|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[1] - Quote
This is a thread about the infantry balance, not the vehicle balance. Please restrain yourselves from complaining about vehicle balance in this thread. Similarly, please stay on topic. Posts like GÇÿlol dust suxGÇÖ and GÇÿforget armour, fix xGÇÖ are not welcome.
I have been armour tanking since the start of Chromosome. I may be biased, but I have tried to avoid that as much as possible in this report. Despite that, it will likely come across that I am strongly supporting armour, and that is true. I truly believe that armour is inferior to shields, though. I have also specced into shields with an alternate character to try and gauge balance.
I will start off with the negatives for armour. There are positives, and I will come to those, but they are outweighed by the negatives as opposed to shield.
Armour is worse than shield for a number of reasons. Here is why:
Armour is significantly slower than shield, and mobility is exceedingly important. At the same time, armour cannot attain the buffer tank of shield, nor the recharge. The recharge through fire is nice, but given the recharge delay on shields is so short and the recharge on shield is so much higher, shield wins out on recharge overall. In the time it takes to be killed, armour might repair 30 HP with some strong reps. Fully rep fit it might be more except buffer is so low at that point that you die much quicker.
Shield doesnGÇÖt have to fit reppers, so it can devote its resources to buffer. This means that although armour inherently gives higher buffer HP, it actually gets similar or lower buffer HP. The balance between plates and extenders contributes to this GÇô shield extenders, as you go up the levels, give a much higher amount of HP proportionally that armour. In addition to this, the penalty for armour plates goes up much higher proportionally as you go through the tiers than the HP bonus, making the highest tier plates, the complex plates, simply not worth using.
Here are the numbers: Basic Shield Extender GÇô 22 HP Enhanced Shield Extender GÇô 33 HP Complex Shield Extender GÇô 66 HP The complex is 3x as effective as the basic. Basic Armour Plate GÇô 65 HP Enhanced Armour Plate GÇô 87 HP Complex Armour Plate GÇô 115 HP The complex is approximately 1.76x as effective as the basic. This isnGÇÖt it, however GÇô armour plates have penalties associated with them as well. Basic Armour Plate GÇô 3% penalty Enhanced Armour Plate GÇô 5% penalty Complex Armour Plate GÇô 10% penalty The complex penalty is 3.3x as harsh as the basic GÇô this is even more than the shield benefit proportion! The penalty for the plates is disproportionate to the gain, and as a direct result of this complex plates are frequently replaced by enhanced plates. Shield tanks donGÇÖt have to make this sacrifice, and there is no penalty for shielding, so shield tankers can use complex shield modules without any problems.
The next reason armour is inferior to shield is because of slot layout. Shield tankers can use their lowslots for whatever, whereas armour dedicates it to tank. Of course, shield tanks dedicate their midslots to tank, however, bar damage mods and tank, midslots are less useful than lowslots. Damage modifiers are the only notable non-shield tank midslot module, and shield tanks can still compromise to fit them and have more HP than armour. Armour tanks canGÇÖt compromise their tank to fit it without making significant sacrifices in their tank which shields donGÇÖt have to make. Low slots, on the other hand, can be used for fitting mods and biotic mods, both of which can be extremely effective and useful, and biotic mods widen the mobility gap even further, which is important. We start to get the failure of the Gallente design philosophy here GÇô they use short range, high damage weapons, but with armour they canGÇÖt get in range to use them. Shield tanks can actually improve their tank further with their low slots as well GÇô shield regulators are low slot modules, thus the open slots which they have can be used to back up their tank more. This widens the gap between shield tanks and armour tanks.
Non-shield tank mods in midslots: Damage modifiers (Very effective, but can still be fitted on shields) Myofibril Stimulants (lol)
Non-armour tank mods in lowslots: Shield Regulators (Can be used to improve shield tank with the free slots!) Kinetic Catalyzers (Mobility gap) Cardiac Regulators (Mobility gap) Precision/Scan Strength Enhancers Scan Range Amplifiers Profile Dampeners CPU Enhancers PG Upgrades Codebreakers
There seems to be a bit of a disparity here, hrm?
|
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[2] - Quote
Reserved |
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[3] - Quote
Reserved |
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[4] - Quote
Reserved |
Arkena Wyrnspire
Turalyon Plus
588
|
Posted - 2013.06.01 12:39:00 -
[5] - Quote
Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective. |
Arkena Wyrnspire
Turalyon Plus
588
|
Posted - 2013.06.01 13:00:00 -
[6] - Quote
BL4CKST4R wrote: Add the Armor Honeycombing skill from EVE. This gives a 5% reduction to the movement penalty per level of armor modules
reduce the movement penalty proportionally to the armor increase. Basic -> Enhanced is a 25% armor increase, so the penalty should increase by 25%, which so the penalty should be roughly 3.75%, Enhanced -> Complex is roughly 25% so the penalty should be 4.69%.
GÇó GIVE SUITS THAT FOCUS ON ARMOR TANKING, BONUSES TO ARMOR USAGE! This is probably the most important thing that would need to be looked at before changing armor tanking, because if we change all the armor modules and skills etc, then what we will create is good armor tanks, but better shield tanks. Shield tanks can stack more complex modules than armor tanks and on top of that they would now have lower penalties for armor tanking so they can go fully defensive an out tank us even more, or use up armor modules and use their excessive High slots for weapon modifiers.
1. We don't really need more SP sinks for armour right now. Also, a 5% per level reduction to the penalty translates to a 2.5% change at maximum, with nearly 1 mil SP spent. That's not really helpful, imo, and certainly not worth the SP.
2. I agree. I suggested that the ratios be adjusted so the complex is worth 3x the basic instead of under 2x - the penalties would then be 3%, 6%, and 9%, though I've suggested lower numbers.
3. Completely agree. That's absolutely needed. Armour needs adjustment across a number of issues, and suits is one important one. |
Arkena Wyrnspire
Turalyon Plus
593
|
Posted - 2013.06.01 13:28:00 -
[7] - Quote
BL4CKST4R wrote:Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down; almost everything on the field is made to destroy armor so we should have a fighting chance at least. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade.
A straight buff to armour probably wouldn't help shield tankers much, unless they're dual tanking, in which case it's not a problem. Increasing the base speed of armour suits would be nice - in EvE (I hate to use this as an example but it works) Gallente ships are faster than average, and this mitigates the penalties of armour plates. The same applies to minmatar armour ships. I like this idea - I'll add it to the OP.
Whilst a progressive system would be cool, it would probably be needlessly complicated to implement. Perhaps the base resistances should simply be better? Flux disrupting shield recharge further would also be nice, but I think this should be less about nerfing shields and more about buffing armour. It's worth thinking about, though.
Have a +1 for your feedback, thanks. |
Arkena Wyrnspire
Turalyon Plus
595
|
Posted - 2013.06.01 13:59:00 -
[8] - Quote
Kitten Empress wrote:All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp.
That would work, yeah. It would nerf shield tanking fairly significantly at the same time as buffing armour quite a bit, though, so that's perhaps not ideal. |
Arkena Wyrnspire
Turalyon Plus
595
|
Posted - 2013.06.01 14:33:00 -
[9] - Quote
Kitten Empress wrote:BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :( We will push FoxFour on IRC to read it. This will hopefully make him push it to the people responsible for balance. SoxFour will become FoxFour, and all will be well. |
Arkena Wyrnspire
Turalyon Plus
597
|
Posted - 2013.06.01 14:59:00 -
[10] - Quote
Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius Signature radius in dust right now is a laughable penalty - it'd do very little. |
|
Arkena Wyrnspire
Turalyon Plus
600
|
Posted - 2013.06.01 18:52:00 -
[11] - Quote
Poplo Furuya wrote:I'm in agreement with the plate penalty being too heavy handed. It's penalisation being speed also puts the Gallente scout in an awkward position, having it's two strengths potentially impinging on one another. Shifting the penalty to stamina would remedy this.
Armour is in a very rough place compared to shields in almost all areas of capability. This does call for them to be evened out but this doesn't necessarily mean armour being brought up to the same kind of level as shields, bringing shields more in line with armour is also an option. Giving it trade-offs of another kind, reducing the hp granted by complex extenders, perhaps increasing the delay on shield recovery or a reduction to recharge speed. The extender is the main one I'd advocate, going overboard and reversing the situation between armour and shields I would not.
The decision about which direction to take it, which one should be made to meet the other, is a gameplay one. Where do you want the TTK to be at? Do you want to trivialise non-lethal damage or make people bear their wounds longer?
The bottom line is that by buffing one thing you are also, in essence, nerfing everything else and vice versa. As most of the tools in Dust revolve around either making someone's health hit zero or preventing your own from doing the same shields and armour tie into this particularly heavily. I think that ideally, the balance of armour would be slower than shields, but notably tougher. It's not just that though, because shields outstrip armour in utilities and other things because low slots are more useful than midslots.
