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Stephen Rao
Verboten XXI
7
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Posted - 2013.05.13 18:15:00 -
[1] - Quote
+++As a disclaimer, I currently run a Caldari Medium frame for shield tanking. There is no way I would invest into anything higher than Basic Armor Plates with the current state of things+++
I've always been puzzled how the Armour Plates are the only module with a drawback. I've heard some explain this as weight slowing you down, but in the far future why do we make things stronger by making them heavier? Why can't we just use more durable material that isn't made out of concrete? (better material would explain the increased cost in ISK as well as the increased CPU/PG strain on the suit).
As it seems counter-productive to complain about the speed penalty (as I'm sure it is a balancing factor), I'll focus on the way that it scales as I think it is absolutely absurde. The basic module grants you 65 hp to armor and a 3% speed reduction. This module is, in my opinion, the BEST armor plate you can purchase. While the Advanced and Proto armor plates grant more HP, they also take an inordinate amount of speed with them. Here's the current spread between HP gained, Speed Reduction, and SP required to use these modules:
Module________________Armor HP__Speed Decrease__SP Investment Basic Armor Plates_________65________3%____________55,970 Advanced Armor Plates_____85________5%___________242,510 Complex Amor Plates______115_______10%___________932,760
So while Complex Plates offer less than 2x the protection of Basic Plates, they reduce your speed by more than 3x!! Advanced Plates aren't any better, giving you 1.2x more protection, again at the cost of a 2x speed reduction on the Basic Plates.
While using a Complex Armor Plate does save you a module slot, it costs you almost 1mil SP to get a massive speed reduction that is far worse than 2 Basic Armor Plates in armor granted, speed penalty, SP investment and ISK cost.
My suggestion would be to lower the speed penalty to 3%, 4% and 5% (for Standard, Advanced and Proto respectively), or even have the speed penalty decrease by going 5%, 4%, 3% as you should be rewarded for upgrading your gear.
Just my 200 ISK |
BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 18:17:00 -
[2] - Quote
Stephen Rao wrote:+++As a disclaimer, I currently run a Caldari Medium frame for shield tanking. There is no way I would invest into anything higher than Basic Armor Plates with the current state of things+++
I've always been puzzled how the Armour Plates are the only module with a drawback. I've heard some explain this as weight slowing you down, but in the far future why do we make things stronger by making them heavier? Why can't we just use more durable material that isn't made out of concrete? (better material would explain the increased cost in ISK as well as the increased CPU/PG strain on the suit).
As it seems counter-productive to complain about the speed penalty (as I'm sure it is a balancing factor), I'll focus on the way that it scales as I think it is absolutely absurde. The basic module grants you 65 hp to armor and a 3% speed reduction. This module is, in my opinion, the BEST armor plate you can purchase. While the Advanced and Proto armor plates grant more HP, they also take an inordinate amount of speed with them. Here's the current spread between HP gained, Speed Reduction, and SP required to use these modules:
Module________________Armor HP__Speed Decrease__SP Investment Basic Armor Plates_________65________3%____________55,970 Advanced Armor Plates_____85________5%___________242,510 Complex Amor Plates______115_______10%___________932,760
So while Complex Plates offer less than 2x the protection of Basic Plates, they reduce your speed by more than 3x!! Advanced Plates aren't any better, giving you 1.2x more protection, again at the cost of almost 2x speed reduction over the Basic Plates.
While using a Complex Armor Plate does save you a module slot, it costs you almost 1mil SP to get a massive speed reduction that is far worse than 2 Basic Armor Plates in armor granted, speed penalty, SP investment and ISK cost.
My suggestion would be to lower the speed penalty to 3%, 4% and 5% (for Standard, Advanced and Proto respectively), or even have the speed penalty decrease by going 5%, 4%, 3% as you should be rewarded for upgrading your gear.
