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Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:28:00 -
[181] - Quote
What bugs me with this thread is that everything in it has been said many many many many many times before. By before i mean for more than a year. But people were just NOT using armor except heavies as any suit was pretty much shield oriented as soon as T2, B-s and Vk1 landed. And even before, people were just mostly using shield.
Nonetheless, OP's work is solid and well detailled. So Kudos. I'm gonna try giving a reply worth the worthy of it.
This shield vs armor debate is tough to break down as you need to take into account an awfull lot of different criteria. Things as they are could be balanced with only a few changes. Too many could simply turn the OPiness the other way around.
My main issue with shield, and it's been discussed a bit is that it doesnt have any real penalty being used. The bigger hitbox suggestion is a good one but it may prove being difficult to code (only assuming there, no knowledge) and not very gameplay friendly. People would need to be able to assess or even see the growth of their hitbox so they can play accordingly. And balancing it, god the horror.
I would simply go with the same thing EVE has : Adding shield extension raises you radar signature, making you a lot easier to be detected.It may push at some point shield user to not just use buffer but also profile dampener. The same way armor users are kinda pushed to use biotics to compensate for their loosy speed.
Regarding the armor penalty, it's just a total non-sense. Proto plate giving 1.5 more HP but 3.3 more penalty is like saying "DONT USE ME". There we all agree. HP numbers should be re-assessed to follow a more logical progression.
I'd go with unchanged numbers for shield. Armor plates : 45, 90, 135.
At max skill, you'd get 148 HP for a complex plate. Which compared to the 72 for a shield extender sounds about right. (after all, basic shield is 22 and basic plate is 45)
Regarding the movement penalty, it shouldnt be reduced too much. Worse, it should be bigger Why ? because it wont only help armor users, but also shield users. "Why not add a plate as it wont slow me down so much anyway" => 4,8,12%
In addition to that, the best solution that i think has been brought up already is to give bonuses to the specific suits that would reduce that penalty. And i dont see why it couldnt be done as you already have gallente assault having a decrease in PG\CPU for hybrid weapons.
You could thus have a racial skill for every basic frames that would add up to specific specialty\racial bonus. Remember those are wild examples to illustrate my post.
- Gallente racial bonus : 10% reduction to armor penalties per level. (You would reach 6% penalty for a complex plate.) - Amarr racial bonus : 5% reduction to armor penalties per level and 5% reduction to heat build up per level (9% penalty) - Minmatar : 5% reduction to biotic stacking penalty per level and 5% reduction to radar profile penalty of shield extender per level - Caldari : 5% reduction to radar profile penalty of shield extender per level + 5 % bonus to shield recharger modules per level.
Point being to emphasize from the beginning each faction's play style. And to push players to focus on a specific tank and add some reflexion in using mixed tanking.
Overall, existing bonuses need a total revamp as they contribute in making shield better than armor. Logistic native repair rate is dumb. Why should a shield tank have the benefit to not even need an armor rep ? Minmatar assault having 1 Hp\s is fine and makes the suit interesting but all logistics getting 5 hp\s for free ? Noooo. Assault specialization bonus being shield focused ? Again, noooooooo.
Imo. Specialization bonuses should emphasize the suits intended purpose, but that's obvious to all of us. Again, examples :
Sentinel specialization : +3 % to base shield and armor Hp per level. (works for any racial variant.) => Those guys are freakin tanks. Show them they are ! Assault specialization : + 5 % to light weapons optimal range per level (Not the max range, the optimal) => Again, usefull to all races. And emphasize the assault role storming folks with light weapons Scout specialization : +2 sprint, base speed per level => The role i know the least so may be a very bad suggestion. Logistics specialization : + 10% to nanohives nanites cluster amount per level => Again, probably some better suggestion out there but works for every logistic (they all use nanohives) and focused on the fact they are freakin support dudes.
You see the point, and i think we all agree on it (not the examples, the overall idea a specialization bonus CANNOT be about some suits specificity. And add to that racial specialization bonuses. Like gallente assault with pg\cpu for hybrid, etc...
