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Thread Statistics | Show CCP posts - 5 post(s) |
Kitten Empress
Ametat Security Amarr Empire
218
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Posted - 2013.06.01 16:45:00 -
[31] - Quote
BL4CKST4R wrote:Did FoxFour read it He isn't on the IRC yet. I'll try calling him now. |
Arkena Wyrnspire
Turalyon Plus
600
|
Posted - 2013.06.01 18:52:00 -
[32] - Quote
Poplo Furuya wrote:I'm in agreement with the plate penalty being too heavy handed. It's penalisation being speed also puts the Gallente scout in an awkward position, having it's two strengths potentially impinging on one another. Shifting the penalty to stamina would remedy this.
Armour is in a very rough place compared to shields in almost all areas of capability. This does call for them to be evened out but this doesn't necessarily mean armour being brought up to the same kind of level as shields, bringing shields more in line with armour is also an option. Giving it trade-offs of another kind, reducing the hp granted by complex extenders, perhaps increasing the delay on shield recovery or a reduction to recharge speed. The extender is the main one I'd advocate, going overboard and reversing the situation between armour and shields I would not.
The decision about which direction to take it, which one should be made to meet the other, is a gameplay one. Where do you want the TTK to be at? Do you want to trivialise non-lethal damage or make people bear their wounds longer?
The bottom line is that by buffing one thing you are also, in essence, nerfing everything else and vice versa. As most of the tools in Dust revolve around either making someone's health hit zero or preventing your own from doing the same shields and armour tie into this particularly heavily. I think that ideally, the balance of armour would be slower than shields, but notably tougher. It's not just that though, because shields outstrip armour in utilities and other things because low slots are more useful than midslots.
I don't think that nerfing shields is the answer - regen is the only thing which I would consider 'nerfable'. The problem is that armour is meant to be tough, but it isn't.
If 'wounds' need to be carried longer, then shield recharge needs to be nerfed. There's no way around that. If wounds are similar to the current balance, then armour should have an increase, because right now it's simply inferior. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
48
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Posted - 2013.06.01 19:17:00 -
[33] - Quote
Make passive shield regen slower, add shield transfer arrays. Fix modules accordingly, giving armor a pure HP advantage (still) unless shield extenders get a noteworthy penalty. |
Denidil Taureran
Turalyon Plus
1
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Posted - 2013.06.01 21:09:00 -
[34] - Quote
Fix armor! |
Arkena Wyrnspire
Turalyon Plus
601
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Posted - 2013.06.01 21:14:00 -
[35] - Quote
EXASTRA INVICTAS wrote:Make passive shield regen slower, add shield transfer arrays. Fix modules accordingly, giving armor a pure HP advantage (still) unless shield extenders get a noteworthy penalty. That might work fairly well. |
Lichsmash RN
Quackery Labs Roid Addicts
4
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Posted - 2013.06.01 21:37:00 -
[36] - Quote
in the dust keynote a while back ( i'm going to have to re watch it there was mention of new armor mods one of them was ferro scale plates witch didn't have the movement issue but had another drawback i also think part of the issue is just what the games has set for the sentinels design they work best on maps like domination when they can ethier take a dropship or a lav into the lone point when its neutral or spawn there when its caped
along side ferroscale plates was mention of the sentinels opposite the commando a slightly more mobile heavy that trades a some of the heavy's trademarked shield and armor for the ability to carry two light weapons and a side arm |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 21:46:00 -
[37] - Quote
Lichsmash RN wrote:in the dust keynote a while back ( i'm going to have to re watch it there was mention of new armor mods one of them was ferro scale plates witch didn't have the movement issue but had another drawback i also think part of the issue is just what the games has set for the sentinels design they work best on maps like domination when they can either take a dropship or a lav into the lone point when its neutral or spawn there when its caped
along side ferroscale plates was mention of the sentinels opposite the commando a slightly more mobile heavy that trades a some of the heavy's trademarked shield and armor for the ability to carry two light weapons and a side arm
edit: i don't really think their is much to be changed not everything is in place yet it really kittens me off that they rushed the launch to have it take place on 5/14
Ferroscale/reactive plates alone won't solve this issue - they'll help with mobility, but shields will still be tougher, which goes against the apparent intended design for dust. And regarding your edit - I seriously agree. |
Lichsmash RN
Quackery Labs Roid Addicts
5
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Posted - 2013.06.01 21:55:00 -
[38] - Quote
starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 22:09:00 -
[39] - Quote
Lichsmash RN wrote:starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it
Resistance on plates is an interesting idea, and one that's worth noting. |
Denidil Taureran
Turalyon Plus
2
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Posted - 2013.06.02 14:29:00 -
[40] - Quote
Arkena Wyrnspire wrote:Lichsmash RN wrote:starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it Resistance on plates is an interesting idea, and one that's worth noting.
