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Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 11:03:00 -
[211] - Quote
Laurent Cazaderon reply continued:
4 continued:
Scout suits should get a speed buff imo, but this really isn't the way to do it.
Logistics: I think a general bonus to the efficacy of equipment modules would be the way to go. For example, a small angle increase on scanners, a small increase in HP healed by nanite injectors and repair tools, etc.
5. This is a tricky one. You have to remember, though, that armour has to sacrifice slots for its regen, and shield gets powerful regen even without sacrificing slots. If a shield tanker DOES spend a slot on a shield recharger, then it immediately becomes far beyond armour's ability to catch up, even with buffs to repair rate.
The shield delay is overestimated imo. It's only a few seconds (from the first hit, too, which means it can start still under fire). The base regen being so much higher also helps it outpace it.
I don't think nerfing the shield delay is the way, for reasons that Alldin Kan posted a little ways back. However, the main strength of armour regen is that it's constant, and right now that constant regen doesn't have enough of an effect. In the time it takes for shields to start recharging, armour repairs 45 armour. That's the difference of one or two bullets. On the 6th second, shields already outpace armour's regen.
The other thing about regen is that at the basic level it's horribly ineffective. A 2 HP/s takes about two minutes to rep you up if you've plated. That can be a quarter of a match, which is ridiculous. The main reason I suggest buffing them is for the basic repairers, but there's still a problem with the higher level ones being less effective.
In the end, overall, this means that armour gets both lower buffer and lower regen than shields, whilst being penalised. That seems like a grim way of putting it, but it's true. With your suggested fixes, that remains the case, whilst penalising speeds even more heavily without spending a large amount of SP to fix it.
I haven't agreed with you on much tbqh, but in a few places I'm not sure you really 'get' the problems. That might be my fault, as I've been a bit long winded and perhaps I should have been more concise. I think the main problem with your post is a couple of ideas with the strength of armour tanking considering its penalties, how effective sigrad is, and numbers. Numbers are up for debate though, so that's not bad.
I enjoyed reading that, and though I didn't agree with you on much it's led to debate, which is great. Thanks for posting! |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 11:05:00 -
[212] - 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.
Please read what I have written, and consider it compared to shield regen before responding. |
Beren Hurin
OMNI Endeavors Reverberation Project
509
|
Posted - 2013.06.06 11:17:00 -
[213] - 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.
Why not have a visual indicator to represent efficiency on the weapon radial indicator, as in next to the ammo count or something. As you point different targets it would fill-up or empty based on your target's efficiency rating. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:20:00 -
[214] - Quote
Beren Hurin wrote: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. Why not have a visual indicator to represent efficiency on the weapon radial indicator, as in next to the ammo count or something. As you point different targets it would fill-up or empty based on your target's efficiency rating.
I think there's something in this idea. Perhaps a crosshair effect? |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
66
|
Posted - 2013.06.06 11:25:00 -
[215] - Quote
Just gonna throw a random thought out there, but what if the downsides to shield extenders were that they actually reduced shield recharge rate as well? (can be done alongside other changes for balance)
As is, in my armor tanked suits, my shields restore to full effortlessly. Adding a few hundred HP to shields and it's still not a huge time to wait for them to restore, unlike armor which can take quite a seriously long time. But if the more shield buffer you put onto a ship, the less HP/sec your shields would restore, and I think that may be a step in the right direction?
At the very least, it gives shield tanking a noticeable drawback similar to how armor tanking noticeably reduces speed. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:28:00 -
[216] - Quote
EXASTRA INVICTAS wrote:Just gonna throw a random thought out there, but what if the downsides to shield extenders were that they actually reduced shield recharge rate as well? (can be done alongside other changes for balance)
As is, in my armor tanked suits, my shields restore to full effortlessly. Adding a few hundred HP to shields and it's still not a huge time to wait for them to restore, unlike armor which can take quite a seriously long time. But if the more shield buffer you put onto a ship, the less HP/sec your shields would restore, and I think that may be a step in the right direction?
At the very least, it gives shield tanking a noticeable drawback similar to how armor tanking noticeably reduces speed.
Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
68
|
Posted - 2013.06.06 11:30:00 -
[217] - 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. Adding more information to weapons and dropsuits is not a bad idea either. Labeling weapons as "Hybrid", "Laser", "Projectile", and "Explosive" in game would go a long way. Adding damage and resistance indicators is also not a bad idea. It doesn't have to be exactly like EVE, but some way for people to learn "Okay, my Precision Rifle (Projectile) with the standard ammo will do well against armor tanks (gallente/amarr suits) but not so well against the shield tanks (caldari/matari)."