Last but not least. Repair rate vs recharge rate. This isnt much of a problem in my opinion. Shield is expensive in CPU and PG. Plates are less expansive. Native recharge rate for shield is superior and should remain that way. Because if you fix armor plates so that people use complex, they will have space to fit more reppers, or continue to rely on teammates to heal them.
I really dont think armor users should EVER be able to reach the efficiency of shield recharge. Otherwise, balance will go the other way. Also, it makes sense that an energy based defense reloads faster. I asked a long time for buffs to repair modules. And in my opinion, the bonus given by the skill, allows to reach a decent amount per complex repper. Also, let's not forget even armor tankers have shield and its regen.
So, maybe it could be buffed. but not by much. Like plates, set a linear progression : 2/4/6 per sec. To get more buff, use specialty\racial bonuses. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 09:31:00 -
[182] - Quote
Laurent - Post noted, fantastic post. I'll type up a lengthy reply shortly. |
Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:33:00 -
[183] - Quote
To CCP_Remnant, please do share the numbers you have in mind for the new modules, and the penalty tweaks. Those things need to be out to the community as soon as possible. It will allow discussions and maybe avoid you guys some issues afterwards.
In my opinion, ferroscale plates, those with no penalty should give less HP than a shield extender of the same tier. Especially if at some point shield extenders get a penalty like many suggests they should have.
Energized plating will probably be the type of modules you use to fill a hole in your fit lol. |
Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:34:00 -
[184] - Quote
Arkena Wyrnspire wrote:Laurent - Post noted, fantastic post. I'll type up a lengthy reply shortly.
thanks dude. I love those amazingly detailled threads. so fire at will ! |
D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:37:00 -
[185] - Quote
oops... i wish i could remove posts. i meant to put that somewhere else in a different window and accidentally posted it here.
i was mentioning the resistance factor.
resistance actually is in the game right now to a limited degree. projectiles and explosives do reduced damage to shields and more damage to armor.
when i brought up the related topic of heavies getting abase resistance i had this in mind. to off set their base slow mobility making them competitive. (i.e. heavies run about 30%~ or more slower than an assault. so they should get a 20-30% base resistance to damage to baalance, etc)
ideally, to offset the lower mobility of sheild tankers a resistance to small arms fire to armor can be introduced. what do you think?
https://forums.dust514.com/default.aspx?g=posts&t=81725
(p.s. the HMG is still laughable. but the rainbow cannon is a discussion for a different thread)
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Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:40:00 -
[186] - Quote
nicely posted laurent.
I agree with your point of armor vs. shield regen to a point. I think base regen on the rep modules needs to be higher, as there is nothing stopping shield users from dropping two regulators in the lows for faster recharging, and dropping one or two shield regen rate boosts in the highs while still maintaining a rather beefy tank.
so we can afford some more wiggle room there, because shield extenders are not the be-all end-all of shield tanking. they are merely the most user-friendly. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:43:00 -
[187] - Quote
D legendary hero wrote:Stuff
playing with resists is a dangerous thing.
Giving say a base 6% per level of heavy suit skill to resists would effectively give an unmodded heavy the rough equivalent of 1300 HP without adding any sort of plates. More Vs. lasers.
It's a very delicate balance point and native resists can absolutely goatfuck the equation if they are done wrong.
I think having 1600 HP heavies is slightly unnecessary without cranking plates in all slots. with your idea they would only need 2. plus the HMG isn't a marshmallow gun anymore. it eats people alive. |
D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:43:00 -
[188] - Quote
^^since the resistance mechanic is already in the game and all players are familiar with it, it won't be hard to implement.
anyone who has used an smg against a fully shielded opponent or a scrambler rifle against armor knows that their weapon seems to 'burn through' either shields or armor, and then does noticeably less damage to its counter part. that is resistance. applying moodules that upgrade resistances could be the key to balancing shield verses armor.
if armor mods gave some kind of resistance to damage to armor then it could offset the movement penalty.
