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Thread Statistics | Show CCP posts - 5 post(s) |
BL4CKST4R
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Posted - 2013.06.01 12:54:00 -
[1] - Quote
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%.
[*] 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. |
BL4CKST4R
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Posted - 2013.06.01 13:23:00 -
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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 in defense.
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. 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.
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BL4CKST4R
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Posted - 2013.06.01 13:38:00 -
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Yeah I strayed a bit off topic, I started thinking about other stuff. The biggest problem with armor is mitigating the penalty specially since it increases disproportionately to its bonus. The best course of action is making the penalty proportionate to the bonus, while giving classes that focus on armor for survival an edge when using it. |
BL4CKST4R
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Posted - 2013.06.01 13:56:00 -
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Kitten Empress wrote: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. Hmm, the fragment effect is a cool one and should be added. Also, so what if they dual tank? We can dual tank too. We can also fit damage mods.
We can't dual tank as well as shield tanks can because of how easier it is for them to stack HP. On a Assault ck.0 I can get 758 EHP and 4.64 speed with a Complex damage modifer, using 3 Complex shield extenders and 1 basic 1 enhanced armor plate. On a Assault gk.0 I can get 686 EHP with and 4.64 speed with a Complex damage modifier, using 2 Complex shield extenders and 1 basic 1 enhanced armor plate. The only way for the gk.0 to get the same EHP as the Assault is to add a basic armor plate but that would mean I would be slower and I also would be more focused on armor than shields therefore worse at dual tanking.
S Park Finner wrote:For dropsuits, one thing to consider with a speed increase is that, in combination with lots of low slots on armour tanking suits, the modules that increase speed would now make speed tanking easier as well. Would a fast Gallente scout benefit out of proportion? A Gallente prototype scout has 4 low slots and 5.5 m/s move, 7.6 m/s sprint right now.
I meant a passive increase to the suits speed itself, a very small increase actually between like 3%-6% increase in suit speed, so when adding a armor module the speed drops to around current base speed, essentially negating the penalty of one armor module. |
BL4CKST4R
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Posted - 2013.06.01 14:15:00 -
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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 :( |
BL4CKST4R
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Posted - 2013.06.01 14:50:00 -
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Kitten Empress wrote: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 So you compare speed penalty vs sig radius? In what world is it fair? You suggested fixes would keep shields superior.
In the world of EVE were sig radius matters a bit more, in our world sig radius isn't as important as speed. Sig radius doesn't save my life as much as running away.
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BL4CKST4R
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Posted - 2013.06.01 16:35:00 -
[7] - Quote
Did FoxFour read it |
BL4CKST4R
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Posted - 2013.06.03 15:14:00 -
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Arkena Wyrnspire wrote: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"?
Shield tankers to busy pub stomping to care. Especially with the TACAR nerf around the corner they gotta get as many kills a possible. |
BL4CKST4R
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Posted - 2013.06.03 23:15:00 -
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Angelic Purity wrote:Good news ... it only took CCP ~ 10 years to start trying to balance Armor vs. Shields in EVE. ... hopefully we'll see a response here "Soon(tm)".
CCP is extremely slow when it comes to fixing stuff. |
BL4CKST4R
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Posted - 2013.06.03 23:50:00 -
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Bojo The Mighty wrote:I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable
Shields are still superior. Lower CPU/PG costs encurage, favor, stacking but I don't think anybody is desperate enough to stack all low slots with Armor modules unless its basic modules, at the moment most people do not use over three armor extenders. |
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BL4CKST4R
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Posted - 2013.06.04 00:24:00 -
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Bojo The Mighty wrote:BL4CKST4R wrote:Bojo The Mighty wrote:I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable Shields are still superior. *facepalm* The OP is using a rigged set of data where the thesis is being supported but if the OP was to include PG/CPU costs then the data would be more wholesome and thus be a valid statement (given that the argument still holds up which I suspect won't) You can't purposefully leave out data and make claims. If we neglect the fact that there has never been a sighting of Godzilla ever in human history, and show nothing but movie footage, Godzilla exists to this day!
A complex armor module is about 1/2 cheaper in CPU than a shield but the armor module is more expensive in PG, ontop of tjat armor still has a crippling reduction in speed which directly affects gameplay negatively and usage of said module, on the other hand while shields are a bit more expensive they offer nothing but positives and their extra CPU usage is barely crippling. |
BL4CKST4R
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Posted - 2013.06.04 10:46:00 -
[12] - Quote
Bump, this thread shall never die. |
BL4CKST4R
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Posted - 2013.06.04 11:05:00 -
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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. |
BL4CKST4R
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Posted - 2013.06.04 11:34:00 -
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Purona wrote:nothing wrong with armor its a different play style don't stack armor plates its not worthwhile
shields lack the ability to put on damage mods armor lacks the ability to put on profile dampeners and scan enhancers
shields are better against burst damage from snipers armor is better against small arms fire
shields are more solo oriented since people with armor repairs don't gain much armor are more team oriented since people with armor repairs can heal them
shields lose shields that's it armor still have shields to come back online as well as their armor
If moving extremely slow is part of a playstyle then i'm all ears, the only thing that can hurt shields effectively is Laser and Scrambler weapons, and Flux grenades all of which are severely UP at the moment. And armor also lacks the ability to stack damage mods simply because we still have to stack shields in order to compete defensively, a shield tank can sacrifice a shield mod for a damage mod and still have more ehp than a Armor tank that stacked all shields, unless the armor tank was dumb enough to stack a bunch of armor mods but in that case he will die simply from not being able to tactically run away. |
BL4CKST4R
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Posted - 2013.06.04 12:28:00 -
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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.
