Pages: 1 2 3 4 5 6 7 8 [9] 10 11 12 13 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 5 post(s) |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:25:00 -
[241] - Quote
Beren Hurin wrote: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 a visual/charts kind of person rather than a tables kind of person.
I guess it really just comes down to matter of preference. And I thought you were requesting a change to the entire UI. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:32:00 -
[242] - Quote
EXASTRA INVICTAS wrote: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....
This makes a lot more sense, and yes I did use skills. But many of us suggesting for an armor fix do not wish for shields to be touched. We aren't even asking for armor to be brought up to the EXACT same level as shields. All we want is armor to be competitive, we aren't even asking for armor to repair just as fast as shields we only asked for a small repair bonus to armor tanking suits so that the OVERALL recharge rate of all suits is equal. But aside from this, your post makes sense and I now understand what your suggesting and I do say it isn't a bad idea.
|
Torin Darieux
Aideron Robotics
0
|
Posted - 2013.06.06 13:35:00 -
[243] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
I'm trying to understand your last point. It sounds like you are saying that if every item is tag "NOT GALLENTE" then you would be able to do racial bonuses. If this is the case, wouldn't the inverse be true as well? That is you can tag Gallente items "IS GALLENTE" and exclude any item that does not have that tag? |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:42:00 -
[244] - Quote
Torin Darieux wrote:CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. I'm trying to understand your last point. It sounds like you are saying that if every item is tag "NOT GALLENTE" then you would be able to do racial bonuses. If this is the case, wouldn't the inverse be true as well? That is you can tag Gallente items "IS GALLENTE" and exclude any item that does not have that tag?
The easiest way for them to do this is to just add a racial bonus, but I think what they really wanna do is add the bonus without having to level up the skill. And yeah I didn't understand why they could just inverse the tags, but i'm to excited for the new plates to really care. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
72
|
Posted - 2013.06.06 13:44:00 -
[245] - Quote
BL4CKST4R wrote:EXASTRA INVICTAS wrote: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.... This makes a lot more sense, and yes I did use skills. But many of us suggesting for an armor fix do not wish for shields to be touched. We aren't even asking for armor to be brought up to the EXACT same level as shields. All we want is armor to be competitive, we aren't even asking for armor to repair just as fast as shields we only asked for a small repair bonus to armor tanking suits so that the OVERALL recharge rate of all suits is equal. But aside from this, your post makes sense and I now understand what your suggesting and I do say it isn't a bad idea. Okay well I'm glad I managed to make that clear enough, sometimes I am not so good at conveying my ideas into words. On your point, I too am fairly satisfied with where shields are! I don't think they need any major nerfs to make armor tanking feel more viable. I just feel that shield tanking should come with a viable drawback that shield tankers would have to consider for themselves, in the same way armor tankers do (Do I really care enough about my movement speed to use the complex plate or do I go for a less HP oriented fit?), and adding this drawback indirectly helps the situations discussed about armor tanks. I am hoping that my proposed change (-1hp to recharge rate built into extender modules) would be enough. It would give them a slight drawback, but it wouldn't really CHANGE how shield fits currently operate. It only slightly increases the time it takes for them to hit full HP again. Another side effect I had mentioned earlier is that CCP can use the differences between shield extenders and rechargers to offer more racial variety between Caldari suits and Minmatar suits. In EVE Caldari favor buffer where Minmatar favor shield regeneration.
This change would easily allow for a more distinct flavor between the two types of shield tanks, as well as offering more for shield tanks to consider, and it indirectly narrows the current gap between armor and shields without doing anything major.
Keep in mind that even with my current proposal, a 4 extender Caldari suit would still recover HP over 2x faster than a Gallente suit would recharge armor with 2 Complex Armor Reppers. I am not pushing to make armor>shields or armor=shields either. I am a firm believer that each one should have upsides and downsides that change the playstyles of the fits and also their advantages in combat when used properly. I'd prefer unique flavors to outright equality, for sure. After all, shield tanking has been dominant in EVE online for years and I'm still a die hard armor tanker. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 13:47:00 -
[246] - Quote
Well the biggest drawback is almost double the cost in CPU but 1 PG cheaper than armor, and the low HP added. That's why I say that ferroplates NEED to be higher because yet again, shield tanking will have lesser drawbacks. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
72
|
Posted - 2013.06.06 13:57:00 -
[247] - Quote
BL4CKST4R wrote:Well the biggest drawback is almost double the cost in CPU but 1 PG cheaper than armor, and the low HP added. That's why I say that ferroplates NEED to be higher because yet again, shield tanking will have lesser drawbacks. Yes, the fitting requirements of shields in DUST are currently rather high. Although I'm sure I'll hear rage about this, let me make a comparison using like-EVE modules.
