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Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[1] - Quote
This is a thread about the infantry balance, not the vehicle balance. Please restrain yourselves from complaining about vehicle balance in this thread. Similarly, please stay on topic. Posts like GÇÿlol dust suxGÇÖ and GÇÿforget armour, fix xGÇÖ are not welcome.
I have been armour tanking since the start of Chromosome. I may be biased, but I have tried to avoid that as much as possible in this report. Despite that, it will likely come across that I am strongly supporting armour, and that is true. I truly believe that armour is inferior to shields, though. I have also specced into shields with an alternate character to try and gauge balance.
I will start off with the negatives for armour. There are positives, and I will come to those, but they are outweighed by the negatives as opposed to shield.
Armour is worse than shield for a number of reasons. Here is why:
Armour is significantly slower than shield, and mobility is exceedingly important. At the same time, armour cannot attain the buffer tank of shield, nor the recharge. The recharge through fire is nice, but given the recharge delay on shields is so short and the recharge on shield is so much higher, shield wins out on recharge overall. In the time it takes to be killed, armour might repair 30 HP with some strong reps. Fully rep fit it might be more except buffer is so low at that point that you die much quicker.
Shield doesnGÇÖt have to fit reppers, so it can devote its resources to buffer. This means that although armour inherently gives higher buffer HP, it actually gets similar or lower buffer HP. The balance between plates and extenders contributes to this GÇô shield extenders, as you go up the levels, give a much higher amount of HP proportionally that armour. In addition to this, the penalty for armour plates goes up much higher proportionally as you go through the tiers than the HP bonus, making the highest tier plates, the complex plates, simply not worth using.
Here are the numbers: Basic Shield Extender GÇô 22 HP Enhanced Shield Extender GÇô 33 HP Complex Shield Extender GÇô 66 HP The complex is 3x as effective as the basic. Basic Armour Plate GÇô 65 HP Enhanced Armour Plate GÇô 87 HP Complex Armour Plate GÇô 115 HP The complex is approximately 1.76x as effective as the basic. This isnGÇÖt it, however GÇô armour plates have penalties associated with them as well. Basic Armour Plate GÇô 3% penalty Enhanced Armour Plate GÇô 5% penalty Complex Armour Plate GÇô 10% penalty The complex penalty is 3.3x as harsh as the basic GÇô this is even more than the shield benefit proportion! The penalty for the plates is disproportionate to the gain, and as a direct result of this complex plates are frequently replaced by enhanced plates. Shield tanks donGÇÖt have to make this sacrifice, and there is no penalty for shielding, so shield tankers can use complex shield modules without any problems.
The next reason armour is inferior to shield is because of slot layout. Shield tankers can use their lowslots for whatever, whereas armour dedicates it to tank. Of course, shield tanks dedicate their midslots to tank, however, bar damage mods and tank, midslots are less useful than lowslots. Damage modifiers are the only notable non-shield tank midslot module, and shield tanks can still compromise to fit them and have more HP than armour. Armour tanks canGÇÖt compromise their tank to fit it without making significant sacrifices in their tank which shields donGÇÖt have to make. Low slots, on the other hand, can be used for fitting mods and biotic mods, both of which can be extremely effective and useful, and biotic mods widen the mobility gap even further, which is important. We start to get the failure of the Gallente design philosophy here GÇô they use short range, high damage weapons, but with armour they canGÇÖt get in range to use them. Shield tanks can actually improve their tank further with their low slots as well GÇô shield regulators are low slot modules, thus the open slots which they have can be used to back up their tank more. This widens the gap between shield tanks and armour tanks.
Non-shield tank mods in midslots: Damage modifiers (Very effective, but can still be fitted on shields) Myofibril Stimulants (lol)
Non-armour tank mods in lowslots: Shield Regulators (Can be used to improve shield tank with the free slots!) Kinetic Catalyzers (Mobility gap) Cardiac Regulators (Mobility gap) Precision/Scan Strength Enhancers Scan Range Amplifiers Profile Dampeners CPU Enhancers PG Upgrades Codebreakers
There seems to be a bit of a disparity here, hrm?
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Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[2] - Quote
Reserved |
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[3] - Quote
Reserved |
Arkena Wyrnspire
Turalyon Plus
584
|
Posted - 2013.06.01 12:16:00 -
[4] - Quote
Reserved |
Treablo James Howard
WarRavens
21
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Posted - 2013.06.01 12:21:00 -
[5] - Quote
Remote Armor Repair. Find a logi. Hug your logi. Love your logi. |
Arkena Wyrnspire
Turalyon Plus
588
|
Posted - 2013.06.01 12:39:00 -
[6] - Quote
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. |
BL4CKST4R
WarRavens
89
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Posted - 2013.06.01 12:54:00 -
[7] - Quote
Add the Armor Honeycombing skill from EVE. This gives a 5% reduction to the movement penalty per level of armor modules
reduce the movement penalty proportionally to the armor increase. Basic -> Enhanced is a 25% armor increase, so the penalty should increase by 25%, which so the penalty should be roughly 3.75%, Enhanced -> Complex is roughly 25% so the penalty should be 4.69%.
[*] GIVE SUITS THAT FOCUS ON ARMOR TANKING, BONUSES TO ARMOR USAGE!This is probably the most important thing that would need to be looked at before changing armor tanking, because if we change all the armor modules and skills etc, then what we will create is good armor tanks, but better shield tanks. Shield tanks can stack more complex modules than armor tanks and on top of that they would now have lower penalties for armor tanking so they can go fully defensive an out tank us even more, or use up armor modules and use their excessive High slots for weapon modifiers. |
Arkena Wyrnspire
Turalyon Plus
588
|
Posted - 2013.06.01 13:00:00 -
[8] - Quote
BL4CKST4R wrote: Add the Armor Honeycombing skill from EVE. This gives a 5% reduction to the movement penalty per level of armor modules
reduce the movement penalty proportionally to the armor increase. Basic -> Enhanced is a 25% armor increase, so the penalty should increase by 25%, which so the penalty should be roughly 3.75%, Enhanced -> Complex is roughly 25% so the penalty should be 4.69%.
GÇó GIVE SUITS THAT FOCUS ON ARMOR TANKING, BONUSES TO ARMOR USAGE! This is probably the most important thing that would need to be looked at before changing armor tanking, because if we change all the armor modules and skills etc, then what we will create is good armor tanks, but better shield tanks. Shield tanks can stack more complex modules than armor tanks and on top of that they would now have lower penalties for armor tanking so they can go fully defensive an out tank us even more, or use up armor modules and use their excessive High slots for weapon modifiers.
1. We don't really need more SP sinks for armour right now. Also, a 5% per level reduction to the penalty translates to a 2.5% change at maximum, with nearly 1 mil SP spent. That's not really helpful, imo, and certainly not worth the SP.
2. I agree. I suggested that the ratios be adjusted so the complex is worth 3x the basic instead of under 2x - the penalties would then be 3%, 6%, and 9%, though I've suggested lower numbers.
3. Completely agree. That's absolutely needed. Armour needs adjustment across a number of issues, and suits is one important one. |
BL4CKST4R
WarRavens
90
|
Posted - 2013.06.01 13:23:00 -
[9] - Quote
Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment in defense.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade.
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Arkena Wyrnspire
Turalyon Plus
593
|
Posted - 2013.06.01 13:28:00 -
[10] - Quote
BL4CKST4R wrote:Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down; almost everything on the field is made to destroy armor so we should have a fighting chance at least. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade.
A straight buff to armour probably wouldn't help shield tankers much, unless they're dual tanking, in which case it's not a problem. Increasing the base speed of armour suits would be nice - in EvE (I hate to use this as an example but it works) Gallente ships are faster than average, and this mitigates the penalties of armour plates. The same applies to minmatar armour ships. I like this idea - I'll add it to the OP.
Whilst a progressive system would be cool, it would probably be needlessly complicated to implement. Perhaps the base resistances should simply be better? Flux disrupting shield recharge further would also be nice, but I think this should be less about nerfing shields and more about buffing armour. It's worth thinking about, though.
Have a +1 for your feedback, thanks. |
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BL4CKST4R
WarRavens
93
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Posted - 2013.06.01 13:38:00 -
[11] - Quote
Yeah I strayed a bit off topic, I started thinking about other stuff. The biggest problem with armor is mitigating the penalty specially since it increases disproportionately to its bonus. The best course of action is making the penalty proportionate to the bonus, while giving classes that focus on armor for survival an edge when using it. |
Kitten Empress
Ametat Security Amarr Empire
210
|
Posted - 2013.06.01 13:40:00 -
[12] - Quote
BL4CKST4R wrote:Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down; almost everything on the field is made to destroy armor so we should have a fighting chance at least. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade. Hmm, the fragment effect is a cool one and should be added. Also, so what if they dual tank? We can dual tank too. We can also fit damage mods. |
S Park Finner
BetaMax. CRONOS.
125
|
Posted - 2013.06.01 13:41:00 -
[13] - Quote
For dropsuits, one thing to consider with a speed increase is that, in combination with lots of low slots on armour tanking suits, the modules that increase speed would now make speed tanking easier as well. Would a fast Gallente scout benefit out of proportion? A Gallente prototype scout has 4 low slots and 5.5 m/s move, 7.6 m/s sprint right now. |
Kitten Empress
Ametat Security Amarr Empire
210
|
Posted - 2013.06.01 13:52:00 -
[14] - Quote
S Park Finner wrote:For dropsuits, one thing to consider with a speed increase is that, in combination with lots of low slots on armour tanking suits, the modules that increase speed would now make speed tanking easier as well. Would a fast Gallente scout benefit out of proportion? A Gallente prototype scout has 4 low slots and 5.5 m/s move, 7.6 m/s sprint right now. This is why we need to replace the speed penalty with stamina, scouts are heavily affected by it. |
Kitten Empress
Ametat Security Amarr Empire
210
|
Posted - 2013.06.01 13:56:00 -
[15] - Quote
All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp. |
BL4CKST4R
WarRavens
93
|
Posted - 2013.06.01 13:56:00 -
[16] - Quote
Kitten Empress wrote:BL4CKST4R wrote:Every time I make a post suggesting to fix armor I can't ever suggest anything without thinking at how much shield tanks would benefit from it, so the only way to really fix it is to add passives for the Armor races for just being the race, or increase the speed of all suits that focus on using armor so when the penalty hits it would put us on par with a normal suit that focuses on shields while both having an equal EHP with equal investment.
Also I believe that armor should fragment and increase the damage we take from explosives progressively, so instead of a MD doing 130% damage initially it would start out at 100% and go up as our armor goes down; almost everything on the field is made to destroy armor so we should have a fighting chance at least. Flux grenades should also have the ability disrupt the recharge delay and have a EMP effect, so if I get fluxed my shields would take longer to recharge and my sensors would be disrupted pretty much a flash bang/grenade. Hmm, the fragment effect is a cool one and should be added. Also, so what if they dual tank? We can dual tank too. We can also fit damage mods.
We can't dual tank as well as shield tanks can because of how easier it is for them to stack HP. On a Assault ck.0 I can get 758 EHP and 4.64 speed with a Complex damage modifer, using 3 Complex shield extenders and 1 basic 1 enhanced armor plate. On a Assault gk.0 I can get 686 EHP with and 4.64 speed with a Complex damage modifier, using 2 Complex shield extenders and 1 basic 1 enhanced armor plate. The only way for the gk.0 to get the same EHP as the Assault is to add a basic armor plate but that would mean I would be slower and I also would be more focused on armor than shields therefore worse at dual tanking.
