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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Arkena Wyrnspire
Turalyon Plus
754
|
Posted - 2013.06.05 19:31:00 -
[121] - Quote
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?
A simple signature radius penalty is laughable - passive scanning is terrible at the moment, and active scanners can pick up most things regardless of sigrad increases. |
BL4CKST4R
WarRavens
131
|
Posted - 2013.06.05 19:54:00 -
[122] - 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. |
IceStormers
Forsaken Immortals
33
|
Posted - 2013.06.05 20:17:00 -
[123] - Quote
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 |
BL4CKST4R
WarRavens
132
|
Posted - 2013.06.05 20:26:00 -
[124] - Quote
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. |
J'Hiera
Algintal Core Gallente Federation
17
|
Posted - 2013.06.05 20:32:00 -
[125] - Quote
Solutions could easily be introduced into the already existing skills. The 2% bonus to armor reps is laughable. 5 levels to gain a Minmatar Medium Assault armor rep bonus when using a Comples repairer.
Plates shouldn't reduce movement speed, only sprint.
If CCPs solution to armor tanking is to introduce less HP no movement penalty modules, armor suits will need an extra low slot.
My number one issue with armor tanking, is that I can't stack armor plates as effectively as a shield tanker can stack extenders.
While I *do* stack them, I end up with less HP *and* penalized. Sure enough, a heavily shield tanked assault suit doesn't have damage mods, but in the long run, it doesn't matter as much.
Gallente suits for one, should have a 1 HP armor rep to armor repairers per level for Assault Suit (and the fitting bonus for the spec.) |
Denidil Taureran
Turalyon Plus
4
|
Posted - 2013.06.05 20:35:00 -
[126] - 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
Thanks for checking in and letting us know it has been seen! Can you get one of the devs involved in that area to share their thoughts? |
Arkena Wyrnspire
Turalyon Plus
756
|
Posted - 2013.06.05 20:37:00 -
[127] - Quote
J'Hiera wrote:Solutions could easily be introduced into the already existing skills. The 2% bonus to armor reps is laughable. 5 levels to gain a Minmatar Medium Assault armor rep bonus when using a Comples repairer.
Plates shouldn't reduce movement speed, only sprint.
If CCPs solution to armor tanking is to introduce less HP no movement penalty modules, armor suits will need an extra low slot.
My number one issue with armor tanking, is that I can't stack armor plates as effectively as a shield tanker can stack extenders.
While I *do* stack them, I end up with less HP *and* penalized. Sure enough, a heavily shield tanked assault suit doesn't have damage mods, but in the long run, it doesn't matter as much.
Gallente suits for one, should have a 1 HP armor rep to armor repairers per level for Assault Suit (and the fitting bonus for the spec.) All a part of the problem. I don't think the issue is with the skill bonus to repairers, I think it's with the base values. Particularly at the low end, the repair overall isn't good enough.
And yeah. Ending up with less HP and being penalized (+ repairing less effectively) shows an imbalance on its own, without the other problems. Armour bonus I agree with as well. |
Kitten Empress
Ametat Security Amarr Empire
278
|
Posted - 2013.06.05 20:58:00 -
[128] - 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! |
Arkena Wyrnspire
Turalyon Plus
758
|
Posted - 2013.06.05 20:59:00 -
[129] - Quote
Kitten Empress wrote: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! *rejoices* |
D legendary hero
One-Armed Bandits Unclaimed.
84
|
Posted - 2013.06.05 21:14:00 -
[130] - 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. |
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Arkena Wyrnspire
Turalyon Plus
762
|
Posted - 2013.06.05 21:17:00 -
[131] - Quote
D legendary hero wrote:^^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.
I'm actually sorry I didn't mention heavies more in the OP - I perhaps should have done. Medium frames start to inherit all the problems of heavies when they armour tank - of course, when heavies armour tank, it's even worse. |
Breakin Stuff
Goonfeet
932
|
Posted - 2013.06.05 21:25:00 -
[132] - Quote
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. |
Arkena Wyrnspire
Turalyon Plus
765
|
Posted - 2013.06.05 21:29:00 -
[133] - 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.
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. |
Denidil Taureran
Turalyon Plus
5
|
Posted - 2013.06.05 21:55:00 -
[134] - Quote
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. |
Arkena Wyrnspire
Turalyon Plus
766
|
Posted - 2013.06.05 21:58:00 -
[135] - Quote
Denidil Taureran wrote:
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.
Tbh the militia heavy has lower HP than normal heavies, so the EHP isn't helping you much anyway. Your main problem is probably that the militia suits can actually hit you properly. |
Breakin Stuff
Goonfeet
934
|
Posted - 2013.06.05 22:21:00 -
[136] - Quote
I pretty much have maxed support skills and often a militia fit caldari medium frame (standard) lives longer than my heavy fit. It depends what I'm fighting though.
As always some enemies are easier than others.
Oh and the points you made apply to heavies as much if not more in your OP. There's really no functional difference in the downsides between the various classes. it's just more obvious in the heavy, but proportionally equally problematic.
At the current rate the smart thing for heavies will be to jump ship to caldari/minmatar as soon as the suits are released. |
Arkena Wyrnspire
Turalyon Plus
768
|
Posted - 2013.06.05 22:23:00 -
[137] - Quote
Breakin Stuff wrote:I pretty much have maxed support skills and often a militia fit caldari medium frame (standard) lives longer than my heavy fit. It depends what I'm fighting though.
As always some enemies are easier than others.
Oh and the points you made apply to heavies as much if not more in your OP. There's really no functional difference in the downsides between the various classes. it's just more obvious in the heavy, but proportionally equally problematic.