Your forgetting the weapons that do have an edge against armor, like missiles, grenades, mass drivers, flaylock pistol, smgs, HMG, and remote explosives. All of which have a 130% damage increase against armor. |
BL4CKST4R
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Posted - 2013.06.04 13:57:00 -
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Kitten Empress wrote:BL4CKST4R wrote: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. Your forgetting the weapons that do have an edge against armor, like missiles, grenades, mass drivers, flaylock pistol, smgs, HMG, and remote explosives. All of which have a 130% damage increase against armor. Flaylock is around 150%, as well as all other explosives.
Don't have enough SP to test them all, but they are still pretty high lol. |
BL4CKST4R
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Posted - 2013.06.04 19:58:00 -
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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. |
BL4CKST4R
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Posted - 2013.06.05 02:36:00 -
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Text Grant wrote:Text Grant wrote:High slot passive armor damage reduction could help fix this
Not really as effective as it sounds, knowing CCP they would put a limit to its stacking so it would further limit our ability to tank, although a small damage reduction to the armor modules themselves would help a lot more. |
BL4CKST4R
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Posted - 2013.06.05 03:41:00 -
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For the sake of argument here are some comparison builds between Gallente and Caldari suits.
These are all builds I made using the amazing fitting spreadsheet found in this thread
Caldari Logistics NO racial
Caldari Logistics racial
Gallente Logistics
Caldari Assault
Gallente Assault
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BL4CKST4R
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Posted - 2013.06.05 10:01:00 -
[20] - Quote
Bump |
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BL4CKST4R
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Posted - 2013.06.05 12:45:00 -
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bump |
BL4CKST4R
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Posted - 2013.06.05 13:10:00 -
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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
You sir, have made my day. |
BL4CKST4R
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Posted - 2013.06.05 15:38:00 -
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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?
Because Dust 514 is modeling suits after ships, kinda. |
BL4CKST4R
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Posted - 2013.06.05 19:54:00 -
[24] - Quote
Sig radius doesn't provide a significant advantage in battle, being able to spot your targets sooner provides a tactical advantage but when the true encounter happens it comes down to the skill of both players, unless of course your a sniper or a nova knifer with a very low sig radius. |
BL4CKST4R
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Posted - 2013.06.05 20:26:00 -
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IceStormers wrote:do agree
armor currently is massively unfair it would make more sense if fights went on longer so the delay was of more use to armor tankers atm they dont do its pointless
Armor reps need a large buff poss upto 10 for the plex Armor penalty needs to go find somthing else which does not affect your aim and turn speeds, i dont mind run speed but i better get a larger buffer Modules need higher hp than current, not by much just abit to help out modules
think there will be more med slot modules coming so that will balance out in time
Yea but the game is running now, if this was beta then waiting for modules to balance the game would actually be understandable. And the plates they are adding in the future have lower HP than the modules we have now, what this means is for armor tanks to catch up to the shield tanks we have to sacrifice even more low slots, while the shields tanks don't which means they will just use the same slots that armor tanks do and still come out on top. |
BL4CKST4R
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Posted - 2013.06.06 02:23:00 -
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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. PLZ ETA, PLZ GIVE ME AN ETA OMG I WILL DO ANYTHING FOR AN ETA!!!!! <--- first post with no grammurz |
BL4CKST4R
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Posted - 2013.06.06 02:59:00 -
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ZDub 303 wrote:I've seen a couple posts that say 'a few weeks' now... So probably sometime mid July.
Every CCP post is a few weeks from now. |
BL4CKST4R
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Posted - 2013.06.06 03:39:00 -
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So I did some number crunching with a Logistics, and assuming the ferroscale at Complex level is EXACTLY the same as an Enhanced armor plate just without the speed penalty, 87 HP 20 CPU/ 6 PG I got some promising numbers. I took a Gallente Logistics and a Caldari logistics WITH the 25% shield bonus active, and the Gallente logistics came out with 1033 EHP while the Caldari logistics came out with 1174 EHP, this was using ALL slots for defense modules. I think this is really, really great this is balanced very well, sort of ill explain sort of later, the reason this is balanced is because although the Caldari has 130 more EHP, the Gallente still has CPU/PG to spare for equipment and the Gallente logistics has 1 more equipment slot, so they sacrifice that extra slot of defense for an equipment; the Caldari logistics ignores this equipment slot for extra defense/damage, if I remove the Shield module the Caldari has 1083 EHP and CPU/PG for extra damage, or for equipment slots.
