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Thread Statistics | Show CCP posts - 5 post(s) |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.06.01 16:36:00 -
[1] - Quote
I'm in agreement with the plate penalty being too heavy handed. It's penalisation being speed also puts the Gallente scout in an awkward position, having it's two strengths potentially impinging on one another. Shifting the penalty to stamina would remedy this.
Armour is in a very rough place compared to shields in almost all areas of capability. This does call for them to be evened out but this doesn't necessarily mean armour being brought up to the same kind of level as shields, bringing shields more in line with armour is also an option. Giving it trade-offs of another kind, reducing the hp granted by complex extenders, perhaps increasing the delay on shield recovery or a reduction to recharge speed. The extender is the main one I'd advocate, going overboard and reversing the situation between armour and shields I would not.
The decision about which direction to take it, which one should be made to meet the other, is a gameplay one. Where do you want the TTK to be at? Do you want to trivialise non-lethal damage or make them bear their wounds longer?
The bottom line is that by buffing one thing you are also, in essence, nerfing everything else and vice versa. As most of the tools in Dust revolve around either making someone's health hit zero or preventing your own from doing the same shields and armour tie into this particularly heavily. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
1
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Posted - 2013.06.03 18:05:00 -
[2] - Quote
Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
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.
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.
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Poplo Furuya
Crux Special Tasks Group Gallente Federation
2
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Posted - 2013.06.04 01:39:00 -
[3] - Quote
Don't be forgetting that armour's got to work in both plates and reppers, using lows. Lows that for the purposes of shield tanking can be fitted with CPU/PG boosters.
There ain't no reason not to include the data but it frankly isn't going to compensate for everything else serving as a factor against armour, even if it is marginally favourable in some builds. I suspect however it won't be, the increased PG from the reppers and plates will probably make them equally competitive for fitting resources.
I'll post it tomorrow if it's not up by then. |
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