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D legendary hero
One-Armed Bandits Unclaimed.
84
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Posted - 2013.06.05 21:14:00 -
[1] - Quote
^^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. |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.06.06 03:26:00 -
[2] - Quote
on the same lines of shield and armor, will anything be done to improve the heavies suits shield and armor? because quite frankly you can't really do much with it. and it burns faster than everyone elses due to low mobility
https://forums.dust514.com/default.aspx?g=posts&t=81725 |
D legendary hero
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Posted - 2013.06.06 05:12:00 -
[3] - Quote
BL4CKST4R wrote:All suit comparisons are done using Complex shield extenders, and enhanced armor plates with the assumption ferroscale complex will be the same as enhanced, it could be lower but the different in EHP between suits will be the same as if it was complex.
So I did some number crunching with a Logistics Caldari and Gallente, actually all of the suits except scouts, 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 very 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 why later, the reason this is balanced is because although the Caldari has 130 more EHP, the Gallente 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 extender the Caldari has 1083 EHP and CPU/PG for a damage modifier, and/or for equipment slots. Sort of: I think it is a little way to much for the Logistic Caldari and Gallente to have an EHP of over 1000 and of course all suits will receive a EHP increase between 100-200, but with the current damage on weapons people will be hard to kill, but of course without proper numbers to crunch this is all speculation and I could be wrong. One good thing about this speculation is that even if the numbers were lower, like the complex having the EHP of a basic armor module it would still keep the same balance as above which is great. 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 but this is expected because the Minmatar is the fastest so the trade off for speed/defense shines for them now. 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 a little lower than the Logistics suit 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, or an extra High/Low slot, and a nerf to the Gallente and Caldari logistics suits in EHP immediately after/or with the deployment of Uprising 1.2 this will balance all of the suits Sort of: All suits NEED to get a passive armor repair rate, to balance out the total repair rate of all suits for example the Caldari repair the most shield at the fastest rate, Minmatar second, Amarr third, and Gallente last; so the armor repair rate should be inverse to this putting the Gallente as the fastest and the Caldari as the slowest. This will also help mitigate the fact that armor tanking suits will still be disadvantaged when it comes to repping, since shield tanks will still be able to out tank armor tanks in terms of shield regeneration because of how fast it recharges with no investment, while a armor tank who wants to stay active in battle would need to find a logistic with a repair tool, a triage nanohive, or sacrifice their HP for armor repping thus losing the overall balance. Or a quick and dirty option is to reverse the shield repping to armor for the Gallente and Amarr and adding a small shield repair bonus to them, and a small armor repair bonus to Minmatar and Gallente. P.S: I ran a total defense fit on the heavy suit, using this and it came out at an outstanding 1371 EHP, this is 300~ EHP above any suit I can make with the same optimization using ferroscale with basic armor module stats, this is great for the heavies you guys should be excited for this! 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, or armor repair skill only, so people still have to spec into armor repping to use these.
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 |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:04:00 -
[4] - Quote
Denidil Taureran wrote:Arkena Wyrnspire wrote: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. 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.
dude i've had this happen to me in my proto heavy gear. lolz. if someone is close enough to me then i can hit them with my toasted marshmellow gun, but normally, they just run literal circles around me. people can run so fair away that they can get out of my range while im still shooting at them from optimal range. lolz, i can only imagine with the speed reduction penalty. then you move about as fast as a rail gun turret with half the turn speed |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:09:00 -
[5] - 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.
^^word bro |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:18:00 -
[6] - Quote
Breakin Stuff wrote:Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC: Mobility kills.
the HMG in dust has the same role as the LMG issued t every squad in the united states armed forces squads. that said, the LMG is to provided suppressive fire, and use tactics such as walking fire, etc, to attain fire superiority.
in order to do this.... the LMG user must keep up with the squad....lol. in DUST we heavies can't keep up with the squad so we cant do that. smh
p.s. before you say in dust we have an hmg. an lmg uses the same rounds as the ammo the AR uses in a sqaud for economy of supplies if that applied to the dust hmg id be doing 34 hp per bullet. lol an actually hmg fires .50 rounds, much bigger and more powerful than an lmg. if the HMG dust fired those it would be doing as much dps as a blaster turret. obviousl the role of the hmg in dust os the role of the lmg in a real squad.