I don't think that nerfing shields is the answer - regen is the only thing which I would consider 'nerfable'. The problem is that armour is meant to be tough, but it isn't.
If 'wounds' need to be carried longer, then shield recharge needs to be nerfed. There's no way around that. If wounds are similar to the current balance, then armour should have an increase, because right now it's simply inferior. |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 21:14:00 -
[12] - Quote
EXASTRA INVICTAS wrote:Make passive shield regen slower, add shield transfer arrays. Fix modules accordingly, giving armor a pure HP advantage (still) unless shield extenders get a noteworthy penalty. That might work fairly well. |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 21:46:00 -
[13] - Quote
Lichsmash RN wrote:in the dust keynote a while back ( i'm going to have to re watch it there was mention of new armor mods one of them was ferro scale plates witch didn't have the movement issue but had another drawback i also think part of the issue is just what the games has set for the sentinels design they work best on maps like domination when they can either take a dropship or a lav into the lone point when its neutral or spawn there when its caped
along side ferroscale plates was mention of the sentinels opposite the commando a slightly more mobile heavy that trades a some of the heavy's trademarked shield and armor for the ability to carry two light weapons and a side arm
edit: i don't really think their is much to be changed not everything is in place yet it really kittens me off that they rushed the launch to have it take place on 5/14
Ferroscale/reactive plates alone won't solve this issue - they'll help with mobility, but shields will still be tougher, which goes against the apparent intended design for dust. And regarding your edit - I seriously agree. |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 22:09:00 -
[14] - Quote
Lichsmash RN wrote:starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it
Resistance on plates is an interesting idea, and one that's worth noting. |
Arkena Wyrnspire
Turalyon Plus
613
|
Posted - 2013.06.03 09:03:00 -
[15] - Quote
Dale Templar wrote:I run both, does that cause some form of time paradox? ... No? |
Arkena Wyrnspire
Turalyon Plus
646
|
Posted - 2013.06.03 13:21:00 -
[16] - Quote
FoxFour said he'd read this later on IRC. Maybe I'll stop calling him SoxFour. |
Arkena Wyrnspire
Turalyon Plus
653
|
Posted - 2013.06.03 15:11:00 -
[17] - Quote
I'm disappointed by the lack of feedback, particularly from shield tankers. Do I need a more provocative title? What about "LOL DUST SUX SHIELDS R SO GUD"? |
Arkena Wyrnspire
Turalyon Plus
661
|
Posted - 2013.06.03 18:13:00 -
[18] - Quote
Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
A logi actively repping someone during combat takes their gun off the field - the hiding while shields recharge is only 'after combat'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
That's true, but you still need to fit repairers on armour, which reduces the buffer tank available. In addition, that's giving a fairly narrow view of things. The AR may be the most used, but the resist profile for armour is generally worse due to the explosive hole, and there are plenty of weapons which do more damage to armour than shields. The SMG, HMG, MD, and a number of other weapons completely wreck armour. The explosive hole is so big on armour as well that it's a huge disadvantage. I covered resist profile in the second post, I think.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
Shield recharge delay goes down to about 3 seconds at the high end. Also, if shields aren't fully depleted, it starts ticking from the first shot, so you sometimes recharge under fire.
Answers in bold inside the quote. |
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:06:00 -
[19] - Quote
alten hilt wrote:
First. My thanks goes out to the OP. This is a serious problem that needs to be addressed. Your OP brilliantly lays out the issues.
Cheers - This looks like a good post as well.
alten hilt wrote:IMHO Speed tank is king! I've mentioned this in a previous feedback post, But due to the way DUST applies reverse acceleration penalties to fast rotational movement, it is impossible to hit fast moving targets at close range. Shield Tanking is currently better, because you can only speed tank if you shield tank [/u]. The best tank at the moment is a fast dropsuit, stacked with speed /endurance mods and some shield and damage mods. At 0 - 20 meters, you will literally strafe faster than the enemy can track with the mouse/right thumbstick. If you are engaged at 20 - 40 meters you still have the speed to sprint faster than a player can accurately track. This is compounded by the rotational penalties applied to medium and heavy suits, and any armor tank (armor plates reduce rotational speed). Absolutely. I might not have made this advantage clear enough in the OP. Speed really does muck up aiming. Armour tanks can't even compensate with modules, because they only increase sprint speed, not strafe speed. A comment on your listed ranges - these are, of course, the ranges that the vast majority of combat takes place in. Armour plates impeding aiming ability is something that I should have mentioned, and will edit the OP to include. That's a major thing - the entire game revolves around aiming, obviously, and when it's being actively nerfed that's a problem.
alten hilt wrote:
Also, neither the scrambler rifle nor the Flux grenade are significant counters to shield tanking. While dealing increased damage to shields, the scrambler rifle is incredibly difficult to hit with. Hit box detection, speed tank, lag, and rotational reverse acceleration, combined with the lower rate of fire mean that actually applying scrambler rifle damage is more difficult. DUST 514's lag compensation mechanism seems to work in favor of faster rate of fire weapons (more rounds down range in any given moment means more chances for the lag compensator to apply). Also, even though the Scrambler rifle does more damage to shields, it is still incredibly effective against armor, both dealing massive damage, and better hit probability due to the slower speed of armor tankers.
I'm not sure that the scrambler rifle is quite that difficult to handle, but I agree that it's not significant enough as a counter to shields. It's one of two weapons that are much more effective, the other being the laser rifle (and that's laughably bad right now). The vast majority of weapons are anti-armour - The SMG, HMG, Mass Driver, Flaylock, the list goes on. It's especially notable with grenades and other explosives, because they generally one shot armour tankers while shield tankers have a chance to live. The resistances situation is only going to get worse - we're still waiting on things like the Combat Rifle (which will be more effective against armour) and none of the new weapons that we're expecting are going to be more effective against shields. And yeah - much of the power of the scrambler rifle can be applied to armour tankers despite the damage reduction, simply because they're slower. I don't think the resistances are harsh enough on the scrambler - explosive weapons do 150% damage to armour, and historically armour has had better resists and the EM resistance hole in shields has been larger, so it's mystifying that it's a mere 120% to shields when there are a whole range of weapons that are so much more effective against armour.
alten hilt wrote: Flux grenades are plagued with the same dsync and hit detection problems as Flaylocks and Mass Drivers. I can't tell you how many times I have dropped a Flux grenade directly on someone and they have not taken any shield damage. This is partially due to the speed tank. Speed tankers in scout suits can jump above the flux radius of damage. I have seen numerous people jump completely over the flux radius.
Yes - though this problem exists for locus grenades as well. The uneven terrain blocks them. I believe the problems are more tied into the fact that locus grenades are more effective against armour than flux against shields in terms of raw damage, though. My experience with flux grenades has been generally worse than with locus, though I'm not sure whether that's the grenade itself or the game issues. A lot of the core issues with the game don't really apply to shields vs armour, because they apply fairly equally to both (except things that armour actively penalises, for example).
I'm going to continue this in the next post, because you've hit the character limit.
|
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:29:00 -
[20] - Quote
alten hilt wrote: As for the shield/armor balance, I submit the following ideas which I think synergize well together.
Now for the solutions you mentioned, then!
alten hilt wrote: STEP 1: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
In my opinion, that would work very well as a penalty for shields. It makes sense, doesn't cripple it (though it does 'nerf' it). It shouldn't be too large. It's also not as massive a thing because it wouldn't visually increase the hitbox, and so people would still try to aim for the avatar, because psychologically they would prefer to aim at that. It shouldn't produce too much getting shot when you think you're in cover for the same reason, because you wouldn't actually be visible. A simple signature radius penalty (making the suit easier to scan) would NOT balance things out, because scanning isn't very significant in normal combat, and even the basic scanners can still pick up armour suits anyway, so they'd have to be rebalanced which would make them less useful...
alten hilt wrote: STEP 2: Move all shield moduels to high slots. Significantly lower shield recharge rates and increase shield recharge delay across the board. Add a base armor repair rate to dropsuits (like a built-in nanite repair capability). Then give all suits a bonus to their racial tanking ability that increases with the number of modules fit. Minmatar and Caldari get a bonus to shield extender amount, shield recharge rate and recharge delay. Gallente and Amarr get a bonus to armor amount, armor repair rate and reduction to movement penalty. These bonuses would have a base value if no appropriate modules were fit, but would increase proportionally with the number of modules.
Agreed. The shield regulators being in the lowslots unbalances the tank types if you go full tank even further. I'm not sure about the bonus - it could turn out complicated if implemented that way. I think a simple percentage increase to the efficacy of relevant modules would work best. Thematically, for example, Amarr would have a plate bonus, Minmatar would have a recharge bonus, Gallente would have a repair bonus, and Caldari would have an extender bonus. It's important that armour gets some decent bonuses though - shield bonuses on armour dropsuits are a complete joke.