Energized Adaptive Nanomembranes for armor suits would enhance active armor tanking nicely. |
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Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
60
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Posted - 2013.06.02 14:34:00 -
[41] - Quote
I run both, does that cause some form of time paradox? |
Arkena Wyrnspire
Turalyon Plus
613
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Posted - 2013.06.03 09:03:00 -
[42] - Quote
Dale Templar wrote:I run both, does that cause some form of time paradox? ... No? |
Kitten Empress
Ametat Security Amarr Empire
240
|
Posted - 2013.06.03 13:13:00 -
[43] - Quote
bump |
Arkena Wyrnspire
Turalyon Plus
646
|
Posted - 2013.06.03 13:21:00 -
[44] - Quote
FoxFour said he'd read this later on IRC. Maybe I'll stop calling him SoxFour. |
Kitten Empress
Ametat Security Amarr Empire
240
|
Posted - 2013.06.03 13:50:00 -
[45] - 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 ;) |
Arkena Wyrnspire
Turalyon Plus
653
|
Posted - 2013.06.03 15:11:00 -
[46] - Quote
I'm disappointed by the lack of feedback, particularly from shield tankers. Do I need a more provocative title? What about "LOL DUST SUX SHIELDS R SO GUD"? |
BL4CKST4R
WarRavens
106
|
Posted - 2013.06.03 15:14:00 -
[47] - Quote
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. |
Denidil Taureran
Turalyon Plus
2
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Posted - 2013.06.03 15:39:00 -
[48] - Quote
Or are busy hunting Templars |
alten hilt
DUST University Ivy League
40
|
Posted - 2013.06.03 17:18:00 -
[49] - Quote
BL4CKST4R wrote: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.
LOL, pub stomping they are!
First. My thanks goes out to the OP. This is a serious problem that needs to be addressed. Your OP brilliantly lays out the issues.
IMHO Speed tank is king! I've mentioned this in a previous feedback post, But due to the way DUST applies reverse acceleration penalties to fast rotational movement, it is impossible to hit fast moving targets at close range. Shield Tanking is currently better, not just because of the reasons you mentioned, but because you can only speed tank if you shield tank (or pure gank with damage modifiers).
The best tank at the moment is a fast dropsuit, stacked with speed /endurance mods and some shield and damage mods. At 0 - 20 meters, you will literally strafe faster than the enemy can track with the mouse/right thumbstick. If you are engaged at 20 - 40 meters you still have the speed to sprint faster than a player can accurately track. This is compounded by the rotational penalties applied to medium and heavy suits, and any armor tank (armor plates reduce rotational speed).
Also, neither the scrambler rifle nor the Flux grenade are significant counters to shield tanking. While dealing increased damage to shields, the scrambler rifle is incredibly difficult to hit with. Hit box detection, speed tank, lag, and rotational reverse acceleration, combined with the lower rate of fire mean that actually applying scrambler rifle damage is more difficult. DUST 514's lag compensation mechanism seems to work in favor of faster rate of fire weapons (more rounds down range in any given moment means more chances for the lag compensator to apply). Also, even though the Scrambler rifle does more damage to shields, it is still incredibly effective against armor, both dealing massive damage, and better hit probability due to the slower speed of armor tankers.