S Park Finner wrote:For dropsuits, one thing to consider with a speed increase is that, in combination with lots of low slots on armour tanking suits, the modules that increase speed would now make speed tanking easier as well. Would a fast Gallente scout benefit out of proportion? A Gallente prototype scout has 4 low slots and 5.5 m/s move, 7.6 m/s sprint right now.
I meant a passive increase to the suits speed itself, a very small increase actually between like 3%-6% increase in suit speed, so when adding a armor module the speed drops to around current base speed, essentially negating the penalty of one armor module. |
Arkena Wyrnspire
Turalyon Plus
595
|
Posted - 2013.06.01 13:59:00 -
[17] - Quote
Kitten Empress wrote:All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp.
That would work, yeah. It would nerf shield tanking fairly significantly at the same time as buffing armour quite a bit, though, so that's perhaps not ideal. |
Kitten Empress
Ametat Security Amarr Empire
210
|
Posted - 2013.06.01 14:01:00 -
[18] - Quote
Arkena Wyrnspire wrote:Kitten Empress wrote:All of these fixes together WILL BE too much, however tweaking the numbers here and there would be good. With these numbers you can get 454 armor hp + 50hp/s regenration. Or 1030hp with 15hp/s regeneration. So yeah. (This is one a Gallente logi)
Also, instead of increasing the armor hp to such a high place, put complex plate to 44 hp. So 22/33/44. And then put complex plates at 130. So 65/97/130. This would put shields and armor inline in terms of increase but won't put armor at super uber high hp. That would work, yeah. It would nerf shield tanking fairly significantly at the same time as buffing armour quite a bit, though, so that's perhaps not ideal. Its uber buff vs nerf and buff. |
Kitten Empress
Ametat Security Amarr Empire
210
|
Posted - 2013.06.01 14:10:00 -
[19] - Quote
Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. |
BL4CKST4R
WarRavens
93
|
Posted - 2013.06.01 14:15:00 -
[20] - Quote
Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour.
I don't think devs read these posts as much as they should :( |
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Kitten Empress
Ametat Security Amarr Empire
211
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Posted - 2013.06.01 14:17:00 -
[21] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :( We will push FoxFour on IRC to read it. This will hopefully make him push it to the people responsible for balance. |
Arkena Wyrnspire
Turalyon Plus
595
|
Posted - 2013.06.01 14:33:00 -
[22] - Quote
Kitten Empress wrote:BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :( We will push FoxFour on IRC to read it. This will hopefully make him push it to the people responsible for balance. SoxFour will become FoxFour, and all will be well. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
314
|
Posted - 2013.06.01 14:38:00 -
[23] - Quote
IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius |
Kitten Empress
Ametat Security Amarr Empire
211
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Posted - 2013.06.01 14:43:00 -
[24] - Quote
Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius So you compare speed penalty vs sig radius? In what world is it fair?
You suggested fixes would keep shields superior. |
BL4CKST4R
WarRavens
93
|
Posted - 2013.06.01 14:50:00 -
[25] - Quote
Kitten Empress wrote:Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius So you compare speed penalty vs sig radius? In what world is it fair? You suggested fixes would keep shields superior.
In the world of EVE were sig radius matters a bit more, in our world sig radius isn't as important as speed. Sig radius doesn't save my life as much as running away.
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Kitten Empress
Ametat Security Amarr Empire
212
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Posted - 2013.06.01 14:57:00 -
[26] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius So you compare speed penalty vs sig radius? In what world is it fair? You suggested fixes would keep shields superior. In the world of EVE were sig radius matters a bit more, in our world sig radius isn't as important as speed. Sig radius doesn't save my life as much as running away. What he said. In EVE larger sig means you're easier to hit. |
Arkena Wyrnspire
Turalyon Plus
597
|
Posted - 2013.06.01 14:59:00 -
[27] - Quote
Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius Signature radius in dust right now is a laughable penalty - it'd do very little. |
Kitten Empress
Ametat Security Amarr Empire
217
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Posted - 2013.06.01 16:30:00 -
[28] - Quote
bump |
BL4CKST4R
WarRavens
93
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Posted - 2013.06.01 16:35:00 -
[29] - Quote
Did FoxFour read it |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.06.01 16:36:00 -
[30] - Quote
I'm in agreement with the plate penalty being too heavy handed. It's penalisation being speed also puts the Gallente scout in an awkward position, having it's two strengths potentially impinging on one another. Shifting the penalty to stamina would remedy this.
Armour is in a very rough place compared to shields in almost all areas of capability. This does call for them to be evened out but this doesn't necessarily mean armour being brought up to the same kind of level as shields, bringing shields more in line with armour is also an option. Giving it trade-offs of another kind, reducing the hp granted by complex extenders, perhaps increasing the delay on shield recovery or a reduction to recharge speed. The extender is the main one I'd advocate, going overboard and reversing the situation between armour and shields I would not.
The decision about which direction to take it, which one should be made to meet the other, is a gameplay one. Where do you want the TTK to be at? Do you want to trivialise non-lethal damage or make them bear their wounds longer?
The bottom line is that by buffing one thing you are also, in essence, nerfing everything else and vice versa. As most of the tools in Dust revolve around either making someone's health hit zero or preventing your own from doing the same shields and armour tie into this particularly heavily. |
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Kitten Empress
Ametat Security Amarr Empire
218
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Posted - 2013.06.01 16:45:00 -
[31] - Quote
BL4CKST4R wrote:Did FoxFour read it He isn't on the IRC yet. I'll try calling him now. |
Arkena Wyrnspire
Turalyon Plus
600
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Posted - 2013.06.01 18:52:00 -
[32] - Quote
Poplo Furuya wrote:I'm in agreement with the plate penalty being too heavy handed. It's penalisation being speed also puts the Gallente scout in an awkward position, having it's two strengths potentially impinging on one another. Shifting the penalty to stamina would remedy this.
Armour is in a very rough place compared to shields in almost all areas of capability. This does call for them to be evened out but this doesn't necessarily mean armour being brought up to the same kind of level as shields, bringing shields more in line with armour is also an option. Giving it trade-offs of another kind, reducing the hp granted by complex extenders, perhaps increasing the delay on shield recovery or a reduction to recharge speed. The extender is the main one I'd advocate, going overboard and reversing the situation between armour and shields I would not.
The decision about which direction to take it, which one should be made to meet the other, is a gameplay one. Where do you want the TTK to be at? Do you want to trivialise non-lethal damage or make people bear their wounds longer?
The bottom line is that by buffing one thing you are also, in essence, nerfing everything else and vice versa. As most of the tools in Dust revolve around either making someone's health hit zero or preventing your own from doing the same shields and armour tie into this particularly heavily. I think that ideally, the balance of armour would be slower than shields, but notably tougher. It's not just that though, because shields outstrip armour in utilities and other things because low slots are more useful than midslots.
I don't think that nerfing shields is the answer - regen is the only thing which I would consider 'nerfable'. The problem is that armour is meant to be tough, but it isn't.
If 'wounds' need to be carried longer, then shield recharge needs to be nerfed. There's no way around that. If wounds are similar to the current balance, then armour should have an increase, because right now it's simply inferior. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
48
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Posted - 2013.06.01 19:17:00 -
[33] - Quote
Make passive shield regen slower, add shield transfer arrays. Fix modules accordingly, giving armor a pure HP advantage (still) unless shield extenders get a noteworthy penalty. |
Denidil Taureran
Turalyon Plus
1
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Posted - 2013.06.01 21:09:00 -
[34] - Quote
Fix armor! |
Arkena Wyrnspire
Turalyon Plus
601
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Posted - 2013.06.01 21:14:00 -
[35] - Quote
EXASTRA INVICTAS wrote:Make passive shield regen slower, add shield transfer arrays. Fix modules accordingly, giving armor a pure HP advantage (still) unless shield extenders get a noteworthy penalty. That might work fairly well. |
Lichsmash RN
Quackery Labs Roid Addicts
4
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Posted - 2013.06.01 21:37:00 -
[36] - Quote
in the dust keynote a while back ( i'm going to have to re watch it there was mention of new armor mods one of them was ferro scale plates witch didn't have the movement issue but had another drawback i also think part of the issue is just what the games has set for the sentinels design they work best on maps like domination when they can ethier take a dropship or a lav into the lone point when its neutral or spawn there when its caped
along side ferroscale plates was mention of the sentinels opposite the commando a slightly more mobile heavy that trades a some of the heavy's trademarked shield and armor for the ability to carry two light weapons and a side arm |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 21:46:00 -
[37] - Quote
Lichsmash RN wrote:in the dust keynote a while back ( i'm going to have to re watch it there was mention of new armor mods one of them was ferro scale plates witch didn't have the movement issue but had another drawback i also think part of the issue is just what the games has set for the sentinels design they work best on maps like domination when they can either take a dropship or a lav into the lone point when its neutral or spawn there when its caped
along side ferroscale plates was mention of the sentinels opposite the commando a slightly more mobile heavy that trades a some of the heavy's trademarked shield and armor for the ability to carry two light weapons and a side arm
edit: i don't really think their is much to be changed not everything is in place yet it really kittens me off that they rushed the launch to have it take place on 5/14
Ferroscale/reactive plates alone won't solve this issue - they'll help with mobility, but shields will still be tougher, which goes against the apparent intended design for dust. And regarding your edit - I seriously agree. |
Lichsmash RN
Quackery Labs Roid Addicts
5
|
Posted - 2013.06.01 21:55:00 -
[38] - Quote
starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it |
Arkena Wyrnspire
Turalyon Plus
601
|
Posted - 2013.06.01 22:09:00 -
[39] - Quote
Lichsmash RN wrote:starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it
Resistance on plates is an interesting idea, and one that's worth noting. |
Denidil Taureran
Turalyon Plus
2
|
Posted - 2013.06.02 14:29:00 -
[40] - Quote
Arkena Wyrnspire wrote:Lichsmash RN wrote:starting to see your point one way to fix this is to make plate armor self healing but nickel and dime it and like you said up the amount repaired by armor reps and make reactive armor plates when the come out give damage resistance in addition to hp
edit somthing like 1/2/3 on plates and 5/8/12 on reps migt do it Resistance on plates is an interesting idea, and one that's worth noting.
Energized Adaptive Nanomembranes for armor suits would enhance active armor tanking nicely. |
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Dale Templar
Ghost Wolf Industries Alpha Wolf Pack
60
|
Posted - 2013.06.02 14:34:00 -
[41] - Quote
I run both, does that cause some form of time paradox? |
Arkena Wyrnspire
Turalyon Plus
613
|
Posted - 2013.06.03 09:03:00 -
[42] - Quote
Dale Templar wrote:I run both, does that cause some form of time paradox? ... No? |
Kitten Empress
Ametat Security Amarr Empire
240
|
Posted - 2013.06.03 13:13:00 -
[43] - Quote
bump |
Arkena Wyrnspire
Turalyon Plus
646
|
Posted - 2013.06.03 13:21:00 -
[44] - Quote
FoxFour said he'd read this later on IRC. Maybe I'll stop calling him SoxFour. |
Kitten Empress
Ametat Security Amarr Empire
240
|
Posted - 2013.06.03 13:50:00 -
[45] - Quote
Arkena Wyrnspire wrote:FoxFour said he'd read this later on IRC. Maybe I'll stop calling him SoxFour. NO Remember, its only if they implement a proper fix to Armor. He still needs to push them to do it you know, and nothing is a better push than calling him SoxFour ;) |
Arkena Wyrnspire
Turalyon Plus
653
|
Posted - 2013.06.03 15:11:00 -
[46] - Quote
I'm disappointed by the lack of feedback, particularly from shield tankers. Do I need a more provocative title? What about "LOL DUST SUX SHIELDS R SO GUD"? |
BL4CKST4R
WarRavens
106
|
Posted - 2013.06.03 15:14:00 -
[47] - Quote
Arkena Wyrnspire wrote:I'm disappointed by the lack of feedback, particularly from shield tankers. Do I need a more provocative title? What about "LOL DUST SUX SHIELDS R SO GUD"?