Just my 200 ISK
Caldaris don't need any armor plates, you guys are good enough tanks as it is :( |
Delirium Inferno
Edoras Corporation
248
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Posted - 2013.05.13 18:18:00 -
[3] - Quote
What about simply giving the advanced and complex even more armor?
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Stephen Rao
Verboten XXI
7
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Posted - 2013.05.13 18:21:00 -
[4] - Quote
BL4CKST4R wrote:Caldaris don't need any armor plates, you guys are good enough tanks as it is :( I stated what I used so that people didn't think I was some Gallante whining about my Mods, I WANT more variety in this game. |
Kesi Raae Kaae
Much Crying Old Experts
69
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Posted - 2013.05.13 18:30:00 -
[5] - Quote
What about armour plates giving a penalty to strafe speed only but leaving sprint speed unaffected?
Or they give a stamina penalty?
Or have many different kinds of plates giving different penalties for more variety? |
Stephen Rao
Verboten XXI
7
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Posted - 2013.05.13 18:34:00 -
[6] - Quote
Kesi Raae Kaae wrote:What about armour plates giving a penalty to strafe speed only but leaving sprint speed unaffected? I'm not sure how they'd explain this in the fluff (slow while walking but fine while running seems awkward).
Kesi Raae Kaae wrote:Or they give a stamina penalty?
Or have many different kinds of plates giving different penalties for more variety? Both are better solutions than the current penalties as they stand. |
BL4CKST4R
WarRavens Orion Empire
48
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Posted - 2013.05.13 18:39:00 -
[7] - Quote
Stephen Rao wrote:BL4CKST4R wrote:Caldaris don't need any armor plates, you guys are good enough tanks as it is :( I stated what I used so that people didn't think I was some Gallante whining about my Mods, I WANT more variety in this game.
It would just create a greater gap when it comes to sacrificing speed for defense, the Caldari will have more total HP than any other class for less of a speed sacrifice. |
Stephen Rao
Verboten XXI
7
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Posted - 2013.05.13 18:42:00 -
[8] - Quote
BL4CKST4R wrote:Stephen Rao wrote:BL4CKST4R wrote:Caldaris don't need any armor plates, you guys are good enough tanks as it is :( I stated what I used so that people didn't think I was some Gallante whining about my Mods, I WANT more variety in this game. It would just create a greater gap when it comes to sacrificing speed for defense, the Caldari will have more total HP than any other class for less of a speed sacrifice. Except... not? It doesn't have more module slots, PG or CPU than any other suit and has the same eHP as the Gallante suit and less than the Amarr suit. The reason Shield Tankers are the only thing you see is because Shields have a higher regen rate than Armor (for free!) and the modules that extend the shields have no drawbacks (other than CPU and PG usage). If Gallante suits could put more than one Complex Armor mod on without needing a wheelchair to get around you might actually see viable armor tankers. |
BL4CKST4R
WarRavens Orion Empire
48
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Posted - 2013.05.13 18:51:00 -
[9] - Quote
Stephen Rao wrote:BL4CKST4R wrote:Stephen Rao wrote:BL4CKST4R wrote:Caldaris don't need any armor plates, you guys are good enough tanks as it is :( I stated what I used so that people didn't think I was some Gallante whining about my Mods, I WANT more variety in this game. It would just create a greater gap when it comes to sacrificing speed for defense, the Caldari will have more total HP than any other class for less of a speed sacrifice. Except... not? It doesn't have more module slots, PG or CPU than any other suit and has the same eHP as the Gallante suit and less than the Amarr suit. The reason Shield Tankers are the only thing you see is because Shields have a higher regen rate than Armor (for free!) and the modules that extend the shields have no drawbacks (other than CPU and PG usage). If Gallante suits could put more than one Complex Armor mod on without needing a wheelchair to get around you might actually see viable armor tankers.