Increasing the delay before shield recharge is a key thing in my opinion - It emphasises the 'under-fire repair' quality of the armour repairers, and separates the tank types a bit more than simply 'shield fast and weak, armour slow and tough' (though that's not the case right now). I don't think reducing regen rates is necessary if the delay is increased notably, because shields are designed for 'burst tanking' - in essence, they regen quickly but only in bursts.
alten hilt wrote: Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally. I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky. That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway.
alten hilt wrote: STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules. Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much. In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots.
This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules. Even so, there is a distinct lack of useful highslot modules other than shield and damage modules.
Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this. |
|
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 22:24:00 -
[21] - Quote
That's good stuff - I saw a couple of these threads and integrated their points into the OP. Good to know that more people realise how bad the problems are.
Thanks for the links, +1. |
Arkena Wyrnspire
Turalyon Plus
668
|
Posted - 2013.06.04 06:47:00 -
[22] - Quote
Bojo The Mighty wrote: 1. Yes locus grenades are good against armor but everyone has shields, so there is a rechargeable barrier there preventing all that grenade going straight into armor. Armor is second line defense not first. But both kind of weigh each other out. It's just that if you put all your chips into shields then come across a flux nade you might as well be paper in the wind. Locus grenades do not always take out all your armor like a flux always takes out all your shields. 2. Yeah but a shield tanker purest lets say will fill those slots with regulators. Yes I find it off that shield tanking (infantry) supports armor regeneration but here's the thing, Armor Repairers are CPU heavy and that will cause the shield tanker to make sacrifices. However their low slot capability does not work so well. 3. Well if you move like a slug then play like a slug. Don't try to act like a cheetah if you can only move so fast. Armor tanking requires a different style than shield tanking, one that calls for the sacrifice of mobility. Move like a chess piece, think like a chess piece. Shield tanking is a little more "in the moment" while armor tankers are more long haul kind of people. 4. Well the faster recharge is a perk of shield tanking, they have to have some good points you know. 5. As do shield tankers, if they want to preserve armor. Armor tank suits favor low slots so you should have extra room to fit that armor repairer and HEY! Your shields regen for free too! *Not all armor tankers pack a repper, sometimes it's better to go all out tank and have a buddy with a tool* 6. Yes you are, an inherit risk of armor tanking, but armor plates cost less cpu/pg and give more HP (significantly) so doesn't that sort of even out? EDIT See #7 7. (first of all the HP per CPU/PG is significantly higher if you are shield tanking than armor tanking) Yes, but self repping armor is still a choice, you can do more tanking in its place. But lets suppose you do, 5 x Shield Extenders (supposing you can fit them) = 330 for 270 CPU / 55 PG 2x Complex plates = 330 for 60 CPU/24 PG
You see there ^ ? That's plenty of room for Complex armor reps, you have room for 3 but for comparable health!
I think #7 is a good example of why armor is working pretty much.
EDIT: I left out a crucial point that armor is slower than shield tanking (if you choose to use plates). That is what equalizes the playing field and again, move like a slug, play like a slug.
Alright - Stephen Rao has done a good job of answering your point, but I want to add a few things (given you, perhaps somewhat rightly, accused me of rigging the data).
1. Locus grenades are perfectly capable of blasting straight through the small shield buffer that armour tankers have before reaching the armour layer where they do more damage. Also, you're underestimating what happens when your armour runs out. You die. You lose a dropsuit, a clone. Flux may strip your shields, but locus can kill you outright much more easily if you're armour tanking. The speed penalty also makes it more difficult to evade. Flux grenades do still strip shields well even at the edge of the blast, so you have a point there. Another thing - people have a tendency to use locus grenades far more than they do flux, so you're unlikely to encounter them. They can be devastating to a shield tanker if used correctly, but a flux grenade alone cannot kill a shield tanker. A locus grenade can, but it's more likely to kill the armour tanker standing next to him.
2. And if they do that, it's something they've done that armour can't match. Armour can't devote all of its slots to armour tanking. Shield regulators reduce the recharge delay to the point that you start regenerating whilst still under fire.
3. Yes - armour tanking is supposed to be slow. However, it needs to be worth the tradeoff. You lose tactical power projection, as you can't get to objectives, you lose the ability to flee from a bad fight, and you become easier to hit. That's not worth it with the current state of armour.
4. ...
5. Shield tankers can get away with fitting a single basic repairer, as they're not relying on armour as much. If they're Minmatar, they have an inherent 1 HP/s armour regeneration and don't need that. If they're Logistics, they don't need it either because of the bonus.
6. You can't dedicate yourself to armour plating unless you want to become horribly slow. That's very, very bad for a whole bunch of reasons.
7. Those numbers sound good - 330 shield vs 330 armour, with armour having significantly less fitting requirements - until you realise that: A) Your numbers are wrong. B) That armour has no regen. C) That armour is as slow as a snail.
I will start with A. That will actually give you 230 armour. A fairly easy mistake, but the reality is significantly different. You'd actually need to fit 3 plates to get 345 HP (closer to the shield value). It's still less CPU/PG, at 90/36, but you're now 30% slower as well, instead of 20% slower. You're also taking up 3 of 4 or 5 slots at proto level.
Continued in next post. |
Arkena Wyrnspire
Turalyon Plus
668
|
Posted - 2013.06.04 06:52:00 -
[23] - Quote
B. To get regen on that armour, it's essential to fit armour repairers. Even if you do, the shield regen is still vastly superior to armour regen. So let's say you dedicate your last one or two slots to complex armour repairers (and you need complex reps, the enhanced and basics don't cut it). That gives you 45/11 or 90/22 in addition to 90/36.
So 135/47 or 180/58. The first number can be discounted because we assumed that shields have 5 slots to fill, though, so we're going with 5 slots for armour as well.
Those 5 slots get you a 30% slowdown and a 17.5 HP/s regen (because this would be on a logi, with 5 lows). It'll give you marginally more HP than a shield tank, though! So let's look at what the shield tank gets. 25 HP/s regen with a short delay, and no slowdown. Also 1 or 5 HP/s armour, so no need to fit a rep. The delay can be reduced to so little time that it barely matters, and even with a 4 second delay shields will outpace armour in regenerating up to full HP. In this case, armour gets to be slower, regenerate slower, aim worse, and that's for 15 HP. There are a number of other reasons this is even worse - for example, resistances - but I covered those in the OP.
C. That slowness does horrible things. You lose power projection in Skirmish as you can't get around objectives fast enough. Having to call in an LAV isn't a solution, because that takes some time and makes you reliant on it for transport. You're slower to aim, which can kill in a shooter. You're also easier to hit, which makes your tank's weaknesses even more apparent as it gets pounded on.
Thanks for the feedback - I may have come across as biased (and I probably am, to an extent), but I tried to avoid that. I will update the OP with fittings numbers to try and be more fair. Also, I mean no offense with some slightly harsh points of "You're wrong". This is something I feel fairly strongly about, though. |
Arkena Wyrnspire
Turalyon Plus
680
|
Posted - 2013.06.04 10:40:00 -
[24] - Quote
JONAHBENHUR wrote:yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. Pretty much. Though I highly doubt armour will ever be 'king'. |
Arkena Wyrnspire
Turalyon Plus
680
|
Posted - 2013.06.04 11:22:00 -
[25] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:JONAHBENHUR wrote:yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. Pretty much. Though I highly doubt armour will ever be 'king'. Armor shouldn't be king, but neither do shields. Deciding to pick what suit one is to run, and what tanking method they will prefer, shield tanking or armor tanking, should be a cosmetic and/or personal choice neither should be better than the other but sadly this is untrue. How the system is now even a suit that relies on armor has to shield tank if he wants to survive.
There should be tactical situations where armour is better, and situations where shield is better. Right now, shield is better in too many compared to armour, which is rarely (never?) better. |
Arkena Wyrnspire
Turalyon Plus
690
|
Posted - 2013.06.04 16:29:00 -
[26] - Quote
Garrett Blacknova wrote:Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state.
I think the last 4 items on your list are there just to make it look longer. If you're getting hit by AV weapons and large turrets as an infantry guy, you're dead, regardless of armour or shields. Except in the case of blaster turrets I suppose, but then the difference isn't significant enough to change the number of shots it takes to kill you. Snipers can more easily hit armour tankers, which balances that out. Shotguns can catch up to armour tankers more easily, and this -slight- difference in damage likely won't change the number of shots it takes a shotgun to kill either person assuming equal stats.
Assault rifles are a valid and fair point, but again, I believe that they can hit armour tankers more easily because they're easier to aim at.
I've mentioned the three weapons with significantly higher shield damage in the OP - but armour has it worse off here.
Weapons with significantly higher armour damage than shield:
Submachine gun, Heavy machine gun, Flaylock pistol, Mass driver, Locus grenades - and since we're including turrets - missile turrets
They also do a lot more - the explosives do 150% to armour and 70% to shields. That's an 80% difference - with the scrambler rifle and laser rifle it's a 30% difference. That's obscene. It's different for the kinetic weaponry, but it still favours shields significantly more in terms of resistances, doing 130% rather than 120%.