They would be able to take this information with them into battle and notice the difference in performance as well. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
68
|
Posted - 2013.06.06 11:31:00 -
[218] - Quote
Arkena Wyrnspire wrote:EXASTRA INVICTAS wrote:Just gonna throw a random thought out there, but what if the downsides to shield extenders were that they actually reduced shield recharge rate as well? (can be done alongside other changes for balance)
As is, in my armor tanked suits, my shields restore to full effortlessly. Adding a few hundred HP to shields and it's still not a huge time to wait for them to restore, unlike armor which can take quite a seriously long time. But if the more shield buffer you put onto a ship, the less HP/sec your shields would restore, and I think that may be a step in the right direction?
At the very least, it gives shield tanking a noticeable drawback similar to how armor tanking noticeably reduces speed. Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though. You don't actually recharge any slower though. You just have a lot more HP to charge (and proportionally, it still takes shields pretty much no time at all to fill up to maximum compared to armor) You also have modules and skills that affect shield regenerative abilities, which creates a bit of diversity with playstyles and fittings and skillpoint allocation (depending on if pure buffer or regenerative abilities are more important to you)
This also plays out better with Caldari/Matari differences, where Caldari would prefer shield buffers and Matari prefer shield regeneration. |
kinky bacon
Edimmu Warfighters Gallente Federation
2
|
Posted - 2013.06.06 11:34:00 -
[219] - Quote
Just add some bacon to whatever you are wearing and everything will be fine. Believe in Bacon and Bacon will lead you to salvation.
Bacon Strip = 100hp Bacon Flap = 250hp Genetically Modified Bacon = 275hp and some unusual growth to your nano's, anything can happen from that, like increased speed to slower speed and even death. |
Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:38:00 -
[220] - Quote
EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote: Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though.
You don't actually recharge any slower though. You just have a lot more HP to charge (and proportionally, it still takes shields pretty much no time at all to fill up to maximum compared to armor) You also have modules and skills that affect shield regenerative abilities, which creates a bit of diversity with playstyles and fittings and skillpoint allocation (depending on if pure buffer or regenerative abilities are more important to you) This also plays out better with Caldari/Matari differences, where Caldari would prefer shield buffers and Matari prefer shield regeneration.
This is true. But combining it with a penalty means that shields take a ludicrously long time to recharge fully, similar to what we have with armour. I don't think that's a solution. |
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Breakin Stuff
Goonfeet
948
|
Posted - 2013.06.06 11:48:00 -
[221] - Quote
I think keeping shields and armor distinct should be done. making one function like the other is undesirable
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Arkena Wyrnspire
Turalyon Plus
812
|
Posted - 2013.06.06 11:53:00 -
[222] - Quote
Breakin Stuff wrote:I think keeping shields and armor distinct should be done. making one function like the other is undesirable
Agreed. I've tried to avoid this, though I worry that I haven't done it enough. It's up to CCP now, anyway - this thread came to their attention, which is good. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
69
|
Posted - 2013.06.06 12:01:00 -
[223] - Quote
Arkena Wyrnspire wrote:EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote: Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though.
You don't actually recharge any slower though. You just have a lot more HP to charge (and proportionally, it still takes shields pretty much no time at all to fill up to maximum compared to armor) You also have modules and skills that affect shield regenerative abilities, which creates a bit of diversity with playstyles and fittings and skillpoint allocation (depending on if pure buffer or regenerative abilities are more important to you) This also plays out better with Caldari/Matari differences, where Caldari would prefer shield buffers and Matari prefer shield regeneration. This is true. But combining it with a penalty means that shields take a ludicrously long time to recharge fully, similar to what we have with armour. I don't think that's a solution. Well then this is a point where we disagree! We're both after the same thing, balance, but it seems we are looking at different ways to accomplish the same thing. Allow me to continue my efforts:
For starters, know that part of my basis for this argument does come from the EVE universe (in EVE, passive regeneration is very slow but can made very powerful by dedicating nearly every slot to it, and it never stops passively regenerating even if empty). That alone is probably enough to make a DEV skip over it without offering any consideration to it (Hey, can we get that EVE logo on top of the DUST 514 logo gone as well? We don't want EVE influencing our totally unrelated game, right?) /rant
Okay for comparison's sake here I'm just going to compare Gallente and Caldari equipment at the prototype level.
- Proto Caldari Assault ck.0:
- 210 Shields @ 25hp/s
- 120 Armor
- Delay: 5.0s (8.0 depleted)
- Proto Gallente Assault gk.0:
- 120 Shields @ 20hp/s
- 210 Armor
- Delay: 7.0s (10.0 depleted)
So we see here it will take a maximum of 16.4 seconds for the Caldari Assault to return to full shields before any modules or skills are factored in. It will take the Gallente suit a maximum of 16 seconds to return to full shields before any modules or skills are factored in. So at this level, the Caldari suit is less than half a second slower to full shields, but is getting a bonus of 90 extra hp in that time (that's not really small).