Yea so as a Caldari you will keep your amazing shield capabilities while extending them into the Armor tanking realm. On the other hand for races that depend on armor we will get to finally wear a good armor plate but we will still suck with shields, therefore a Caldari can have really good shields, while wearing the same armor plate as a Armor race, what this means is that the Caldari will still be better at taking hits without sacrificing as much speed as another class for the SAME effect. The only way this will be viable is if any of the races that depend on armor get a passive armor regen, while Shield classes don't; or give armor races a -X% reduction to armor penalties. And CPU/PG is so easy to counteract, but there is nothing to fix speed penalties.
Armor races = Gallente and Amarr.
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Stephen Rao
Verboten XXI
7
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Posted - 2013.05.13 19:08:00 -
[10] - Quote
BL4CKST4R wrote:Yea so as a Caldari you will keep your amazing shield capabilities while extending them into the Armor tanking realm. Except I can barely fit standard mods in my Low Slots after staking my Proto High Slots and Advanced Weapons/Equipement. I'd also have to invest 1mil SP into using Armor Modules. In fact, the system as-is is more beneficial to Caldari as they are less likely to use multiple Armor Plates (because of less low slots), and as such can take the speed reduction with less drawbacks. It is the Armor races that want to stack multiples of these modules that are the real ones loosing out.
BL4CKST4R wrote:On the other hand for races that depend on armor we will get to finally wear a good armor plate but we will still suck with shields, therefore a Caldari can have really good shields, while wearing the same armor plate as a Armor race, what this means is that the Caldari will still be better at taking hits without sacrificing as much speed as another class for the SAME effect. There's nothing stoping the Armor races from using Complex Shield Extenders, and as I said Caldari suit's eHP is the same or less than the Gallante or Amarr suits. So with the same modules available, everyone is still playing on the same field.
BL4CKST4R wrote:The only way this will be viable is if any of the races that depend on armor get a passive armor regen, while Shield classes don't; or give armor races a -X% reduction to armor penalties. And CPU/PG is so easy to counteract, but there is nothing to fix speed penalties. The Cladari have less starting Armor and less low slots, so even if buffing their weakness (armor) instead of their strength (shields) was a better choice, Gallante and Amarr would still do it better.
BL4CKST4R wrote:Armor races = Gallente and Amarr. Where did I say Caldari = armor? I stated what my main character used so that people didn't think I was trying to OP armor modules, you seem to think everyone is out for only themselves... |
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Buster Friently
Rosen Association
425
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Posted - 2013.05.13 19:12:00 -
[11] - Quote
I expect the right solution is to add the proper downside to the shields, like a larger sig radius or even maybe a larger hit box if that's possible within the engine. |
Stephen Rao
Verboten XXI
7
|
Posted - 2013.05.13 19:23:00 -
[12] - Quote
Buster Friently wrote:I expect the right solution is to add the proper downside to the shields, like a larger sig radius or even maybe a larger hit box if that's possible within the engine. That is an option, but my issue is with the way the penalty scales. There is no incentive to go to higher levels of Armor Plating as you'll be slowed down more than what you currently have.
As it stands the fact that 2 Basics are superior in every way to 1 Complex is a factor only held by armor plating modules. Pretty much everything else has a minor increase (about 1.5x) from Standard to advanced, and a large increase (about 3x) from Standard to Proto. And those modules don't have any drawbacks! |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
123
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Posted - 2013.05.13 19:26:00 -
[13] - Quote
Lowering the penalty to 0% for basic, 0% for advanced, and finally 0% for complex would be the best way to balance armor plates against shield extenders. Just the fact that they share a slot with armor repairers and dont passively repair at 20/s should be enough. |
I-Shayz-I
ZionTCD Unclaimed.
226
|
Posted - 2013.05.13 19:38:00 -
[14] - Quote
I was going to make a thread about this last night, thank you for doing so for me.
The issue is more about the unbalance compared to shields. Shields go from 22 to 33 to 66. That means that there is no comparison when choosing between standard or proto. Each module is better than the one before, which is how every module is in this game...except armor plates.
Every other module ALSO allows you to replace two standards for one complex with NO DOWNSIDES. With armor, you not only get less 15 less armor by using a complex, but 4% less movement speed too. How is this balanced?