Flux grenades are plagued with the same dsync and hit detection problems as Flaylocks and Mass Drivers. I can't tell you how many times I have dropped a Flux grenade directly on someone and they have not taken any shield damage. This is partially due to the speed tank. Speed tankers in scout suits can jump above the flux radius of damage. I have seen numerous people jump completely over the flux radius.
As for the shield/armor balance, I submit the following ideas which I think synergize well together.
STEP 1: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
STEP 2: Move all shield moduels to high slots. Significantly lower shield recharge rates and increase shield recharge delay across the board. Add a base armor repair rate to dropsuits (like a built-in nanite repair capability). Then give all suits a bonus to their racial tanking ability that increases with the number of modules fit. Minmatar and Caldari get a bonus to shield extender amount, shield recharge rate and recharge delay. Gallente and Amarr get a bonus to armor amount, armor repair rate and reduction to movement penalty. These bonuses would have a base value if no appropriate modules were fit, but would increase proportionally with the number of modules.
Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
These are my ideas. |
Beren Hurin
OMNI Endeavors Reverberation Project
501
|
Posted - 2013.06.03 17:19:00 -
[50] - Quote
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
1
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Posted - 2013.06.03 18:05:00 -
[51] - 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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Arkena Wyrnspire
Turalyon Plus
661
|
Posted - 2013.06.03 18:13:00 -
[52] - Quote
Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
A logi actively repping someone during combat takes their gun off the field - the hiding while shields recharge is only 'after combat'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
That's true, but you still need to fit repairers on armour, which reduces the buffer tank available. In addition, that's giving a fairly narrow view of things. The AR may be the most used, but the resist profile for armour is generally worse due to the explosive hole, and there are plenty of weapons which do more damage to armour than shields. The SMG, HMG, MD, and a number of other weapons completely wreck armour. The explosive hole is so big on armour as well that it's a huge disadvantage. I covered resist profile in the second post, I think.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
Shield recharge delay goes down to about 3 seconds at the high end. Also, if shields aren't fully depleted, it starts ticking from the first shot, so you sometimes recharge under fire.
Answers in bold inside the quote. |
Kitten Empress
Ametat Security Amarr Empire
257
|
Posted - 2013.06.03 18:43:00 -
[53] - 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 |
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:06:00 -
[54] - Quote
alten hilt wrote:
First. My thanks goes out to the OP. This is a serious problem that needs to be addressed. Your OP brilliantly lays out the issues.
Cheers - This looks like a good post as well.
alten hilt wrote:IMHO Speed tank is king! I've mentioned this in a previous feedback post, But due to the way DUST applies reverse acceleration penalties to fast rotational movement, it is impossible to hit fast moving targets at close range. Shield Tanking is currently better, because you can only speed tank if you shield tank [/u]. The best tank at the moment is a fast dropsuit, stacked with speed /endurance mods and some shield and damage mods. At 0 - 20 meters, you will literally strafe faster than the enemy can track with the mouse/right thumbstick. If you are engaged at 20 - 40 meters you still have the speed to sprint faster than a player can accurately track. This is compounded by the rotational penalties applied to medium and heavy suits, and any armor tank (armor plates reduce rotational speed). Absolutely. I might not have made this advantage clear enough in the OP. Speed really does muck up aiming. Armour tanks can't even compensate with modules, because they only increase sprint speed, not strafe speed. A comment on your listed ranges - these are, of course, the ranges that the vast majority of combat takes place in. Armour plates impeding aiming ability is something that I should have mentioned, and will edit the OP to include. That's a major thing - the entire game revolves around aiming, obviously, and when it's being actively nerfed that's a problem.