But we know that the Gallente isn't shield tanking so if we move to armor modules we see the Complex repairs 5hp/s. Most fits that I know of tend to use 2 to mitigate the speed penalty and to allow for better field sustainability (in small scale firefights). So at 10hp/s with a maximum of 209 armor to fill (210 would result in death of course) means it takes the Gallente suit 20.9 (rounds to 21) seconds to take its "tank" from empty to full. Nearly 5 seconds longer than the Caldari suit takes, but it has to use two modules to do it and invest a heavy amount of SP.
So let's throw some Complex Shield extenders on the Caldari suit. We'll go all out and throw 4 on for the sake of pure math goodness. That's (4*66) + 210 = 474 shield HP. Once shields start regenerating, that means it will take 18.96 seconds (round to 19) +8 delay (27s total) for the Caldari tank to go from empty to full. That's 6 seconds slower than the Gallente suit, but a total of 264 extra HP restored. And at no cost to the shield tank. It doesn't have to think twice about stacking shield extenders because there is no penalty. If we start adding armor plating to the Gallente suit, we not only have to consider how much longer it's now going to take us to get our tank back to full power, but also how much slower we'll be moving.
So let's say that Complex shield extender reduces shield recharge rate by -1 per extender. That gives it a 21hp/s recharge rate with 4 extenders (still higher than Gallente shield recharge by 1 and over 2x as much as a Gallente using 2 complex armor reps). It extends the time required to go from 0 tank to full 474 hp only slightly. Originally the time was 27 seconds, now it would be 30.5. Not a huge margin in my opinion, but enough to make a shield tanker consider taking a shield recharge module instead of an extra extender.
Is it a perfect idea? I wouldn't say so. But I do think it might be worth considering. And if I missed any important points here please feel free to present them, I deal more with vehicles than dropsuits! |
BL4CKST4R
WarRavens
149
|
Posted - 2013.06.06 12:08:00 -
[224] - Quote
EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote:EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote: Hrm. I don't think this would work, as it would probably be an even harsher penalty than armour. Proportionally, you do recharge slower if you stack shield extenders. I think the recharge rate of shields is fine as is - armour repairs aren't okay, though.
You don't actually recharge any slower though. You just have a lot more HP to charge (and proportionally, it still takes shields pretty much no time at all to fill up to maximum compared to armor) You also have modules and skills that affect shield regenerative abilities, which creates a bit of diversity with playstyles and fittings and skillpoint allocation (depending on if pure buffer or regenerative abilities are more important to you) This also plays out better with Caldari/Matari differences, where Caldari would prefer shield buffers and Matari prefer shield regeneration. This is true. But combining it with a penalty means that shields take a ludicrously long time to recharge fully, similar to what we have with armour. I don't think that's a solution. Well then this is a point where we disagree! We're both after the same thing, balance, but it seems we are looking at different ways to accomplish the same thing. Allow me to continue my efforts: For starters, know that part of my basis for this argument does come from the EVE universe (in EVE, passive regeneration is very slow but can made very powerful by dedicating nearly every slot to it, and it never stops passively regenerating even if empty). That alone is probably enough to make a DEV skip over it without offering any consideration to it (Hey, can we get that EVE logo on top of the DUST 514 logo gone as well? We don't want EVE influencing our totally unrelated game, right?) /rant Okay for comparison's sake here I'm just going to compare Gallente and Caldari equipment at the prototype level.