Shield tankers to busy pub stomping to care. Especially with the TACAR nerf around the corner they gotta get as many kills a possible. |
Denidil Taureran
Turalyon Plus
2
|
Posted - 2013.06.03 15:39:00 -
[48] - Quote
Or are busy hunting Templars |
alten hilt
DUST University Ivy League
40
|
Posted - 2013.06.03 17:18:00 -
[49] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:I'm disappointed by the lack of feedback, particularly from shield tankers. Do I need a more provocative title? What about "LOL DUST SUX SHIELDS R SO GUD"? Shield tankers to busy pub stomping to care. Especially with the TACAR nerf around the corner they gotta get as many kills a possible.
LOL, pub stomping they are!
First. My thanks goes out to the OP. This is a serious problem that needs to be addressed. Your OP brilliantly lays out the issues.
IMHO Speed tank is king! I've mentioned this in a previous feedback post, But due to the way DUST applies reverse acceleration penalties to fast rotational movement, it is impossible to hit fast moving targets at close range. Shield Tanking is currently better, not just because of the reasons you mentioned, but because you can only speed tank if you shield tank (or pure gank with damage modifiers).
The best tank at the moment is a fast dropsuit, stacked with speed /endurance mods and some shield and damage mods. At 0 - 20 meters, you will literally strafe faster than the enemy can track with the mouse/right thumbstick. If you are engaged at 20 - 40 meters you still have the speed to sprint faster than a player can accurately track. This is compounded by the rotational penalties applied to medium and heavy suits, and any armor tank (armor plates reduce rotational speed).
Also, neither the scrambler rifle nor the Flux grenade are significant counters to shield tanking. While dealing increased damage to shields, the scrambler rifle is incredibly difficult to hit with. Hit box detection, speed tank, lag, and rotational reverse acceleration, combined with the lower rate of fire mean that actually applying scrambler rifle damage is more difficult. DUST 514's lag compensation mechanism seems to work in favor of faster rate of fire weapons (more rounds down range in any given moment means more chances for the lag compensator to apply). Also, even though the Scrambler rifle does more damage to shields, it is still incredibly effective against armor, both dealing massive damage, and better hit probability due to the slower speed of armor tankers.
Flux grenades are plagued with the same dsync and hit detection problems as Flaylocks and Mass Drivers. I can't tell you how many times I have dropped a Flux grenade directly on someone and they have not taken any shield damage. This is partially due to the speed tank. Speed tankers in scout suits can jump above the flux radius of damage. I have seen numerous people jump completely over the flux radius.
As for the shield/armor balance, I submit the following ideas which I think synergize well together.
STEP 1: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
STEP 2: Move all shield moduels to high slots. Significantly lower shield recharge rates and increase shield recharge delay across the board. Add a base armor repair rate to dropsuits (like a built-in nanite repair capability). Then give all suits a bonus to their racial tanking ability that increases with the number of modules fit. Minmatar and Caldari get a bonus to shield extender amount, shield recharge rate and recharge delay. Gallente and Amarr get a bonus to armor amount, armor repair rate and reduction to movement penalty. These bonuses would have a base value if no appropriate modules were fit, but would increase proportionally with the number of modules.
Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
These are my ideas. |
Beren Hurin
OMNI Endeavors Reverberation Project
501
|
Posted - 2013.06.03 17:19:00 -
[50] - Quote
I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness. |
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Poplo Furuya
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2013.06.03 18:05:00 -
[51] - Quote
Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
|
Arkena Wyrnspire
Turalyon Plus
661
|
Posted - 2013.06.03 18:13:00 -
[52] - Quote
Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
A logi actively repping someone during combat takes their gun off the field - the hiding while shields recharge is only 'after combat'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
That's true, but you still need to fit repairers on armour, which reduces the buffer tank available. In addition, that's giving a fairly narrow view of things. The AR may be the most used, but the resist profile for armour is generally worse due to the explosive hole, and there are plenty of weapons which do more damage to armour than shields. The SMG, HMG, MD, and a number of other weapons completely wreck armour. The explosive hole is so big on armour as well that it's a huge disadvantage. I covered resist profile in the second post, I think.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
Shield recharge delay goes down to about 3 seconds at the high end. Also, if shields aren't fully depleted, it starts ticking from the first shot, so you sometimes recharge under fire.
Answers in bold inside the quote. |
Kitten Empress
Ametat Security Amarr Empire
257
|
Posted - 2013.06.03 18:43:00 -
[53] - Quote
Arkena Wyrnspire wrote:Beren Hurin wrote:I like somebody's suggestion that armor should have an endurance and sprint penalty rather than regular speed penalty. Basically if you have complex armor you can't 'sprint' worth crap.
My response:
1) Logi=gun off the field- sort of true, but a player hiding while their shields recharge is also a 'gun off the field'.
A logi actively repping someone during combat takes their gun off the field - the hiding while shields recharge is only 'after combat'.
2) Just to be fair you didn't factor weapon usages/effectiveness against these different suits.
For example the AR does 110% to shield and 90% to Armor.
AR-Against the complex modules... Complex shield has 59.4 EHP Complex armor has 126 EHP
So technically when you are considering the AR, the complex armor is 2.12x better than complex shield. When looking at scrambler rifle it is 2.61x better.
That's true, but you still need to fit repairers on armour, which reduces the buffer tank available. In addition, that's giving a fairly narrow view of things. The AR may be the most used, but the resist profile for armour is generally worse due to the explosive hole, and there are plenty of weapons which do more damage to armour than shields. The SMG, HMG, MD, and a number of other weapons completely wreck armour. The explosive hole is so big on armour as well that it's a huge disadvantage. I covered resist profile in the second post, I think.
3) "In the time it takes to be killed....shield recharge rep wins out over all" Shield depletion delay time is big elephant in the room here IMO. The 5-10 seconds that a shield player's shield is depleted is their big weakness.
Shield recharge delay goes down to about 3 seconds at the high end. Also, if shields aren't fully depleted, it starts ticking from the first shot, so you sometimes recharge under fire.
Answers in bold inside the quote. Da. Was too lazy to explain it myself lol |
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:06:00 -
[54] - Quote
alten hilt wrote:
First. My thanks goes out to the OP. This is a serious problem that needs to be addressed. Your OP brilliantly lays out the issues.
Cheers - This looks like a good post as well.
alten hilt wrote:IMHO Speed tank is king! I've mentioned this in a previous feedback post, But due to the way DUST applies reverse acceleration penalties to fast rotational movement, it is impossible to hit fast moving targets at close range. Shield Tanking is currently better, because you can only speed tank if you shield tank [/u]. The best tank at the moment is a fast dropsuit, stacked with speed /endurance mods and some shield and damage mods. At 0 - 20 meters, you will literally strafe faster than the enemy can track with the mouse/right thumbstick. If you are engaged at 20 - 40 meters you still have the speed to sprint faster than a player can accurately track. This is compounded by the rotational penalties applied to medium and heavy suits, and any armor tank (armor plates reduce rotational speed). Absolutely. I might not have made this advantage clear enough in the OP. Speed really does muck up aiming. Armour tanks can't even compensate with modules, because they only increase sprint speed, not strafe speed. A comment on your listed ranges - these are, of course, the ranges that the vast majority of combat takes place in. Armour plates impeding aiming ability is something that I should have mentioned, and will edit the OP to include. That's a major thing - the entire game revolves around aiming, obviously, and when it's being actively nerfed that's a problem.
alten hilt wrote:
Also, neither the scrambler rifle nor the Flux grenade are significant counters to shield tanking. While dealing increased damage to shields, the scrambler rifle is incredibly difficult to hit with. Hit box detection, speed tank, lag, and rotational reverse acceleration, combined with the lower rate of fire mean that actually applying scrambler rifle damage is more difficult. DUST 514's lag compensation mechanism seems to work in favor of faster rate of fire weapons (more rounds down range in any given moment means more chances for the lag compensator to apply). Also, even though the Scrambler rifle does more damage to shields, it is still incredibly effective against armor, both dealing massive damage, and better hit probability due to the slower speed of armor tankers.
I'm not sure that the scrambler rifle is quite that difficult to handle, but I agree that it's not significant enough as a counter to shields. It's one of two weapons that are much more effective, the other being the laser rifle (and that's laughably bad right now). The vast majority of weapons are anti-armour - The SMG, HMG, Mass Driver, Flaylock, the list goes on. It's especially notable with grenades and other explosives, because they generally one shot armour tankers while shield tankers have a chance to live. The resistances situation is only going to get worse - we're still waiting on things like the Combat Rifle (which will be more effective against armour) and none of the new weapons that we're expecting are going to be more effective against shields. And yeah - much of the power of the scrambler rifle can be applied to armour tankers despite the damage reduction, simply because they're slower. I don't think the resistances are harsh enough on the scrambler - explosive weapons do 150% damage to armour, and historically armour has had better resists and the EM resistance hole in shields has been larger, so it's mystifying that it's a mere 120% to shields when there are a whole range of weapons that are so much more effective against armour.
alten hilt wrote: Flux grenades are plagued with the same dsync and hit detection problems as Flaylocks and Mass Drivers. I can't tell you how many times I have dropped a Flux grenade directly on someone and they have not taken any shield damage. This is partially due to the speed tank. Speed tankers in scout suits can jump above the flux radius of damage. I have seen numerous people jump completely over the flux radius.
Yes - though this problem exists for locus grenades as well. The uneven terrain blocks them. I believe the problems are more tied into the fact that locus grenades are more effective against armour than flux against shields in terms of raw damage, though. My experience with flux grenades has been generally worse than with locus, though I'm not sure whether that's the grenade itself or the game issues. A lot of the core issues with the game don't really apply to shields vs armour, because they apply fairly equally to both (except things that armour actively penalises, for example).
I'm going to continue this in the next post, because you've hit the character limit.
|
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 21:29:00 -
[55] - Quote
alten hilt wrote: As for the shield/armor balance, I submit the following ideas which I think synergize well together.
Now for the solutions you mentioned, then!
alten hilt wrote: STEP 1: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
In my opinion, that would work very well as a penalty for shields. It makes sense, doesn't cripple it (though it does 'nerf' it). It shouldn't be too large. It's also not as massive a thing because it wouldn't visually increase the hitbox, and so people would still try to aim for the avatar, because psychologically they would prefer to aim at that. It shouldn't produce too much getting shot when you think you're in cover for the same reason, because you wouldn't actually be visible. A simple signature radius penalty (making the suit easier to scan) would NOT balance things out, because scanning isn't very significant in normal combat, and even the basic scanners can still pick up armour suits anyway, so they'd have to be rebalanced which would make them less useful...
alten hilt wrote: STEP 2: Move all shield moduels to high slots. Significantly lower shield recharge rates and increase shield recharge delay across the board. Add a base armor repair rate to dropsuits (like a built-in nanite repair capability). Then give all suits a bonus to their racial tanking ability that increases with the number of modules fit. Minmatar and Caldari get a bonus to shield extender amount, shield recharge rate and recharge delay. Gallente and Amarr get a bonus to armor amount, armor repair rate and reduction to movement penalty. These bonuses would have a base value if no appropriate modules were fit, but would increase proportionally with the number of modules.