Small Shield Extender II: 263 Shield HP +2m Sig Rad penalty' 23 CPU, 3 PG
100mm Reinforced Steel Plates II: 300 Armor HP +37,500kg mass addition 11 CPU, 6 PG
First things we notice are that the armor plates take about half of the CPU, but double the powergrid, and that they give slightly more HP than the closest related shield module. The reason it gives a bit more HP than shields is because shields constantly regenerate in EVE so adding extra shield HP also increases not only how much your shields regen each second but also the length of time they have to naturally regen before depleting, so it evens out a bit.
As for the drawbacks, the 2m sig penalty on the Extender makes your ship easier to track. The mass addition from the armor plate reduces your speed while boosted (3m/s under Afterburner and 9m/s under MicroWarp Drive before skills are factored in). Actually, it is because of this that I support armor modules not reducing your speed directly but having a more significant impact on your stamina. This feels like it fits more with EVE to me and a lot of people seem to support the idea as well.
Just something to think about. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 14:03:00 -
[248] - Quote
EXASTRA INVICTAS wrote:BL4CKST4R wrote:Well the biggest drawback is almost double the cost in CPU but 1 PG cheaper than armor, and the low HP added. That's why I say that ferroplates NEED to be higher because yet again, shield tanking will have lesser drawbacks. Yes, the fitting requirements of shields in DUST are currently rather high. Although I'm sure I'll hear rage about this, let me make a comparison using like-EVE modules. Small Shield Extender II: 263 Shield HP +2m Sig Rad penalty' 23 CPU, 3 PG 100mm Reinforced Steel Plates II: 300 Armor HP +37,500kg mass addition 11 CPU, 6 PG First things we notice are that the armor plates take about half of the CPU, but double the powergrid, and that they give slightly more HP than the closest related shield module. The reason it gives a bit more HP than shields is because shields constantly regenerate in EVE so adding extra shield HP also increases not only how much your shields regen each second but also the length of time they have to naturally regen before depleting, so it evens out a bit. As for the drawbacks, the 2m sig penalty on the Extender makes your ship easier to track. The mass addition from the armor plate reduces your speed while boosted (3m/s under Afterburner and 9m/s under MicroWarp Drive before skills are factored in [NOTE: numbers taken from a Corax class Destroyer]). The gap in speed becomes much much more obvious with the higher tier armor equipment on heavier ships. Actually, it is because of this that I support armor modules not reducing your speed directly but having a more significant impact on your stamina. This feels like it fits more with EVE to me and a lot of people seem to support the idea as well. Just something to think about.
Dont EVE ships have a passive armor regen also, albeit small?
|
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
73
|
Posted - 2013.06.06 14:08:00 -
[249] - Quote
Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 14:13:00 -
[250] - Quote
EXASTRA INVICTAS wrote:Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run.
Hmm this is interesting, this makes sense with the speed penalty, but I don't think EVE ships can dodge bullets so it kinda balances for them, but not for us. |
|
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
75
|
Posted - 2013.06.06 14:17:00 -
[251] - Quote
BL4CKST4R wrote:EXASTRA INVICTAS wrote:Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run. Hmm this is interesting, this makes sense with the speed penalty, but I don't think EVE ships can dodge bullets so it kinda balances for them, but not for us. EVE ships can indeed "dodge" bullets though not quite through the same mechanism as in a FPS. A tracking formula is utilized that includes:
1) Ship Signature Radius 2) Weapon Signature Resolution 3) Distance to Target + Target speed (Transversal Velocity) 4) Weapon Tracking speed in radians per second
It is referred to as "speed/sig" tanking when you attempt to "dodge" enemy fire by combining as high of a speed as you can with as low of a signature radius as you can. This works best for smaller ships, such as frigates, versus larger ships such as battleships. Think of this as a Light suit vs Heavy suit. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 14:20:00 -
[252] - Quote
EXASTRA INVICTAS wrote:BL4CKST4R wrote:EXASTRA INVICTAS wrote:Absolutely not. Armor and Structure only regenerate with an armor/structure repair module equipped (and unlike in DUST, the module requires capacitor management to utilize, it isn't free passive armor regen).
