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Thread Statistics | Show CCP posts - 0 post(s) |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
33
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Posted - 2013.05.26 03:12:00 -
[1] - Quote
Maybe you guys would like to look at my thread? Perhaps the heavy section? On a side not: HOW, WHEN I CAME UP THE HARDENER IDEA, DID I NOT THINK IT SHOULD BE PASSIVE!!?
New dropsiuit class bonuses(./?) *COMPLETE* |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
34
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Posted - 2013.05.26 03:50:00 -
[2] - Quote
D legendary hero wrote: i just saw your post. i dnt know how i missed it. but i dnt think it should be a module or use a slot. it should ba askill for heavies or just a bonus. because its in their description to be resistant to small arms fire. for a future suit designed for small ares fire its hard to believe i continue to die to small arms. i mean really.
In the post I brought up how it doesn't actually use a slot, maybe I didn't explain that well enough?
Only Logis use all four equipment slots. When used, the equipment slots fill right to left. This means on ALL other Dropsuits the last slot on the left side will always be empty. So put the "switch" for the abilities there.
That being said, I do like the idea of it being passive more than the idea of it being active. Still in shock at how I didn't think it should be passive.
**Edit: Oh, in regards to you not knowing how you missed it, look at the dates of the posts. ** |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
38
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Posted - 2013.05.26 04:49:00 -
[3] - Quote
^^ O.O OH GOD NO... IT"S HAPPENING!! THE PYRAMID QUOTING HAS BEGUN!!! |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
40
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Posted - 2013.05.26 23:46:00 -
[4] - Quote
Alaika Arbosa wrote:Keep a logi squadmate with you and have them equip an Active Scanner. There, now you know they're coming and you can brutalize them as soon as they come around that corner. I wouldn't carry an active scanner, I'd just level up my skills that increase precision and radius. Maybe put on some modules that help out. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
41
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Posted - 2013.05.27 22:18:00 -
[5] - Quote
-_-" This thread has nothing to do with heavy weapons, it only has to do with the suit itself. After all: Vermaak Doe wrote:no suit is ever going to used for what it's meant only. To get back on topic, giving heavies a shield and armor hardener buff is a good idea. It gives them a proper counter to these skills:
(insert weapon name here) proficiency wrote:+3% to _______ damage per level As well as it just simply makes sense for a bullet sponge to be able to soak up damage better.
That being said, I do think that 30% is a bit high, I think 20% (at max level) would be enough. (Keep in mind, at some point we will probably see armor and shield hardener modules for infantry.) That way when being shot by someone with proficiency maxed, it would negate the effects of the skill and give you a 5% damage decrease.
damage reduction chart:
Duvolle AR
- base damage: 37.4
- Damage with maxed skills: 43.01
Heavy suit
- base damage reduction (no skills): 0% damage taken: (see above)
- Maxed damage reduction: 20% damage taken:
- Duvolle AR base damage: 29.92
- Duvolle AR with maxed skills: *34.408
*(would they round that up to 34.41 or leave as is?)
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
41
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Posted - 2013.05.28 00:05:00 -
[6] - Quote
And you can only fire the Shotgun thanks to the "pneumatic armature".
Without things like that and the augmentations our suits have (as well as the protection the suits provide) we wouldn't be able to even fire the majority of the weapons.
Please take this somewhere else if you two are going to continue bickering like an old married couple.
Now please stick to the topic, this thread IS NOT about the HMG, nor is it about any other weapon. IT IS ABOUT THE HEAVY SUIT. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
45
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Posted - 2013.05.28 00:34:00 -
[7] - Quote
D legendary hero wrote:look at my eariler posts. 30% will still allow a heavy to get killed in one clip from a basic assault rifle. but it will punish people who have poor arm or use no tactics. But that amount does mean that when we get armor and shield hardeners (something I'm hoping for) that you can stack a couple on +skills that increase their efficacy (thanks CCP Remnant ) = >50% damage reduction.
20% or *25% seems resonable to me. (see post #71) *when I made post #71 I forgot to factor in damage mods. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
45
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Posted - 2013.05.28 00:56:00 -
[8] - Quote
Hmm.. Perhaps I should elaborate on my posts. Firstly, when I say Heavy, I mean Sentinel, why should this effect the basic suit? No other bonuses effect basic suits.
When I'm talking about the Hardener skill I'm talking about it leveling the same as all others:
CHARTS!!! (number is level) (going off of the 25% resistance)
- 5% resistance
- 10% resistance
- 15% resistance
- 20% resistance
- 25% resistance
So in order to actually get the bonus you need to have actually put SP into it. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
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Posted - 2013.05.28 01:17:00 -
[9] - Quote
D legendary hero wrote:hmmm... i still feel the percent should be a bit higher. Thought about it, remembered something else that might make you happy.
Currently no one knows if it's a bug or intentional, but all Minmatar Basic Suits get +1 armor rep per second.