Agreed. The shield regulators being in the lowslots unbalances the tank types if you go full tank even further. I'm not sure about the bonus - it could turn out complicated if implemented that way. I think a simple percentage increase to the efficacy of relevant modules would work best. Thematically, for example, Amarr would have a plate bonus, Minmatar would have a recharge bonus, Gallente would have a repair bonus, and Caldari would have an extender bonus. It's important that armour gets some decent bonuses though - shield bonuses on armour dropsuits are a complete joke.
Increasing the delay before shield recharge is a key thing in my opinion - It emphasises the 'under-fire repair' quality of the armour repairers, and separates the tank types a bit more than simply 'shield fast and weak, armour slow and tough' (though that's not the case right now). I don't think reducing regen rates is necessary if the delay is increased notably, because shields are designed for 'burst tanking' - in essence, they regen quickly but only in bursts.
alten hilt wrote: Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally. I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky. That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway.
alten hilt wrote: STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules. Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much. In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots.
This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules. Even so, there is a distinct lack of useful highslot modules other than shield and damage modules.
Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this. |
Stephen Rao
Verboten XXI
23
|
Posted - 2013.06.03 22:19:00 -
[56] - Quote
Here are two more threads on how Armor Plates are ridiculously penalized:
Armor Plates [Request] Infantry Armor Plates
Here's my OP in my Armor Thread:
Stephen Rao wrote:I've always been puzzled how the Armour Plates are the only module with a drawback. I've heard some explain this as weight slowing you down, but in the far future why do we make things stronger by making them heavier? Why can't we just use more durable material that isn't made out of concrete? (better material would explain the increased cost in ISK as well as the increased CPU/PG strain on the suit). As it seems counter-productive to complain about the speed penalty (as I'm sure it is a balancing factor), I'll focus on the way that it scales as I think it is absolutely absurde. The basic module grants you 65 hp to armor and a 3% speed reduction. This module is, in my opinion, the BEST armor plate you can purchase. While the Advanced and Proto armor plates grant more HP, they also take an inordinate amount of speed with them. Here's the current spread between HP gained, Speed Reduction, and SP required to use these modules: Module________________Armor HP__Speed Decrease__SP Investment Basic Armor Plates_________65________3%____________55,970 Advanced Armor Plates_____85________5%___________242,510 Complex Amor Plates______115_______10%___________932,760 So while Complex Plates offer less than 2x the protection of Basic Plates, they reduce your speed by more than 3x!! Advanced Plates aren't any better, giving you 1.2x more protection, again at the cost of almost 2x speed reduction over the Basic Plates. While using a Complex Armor Plate does save you a module slot, it costs you almost 1mil SP to get a massive speed reduction that is far worse than 2 Basic Armor Plates in armor granted, speed penalty, SP investment and ISK cost. I-Shayz-I wrote:Using complex armor plates is a waste of time and sp. There is no reason to use them because of how much more vulnerable you become. By using 3 advanced plates I only get a 15% penalty for 255 armor. By using 2 complex plates I only get 230 armor with a penalty of 20%. I like ZDub's suggestion better than mine (as it has math and stuff), so while you'll see it later in this thread: ZDub 303 wrote:No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex. |
Arkena Wyrnspire
Turalyon Plus
663
|
Posted - 2013.06.03 22:24:00 -
[57] - Quote
That's good stuff - I saw a couple of these threads and integrated their points into the OP. Good to know that more people realise how bad the problems are.
Thanks for the links, +1. |
Angelic Purity
Kameira Lodge Amarr Empire
7
|
Posted - 2013.06.03 22:50:00 -
[58] - Quote
Good news ... it only took CCP ~ 10 years to start trying to balance Armor vs. Shields in EVE. ... hopefully we'll see a response here "Soon(tm)". |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
142
|
Posted - 2013.06.03 22:58:00 -
[59] - Quote
i have no words, but i have an imagine of an armor tanking guy |
BL4CKST4R
WarRavens
112
|
Posted - 2013.06.03 23:15:00 -
[60] - Quote
Angelic Purity wrote:Good news ... it only took CCP ~ 10 years to start trying to balance Armor vs. Shields in EVE. ... hopefully we'll see a response here "Soon(tm)".
CCP is extremely slow when it comes to fixing stuff. |
|
Bojo The Mighty
Bojo's School of the Trades
1198
|
Posted - 2013.06.03 23:15:00 -
[61] - Quote
I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable |
BL4CKST4R
WarRavens
114
|
Posted - 2013.06.03 23:50:00 -
[62] - Quote
Bojo The Mighty wrote:I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable
Shields are still superior. Lower CPU/PG costs encurage, favor, stacking but I don't think anybody is desperate enough to stack all low slots with Armor modules unless its basic modules, at the moment most people do not use over three armor extenders. |
Bojo The Mighty
Bojo's School of the Trades
1198
|
Posted - 2013.06.03 23:55:00 -
[63] - Quote
BL4CKST4R wrote:Bojo The Mighty wrote:I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable Shields are still superior. *facepalm* The OP is using a rigged set of data where the thesis is being supported but if the OP was to include PG/CPU costs then the data would be more wholesome and thus be a valid statement (given that the argument still holds up which I suspect won't)
You can't purposefully leave out data and make claims.
If we neglect the fact that there has never been a sighting of Godzilla ever in human history, and show nothing but movie footage, Godzilla exists to this day! |
BL4CKST4R
WarRavens
114
|
Posted - 2013.06.04 00:24:00 -
[64] - Quote
Bojo The Mighty wrote:BL4CKST4R wrote:Bojo The Mighty wrote:I won't give my input until I am online and you include PG/CPU costs of said modules You totally glanced over an area where armor is favorable Shields are still superior. *facepalm* The OP is using a rigged set of data where the thesis is being supported but if the OP was to include PG/CPU costs then the data would be more wholesome and thus be a valid statement (given that the argument still holds up which I suspect won't) You can't purposefully leave out data and make claims. If we neglect the fact that there has never been a sighting of Godzilla ever in human history, and show nothing but movie footage, Godzilla exists to this day!
A complex armor module is about 1/2 cheaper in CPU than a shield but the armor module is more expensive in PG, ontop of tjat armor still has a crippling reduction in speed which directly affects gameplay negatively and usage of said module, on the other hand while shields are a bit more expensive they offer nothing but positives and their extra CPU usage is barely crippling. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
2
|
Posted - 2013.06.04 01:39:00 -
[65] - Quote
Don't be forgetting that armour's got to work in both plates and reppers, using lows. Lows that for the purposes of shield tanking can be fitted with CPU/PG boosters.
There ain't no reason not to include the data but it frankly isn't going to compensate for everything else serving as a factor against armour, even if it is marginally favourable in some builds. I suspect however it won't be, the increased PG from the reppers and plates will probably make them equally competitive for fitting resources.
I'll post it tomorrow if it's not up by then. |
Stephen Rao
Verboten XXI
24
|
Posted - 2013.06.04 02:08:00 -
[66] - Quote
Bojo The Mighty wrote:*facepalm* The OP is using a rigged set of data where the thesis is being supported but if the OP was to include PG/CPU costs then the data would be more wholesome and thus be a valid statement (given that the argument still holds up which I suspect won't)
You can't purposefully leave out data and make claims.
If we neglect the fact that there has never been a sighting of Godzilla ever in human history, and show nothing but movie footage, Godzilla exists to this day! CPU/PG are not defensive stats, they are a resource to be managed pre game. While we're are at it let's dig up the ISK cost and the time it takes to ship from the manufacturer.
Total eHP, eHP regeneration, and speed are all defensive stats. |
Bojo The Mighty
Bojo's School of the Trades
1199
|
Posted - 2013.06.04 02:45:00 -
[67] - Quote
Stephen Rao wrote: CPU/PG are not defensive stats, they are a resource to be managed pre game. While we're are at it let's dig up the ISK cost and the time it takes to ship from the manufacturer.
Total eHP, eHP regeneration, and speed are all defensive stats.
But that's thinking in terms of one dimension. How much regeneration can you get if your CPU/PG is maxed? How much HP when maxed? How many modules are you able to fit at all to aid in your tanking given CPU/PG costs?
Yes ISK cost is important too, because if something is more cost effective then that is a point to consider!
All the good points about armor are overlooked because of some obsession that no matter how you look, shields win. Shields are first line of defense, but after they are gone, there is a delay before recharge (10 seconds) where you are vulnerable to armor. Shield tankers experience the following disadvantages: Flux Nade Vulnerability: Their primary defense can be vanquished in an instant and their raw un-tanked armor underbelly is exposed. Can Not Regenerate Armor Sum Tank additions are less than Armor tank additions Recharge is halted when damage is taken, at any level of significance Have a delay before recharge is restarted, two different times, one which is longer than the normal when all shields are depleted. High CPU/PG costs for modules, causing stress on fitting capabilities or sacrifice of tank HP per Module compared to CPU/PG costs is significantly higher than armor tanking.
These were the things I saw that drew me to armor tanking and I am perfectly fine with armor tanking. I will admit that something is screwy about Complex plates (in other words module progression) but that is where my problems with armor tanking sort of cease. |
Stephen Rao
Verboten XXI
24
|
Posted - 2013.06.04 03:29:00 -
[68] - Quote
Bojo The Mighty wrote:But that's thinking in terms of one dimension. How much regeneration can you get if your CPU/PG is maxed? How much HP when maxed? How many modules are you able to fit at all to aid in your tanking given CPU/PG costs? No player is able to fit all of the modules they wish they had. The issue I have with Armor Plates is that there is no reason to spec up to Level 5 in them as has been stated again and again in this thread. If you'd like the CPU/PG stats as well, it'd be nice to bring them to the conversation. As that's apparently not happening:
________________________CPU/PG Basic Armor Plates_________10/1 Advanced Armor Plates_____20/6 Complex Armor Plates______30/12
Basic Shield Extender________18/3 Advanced Shield Extender____36/6 Complex Shield Extender_____54/11
At first glance, Armor Plates have a CPU advantage. But wait! Those plates don't fix themselves!
Basic Armor Repair________20/1 Advanced Armor Repair_____35/5 Complex Armor Repair______45/11
Bojo The Mighty wrote:Yes ISK cost is important too, because if something is more cost effective then that is a point to consider! So if they reduced the ISK cost of Complex Armor Plates, would they be fixed?
Bojo The Mighty wrote:All the good points about armor are overlooked because of some obsession that no matter how you look, shields win. Shields are first line of defense, but after they are gone, there is a delay before recharge (10 seconds) where you are vulnerable to armor. Shield tankers experience the following disadvantages: 1. Flux Nade Vulnerability: Their primary defense can be vanquished in an instant and their raw un-tanked armor underbelly is exposed. 2. Can Not Regenerate Armor 3. Sum Tank additions are less than Armor tank additions 4. Recharge is halted when damage is taken, at any level of significance 5. Have a delay before recharge is restarted, two different times, one which is longer than the normal when all shields are depleted. 6. High CPU/PG costs for modules, causing stress on fitting capabilities or sacrifice of tank 7. HP per Module compared to CPU/PG costs is significantly higher than shield[fixed] tanking. I have numbered your points for response purposes:
1. Yes, Flux are effective against Shields. Locus are great against Armor, and they have a Fused variant. 2. If they don't want to. They have low slots as well that I know they haven't been filling with Shield Extenders. 3. Which is a great Armor advantage, however it's equals out to only an extra shot from a TAR. Oh wait, the Armor guy has less speed right? 4. Indeed, recharge is also faster for free. There are also modules that increase the rate of repair and the speed they start repairing at if those are concerns. Armor needs modules just to begin repairing! 5. See #4 6. High CPU for Plates compared to Extenders, but they have compairable PG. If you want repairing Armor, you're spending way more CPU/PG. 7. Yes, but you have less CPU/PG and slots to fit them as you split the availability with repairers.