Good to hear that you realise the problems - I don't think I've used HAVs enough to comment on that issue. This is an infantry thread anyway. Cheers for the feedback - I'll put in the hybrid damage thing in the OP as well. |
Arkena Wyrnspire
Turalyon Plus
690
|
Posted - 2013.06.04 17:00:00 -
[27] - Quote
Confirmed for SoxFour read: [17:55] <@[CCP]FoxFour> Yup, I read it yesterday but decided that I really shouldn't respond in my intoxicated state [18:01] <@[CCP]FoxFour> Yea, my response is mainly "holy **** I know understand things better, but I don't handle this stuff so let me pass this thread on to those who do this stuff" |
Arkena Wyrnspire
Turalyon Plus
699
|
Posted - 2013.06.04 19:22:00 -
[28] - Quote
Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. |
Arkena Wyrnspire
Turalyon Plus
706
|
Posted - 2013.06.04 21:03:00 -
[29] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. Actually that was a solution I posted a while back, increasing the Gallente speed by about 6% actually mitigates the speed penalty enough that stacking an extra armor module is worthwhile and balances the builds in terms of total EHP, but as a negative it leaves us with one less low slot. It's part of the solution, but that alone is not sufficient, and it could also create more problems than it would solve - we're already seeing shield tanking Gallente suits, this would increase their prevalence.
Purona noted this. |
Arkena Wyrnspire
Turalyon Plus
722
|
Posted - 2013.06.05 06:18:00 -
[30] - Quote
Ser Chard wrote:If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
You're able to fit a basic/militia repairer and that will solve that problem instantly.
The problem is that at the higher levels, where you get about 12.5 HP/s if you have a decent buffer, shield regen is over twice as fast. Also, the Caldari Logistics automatically self-repairs armour.
I agree with boosting the armour repairers, and you're quite right in saying that they're weak (an questionable) at the lower levels. Despite getting 300 or so armour (and notably shield suits at the same tier can break 400) it takes upwards of two minutes to repair that with the basic or enhanced repairers. At the high end, it's better, but they're still outpaced and it takes a while.
Let's take an example.
You have an armour suit with two basic plates and a complex repairer. You have 340 armour HP, being repaired at 5 HP/s. This will take 68 seconds, over a minute, to recharge. You are also slowed down by about 6%. Alternatively, you could have a shield suit. With three extenders, you get 408 shield HP. You are not slowed down. You have a small delay before recharge, about 4 seconds, but you recharge at 25 HP/s. With the shield delay added on, this takes 20 seconds to recharge.
The armour suit in this example has less HP, is slower, and regenerates slower, for the small advantage of having 'constant repair'. In the time it takes for shields to start regenerating, that's worth a mere 20 HP. |
|
Arkena Wyrnspire
Turalyon Plus
740
|
Posted - 2013.06.05 16:48:00 -
[31] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D Woot! Success! Thanks for posting! |
Arkena Wyrnspire
Turalyon Plus
747
|
Posted - 2013.06.05 17:23:00 -
[32] - Quote
ZDub 303 wrote:After having thought about this some more... I think i'm starting to get a feel for what CCP intends with armor tanking.
First off, buff armor tanking, dont nerf shield tanking!! Shield tanking is in a great spot right now in terms of TTK.
Just a few small changes that would make armor tanking completely viable.
First... I think enhanced shield extender should be 44 hp, to make it 22-44-66. Not bringing complex down to 22-33-44
Now, I think they need to buff armor plates hp a lot while changing the speed penalty to 6-8-10%. Probably have armor plates with triple the HP of shield extender. So... 66-132-198 armor per plate. This leaves higher tech plates more efficient, and crazy EHP. The idea behind these plates is... medium suits should not want to use them. These should be for armor tanking heavies that dont feel the move speed penalty so badly, and get high EHP for their money. However, if a medium suits wants to take the move speed hit, they can get some nice ehp as well. However, for medium suits.. move speed is king/
Next, introduce the ferroscale plates. These should have no move speed penalty at all, and be at 2x shield extender hp which puts it at 44-88-122 hp. These are the medium suit's desired low slot extender.
Next, passive armor reps in high slots. This allows armor tanks to fit both plates and reps at the cost of neither. And also have room for a cpu/pg upgrade as needed. Change armor reps to 2-4-6 per second, they should rep slowly. Shield tanks should have burst regen at the cost of EHP.
Finally, reactive plates, which give reduced hp with armor regen. This is for shield tankers, when we want small passive reps to slowly bring back that armor we cant passively rep anymore due to armor reps being a high slot item. Reactive plates will have 'around' the same hp as shield extender, not even gonna bother with numbers, and have small hp rep... probably 2-2-3 per second or so.
This makes armor tanks absolutely viable and effective.
I'm sure its where CCP intends to go, but they just haven't coded it yet. Another example of balancing against items that are not yet in game.
Good post.
I agree with not nerfing shield tanking - I think they're in a fine place right now, it's just that armour is subpar.
I like those numbers with the increases - but I don't like the idea of moving low slots repairers to high slot ones. If you did that, armour tankers would be able to stack armour plates crazily in the lows, and with your proposed numbers they'd be very, very good. You'd be able to get nearly 800 raw armour HP and a repair rate of something like 25 HP/s without a movement penalty on a Gallente logi. Having to balance armour repairers and armour plates in the low slots makes for a more interesting dynamic than simply stacking, and helps to balance it. Putting armour repairers in the high slots would also reduce the already limited utility that armour tankers have. One of the advantages they do have is the ability to fit damage modules. Balancing armour to assume it uses all slots on the tank wouldn't work, and though the huge armour HP might balance it out, armour becomes a walking tank with no utility and low damage.
Shield tankers will probably use -a- reactive plate regardless of how they're balanced. Also, I'm not sure if they have a movement penalty or not - it's only the ferroscale which we've been specifically told 'no penalty' iirc. I'm not really sure what to think of them before we get them, though. |
Arkena Wyrnspire
Turalyon Plus
752
|
Posted - 2013.06.05 19:30:00 -
[33] - Quote
ZDub 303 wrote:Yeah fair enough, shield tankers have to go between rechargers and extenders too, its just not that big of a deal with the passive recharge that comes with the suit.
Maybe moving all EWAR modules to high slots would be the better way to do it.
That way shield tankers have to decide between profile dampening vs shield mods and armor tankers have to decide between sta/speed mods and armor mods. Lending to each types inherent weakness in EVE.
Yes, more utility in the mids would help the issue. |
Arkena Wyrnspire
Turalyon Plus
754
|
Posted - 2013.06.05 19:31:00 -
[34] - Quote
crazy space 1 wrote:What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right?
A simple signature radius penalty is laughable - passive scanning is terrible at the moment, and active scanners can pick up most things regardless of sigrad increases. |
Arkena Wyrnspire
Turalyon Plus
756
|
Posted - 2013.06.05 20:37:00 -
[35] - Quote
J'Hiera wrote:Solutions could easily be introduced into the already existing skills. The 2% bonus to armor reps is laughable. 5 levels to gain a Minmatar Medium Assault armor rep bonus when using a Comples repairer.
Plates shouldn't reduce movement speed, only sprint.
If CCPs solution to armor tanking is to introduce less HP no movement penalty modules, armor suits will need an extra low slot.
My number one issue with armor tanking, is that I can't stack armor plates as effectively as a shield tanker can stack extenders.
While I *do* stack them, I end up with less HP *and* penalized. Sure enough, a heavily shield tanked assault suit doesn't have damage mods, but in the long run, it doesn't matter as much.
Gallente suits for one, should have a 1 HP armor rep to armor repairers per level for Assault Suit (and the fitting bonus for the spec.) All a part of the problem. I don't think the issue is with the skill bonus to repairers, I think it's with the base values. Particularly at the low end, the repair overall isn't good enough.
And yeah. Ending up with less HP and being penalized (+ repairing less effectively) shows an imbalance on its own, without the other problems. Armour bonus I agree with as well. |
Arkena Wyrnspire
Turalyon Plus
758
|
Posted - 2013.06.05 20:59:00 -
[36] - Quote
Kitten Empress wrote:CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D GALLENTE! REJOICE! *rejoices* |
Arkena Wyrnspire
Turalyon Plus
762
|
Posted - 2013.06.05 21:17:00 -
[37] - Quote
D legendary hero wrote:^^this. the heavies base EHP is 800. so these guys are running around with the strength of a heavy the faster shield recovery (yes thier shields recharge faster than heavies as a base ability), faster turning speed, faster sprint/movement speed, and over all greater mobility. add in the bunny hopping, and you can basically do the job of a heavy at half the price, and be twice as effective. CCP why do you hate heavies? P.S. don't even talk about heavies armor or shield tanking the amount of slots we get at proto level are laughable.