Shields are different in that the complex variant gives you 3x the bonus. Most modules gives you say, 2x-2.5x the amount of effectiveness at the complex level, with the advanced variant being much better than the first.
But obviously there is no way to change the number of armor or shields that each module gives you. I'm guessing that over the 10 or so years CCP has run EVE online they have figured out what the best balance is for armor/shields. ____________________
What is really needed here is COMMON SENSE. If 100 points of armor slows you down 10%, then 200 should slow you down 20%, correct? So if 65 armor slows you down 3%, then 115 armor should slow you down by 5.3%.
SURE. You can say that the best option is to "change it to a stamina penalty" or "make it decrease some other aspect of moving"
But that doesn't change my argument. Even if it was a stamina penalty, and 65 armor reduced stamina by 3%, then 115 armor should reduce it by 5.3%. |
Stephen Rao
Verboten XXI
7
|
Posted - 2013.05.13 19:38:00 -
[15] - Quote
ZDub 303 wrote:Lowering the penalty to 0% for basic, 0% for advanced, and finally 0% for complex would be the best way to balance armor plates against shield extenders. Just the fact that they share a slot with armor repairers and dont passively repair at 20/s should be enough. While I agree, there are equipment (Repair Tools and Nanohives) that only repair armour. While I think the speed penalty is over the top, I kept it in my suggestion as I figured it was part of the balancing factor for armor. I'm all for getting rid of it all together, but I figured giving a suggested tweak to the system was better than doing away with it all together.
@ I-Shayz-I: Exactly, you get it |
BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 19:48:00 -
[16] - Quote
Buster Friently wrote:I expect the right solution is to add the proper downside to the shields, like a larger sig radius or even maybe a larger hit box if that's possible within the engine.
That is the penalty for EVE ships. |
I-Shayz-I
ZionTCD Unclaimed.
226
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Posted - 2013.05.13 19:55:00 -
[17] - Quote
Stephen Rao wrote:@ I-Shayz-I: Exactly, you get it
I'm one of the few people that armor tank in this game and let me tell you right now...
Using complex armor plates is a waste of time and sp. There is no reason to use them because of how much more vulnerable you become. By using 3 advanced plates I only get a 15% penalty for 255 armor. By using 2 complex plates I only get 230 armor with a penalty of 20%.
WHY? WHO THE HECK DESIGNED THESE THINGS.
The build I like using is my 436 Shield/357 Armor with 17.5 armor repair. The only way to armor tank in this game is to use a huge shield buffer and to have tons of skills in armor repair. That, or find yourself a logi (I myself am one so I don't have the second option :P)
The reason I say that's the only way, is because the slower you move, the easier you are to hit. That means that even though I could technically fit 632 armor on my character, I would be moving as slow as a heavy. So there would be no chance of me ever running away or dodging bullets. ____________________
Currently, the more armor you have, the easier it is for you to be killed. This should be the opposite way around...but no. It will never be that way until the penalty bonuses are fixed. |
Driftward
Subdreddit Test Alliance Please Ignore
64
|
Posted - 2013.05.13 20:07:00 -
[18] - Quote
The one factor everyone is ignoring (at least the one factor I see) is related to weapon damage bonuses. While I in no way think that armor plates are currently balanced, there is an argument to be made that there are more shield bonussed weapons than pure armor bonussed damage weapons currently in play. (including the SR and plasma cannon)
Again, not that I think armor plates are not unbalanced, but just another item to keep in mind while talking about balance. |
BL4CKST4R
WarRavens Orion Empire
48
|
Posted - 2013.05.13 20:15:00 -
[19] - Quote
I-Shayz-I wrote:Stephen Rao wrote:@ I-Shayz-I: Exactly, you get it I'm one of the few people that armor tank in this game and let me tell you right now... Using complex armor plates is a waste of time and sp. There is no reason to use them because of how much more vulnerable you become. By using 3 advanced plates I only get a 15% penalty for 255 armor. By using 2 complex plates I only get 230 armor with a penalty of 20%. WHY? WHO THE HECK DESIGNED THESE THINGS. The build I like using is my 436 Shield/357 Armor with 17.5 armor repair. The only way to armor tank in this game is to use a huge shield buffer and to have tons of skills in armor repair. That, or find yourself a logi (I myself am one so I don't have the second option :P) The reason I say that's the only way, is because the slower you move, the easier you are to hit. That means that even though I could technically fit 632 armor on my character, I would be moving as slow as a heavy. So there would be no chance of me ever running away or dodging bullets. ____________________ Currently, the more armor you have, the easier it is for you to be killed. This should be the opposite way around...but no. It will never be that way until the penalty bonuses are fixed.