Basically this offers you the choice of getting an extremely high armor buffer tank in the hopes that you can defeat your opponent before they can break down your wall (with no capacitor draw from a repper) or you can choose to go active armor tank which gives you less EHP but the ability to repair your damage both during and after battle (assuming you survive) but it takes a lot of capacitor to run. Hmm this is interesting, this makes sense with the speed penalty, but I don't think EVE ships can dodge bullets so it kinda balances for them, but not for us. EVE ships can indeed "dodge" bullets though not quite through the same mechanism as in a FPS. A tracking formula is utilized that includes: 1) Ship Signature Radius 2) Weapon Signature Resolution 3) Distance to Target + Target speed (Transversal Velocity) 4) Weapon Tracking speed in radians per second It is referred to as "speed/sig" tanking when you attempt to "dodge" enemy fire by combining as high of a speed as you can with as low of a signature radius as you can. This works best for smaller ships, such as frigates, versus larger ships such as battleships. Think of this as a Light suit vs Heavy suit. So I guess this is what CCP was trying to do when they first made the suits...
|
Arkena Wyrnspire
Turalyon Plus
813
|
Posted - 2013.06.06 14:41:00 -
[253] - Quote
EXASTRA INVICTAS, I think you're explaining this idea quite well. It's a nice idea, and I'd say go for it, but I worry that it'd be too harsh and also it wouldn't fit with shields. They're for burst tanking more than anything else. |
IceStormers
Forsaken Immortals
34
|
Posted - 2013.06.06 14:51:00 -
[254] - Quote
they can still achieve this, however not when repping has no impact in battle
the only impact in Dust is buffer, then how fast you can get that buffer back and get back into battle
then we just add on the penalty for armor
I would be happy to see solo players using more shield and group players using more armor
but currently there is just no advantage for groups to even use Armor and rely on logi etc
i want to see armor squads and shield squads |
Arkena Wyrnspire
Turalyon Plus
813
|
Posted - 2013.06.06 14:51:00 -
[255] - Quote
Laurent Cazaderon wrote:
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.
Agreed.
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.
Most, being the vast, vast majority, like over 90%. It depends on how scanning evolves tbh.
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.
Perhaps I did. I don't think racial bonuses are the way to go for it though - perhaps a role bonus would be better?
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.
I don't really like doing that, because the lower tiered plates would really start to suck when you put on a bigger speed penalty as well. And yes, I know it's mitigated by the bonuses you propose, but remember at the basic level people don't have that SP to invest.
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 ?
It makes it worse because you -absolutely must- spec the skills to all 5 before you get to that point. It's not overall worse if you can do that, though.
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.
This is true, but that then effectively nerfs armour tankers because you don't want shield tankers to use it too. You can't balance a module to make it ineffective because otherwise other people will use it. We also don't have that kind of thinking with shield tanking, and it shows. Shield tanked Gallente dropsuits are already on the battlefield.
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. I must have missed your comment on base movement speed. That makes things make a lot more sense.
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.
I think a better solution to this would be using role bonuses to mitigate the armour penalties instead. You could also solve the ferroscale issue if you want to make armour tanking reliant on bonuses by bonusing the ferroscale HP. I don't agree with having to use suit bonuses to make a tank type worth using, because in this case it's only applying to one kind of tank. Shield tankers still don't have to do that, making shield tanking viable on any suit.
To be continued.