- Proto Caldari Assault ck.0:
- 210 Shields @ 25hp/s
- 120 Armor
- Delay: 5.0s (8.0 depleted)
- Proto Gallente Assault gk.0:
- 120 Shields @ 20hp/s
- 210 Armor
- Delay: 7.0s (10.0 depleted)
So we see here it will take a maximum of 16.4 seconds for the Caldari Assault to return to full shields before any modules or skills are factored in. It will take the Gallente suit a maximum of 16 seconds to return to full shields before any modules or skills are factored in. So at this level, the Caldari suit is less than half a second slower to full shields, but is getting a bonus of 90 extra hp in that time (that's not really small). But we know that the Gallente isn't shield tanking so if we move to armor modules we see the Complex repairs 5hp/s. Most fits that I know of tend to use 2 to mitigate the speed penalty and to allow for better field sustainability (in small scale firefights). So at 10hp/s with a maximum of 209 armor to fill (210 would result in death of course) means it takes the Gallente suit 20.9 (rounds to 21) seconds to take its "tank" from empty to full. Nearly 5 seconds longer than the Caldari suit takes, but it has to use two modules to do it and invest a heavy amount of SP. So let's throw some Complex Shield extenders on the Caldari suit. We'll go all out and throw 4 on for the sake of pure math goodness. That's (4*66) + 210 = 474 shield HP. Once shields start regenerating, that means it will take 18.96 seconds (round to 19) +8 delay (27s total) for the Caldari tank to go from empty to full. That's 6 seconds slower than the Gallente suit, but a total of 264 extra HP restored. And at no cost to the shield tank. It doesn't have to think twice about stacking shield extenders because there is no penalty. If we start adding armor plating to the Gallente suit, we not only have to consider how much longer it's now going to take us to get our tank back to full power, but also how much slower we'll be moving. So let's say that Complex shield extender reduces shield recharge rate by -1 per extender. That gives it a 21hp/s recharge rate with 4 extenders (still higher than Gallente shield recharge by 1 and over 2x as much as a Gallente using 2 complex armor reps). It extends the time required to go from 0 tank to full 474 hp only slightly. Originally the time was 27 seconds, now it would be 30.5. Not a huge margin in my opinion, but enough to make a shield tanker consider taking a shield recharge module instead of an extra extender. Is it a perfect idea? I wouldn't say so. But I do think it might be worth considering. And if I missed any important points here please feel free to present them, I deal more with vehicles than dropsuits!
This idea makes sense, but it still keeps Armor tanks having to sacrifice slots for repair, and it still keeps Shield tanks on top because they make no sacrifice for their repair, most people also forget that a Shield tank can also equip the same modules an as armor tank.
|
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
69
|
Posted - 2013.06.06 12:18:00 -
[225] - Quote
It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy. |
BL4CKST4R
WarRavens
150
|
Posted - 2013.06.06 12:23:00 -
[226] - Quote
EXASTRA INVICTAS wrote:It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy.
I don't know if your asking to buff shields or not |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
69
|
Posted - 2013.06.06 12:35:00 -
[227] - Quote
BL4CKST4R wrote:EXASTRA INVICTAS wrote:It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy. I don't know if your asking to buff shields or not You do realize that shields are currently capable of this without adding a passive regeneration penalty to extenders? I mean, I have no idea if 3 complex extenders and a complex recharger even fit on a Caldari Assault Suit (I'd guess they don't considering huge CPU requirements) but it's just for a mathematical example. To provide what the same situation would be WITHOUT my proposed change:
Caldari Full Buff (Pre): Shields: 474 @ 25 hp/s = 27 seconds to full
Caldari Full Buff (Post): Shields: 474 @ 21 hp/s = 30.57 seconds to full
So with the added drawback it'd take an extra ~4 seconds for Caldari shields to regen.
Caldari Buffergen (Pre): Shields 408 @ 35.5 hp/s = 19.49 seconds to full
Caldari Buffergen (Post): Shields 408 @ 31 hp/s = 21.16 seconds to full
So there is an extra ~2 seconds for the shields to regen.
Not a huge nerf in the slightest, just something that sort of helps "bring it in line". Like I said we've got new armor modules incoming and CCP is aware that there is a slight discrepancy between the two so we may see a slight armor buff in the future. I am more trying to make it so shields aren't as much "free hp at no cost". In EVE shield extenders increase your signature radius making you a much easier target to track and hit. Armor plates increase your mass, which reduce your BOOSTED speed, making it more difficult for you to control the range of your engagement. Both have drawbacks to consider, and some may be less desirable in certain times than others.
Sorry if I wasn't making it quite clear, but I am not trying to suggest a shield tank buff. |
Beren Hurin
OMNI Endeavors Reverberation Project
509
|
Posted - 2013.06.06 12:35:00 -
[228] - Quote
EXASTRA INVICTAS wrote: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. Adding more information to weapons and dropsuits is not a bad idea either. Labeling weapons as "Hybrid", "Laser", "Projectile", and "Explosive" in game would go a long way. Adding damage and resistance indicators is also not a bad idea. It doesn't have to be exactly like EVE, but some way for people to learn "Okay, my Precision Rifle (Projectile) with the standard ammo will do well against armor tanks (gallente/amarr suits) but not so well against the shield tanks (caldari/matari)." They would be able to take this information with them into battle and notice the difference in performance as well.
Actually, if we already have the bars floating over enemy players' heads, it might make more sense to have resistance profiles on these bars rather than native to a weapon HUD, or in the quick-info text (current location). You could have a third bar above or below the current health bars that somehow mimics damage rates vs armor and shield.
