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D legendary hero
One-Armed Bandits Unclaimed.
85
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Posted - 2013.06.06 03:26:00 -
[151] - 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 |
BL4CKST4R
WarRavens
143
|
Posted - 2013.06.06 03:39:00 -
[152] - Quote
So I did some number crunching with a Logistics, 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 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 sort of later, the reason this is balanced is because although the Caldari has 130 more EHP, the Gallente still 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 module the Caldari has 1083 EHP and CPU/PG for extra damage, or for equipment slots.
Sort of: I think this is a little way to much total EHP 1000 is a lot with out current damage on weapons, but of course without proper numbers to crunch this is all speculation and I could be wrong, BUT even if the numbers were lower, like the complex having the EHP of a basic module it would still keep the same balance as above.
Another 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 which is good since the Minmatar is the fastest so the trade off for speed/defense shines for now.
One last 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 at 912 EHP MAX whish is about 120~ lower than the logistics 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 and a nerf to the Gallente and Caldari logistics suits in EHP.
P.S: I ran a total defense fit on the heavy suit using this and it came out at an outstanding 1371 EHP! Using basic modules, and assuming that the Complex ferroscale will be like the Basic armor module,this is great for the heavies!
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. |
Text Grant
Edimmu Warfighters Gallente Federation
11
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Posted - 2013.06.06 04:27:00 -
[153] - 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.
Thank you |
D legendary hero
One-Armed Bandits Unclaimed.
86
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Posted - 2013.06.06 05:12:00 -
[154] - 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 |
BL4CKST4R
WarRavens
144
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Posted - 2013.06.06 05:14:00 -
[155] - Quote
D legendary hero wrote: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
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Patoman Radiant
ZionTCD Unclaimed.
126
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Posted - 2013.06.06 05:18:00 -
[156] - Quote
Current
Basic Shield Extender GÇô 22 HP Enhanced Shield Extender GÇô 33 HP Complex Shield Extender GÇô 66 HP The complex is 3x as effective as the basic. Basic Armour Plate GÇô 65 HP Enhanced Armour Plate GÇô 87 HP Complex Armour Plate GÇô 115 HP The complex is approximately 1.76x as effective as the basic. This isnGÇÖt it, however GÇô armour plates have penalties associated with them as well. Basic Armour Plate GÇô 3% penalty Enhanced Armour Plate GÇô 5% penalty Complex Armour Plate GÇô 10% penalty
My suggestion
Basic Shield Extender GÇô 25 HP Enhanced Shield Extender GÇô 37 HP Complex Shield Extender GÇô 50 HP The complex is 2x as effective as the basic.
Basic Armour Plate GÇô 50 HP Enhanced Armour Plate GÇô 75 HP Complex Armour Plate GÇô 100 HP The complex is approximately 2x as effective as the basic.
armour plates movement penalty decreasing depending on quality, or stays same (5 or 10%) Basic Armour Plate GÇô 10% penalty Enhanced Armour Plate GÇô 7.5% penalty Complex Armour Plate GÇô 5% penalty
Reason behind having armor gain twice the HP of sheild is both the movement penalty combined with the fact it does not self regenerate.
Also bump up regeneration on local armor reps. |
Doyle Reese
OSG Planetary Operations Covert Intervention
81
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Posted - 2013.06.06 05:33:00 -
[157] - 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.
Can you confirm whether the Ferroscale and the Reactive Plates will be available for vehicles or dropsuits or both? |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
321
|
Posted - 2013.06.06 05:49:00 -
[158] - Quote
Kitten Empress wrote: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.
i'm not sure that being visible on everyone radar from across the map is "not enough". Everyone stacking proto shield exenders would wear a neon sign "I'M HERE KILL ME!". Have you ever played MAG? People that didn't use silencers were dead meat for those who did.
I don't know if it would be enough to make shield and armor balanced (even in eve shield extender sig penality is a joke compared to armor speed penality) but at least is something.
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CCP Remnant
C C P C C P Alliance
276
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Posted - 2013.06.06 05:53:00 -
[159] - Quote
BL4CKST4R 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. |
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CCP Remnant
C C P C C P Alliance
276
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Posted - 2013.06.06 05:54:00 -
[160] - Quote
Doyle Reese wrote: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. Can you confirm whether the Ferroscale and the Reactive Plates will be available for vehicles or dropsuits or both?
Just for dropsuits in Uprising 1.2. I'm not responsible for vehicles but I'll find out if/when they're going out for them. |
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BL4CKST4R
WarRavens
145
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Posted - 2013.06.06 05:56:00 -
[161] - Quote
CCP Remnant wrote:BL4CKST4R 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.
^ I didn't write that, you sir will be hearing from my lawyers. JK, but really "D legendary hero" wrote that not me.