I think that the penalty should be lowered in half; armor slightly buffed, so Basic = 65 HP, Enhanced = 97.5 HP, Complex = 130 HP; give all races a passive armor regen: Caldari 1, Minmatar 2, Amarr 3, Gallente 3; give Gallente/Amarr races a X% armor repair rate or -X% movement penalty per racial suit level and keep the X% to shield regen for Caldari/Minmatar. |
Sylwester Dziewiecki
BetaMax. CRONOS.
62
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Posted - 2013.05.13 20:24:00 -
[20] - Quote
Look how it's look like in EVE: http://null-sec.com/hangar/ (Ship equipment/Hull and Armorr/ Armor plates) There are six general types of Armor Plates, and every module is a little different in each type. The problem in Dust is that we don't have so many Armor Plates(for now). In Future Shield tanking also will have drawback as Armor tanking, but in different area - in EVE Shield Extenders make you signature bigger, so everyone is locking you faster,and weapons hit you harder because you are bigger target for them . |
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BL4CKST4R
WarRavens Orion Empire
48
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Posted - 2013.05.13 20:28:00 -
[21] - Quote
Sylwester Dziewiecki wrote:Look how it's look like in EVE: http://null-sec.com/hangar/ (Ship equipment/Hull and Armorr/ Armor plates) There are six general types of Armor Plates, and every module is a little different in each type. The problem in Dust is that we don't have so many Armor Plates(for now). In Future Shield tanking also will have drawback as Armor tanking, but in different area - in EVE Shield Extenders make you signature bigger, so everyone is locking you faster,and weapons hit you harder because you are bigger target for them .
Well we were supposed to get a armor mod that gives low armor but a passive regen and it has no penalty. Unfortunately CCP has the tendency to add things now with the future in mind. Like X Nerf because in 3 months we will be adding X update. |
ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
125
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Posted - 2013.05.13 20:29:00 -
[22] - Quote
No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex. |
Stephen Rao
Verboten XXI
7
|
Posted - 2013.05.13 21:41:00 -
[23] - Quote
ZDub 303 wrote:No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex. Something like this. I kept the numbers rounded in my example for simplicity, but the penalty numbers definitely need to be re-worked.
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Buster Friently
Rosen Association
429
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Posted - 2013.05.14 01:04:00 -
[24] - Quote
Stephen Rao wrote:Buster Friently wrote:I expect the right solution is to add the proper downside to the shields, like a larger sig radius or even maybe a larger hit box if that's possible within the engine. That is an option, but my issue is with the way the penalty scales. There is no incentive to go to higher levels of Armor Plating as you'll be slowed down more than what you currently have. As it stands the fact that 2 Basics are superior in every way to 1 Complex is a factor only held by armor plating modules. Pretty much everything else has a minor increase (about 1.5x) from Standard to advanced, and a large increase (about 3x) from Standard to Proto. And those modules don't have any drawbacks!
The incentive is that you get more armor. This seems simple to me. Yes the ratio of Armor to speed reduction decreases, but when you have limited slots and want maximum armor, well, you go for the big plates.