I'm thinking a bar with a line in the center with the shield rating corresponding to the length of the left side of the bar, and armor the length of the right. A 50% full shield side would mean that your weapon does 100% damage to shield and vice versa. So when a new player would see 2 really short bars hovering above a HAV when their AR is equipped, they would know not to give away their position and shoot at it. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
69
|
Posted - 2013.06.06 12:40:00 -
[229] - Quote
Beren Hurin wrote:EXASTRA INVICTAS wrote:Adding more information to weapons and dropsuits is not a bad idea either. Labeling weapons as "Hybrid", "Laser", "Projectile", and "Explosive" in game would go a long way. Adding damage and resistance indicators is also not a bad idea. It doesn't have to be exactly like EVE, but some way for people to learn "Okay, my Precision Rifle (Projectile) with the standard ammo will do well against armor tanks (gallente/amarr suits) but not so well against the shield tanks (caldari/matari)."
They would be able to take this information with them into battle and notice the difference in performance as well. Actually, if we already have the bars floating over enemy players' heads, it might make more sense to have resistance profiles on these bars rather than native to a weapon HUD, or in the quick-info text (current location). You could have a third bar above or below the current health bars that somehow mimics damage rates vs armor and shield. I'm thinking a bar with a line in the center with the shield rating corresponding to the length of the left side of the bar, and armor the length of the right. A 50% full shield side would mean that your weapon does 100% damage to shield and vice versa. So when a new player would see 2 really short bars hovering above a HAV when their AR is equipped, they would know not to give away their position and shoot at it. Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 12:52:00 -
[230] - Quote
EXASTRA INVICTAS wrote:BL4CKST4R wrote:EXASTRA INVICTAS wrote:It's worth noting that the Caldari shield tanker, if this change were to go through, could experience something like this:
3 Extenders + 1 Recharger
He'd be sacrificing one extender so his sHP would drop from 474 to 408. In return, however, his Passive Regen would improve from 22sHP/s (25 - 3) to 31sHP/s (22 * 1.42 = 31.24). This would give him a zero-to-full recharge time of ~21 seconds (408/31) + 8 = 21.16. That's about the same timeframe it takes the Gallente suit with 2 complex armor repairers just to get to 210 HP, and he's getting 408 out of it.
So again, I'm not going to say it's an end all perfect fix (or that it's even remotely close), but we have more armor modules coming out that could help narrow the gap, and the point is that this gives shield extenders an actual drawback where they currently have none.
This also accomplishes the effect of varying shield tanks. Do you go for the extra buffer to give yourself the edge in small combat? Or do you go for the improved sustainability/reliability of quicker regeneration? Again, these ideas could be integrated into the Caldari/Minmatar dropsuits (respectively) to give them slightly increased racial flavor and is a throwback to EVE lore and mechanics as well, without being an exact copy. I don't know if your asking to buff shields or not You do realize that shields are currently capable of this without adding a passive regeneration penalty to extenders? I mean, I have no idea if 3 complex extenders and a complex recharger even fit on a Caldari Assault Suit (I'd guess they don't considering huge CPU requirements) but it's just for a mathematical example. To provide what the same situation would be WITHOUT my proposed change: Caldari Full Buff (Pre): Shields: 474 @ 25 hp/s = 27 seconds to full Caldari Full Buff (Post): Shields: 474 @ 21 hp/s = 30.57 seconds to full So with the added drawback it'd take an extra ~4 seconds for Caldari shields to regen. Caldari Buffergen (Pre): Shields 408 @ 35.5 hp/s = 19.49 seconds to full Caldari Buffergen (Post): Shields 408 @ 31 hp/s = 21.16 seconds to full So there is an extra ~2 seconds for the shields to regen. Not a huge nerf in the slightest, just something that sort of helps "bring it in line". Like I said we've got new armor modules incoming and CCP is aware that there is a slight discrepancy between the two so we may see a slight armor buff in the future. I am more trying to make it so shields aren't as much "free hp at no cost". In EVE shield extenders increase your signature radius making you a much easier target to track and hit. Armor plates increase your mass, which reduce your BOOSTED speed, making it more difficult for you to control the range of your engagement. Both have drawbacks to consider, and some may be less desirable in certain times than others. Sorry if I wasn't making it quite clear, but I am not trying to suggest a shield tank buff.
So your suggesting that 14% Shield reduction for a 10 decrease increase in regen, which makes them.... better? Also your leaving it to choice for the Caldari to sacrifice a Complex mod for a recharger, most people would rather get the HP increase.