Sort of: I think this is a little way to much total EHP 1000 is a lot with out current damage on weapons, but of course without proper numbers to crunch this is all speculation and I could be wrong, BUT even if the numbers were lower, like the complex having the EHP of a basic module it would still keep the same balance as above.
Another sort of: The Amarr Assault and logistics ak.0 with these numbers comes out lower in EHP than the Caldari and Gallente, so the suit needs a buff, the Minmatar suits comes out lower in EHP than the Caldari and Gallente which is good since the Minmatar is the fastest so the trade off for speed/defense shines for now.
One last sort of: The Gallente and Caldari logistics suits come out on top, EHP wise, versus their assault variants. The Gallente and Caldari assault suits both come out at 912 EHP MAX whish is about 120~ lower than the logistics variant. This is not true for the Amarr Logistics/Assault and the Minmatar Logistics/Assault, so I propose a buff to the Amarr Assault/Logistics suits in EHP and a nerf to the Gallente and Caldari logistics suits in EHP.
P.S: I ran a total defense fit on the heavy suit using this and it came out at an outstanding 1371 EHP! Using basic modules, and assuming that the Complex ferroscale will be like the Basic armor module,this is great for the heavies!
One more thing, please make sure the ferroscale plates are not higher in CPU/PG than the shield modules, this will severely limit the new possibilities of suit building that these plates will bring and put the shield tanks as the most diverse class yet again, also if everything I said is correct about the ferroscales buff weapon damage by the average ratio of EHP increase across the board. Also have the Reactive plates use both armor repair and armor plating skills. |
BL4CKST4R
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Posted - 2013.06.06 05:14:00 -
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D legendary hero wrote:1371 EHP for a heavy? that's pretty bad by comparison. why? in short, the basic heavy suit by design has 800 EHP. having an increase of 500 ehp sounds like alot but, when compared to other classes having 1000EHP the extra 300 is not appealing. how so? a shield tanking caldari with an EHP of 1000, using and AR vs. a heavy with 1400~ EHP and an HMG. sounds like the heavy has an advantage, right? think again. that caldari is 1000 EHP of high mobility, maneuverability, and evasiveness. the heavy suits slow turn speed and movement, in addition to the low accuracy, damage (in general but especially against shields) and recoil of the hmg means the heavy gets out classed. when you factor in head shots that extra 300~400 EHP the heavy gets doesnt mean anything. so, not only is the suit comparably harder to hit, with the hmg, but now it requires almost as many bullets as another heavy.now when you factor in that the other suits can use cover more effectively than a heavy, and chip away that extra 300 EHP is not very appealing. what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP. https://forums.dust514.com/default.aspx?g=posts&t=81725
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BL4CKST4R
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Posted - 2013.06.06 05:56:00 -
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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.
^ I didn't write that, you sir will be hearing from my lawyers. JK, but really "D legendary hero" wrote that not me.
On another note have you read my speculation on ferroscale plates? It is a lot of writing so I understand if you haven't but it highlights some small problems that might come with them, although the pros are higher than the cons. |
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BL4CKST4R
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Posted - 2013.06.06 10:36:00 -
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Laurent Cazaderon wrote:Last but not least. Repair rate vs recharge rate.This isnt much of a problem in my opinion. Shield is expensive in CPU and PG. Plates are less expansive. Native recharge rate for shield is superior and should remain that way. Because if you fix armor plates so that people use complex, they will have space to fit more reppers, or continue to rely on teammates to heal them. I really dont think armor users should EVER be able to reach the efficiency of shield recharge. Otherwise, balance will go the other way. Also, it makes sense that an energy based defense reloads faster. I asked a long time for buffs to repair modules. And in my opinion, the bonus given by the skill, allows to reach a decent amount per complex repper. Also, let's not forget even armor tankers have shield and its regen. So, maybe it could be buffed. but not by much. Like plates, set a linear progression : 2/4/6 per sec. To get more buff, use specialty\racial bonuses.
The reason repair rate vs recharge rate needs to be looked at isn't because we need everything on equal footing, it is because we lose functional slots when trying to make up what we are missing. If I wanted to make a defensive armor tank, and somebody else made a defensive shield tank we would start in equal footing, and if we met in battle and shot at each other all day long we would be on equal ground; but if we were to tactically retreat to reload or get some breathing room the shield tank is at the advantage now. Were as my shields start repping slower and lower the shield tank would have a considerable advantage over me when we return to battle, unless I can find a logistics in 4-6 seconds; the way to fix this is to add a passive repair to all suits in consideration of the fastest shield repping suit, that way when the above scenario happens, which happens in almost every fire fight in Dust, both suits would have repped the same amount of total HP or the same ratio of HP. And just as a shield tank can further enhance their repping low slots, armor tanks can further enhance their repping with low slots, but we must have something to begin with we need something to actually enhance. Also if you were to actually compare the shield tanks and their repping, and compare it to the value of an armor module and an armor repper, the shield gets more "bang" for its buck.