p.s. with regards your comment about flux nades not being lethal. i think flux inaddition to removing shield should do some kind of armor damage. shields recover way to fast, their must be a reward for using them. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:48:00 -
[189] - Quote
D legendary hero wrote:^^since the resistance mechanic is already in the game and all players are familiar with it, it won't be hard to implement.
anyone who has used an smg against a fully shielded opponent or a scrambler rifle against armor knows that their weapon seems to 'burn through' either shields or armor, and then does noticeably less damage to its counter part. that is resistance. applying moodules that upgrade resistances could be the key to balancing shield verses armor.
if armor mods gave some kind of resistance to damage to armor then it could offset the movement penalty.
p.s. with regards your comment about flux nades not being lethal. i think flux inaddition to removing shield should do some kind of armor damage. shields recover way to fast, their must be a reward for using them.
no. flux nades are intended to be useless against armor. just like locus are limited against shields.
and inherent resistances should be suit-based not just "Oh armor gets a flat resistance bonus."
CCP has found native resistance bonuses to often be overpowering, to the point where there's no reason to use other equipment in the class. If armor is made too good there will be no need for shields. |
Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:50:00 -
[190] - Quote
Laurent Cazaderon wrote:To CCP_Remnant, please do share the numbers you have in mind for the new modules, and the penalty tweaks. Those things need to be out to the community as soon as possible. It will allow discussions and maybe avoid you guys some issues afterwards.
In my opinion, ferroscale plates, those with no penalty should give less HP than a shield extender of the same tier. Especially if at some point shield extenders get a penalty like many suggests they should have.
Energized plating will probably be the type of modules you use to fill a hole in your fit lol.
I'm in the middle of typing up a longer post, but I feel I need to respond to this.
Ferroscale plates should absolutely NOT give less HP than a shield extender. Armour tankers have to use repairers on their suits as well, so if that happened ferroscale plates would be a joke, everyone would use the normal ones, and if you used ferroscale plates you would have significantly lower EHP than a shield tanker. Let's give an example.
This is at the high-end, sure, but in this case it applies equally well throughout as the tiers are equal. Generally you have to sacrifice two slots for armour repairers if you have 4 lows or more.
Let's say ferroscale plates give 14, 26, and 54 for their HP bonus. That's quite close to 'should give less HP than a shield extender of the same tier'. That already looks low, actually, and for the same reason I don't think shield extenders should be nerfed.
In this example we'll use two complex ones on a Gallente assault.
54+54 = 108 108 + 210 = 318 So 318 armour, because they need to fit two reps to repair decently. They'll get a 12.5 HP/s repair rate, because each complex gives 6.25.
Now, let's use 4 complex shield extenders on a Caldari assault - This is perfectly reasonable with this comparison, though the final number may not seem so. 66+66+66+66 = 264 264 + 210 = 474 So 474 shields, with a 30 HP/s shield regen, and about a 4 second delay. That means on the 2nd second of regen, or the 6th second, the shield regen has outpaced the armour regen.
Do you see the problem here? Armour tankers already get lower EHP than shield tankers because they have to balance repairers with their plates in order to have a somewhat effective fit.
In theory, the concept of having ferroscale plates significantly weaker than standard plates is fairly decent. If you think about it, though, when it's that much lower it simply doesn't work.
Also, I agree with wanting the numbers for the new modules. |
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D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:51:00 -
[191] - Quote
Breakin Stuff wrote:D legendary hero wrote:Stuff
playing with resists is a dangerous thing. Giving say a base 6% per level of heavy suit skill to resists would effectively give an unmodded heavy the rough equivalent of 1300 HP without adding any sort of plates. More Vs. lasers. It's a very delicate balance point and native resists can absolutely goatfuck the equation if they are done wrong. I think having 1600 HP heavies is slightly unnecessary without cranking plates in all slots. with your idea they would only need 2. plus the HMG isn't a marshmallow gun anymore. it eats people alive.
do you realize how little 1600hp is on a slow moving, slow turning target? when you factor in the easy head shots it doesnt make that profound a difference. this isnt a heavy thread so im not going to get into details. in short, it balances the suit out. especially with the movement penalty its breaking even.
right now these shield tankers make my heavy look like a clown that performs barmitzfa's and birthday parties and doesn't get tips.