Answers bolded inside the quote. |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 15:23:00 -
[256] - Quote
IceStormers wrote:they can still achieve this, however not when repping has no impact in battle
the only impact in Dust is buffer, then how fast you can get that buffer back and get back into battle
then we just add on the penalty for armor
I would be happy to see solo players using more shield and group players using more armor
but currently there is just no advantage for groups to even use Armor and rely on logi etc
i want to see armor squads and shield squads
This would attach a limit to actually playing the game with your own playstyle, obviously the game doesn't have a big red sticker saying SHIELD IS SOLO/ARMOR IS GROUP so any new player, or veteran player would be limited due to the forced play style. Your suit option should give you the ability to make your own playstyle, while remaining within the boundaries of the suit itself. |
Zauis Gallente
Net Warriors Z
4
|
Posted - 2013.06.06 15:34:00 -
[257] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
Is there a time period set for 1.2's release? |
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 15:43:00 -
[258] - Quote
Zauis Gallente wrote:CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. Is there a time period set for 1.2's release?
He hasn't said anything yet, what I really want is the stats of these plates so I can chew them up. Having a really hard time figuring out a balance between shield tanking and reactive plate tanking.
|
BL4CKST4R
WarRavens
151
|
Posted - 2013.06.06 15:48:00 -
[259] - Quote
congratz :)
CCP Cmdr Wang wrote:Next week is the Dragon Boat festival in Shanghai and our Shanghai office will be on haitus from June 10-12. We will resume our weekly updates on June 20.
Thank you for your interest and support in DUST 514.
This sucks, I hope we get the patch before then, and not like 1+ month from now. |
Arkena Wyrnspire
Turalyon Plus
817
|
Posted - 2013.06.06 15:52:00 -
[260] - Quote
Laurent Cazaderon wrote:next part of the reply
Also, at the moment, those basic frame skills have absolutely NO value beyond that 3rd level as people wont waste almost 1M SP to get the proto basic frame when they can go for a specialized one even if it's more expensive SP wise. (that's still a million SP saved).
And i dislike useless skill levels (like dropsuit command 4 and 5...)
As much as I also dislike useless skills, if we have too many expensive, useful ones, we end up with a massive SP sink for people to be 'competitive'.
4) The bonuses i gave were examples that just came to mind. But i like buffing base hp for heavies.They overall start with 820-850 base HP, even a 3% to both shield and armor per level is, in the end a free complex plating.
Fair enough. The heavies need a good bonus, though this isn't about them.
But anyway, those were merely rough examples to make a point about specialization bonuses needing to be neutral regarding the different racial suits. Like many said before.
Yep.
For logistics, it's been said that at the moment, equipments cannot be tied to bonus in a very specific way. Sadly.
Och, that's a shame. Good to know though, thanks.
5) Yes armor gets a lower repair rate than shield. But if you manage to lower the impact of the armor penalty for armor oriented suit (the way i suggest, through skills) and give bigger buff with one plate (like i suggest, except for std), then your overall HP should be higher than your shielded enemy.
The HP buff you've given the two better plates is 3 and 15, respectively. That's... tiny. That won't solve the imbalance. Reducing the speed penalty helps, but it doesn't change the HP situation, or the regen situation.
Right now, shields get higher HP overall than armour if the armour tank wants a decent regen without being massively slow. While reducing the speed penalty helps with that, you still have a situation where shields have higher HP and regen. The marginal buff to the highest tier plates helps with the HP -slightly-, but you've also nerfed the low tier by about 1/3rd of its HP. That keeps shields superior in raw tank, and when armour is being penalised for that tank it becomes simply inferior. I know you've suggested a penalty to sigrad, but that really wouldn't change much, unless scanning was overhauled.
So yeah, in a fight if you both hide he'll beat you to regen. but thing is he'll have to go into hiding before you. That's the dream. :P
Design is that shield should buff less hp but recharge faster when armor should buff more HP but repair more slowly. With armor having the possibility to be remote repped.
I agree with that design, but we have some way to go with that.
One complex repairer cannot reach 10HP\sec. otherwise it becomes a non-sense. If your plate gives twice the buff than the shield extender, and you get even half (using 2 reppers) the regen, you'll be at a clear advantage imo.
If you fit even a single shield recharger, your shield regen rate skyrockets to nearly 47 HP/s. If you fit four complex reppers, a repper in every slot, you can only just get to that level, and you have no buffer at all.
Let's look at that last statement - "If your plate gives twice the buff than the shield extender, and you get even half (using two reppers) the regen, you'll be at a clear advantage." You only have half the slots to spend on plates. The others have to be spent on repairers to ensure you get a regen. So, the HP becomes approximately equal. However, you've also said that if you have even half the regen you're at a clear advantage. Well... No. Because you're at equal HP with a lower speed. If you have half the regen rate as well, that doesn't constitute an advantage.