inorder to perform said role the heavy has to keep up with the squad. armor plates slowing the heavy down make this immpossible. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:24:00 -
[7] - Quote
Arkena Wyrnspire wrote: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.
what i dont understand is that why there is no penalty for shields.
for armor it makes sense that it reduces movement speed to a degree. if i put on a 50 pound lead jacket on top of my 20 pound titanium vest , im definately going to run slower.
but, shields use power, so shouldent they use more PG or something? i cnt plugin a TV, refrigerator, ps3, xbox, pc, and micro wave all in the same outlet and not over load my circuit.
even in the limiting case, having two fans connected in the same circuit will burn more power over time than 1. so shields need to sacrifice something on the PG side. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:37:00 -
[8] - Quote
oops... i wish i could remove posts. i meant to put that somewhere else in a different window and accidentally posted it here.
i was mentioning the resistance factor.
resistance actually is in the game right now to a limited degree. projectiles and explosives do reduced damage to shields and more damage to armor.
when i brought up the related topic of heavies getting abase resistance i had this in mind. to off set their base slow mobility making them competitive. (i.e. heavies run about 30%~ or more slower than an assault. so they should get a 20-30% base resistance to damage to baalance, etc)
ideally, to offset the lower mobility of sheild tankers a resistance to small arms fire to armor can be introduced. what do you think?
https://forums.dust514.com/default.aspx?g=posts&t=81725
(p.s. the HMG is still laughable. but the rainbow cannon is a discussion for a different thread)
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D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:43:00 -
[9] - Quote
^^since the resistance mechanic is already in the game and all players are familiar with it, it won't be hard to implement.
anyone who has used an smg against a fully shielded opponent or a scrambler rifle against armor knows that their weapon seems to 'burn through' either shields or armor, and then does noticeably less damage to its counter part. that is resistance. applying moodules that upgrade resistances could be the key to balancing shield verses armor.
if armor mods gave some kind of resistance to damage to armor then it could offset the movement penalty.
p.s. with regards your comment about flux nades not being lethal. i think flux inaddition to removing shield should do some kind of armor damage. shields recover way to fast, their must be a reward for using them. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:51:00 -
[10] - Quote
Breakin Stuff wrote:D legendary hero wrote:Stuff
playing with resists is a dangerous thing. Giving say a base 6% per level of heavy suit skill to resists would effectively give an unmodded heavy the rough equivalent of 1300 HP without adding any sort of plates. More Vs. lasers. It's a very delicate balance point and native resists can absolutely goatfuck the equation if they are done wrong. I think having 1600 HP heavies is slightly unnecessary without cranking plates in all slots. with your idea they would only need 2. plus the HMG isn't a marshmallow gun anymore. it eats people alive.
do you realize how little 1600hp is on a slow moving, slow turning target? when you factor in the easy head shots it doesnt make that profound a difference. this isnt a heavy thread so im not going to get into details. in short, it balances the suit out. especially with the movement penalty its breaking even.
right now these shield tankers make my heavy look like a clown that performs barmitzfa's and birthday parties and doesn't get tips.
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D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:59:00 -
[11] - Quote
Breakin Stuff wrote: stuff
i know you love long posts, so i'll make this short. armor plates right now give a movement penalty. if inaddition to the movement penalty a resistance to damage taken to armor only was added it would offset the lower mobility, and recharge/recover rate.
since most weapons now are more effective against armor than shields it will help offset the deficiency.
this is meant to compensate not empower.
shield tankers get rapid recharge, armor gets resistance.
ideally with head shots (skill) it wont make a difference.
(P.S. the blank 30% resistance for the heavy suit is just to offset its low mobility. however, the exact details are mentioned on my thread. this is not the thread for this. go here for info on heavies and resistance >>>> https://forums.dust514.com/default.aspx?g=posts&t=81725) |
D legendary hero
One-Armed Bandits Unclaimed.
95
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Posted - 2013.06.06 19:16:00 -
[12] - Quote
Breakin Stuff wrote:resistances are part of the answer.
removing mobility penalty on armor tanking is a bad idea if you add downsides to shields down the line.
30% damage resistance is quite a bit of resistance.
it would add 150 HP (taking my base EHP to 1162 with no mods) to my fatsuit equivalent before I ever thought about welding on the dumpster walls I found in the trash. And that's only if that resistance did not apply to shields. If it DID apply to my shields my no-module EHP would be a whopping 1312 EHP. Just a bit broken once I start adding defenses, because I can already out-firepower most heavy tanked assault/logi within my optimal.