On another note have you read my speculation on ferroscale plates? It is a lot of writing so I understand if you haven't but it highlights some small problems that might come with them, although the pros are higher than the cons. |
SponkSponkSponk
The Southern Legion RISE of LEGION
22
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Posted - 2013.06.06 06:23:00 -
[162] - Quote
CCP Remnant wrote: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.
Well, you get a satisfying meaty 'thunk' when you fire a submachinegun into someone's armor. Having a 'plink' as the damage reduction kicks in and some of the bullets ricochet would be sufficient. |
Denidil Taureran
Turalyon Plus
7
|
Posted - 2013.06.06 06:34:00 -
[163] - 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.
what about some buffs to reppers? or are you putting that on the suit bonuses? |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
25
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Posted - 2013.06.06 06:36:00 -
[164] - Quote
Arkena Wyrnspire wrote:Ser Chard wrote:If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
You're able to fit a basic/militia repairer and that will solve that problem instantly. The problem is that at the higher levels, where you get about 12.5 HP/s if you have a decent buffer, shield regen is over twice as fast. Also, the Caldari Logistics automatically self-repairs armour. I agree with boosting the armour repairers, and you're quite right in saying that they're weak (an questionable) at the lower levels. Despite getting 300 or so armour (and notably shield suits at the same tier can break 400) it takes upwards of two minutes to repair that with the basic or enhanced repairers. At the high end, it's better, but they're still outpaced and it takes a while. Let's take an example. You have an armour suit with two basic plates and a complex repairer. You have 340 armour HP, being repaired at 5 HP/s. This will take 68 seconds, over a minute, to recharge. You are also slowed down by about 6%. Alternatively, you could have a shield suit. With three extenders, you get 408 shield HP. You are not slowed down. You have a small delay before recharge, about 4 seconds, but you recharge at 25 HP/s. With the shield delay added on, this takes 20 seconds to recharge. The armour suit in this example has less HP, is slower, and regenerates slower, for the small advantage of having 'constant repair'. In the time it takes for shields to start regenerating, that's worth a mere 20 HP.
I think you are forgetting one key fact about armour repair. The armour always regenerates, even during being shot. So think of it as a damage reduction from enemy fire as well.
(I'm not saying armour and shield are balanced I'm just putting that out there)
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Centurion mkII
SVER True Blood Unclaimed.
89
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Posted - 2013.06.06 06:51:00 -
[165] - 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.
I am thrilled to see you will be reducing the speed penalty for plates. This was much needed , no it is crucial. Maybe i was being cynical but i didn't think it would ever happen. I thought armor would always be off balanced. Thank you ccp. |
Imp Smash
Seraphim Auxiliaries CRONOS.
116
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Posted - 2013.06.06 07:22:00 -
[166] - Quote
Well written - relatively unbiased - which a lot of points for open discussion. Nice OP |
crazy space 1
Unkn0wn Killers
1311
|
Posted - 2013.06.06 07:26:00 -
[167] - Quote
so you guys aren't going to buff the repair modules? So like won't self repairing plates be better?
Complex armor reps should heal 10hp/sec not 5 put a stacking thing on them so people don't put 4 on and get 40 hp/sec |
Breakin Stuff
Goonfeet
936
|
Posted - 2013.06.06 07:37:00 -
[168] - Quote
CCP Remnant wrote:BL4CKST4R 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.
resistances are limited to certain tank drivers right now so there's not enough of a playerbase to gauge the efficiency of resistances except AV and Tank drivers, and even then only if the AV know they're hitting resistances.
I'd bluntly start fatties at 3% resistance per level and cap it at 15%. that way they take less damage and they don't eat it so fast.
but I think even the 4% per level that the rokh and the drake or the abaddon enjoy would be pushing it for DUST.
but since there are no infantry resist modules it could provide a good baseline unique to heavies for now as your testbed. |
Encharrion
L.O.T.I.S. RISE of LEGION
107
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Posted - 2013.06.06 07:37:00 -
[169] - Quote
Arkena Wyrnspire wrote:alten hilt wrote: 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.
Nearly a year ago: https://forums.dust514.com/default.aspx?g=posts&m=221378#post221378
Perhaps I should have reposted it at some point.
(Not trying to imply you're stealing my idea, I'm sure you came up with it the same way I did. Not as if it's likely you saw an ancient post like that anyways.) |
Breakin Stuff
Goonfeet
936
|
Posted - 2013.06.06 07:39:00 -
[170] - Quote
crazy space 1 wrote:so you guys aren't going to buff the repair modules? So like won't self repairing plates be better?
