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Delirium Inferno
Chernova Industries
90
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Posted - 2013.04.07 22:55:00 -
[1] - Quote
Ignoring the whole "Shields 514" and "shields are far better" arguments, why are there no high slot armor mods? If I wanted to create a shield stacked soldier I could easily fill all my high slots with extenders and low slots with regulators, but if I wanted to create an armor stacked soldier all my options must go in the low slots. |
Ryder Azorria
Amarr Templars Amarr Empire
172
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Posted - 2013.04.07 22:58:00 -
[2] - Quote
You're thinking to literately - think more in terms of the OTHER modules you can fit because you went armour over shield, for example; (complex) damage mods. |
Logi Bro
Eyniletti Rangers Minmatar Republic
1089
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Posted - 2013.04.07 23:00:00 -
[3] - Quote
What exactly would you have in mind for another armor mod? Resistance mods or hardeners on an infantry soldier? |
ShwerShwerShwer
The Marching Mercs
4
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Posted - 2013.04.07 23:02:00 -
[4] - Quote
Are you talking infantry, vehicles, or both. I don't think infantry need it that much but I do believe that vehicles should have high slot armor modules, hardeners for example. |
Delirium Inferno
Chernova Industries
90
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Posted - 2013.04.07 23:03:00 -
[5] - Quote
But what if you use a weapon that doesn't benefit much from damage mods? Like shotguns because they already do plenty base damage or laser rifles because their base damage is so small that an extra 10% won't change it much.
I see your point but still find that if shield users can go all out then so should armor. To each his own. |
Valkreena Haederox
Royal Uhlans Amarr Empire
26
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Posted - 2013.04.07 23:07:00 -
[6] - Quote
Logi Bro wrote:What exactly would you have in mind for another armor mod? Resistance mods or hardeners on an infantry soldier?
Electromagnetic Reactive Armor perhaps? |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
38
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Posted - 2013.04.07 23:07:00 -
[7] - Quote
Shield regulators don't increase your HPs at all though, and shield extenders don't increase your HP as much as armor plating on the same level does. So one, you have less options, but you get more out of them. And to increase actual health with shields, you would need to forgo other high slot mods, like damage. You have a point in the hypothetical "shields only v armor only" but think about a fully working character. You can max your damage and survivability both at the same time, shield tanks need to choose one or the other. |
ZDub 303
Subdreddit Test Alliance Please Ignore
1
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Posted - 2013.04.07 23:09:00 -
[8] - Quote
High powered active armor hardeners would be a sweet high slot addition to this game.
10-20-30% damage reduction for x seconds with ~4xcooldown? e.g. 10-15s up, and 40-60s down?
Make them activate just like on tanks too, so there is a little bit of foresight and strategy involved on when to activate it too.
(might be hella OP though, I dunno)
or passive 2-5-10% reduction to help combat damage mods? |
Laheon
Osmon Surveillance Caldari State
423
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Posted - 2013.04.07 23:11:00 -
[9] - Quote
Lore wise, the shield is an absorptive energy field, requiring a lot of energy to maintain, hence requiring "high power slots" for their modules. Think of it as mains power as opposed to battery powered. Not quite the same, yes, I know...
Armour already has its basis there, the framework, if you will. An extra armour plate doesn't need any extra power to run, as opposed to a shield extender. |
ShwerShwerShwer
The Marching Mercs
4
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Posted - 2013.04.07 23:13:00 -
[10] - Quote
I think passive would work a lot better than active. For one active would most likely be OP and we also don't have a way to activate active modules on drop suits. We use the wheel for equipment instead and if we use R3 like we do for squad orders than it will complicate things for squad leaders because they will have three wheels to switch between. |
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Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
238
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Posted - 2013.04.07 23:13:00 -
[11] - Quote
There's no reason to assume that everything you fit should contribute to your tank. Armor goes in low slots, forcing you to choose between tank and agility or damage mods*, whereas shield tankers have to choose between tank and eWar/active prop mods.
