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mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
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Posted - 2013.04.06 01:49:00 -
[1] - Quote
One of the balancing problems in the game right now is that for infantry.... shields rule, armor is crap.
IMO, the way to fix this is to: 1. Make armor up to 20% more resistant to lasers than it is now. This would keep the lasers' heat-up damage super deadly to those with shields, but would give anyone armor-tanked an advantage. It balances lasers, and gives people more of a reason to use a type1 suit vs type2. Also give people reason to armor tank.
2. Recently, I've seen ppl complaining that flux nades are OP. The reason they "feel" OP, is because EVERYBODY goes around in a shield-tanked suit. So of course it crushes you...if you were in a suit with more armor, it wouldn't feel that OP.
Now someone might ask, "why don't people just armor tank more?" Because armor-tanking is stupid. It takes longer to regen HP, but you don't have to worry about flux right? True, but in order to REALLY add on some HP, you have to add a couple armor plates which SIGNIFICANTLY slows you down. The slow regen alone is enough for armor, the fact that it slows you down also, just kills it.
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
This would allow more people to try armor-tanking, which would: 1. Make flux nades a little less dominant 2. Slightly reduce the effectiveness of lasers (particularly if CCP adds more resistance to armor) 3. Add more variety to the game by giving us more viable combinations of suits. (right now, it's really just about using type2 variants and throwing on some shield extenders) |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
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Posted - 2013.04.06 10:43:00 -
[2] - Quote
2-Ton Twenty-One wrote:mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper. It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection.
Think of it this way. Right now, armor add very little to a heavy suit (relative to the high HP they already have) and thus also affects them less because their speed is already slow...so % penalty doesn't lower it that much.
A scout on the other hand, can add a considerable amount of HP (relative to their base stats) but also is drastically affected because their base speed is so high, that they see a larger speed drop. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
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Posted - 2013.04.06 10:46:00 -
[3] - Quote
Jathniel wrote:Sorry OP, I agree but I disagree. I WILL say that the armor plate penalties/bonuses should be REVIEWED. I would give armor plates about 40% more HP, given the severe movement penalties incurred at anything beyond Basic... ...if you want people in armor to move slow like Heavies, you better give them durability too. Armor plates shine with defensive setups/fittings, like holding a point or an objective. Armor practically eliminates fear of flux nades, and if you run regular armor-repping nanohives, armor is second-to-none defensively. Nanites do not regenerate shields. So no, armor plates are NOT useless. It depends on what circumstances you deploy them in. If you're dense enough to try defending a point with shields, and you get fluxed or lasered... that's your fault.
I agree that armor protects you from flux, but there are too many penalties for using it. Slower speed and slower regen. Regarding you wanting to give the plates more HP vs me saying lessen the movement penalty..... six of one/half dozen of the other. Ultimately it accomplishes the same thing. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
479
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Posted - 2013.04.06 21:03:00 -
[4] - Quote
2-Ton Twenty-One wrote:
Put armor plates on a heavy and tell me the speed reduction is not massive.... The 10% penalty stack on each other and makes a huge difference. like your going to die difference.
Fair enough. My thought was this: A heavy has a speed of 3.5ish (can't remember exactly what it is) If you give them a 20% speed reduction by stacking some plating, their speed goes down to 2.8. Very slow, and I agree with you... it'll get you killed that much faster.
But, a 20% reduction to a scout slows them down to around low-to-mid 4s for speed. That's logi speed, and with pretty low HP. I just felt that the scout gets hurt more by the speed reduction.
Perhaps you're right, but either way, both suits are hurt by the plating.
My point still stands. There is little reason to armor-tank in this game. |
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