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Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:52:00 -
[192] - Quote
Imp Smash wrote: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.
I feel that a significantly higher speed is worth as much as a bit higher damage. Even with these changes, I don't think most shield tankers at the high end would have a problem dropping a single extender for a damage mod, as is often seen presently. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:56:00 -
[193] - Quote
D legendary hero wrote:Breakin Stuff wrote:[quote=D legendary hero]Stuff
right now these shield tankers make my heavy look like a clown that performs barmitzfa's and birthday parties and doesn't get tips.
You're doing it wrong.
what are your armor/shield skills and what's your normal fit?
Edit: there's some ways around the current armor tanking limitations. It requires tactics and a serious "No F*cks Given" attitude. |
D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:59:00 -
[194] - Quote
Breakin Stuff wrote: stuff
i know you love long posts, so i'll make this short. armor plates right now give a movement penalty. if inaddition to the movement penalty a resistance to damage taken to armor only was added it would offset the lower mobility, and recharge/recover rate.
since most weapons now are more effective against armor than shields it will help offset the deficiency.
this is meant to compensate not empower.
shield tankers get rapid recharge, armor gets resistance.
ideally with head shots (skill) it wont make a difference.
(P.S. the blank 30% resistance for the heavy suit is just to offset its low mobility. however, the exact details are mentioned on my thread. this is not the thread for this. go here for info on heavies and resistance >>>> https://forums.dust514.com/default.aspx?g=posts&t=81725) |
Breakin Stuff
Goonfeet
945
|
Posted - 2013.06.06 10:09:00 -
[195] - Quote
resistances are part of the answer.
removing mobility penalty on armor tanking is a bad idea if you add downsides to shields down the line.
30% damage resistance is quite a bit of resistance.
it would add 150 HP (taking my base EHP to 1162 with no mods) to my fatsuit equivalent before I ever thought about welding on the dumpster walls I found in the trash. And that's only if that resistance did not apply to shields. If it DID apply to my shields my no-module EHP would be a whopping 1312 EHP. Just a bit broken once I start adding defenses, because I can already out-firepower most heavy tanked assault/logi within my optimal.
I use plates and am pretty spectacularly successful with them. However that's not the problem. We're looking at ways to balance armor without making it OP AND... without making Armor tanking the same as shield tanking.
You're banging on a point that will push fatties into the OP zone sharply. But that does not address the overall balance issues of armor tanking. Now that we have armor-tanked amarr/gallente assault and logis as well as medium frames Armor tanking is no longer a "Heavy problem." It is now "everybody's problem." |
Laurent Cazaderon
What The French CRONOS.
1519
|
Posted - 2013.06.06 10:15:00 -
[196] - Quote
Breakin Stuff wrote:nicely posted laurent.
I agree with your point of armor vs. shield regen to a point. I think base regen on the rep modules needs to be higher, as there is nothing stopping shield users from dropping two regulators in the lows for faster recharging, and dropping one or two shield regen rate boosts in the highs while still maintaining a rather beefy tank.
so we can afford some more wiggle room there, because shield extenders are not the be-all end-all of shield tanking. they are merely the most user-friendly.
You're right. Shield is a 3 dimension tank when armor is only a 2 dimension. But i'd rather see base shield regen slightly lowered than armor reps getting to much of a boost. I'm at work and have a doubt but i think you get +25% on reps when full skilled.
Which means 6.25 per complex rep.
With my gallente logi i can reach almost 25HP\s repair rate with 3 complex repair. If the plates were working as i stated, i could add 2 complex and get around 300 HP bonus for as much penalty as i'd get using 1 complex plate atm.
Even if you were to take off the logi bonus. you'd still be around 20 hp\sec. Which is decent for an armor based fit.