Bojo The Mighty wrote:These were the things I saw that drew me to armor tanking and I am perfectly fine with armor tanking. I will admit that something is screwy about Complex plates (in other words module progression) but that is where my problems with armor tanking sort of cease. I agree. If you look at my past arguments, I am arguing that Amror module progression is out of whack, primarily due to the way that the speed penalty scales. |
Bojo The Mighty
Bojo's School of the Trades
1199
|
Posted - 2013.06.04 04:34:00 -
[69] - Quote
Stephen Rao wrote: No player is able to fit all of the modules they wish they had. The issue I have with Armor Plates is that there is no reason to spec up to Level 5 in them as has been stated again and again in this thread. If you'd like to make the argument for CPU/PG stats, it'd be nice to bring them to the conversation.
________________________CPU/PG Basic Armor Plates_________10/1 Advanced Armor Plates_____20/6 Complex Armor Plates______30/12
Basic Shield Extender________18/3 Advanced Shield Extender____36/6 Complex Shield Extender_____54/11
At first glance, Armor Plates have a CPU advantage. But wait! Those plates don't fix themselves!
Basic Armor Repair________20/1 Advanced Armor Repair_____35/5 Complex Armor Repair______45/11
I have numbered your points for response purposes:
1. Yes, Flux are effective against Shields. Locus are great against Armor, and they have a Fused variant. 2. If they don't want to. They have low slots as well that I know they haven't been filling with Shield Extenders. 3. Which is a great Armor advantage, however it's equals out to 2 shots from automatic weapons, and 1 shot from semi-auto weapons. Oh wait, the Armor guy has a speed penalty, right? 4. Indeed, recharge is also faster for free. There are also modules that increase the rate of repair and the speed they start repairing at if those are concerns. Armor needs modules just to begin repairing! 5. See #4 6. Plates save on CPU compared to Extenders, but they have compairable PG. If you want repairing Armor, you're spending way more CPU/PG. 7. Yes, but you have less CPU/PG and slots to fit them as you split the availability with repairers.
Alright thank you for bringing law and order *cracks knuckles* First of all, there are inherit perks and disadvantages to armor tanking. You get more tank, less speed, no inherent regen, less CPU costs and comparable PG costs, however regen should you choose has perks over shield. However module progression does need some work*
1. Yes locus grenades are good against armor but everyone has shields, so there is a rechargeable barrier there preventing all that grenade going straight into armor. Armor is second line defense not first. But both kind of weigh each other out. It's just that if you put all your chips into shields then come across a flux nade you might as well be paper in the wind. Locus grenades do not always take out all your armor like a flux always takes out all your shields. 2. Yeah but a shield tanker purest lets say will fill those slots with regulators. Yes I find it off that shield tanking (infantry) supports armor regeneration but here's the thing, Armor Repairers are CPU heavy and that will cause the shield tanker to make sacrifices. However their low slot capability does not work so well. 3. Well if you move like a slug then play like a slug. Don't try to act like a cheetah if you can only move so fast. Armor tanking requires a different style than shield tanking, one that calls for the sacrifice of mobility. Move like a chess piece, think like a chess piece. Shield tanking is a little more "in the moment" while armor tankers are more long haul kind of people. 4. Well the faster recharge is a perk of shield tanking, they have to have some good points you know. 5. As do shield tankers, if they want to preserve armor. Armor tank suits favor low slots so you should have extra room to fit that armor repairer and HEY! Your shields regen for free too! *Not all armor tankers pack a repper, sometimes it's better to go all out tank and have a buddy with a tool* 6. Yes you are, an inherit risk of armor tanking, but armor plates cost less cpu/pg and give more HP (significantly) so doesn't that sort of even out? 7. (first of all the HP per CPU/PG is significantly higher if you are shield tanking than armor tanking) Yes, but self repping armor is still a choice, you can do more tanking in its place. But lets suppose you do, 5 x Shield Extenders (supposing you can fit them) = 330 for 270 CPU / 55 PG 2x Complex plates = 330 for 60 CPU/24 PG
You see there ^ ? That's plenty of room for Complex armor reps, you have room for 3 but for comparable health!
I think #7 is a good example of why armor is working pretty much. |
Text Grant
Famous.OTF Only The Famous
11
|
Posted - 2013.06.04 05:39:00 -
[70] - Quote
High slot passive armor damage reduction could help fix this |
|
Stephen Rao
Verboten XXI
24
|
Posted - 2013.06.04 05:55:00 -
[71] - Quote
Bojo The Mighty wrote:1. Yes locus grenades are good against armor but everyone has shields, so there is a rechargeable barrier there preventing all that grenade going straight into armor. Armor is second line defense not first. But both kind of weigh each other out. It's just that if you put all your chips into shields then come across a flux nade you might as well be paper in the wind. Locus grenades do not always take out all your armor like a flux always takes out all your shields. 2. Yeah but a shield tanker purest lets say will fill those slots with regulators. Yes I find it off that shield tanking (infantry) supports armor regeneration but here's the thing, Armor Repairers are CPU heavy and that will cause the shield tanker to make sacrifices. However their low slot capability does not work so well. 3. Well if you move like a slug then play like a slug. Don't try to act like a cheetah if you can only move so fast. Armor tanking requires a different style than shield tanking, one that calls for the sacrifice of mobility. Move like a chess piece, think like a chess piece. Shield tanking is a little more "in the moment" while armor tankers are more long haul kind of people. 4. Well the faster recharge is a perk of shield tanking, they have to have some good points you know. 5. As do shield tankers, if they want to preserve armor. Armor tank suits favor low slots so you should have extra room to fit that armor repairer and HEY! Your shields regen for free too! *Not all armor tankers pack a repper, sometimes it's better to go all out tank and have a buddy with a tool* 6. Yes you are, an inherit risk of armor tanking, but armor plates cost less cpu/pg and give more HP (significantly) so doesn't that sort of even out? 7. (first of all the HP per CPU/PG is significantly higher if you are shield tanking than armor tanking) Yes, but self repping armor is still a choice, you can do more tanking in its place. But lets suppose you do, 5 x Shield Extenders (supposing you can fit them) = 330 for 270 CPU / 55 PG 2x Complex plates = 330 for 60 CPU/24 PG
You see there ^ ? That's plenty of room for Complex armor reps, you have room for 3 but for comparable health!
I think #7 is a good example of why armor is working pretty much.
EDIT: I left out a crucial point that armor is slower than shield tanking (if you choose to use plates). That is what equalizes the playing field and again, move like a slug, play like a slug. 1. Just as it takes a Flux and then shooting to kill a Shield Tanker, it takes Shooting the Locus to kill an Armor Tanker. While the Locus isn't the definitive tool the Flux is against Shields, Flux cannot kill players on it's on (barring that glitch doesn't raise it's ugly head again). Both are tools to be used against a type of protection, however you cannot carry both (not an argument for or against, just a statement of fact). 2. I run a Militia or Basic Armor Repairer on my Caldari Medium Frame (*gasp*). While it doesn't provide a lot of health repair, if I take damage to my Armor and survive to get my shields back up and running, my Armor will steadily repair (while my shields take any additional shots) until I'm back to full. And the 20/1 CPU/PG is well worth the cost. While Shield Regulators can definitely be handy, I have SP to spend on other things than Level 5 Regulators... 3. Slugs are one thing, but adding 2 Complex Armor Plates turns your walking speed into your sprinting speed. While there are situations where speed isn't as necessary, after first contact, being able to react is an invaluable asset in defence, offense, support and objective control. Foresight and planning may allow you to account for one or two of these roles, but the speed restriction limits your overal flexibility. 4. 5. While you can run all Plates and rely on Repair Tools to keep you healthy, we're now using additional players. 6. They cost less CPU, PG is about equivalent. I can't argue that more HP isn't better, but that's ignoring the drawbacks again (the "drawback" being a trait only held by Armor Plate Modules) 7. Except 2 Complex Plates = 230, still admirable (but then we get back to the 20% speed reduction...).
I still like this standpoint on a change:
ZDub 303 wrote: No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex.
I don't even care if the Basic was 3%, Enhanced was 4% and Complex was 5% speed reduction, that'd be fine by me. |
Arkena Wyrnspire
Turalyon Plus
668
|
Posted - 2013.06.04 06:47:00 -
[72] - Quote
Bojo The Mighty wrote: 1. Yes locus grenades are good against armor but everyone has shields, so there is a rechargeable barrier there preventing all that grenade going straight into armor. Armor is second line defense not first. But both kind of weigh each other out. It's just that if you put all your chips into shields then come across a flux nade you might as well be paper in the wind. Locus grenades do not always take out all your armor like a flux always takes out all your shields. 2. Yeah but a shield tanker purest lets say will fill those slots with regulators. Yes I find it off that shield tanking (infantry) supports armor regeneration but here's the thing, Armor Repairers are CPU heavy and that will cause the shield tanker to make sacrifices. However their low slot capability does not work so well. 3. Well if you move like a slug then play like a slug. Don't try to act like a cheetah if you can only move so fast. Armor tanking requires a different style than shield tanking, one that calls for the sacrifice of mobility. Move like a chess piece, think like a chess piece. Shield tanking is a little more "in the moment" while armor tankers are more long haul kind of people. 4. Well the faster recharge is a perk of shield tanking, they have to have some good points you know. 5. As do shield tankers, if they want to preserve armor. Armor tank suits favor low slots so you should have extra room to fit that armor repairer and HEY! Your shields regen for free too! *Not all armor tankers pack a repper, sometimes it's better to go all out tank and have a buddy with a tool* 6. Yes you are, an inherit risk of armor tanking, but armor plates cost less cpu/pg and give more HP (significantly) so doesn't that sort of even out? EDIT See #7 7. (first of all the HP per CPU/PG is significantly higher if you are shield tanking than armor tanking) Yes, but self repping armor is still a choice, you can do more tanking in its place. But lets suppose you do, 5 x Shield Extenders (supposing you can fit them) = 330 for 270 CPU / 55 PG 2x Complex plates = 330 for 60 CPU/24 PG
You see there ^ ? That's plenty of room for Complex armor reps, you have room for 3 but for comparable health!
I think #7 is a good example of why armor is working pretty much.
EDIT: I left out a crucial point that armor is slower than shield tanking (if you choose to use plates). That is what equalizes the playing field and again, move like a slug, play like a slug.
Alright - Stephen Rao has done a good job of answering your point, but I want to add a few things (given you, perhaps somewhat rightly, accused me of rigging the data).
1. Locus grenades are perfectly capable of blasting straight through the small shield buffer that armour tankers have before reaching the armour layer where they do more damage. Also, you're underestimating what happens when your armour runs out. You die. You lose a dropsuit, a clone. Flux may strip your shields, but locus can kill you outright much more easily if you're armour tanking. The speed penalty also makes it more difficult to evade. Flux grenades do still strip shields well even at the edge of the blast, so you have a point there. Another thing - people have a tendency to use locus grenades far more than they do flux, so you're unlikely to encounter them. They can be devastating to a shield tanker if used correctly, but a flux grenade alone cannot kill a shield tanker. A locus grenade can, but it's more likely to kill the armour tanker standing next to him.