If I, as an armor tank, wanted to have the ability to stay in combat as much as a Shield tank, I would have to sacrifice my total HP to balance out the total regeneration, whilst the Shield tank does not, therefore the Shield tank will always have higher EHP than an armor tank no matter how many armor modules we get thrown at us. |
BL4CKST4R
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Posted - 2013.06.06 10:46:00 -
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Zlocha wrote:- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
EVE is still imbalanced when it comes to armor vs shields, and they are just now fixing this. The modules you have suggested while they do make sense, and add a nice perk to armor we are not space ships we are infantry units thus these effects would have to be toned down to the scale of infantry units and won't be as beneficial as they would be in EVE. |
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Posted - 2013.06.06 10:47:00 -
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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.
wrong thread ::) <-- Gallente smile. |
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Posted - 2013.06.06 10:58:00 -
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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.
An armor tank should be equally able to run off the field without any support like a shield tank can, of course a shield tank should be a bit better in the repping business to account for a logibro repping; but not all logistics have repair tools, and not all logistics give a damn if your about to die. If you look at this in the long run, shield tanks is more active in the battlefield, has a chance to die less, thus saving more money putting them at an advantage off the battlefield to. The only way a armor tank would NOT need a passive buff to their armor repping, is if repair tools could be administered to the owner, but this comes at the sacrifice of an equipment slot to keep us alive, thus we lose the ability to give ourselves ammo and triage nanohaves have their limits to, so unless they were given infinate usage and deployability this would still give shield tanks an advantage, a smaller one but still an advantage. |
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Posted - 2013.06.06 12:08:00 -
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EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote: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. Well then this is a point where we disagree! We're both after the same thing, balance, but it seems we are looking at different ways to accomplish the same thing. Allow me to continue my efforts: For starters, know that part of my basis for this argument does come from the EVE universe (in EVE, passive regeneration is very slow but can made very powerful by dedicating nearly every slot to it, and it never stops passively regenerating even if empty). That alone is probably enough to make a DEV skip over it without offering any consideration to it (Hey, can we get that EVE logo on top of the DUST 514 logo gone as well? We don't want EVE influencing our totally unrelated game, right?) /rant Okay for comparison's sake here I'm just going to compare Gallente and Caldari equipment at the prototype level.
- Proto Caldari Assault ck.0:
- 210 Shields @ 25hp/s
- 120 Armor
- Delay: 5.0s (8.0 depleted)
- Proto Gallente Assault gk.0:
- 120 Shields @ 20hp/s
- 210 Armor
- Delay: 7.0s (10.0 depleted)
So we see here it will take a maximum of 16.4 seconds for the Caldari Assault to return to full shields before any modules or skills are factored in. It will take the Gallente suit a maximum of 16 seconds to return to full shields before any modules or skills are factored in. So at this level, the Caldari suit is less than half a second slower to full shields, but is getting a bonus of 90 extra hp in that time (that's not really small). But we know that the Gallente isn't shield tanking so if we move to armor modules we see the Complex repairs 5hp/s. Most fits that I know of tend to use 2 to mitigate the speed penalty and to allow for better field sustainability (in small scale firefights). So at 10hp/s with a maximum of 209 armor to fill (210 would result in death of course) means it takes the Gallente suit 20.9 (rounds to 21) seconds to take its "tank" from empty to full. Nearly 5 seconds longer than the Caldari suit takes, but it has to use two modules to do it and invest a heavy amount of SP. So let's throw some Complex Shield extenders on the Caldari suit. We'll go all out and throw 4 on for the sake of pure math goodness. That's (4*66) + 210 = 474 shield HP. Once shields start regenerating, that means it will take 18.96 seconds (round to 19) +8 delay (27s total) for the Caldari tank to go from empty to full. That's 6 seconds slower than the Gallente suit, but a total of 264 extra HP restored. And at no cost to the shield tank. It doesn't have to think twice about stacking shield extenders because there is no penalty. If we start adding armor plating to the Gallente suit, we not only have to consider how much longer it's now going to take us to get our tank back to full power, but also how much slower we'll be moving. So let's say that Complex shield extender reduces shield recharge rate by -1 per extender. That gives it a 21hp/s recharge rate with 4 extenders (still higher than Gallente shield recharge by 1 and over 2x as much as a Gallente using 2 complex armor reps). It extends the time required to go from 0 tank to full 474 hp only slightly. Originally the time was 27 seconds, now it would be 30.5. Not a huge margin in my opinion, but enough to make a shield tanker consider taking a shield recharge module instead of an extra extender. Is it a perfect idea? I wouldn't say so. But I do think it might be worth considering. And if I missed any important points here please feel free to present them, I deal more with vehicles than dropsuits!