I'm actually sorry I didn't mention heavies more in the OP - I perhaps should have done. Medium frames start to inherit all the problems of heavies when they armour tank - of course, when heavies armour tank, it's even worse. |
Arkena Wyrnspire
Turalyon Plus
765
|
Posted - 2013.06.05 21:29:00 -
[38] - Quote
Breakin Stuff wrote:the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits.
I'll be honest here - I'm not a heavy player, so I don't feel qualified to make a comprehensive comment on the issue. I really do agree with you though. Speed penalties hurt enough for medium frames - I imagine heavies, already struggling for speed, suffer horrible things. |
Arkena Wyrnspire
Turalyon Plus
766
|
Posted - 2013.06.05 21:58:00 -
[39] - Quote
Denidil Taureran wrote:
After i play my heavy alt more and skill him up we can talk. I can already say that HMG + Militia Heavy suit often gets wtfpwned by newbie suits. the EHP is laughably low.
Tbh the militia heavy has lower HP than normal heavies, so the EHP isn't helping you much anyway. Your main problem is probably that the militia suits can actually hit you properly. |
Arkena Wyrnspire
Turalyon Plus
768
|
Posted - 2013.06.05 22:23:00 -
[40] - Quote
Breakin Stuff wrote:I pretty much have maxed support skills and often a militia fit caldari medium frame (standard) lives longer than my heavy fit. It depends what I'm fighting though.
As always some enemies are easier than others.
Oh and the points you made apply to heavies as much if not more in your OP. There's really no functional difference in the downsides between the various classes. it's just more obvious in the heavy, but proportionally equally problematic.
At the current rate the smart thing for hevies will be to jump ship to caldari/minmatar as soon as the suits are released. A sad example of how important mobility is. |
|
Arkena Wyrnspire
Turalyon Plus
776
|
Posted - 2013.06.05 22:36:00 -
[41] - Quote
Breakin Stuff wrote:my thoughts are that CCP has always kinda had a bass-ackward view of shield Vs. tank. It's evident in EVE online especially.
Shields are the tougher nut, you only need to wait for them to recharge, and there's ways to make that happen insanely fast.
Armor is pretty much SOL without local reps.
Shields tend to be standoff and long range.
Armor tends to be wade-in-and-smash.
Shields seem to be faster
Armor is slower.
Armor needs to be able to get in fast in order to deliver anything resembling damage properly.
I find it particularly depressing that we have shields being generally superior (though not as drastically superior) in EvE as well for very similar reasons. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:53:00 -
[42] - Quote
Alldin Kan wrote:Arkena Wyrnspire wrote:-snip-
So far the OP has given a nearly flawless description of shield vs armor in the 3 pages. 1. At first I thought that 25 HP constant regen was a little too much but then I remembered this: Caldari Assault suit with cpu upgrade, 2 complex regulators, and 1 complex shield recharger. Base Armor rep of 4, 7, and 10 is acceptable. 2. Stamina penalty means nothing once you're already engaging an enemy. Have it be 2%, 4%, and 6% movement penalty. OR 3. Increase plate bonus according to the suggestion of 65, 97, and 130. 4. Mandatory. 5. Not necessary, Gallente suits were actually supposed to be initially slower for having higher base armor :P 6. No, doing this will make the overall gameplay seem a little frustrating on all suits for having to back away from combat too long. Good feedback.
1. This was pretty much exactly my thoughts.
2. That's somewhat true. The problem right now is that the penalty is too harsh. If the plate speed penalties were at that level, that would be a lot fairer, I think.
I also agree with your 'OR'. :P All of this stuff together would be too much.
3. Not much to say, you've just completely agreed with me on this one.
4. Indeed.
5. Yeah. This links back to the problem of speed penalties being too harsh. It certainly isn't necessary if ferroscale plates are decent.
6. Fair enough. It's not so much that I want to nerf shields, but the 'under fire' repair rate isn't worth it compared to shields right now. If the repairers were buffed, this wouldn't be needed at all. And after all, most of the time when shields duck behind cover they don't get shot at anyway. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:58:00 -
[43] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. <3
I have a few questions though. Do reactive plates have a movement penalty? If they don't, they'll probably end up being used for shield tankers in place of a rep so they can get the small HP buff with their repair.
How much, approximately (no need for precise numbers) less HP do Ferroscale and Reactive plates get than the normal plates?
Reducing the armour penalty is good, cheers.
Yeah. A blanket shield bonus does seem iffy for the implementation. Glad to hear that's being figured out. Gallente movement and armour bonuses sound fantastic, but I'll wait until I see them to judge. What about the Amarr? I know they've been shield/armour tanking due to their slot layout, but are they intended to armour tank? Historically, the Amarr have always been even bigger on solid armour than the Gallente.
EDIT: What about high slot modules? Will there be any more of those?
Thanks very much for the response - this is what I hoped for! |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 09:03:00 -
[44] - Quote
Breakin Stuff wrote:damage mods aren't AS good as you think. Most good players use shield extenders and skip damage mods entirely. Defense in DUST is worth more than a few more DPS unless you're talking about some very specific weapons. If you're not getting hit, they're much much better than a shield extender. Assuming equal fire, though, (I think someone ran these calculations a month ago, I'll try to find the post), a shield extender lasts -marginally- longer than the person with a damage mod, using a GEK-38 AR. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 09:31:00 -
[45] - Quote
Laurent - Post noted, fantastic post. I'll type up a lengthy reply shortly. |
Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:50:00 -
[46] - Quote
Laurent Cazaderon wrote:To CCP_Remnant, please do share the numbers you have in mind for the new modules, and the penalty tweaks. Those things need to be out to the community as soon as possible. It will allow discussions and maybe avoid you guys some issues afterwards.
In my opinion, ferroscale plates, those with no penalty should give less HP than a shield extender of the same tier. Especially if at some point shield extenders get a penalty like many suggests they should have.
Energized plating will probably be the type of modules you use to fill a hole in your fit lol.
I'm in the middle of typing up a longer post, but I feel I need to respond to this.
Ferroscale plates should absolutely NOT give less HP than a shield extender. Armour tankers have to use repairers on their suits as well, so if that happened ferroscale plates would be a joke, everyone would use the normal ones, and if you used ferroscale plates you would have significantly lower EHP than a shield tanker. Let's give an example.
This is at the high-end, sure, but in this case it applies equally well throughout as the tiers are equal. Generally you have to sacrifice two slots for armour repairers if you have 4 lows or more.
Let's say ferroscale plates give 14, 26, and 54 for their HP bonus. That's quite close to 'should give less HP than a shield extender of the same tier'. That already looks low, actually, and for the same reason I don't think shield extenders should be nerfed.
In this example we'll use two complex ones on a Gallente assault.
54+54 = 108 108 + 210 = 318 So 318 armour, because they need to fit two reps to repair decently. They'll get a 12.5 HP/s repair rate, because each complex gives 6.25.
Now, let's use 4 complex shield extenders on a Caldari assault - This is perfectly reasonable with this comparison, though the final number may not seem so. 66+66+66+66 = 264 264 + 210 = 474 So 474 shields, with a 30 HP/s shield regen, and about a 4 second delay. That means on the 2nd second of regen, or the 6th second, the shield regen has outpaced the armour regen.
Do you see the problem here? Armour tankers already get lower EHP than shield tankers because they have to balance repairers with their plates in order to have a somewhat effective fit.
In theory, the concept of having ferroscale plates significantly weaker than standard plates is fairly decent. If you think about it, though, when it's that much lower it simply doesn't work.
Also, I agree with wanting the numbers for the new modules. |
Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:52:00 -
[47] - Quote
Imp Smash wrote:After some contemplation I'd like to point out that we can't balance armor too well. The OP suggestions are excellent and the inclusion of any one or two of them would fix armor tanking. As our dear Dev mentioned earlier - a few of these things will be going in and they look to solve many problems. However - there is one problem it may inadvertently create that I would like to point out.
That is the potential of a damage disparity.
The one sacrifice shield tankers must make is the damage mod. Damage mods are very powerful. If armor tanking becomes just as viable as shield tanking stand alone - then armor tankers will be able to HP up and run a set of damage mods. Shield tankers will not be able to HP up and run damage mods. They will only be able to HP up more with the use of regulators and speed up with the various mobility mods. Armor tankers will have that option as well however giving the shield tanker a bit less in the way of options.
So either armor gets equal parity to shield stand-alone plus has some of their options removed or its not quite as good as shield.
I'm Amarr so I'm tanking mix tanking - I just wonder if the shield tankers might find themselves a bit hard up in comparison to what they can do once armor gets up to where it should be.
Regardless I love the changes listed. They are good needed steps forward.