In the end we both agree on what needs to be done but have different views on it. But i run armor, runned armor in EVE and really would like to see both shield and armor be viable solutions. But not the same play style. Indeed. What I'd really like to see is for armour to be genuinely tough, at the cost of speed, compared to shield, which is weaker but faster.
More answers in bold. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1091
|
Posted - 2013.06.06 16:19:00 -
[261] - Quote
I'm going to jump right in building from the info stated in the opening posts (I've yet to read all 6 pages so forgive any repetition)
Suggestions
- CCP has stated there are new armor mods coming out, one type that will contain some degree of self rep and another that will have no movement penalty imposed. Presumably both of these will have lower HP values. Putting at least one, if not both, of these mods as high powered mods would improve armor tanking on balance by opening up more slots for use (as shield tanks already have). The best option would likely be the lower HP no movement penalty plates. EDIT: [CCP Remnant on these changes]
- Increased high power mod options - If there were more utility mods for high power slots it would introduce some greater degree of parity between the tanking methods, the most important aspects of this would be either mods that mitigate some of the shortfalls of armor or mods that provide a unique benefit unavailable outside of high slot use.
- Proper role bonuses - While the Amarr and Gal logi suits have reasonable role + racial buffs their armor tanking counterparts within the Assault and Heavy lines are lacking equal care. Providing role and racial skill buffs which lend uniqueness and benefit to racial tanking methods would go along way towards sustaining balance.
- Profile penalty for shield mods - Having shield extenders increase the "noise" of a suit raising its profile and thus highlighting it on TACNET could be another way to counter balance the value of shields without directly diminishing their current assets.
Concerns
- Maintaining value of support roles - Repair tools and some classes of nanohive are devoted to the maintenance and repair of armor. In improving the balance between armor and shield tanking it is essential that we not devalue the viability of these support equipment/roles.
- Maintaining diversity between armor vs shield tanks - The OPs already touch on this but I feel it bears reiteration. The goal of bringing parity should be finding diverse yet effective ways for both types of tanking, we do not want to diminish game diversity by having the same tanking method twice under different names.
- Maintaining diversity between racial variants - Not only is it important to provide equivalent but district advantages to armor and shield tanking it is equally important to do so for the racial suits. In part this will be attained so long as tank types are properly done however Amarr/Gal & Min/Cal should not be identical in function either or we're sacrificing game diversity. When balancing suit tank all stat elements not just EHP must be considered. Anything less than this (such as normalizing EHP across the boards on medium frames will create, rather than resolve, game wide imbalances.
- Base stats vs possible fittings - The value of base stats on any given frame is higher than the value of being able to fit that frame to the same total stat level via mods. Base stats provide higher value buffs from passive skills, base stats require no CPU/PG or slots to attain, base stats require no further SP/ISK investment to use as they are part of the suit. All of these factors are relevant balance factors and comparing final fittings stat numbers (e.g. EHP, dps, et al) straight across without accounting for these aspects results in false impressions of the game state/basic balance.
Likely more to come as I chew through this thread.
Cheers, Cross |
Aero Yassavi
Shining Flame Amarr Empire
58
|
Posted - 2013.06.06 17:08:00 -
[262] - Quote
Will the new armor plates have a a new skill or will they be unlocked with the cuurent Armor Plating skill? |
Cody Sietz
The Tritan Industries RISE of LEGION
203
|
Posted - 2013.06.06 17:08:00 -
[263] - Quote
Win. |
Vespasian Andendare
Resheph Interstellar Strategy Gallente Federation
9
|
Posted - 2013.06.06 17:16:00 -
[264] - Quote
CCP Remnant wrote:Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. Wouldn't the obvious "universal" bonus would have been to give all Assault suits some augmentation on armor repair? It would help out shield tankers, but since they didn't skill into armor tanking, it wouldn't have been terribly overpowered, especially considering their ridiculous shield recharge rate. Further, it would have helped out armor tankers (who are in a sad state at the moment) by augmenting the tanking skills they skilled into.