2. And if they do that, it's something they've done that armour can't match. Armour can't devote all of its slots to armour tanking. Shield regulators reduce the recharge delay to the point that you start regenerating whilst still under fire.
3. Yes - armour tanking is supposed to be slow. However, it needs to be worth the tradeoff. You lose tactical power projection, as you can't get to objectives, you lose the ability to flee from a bad fight, and you become easier to hit. That's not worth it with the current state of armour.
4. ...
5. Shield tankers can get away with fitting a single basic repairer, as they're not relying on armour as much. If they're Minmatar, they have an inherent 1 HP/s armour regeneration and don't need that. If they're Logistics, they don't need it either because of the bonus.
6. You can't dedicate yourself to armour plating unless you want to become horribly slow. That's very, very bad for a whole bunch of reasons.
7. Those numbers sound good - 330 shield vs 330 armour, with armour having significantly less fitting requirements - until you realise that: A) Your numbers are wrong. B) That armour has no regen. C) That armour is as slow as a snail.
I will start with A. That will actually give you 230 armour. A fairly easy mistake, but the reality is significantly different. You'd actually need to fit 3 plates to get 345 HP (closer to the shield value). It's still less CPU/PG, at 90/36, but you're now 30% slower as well, instead of 20% slower. You're also taking up 3 of 4 or 5 slots at proto level.
Continued in next post. |
Arkena Wyrnspire
Turalyon Plus
668
|
Posted - 2013.06.04 06:52:00 -
[73] - Quote
B. To get regen on that armour, it's essential to fit armour repairers. Even if you do, the shield regen is still vastly superior to armour regen. So let's say you dedicate your last one or two slots to complex armour repairers (and you need complex reps, the enhanced and basics don't cut it). That gives you 45/11 or 90/22 in addition to 90/36.
So 135/47 or 180/58. The first number can be discounted because we assumed that shields have 5 slots to fill, though, so we're going with 5 slots for armour as well.
Those 5 slots get you a 30% slowdown and a 17.5 HP/s regen (because this would be on a logi, with 5 lows). It'll give you marginally more HP than a shield tank, though! So let's look at what the shield tank gets. 25 HP/s regen with a short delay, and no slowdown. Also 1 or 5 HP/s armour, so no need to fit a rep. The delay can be reduced to so little time that it barely matters, and even with a 4 second delay shields will outpace armour in regenerating up to full HP. In this case, armour gets to be slower, regenerate slower, aim worse, and that's for 15 HP. There are a number of other reasons this is even worse - for example, resistances - but I covered those in the OP.
C. That slowness does horrible things. You lose power projection in Skirmish as you can't get around objectives fast enough. Having to call in an LAV isn't a solution, because that takes some time and makes you reliant on it for transport. You're slower to aim, which can kill in a shooter. You're also easier to hit, which makes your tank's weaknesses even more apparent as it gets pounded on.
Thanks for the feedback - I may have come across as biased (and I probably am, to an extent), but I tried to avoid that. I will update the OP with fittings numbers to try and be more fair. Also, I mean no offense with some slightly harsh points of "You're wrong". This is something I feel fairly strongly about, though. |
JONAHBENHUR
New Eden's Most Wanted Gentlemen's Agreement
5
|
Posted - 2013.06.04 08:34:00 -
[74] - Quote
yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. |
Arkena Wyrnspire
Turalyon Plus
680
|
Posted - 2013.06.04 10:40:00 -
[75] - Quote
JONAHBENHUR wrote:yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. Pretty much. Though I highly doubt armour will ever be 'king'. |
BL4CKST4R
WarRavens
115
|
Posted - 2013.06.04 10:46:00 -
[76] - Quote
Bump, this thread shall never die. |
BL4CKST4R
WarRavens
115
|
Posted - 2013.06.04 11:05:00 -
[77] - Quote
Arkena Wyrnspire wrote:JONAHBENHUR wrote:yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. Pretty much. Though I highly doubt armour will ever be 'king'.
Armor shouldn't be king, but neither do shields. Deciding to pick what suit one is to run, and what tanking method they will prefer, shield tanking or armor tanking, should be a cosmetic and/or personal choice neither should be better than the other but sadly this is untrue.
How the system is now even a suit that relies on armor has to shield tank if he wants to survive. |
Arkena Wyrnspire
Turalyon Plus
680
|
Posted - 2013.06.04 11:22:00 -
[78] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:JONAHBENHUR wrote:yeah they really need to fix armor it is so broken, yes you can heal a hole 2-5hp a second no matter what but the pg and cpu demands on a armor dude is ridiculous to get 317hp on a suit requires it to move so slow there is no point in even having them you just cant have armor plates on stuff it is how the game is right now it will change someday and maybe armor will be king in the next update/patch. Pretty much. Though I highly doubt armour will ever be 'king'. Armor shouldn't be king, but neither do shields. Deciding to pick what suit one is to run, and what tanking method they will prefer, shield tanking or armor tanking, should be a cosmetic and/or personal choice neither should be better than the other but sadly this is untrue. How the system is now even a suit that relies on armor has to shield tank if he wants to survive.
There should be tactical situations where armour is better, and situations where shield is better. Right now, shield is better in too many compared to armour, which is rarely (never?) better. |
Purona
Militaires Sans Jeux
10
|
Posted - 2013.06.04 11:25:00 -
[79] - Quote
nothing wrong with armor its a different play style don't stack armor plates its not worthwhile
shields lack the ability to put on damage mods armor lacks the ability to put on profile dampeners and scan enhancers
shields are better against burst damage from snipers armor is better against small arms fire
shields are more solo oriented since people with armor repairs don't gain much armor are more team oriented since people with armor repairs can heal them
shields lose shields that's it armor still have shields to come back online as well as their armor |
BL4CKST4R
WarRavens
116
|
Posted - 2013.06.04 11:34:00 -
[80] - Quote
Purona wrote:nothing wrong with armor its a different play style don't stack armor plates its not worthwhile
shields lack the ability to put on damage mods armor lacks the ability to put on profile dampeners and scan enhancers
shields are better against burst damage from snipers armor is better against small arms fire
shields are more solo oriented since people with armor repairs don't gain much armor are more team oriented since people with armor repairs can heal them
shields lose shields that's it armor still have shields to come back online as well as their armor
If moving extremely slow is part of a playstyle then i'm all ears, the only thing that can hurt shields effectively is Laser and Scrambler weapons, and Flux grenades all of which are severely UP at the moment. And armor also lacks the ability to stack damage mods simply because we still have to stack shields in order to compete defensively, a shield tank can sacrifice a shield mod for a damage mod and still have more ehp than a Armor tank that stacked all shields, unless the armor tank was dumb enough to stack a bunch of armor mods but in that case he will die simply from not being able to tactically run away. |
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Garrett Blacknova
Codex Troopers
3216
|
Posted - 2013.06.04 12:22:00 -
[81] - Quote
Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state. |
BL4CKST4R
WarRavens
120
|
Posted - 2013.06.04 12:28:00 -
[82] - Quote
Garrett Blacknova wrote:Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state.
Your forgetting the weapons that do have an edge against armor, like missiles, grenades, mass drivers, flaylock pistol, smgs, HMG, and remote explosives. All of which have a 130% damage increase against armor. |
Templar Razack
Kameira Lodge Amarr Empire
0
|
Posted - 2013.06.04 13:19:00 -
[83] - Quote
WHAR SOXFOUR POST, WHAR?! |
Kitten Empress
Ametat Security Amarr Empire
262
|
Posted - 2013.06.04 13:40:00 -
[84] - Quote
BL4CKST4R wrote:Garrett Blacknova wrote:Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state. Your forgetting the weapons that do have an edge against armor, like missiles, grenades, mass drivers, flaylock pistol, smgs, HMG, and remote explosives. All of which have a 130% damage increase against armor. Flaylock is around 150%, as well as all other explosives. |
BL4CKST4R
WarRavens
121
|
Posted - 2013.06.04 13:57:00 -
[85] - Quote
Kitten Empress wrote:BL4CKST4R wrote:Garrett Blacknova wrote:Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state. Your forgetting the weapons that do have an edge against armor, like missiles, grenades, mass drivers, flaylock pistol, smgs, HMG, and remote explosives. All of which have a 130% damage increase against armor. Flaylock is around 150%, as well as all other explosives.
Don't have enough SP to test them all, but they are still pretty high lol. |
Bojo The Mighty
Bojo's School of the Trades
1200
|
Posted - 2013.06.04 14:23:00 -
[86] - Quote
Stephen Rao wrote:1. Just as it takes a Flux and then shooting to kill a Shield Tanker, it takes Shooting then Locus to kill an Armor Tanker. While the Locus isn't the definitive tool that Flux is against Shields, Flux cannot kill players on it's own (barring that glitch doesn't raise it's ugly head again). Both are tools to be used against a type of protection, however you cannot carry both (not an argument for or against, just a statement of fact). 2. I run a Militia or Basic Armor Repairer on my Caldari Medium Frame (*gasp*). While it doesn't provide a lot of health repair, if I take damage to my Armor and survive to get my shields back up and running, my Armor will steadily repair (while my shields take any additional shots) until I'm back to full. And the 20/1 CPU/PG is well worth the cost. While Shield Regulators can definitely be handy, I have SP to spend on other things than Level 5 Regulators... 3. Slugs are one thing, but adding 2 Complex Armor Plates turns your walking speed into your sprinting speed. While there are situations where speed isn't as necessary, after first contact, being able to react is an invaluable asset in defence, offense, support and objective control. Foresight and planning may allow you to account for one or two of these roles, but the speed restriction limits your overal flexibility. 4. 5. While you can run all Plates and rely on Repair Tools to keep you healthy, we're now using additional players. 6. They cost less CPU, PG is about equivalent. I can't argue that more HP isn't better, but that's ignoring the drawback (the "drawback" being a trait only held by Armor Plate Modules) 7. Except 2 Complex Plates = 230, still admirable (but then we get back to the 20% speed reduction...). I still like this standpoint on a change: ZDub 303 wrote: No matter what, I feel like complex modules should be MORE efficient than basic modules for buff per penalty.
If we kept with the 3% move penalty / 65 armor you're looking at 0.046% move penalty per armor point... At which point advanced should be like 0.035% and complex at 0.03%...
So.. Basic, 65 Armor - 3% move penalty Complex, 115 Armor - 3.45% move penalty.
That way, it is never more efficient to run basic > complex.
I don't even care if the Basic was 3%, Enhanced was 4% and Complex was 5% speed reduction, that'd be fine by me. Oh **** me, sorry had a blond moment
Alright, for 3 complex plates you're getting 345 HP for less pg/cpu and stuff even with Complex reps on it. You wouldn't be able to fit any complex reps on the shield suit using all those extenders. BUT AGAIN SOMETHING WHACK ABOUT THOSE COMPLEX PLATES. 1. Well when you lose all armor you die, so that is a perk of having an anti-armor tool I guess, and a perk to armor tanking. 2. Yes and like I said, a little fishy that shield tanking and armor repair go hand in hand. 3. Slugs are an analogy. Heavies don't play like a scout right? Well why should an armor tanker play like a shield tanker? If mobility is now your weakness, then don't rely on it, don't play like you can move like Jet Li. You can't and you will die trying. Mobility is only as important to you as you make it out to be, so if mobility is really your thing, then shield tank! 4. Hey man, if armor's only weakness was the mobility reduction, it would probably be overpowered. 5. True, I guess I shouldn't have, but there is no outside tool in the game for infantry that pops your shields back to full perkiness, a tool that negates the recharge delay. On top of that armor tanking leads to WP farming....if you want to look at ti that way. 6. Not really ignoring the drawback because in my mind, like #3, you have to play like you are. There is no sense on depending/playing on your mobility when you lack it. (I will get to you arkena in due time) 7. Yeah again, blond moment, so now you're running 3 complex plates for less CPU/ more PG now (Powergrid and armor go hand in hand though) and you have room for repair modules BUT AGAIN SOMETHING WHACK ABOUT THOSE COMPLEX PLATES. They should probably be set at 150 so that 2x complex plates + a little something extra > 5 complex extenders.