Oh and one thing i forgot in my previous post about movement penalty (will add it). I think it shouldnt affect base movement speed. This stat should be lower for armor oriented suit but should be locked. It's a too important factor in how the game behave regarding hit detection and unlike sprint speed, you can't use any module to counter-balance the penalty. |
Laurent Cazaderon
What The French CRONOS.
1519
|
Posted - 2013.06.06 10:17:00 -
[197] - Quote
D legendary hero wrote:Breakin Stuff wrote: stuff
i know you love long posts, so i'll make this short. armor plates right now give a movement penalty. if inaddition to the movement penalty a resistance to damage taken to armor only was added it would offset the lower mobility, and recharge/recover rate. since most weapons now are more effective against armor than shields it will help offset the deficiency. this is meant to compensate not empower. shield tankers get rapid recharge, armor gets resistance. ideally with head shots (skill) it wont make a difference. (P.S. the blank 30% resistance for the heavy suit is just to offset its low mobility. however, the exact details are mentioned on my thread. this is not the thread for this. go here for info on heavies and resistance >>>> https://forums.dust514.com/default.aspx?g=posts&t=81725)
Regarding resistance, the safe bet in my opinion is to tweak efficiency vs shield\armor weapon side. Not tank side. |
Zlocha
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.06.06 10:33:00 -
[198] - Quote
- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
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BL4CKST4R
WarRavens
146
|
Posted - 2013.06.06 10:36:00 -
[199] - Quote
Laurent Cazaderon wrote:Last but not least. Repair rate vs recharge rate.This isnt much of a problem in my opinion. Shield is expensive in CPU and PG. Plates are less expansive. Native recharge rate for shield is superior and should remain that way. Because if you fix armor plates so that people use complex, they will have space to fit more reppers, or continue to rely on teammates to heal them. I really dont think armor users should EVER be able to reach the efficiency of shield recharge. Otherwise, balance will go the other way. Also, it makes sense that an energy based defense reloads faster. I asked a long time for buffs to repair modules. And in my opinion, the bonus given by the skill, allows to reach a decent amount per complex repper. Also, let's not forget even armor tankers have shield and its regen. So, maybe it could be buffed. but not by much. Like plates, set a linear progression : 2/4/6 per sec. To get more buff, use specialty\racial bonuses.
The reason repair rate vs recharge rate needs to be looked at isn't because we need everything on equal footing, it is because we lose functional slots when trying to make up what we are missing. If I wanted to make a defensive armor tank, and somebody else made a defensive shield tank we would start in equal footing, and if we met in battle and shot at each other all day long we would be on equal ground; but if we were to tactically retreat to reload or get some breathing room the shield tank is at the advantage now. Were as my shields start repping slower and lower the shield tank would have a considerable advantage over me when we return to battle, unless I can find a logistics in 4-6 seconds; the way to fix this is to add a passive repair to all suits in consideration of the fastest shield repping suit, that way when the above scenario happens, which happens in almost every fire fight in Dust, both suits would have repped the same amount of total HP or the same ratio of HP. And just as a shield tank can further enhance their repping low slots, armor tanks can further enhance their repping with low slots, but we must have something to begin with we need something to actually enhance. Also if you were to actually compare the shield tanks and their repping, and compare it to the value of an armor module and an armor repper, the shield gets more "bang" for its buck.