alten hilt wrote:
Also, neither the scrambler rifle nor the Flux grenade are significant counters to shield tanking. While dealing increased damage to shields, the scrambler rifle is incredibly difficult to hit with. Hit box detection, speed tank, lag, and rotational reverse acceleration, combined with the lower rate of fire mean that actually applying scrambler rifle damage is more difficult. DUST 514's lag compensation mechanism seems to work in favor of faster rate of fire weapons (more rounds down range in any given moment means more chances for the lag compensator to apply). Also, even though the Scrambler rifle does more damage to shields, it is still incredibly effective against armor, both dealing massive damage, and better hit probability due to the slower speed of armor tankers.
I'm not sure that the scrambler rifle is quite that difficult to handle, but I agree that it's not significant enough as a counter to shields. It's one of two weapons that are much more effective, the other being the laser rifle (and that's laughably bad right now). The vast majority of weapons are anti-armour - The SMG, HMG, Mass Driver, Flaylock, the list goes on. It's especially notable with grenades and other explosives, because they generally one shot armour tankers while shield tankers have a chance to live. The resistances situation is only going to get worse - we're still waiting on things like the Combat Rifle (which will be more effective against armour) and none of the new weapons that we're expecting are going to be more effective against shields. And yeah - much of the power of the scrambler rifle can be applied to armour tankers despite the damage reduction, simply because they're slower. I don't think the resistances are harsh enough on the scrambler - explosive weapons do 150% damage to armour, and historically armour has had better resists and the EM resistance hole in shields has been larger, so it's mystifying that it's a mere 120% to shields when there are a whole range of weapons that are so much more effective against armour.
alten hilt wrote: Flux grenades are plagued with the same dsync and hit detection problems as Flaylocks and Mass Drivers. I can't tell you how many times I have dropped a Flux grenade directly on someone and they have not taken any shield damage. This is partially due to the speed tank. Speed tankers in scout suits can jump above the flux radius of damage. I have seen numerous people jump completely over the flux radius.
Yes - though this problem exists for locus grenades as well. The uneven terrain blocks them. I believe the problems are more tied into the fact that locus grenades are more effective against armour than flux against shields in terms of raw damage, though. My experience with flux grenades has been generally worse than with locus, though I'm not sure whether that's the grenade itself or the game issues. A lot of the core issues with the game don't really apply to shields vs armour, because they apply fairly equally to both (except things that armour actively penalises, for example).
I'm going to continue this in the next post, because you've hit the character limit.
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Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:29:00 -
[55] - Quote
alten hilt wrote: As for the shield/armor balance, I submit the following ideas which I think synergize well together.
Now for the solutions you mentioned, then!
alten hilt wrote: STEP 1: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
In my opinion, that would work very well as a penalty for shields. It makes sense, doesn't cripple it (though it does 'nerf' it). It shouldn't be too large. It's also not as massive a thing because it wouldn't visually increase the hitbox, and so people would still try to aim for the avatar, because psychologically they would prefer to aim at that. It shouldn't produce too much getting shot when you think you're in cover for the same reason, because you wouldn't actually be visible. A simple signature radius penalty (making the suit easier to scan) would NOT balance things out, because scanning isn't very significant in normal combat, and even the basic scanners can still pick up armour suits anyway, so they'd have to be rebalanced which would make them less useful...
alten hilt wrote: STEP 2: Move all shield moduels to high slots. Significantly lower shield recharge rates and increase shield recharge delay across the board. Add a base armor repair rate to dropsuits (like a built-in nanite repair capability). Then give all suits a bonus to their racial tanking ability that increases with the number of modules fit. Minmatar and Caldari get a bonus to shield extender amount, shield recharge rate and recharge delay. Gallente and Amarr get a bonus to armor amount, armor repair rate and reduction to movement penalty. These bonuses would have a base value if no appropriate modules were fit, but would increase proportionally with the number of modules.