*Is how it works in EVE. It's a bit different for infantry. |
Delirium Inferno
Chernova Industries
90
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Posted - 2013.04.07 23:18:00 -
[12] - Quote
^Stuff like that would be cool but then you'd need to add shield resistors as well for shield users. As mentioned regulators don't increase the amount of hits you can take, so something more along those lines for armor users is what I was thinking.
Perhaps an emergency armor repair that would work when out of combat and give you an instant armor repair if your armor is below a certain percent. So imagine you are fighting some guy and win, but your armor went below 25%. Around the same time your shields you start regenerating you would get an instant 50 armor repaired, or something like that. I'll admit I was thinking about this more in the hypothetical sense so I may not be very good on the ideas front. |
Altina McAlterson
TRUE TEA BAGGERS
459
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Posted - 2013.04.07 23:21:00 -
[13] - Quote
Racial suits are coming. Some of them will be armor and some of them will be shield and they will have differing amounts of low and high slots to reflect that.
Also, a lot of this is CCP trying to figure it out because armor in EVE is vastly different from DUST. They just started with that they knew but unfortunately it just doesn't work in an FPS so hopefully they have some new tricks up their sleeves. The addition of resistance mods would go a long way since honestly anything that slows movement speed is going to be worthless in an FPS with the possible exception of the heavy class. |
Delirium Inferno
Chernova Industries
90
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Posted - 2013.04.07 23:22:00 -
[14] - Quote
That is a good point Altina, I hadn't even thought about racial suits and how they will vary with slots. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
127
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Posted - 2013.04.07 23:26:00 -
[15] - Quote
I think having an active hardener for armor would be something with incredible, and terrible implications. imagine an armor-tanked heavy with even 15% damage stopped storming a room using a proto HMG. also, active hardeners could be applied using the weapon wheel and having an extra button to activate them(say square for shield resist, circle for armor hardeners)
in that method, either have it so only one can be active at once, or so that there are fairly severe Diminishing returns for more than one. and using it like that would activate them in sequence if more than one could be fitted. |
Phoenix Archer 128
Better Hide R Die
156
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Posted - 2013.04.08 00:22:00 -
[16] - Quote
I don't recall ANY mid-slot armor mods in EVE at all. Armor is always in the Low-slots; takes little power to run (well, maybe not the LARs...those things are cap-thirsty).
Shield is almost entirely in the mid-slots (Dust High-slots), with two exceptions: Shield Flux Coils (increase shield recharge rate but lower shield capacity) and Shield Power Relays (increase shield recharge rate but lower capacitor recharge rate)
Don't get any hopes up that there will be armor mods in the mid-slots unless CCP adds them to EVE first...
On a side-note: I can't wait until resistances are shown and damage types and hardeners are added in. That's a number-cruncher's dream right there >:) Definitely will make the game a lot more interesting and people will have to play a lot smarter. Sure, Kin/Therm will be a relatively "safe" damage to use, but you're going to want to risk the EM and Explo for those pesky shield and armor tankers (respectively) |
Rifter7
IMPSwarm Negative-Feedback
189
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Posted - 2013.04.08 00:24:00 -
[17] - Quote
BECAUSE OF FALCON. |
KryptixX
Imperfects Negative-Feedback
373
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Posted - 2013.04.08 00:36:00 -
[18] - Quote
Logi Bro wrote:What exactly would you have in mind for another armor mod? Resistance mods or hardeners on an infantry soldier? I would like to see either passive or active hardeners.
Resistors would be cool too, i hate getting blowed up by dem nades. |
Phoenix Archer 128
Better Hide R Die
156
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Posted - 2013.04.08 01:05:00 -
[19] - Quote
KryptixX wrote:Logi Bro wrote:What exactly would you have in mind for another armor mod? Resistance mods or hardeners on an infantry soldier? I would like to see either passive or active hardeners. Resistors would be cool too, i hate getting blowed up by dem nades. Hardeners are low-slots still. And you need an explosive hardener to stop grenades from being so mean |
Vermaak Doe
SVER True Blood Unclaimed.
687
|
Posted - 2013.04.08 01:27:00 -
[20] - Quote
Just make an armor repair overdrive that increase ls armor repaired per second |
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