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mollerz
s1ck3r Corp
124
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Posted - 2013.04.06 01:59:00 -
[1] - Quote
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. |
mollerz
s1ck3r Corp
125
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Posted - 2013.04.06 17:48:00 -
[2] - Quote
Cat Merc wrote: There is a balance issue. Shields don't bog you down, recharge on their own (and waaaay faster), and don't take away slots which can be used for CPU and PG upgrades (which makes armor tanking very hard to fit.) and you don't have to choose between armor regen speed or armor HP. You have both. The only advantage armor has is that you can put damage modifiers without affecting your tanking... but oh wait, even with a proto suit since you can't use CPU and PG upgrades, you can't fit it all. So shields rule. If you can look at this list of advantages shield has vs armor and still say there is no imbalance, something is very wrong.
And its going to get worse when CCP puts in infantry shield transfers.
shields don't bog you down because they don't weigh anything. Armor weighs something. so there's no real point to arguing balance based on the plausibility factor of the future tech in the game. we all understand the concepts, and that's how we all accept it would be.
Other than that- I'm not necessarily disagreeing with you. I am just pointing that ^ out.
There's no armor flux made equivalent, and shield tankers tend to have very svelte armor, so once that shield layer is gone, it's toastie time. Armor has a lot more hardiness to it, as it should. a heavy proto with all of his armor skills pumped up is a terrible beast to deal with.
it's a decision to go one way or the other, but i don't think it's so imbalanced. you are just focusing on narrow parameters to make your case while ignoring other details in the overall balancing of the two. so maybe it might be worth tweaking a bit.. but by no means are shields so OP over armor is it cut and dry.
Or you could go my route- complex KinCats and Complex damage modifiers all the way. F shields and armor
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mollerz
s1ck3r Corp
125
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Posted - 2013.04.07 01:39:00 -
[3] - Quote
If Armor repping was increased.. say 3 basic, 6 enhanced, and 9 per second it might work? Do armor reppers currently suffer stacking penalties?
A super armored heavy might not be able to move fast, but if you can plant him with a logi lazer that is a battlefield marriage that devastates. especially if both are proto. As a solo it's hamstrung, but in a team mechanic it's nuts.
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