I feel that a significantly higher speed is worth as much as a bit higher damage. Even with these changes, I don't think most shield tankers at the high end would have a problem dropping a single extender for a damage mod, as is often seen presently. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:40:00 -
[48] - Quote
Laurent Cazaderon wrote:Preface: What bugs me with this thread is that everything in it has been said many many many many many times before. By before i mean for more than a year. But people were just NOT using armor except heavies as any suit was pretty much shield oriented as soon as T2, B-s and Vk1 landed. And even before, people were just mostly using shield. Nonetheless, OP's work is solid and well detailled. So Kudos. I'm gonna try giving a reply worth the worthy of it. This shield vs armor debate is tough to break down as you need to take into account an awfull lot of different criteria. Things as they are could be balanced with only a few changes. Too many could simply turn the OPiness the other way around. 1.My main issue with shield, and it's been discussed a bit is that it doesnt have any real penalty being used. The bigger hitbox suggestion is a good one but it may prove being difficult to code (only assuming there, no knowledge) and not very gameplay friendly. People would need to be able to assess or even see the growth of their hitbox so they can play accordingly. And balancing it, god the horror. I would simply go with the same thing EVE has : Adding shield extension raises you radar signature, making you a lot easier to be detected.It may push at some point shield user to not just use buffer but also profile dampener. The same way armor users are kinda pushed to use biotics to compensate for their loosy speed. 2.Regarding the armor penalty, it's just a total non-sense. Proto plate giving 1.5 more HP but 3.3 more penalty is like saying "DONT USE ME". There we all agree. HP numbers should be re-assessed to follow a more logical progression. I'd go with unchanged numbers for shield.Armor plates : 45, 90, 135.At max skill, you'd get 148 HP for a complex plate. Which compared to the 72 for a shield extender sounds about right. (after all, basic shield is 22 and basic plate is 45) 3.Regarding the movement penalty, it shouldnt be reduced too much. Worse, it should be bigger Why ? because it wont only help armor users, but also shield users. "Why not add a plate as it wont slow me down so much anyway" => 4,8,12%4.You could thus have a racial skill for every basic frames that would add up to specific specialty\racial bonus. Remember those are wild examples to illustrate my post. 5.Last but not least. Repair rate vs recharge rate.
I have numbered your points in order to respond to them better. Also, sorry to readers for the cut - you will have to read up the page. I didn't have space to respond otherwise.
Preface: Agreed. Especially with armour tanking less of an issue before, due to things designed for armour not really being present. I armour tanked with an A-series during Chromosome sometimes, but most stuff seemed to be meant to use shields anyway.
1. I think that a larger hitbox partially balances itself out when it's not visible. It's a significant penalty, sure, but you can't see it, which lets you land more shots when you're shooting at an open target but it doesn't let you splat them behind cover very well. I'm not really sure a shield penalty is the way to go, though, honestly.
Putting a signature radius penalty on shields and balancing assuming that's significant doesn't work. At all. Here's why: Passive scanning is bad right now, except on scouts. The vast, vast majority of dots on your tacnet come from people tagging them. Active scanning picks up everything right now, except profile dampened suits and scouts. Basically, as it still picks up the armour suits, having a shield penalty to detectability wouldn't do anything in practice.
2/3. Good that you agree with this, but... you basically just nerfed armour plates with those numbers, and that's not very good. Basic plates aren't 45. Those are militia plates, and that's another imbalance I commented on - militia plates are worse than basic plates in HP gain, militia shield extenders aren't worse than basic shield extenders in HP gain.
Increasing the speed penalty isn't a good way to go. Assuming ferroscale plates aren't laughable, normal plates would become unused. With those numbers, you've reduced the HP gain vs the speed penalty further, which is the main issue with the complex plate right now and the reason nobody uses them.
Nerfing armour tanking at the basic level, if anything, should ABSOLUTELY NOT be done. Basic armour tanking is much, much worse off than the higher tier armour tanking due to the repair rates - a basic armour tanker can take over two minutes to repair their armour to full, which is ridiculous, and they still get lower HP than shields.
Relying on a racial bonus to reduce the movement penalty makes armour tanking reliant on significant SP investment to use properly. A role bonus would be more doable, but it would be better not to do it at all tbh. Shield tankers are probably going to put on a reactive plate anyway, and if we're looking at shield tankers putting on armour modules then we start to get into dual tanking, which is less of a problem.
4. I covered some of this in the previous point.
Agreed with bonuses needing a total revamp. The current ones don't work very well and make a significant imbalance.
I'm not sure about your proposed suit bonuses, for example.
The sentinel HP buff seems a bit soft for what it is. I know resistances are a very strong buff, but I genuinely think that a 3% resistance bonus would work for them.
Assault I think I'm okay with, but it increases problems with short ranged weapons being outranged - it would hurt the heavy more, for example.
Scout... You essentially just suggested a 10m/s speed increase to scouts. That's insane, completely insane. Scouts would run faster than a full speed LAV would drive. Continued in next post. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:43:00 -
[49] - Quote
ImpureMort wrote:omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust.
You know, one of the first things I said was "This is about infantry balance". You should probably stop posting if you're this bad. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 11:03:00 -
[50] - Quote
Laurent Cazaderon reply continued:
4 continued:
Scout suits should get a speed buff imo, but this really isn't the way to do it.
Logistics: I think a general bonus to the efficacy of equipment modules would be the way to go. For example, a small angle increase on scanners, a small increase in HP healed by nanite injectors and repair tools, etc.
5. This is a tricky one. You have to remember, though, that armour has to sacrifice slots for its regen, and shield gets powerful regen even without sacrificing slots. If a shield tanker DOES spend a slot on a shield recharger, then it immediately becomes far beyond armour's ability to catch up, even with buffs to repair rate.
The shield delay is overestimated imo. It's only a few seconds (from the first hit, too, which means it can start still under fire). The base regen being so much higher also helps it outpace it.
I don't think nerfing the shield delay is the way, for reasons that Alldin Kan posted a little ways back. However, the main strength of armour regen is that it's constant, and right now that constant regen doesn't have enough of an effect. In the time it takes for shields to start recharging, armour repairs 45 armour. That's the difference of one or two bullets. On the 6th second, shields already outpace armour's regen.
The other thing about regen is that at the basic level it's horribly ineffective. A 2 HP/s takes about two minutes to rep you up if you've plated. That can be a quarter of a match, which is ridiculous. The main reason I suggest buffing them is for the basic repairers, but there's still a problem with the higher level ones being less effective.
In the end, overall, this means that armour gets both lower buffer and lower regen than shields, whilst being penalised. That seems like a grim way of putting it, but it's true. With your suggested fixes, that remains the case, whilst penalising speeds even more heavily without spending a large amount of SP to fix it.
I haven't agreed with you on much tbqh, but in a few places I'm not sure you really 'get' the problems. That might be my fault, as I've been a bit long winded and perhaps I should have been more concise. I think the main problem with your post is a couple of ideas with the strength of armour tanking considering its penalties, how effective sigrad is, and numbers. Numbers are up for debate though, so that's not bad.
I enjoyed reading that, and though I didn't agree with you on much it's led to debate, which is great. Thanks for posting! |
|
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 11:05:00 -
[51] - Quote
Mary Sedillo wrote:Arkena Wyrnspire wrote:Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective. Gun off the field? No. Logi's have their place and their Rep tool is just as good. They can equip rifles as well and aggress the target, just as anyone else. SUPPORT is necessary. Run without it, and you will complain about the mechanic. Those without support, fail. Horribly.
Please read what I have written, and consider it compared to shield regen before responding. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:20:00 -
[52] - Quote
Beren Hurin wrote:CCP Remnant wrote:BL4CKST4R wrote:
what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP.
We've considered this, but the problem is that right now there is no good feedback for damage resistance in the game. Adding this without all the necessary UI improvements would likely just end up with the majority of players thinking their weapons suck instead of understanding they're just less effective against certain targets. The current target intel is a very barebones implementation. It needs to be a lot better. Why not have a visual indicator to represent efficiency on the weapon radial indicator, as in next to the ammo count or something. As you point different targets it would fill-up or empty based on your target's efficiency rating.
I think there's something in this idea. Perhaps a crosshair effect? |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:28:00 -
[53] - Quote
EXASTRA INVICTAS wrote:Just gonna throw a random thought out there, but what if the downsides to shield extenders were that they actually reduced shield recharge rate as well? (can be done alongside other changes for balance)
As is, in my armor tanked suits, my shields restore to full effortlessly. Adding a few hundred HP to shields and it's still not a huge time to wait for them to restore, unlike armor which can take quite a seriously long time. But if the more shield buffer you put onto a ship, the less HP/sec your shields would restore, and I think that may be a step in the right direction?
At the very least, it gives shield tanking a noticeable drawback similar to how armor tanking noticeably reduces speed.
Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:38:00 -
[54] - Quote
EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote: Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though.