Alright so with armor, you want the plate numbers and thuse CPU/PG per plate to be the same (which is whack on complex plates) and instead make them more mobile efficient? Honestly it's not a bad start but the PG is still going to be excessive on those complex plates. |
Kitten Empress
Ametat Security Amarr Empire
263
|
Posted - 2013.06.04 14:54:00 -
[87] - Quote
Shield modules go on medium slots. Armor modules go on low slots. Now, buddy, where do CPU/PG upgrades go?
So do you see where your CPU/PG argument fails? |
Stephen Rao
Intrepidus XI
29
|
Posted - 2013.06.04 16:16:00 -
[88] - Quote
No worries, it was so late at night when I was replying that I almost missed it. I was thinking "Damn, Complex Armor Plates do give you a ton of health..."
Bojo The Mighty wrote:Oh **** me, sorry had a blond moment
Alright, for 3 complex plates you're getting 345 HP for less pg/cpu and stuff even with Complex reps on it. You wouldn't be able to fit any complex reps on the shield suit using all those extenders. BUT AGAIN SOMETHING WHACK ABOUT THOSE COMPLEX PLATES. 1. Well when you lose all armor you die, so that is a perk of having an anti-armor tool I guess, and a perk to armor tanking. 2. Yes and like I said, a little fishy that shield tanking and armor repair go hand in hand. 3. Slugs are an analogy. Heavies don't play like a scout right? Well why should an armor tanker play like a shield tanker? If mobility is now your weakness, then don't rely on it, don't play like you can move like Jet Li. You can't and you will die trying. Mobility is only as important to you as you make it out to be, so if mobility is really your thing, then shield tank! 4. Hey man, if armor's only weakness was the mobility reduction, it would probably be overpowered. 5. True, I guess I shouldn't have, but there is no outside tool in the game for infantry that pops your shields back to full perkiness, a tool that negates the recharge delay. On top of that armor tanking leads to WP farming....if you want to look at ti that way. 6. Not really ignoring the drawback because in my mind, like #3, you have to play like you are. There is no sense on depending/playing on your mobility when you lack it. (I will get to you arkena in due time) 7. Yeah again, blond moment, so now you're running 3 complex plates for less CPU/ more PG now (Powergrid and armor go hand in hand though) and you have room for repair modules BUT AGAIN SOMETHING WHACK ABOUT THOSE COMPLEX PLATES. They should probably be set at 150 so that 2x complex plates + a little something extra > 5 complex extenders.
Alright so with armor, you want the plate numbers and thuse CPU/PG per plate to be the same (which is whack on complex plates) and instead make them more mobile efficient? Honestly it's not a bad start but the PG is still going to be excessive on those complex plates. I'm going to skip 1, 2 and 4 as I think we've reached the conclusion of those.
3. I understand that the speed penalty is an inherent balancing factor for Armor Plates, its just the rate at which it scales for the higher levels that makes it ridiculous. Basic Armor Plates have a .046% speed reduction [sr] per HP, while Enhanced have .059% sr per HP, and Complex take the cake with .087% sr per HP... wtf? 5. It's all good, as it is a valid point. I was just a little pissed that you brought up the CPU/PG of the module basis, then through in that Armor can use additional bros to keep it running. Armor has Nanohives that repair it, as well as Repair Tools. Shields currently have nothing (I'm pretty sure Shield Transporters will eventually make the jump to Infantry Equipment... but not yet). I'm just glad you haven't used this as the basis for your whole argument 6. While true, the reason this thread exists is to exclaim that the penalty is a deterrent to advance in Armor Plate skill. #3 has the numbers crunched. 7. One solution. I think that the HP to CPU/PG is decent as-is, but that the sr is the real deterrent with plating due to the inordinate increase in weight (why to we make 'stronger' out of concrete?)
But the PG will keep us from seeing 4x Complex Plates. While it is an option to Plate stack, I think the PG is fair as it is similar to Complex Extenders PG cost and grants 50 more HP. The sr is the balancing factor, however since speed is also a defensive stat I think they went a little overboard on the penalty. |
Arkena Wyrnspire
Turalyon Plus
690
|
Posted - 2013.06.04 16:29:00 -
[89] - Quote
Garrett Blacknova wrote:Weapons with significantly higher shield damage than armour:
Laser Rifle, Scrambler Rifle, Flux Grenade.
Weapons with slightly higher shield damage than armour:
Shotgun, Assault Rifle, Sniper Rifle, Railgun, Blaster, Plasma Cannon, Forge Gun.
Why do people always forget that Hybrid weapons actually deal more shield than armour damage? It isn't a huge imbalance, but it's still an advantage to armour tanking, particularly when the armour tankers also have higher base HP to go along with that (slight) edge in resistance against almost all the common weapons on the battlefield.
More seriously though, the core mechanics of the infantry side of DUST greatly favour shield-tanking, while HAVs at least (not entirely sure about other vehicles) favour armour in the game's current state.
I think the last 4 items on your list are there just to make it look longer. If you're getting hit by AV weapons and large turrets as an infantry guy, you're dead, regardless of armour or shields. Except in the case of blaster turrets I suppose, but then the difference isn't significant enough to change the number of shots it takes to kill you. Snipers can more easily hit armour tankers, which balances that out. Shotguns can catch up to armour tankers more easily, and this -slight- difference in damage likely won't change the number of shots it takes a shotgun to kill either person assuming equal stats.
Assault rifles are a valid and fair point, but again, I believe that they can hit armour tankers more easily because they're easier to aim at.
I've mentioned the three weapons with significantly higher shield damage in the OP - but armour has it worse off here.
Weapons with significantly higher armour damage than shield:
Submachine gun, Heavy machine gun, Flaylock pistol, Mass driver, Locus grenades - and since we're including turrets - missile turrets
They also do a lot more - the explosives do 150% to armour and 70% to shields. That's an 80% difference - with the scrambler rifle and laser rifle it's a 30% difference. That's obscene. It's different for the kinetic weaponry, but it still favours shields significantly more in terms of resistances, doing 130% rather than 120%.
Good to hear that you realise the problems - I don't think I've used HAVs enough to comment on that issue. This is an infantry thread anyway. Cheers for the feedback - I'll put in the hybrid damage thing in the OP as well. |
Arkena Wyrnspire
Turalyon Plus
690
|
Posted - 2013.06.04 17:00:00 -
[90] - Quote
Confirmed for SoxFour read: [17:55] <@[CCP]FoxFour> Yup, I read it yesterday but decided that I really shouldn't respond in my intoxicated state [18:01] <@[CCP]FoxFour> Yea, my response is mainly "holy **** I know understand things better, but I don't handle this stuff so let me pass this thread on to those who do this stuff" |
|
alten hilt
DUST University Ivy League
44
|
Posted - 2013.06.04 18:01:00 -
[91] - Quote
Arkena Wyrnspire wrote:alten hilt wrote: Lore friendly bonuses from the EVE universe (my understanding) Minmatar: Speed and Shield bonuses (fastest) Caldari: Shield and range bonuses (Shield Tankiest) Gallente: Armor and Shield bonuses (balanced tank and speed) Amarr: Armor and damage bonuses (armor tankiest)
Yeah, this would work generally. I disagree with a couple though - Gallente are meant to be armour tankers. The only reason they might appear to be shield tankers as well is due to the tank type imbalance - it becomes more effective to shield tank them, though they're not intended for that purpose. I'd go for damage bonuses - Gallente are meant to be up-close gank types. I see you've assigned this to the Amarr - I'd instead recommend additional tank bonuses, as Amarr have a tendency to be extremely tanky. That's up for debate though, and it's not like CCP are likely to implement this exactly (or at all) anyway. alten hilt wrote: STEP 3 Add mid-slot range modules (increased optimal, increased falloff). This would balance the many low slot utility modules. Honestly, I'm not sure about what type of modules these should be, but there need to be more high-slot utility modules. Having the damage and range modules in high slots would seem to be EVE appropriate. Caldari and Minmatar have inherently better range projection, but to maximize it they have to compromise their tank. Amarr and Gallente are known for their close range face melting, but have to compromise tank in order to increase speed.
Like tracking computers in EvE? I quite like this idea. It would help, but it might create new problems similar to sharpshooter with complex modules being better than the basics to the point where older characters can become completely untouchable to newer players by stacking range modules. Amarr are actually quite good with their damage projection - thematically, range increases don't fit in with the Galente as much. In EvE, damage modules are actually in the low slots (contributing to an armour/shield imbalance there, as well) but the better range modules are in the midslots. This idea is a bit more meh than the others in the end. It brings back problems with sharpshooter, and it seems like a placeholder for other highslots modules. Even so, there is a distinct lack of useful highslot modules other than shield and damage modules. Thanks for the feedback - It was useful, and I'll update the OP(s) to reflect this.
I've edited my original post to reflect your corrections. I meant to say that Gallente are Damage and Speed, and Amarr are Armor tank and Range. For whatever reason, I mixed up the bonuses in my head. So for primary bonuses, Minmatar would be fastest, Caldari would have best shields, Gallente would deal best damage, and Amarr best armor. For secondary bonuses, Minmatar would have shield, Caldari range, Gallente speed, and Amarr range.
Also, the reason I chose modules to increase the optimal range and optimal falloff is to complement the way DUST 514 will eventually calculate bullet flight (not for the current system.) In the current system, a projectile has a hard-coded range. When a projectile passes this range it ceases to exist. What the Devs have stated they want to do is give weapons an optimal range and a falloff range. Within the optimal range, the bullet will deal max damage, after passing optimal, the projectile will continue to deal damage on a decreasing scale. After the projectile passes the max falloff range, it ceases to exist/apply damage. So in this new system, optimal range modules would slightly increase the optimal damage range (not increase total range), and the fall-off modules would decrease the falloff penalties (but not increase the total range).
I'm looking for the forum post to back this up and will post when I find it. |
Stephen Rao
Intrepidus XI
31
|
Posted - 2013.06.04 18:05:00 -
[92] - Quote
Arkena Wyrnspire wrote:Confirmed for SoxFour read: [17:55] <@[CCP]FoxFour> Yup, I read it yesterday but decided that I really shouldn't respond in my intoxicated state [18:01] <@[CCP]FoxFour> Yea, my response is mainly "holy **** I know understand things better, but I don't handle this stuff so let me pass this thread on to those who do this stuff" Success!! Now to wait for the word on possible modifications... I'm sure they'll be soon(tm) |
Doyle Reese
OSG Planetary Operations Covert Intervention
69
|
Posted - 2013.06.04 18:11:00 -
[93] - Quote
I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! |
Arkena Wyrnspire
Turalyon Plus
699
|
Posted - 2013.06.04 19:22:00 -
[94] - Quote
Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. |
Purona
Militaires Sans Jeux
11
|
Posted - 2013.06.04 19:25:00 -
[95] - Quote
Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! unlike HAVs a galente assault suit would just build shields and be really fast
which would impede on scouts suits advantage of speed
then you would have to increase galente scout suit speed
and then you would have to increase minmatar scout suit speed since they are supposed to be the fastest and they would be insanely faster than everyone else on the field |
BL4CKST4R
WarRavens
123
|
Posted - 2013.06.04 19:58:00 -
[96] - Quote
Arkena Wyrnspire wrote:Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution.