Lets say we have a Caldari with 480 Shields, thats 3 complex extenders and a complex recharger. His recharge rate is 46.34 HP/s and a delay of 8 seconds. So at 480 his recharge is 18.35 seconds, without a recharger the Caldari has 552 shields and his shields recharge at 25.7 seconds, those extra 7 seconds don't make much of a difference when their recharge rate is already so high. |
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Beren Hurin
OMNI Endeavors Reverberation Project
509
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Posted - 2013.06.06 12:57:00 -
[231] - Quote
EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup.
Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield.
Middile/bottom bar: Shield/armor health. Much larger length on top shows that we are looking at a shield tank. Player then can know, okay, I can expect my weapon will take longer to go through the top bar rather than the bottom. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:00:00 -
[232] - Quote
Beren Hurin wrote:EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup. Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield. Middile/bottom bar: Shield/armor health. The target has 2x more shield than armor, but with the current intel, you wouldn't know this from the health bars. Much larger length on top shows that we are looking at a shield tank. Player then can know, "Okay, I can expect my weapon will take longer to go through the top bar rather than the bottom."
Numbers are better than bars :) |
Beren Hurin
OMNI Endeavors Reverberation Project
509
|
Posted - 2013.06.06 13:04:00 -
[233] - Quote
BL4CKST4R wrote:Beren Hurin wrote:EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup. Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield. Middile/bottom bar: Shield/armor health. The target has 2x more shield than armor, but with the current intel, you wouldn't know this from the health bars. Much larger length on top shows that we are looking at a shield tank. Player then can know, "Okay, I can expect my weapon will take longer to go through the top bar rather than the bottom." Numbers are better than bars :)
You mean you'd rather scan the screen and read numbers and do the math to think about your weapons damage than have a color coded hueristic to more intuitively understand you and your target's relative strengths? I think numbers being better is debateable (at least on the infantry level). Also with some players, screen resolution becomes a design challenge. |
Laurent Cazaderon
What The French CRONOS.
1524
|
Posted - 2013.06.06 13:10:00 -
[234] - Quote
Arkena Wyrnspire wrote:
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.
1) Bigger hitbox i dont dislike but i'm pretty sure it's a massive pain to code. And i dont see it happening to be honest. But still, everything has a downside. The point being shield having a smaller downside than armor as it gives, for equivalent tier less HP amount.
Regarding the signature malus on shield. You cant rule it out because the current system isnt perfect. You say most dots come from people spotting the enemy. Yes, most. Not all. And bigger signature could go with longer display on the tacnet, or being spotted from a longer distance. Plenty of choices there.
2/3) There i feel you misunderstood me. Like a lot. The whole point, the main idea of my previous reply is to enhance the efficiency of armor oriented suits to use armor modules. And same goes with shield.
Regarding base HP of the plates. I merely use a roughly x2 multiplier compared to what shield module gives you at the same tier. So yes, i lowered the std one so it would suit that idea.
And regarding the penalty, this suggestion only applies with the other suggestion to add specific bonuses to the basic frame skills depending on the race. (copy pasting here)
- 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)
So in the end, gallente, the most armor oriented suit gets a way lower penalty that it does now (6% for complex) and with more base HP. 6% penalty for 148 HP. How does that make armor tanking worse ?
Regarding ferroplates now. when i said they shouldnt give much armor, it was in the same idea. If a complex ferroscale gives 90 HP without any kind of penalty ? What do you think shield tanker will do ? Both shield and armor tank. And in my opinion, buffing HP with a defense type that isnt originally the suits purpose should either bring you a very limited advantage, or come with a bigger penalty than the specialized suit. eg, minmatar assault using plates. It happens often in EVE.
So yeah, movement penalty would be higher, but only for the race who wouldnt get a penalty reduction through one of their skill bonuses. Is it more clear now ? And again, i also think movement penalty shouldnt impact base movement speed as you cant buff it back.
You mention something about low level tanking being awfull. yes it is. i'll admit it tend to think at high levels coz that's ultimately where you will end up. But the SP investment isnt that high as you WILL skill into suits pretty quickly, especially when knowing that reaching level 3 only cost an overall 273600 SP. Which would already give 30% penalty reduction. Aka 6% penalty for enhanced plates using a gallente suit. If this only affects spring and not base movement anymore, then you're way better off than what you get now.
To be continued. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:10:00 -
[235] - Quote
Beren Hurin wrote:BL4CKST4R wrote:Beren Hurin wrote:EXASTRA INVICTAS wrote: Ah! I was not exactly meaning to imply the information be relative to the HUD, but rather:
1) The Weapon information/stats details 2) The dropsuit information/stats details 3) The dropsuit fitting window
Sorry about that. As for your idea, would you mind making a quick mockup in MSPaint or something? I am not sure I am getting the image you are trying to draw.