You don't actually recharge any slower though. You just have a lot more HP to charge (and proportionally, it still takes shields pretty much no time at all to fill up to maximum compared to armor) You also have modules and skills that affect shield regenerative abilities, which creates a bit of diversity with playstyles and fittings and skillpoint allocation (depending on if pure buffer or regenerative abilities are more important to you) This also plays out better with Caldari/Matari differences, where Caldari would prefer shield buffers and Matari prefer shield regeneration.
This is true. But combining it with a penalty means that shields take a ludicrously long time to recharge fully, similar to what we have with armour. I don't think that's a solution. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:53:00 -
[55] - Quote
Breakin Stuff wrote:I think keeping shields and armor distinct should be done. making one function like the other is undesirable
Agreed. I've tried to avoid this, though I worry that I haven't done it enough. It's up to CCP now, anyway - this thread came to their attention, which is good. |
Arkena Wyrnspire
Turalyon Plus
813
|
Posted - 2013.06.06 14:41:00 -
[56] - Quote
EXASTRA INVICTAS, I think you're explaining this idea quite well. It's a nice idea, and I'd say go for it, but I worry that it'd be too harsh and also it wouldn't fit with shields. They're for burst tanking more than anything else. |
Arkena Wyrnspire
Turalyon Plus
813
|
Posted - 2013.06.06 14:51:00 -
[57] - Quote
Laurent Cazaderon wrote:
1) Bigger hitbox i dont dislike but i'm pretty sure it's a massive pain to code. And i dont see it happening to be honest. But still, everything has a downside. The point being shield having a smaller downside than armor as it gives, for equivalent tier less HP amount.
Agreed.
Regarding the signature malus on shield. You cant rule it out because the current system isnt perfect. You say most dots come from people spotting the enemy. Yes, most. Not all. And bigger signature could go with longer display on the tacnet, or being spotted from a longer distance. Plenty of choices there.
Most, being the vast, vast majority, like over 90%. It depends on how scanning evolves tbh.
2/3) There i feel you misunderstood me. Like a lot. The whole point, the main idea of my previous reply is to enhance the efficiency of armor oriented suits to use armor modules. And same goes with shield.
Perhaps I did. I don't think racial bonuses are the way to go for it though - perhaps a role bonus would be better?
Regarding base HP of the plates. I merely use a roughly x2 multiplier compared to what shield module gives you at the same tier. So yes, i lowered the std one so it would suit that idea.
I don't really like doing that, because the lower tiered plates would really start to suck when you put on a bigger speed penalty as well. And yes, I know it's mitigated by the bonuses you propose, but remember at the basic level people don't have that SP to invest.
And regarding the penalty, this suggestion only applies with the other suggestion to add specific bonuses to the basic frame skills depending on the race. (copy pasting here)
- Gallente racial bonus : 10% reduction to armor penalties per level. (You would reach 6% penalty for a complex plate.) - Amarr racial bonus : 5% reduction to armor penalties per level and 5% reduction to heat build up per level (9% penalty)
So in the end, gallente, the most armor oriented suit gets a way lower penalty that it does now (6% for complex) and with more base HP. 6% penalty for 148 HP. How does that make armor tanking worse ?
It makes it worse because you -absolutely must- spec the skills to all 5 before you get to that point. It's not overall worse if you can do that, though.
Regarding ferroplates now. when i said they shouldnt give much armor, it was in the same idea. If a complex ferroscale gives 90 HP without any kind of penalty ? What do you think shield tanker will do ? Both shield and armor tank. And in my opinion, buffing HP with a defense type that isnt originally the suits purpose should either bring you a very limited advantage, or come with a bigger penalty than the specialized suit. eg, minmatar assault using plates. It happens often in EVE.
This is true, but that then effectively nerfs armour tankers because you don't want shield tankers to use it too. You can't balance a module to make it ineffective because otherwise other people will use it. We also don't have that kind of thinking with shield tanking, and it shows. Shield tanked Gallente dropsuits are already on the battlefield.
So yeah, movement penalty would be higher, but only for the race who wouldnt get a penalty reduction through one of their skill bonuses. Is it more clear now ? And again, i also think movement penalty shouldnt impact base movement speed as you cant buff it back. I must have missed your comment on base movement speed. That makes things make a lot more sense.
You mention something about low level tanking being awfull. yes it is. i'll admit it tend to think at high levels coz that's ultimately where you will end up. But the SP investment isnt that high as you WILL skill into suits pretty quickly, especially when knowing that reaching level 3 only cost an overall 273600 SP. Which would already give 30% penalty reduction. Aka 6% penalty for enhanced plates using a gallente suit. If this only affects spring and not base movement anymore, then you're way better off than what you get now.
I think a better solution to this would be using role bonuses to mitigate the armour penalties instead. You could also solve the ferroscale issue if you want to make armour tanking reliant on bonuses by bonusing the ferroscale HP. I don't agree with having to use suit bonuses to make a tank type worth using, because in this case it's only applying to one kind of tank. Shield tankers still don't have to do that, making shield tanking viable on any suit.
To be continued.
Answers bolded inside the quote. |
Arkena Wyrnspire
Turalyon Plus
817
|
Posted - 2013.06.06 15:52:00 -
[58] - Quote
Laurent Cazaderon wrote:next part of the reply
Also, at the moment, those basic frame skills have absolutely NO value beyond that 3rd level as people wont waste almost 1M SP to get the proto basic frame when they can go for a specialized one even if it's more expensive SP wise. (that's still a million SP saved).
And i dislike useless skill levels (like dropsuit command 4 and 5...)
As much as I also dislike useless skills, if we have too many expensive, useful ones, we end up with a massive SP sink for people to be 'competitive'.
4) The bonuses i gave were examples that just came to mind. But i like buffing base hp for heavies.They overall start with 820-850 base HP, even a 3% to both shield and armor per level is, in the end a free complex plating.
Fair enough. The heavies need a good bonus, though this isn't about them.
But anyway, those were merely rough examples to make a point about specialization bonuses needing to be neutral regarding the different racial suits. Like many said before.
Yep.
For logistics, it's been said that at the moment, equipments cannot be tied to bonus in a very specific way. Sadly.
Och, that's a shame. Good to know though, thanks.
5) Yes armor gets a lower repair rate than shield. But if you manage to lower the impact of the armor penalty for armor oriented suit (the way i suggest, through skills) and give bigger buff with one plate (like i suggest, except for std), then your overall HP should be higher than your shielded enemy.
The HP buff you've given the two better plates is 3 and 15, respectively. That's... tiny. That won't solve the imbalance. Reducing the speed penalty helps, but it doesn't change the HP situation, or the regen situation.
Right now, shields get higher HP overall than armour if the armour tank wants a decent regen without being massively slow. While reducing the speed penalty helps with that, you still have a situation where shields have higher HP and regen. The marginal buff to the highest tier plates helps with the HP -slightly-, but you've also nerfed the low tier by about 1/3rd of its HP. That keeps shields superior in raw tank, and when armour is being penalised for that tank it becomes simply inferior. I know you've suggested a penalty to sigrad, but that really wouldn't change much, unless scanning was overhauled.
So yeah, in a fight if you both hide he'll beat you to regen. but thing is he'll have to go into hiding before you. That's the dream. :P
Design is that shield should buff less hp but recharge faster when armor should buff more HP but repair more slowly. With armor having the possibility to be remote repped.
I agree with that design, but we have some way to go with that.
One complex repairer cannot reach 10HP\sec. otherwise it becomes a non-sense. If your plate gives twice the buff than the shield extender, and you get even half (using 2 reppers) the regen, you'll be at a clear advantage imo.
If you fit even a single shield recharger, your shield regen rate skyrockets to nearly 47 HP/s. If you fit four complex reppers, a repper in every slot, you can only just get to that level, and you have no buffer at all.
Let's look at that last statement - "If your plate gives twice the buff than the shield extender, and you get even half (using two reppers) the regen, you'll be at a clear advantage." You only have half the slots to spend on plates. The others have to be spent on repairers to ensure you get a regen. So, the HP becomes approximately equal. However, you've also said that if you have even half the regen you're at a clear advantage. Well... No. Because you're at equal HP with a lower speed. If you have half the regen rate as well, that doesn't constitute an advantage.
In the end we both agree on what needs to be done but have different views on it. But i run armor, runned armor in EVE and really would like to see both shield and armor be viable solutions. But not the same play style. Indeed. What I'd really like to see is for armour to be genuinely tough, at the cost of speed, compared to shield, which is weaker but faster.
More answers in bold. |
Arkena Wyrnspire
Turalyon Plus
830
|
Posted - 2013.06.06 18:40:00 -
[59] - Quote
Kitten Empress wrote:CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you.