If it's intentional and CCP is planning on doing more things like this, then they could use my 25% scaling + a base of 5% on all Sentinel dropsuits. That gets it up to the 30% that you wanted, but only once you've reached level 5. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
46
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Posted - 2013.05.28 05:05:00 -
[10] - Quote
Inyanga wrote:Only problem: Needs a WHOOOOLE lotta skill points. To be a Logibro it needs a lot of SP:
- Max out dropsuit of your choice
- Max out Nanocircutry
- Max out Repair Tool Operation
- *Max out skills for your final equipment
- **Max out Precision Enhancement
- **Max out Range Amplification
- **(Recommended, but not necessary) Max out Profile Dampening
- Max out Dropsuit Core Upgrades
- Reach necessary level in Drospuit Electronics
- Reach necessary level in Dropsuit Engineering
- ***Max out Systems Hacking
- ****Max out Dropsuit Armor Upgrades
- ****Max out Dropsuit Shield Upgrades
- Weapon of your choice to level of your choice
- Level up any prerequisites for the above
- Any additional skills you want to the level you want
*May or may not apply depending upon which suit you chose
**Lets you and your squadmates know what's coming and stops them from knowing your there
***If your the one who hacks the objectives while they hold off the respawning defenders
****You can't help your team if your dead |
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Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
49
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Posted - 2013.05.28 18:58:00 -
[11] - Quote
Severus Smith wrote:So 5% per level for max of 25% as the Sentinel skill bonus. And when they implement Armor Hardeners 10% per Complex hardener, x4, plus 5% per skill level to hardener module efficacy is 75% total damage reduction. At the current 400 armor and max skills that's roughly 2000 EHP against low caliber weapons (AR's, MD's, SMG's, etc) but still only 500 EHP against high caliber weapons (shotguns and sniper rifles). They'll probably implement a max percentage (say 40% TOTAL) to prevent that. Keep in mind, these will most likely suffer from stacking penalties as well. |
Ecshon Autorez
NOVA TECH MARINES Hephaestus Forge Alliance
49
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Posted - 2013.05.28 22:19:00 -
[12] - Quote
Severus Smith wrote:Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP, an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth it at all. Are you adding 100 shields? Because if you're doing the math the way I think you are, then that's the only way it would be a 260 increase. And this has nothing to do with increaseing total hp. Resistance means that 1 unit of their armor is worth more than 1 unit of your armor.
Plus these wouldn't have the same drawbacks as armor plates. Since they don't add on anything (they just increase the effectiveness of what is already there) like armor plates do (the extra armor plating), your movement speed stays the same, making hardeners preferable to people who want to get around fast.
Do you expect the same results from something with less drawbacks? The cap would be there to stop from people running around in a Sentinel suit with 30% base resistance (skill: 25%, base Sentinel suit:5%) and filling all low slots with hardeners (if I remember correctly, it has 4 low slots) giving it 70% damage reduction. This is right were you said you think it should be.
I think when you do the math you are taking the % out of the suits ehp, this is not the case!
The % is of incoming damage. (see post #71 and also note that it is using 20%, not the 25% or 30% we are discussing now) You do not add 30% of max armor to your ehp, you reduce 30% of all incoming damage. So if you get hit with something that does 100 damage....(to get %s numerical value, you multiply the number (100) by the % (+ a . in front of it), in this case (.30) giving you..... 30!) this means that you subtract 30 from 100 giving you 70, that is the amount of damage you would actually take.
Letting us reach a number like 70% or 75% would mean that in the exact same scenario the heavy would take
- 70%: 30 damage
- 75%: 25 damage
PLUS the resistance of weapon type (hybrid, laser, explosive, projectile) v health type (shield, armor) |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
52
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Posted - 2013.05.30 19:45:00 -
[13] - Quote
D legendary hero wrote:2. for basic heavy suit its 10% base resistance with 3% per lvl for a max of 25%. (or 2% per lvl for a max of 20% is also acceptable) It should just be the Sentinel class that gets the hardener bonus, basic suits don't get bonuses, that's why they're basic.
If they gave a blanket bonus to all heavy suits then they would have to give one to all light suits, and all medium suits, so a Minmatar Logi would get the +5 armor rep per second, +25% hack speed, and the mystery bonus that all medium suits get. D legendary hero wrote:1. ok. so for sentinel its base 10% resistance with 5% damage resistance per lvl, to a max of 35% for damage to sheilds and armor.
3. for galente suits its 10% base to shields and armor. with 4% increase per lvl a max of 30% for damage to armor only. (the shields stays at a base 10%)
4. for caldari its base 10% resistance to shields and armor. with a 4% increase per lvl to a max of 30% to shields only. (base 10% resistance to armor stays the same.
5. minmintar its a base 15% resistance to shield and armor and a 3% increase per lvl to max of 30% for both shields and armor. (the minmintar have less shields and armor than everyone else. however they have more slots than the other heavies. i dnt want them to be OP, but if the resistance is to low at the beginning you will just lose. still the minmintar heavy is supposed to be fast as well)
? They can't each have a seperate bonus. These are all Sentinel suits. You can't just give each races Sentinel suit a customized version of the blanket bonus as the racial bonus, and the Sentinel suit bonus has to be the same for all of them.
Giving each races Sentinel suit an altered version of the blanket bonus would be like giving Gallente Logis armor rep. So a Gallente Logi would have +5 armor rep per second (the blanket Logi bonus), plus a racial bonus of +10 armor rep per second. |
Ecshon Autorez
Nova Tech Marines Hephaestus Forge Alliance
53
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Posted - 2013.05.31 01:55:00 -
[14] - Quote
The basic suits are so you can just try out that size frame, why would you go PRO Basic? It makes no sense. Basic is there to give you a feel for the suit before you invest all your SP into a class. There is no insentive to stay Basic rather than use a specialized suit. |
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