If I, as an armor tank, wanted to have the ability to stay in combat as much as a Shield tank, I would have to sacrifice my total HP to balance out the total regeneration, whilst the Shield tank does not, therefore the Shield tank will always have higher EHP than an armor tank no matter how many armor modules we get thrown at us. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:40:00 -
[200] - Quote
Laurent Cazaderon wrote:Preface: What bugs me with this thread is that everything in it has been said many many many many many times before. By before i mean for more than a year. But people were just NOT using armor except heavies as any suit was pretty much shield oriented as soon as T2, B-s and Vk1 landed. And even before, people were just mostly using shield. Nonetheless, OP's work is solid and well detailled. So Kudos. I'm gonna try giving a reply worth the worthy of it. This shield vs armor debate is tough to break down as you need to take into account an awfull lot of different criteria. Things as they are could be balanced with only a few changes. Too many could simply turn the OPiness the other way around. 1.My main issue with shield, and it's been discussed a bit is that it doesnt have any real penalty being used. The bigger hitbox suggestion is a good one but it may prove being difficult to code (only assuming there, no knowledge) and not very gameplay friendly. People would need to be able to assess or even see the growth of their hitbox so they can play accordingly. And balancing it, god the horror. I would simply go with the same thing EVE has : Adding shield extension raises you radar signature, making you a lot easier to be detected.It may push at some point shield user to not just use buffer but also profile dampener. The same way armor users are kinda pushed to use biotics to compensate for their loosy speed. 2.Regarding the armor penalty, it's just a total non-sense. Proto plate giving 1.5 more HP but 3.3 more penalty is like saying "DONT USE ME". There we all agree. HP numbers should be re-assessed to follow a more logical progression. I'd go with unchanged numbers for shield.Armor plates : 45, 90, 135.At max skill, you'd get 148 HP for a complex plate. Which compared to the 72 for a shield extender sounds about right. (after all, basic shield is 22 and basic plate is 45) 3.Regarding the movement penalty, it shouldnt be reduced too much. Worse, it should be bigger Why ? because it wont only help armor users, but also shield users. "Why not add a plate as it wont slow me down so much anyway" => 4,8,12%4.You could thus have a racial skill for every basic frames that would add up to specific specialty\racial bonus. Remember those are wild examples to illustrate my post. 5.Last but not least. Repair rate vs recharge rate.
I have numbered your points in order to respond to them better. Also, sorry to readers for the cut - you will have to read up the page. I didn't have space to respond otherwise.
Preface: Agreed. Especially with armour tanking less of an issue before, due to things designed for armour not really being present. I armour tanked with an A-series during Chromosome sometimes, but most stuff seemed to be meant to use shields anyway.
1. I think that a larger hitbox partially balances itself out when it's not visible. It's a significant penalty, sure, but you can't see it, which lets you land more shots when you're shooting at an open target but it doesn't let you splat them behind cover very well. I'm not really sure a shield penalty is the way to go, though, honestly.
Putting a signature radius penalty on shields and balancing assuming that's significant doesn't work. At all. Here's why: Passive scanning is bad right now, except on scouts. The vast, vast majority of dots on your tacnet come from people tagging them. Active scanning picks up everything right now, except profile dampened suits and scouts. Basically, as it still picks up the armour suits, having a shield penalty to detectability wouldn't do anything in practice.
2/3. Good that you agree with this, but... you basically just nerfed armour plates with those numbers, and that's not very good. Basic plates aren't 45. Those are militia plates, and that's another imbalance I commented on - militia plates are worse than basic plates in HP gain, militia shield extenders aren't worse than basic shield extenders in HP gain.
Increasing the speed penalty isn't a good way to go. Assuming ferroscale plates aren't laughable, normal plates would become unused. With those numbers, you've reduced the HP gain vs the speed penalty further, which is the main issue with the complex plate right now and the reason nobody uses them.
Nerfing armour tanking at the basic level, if anything, should ABSOLUTELY NOT be done. Basic armour tanking is much, much worse off than the higher tier armour tanking due to the repair rates - a basic armour tanker can take over two minutes to repair their armour to full, which is ridiculous, and they still get lower HP than shields.
Relying on a racial bonus to reduce the movement penalty makes armour tanking reliant on significant SP investment to use properly. A role bonus would be more doable, but it would be better not to do it at all tbh. Shield tankers are probably going to put on a reactive plate anyway, and if we're looking at shield tankers putting on armour modules then we start to get into dual tanking, which is less of a problem.
4. I covered some of this in the previous point.
Agreed with bonuses needing a total revamp. The current ones don't work very well and make a significant imbalance.
I'm not sure about your proposed suit bonuses, for example.
The sentinel HP buff seems a bit soft for what it is. I know resistances are a very strong buff, but I genuinely think that a 3% resistance bonus would work for them.