I use plates and am pretty spectacularly successful with them. However that's not the problem. We're looking at ways to balance armor without making it OP AND... without making Armor tanking the same as shield tanking.
You're banging on a point that will push fatties into the OP zone sharply. But that does not address the overall balance issues of armor tanking. Now that we have armor-tanked amarr/gallente assault and logis as well as medium frames Armor tanking is no longer a "Heavy problem." It is now "everybody's problem."
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.
why I am I using heavies as an example for how effective resistance can be at balancing? because resistance can be used to offset the speed penalty.
if there was a proportional damage resistance increase with the speed penalty, that could balance out armor tanking for everyone.
a mild increase to amor repair rates would help put it on par with shield tanking. each has its advante but would be balanced against each other. namely:
shield tankers = have no penalty to movement speed, have their shields come back fast after the depletion time and recharging in larger chunks armor tankers = have penalty to speed, increased damage resistance, armor is constantly repairing at a slow rate (slightly faster than it is now)
the model should be the same. both should effectively do the same thing. but they differ in how they accomplish their objective. the fundamental differences make for interesting game play. but ideally in a shield tanker vs an armor tanker of the same EHP battle, one should not out class the other; except through skill. |
D legendary hero
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Posted - 2013.06.06 19:25:00 -
[13] - Quote
Arkena Wyrnspire wrote:Beren Hurin wrote:CCP Remnant wrote:d legenday hero 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?
there we go. thats constructive. it could just be tacked onto the efficacy rating when you aim at your enemy. normally it tells you your chance of success, if that rating factored in resistance, or if resistance had its own rating in that area it would easily fix the public ignorance (i use this word in the dictionary definition sense without the connotation of condescension) toward resistance. |
D legendary hero
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Posted - 2013.06.06 19:29:00 -
[14] - Quote
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? |
D legendary hero
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Posted - 2013.06.07 03:49:00 -
[15] - Quote
bump1+ |
D legendary hero
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Posted - 2013.06.07 09:57:00 -
[16] - Quote
^^this
it was fun when flux still insttant killed people who were mid air...lolol i know i knwo that was actually OP. but at least it stopped bunny hopping. |
D legendary hero
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Posted - 2013.06.09 11:25:00 -
[17] - Quote
Flux grenades to balance their inability to kill in chromosome had good range. they would blast a radius up to 9m. i think the basic was 7.2
now they are kinda pointless having only the same radius as a regular grenade... might as well through a frag. |
D legendary hero
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Posted - 2013.06.11 07:38:00 -
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Laurent Cazaderon wrote:Regarding the contact nade debate. they shouldnt exist. Ever. Not in any FPS. Cook your nades for christ sake...
Any fused grenade should be replaced by M1 with no skill requirement so people who bought pack dont go mad. And any other contact nade taken off the market and reimbursed to their owners.
Aim at feet iwin button = bad gameplay
they should just nerf its damage or range or both, and make it advanced.
if it did only 150 or 100 hp damage at a 1-2m blast radius (like a flaylock pistol), it would be like getting meleed a little farther away. plus you can toss them into groups of peeople before you spray with your OP AR so noobs will still be happy, and good players wont be instantly killed and will have a chance to dodge them.
edit: this is related to shield verses armor, because 150hp wil just be enough to take off your shield but armor tankers will survive the grenade and still have additional armor to spare |
D legendary hero
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Posted - 2013.06.11 20:25:00 -
[19] - Quote
^^ *pours vodka all over self, light cigarette* |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.06.13 06:33:00 -
[20] - Quote
^^indeed. |
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D legendary hero
Strong-Arm
163
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Posted - 2013.06.14 05:44:00 -
[21] - Quote
bump |
D legendary hero
Strong-Arm
165
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Posted - 2013.06.14 12:22:00 -
[22] - Quote
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. |
D legendary hero
Strong-Arm
165
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Posted - 2013.06.15 07:25:00 -
[23] - Quote
^^this. thats why i said if. their needs to be more restrictions on sheidl tankers. |
D legendary hero
Strong-Arm
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Posted - 2013.06.16 23:59:00 -
[24] - Quote
bump. everyone go to the new thread ^^ |
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