This idea makes sense, but it still keeps Armor tanks having to sacrifice slots for repair, and it still keeps Shield tanks on top because they make no sacrifice for their repair, most people also forget that a Shield tank can also equip the same modules an as armor tank.
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Posted - 2013.06.06 12:23:00 -
[36] - Quote
EXASTRA INVICTAS wrote:It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy.
I don't know if your asking to buff shields or not |
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Posted - 2013.06.06 12:52:00 -
[37] - Quote
EXASTRA INVICTAS wrote:BL4CKST4R wrote:EXASTRA INVICTAS wrote:It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy. I don't know if your asking to buff shields or not You do realize that shields are currently capable of this without adding a passive regeneration penalty to extenders? I mean, I have no idea if 3 complex extenders and a complex recharger even fit on a Caldari Assault Suit (I'd guess they don't considering huge CPU requirements) but it's just for a mathematical example. To provide what the same situation would be WITHOUT my proposed change: Caldari Full Buff (Pre): Shields: 474 @ 25 hp/s = 27 seconds to full Caldari Full Buff (Post): Shields: 474 @ 21 hp/s = 30.57 seconds to full So with the added drawback it'd take an extra ~4 seconds for Caldari shields to regen. Caldari Buffergen (Pre): Shields 408 @ 35.5 hp/s = 19.49 seconds to full Caldari Buffergen (Post): Shields 408 @ 31 hp/s = 21.16 seconds to full So there is an extra ~2 seconds for the shields to regen. Not a huge nerf in the slightest, just something that sort of helps "bring it in line". Like I said we've got new armor modules incoming and CCP is aware that there is a slight discrepancy between the two so we may see a slight armor buff in the future. I am more trying to make it so shields aren't as much "free hp at no cost". In EVE shield extenders increase your signature radius making you a much easier target to track and hit. Armor plates increase your mass, which reduce your BOOSTED speed, making it more difficult for you to control the range of your engagement. Both have drawbacks to consider, and some may be less desirable in certain times than others. Sorry if I wasn't making it quite clear, but I am not trying to suggest a shield tank buff.
So your suggesting that 14% Shield reduction for a 10 decrease increase in regen, which makes them.... better? Also your leaving it to choice for the Caldari to sacrifice a Complex mod for a recharger, most people would rather get the HP increase.
Lets say we have a Caldari with 480 Shields, thats 3 complex extenders and a complex recharger. His recharge rate is 46.34 HP/s and a delay of 8 seconds. So at 480 his recharge is 18.35 seconds, without a recharger the Caldari has 552 shields and his shields recharge at 25.7 seconds, those extra 7 seconds don't make much of a difference when their recharge rate is already so high. |
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Posted - 2013.06.06 13:00:00 -
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Beren Hurin wrote:EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup. Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield. Middile/bottom bar: Shield/armor health. The target has 2x more shield than armor, but with the current intel, you wouldn't know this from the health bars. Much larger length on top shows that we are looking at a shield tank. Player then can know, "Okay, I can expect my weapon will take longer to go through the top bar rather than the bottom."
Numbers are better than bars :) |
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Posted - 2013.06.06 13:10:00 -
[39] - Quote
Beren Hurin wrote:BL4CKST4R wrote:Beren Hurin wrote:EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup. Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield. Middile/bottom bar: Shield/armor health. The target has 2x more shield than armor, but with the current intel, you wouldn't know this from the health bars. Much larger length on top shows that we are looking at a shield tank. Player then can know, "Okay, I can expect my weapon will take longer to go through the top bar rather than the bottom." Numbers are better than bars :) You mean you'd rather scan the screen and read numbers and do the math to think about your weapons damage than have a color coded hueristic to more intuitively understand you and your target's relative strengths? I think numbers being better is debateable (at least on the infantry level). Also with some players, screen resolution becomes a design challenge.
I dislike bars because they trick the mind into thinking that whenever you make a change, nothing happens. For example lets say you have 100 HP, and you add 20 HP, a bar will not show this change. With weapon damage it is far worse, because in Dust 514 guns can do over 100% damage, so how would you display that with a bar? |
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Posted - 2013.06.06 13:24:00 -
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Laurent Cazaderon wrote: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.
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.
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 ?
This makes sense in our current system, but because we know ferroscale plates are coming we would have to ignore the movement penalties for a while until we see what ferro brings to the table, although the movement penalty should be proportional to the armor increase. And the numbers you propose make sense with the racial bonuses you added, you want to punish shield users but reward armor tankers for using armor modules. One thing your numbers do not account for is the HP difference between ferro and armor plates, which nobody knows so I don't blame you.
Laurent Cazaderon wrote: 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.
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.To be continued.[/quote]
Ferroscales need to give more armor than shields because shields have no penalty and they get their recharge for free, while ferroscales armor still has to deal with the fact that we have no armor repair, and also we do not want any changes to shields at all because this can lead to imbalance.