Assault I think I'm okay with, but it increases problems with short ranged weapons being outranged - it would hurt the heavy more, for example.
Scout... You essentially just suggested a 10m/s speed increase to scouts. That's insane, completely insane. Scouts would run faster than a full speed LAV would drive. Continued in next post. |
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ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:41:00 -
[201] - Quote
omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:43:00 -
[202] - Quote
ImpureMort wrote:omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust.
You know, one of the first things I said was "This is about infantry balance". You should probably stop posting if you're this bad. |
BL4CKST4R
WarRavens
147
|
Posted - 2013.06.06 10:46:00 -
[203] - Quote
Zlocha wrote:- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
EVE is still imbalanced when it comes to armor vs shields, and they are just now fixing this. The modules you have suggested while they do make sense, and add a nice perk to armor we are not space ships we are infantry units thus these effects would have to be toned down to the scale of infantry units and won't be as beneficial as they would be in EVE. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:47:00 -
[204] - Quote
ahh i must have passed that over....hmm in that case i agree those armor plates would be nice and may make armor tanking valid....but at the same time...hasnt ccp been saying they were gunna do this for ages...hmm ive only been on thee forums for a year or so...but fancy infantry armor plates scratches head hmmm sounds like something ccp has been saying for a long time dont get ur hopes up |
BL4CKST4R
WarRavens
147
|
Posted - 2013.06.06 10:47:00 -
[205] - Quote
ImpureMort wrote:omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust.
wrong thread ::) <-- Gallente smile. |
Breakin Stuff
Goonfeet
945
|
Posted - 2013.06.06 10:48:00 -
[206] - Quote
more to the point, shield tankers will benefit equally from EWAR as the armor tankers will, so net gain of 0. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:48:00 -
[207] - Quote
i mean dont get me wrong im an amarian :) i wants my armor to i hybrid av/logi tank |
Mary Sedillo
XERCORE E X T E R M I N A T U S
113
|
Posted - 2013.06.06 10:50:00 -
[208] - Quote
Arkena Wyrnspire wrote:Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective.
Gun off the field?
No.
Logi's have their place and their Rep tool is just as good. They can equip rifles as well and aggress the target, just as anyone else.
SUPPORT is necessary.
Run without it, and you will complain about the mechanic.
Those without support, fail. Horribly. |
Zlocha
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.06.06 10:55:00 -
[209] - Quote
BL4CKST4R wrote:Zlocha wrote:- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
EVE is still imbalanced when it comes to armor vs shields, and they are just now fixing this. The modules you have suggested while they do make sense, and add a nice perk to armor we are not space ships we are infantry units thus these effects would have to be toned down to the scale of infantry units and won't be as beneficial as they would be in EVE.
True but armor vs shield is really close now. Well ofc the right tone and balance is to be found. But every litle bit of a bonus u get trough ewar can bring some crucial decision into the game. |
BL4CKST4R
WarRavens
148
|
Posted - 2013.06.06 10:58:00 -
[210] - Quote
Mary Sedillo wrote:Arkena Wyrnspire wrote:Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective. Gun off the field? No. Logi's have their place and their Rep tool is just as good. They can equip rifles as well and aggress the target, just as anyone else. SUPPORT is necessary. Run without it, and you will complain about the mechanic. Those without support, fail. Horribly.
An armor tank should be equally able to run off the field without any support like a shield tank can, of course a shield tank should be a bit better in the repping business to account for a logibro repping; but not all logistics have repair tools, and not all logistics give a damn if your about to die. If you look at this in the long run, shield tanks is more active in the battlefield, has a chance to die less, thus saving more money putting them at an advantage off the battlefield to. The only way a armor tank would NOT need a passive buff to their armor repping, is if repair tools could be administered to the owner, but this comes at the sacrifice of an equipment slot to keep us alive, thus we lose the ability to give ourselves ammo and triage nanohaves have their limits to, so unless they were given infinate usage and deployability this would still give shield tanks an advantage, a smaller one but still an advantage. |
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