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Stephen Rao
Verboten XXI
7
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Posted - 2013.05.14 01:30:00 -
[25] - Quote
Buster Friently wrote:The incentive is that you get more armor. This seems simple to me. Yes the ratio of Armor to speed reduction decreases, but when you have limited slots and want maximum armor, well, you go for the big plates. Actually, as it stands, no one uses armor tanking. Kinda why this thread exists...
Ignoring the fact that speed is as much a defensive stat as raw HP is really naive. |
Full Metal Kitten
Sinq Laison Gendarmes Gallente Federation
270
|
Posted - 2013.05.14 01:54:00 -
[26] - Quote
Gallente armor tanker checking in.
Please add Armor Plate Profficiency skill. Speed penalty reduction 10% per skill level. For Shield Extenders, add 3, 5, 10 percent scan profile penalty respectively and a corresponding Shield Extender Proficiency skill. Scan profile penalty reduction 10% per skill level. |
Rachoi
HavoK Core RISE of LEGION
48
|
Posted - 2013.05.14 01:56:00 -
[27] - Quote
Full Metal Kitten wrote:Gallente armor tanker checking in.
Please add Armor Plate Profficiency skill. Speed penalty reduction 10% per skill level. For Shield Extenders, add 3, 5, 10 percent scan profile penalty respectively and a corresponding Shield Extender Proficiency skill. Scan profile penalty reduction 10% per skill level.
agreed in the highest. |
Stephen Rao
Verboten XXI
10
|
Posted - 2013.05.14 12:23:00 -
[28] - Quote
Full Metal Kitten wrote:Gallente armor tanker checking in.
Please add Armor Plate Profficiency skill. Speed penalty reduction 10% per skill level. For Shield Extenders, add 3, 5, 10 percent scan profile penalty respectively and a corresponding Shield Extender Proficiency skill. Scan profile penalty reduction 10% per skill level. I like this idea (as it fixes some of the Shield vs Armor, and Armor vs Speed issues). However with the number of skill % that don't do what they say they do, it might be better to try to fix the plates directly |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
351
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Posted - 2013.05.14 17:44:00 -
[29] - Quote
There's already been a thread on this. But, as we've had no reaction from CCP dudes and dudettes, I recap some options here.
SUGGESTION 1: Give up movement speed penalty. Just that. As Mr "ZDub 303" pointed out, having no native rep and getting rep with same slots balances nicely. Also, armor regen is painfully slow.
Extra note on Lore and logic: to counter the 'adding plates must add mass' I point out that those said metal plates take Power Grid and CPU power - it could be safe to say those plates bring their own powered servos and stuff to keep movement the same! There HAS to be some sort of powering (power armor) in the suits as they already are metal caskets yet dusters move with about the same ability as unladen athletes.
SUGGESTION 2: If having no penalty is too big a step, make the penalty hit the sprint speed! Sprint IS valuable ability yet won't cripple the suit. It only means that you can't react from A to B as quickly. (okay it affects microtactics as well...)
SUGGESTION 3: If all 1 and 2 are unacceptable for some reason, give armor clear charasteristic of being extremely resistant. Perhaps vs splash damage?? We can throw traditional lore of "EXP is effective vs armor" into thrashcan...
SUGGESTION 4: If all 1, 2 & 4 are unacceptable for some reason, we have to look somewhere else: give shield extenders such handicap that larger shields are exponentially easier to see on tacnet. Make quad-extended suits light up like a christmas tree, almost always a red chevron on their heads. Impossible to sneak up, maybe even seen sometimes on overhead map =F |
Stephen Rao
Verboten XXI
10
|
Posted - 2013.05.15 02:42:00 -
[30] - Quote
KEROSIINI-TERO wrote:There's already been a thread on this. But, as we've had no reaction from CCP dudes and dudettes, I recap some options here. All great suggestions!
Other than the thread I linked I haven't seen any others (recently), but I'm fairly new to the forums. Has there been any talk from CCP that they're even looking at re-balancing Armor Plates? |
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