Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Deluxe Edition
TeamPlayers EoN.
117
|
Posted - 2013.04.28 18:20:00 -
[1] - Quote
While I agree shields should passively regen however I think the current mechanics favor shields over armor. Shields regen should be changed to around 5hp/s and should continue to regen while in combat. This change shouldn't be made immediately however, CCP should wait for the implementation of personal shield transporters for our logi bros.
My reasoning for this change is under the current system their is no need for any type of logistics for shield tanked dropsuites. Your shields return fast enough that 6 seconds after an engagement you are back to full health, 12 seonds if you had your shields depleted. Where as armor players generally have to wait almost a minute for their armor to regen with one complex armor repairer to bring them back up with 400 total armor. If your running a cheaper armor drop suit it takes 150 seconds in order to fully repair a suit with 300 total armor.
Looking at these numbers I feel that Shields>Armor as long as regen is this imbalanced (unless they buff damage against shields). This is especially true considering the speed reduction applied to armor suites. |
Godin Thekiller
Ghost Wolf Industries
42
|
Posted - 2013.04.28 20:24:00 -
[2] - Quote
Deluxe, no. buff armor repair. That fixes it.
Peace, Godin |
Jathniel
G I A N T EoN.
193
|
Posted - 2013.04.28 20:41:00 -
[3] - Quote
There is a discernable imbalance, OP. But it's important to think about the role that armor plays. Especially for Heavies.
If armor regen bonuses were adjusted to restore as quickly as shields, downing heavies would be next to impossible. (Try standing in an armor repair nanofield, with armor on, and see how easily you **** face.)
No. I think the armor repair bonuses are fine.
What I WOULD recommend is making some sort of active armor hardener module for dropsuit high slots.
I would have armor plates give you the current passive HP increases, but change the movement penalty into a stamina penalty. Then I would make armor hardener modules for the high slots, that cut incoming damage by as much as 50% when active, but I would put the movement penalty on those instead. 5 sec duration. 10 sec cooldown.
If proper dropsuit hardener modules were introduced, then we would see armor being used that much more. |
Deluxe Edition
TeamPlayers EoN.
117
|
Posted - 2013.04.28 21:10:00 -
[4] - Quote
Armor repers would help even things out, however I think I would prefer to have a lower tier triage nanohive introduced. Something like the guaged nanohive (that gives less hp per second) |
Arkena Wyrnspire
Turalyon Plus
112
|
Posted - 2013.04.28 21:11:00 -
[5] - Quote
Your proposed change completely homogenizes shields and armour - that is exactly how armour currently functions. Instead, armour simply needs a buff or a stamina penalty on plates instead of speed penalty. One of the main issues with the balance is scaling. Low end armour barely repairs at all, but high end armour can have some good repairs going. |
|
|
|
Pages: 1 :: [one page] |