|
x-KOR-x
PFB Pink Fluffy Bunnies
112
|
Posted - 2013.06.06 17:17:00 -
[265] - Quote
I agree with most that have been said in this post but i just want to point out something: - We can't forget that by only improving the Armor Modules we are also buffing the Shield based Dropsuits because they can also wear the Armor Modules. So, we definitely need some other type of Bonus to Armor Suits. |
Sebrone Jamleux
Namtar Elite Gallente Federation
20
|
Posted - 2013.06.06 17:35:00 -
[266] - Quote
Arkena Wyrnspire wrote: Explosives actually do a massive 150% damage against armor, while doing reduced damage against shields. That's completely ridiculous - there is no weapon that even comes close to doing that against shields. There's a difference of 80% damage between an armor tanker and a shield tanker when being hit by a grenade. Flux grenades may do vast amounts of damage against shield - an Allotek flux grenade might do 1800 shield HP damage, but this is restricted to shields only. That might be a slight advantage for armor, but a Core locus grenade will do 900 amour damage (enough to one shot any medium armor suit). This damage can actually kill the player as well, as opposed to flux which allows the shield tanker to retreat and regenerate. While splash damage isn't entirely accurate as displayed (like being close to the center will do more damage), the Core locus will only do 420 to a shield tanker. That's under half of what it did to the armor tanker, and easily survivable even if hit solidly by the grenade if you have a decent shield tank.
I-¦m not sure if they used the same stats as EVE but if they do so Locus grenades do 90% and not 150%. This are the EVE stats: Shield Resistances: EM: 0% Explosive: 50% Kinetic: 40% Thermal: 20% Total: 110%
Armor Resistances: EM: 50% Explosive: 10% Kinetic: 25% Thermal: 45% Total: 130%
As you see has armor higher total resistances and they are also more balanced so it-¦s easier to compensate them with resistance modules. Shields are weak against EM and Thermal damage which are currently the most common damage types (AR, SR). Also in EVE turrets don-¦t do just one damage type and most of them do thermal damage too.
To your point that shield tankers can just hide and recover after a flux grenade: I agree with this and Flux grenades should do more than just shield damage. I-¦d like to see a additional delay of about 5 seconds before the shields recover and some kind of view disturbing and module break down would be nice too. This could be just for certain modules and maybe be based on their CPU usage. |
Kitten Empress
Ametat Security Amarr Empire
305
|
Posted - 2013.06.06 18:29:00 -
[267] - Quote
CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you. |
Arkena Wyrnspire
Turalyon Plus
830
|
Posted - 2013.06.06 18:40:00 -
[268] - Quote
Kitten Empress wrote:CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you.
We haven't yet seen the bonuses that are being put in, or the stats on the new stuff and tweaked stuff. |
Kitten Empress
Ametat Security Amarr Empire
306
|
Posted - 2013.06.06 18:47:00 -
[269] - Quote
Arkena Wyrnspire wrote:Kitten Empress wrote:CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you. We haven't yet seen the bonuses that are being put in, or the stats on the new stuff and tweaked stuff. I used logical numbers. I assumed ferroscale between shield and armor. I assumed reactive the same as shield, and I assumed in HP/s: 1/2/3. Still doesn't fix many many problems, like Caldari having more eHP and regeneration than armor because armor has to give up eHP for a mere 5hp/s. |
Arkena Wyrnspire
Turalyon Plus
830
|
Posted - 2013.06.06 18:49:00 -
[270] - Quote
Kitten Empress wrote:Arkena Wyrnspire wrote:Kitten Empress wrote:CCP Remnant! First of all, thank you for finally balancing armor! Secondly, from numbers crunching, it seems Caldari are still on top. Whai. I will release the c¦¦r¦¦a¦¦c¦¦k¦¦e¦¦n¦¦ SoxFour to shout at you. We haven't yet seen the bonuses that are being put in, or the stats on the new stuff and tweaked stuff. I used logical numbers. I assumed ferroscale between shield and armor. I assumed reactive the same as shield, and I assumed in HP/s: 1/2/3. Still doesn't fix many many problems, like Caldari having more eHP and regeneration than armor because armor has to give up eHP for a mere 5hp/s. There also other tweaks like the bonuses and a speed penalty reduction. I'm not certain it'll fix things, but it's worth waiting for. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 [9] 10 11 12 13 :: one page |
First page | Previous page | Next page | Last page |