Agreed. The shield regulators being in the lowslots unbalances the tank types if you go full tank even further. I'm not sure about the bonus - it could turn out complicated if implemented that way. I think a simple percentage increase to the efficacy of relevant modules would work best. Thematically, for example, Amarr would have a plate bonus, Minmatar would have a recharge bonus, Gallente would have a repair bonus, and Caldari would have an extender bonus. It's important that armour gets some decent bonuses though - shield bonuses on armour dropsuits are a complete joke.
Increasing the delay before shield recharge is a key thing in my opinion - It emphasises the 'under-fire repair' quality of the armour repairers, and separates the tank types a bit more than simply 'shield fast and weak, armour slow and tough' (though that's not the case right now). I don't think reducing regen rates is necessary if the delay is increased notably, because shields are designed for 'burst tanking' - in essence, they regen quickly but only in bursts.
alten hilt wrote: Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally. I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky. That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway.
alten hilt wrote: STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules. Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much. In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots.
This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules. Even so, there is a distinct lack of useful highslot modules other than shield and damage modules.
Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this. |
Stephen Rao
Verboten XXI
23
|
Posted - 2013.06.03 22:19:00 -
[56] - Quote
Here are two more threads on how Armor Plates are ridiculously penalized:
Armor Plates [Request] Infantry Armor Plates
Here's my OP in my Armor Thread:
Stephen Rao wrote:I've always been puzzled how the Armour Plates are the only module with a drawback. I've heard some explain this as weight slowing you down, but in the far future why do we make things stronger by making them heavier? Why can't we just use more durable material that isn't made out of concrete? (better material would explain the increased cost in ISK as well as the increased CPU/PG strain on the suit). As it seems counter-productive to complain about the speed penalty (as I'm sure it is a balancing factor), I'll focus on the way that it scales as I think it is absolutely absurde. The basic module grants you 65 hp to armor and a 3% speed reduction. This module is, in my opinion, the BEST armor plate you can purchase. While the Advanced and Proto armor plates grant more HP, they also take an inordinate amount of speed with them. Here's the current spread between HP gained, Speed Reduction, and SP required to use these modules: Module________________Armor HP__Speed Decrease__SP Investment Basic Armor Plates_________65________3%____________55,970 Advanced Armor Plates_____85________5%___________242,510 Complex Amor Plates______115_______10%___________932,760 So while Complex Plates offer less than 2x the protection of Basic Plates, they reduce your speed by more than 3x!! Advanced Plates aren't any better, giving you 1.2x more protection, again at the cost of almost 2x speed reduction over the Basic Plates. While using a Complex Armor Plate does save you a module slot, it costs you almost 1mil SP to get a massive speed reduction that is far worse than 2 Basic Armor Plates in armor granted, speed penalty, SP investment and ISK cost. I-Shayz-I wrote:Using complex armor plates is a waste of time and sp. There is no reason to use them because of how much more vulnerable you become. By using 3 advanced plates I only get a 15% penalty for 255 armor. By using 2 complex plates I only get 230 armor with a penalty of 20%. I like ZDub's suggestion better than mine (as it has math and stuff), so while you'll see it later in this thread: ZDub 303 wrote:No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex. |
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 22:24:00 -
[57] - Quote
That's good stuff - I saw a couple of these threads and integrated their points into the OP. Good to know that more people realise how bad the problems are.
Thanks for the links, +1. |
Angelic Purity
Kameira Lodge Amarr Empire
7
|
Posted - 2013.06.03 22:50:00 -
[58] - Quote
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)". |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
142
|
Posted - 2013.06.03 22:58:00 -
[59] - Quote
i have no words, but i have an imagine of an armor tanking guy |
BL4CKST4R
WarRavens
112
|
Posted - 2013.06.03 23:15:00 -
[60] - Quote
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. |
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