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Posted - 2013.06.06 13:25:00 -
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Beren Hurin wrote:BL4CKST4R wrote:
I dislike bars because they trick the mind into thinking that whenever you make a change, nothing happens. For example lets say you have 100 HP, and you add 20 HP, a bar will not show this change. With weapon damage it is far worse, because in Dust 514 guns can do over 100% damage, so how would you display that with a bar?
You could still have the target indication text. I"m not saying get rid of it. Also your suggestion (show info being the main source of resistance intel) wouldn't be helpful in that it doesn't fix the problem of real-time target intel. Anyway, with regard to the 'over 100% damge issue' that's where the heuristic design comes in. I specifically color coded the bars as a way to suggest that. A ruby red (the same color as regular health bar) indicates 100% (or +/- 5%) damage, a darker red is <95% and a pinkish red is >105%. Then with that and the relative length of the bar on either side of the line, you'd get to see how much more damage your weapon does to shield relative to armor. If the bar on the left looks 50% longer than the bar on the right (120% shield to 80% armor damage) then you know that your weapon will be 50% more effective to shield. This idea seemed pretty intuitive to me, but then again, I'm a visual/charts kind of person rather than a tables kind of person.
I guess it really just comes down to matter of preference. And I thought you were requesting a change to the entire UI. |
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Posted - 2013.06.06 13:32:00 -
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EXASTRA INVICTAS wrote:BL4CKSTAR wrote:So your suggesting that 14% Shield reduction for a 10 decrease increase in regen, which makes them.... better? Also your leaving it to choice for the Caldari to sacrifice a Complex mod for a recharger, most people would rather get the HP increase. Honestly I am just really confused at what you're suggesting. No, you're completely misunderstanding my post. Adding a shield recharge penalty to all shield extenders can in no way make shield tanking any better than it currently is. It only makes it take longer for their shields to reach full power. It is NOT intended as "the fix" to make shield tanking and armor tanking equal. I have already stated that....
This makes a lot more sense, and yes I did use skills. But many of us suggesting for an armor fix do not wish for shields to be touched. We aren't even asking for armor to be brought up to the EXACT same level as shields. All we want is armor to be competitive, we aren't even asking for armor to repair just as fast as shields we only asked for a small repair bonus to armor tanking suits so that the OVERALL recharge rate of all suits is equal. But aside from this, your post makes sense and I now understand what your suggesting and I do say it isn't a bad idea.
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Posted - 2013.06.06 13:42:00 -
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Torin Darieux wrote: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. I'm trying to understand your last point. It sounds like you are saying that if every item is tag "NOT GALLENTE" then you would be able to do racial bonuses. If this is the case, wouldn't the inverse be true as well? That is you can tag Gallente items "IS GALLENTE" and exclude any item that does not have that tag?
The easiest way for them to do this is to just add a racial bonus, but I think what they really wanna do is add the bonus without having to level up the skill. And yeah I didn't understand why they could just inverse the tags, but i'm to excited for the new plates to really care. |
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Posted - 2013.06.06 13:47:00 -
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Well the biggest drawback is almost double the cost in CPU but 1 PG cheaper than armor, and the low HP added. That's why I say that ferroplates NEED to be higher because yet again, shield tanking will have lesser drawbacks. |
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Posted - 2013.06.06 14:03:00 -
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EXASTRA INVICTAS wrote:BL4CKST4R wrote:Well the biggest drawback is almost double the cost in CPU but 1 PG cheaper than armor, and the low HP added. That's why I say that ferroplates NEED to be higher because yet again, shield tanking will have lesser drawbacks. Yes, the fitting requirements of shields in DUST are currently rather high. Although I'm sure I'll hear rage about this, let me make a comparison using like-EVE modules. Small Shield Extender II: 263 Shield HP +2m Sig Rad penalty' 23 CPU, 3 PG 100mm Reinforced Steel Plates II: 300 Armor HP +37,500kg mass addition 11 CPU, 6 PG First things we notice are that the armor plates take about half of the CPU, but double the powergrid, and that they give slightly more HP than the closest related shield module. The reason it gives a bit more HP than shields is because shields constantly regenerate in EVE so adding extra shield HP also increases not only how much your shields regen each second but also the length of time they have to naturally regen before depleting, so it evens out a bit. As for the drawbacks, the 2m sig penalty on the Extender makes your ship easier to track. The mass addition from the armor plate reduces your speed while boosted (3m/s under Afterburner and 9m/s under MicroWarp Drive before skills are factored in [NOTE: numbers taken from a Corax class Destroyer]). The gap in speed becomes much much more obvious with the higher tier armor equipment on heavier ships. Actually, it is because of this that I support armor modules not reducing your speed directly but having a more significant impact on your stamina. This feels like it fits more with EVE to me and a lot of people seem to support the idea as well. Just something to think about.
Dont EVE ships have a passive armor regen also, albeit small?
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Posted - 2013.06.06 14:13:00 -
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EXASTRA INVICTAS wrote:Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run.