At the current rate the smart thing for hevies will be to jump ship to caldari/minmatar as soon as the suits are released. A sad example of how important mobility is. |
Breakin Stuff
Goonfeet
934
|
Posted - 2013.06.05 22:27:00 -
[138] - Quote
Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC:
Mobility kills. |
Denidil Taureran
Turalyon Plus
6
|
Posted - 2013.06.05 22:30:00 -
[139] - Quote
Arkena Wyrnspire wrote:Denidil Taureran wrote:
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.
Tbh the militia heavy has lower HP than normal heavies, so the EHP isn't helping you much anyway. Your main problem is probably that the militia suits can actually hit you properly.
yup.. range on the HMG is laughable - and the dispersion equation is ass backwards. Dispersion should be lower in burst fire than in sustained. Especially since kick increases with sustained fire. |
Breakin Stuff
Goonfeet
935
|
Posted - 2013.06.05 22:33:00 -
[140] - Quote
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. |
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Arkena Wyrnspire
Turalyon Plus
776
|
Posted - 2013.06.05 22:36:00 -
[141] - Quote
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. |
Sontie
Ill Omens EoN.
613
|
Posted - 2013.06.06 01:09:00 -
[142] - 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
These simple communications make you our favorite, Soxfour. |
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CCP Remnant
C C P C C P Alliance
249
|
Posted - 2013.06.06 01:29:00 -
[143] - Quote
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.
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Alldin Kan
Imperfects Negative-Feedback
237
|
Posted - 2013.06.06 02:14:00 -
[144] - Quote
Arkena Wyrnspire wrote:There are a few solutions to this problem that I would suggest. Please feel free to debate these GÇô I would be very interested to hear the thoughts of both shield and armour tankers. 1. Increase repair rate, especially at the basic level. I would suggest 4, 7, and 10 HP/s for the repair modules. This is a huge increase, but I think itGÇÖs needed to make repair modules effective. It also has the effect of making them have a noticeable effect for newbies. 2. Change the mobility penalty on the armour plates. ItGÇÖs very significant at the moment, especially for complex plates, which leads to complex plates being rarely used. A good idea would be to change the speed penalty to a stamina penalty, so it isnGÇÖt as harsh, but still impedes the mobility slightly. Also, reduce the penalty, so itGÇÖs something like 2%, 4%, and 6%. This would let complex plates actually be used. This isn't necessary if armour is buffed much - this would be a notable difference between shields and armour, the mobility vs HP tradeoff. It's important to maintain that difference and not make them too similar. 3. Increase the HP armour plates give to be in line with shields GÇô 65, 110, and 175. Again, this would make complex plates used. Not precise values, just to show the basic idea - the basic plate might need to be tweaked to keep the progression balanced. Kitten Empress suggested a good set of numbers here, which I have put in the 'Notable Feedback' section at the end of my post. 4. Change the bonuses on the armour suits to be something that actually fits an armour suit. The amarr suit has a good example of this - a repair bonus (though this is on the logistics suit, and it's the assault suits that needs these). An armour rep bonus would be good on a Gallente suit, for example, and a plate bonus for an Amarr suit. 5. Increase the base speed of armour tanking suits, improving the outcome when the plates are added. This encourages shield tanking on armour suits as well, though, so this on its own isn't sufficient. Credit to BL4CKST4R for the suggestion. This works best thematically with (overused example, but Gallente are the main armour tankers) Gallente, because of their short range gear, they need to get into range quicker. 6. Increase the delay before recharge on shields. This would emphasise the constant nature of armour repairers, and make it more significant, as well as helping to balance between the regeneration rates.
So far the OP has given a nearly flawless description of shield vs armor in the 3 pages.
1. At first I thought that 25 HP constant regen was a little too much but then I remembered this: Caldari Assault suit with cpu upgrade, 2 complex regulators, and 1 complex shield recharger. Base Armor rep of 4, 7, and 10 is acceptable.
2. Stamina penalty means nothing once you're already engaging an enemy. Have it be 2%, 4%, and 6% movement penalty.
OR
3. Increase plate bonus according to the suggestion of 65, 97, and 130.
4. Mandatory.
5. Not necessary, Gallente suits were actually supposed to be initially slower for having higher base armor :P
6. No, doing this will make the overall gameplay seem a little frustrating on all suits for having to back away from combat too long. |
Meeko Fent
Mercenary incorperated
28
|
Posted - 2013.06.06 02:15:00 -
[145] - Quote
I Believe that Armor Shou... no, I cant bring My Self to Agree, I'm too Caldari...
FOR THE STATE! CALL IN THE DRAKES! INVUNRIBLITY FIELDS ALL THE WAY! |
Obodiah Garro
Tech Guard General Tso's Alliance
55
|
Posted - 2013.06.06 02:19:00 -
[146] - Quote
The movement penalty is what keeps armour from being overpowered... They keep their highs for gank or shield buffer |
BL4CKST4R
WarRavens
141
|
Posted - 2013.06.06 02:23:00 -
[147] - Quote
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 |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 02:34:00 -
[148] - Quote
I've seen a couple posts that say 'a few weeks' now... So probably sometime mid July. |
BL4CKST4R
WarRavens
141
|
Posted - 2013.06.06 02:59:00 -
[149] - Quote
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. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
882
|
Posted - 2013.06.06 03:20:00 -
[150] - Quote
CCP Remnant wrote: - 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.
The 'why' as to whether or not something is coming soon, or coming soon(tm) is really nice. Thank you. |
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