Here's a quick MS paint mockup. Top bar: relative damage of current weapon on target. Current weapon is a laser rifle, it is showing much better damage to shield. Middile/bottom bar: Shield/armor health. The target has 2x more shield than armor, but with the current intel, you wouldn't know this from the health bars. Much larger length on top shows that we are looking at a shield tank. Player then can know, "Okay, I can expect my weapon will take longer to go through the top bar rather than the bottom." Numbers are better than bars :) You mean you'd rather scan the screen and read numbers and do the math to think about your weapons damage than have a color coded hueristic to more intuitively understand you and your target's relative strengths? I think numbers being better is debateable (at least on the infantry level). Also with some players, screen resolution becomes a design challenge.
I dislike bars because they trick the mind into thinking that whenever you make a change, nothing happens. For example lets say you have 100 HP, and you add 20 HP, a bar will not show this change. With weapon damage it is far worse, because in Dust 514 guns can do over 100% damage, so how would you display that with a bar? |
Laurent Cazaderon
What The French CRONOS.
1524
|
Posted - 2013.06.06 13:10:00 -
[236] - Quote
next part of the reply |
Kharga Lum
Seraphim Initiative. CRONOS.
72
|
Posted - 2013.06.06 13:15:00 -
[237] - Quote
What is shield recharge was only possible with a fitted recharge module? |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
71
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Posted - 2013.06.06 13:19:00 -
[238] - Quote
BL4CKSTAR wrote:So your suggesting that 14% Shield reduction for a 10 decrease increase in regen, which makes them.... better? Also your leaving it to choice for the Caldari to sacrifice a Complex mod for a recharger, most people would rather get the HP increase. Honestly I am just really confused at what you're suggesting. No, you're completely misunderstanding my post. Adding a shield recharge penalty to all shield extenders can in no way make shield tanking any better than it currently is. It only makes it take longer for their shields to reach full power. It is NOT intended as "the fix" to make shield tanking and armor tanking equal. I have already stated that.
The ENTIRE intention of the change would be to give shield tanking a drawback to consider. For armor tanking it is a speed drawback. In this case, it would reduce your shield regeneration amount. That means a Caldari suit with no shield modules would reach 210 shields faster than a Caldari suit with 474 shields from 4 complex extenders. With CURRENT mechanics they would reach 210 shield hp at the exact same time.
It is something meant to slightly reduce the advantage that shield tanking currently has over armor. Alongside a slight armor buff, the two will balance out without any major changes to either side. Are Caldari tankers really going to notice it taking an extra 4 seconds for their shields to hit maximum? Perhaps! But it shouldn't be enough to cause any tears or complaints.
And I don't know where you're getting 480 shields from with 3 complex extenders and a complex recharger. I am not using skills for my calculations and the number is clearly 408 (210 + [66*3]). If you are factoring skills into your equations then they don't stand alongside my calculations.
And I already gave you the Gallente numbers. The reason I'm NOT INCLUDING them further from what I have already done is because Gallente are not good with shields in DUST and should not be shield tanked. Therefore a drawback to shield extenders does not directly affect them. It indirectly affects them through a direct effect on their competition (shield tanks) which is why the shield suit numbers are what matter here.
My proposal is simple, I will state it again:
- In an effort to reduce the advantage of shield tanks over armor tanks, shield tanking should come with a noticeable drawback. I am proposing this drawback to be a reduction in shield recharge rate built into Shield Extender modules, in the same way that a speed penalty is built into armor plating modules.
This applies the affects already listed:
A Caldari Assault Suit with 4 complex extenders CURRENTLY has 474 shield HP with a 0-Maximum recharge time of 27 seconds (before skill bonuses are included). A Caldari Assault suit fit the SAME WAY (but with the drawback) would have 474 shield HP with a 0-Maximum recharge time of 30.57 seconds (before skill bonuses are included).
This means that my change would DECREASE the rate at which shield tanks recharge when stacking extender modules ALONGSIDE having to restore the extra HP provided by the extender modules. This results in ~4 extra seconds for a Caldari shield suit to return to full HP over CURRENT game mechanics. It is in no way a buff to shields. It is a very slight nerf, implemented by adding a drawback to their extender modules.
The SIDE EFFECT of this is that shield tanks become more varied by making shield regenerator modules more attractive. At the cost of raw HP, they can improve the rate at which they return to full HP. This means they are at full HP for the next fight in a much smaller timeframe than a full extender fit would be. However, they are STILL impacted by the proposed drawback to the extender modules, as so:
A Caldari Assault suit with 3 complex extenders and 1 complex recharger has 408 shield HP with a 0-maximum recharge time of 19.49 seconds (before skills are factored in). A Caldari Assault suit fit the SAME WAY (but with the drawback) would have 408 shield HP with a 0-maximum recharge time of 21.16 seconds (before skills are factored in).
