Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Dusters Blog
Galactic News Network
208
|
Posted - 2013.03.28 21:57:00 -
[1] - Quote
Dropsuits are separated by a myriad of ways but for some reason they all can add the same protection. this looked good on paper initially, but now we have system where Logis and Recon players can get total health that rivals a heavy.
Dust needs a system where the protection of shield extenders and armor plates is a % of dropsuit base armor and shields instead of a fixed rate. Dust 514 is still in beta and its not too late to revise this. Each dropsuit has its advantages. The heavy sacrifices movement, turnspeed and equipment for high short range damage. Giving armor plates and shield extenders a fixed damage takes away their biggest advantage and probably isnt realistic or consistent. No other dropsuit should have the ability to carry as much armor or power shields equivalent to the heavy's. This will affect the total health of most dropsuits but its the right thing to do. |
Draco Cerberus
Hellstorm Inc League of Infamy
13
|
Posted - 2013.03.28 23:35:00 -
[2] - Quote
Thank you for pointing this out to me sir, do you have some math supporting this that I could look at that includes stacking penalties/bonuses for both the heavy and assault/logi you are referring to? If you're worried about say a Proto assault suit vs a militia heavy suit I would say there is a reason for that both in the skills required for shield control being maxed out and the militia heavy being a new berry. However if there is an assault suit which with combined max skills of both shield and armor equals the heavy of same type then please continue to explain.
Once again, math supporting your argument would be nice. Also skills needed to do this, and Suit types being compared. |
BOZ MR
BurgezzE.T.F Orion Empire
43
|
Posted - 2013.03.29 00:23:00 -
[3] - Quote
Dusters Blog wrote:Dropsuits are separated by a myriad of ways but for some reason they all can add the same amount of protection. this looked good on paper initially, but now we have system where Logis and Recon players can get total health that rivals a heavy.
Dust needs a system where the protection of shield extenders and armor plates is a % of dropsuit base armor and shields instead of a fixed rate. Dust 514 is still in beta and its not too late to revise this. Each dropsuit has its advantages. The heavy sacrifices movement, turnspeed and equipment for high short range damage. Giving armor plates and shield extenders a fixed damage takes away their biggest advantage and probably isnt realistic or consistent. No other dropsuit should have the ability to carry as much armor or power shields equivalent to the heavy's. This will affect the total health of most dropsuits but its the right thing to do. Do you get something else when you stick your ketchup to tank than you stick it to car? Nope, still ketchup. Still same shield extenders. |
TheEnd762
Algintal Core Gallente Federation
18
|
Posted - 2013.03.29 02:32:00 -
[4] - Quote
Dusters Blog wrote:The heavy sacrifices movement, turnspeed and equipment for high short range damage
Haha, if only this were true. |
Godin Thekiller
KNIGHTZ OF THE ROUND
19
|
Posted - 2013.03.29 02:56:00 -
[5] - Quote
I'd like to see a 1,000 HP scout lol |
Creedair Talor
The Phoenix Federation
4
|
Posted - 2013.03.29 03:10:00 -
[6] - Quote
Eve has different sized extenders mainly limiting it into the cpu and pg available to the ship. |
Patoman Radiant
ZionTCD Legacy Rising
58
|
Posted - 2013.03.29 03:53:00 -
[7] - Quote
Creedair Talor wrote:Eve has different sized extenders mainly limiting it into the cpu and pg available to the ship.
When it comes to drop suits its all one size unlike vehicles with light medium, and heavy
So... yea, proto sheild that a scout uses is same as a heavy
Over all slots need to be equalized for suits, the power of a suit is determined by slots and lacking as many blunts heavys. |
Bojo The Mighty
Bojo's School of the Trades
745
|
Posted - 2013.03.29 07:34:00 -
[8] - Quote
No! We've gone over this before.
It'd would destroy any use for them on a scout. You other types will benefit because the low CPU/PG cost will give you guys more armor like heavies. On a scout it would give us so little, that we'd only gain a fraction of a second more armor in contrast to people like heavies. Scouts would also lose more overall speed, than the others on top of that. The current system is fine, it gives everyone the same amount of HP for the same CPU/Cost for the same % of speed cut off, which is fair because it gives everyone, including scouts the same amount more of armor. Which equates to the same addition to time able to sustain damage. |
Chunky Munkey
Amarr Templars Amarr Empire
330
|
Posted - 2013.03.29 08:22:00 -
[9] - Quote
It's fine how it is. Heavies already benefit the most from damage mods working on percentage. Doing the same to armour would only exacerbate this.
And let's not forget how badly scouts would be screwed by such a change. |
Rusty Shallows
Creative Killers
27
|
Posted - 2013.03.29 08:42:00 -
[10] - Quote
What if the question was flipped. "All damage modifiers should have fixed numbers instead of a percentage."
Some peoples apples are other peoples oranges. |
|
Reiki Jubo
Amarr Templars Amarr Empire
70
|
Posted - 2013.03.30 00:01:00 -
[11] - Quote
I wear a scout but I support this. would be lots more consistent.
It would really depend on the percentages. 10% would be too low but 40% might be ok. |
Jathniel
G I A N T
124
|
Posted - 2013.03.30 08:08:00 -
[12] - Quote
Yeah, I support percentages for the extenders and plates as well.
Yeah, scouts would get the short end of the stick, but honestly the scout suits are currently broken anyway. The infiltration abilities they will get later should be well-balanced to compensate for this.
This seems reasonable. Stacking percentages for shields would have no penalty, but movement penalties for armor should be adjusted depending on suit type (a scout should not have as much a movement penalty as a Heavy or Assault) to discourage Heavies from having as much armor as HAVs.
With the right tweaking I think percentages can pull off a good and better balance. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
68
|
Posted - 2013.03.30 11:10:00 -
[13] - Quote
this is actually a pretty good idea but it needs to be a correct number. too low and it makes no sense for some suits like scouts to armor up. too high and heavies are invincible. what number did u have in mind? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
266
|
Posted - 2013.03.30 17:04:00 -
[14] - Quote
I'm against this %-suggestion.
Fixed amount for modules is better considering a wide variety of suits.
Also consider the (lack of) existence of resistance modules, they are actual percentage buffers. |
Coleman Gray
RED COLONIAL MARINES Covert Intervention
146
|
Posted - 2013.03.30 17:33:00 -
[15] - Quote
Perhaps make it % but remove movement penalty's? |
Vodki Domino
Savage Socks And Shoes Fuzzy Nut Attack Squirrels
1
|
Posted - 2013.03.31 20:17:00 -
[16] - Quote
+1 to OP. It makes sense and it would fix the heavy class. Before I hear any more crying from assaults and scouts let me point out that my primary class is assault but I have alts as scout and heavy. |
|
|
|
Pages: 1 :: [one page] |