Hmm this is interesting, this makes sense with the speed penalty, but I don't think EVE ships can dodge bullets so it kinda balances for them, but not for us. |
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Posted - 2013.06.06 14:20:00 -
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EXASTRA INVICTAS wrote:BL4CKST4R wrote:EXASTRA INVICTAS wrote:Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run. Hmm this is interesting, this makes sense with the speed penalty, but I don't think EVE ships can dodge bullets so it kinda balances for them, but not for us. EVE ships can indeed "dodge" bullets though not quite through the same mechanism as in a FPS. A tracking formula is utilized that includes: 1) Ship Signature Radius 2) Weapon Signature Resolution 3) Distance to Target + Target speed (Transversal Velocity) 4) Weapon Tracking speed in radians per second It is referred to as "speed/sig" tanking when you attempt to "dodge" enemy fire by combining as high of a speed as you can with as low of a signature radius as you can. This works best for smaller ships, such as frigates, versus larger ships such as battleships. Think of this as a Light suit vs Heavy suit. So I guess this is what CCP was trying to do when they first made the suits...
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Posted - 2013.06.06 15:23:00 -
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IceStormers wrote:they can still achieve this, however not when repping has no impact in battle
the only impact in Dust is buffer, then how fast you can get that buffer back and get back into battle
then we just add on the penalty for armor
I would be happy to see solo players using more shield and group players using more armor
but currently there is just no advantage for groups to even use Armor and rely on logi etc
i want to see armor squads and shield squads
This would attach a limit to actually playing the game with your own playstyle, obviously the game doesn't have a big red sticker saying SHIELD IS SOLO/ARMOR IS GROUP so any new player, or veteran player would be limited due to the forced play style. Your suit option should give you the ability to make your own playstyle, while remaining within the boundaries of the suit itself. |
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Posted - 2013.06.06 15:43:00 -
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Zauis Gallente wrote: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. Is there a time period set for 1.2's release?
He hasn't said anything yet, what I really want is the stats of these plates so I can chew them up. Having a really hard time figuring out a balance between shield tanking and reactive plate tanking.
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Posted - 2013.06.06 15:48:00 -
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congratz :)
CCP Cmdr Wang wrote:Next week is the Dragon Boat festival in Shanghai and our Shanghai office will be on haitus from June 10-12. We will resume our weekly updates on June 20.
Thank you for your interest and support in DUST 514.
This sucks, I hope we get the patch before then, and not like 1+ month from now. |
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Posted - 2013.06.06 18:55:00 -
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x-KOR-x wrote:I agree with most that have been said in this post but i just want to point out something: - We can't forget that by only improving the Armor Modules we are also buffing the Shield based Dropsuits because they can also wear the Armor Modules. So, we definitely need some other type of Bonus to Armor Suits.
Not really because now armor can be stacked just as much as shields. |
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Posted - 2013.06.06 19:04:00 -
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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.
I did the same thing, but I assumed reactive to have the same EHP as shields, and 2/3/4 repair. What I got was actually pretty interesting, I compared a Assault ck.0 and a Assault gk.0. They had the same exactly EHP, but the Gallente was repping armor 4 hp/s faster and the Caldari was drowning in CPU/PG costs trying to keep up while the Gallente was breezing through it, when averaged the Caldari had a bit higher total regeneration but it came at the cost of exhausting almost all of their CPU/PG. With these numbers it means that the Caldari will not able to use Reactive plates as good as the Gallente and must compensate elsewhere, meaning the Gallente will actually have a assumed advantaged when stacking these plates.
I compared the Logistics suit but I got a bag full of fail and OPness going to the CaLogi. |
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Posted - 2013.06.06 19:05:00 -
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Kitten Empress wrote:BL4CKST4R wrote:x-KOR-x wrote:I agree with most that have been said in this post but i just want to point out something: - We can't forget that by only improving the Armor Modules we are also buffing the Shield based Dropsuits because they can also wear the Armor Modules. So, we definitely need some other type of Bonus to Armor Suits. Not really because now armor can be stacked just as much as shields. And because armor tanks have more low slots in the end they both come out having the same EHP. No no, he's right. Shields still benefit more from it.
Look up, this is why I say shields wont benefit as much as you think. These are assumed numbers so this is just a guess, so I could be wrong and you could be right so who knows |
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Posted - 2013.06.06 19:21:00 -
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D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy. |
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Posted - 2013.06.06 19:23:00 -
[55] - Quote
Kitten Empress wrote:BL4CKST4R wrote: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. I did the same thing, but I assumed reactive to have the same EHP as shields, and 2/3/4 repair. What I got was actually pretty interesting, I compared a Assault ck.0 and a Assault gk.0. They had the same exactly EHP, but the Gallente was repping armor 4 hp/s faster and the Caldari was drowning in CPU/PG costs trying to keep up while the Gallente was breezing through it, when averaged the Caldari had a bit higher total regeneration but it came at the cost of exhausting almost all of their CPU/PG. With these numbers it means that the Caldari will not able to use Reactive plates as good as the Gallente and must compensate elsewhere, meaning the Gallente will actually have a assumed advantage when stacking these plates, which is awesome . I compared the Logistics suit but I got a bag full of fail and OPness going to the CaLogi. 2/3/4 is a bit too optimistic considering that reps are: 2/3/5. I think your numbers are closer to what the plates will be, but the reason I used mine was so total regeneration would balance at tier 5, regardless your numbers in Armor HP regen would set my regen stats 3-5 HP/s less, which isn't that big of a difference. |
BL4CKST4R
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Posted - 2013.06.06 19:31:00 -
[56] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy. the idea is to create more skilled players, not cater to wimps. if, it only takes 3 extra bullets to kill a heavy than to kill a meduim frame there is no point to using it. likewise, with armor tankers with all the penalties and draw backs, if it you only can take 3-4 more bullents whats the point to using it?
