Damage types are still coming though per early CCP info on the game. |
Reimus Klinsman
BetaMax.
319
|
Posted - 2013.01.08 03:14:00 -
[30] - Quote
Forlorn Destrier wrote:I'd like to point out something: there are always trade off in New Eden. Want to have more damage output? Go with armor so you can fit the damage mods.
Want to be more mobile and better able to survive? You will do less damage because the shield mods take the same slots as the damage mods.
Tanking is balanced. Please look at the big picture, and look at the context. Forest, not the trees.
Trading shields for damage mods is a pretty bad idea. Lets take a look at a few approximate numbers.
(No damage skills or tank skills are in these numbers) Assault Type-A Shield fit Exile AR (31dmg) 3x Complex Shield Mods (66hp each) 2x Shield regulators (25% faster time to recharge --- 31 Damage 323 shield hp 2s/5s shield regen 175 armor hp 0 armor regen 498 total hp
Assault Type-A Armor/Damage fit Exile AR (31dmg) 3x Complex Damage mods (10% each) 2x Complex Armor Reps (5 hp/s each) --- 41.2 Damage 125 shield hp 4s/10s shield regen 175 armor hp 10 armor regen 300 total HP ____
The shield fit has 1.66 times the total HP of Armor. The armor fit has 1.32 times the damage of shield.
At full deplete of shields, the shield fit will regen 323 hp in 18 seconds At full deplete of armor, the armor fit will regen only 175 hp in about 18 seconds.
CLEARLY a shield fit is more advantageous than an armor fit.
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