This shows that: Currently the recharger fit would recharge about 7 seconds faster than the buffer fit. The drawback included version would recharge about 6 seconds faster than the current buffer fit. The drawback included recharge version would recharge 9 seconds faster than the drawback included buffer fit.
How you are getting this to be a buff to shields is completely beyond me, I am not sure I can make it any clearer than that. Hopefully this is explaining what I'm trying to get across, but here's another simplified version:
Armor tanking has a discrepancy compared to shield tanking on dropsuits (shield tanking is arguably better as pointed out by OP). New armor modules are incoming that MAY reduce the discrepancy (confirmed by CCP). My proposal is to slightly nerf shield tanks ALONGSIDE a buff to armor to equalize the playing field. My reason for doing so is that at the moment, shield tanking comes with no penalty for shield tanking, whereas armor does (movement cost). Putting a slight penalty on shields helps smooth the difference between the two. However, shields are already in a good spot and we don't want to majorly nerf them with a big penalty that could throw off the game. So adding a shield recharge penalty to shield extender modules makes a slight difference to current setups that should not heavily impact anybody's playstyle or fittings, but reduces the discrepancy between the two tank types. |
Beren Hurin
OMNI Endeavors Reverberation Project
509
|
Posted - 2013.06.06 13:21:00 -
[239] - Quote
BL4CKST4R wrote:
I dislike bars because they trick the mind into thinking that whenever you make a change, nothing happens. For example lets say you have 100 HP, and you add 20 HP, a bar will not show this change. With weapon damage it is far worse, because in Dust 514 guns can do over 100% damage, so how would you display that with a bar?
You could still have the target indication text. I"m not saying get rid of it. Also your suggestion (show info being the main source of resistance intel) wouldn't be helpful in that it doesn't fix the problem of real-time target intel. Anyway, with regard to the 'over 100% damge issue' that's where the heuristic design comes in. I specifically color coded the bars as a way to suggest that. A ruby red (the same color as regular health bar) indicates 100% (or +/- 5%) damage, a darker red is <95% and a pinkish red is >105%. Then with that and the relative length of the bar on either side of the line, you'd get to see how much more damage your weapon does to shield relative to armor. If the bar on the left looks 50% longer than the bar on the right (120% shield to 80% armor damage) then you know that your weapon will be 50% more effective to shield.
This idea seemed pretty intuitive to me, but then again, I'm prefer visuals/charts to tables...especially when I have to make a lot of quick decisions off of them. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:24:00 -
[240] - Quote
Laurent Cazaderon wrote:2/3) There i feel you misunderstood me. Like a lot. The whole point, the main idea of my previous reply is to enhance the efficiency of armor oriented suits to use armor modules. And same goes with shield.
Regarding base HP of the plates. I merely use a roughly x2 multiplier compared to what shield module gives you at the same tier. So yes, i lowered the std one so it would suit that idea.
And regarding the penalty, this suggestion only applies with the other suggestion to add specific bonuses to the basic frame skills depending on the race. (copy pasting here)
- 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)
So in the end, gallente, the most armor oriented suit gets a way lower penalty that it does now (6% for complex) and with more base HP. 6% penalty for 148 HP. How does that make armor tanking worse ?
This makes sense in our current system, but because we know ferroscale plates are coming we would have to ignore the movement penalties for a while until we see what ferro brings to the table, although the movement penalty should be proportional to the armor increase. And the numbers you propose make sense with the racial bonuses you added, you want to punish shield users but reward armor tankers for using armor modules. One thing your numbers do not account for is the HP difference between ferro and armor plates, which nobody knows so I don't blame you.
Laurent Cazaderon wrote: Regarding ferroplates now. when i said they shouldnt give much armor, it was in the same idea. If a complex ferroscale gives 90 HP without any kind of penalty ? What do you think shield tanker will do ? Both shield and armor tank. And in my opinion, buffing HP with a defense type that isnt originally the suits purpose should either bring you a very limited advantage, or come with a bigger penalty than the specialized suit. eg, minmatar assault using plates. It happens often in EVE.
So yeah, movement penalty would be higher, but only for the race who wouldnt get a penalty reduction through one of their skill bonuses. Is it more clear now ? And again, i also think movement penalty shouldnt impact base movement speed as you cant buff it back.To be continued.[/quote]
Ferroscales need to give more armor than shields because shields have no penalty and they get their recharge for free, while ferroscales armor still has to deal with the fact that we have no armor repair, and also we do not want any changes to shields at all because this can lead to imbalance.
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