There is a difference between being a wimp, and knowing when you can't win the fight.
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BL4CKST4R
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Posted - 2013.06.06 19:59:00 -
[57] - Quote
The range was brought down but then back up, so again it is pretty hard to outrun a HMG the only way to get away is to duck and cover and hope he doesn't have any kinetic catalyzers. |
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Posted - 2013.06.06 22:49:00 -
[58] - 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.
Not even the people vouching for a fix to armor want this lol. |
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Posted - 2013.06.07 22:54:00 -
[59] - Quote
I need to get 1.9M sp before 1.2 patch, challenge accepted. 50k/1.9M as of this post lol. |
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Posted - 2013.06.07 23:42:00 -
[60] - Quote
Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor. |
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Posted - 2013.06.07 23:50:00 -
[61] - Quote
CCP Remnant please give us the stats of the new plates :( |
BL4CKST4R
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Posted - 2013.06.08 00:06:00 -
[62] - Quote
Cross Atu wrote:BL4CKST4R wrote:Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor. I wonder how their direct and splash interact with the extra damage dealt due to head shots and back shots. Combined with the presumed bonus damage to armor this could account for the behavior we're seeing (and really be a factor in overall balance).
I think they should be left alone until the new plates come out and see how we hold out against them, if they can still one shot us then they are definately OP. I can understand the PROTO contact one shotting us, specially because of the SP it costs to get them, but not the fused one specially without a advanced or basic variant and a flux variant. |
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Posted - 2013.06.08 01:57:00 -
[63] - Quote
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. |
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Posted - 2013.06.08 20:43:00 -
[64] - Quote
bump |
BL4CKST4R
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Posted - 2013.06.08 21:26:00 -
[65] - Quote
Arkena Wyrnspire wrote: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.
Pretty interesting data, could you do the same tests with a militia heavy suit, if you can. That would be close to the level of EHP we would have when the new modules come out, and thus the outcome of how we fare against them.
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BL4CKST4R
WarRavens League of Infamy
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Posted - 2013.06.09 10:00:00 -
[66] - Quote
Flux grenades aren't used often because, they cannot kill, cannot damage armor, and sometimes fall behind locus grenades in effectiveness. And the reason we say that Grenades are OP vs armor, is because currently a good shot from a grenade can wipe our shields and 1/3+ or our armor, if we had no armor on it is a OHKO. Shields don't have to worry about this with flux grenades since their armor cannot be damage, and locus grenades don't do much damage vs shields. |
BL4CKST4R
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Posted - 2013.06.12 04:14:00 -
[67] - Quote
BUMP BECAUSE CCP NEEDS TO READ THIS THREAD FROM PAGE 1 TO LAST |
BL4CKST4R
WarRavens League of Infamy
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Posted - 2013.06.12 04:56:00 -
[68] - Quote
Honestly... I have lost all hope that CCP will learn how to fix things, all they needed was to tweak some numbers, to read some posts we did the number crunching, we saw all the possibilities but they didn't listen and they don't care. If this update goes through with those values, I'm just going to disappear of the game and of these forums. I am tired of CCP just sticking it to us players, and maybe I am wrong, maybe those numbers in that video are place holders but knowing CCP this is exactly how they want it, and their idea of "balance" honestly the only hope left is giving us armor tanks a respec so we can switch Caldari/Minmatar.
EDIT: When I say CCP I mean CCP Shanghai, not the entire company. |
BL4CKST4R
WarRavens League of Infamy
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Posted - 2013.06.12 15:18:00 -
[69] - Quote
bump
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BL4CKST4R
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Posted - 2013.06.14 12:50:00 -
[70] - Quote
D legendary hero wrote:if shield tankers werent able to use sheild regulators, and Armor tankers were able to use Armor repers then that could make a difference. also, armor repers need to heal at least +2 hp more and the skill needs to be 5% efficacy per lvl.
lets face it, armor tankers still get shields that recharge pretty fast anyway. shield tankers on the other hand just have thier shields and once those are agone their dead in the water. but being able to replenish 500 shields in less than 2 seconds, while the armor tanker has to wait 10seconds with a movement penalty is abit harsh a contrast.
Shield tankers can stack the same amount of armor reppers a Armor tank suit can, and still have more EHP than us. |
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