We haven't yet seen the bonuses that are being put in, or the stats on the new stuff and tweaked stuff. |
Arkena Wyrnspire
Turalyon Plus
830
|
Posted - 2013.06.06 18:49:00 -
[60] - Quote
Kitten Empress wrote:Arkena Wyrnspire wrote:Kitten Empress wrote:CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you. We haven't yet seen the bonuses that are being put in, or the stats on the new stuff and tweaked stuff. I used logical numbers. I assumed ferroscale between shield and armor. I assumed reactive the same as shield, and I assumed in HP/s: 1/2/3. Still doesn't fix many many problems, like Caldari having more eHP and regeneration than armor because armor has to give up eHP for a mere 5hp/s. There also other tweaks like the bonuses and a speed penalty reduction. I'm not certain it'll fix things, but it's worth waiting for. |
|
Arkena Wyrnspire
Turalyon Plus
836
|
Posted - 2013.06.06 23:36:00 -
[61] - Quote
Breakin Stuff wrote:if armor is fixed so it is as good as shields... I must stress I do not want them to be identical... ever...
then there is no reason to not have a handheld infantry shield transporter to boost caldari/minmatar dropsuits in the field.
I do agree. Armour needs to be a viable alternative, though, for different situations. I see armour as being slower and with less regen, but getting significantly larger HP compared to shields. Right now, it doesn't get more HP and the tradeoffs are too harsh, in addition to a few other factors. |
Arkena Wyrnspire
Turalyon Plus
842
|
Posted - 2013.06.07 08:59:00 -
[62] - Quote
Cass Barr wrote:So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. I would have added this in but I'm not sure how bad it'll get, yet. I suspect that when the isk ones come in things will be very very bad. I'd rather not judge until I've actually seen the effect though. |
Arkena Wyrnspire
Turalyon Plus
842
|
Posted - 2013.06.07 11:18:00 -
[63] - Quote
Cass Barr wrote:Arkena Wyrnspire wrote:Cass Barr wrote:So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. I would have added this in but I'm not sure how bad it'll get, yet. I suspect that when the isk ones come in things will be very very bad. I'd rather not judge until I've actually seen the effect though. EDIT: The M2 contacts do 900, I believe. I've not seen them in pub matches yet, only PC a couple times. Somewhat amusingly, the existing issues with armor tanking and, consequently, the relative rarity of primary armor tankers may serve to keep their use deflated. (Thanks, murder taxis! ) Still, when I have run into them they were pretty much an IWIN button.
Agreed. The couple of times I have run into them have been a horrible experience - I had one proto shield guy down into deep armour, and I rounded a corner to get him but *splat* instant kill from a contact grenade. I was at full health. |
Arkena Wyrnspire
Turalyon Plus
851
|
Posted - 2013.06.08 08:32:00 -
[64] - Quote
BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out.
I'm going to see if I can do this with a corp-mate later. |
Arkena Wyrnspire
Turalyon Plus
854
|
Posted - 2013.06.08 21:22:00 -
[65] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out. I'm going to see if I can do this with a corp-mate later. I would be very interested in your results.
Right. Using a prototype Gallente logistics suit with 493 armour, 90 shields, I can confirm that a direct hit from a fused locus grenade, not the M2 contact, will one shot me. At approximately 1 metre away, they will take me down to approximately 100 armour. Using the M2 contact, it's 1 shotting at about a metre away. I didn't test further than that on the protosuit because it was expensive, and the results were fairly conclusive.
EDIT: The advanced variant, with about 400 armour, was one shotted. At 1 metre, it got OHKO'd about half the time, otherwise leaving it with a sliver of armour. M2 contacts wrecked it.
Using an advanced Minmatar medium frame with 382 shields and 90 armour, a direct hit from a fused locus grenade was survivable at low shields, generally sub 100, but never breaking into armour. 1 metre away it was 200, 250 shields generally The M2 variant 1 shotted directly, and at 1 metre took the shields down to practically zero or high armour.
This wasn't a completely fair test, because I was comparing an advanced suit to a prototype suit, but that was in armour's favour and it STILL came out inferior.
This is a depressing result, and I'm not looking forward to isk contact grenades. |
Arkena Wyrnspire
Turalyon Plus
875
|
Posted - 2013.06.11 06:27:00 -
[66] - Quote
Cass Barr wrote:Bump. This thread won't die until fixes are made or real answers are given.
Unfortunately I doubt proper answers will be given here tbh. CCP Remnant's post indicates that they probably missed fixing the core issues with armour tanking, and instead putting out new, shiny looking modules that'll be interesting for about a week before people figure out the new FotM. I'll probably be writing another thread on this in the future. |
Arkena Wyrnspire
Turalyon Plus
880
|
Posted - 2013.06.11 20:04:00 -
[67] - Quote
New plates confirmed to be a failure. |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 21:55:00 -
[68] - Quote
Cross Atu, your good posting continues to impress. I think that CCP miss addressing the core issue with these, and that they're simply underpowered, even compared to current options. I'd respond in more depth but I'm typing up a large post regarding this anyway. |
Arkena Wyrnspire
Turalyon Plus
900
|
Posted - 2013.06.12 15:22:00 -
[69] - Quote
I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though. |
Arkena Wyrnspire
Turalyon Plus
904
|
Posted - 2013.06.12 19:03:00 -
[70] - Quote
Scheneighnay McBob wrote:Lolshields
Sincerely~ Flux grenade
Lolarmour
Sincerely~ Locus grenade |
|
Arkena Wyrnspire
Turalyon Plus
904
|
Posted - 2013.06.12 19:23:00 -
[71] - Quote
Eldest Dragon wrote:Well I agree with a lot of post but the one main thing here id like to say is, at least dont pretend that fitting damage mods arent important, there more than just a little bonus for armour tankers. ;) I covered this in the OP. Shield tankers are still more effective even when dropping extenders to fit damage modules. And also, a damage module is slightly less effective than a shield extender, even if you're landing every hit. |
Arkena Wyrnspire
Turalyon Plus
927
|
Posted - 2013.06.13 15:02:00 -
[72] - Quote
Stephen Rao wrote:Arkena Wyrnspire wrote:Scheneighnay McBob wrote:Lolshields
Sincerely~ Flux grenade Lolarmour Sincerely~ Locus grenade ~ Mass Driver ~ Flaylock ~ HMG ~ SMG Fixed that for you, the anti-armour crew doesn't like being under-represented Ha, indeed. |
Arkena Wyrnspire
Turalyon Plus
927
|
Posted - 2013.06.13 15:04:00 -
[73] - Quote
EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote:I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though. Perhaps provide a link when the thread is made? Because with the newly "unveiled" equipment, we need a place to put numbers for CCP again. Yeah, I'm working on this now. It's getting quite long, and it won't be finished for a while. It's a bad sign when it needs a contents page to make it easier to navigate. |
Arkena Wyrnspire
Turalyon Plus
944
|
Posted - 2013.06.14 08:46:00 -
[74] - Quote
Felix Totenkreuz wrote:What I found a bit counter-intuitive in this game is how I as a new player come into it thinking "Oh, there are a lot of weapons being used which deal extra damage to armour, and grenades always do...I know! I buff up my armour! That'll counter..." BAM DEAD! Because increasing your armour doesn't increase your armour in practice. Increasing your shields does, in order to protect your armour like some sort of eggshell. And by the time most of us figure that out you are 1-2m SP invested into the plates and reppers. This is unfortunately true. Explosive weapons do absurd amounts of damage to armour, enough to shred even the heaviest tank (which isn't that heavy) that can be fitted with the current modules. It doesn't help that the mobility reduction means you're easier to hit with these weapons. |
Arkena Wyrnspire
Turalyon Plus
950
|
Posted - 2013.06.14 12:17:00 -
[75] - Quote
Faquira Bleuetta wrote:Lower the Shield Recharge Rate about 57 % for all class suit (include racial also) , make Shield Recharger to Infantry Low Powered Module instead of high slot. and remove the useless bonus of most racial suit (each racial of class suit should have the same bonus 5 % per lvl) :::example All class Gallente dropsuit would have + 25 % to Reactive Plates efficiency , Caldari would have 25 % bonus to shield extender, amarr would get a 25% bonus to standard armor plate and Minmatar get 12% sprint and 5% movement bonus. Also rep mod should be in high slot not low slot this would force the amarr and gallente to armor tank only .Reduce standard plate speed penalty to 1%(basic) ,3%(enhanced),5% (complex) and 10 or 15 % hp buff getting Shield recharger in low mod would ''force'' the caldari user to not armor tanking because of the low Shield recharger rate.
I'm not really sure that would work. Essentially, it would make both playstyles very similar, even if it did become balanced, and that's not the point. |
Arkena Wyrnspire
Turalyon Plus
950
|
Posted - 2013.06.14 12:27:00 -
[76] - Quote
Faquira Bleuetta wrote:wutt but this is the only way to make it work and all the other player suggestion sux compared to mine . Ah, a troll post. I see. Go back under your bridge, please. |
Arkena Wyrnspire
Turalyon Plus
970
|
Posted - 2013.06.16 21:46:00 -
[77] - Quote
New post: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread I hope to see support there as well. |
|
|
|