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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 13:40:00 -
[1] - Quote
BL4CKST4R wrote:Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down; almost everything on the field is made to destroy armor so we should have a fighting chance at least. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade. 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. |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 13:52:00 -
[2] - Quote
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. This is why we need to replace the speed penalty with stamina, scouts are heavily affected by it. |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 13:56:00 -
[3] - Quote
All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp. |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 14:01:00 -
[4] - Quote
Arkena Wyrnspire wrote:Kitten Empress wrote:All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp. That would work, yeah. It would nerf shield tanking fairly significantly at the same time as buffing armour quite a bit, though, so that's perhaps not ideal. Its uber buff vs nerf and buff. |
Kitten Empress
Ametat Security Amarr Empire
210
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Posted - 2013.06.01 14:10:00 -
[5] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
211
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Posted - 2013.06.01 14:17:00 -
[6] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :( We will push FoxFour on IRC to read it. This will hopefully make him push it to the people responsible for balance. |
Kitten Empress
Ametat Security Amarr Empire
211
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Posted - 2013.06.01 14:43:00 -
[7] - Quote
Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius So you compare speed penalty vs sig radius? In what world is it fair?
You suggested fixes would keep shields superior. |
Kitten Empress
Ametat Security Amarr Empire
212
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Posted - 2013.06.01 14:57:00 -
[8] - Quote
BL4CKST4R wrote: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. What he said. In EVE larger sig means you're easier to hit. |
Kitten Empress
Ametat Security Amarr Empire
217
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Posted - 2013.06.01 16:30:00 -
[9] - Quote
bump |
Kitten Empress
Ametat Security Amarr Empire
218
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Posted - 2013.06.01 16:45:00 -
[10] - Quote
BL4CKST4R wrote:Did FoxFour read it He isn't on the IRC yet. I'll try calling him now. |
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Kitten Empress
Ametat Security Amarr Empire
240
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Posted - 2013.06.03 13:13:00 -
[11] - Quote
bump |
Kitten Empress
Ametat Security Amarr Empire
240
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Posted - 2013.06.03 13:50:00 -
[12] - Quote
Arkena Wyrnspire wrote:FoxFour said he'd read this later on IRC. Maybe I'll stop calling him SoxFour. NO Remember, its only if they implement a proper fix to Armor. He still needs to push them to do it you know, and nothing is a better push than calling him SoxFour ;) |
Kitten Empress
Ametat Security Amarr Empire
257
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Posted - 2013.06.03 18:43:00 -
[13] - Quote
Arkena Wyrnspire wrote:Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
A logi actively repping someone during combat takes their gun off the field - the hiding while shields recharge is only 'after combat'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
That's true, but you still need to fit repairers on armour, which reduces the buffer tank available. In addition, that's giving a fairly narrow view of things. The AR may be the most used, but the resist profile for armour is generally worse due to the explosive hole, and there are plenty of weapons which do more damage to armour than shields. The SMG, HMG, MD, and a number of other weapons completely wreck armour. The explosive hole is so big on armour as well that it's a huge disadvantage. I covered resist profile in the second post, I think.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
Shield recharge delay goes down to about 3 seconds at the high end. Also, if shields aren't fully depleted, it starts ticking from the first shot, so you sometimes recharge under fire.
Answers in bold inside the quote. Da. Was too lazy to explain it myself lol |
Kitten Empress
Ametat Security Amarr Empire
262
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Posted - 2013.06.04 13:40:00 -
[14] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
263
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Posted - 2013.06.04 14:54:00 -
[15] - Quote
Shield modules go on medium slots. Armor modules go on low slots. Now, buddy, where do CPU/PG upgrades go?
So do you see where your CPU/PG argument fails? |
Kitten Empress
Ametat Security Amarr Empire
269
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Posted - 2013.06.05 11:30:00 -
[16] - Quote
I will NOT let this thread get lot. |
Kitten Empress
Ametat Security Amarr Empire
278
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Posted - 2013.06.05 20:58:00 -
[17] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D GALLENTE! REJOICE! |
Kitten Empress
Ametat Security Amarr Empire
305
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Posted - 2013.06.06 18:29:00 -
[18] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
306
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Posted - 2013.06.06 18:47:00 -
[19] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
306
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Posted - 2013.06.06 18:52:00 -
[20] - Quote
Laurent Cazaderon, you posts about regen make me want to punch a kitten. BECAUSE ARMOR HAS TO GIVE UP PLATES TO HAVE EVEN A MERE 5 HP/S REGEN, CALDARI COME ON TOP. Always. ALWAYS. No exceptions. Crunch the numbers yourself. |
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Kitten Empress
Ametat Security Amarr Empire
306
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Posted - 2013.06.06 18:53:00 -
[21] - Quote
Arkena Wyrnspire 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. There also other tweaks like the bonuses and a speed penalty reduction. I'm not certain it'll fix things, but it's worth waiting for. These are welcome but won't fix the biggest problem. HP and Regen imbalance. Caldari get to enjoy the best of both worlds. |
Kitten Empress
Ametat Security Amarr Empire
306
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Posted - 2013.06.06 18:58:00 -
[22] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
307
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Posted - 2013.06.06 19:21:00 -
[23] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
307
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Posted - 2013.06.06 19:32:00 -
[24] - 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? Mind you, the original Heavy was able to go toe to toe with a HAV in terms of eHP. The problem was that he also had a HMG... So... Pretty much undefeatable. So the eHP has been reduced to what you are seeing now. They are planning on bringing back the true Heavy, however I think they will put some limits on its Anti infantry power. |
Kitten Empress
Ametat Security Amarr Empire
310
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Posted - 2013.06.06 20:19:00 -
[25] - Quote
Breakin Stuff wrote:Kitten Empress wrote: They are planning on bringing back the true Heavy, however I think they will put some limits on its Anti infantry power.
they already have. Range. Plus the forge gun bites ass killing infantry. False. The range is lowered for everyone, and so far HMG still works nicely at its job - point defense. I doubt you will even get to have the HMG. 2500+ eHP AND a weapon that can deal 600+ DPS? Unless it had SMG range, this would make heavies the new TAC AR. |
Kitten Empress
Ametat Security Amarr Empire
418
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Posted - 2013.06.09 20:40:00 -
[26] - Quote
Contact grenades. My ultimate enemy as a Gallente. |
Kitten Empress
Ametat Security Amarr Empire
447
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Posted - 2013.06.11 20:04:00 -
[27] - Quote
bump https://forums.dust514.com/default.aspx?g=posts&t=86548 CCP are hopeless. |
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