Complex armor reps should heal 10hp/sec not 5 put a stacking thing on them so people don't put 4 on and get 40 hp/sec
actually that would put them roughly on par with an untanked assault who runs regulators in the lows. But armor is only half a heavy base tank, half an amarr tank and pretty much the be-all end-all for gallente. |
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Imp Smash
Seraphim Auxiliaries CRONOS.
117
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Posted - 2013.06.06 08:52:00 -
[171] - Quote
After some contemplation I'd like to point out that we can't balance armor too well. The OP suggestions are excellent and the inclusion of any one or two of them would fix armor tanking. As our dear Dev mentioned earlier - a few of these things will be going in and they look to solve many problems. However - there is one problem it may inadvertently create that I would like to point out.
That is the potential of a damage disparity.
The one sacrifice shield tankers must make is the damage mod. Damage mods are very powerful. If armor tanking becomes just as viable as shield tanking stand alone - then armor tankers will be able to HP up and run a set of damage mods. Shield tankers will not be able to HP up and run damage mods. They will only be able to HP up more with the use of regulators and speed up with the various mobility mods. Armor tankers will have that option as well however giving the shield tanker a bit less in the way of options.
So either armor gets equal parity to shield stand-alone plus has some of their options removed or its not quite as good as shield.
I'm Amarr so I'm tanking mix tanking - I just wonder if the shield tankers might find themselves a bit hard up in comparison to what they can do once armor gets up to where it should be.
Regardless I love the changes listed. They are good needed steps forward. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:53:00 -
[172] - Quote
Alldin Kan wrote:Arkena Wyrnspire wrote:-snip-
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. Good feedback.
1. This was pretty much exactly my thoughts.
2. That's somewhat true. The problem right now is that the penalty is too harsh. If the plate speed penalties were at that level, that would be a lot fairer, I think.
I also agree with your 'OR'. :P All of this stuff together would be too much.
3. Not much to say, you've just completely agreed with me on this one.
4. Indeed.
5. Yeah. This links back to the problem of speed penalties being too harsh. It certainly isn't necessary if ferroscale plates are decent.
6. Fair enough. It's not so much that I want to nerf shields, but the 'under fire' repair rate isn't worth it compared to shields right now. If the repairers were buffed, this wouldn't be needed at all. And after all, most of the time when shields duck behind cover they don't get shot at anyway. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 08:54:00 -
[173] - Quote
damage mods aren't AS good as you think. Most good players use shield extenders and skip damage mods entirely. Defense in DUST is worth more than a few more DPS unless you're talking about some very specific weapons. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:58:00 -
[174] - 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. <3
I have a few questions though. Do reactive plates have a movement penalty? If they don't, they'll probably end up being used for shield tankers in place of a rep so they can get the small HP buff with their repair.
How much, approximately (no need for precise numbers) less HP do Ferroscale and Reactive plates get than the normal plates?
Reducing the armour penalty is good, cheers.
Yeah. A blanket shield bonus does seem iffy for the implementation. Glad to hear that's being figured out. Gallente movement and armour bonuses sound fantastic, but I'll wait until I see them to judge. What about the Amarr? I know they've been shield/armour tanking due to their slot layout, but are they intended to armour tank? Historically, the Amarr have always been even bigger on solid armour than the Gallente.
EDIT: What about high slot modules? Will there be any more of those?
Thanks very much for the response - this is what I hoped for! |
Arkena Wyrnspire
Turalyon Plus
809
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Posted - 2013.06.06 09:03:00 -
[175] - Quote
Breakin Stuff wrote:damage mods aren't AS good as you think. Most good players use shield extenders and skip damage mods entirely. Defense in DUST is worth more than a few more DPS unless you're talking about some very specific weapons. If you're not getting hit, they're much much better than a shield extender. Assuming equal fire, though, (I think someone ran these calculations a month ago, I'll try to find the post), a shield extender lasts -marginally- longer than the person with a damage mod, using a GEK-38 AR. |
D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:04:00 -
[176] - 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
|
Posted - 2013.06.06 09:09:00 -
[177] - 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
|
Posted - 2013.06.06 09:18:00 -
[178] - 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
|
Posted - 2013.06.06 09:24:00 -
[179] - 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. |
Breakin Stuff
Goonfeet
941
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Posted - 2013.06.06 09:27:00 -
[180] - Quote
D legendary hero wrote:Breakin Stuff wrote:Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC: Mobility kills. Off-topic stuff
Keep it on-topic D.
The HMG is a completely different topic and has little/no bearing here. We are discussing the disparity between armor and shield tank. I brought heavies up because they show in a more obnoxiously obvious fashion the disparity between shields and armor as they have more to lose in the drawbacks.
This is purely a discussion of the armor modules and armor tanking, versus shields. We have the attention of the Devs, so let's not waste that by drifting off-topic. The HMG was fixed and is again playable. that is enough for now. |
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