Actually that was a solution I posted a while back, increasing the Gallente speed by about 6% actually mitigates the speed penalty enough that stacking an extra armor module is worthwhile and balances the builds in terms of total EHP, but as a negative it leaves us with one less low slot. |
Arkena Wyrnspire
Turalyon Plus
706
|
Posted - 2013.06.04 21:03:00 -
[97] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Doyle Reese wrote:I say we increase all Gallente dropsuits' walking/sprint speed to compensate just like their HAVs!! I'm not sure if you're being sarcastic due to the HAV imbalance, but I don't think that alone is the solution. Actually that was a solution I posted a while back, increasing the Gallente speed by about 6% actually mitigates the speed penalty enough that stacking an extra armor module is worthwhile and balances the builds in terms of total EHP, but as a negative it leaves us with one less low slot. It's part of the solution, but that alone is not sufficient, and it could also create more problems than it would solve - we're already seeing shield tanking Gallente suits, this would increase their prevalence.
Purona noted this. |
Text Grant
Edimmu Warfighters Gallente Federation
11
|
Posted - 2013.06.05 00:32:00 -
[98] - Quote
Text Grant wrote:High slot passive armor damage reduction could help fix this
|
BL4CKST4R
WarRavens
123
|
Posted - 2013.06.05 02:36:00 -
[99] - Quote
Text Grant wrote:Text Grant wrote:High slot passive armor damage reduction could help fix this
Not really as effective as it sounds, knowing CCP they would put a limit to its stacking so it would further limit our ability to tank, although a small damage reduction to the armor modules themselves would help a lot more. |
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.05 02:53:00 -
[100] - Quote
If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
|
|
Text Grant
Edimmu Warfighters Gallente Federation
11
|
Posted - 2013.06.05 02:59:00 -
[101] - Quote
High slot selection would help armor tankers more as it would help limit duel tanking proficiency |
BL4CKST4R
WarRavens
124
|
Posted - 2013.06.05 03:41:00 -
[102] - Quote
For the sake of argument here are some comparison builds between Gallente and Caldari suits.
These are all builds I made using the amazing fitting spreadsheet found in this thread
Caldari Logistics NO racial
Caldari Logistics racial
Gallente Logistics
Caldari Assault
Gallente Assault
|
Arkena Wyrnspire
Turalyon Plus
722
|
Posted - 2013.06.05 06:18:00 -
[103] - Quote
Ser Chard wrote:If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
You're able to fit a basic/militia repairer and that will solve that problem instantly.
The problem is that at the higher levels, where you get about 12.5 HP/s if you have a decent buffer, shield regen is over twice as fast. Also, the Caldari Logistics automatically self-repairs armour.
I agree with boosting the armour repairers, and you're quite right in saying that they're weak (an questionable) at the lower levels. Despite getting 300 or so armour (and notably shield suits at the same tier can break 400) it takes upwards of two minutes to repair that with the basic or enhanced repairers. At the high end, it's better, but they're still outpaced and it takes a while.
Let's take an example.
You have an armour suit with two basic plates and a complex repairer. You have 340 armour HP, being repaired at 5 HP/s. This will take 68 seconds, over a minute, to recharge. You are also slowed down by about 6%. Alternatively, you could have a shield suit. With three extenders, you get 408 shield HP. You are not slowed down. You have a small delay before recharge, about 4 seconds, but you recharge at 25 HP/s. With the shield delay added on, this takes 20 seconds to recharge.
The armour suit in this example has less HP, is slower, and regenerates slower, for the small advantage of having 'constant repair'. In the time it takes for shields to start regenerating, that's worth a mere 20 HP. |
BL4CKST4R
WarRavens
124
|
Posted - 2013.06.05 10:01:00 -
[104] - Quote
Bump |
Kitten Empress
Ametat Security Amarr Empire
269
|
Posted - 2013.06.05 11:30:00 -
[105] - Quote
I will NOT let this thread get lot. |
BL4CKST4R
WarRavens
125
|
Posted - 2013.06.05 12:45:00 -
[106] - Quote
bump |
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CCP FoxFour
C C P C C P Alliance
21575
|
Posted - 2013.06.05 13:03:00 -
[107] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Hey CCP FoxFour, its time for you to shine! We know you're a Gallente bro, push the people responsible to balance!
Me and Arkena promise, if you manage to make them balance armor and shield, we will stop calling you SoxFour. I don't think devs read these posts as much as they should :(
... personally I have just been to busy to reply. Also the night it was posted I was out and decided that while I had read the post I was not in a state to respond properly. >.<
Anyways, yes, we do read these threads. We don't always respond, but we do read them. :D |
|
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CCP FoxFour
C C P C C P Alliance
21575
|
Posted - 2013.06.05 13:06:00 -
[108] - Quote
I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D |
|
BL4CKST4R
WarRavens
125
|
Posted - 2013.06.05 13:10:00 -
[109] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
You sir, have made my day. |
Absolute Idiom II
BetaMax. CRONOS.
103
|
Posted - 2013.06.05 13:24:00 -
[110] - Quote
I'd really much prefer the armor plate penalties to be to stamina, and not to speed. Agree with adjusting the suit bonuses to make sense.
I'm glad CCP are paying attention to the OP and the discussion in the thread. I'll look forward to a more cohesive set of ideas come the next Dust update. |
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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
148
|
Posted - 2013.06.05 13:41:00 -
[111] - Quote
And i can add we should have a way to pass over low obstacles like a railing without have to jump over them but using the same amount of stamina that a jump requires for the action.
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ZDub 303
TeamPlayers EoN.
288
|
Posted - 2013.06.05 14:27:00 -
[112] - Quote
After having thought about this some more... I think i'm starting to get a feel for what CCP intends with armor tanking.
First off, buff armor tanking, dont nerf shield tanking!! Shield tanking is in a great spot right now in terms of TTK.
Just a few small changes that would make armor tanking completely viable.
First... I think enhanced shield extender should be 44 hp, to make it 22-44-66. Not bringing complex down to 22-33-44
Now, I think they need to buff armor plates hp a lot while changing the speed penalty to 6-8-10%. Probably have armor plates with triple the HP of shield extender. So... 66-132-198 armor per plate. This leaves higher tech plates more efficient, and crazy EHP. The idea behind these plates is... medium suits should not want to use them. These should be for armor tanking heavies that dont feel the move speed penalty so badly, and get high EHP for their money. However, if a medium suits wants to take the move speed hit, they can get some nice ehp as well. However, for medium suits.. move speed is king/
Next, introduce the ferroscale plates. These should have no move speed penalty at all, and be at 2x shield extender hp which puts it at 44-88-122 hp. These are the medium suit's desired low slot extender.
Next, passive armor reps in high slots. This allows armor tanks to fit both plates and reps at the cost of neither. And also have room for a cpu/pg upgrade as needed. Change armor reps to 2-4-6 per second, they should rep slowly. Shield tanks should have burst regen at the cost of EHP.
Finally, reactive plates, which give reduced hp with armor regen. This is for shield tankers, when we want small passive reps to slowly bring back that armor we cant passively rep anymore due to armor reps being a high slot item. Reactive plates will have 'around' the same hp as shield extender, not even gonna bother with numbers, and have small hp rep... probably 2-2-3 per second or so.
This makes armor tanks absolutely viable and effective.
I'm sure its where CCP intends to go, but they just haven't coded it yet. Another example of balancing against items that are not yet in game.
|
steadyhand amarr
Amarr Immortal Volunteers
655
|
Posted - 2013.06.05 15:21:00 -
[113] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D You have a weekly community report no wounder the devs don't want to come here :-P:-P:-P
I joke it's nice to here some stuff gets passed along |
crazy space 1
Unkn0wn Killers
1311
|
Posted - 2013.06.05 15:35:00 -
[114] - Quote
What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right? |
BL4CKST4R
WarRavens
128
|
Posted - 2013.06.05 15:38:00 -
[115] - Quote
crazy space 1 wrote:What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right?
Because Dust 514 is modeling suits after ships, kinda. |
Justin Tymes
Condotta Rouvenor Gallente Federation
143
|
Posted - 2013.06.05 16:07:00 -
[116] - Quote
First the speed penalty needs to go. There is no reason to have it when Shield tankers are still superior without it. I'd like to have a natural passive Armor regen, like Logistics, but for all suits, and then increase the regen amount for Logistics. |
Arkena Wyrnspire
Turalyon Plus
740
|
Posted - 2013.06.05 16:48:00 -
[117] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D Woot! Success! Thanks for posting! |
Arkena Wyrnspire
Turalyon Plus
747
|
Posted - 2013.06.05 17:23:00 -
[118] - Quote
ZDub 303 wrote:After having thought about this some more... I think i'm starting to get a feel for what CCP intends with armor tanking.
First off, buff armor tanking, dont nerf shield tanking!! Shield tanking is in a great spot right now in terms of TTK.
Just a few small changes that would make armor tanking completely viable.
First... I think enhanced shield extender should be 44 hp, to make it 22-44-66. Not bringing complex down to 22-33-44
Now, I think they need to buff armor plates hp a lot while changing the speed penalty to 6-8-10%. Probably have armor plates with triple the HP of shield extender. So... 66-132-198 armor per plate. This leaves higher tech plates more efficient, and crazy EHP. The idea behind these plates is... medium suits should not want to use them. These should be for armor tanking heavies that dont feel the move speed penalty so badly, and get high EHP for their money. However, if a medium suits wants to take the move speed hit, they can get some nice ehp as well. However, for medium suits.. move speed is king/
Next, introduce the ferroscale plates. These should have no move speed penalty at all, and be at 2x shield extender hp which puts it at 44-88-122 hp. These are the medium suit's desired low slot extender.
Next, passive armor reps in high slots. This allows armor tanks to fit both plates and reps at the cost of neither. And also have room for a cpu/pg upgrade as needed. Change armor reps to 2-4-6 per second, they should rep slowly. Shield tanks should have burst regen at the cost of EHP.
Finally, reactive plates, which give reduced hp with armor regen. This is for shield tankers, when we want small passive reps to slowly bring back that armor we cant passively rep anymore due to armor reps being a high slot item. Reactive plates will have 'around' the same hp as shield extender, not even gonna bother with numbers, and have small hp rep... probably 2-2-3 per second or so.
This makes armor tanks absolutely viable and effective.
I'm sure its where CCP intends to go, but they just haven't coded it yet. Another example of balancing against items that are not yet in game.
Good post.
I agree with not nerfing shield tanking - I think they're in a fine place right now, it's just that armour is subpar.
I like those numbers with the increases - but I don't like the idea of moving low slots repairers to high slot ones. If you did that, armour tankers would be able to stack armour plates crazily in the lows, and with your proposed numbers they'd be very, very good. You'd be able to get nearly 800 raw armour HP and a repair rate of something like 25 HP/s without a movement penalty on a Gallente logi. Having to balance armour repairers and armour plates in the low slots makes for a more interesting dynamic than simply stacking, and helps to balance it. Putting armour repairers in the high slots would also reduce the already limited utility that armour tankers have. One of the advantages they do have is the ability to fit damage modules. Balancing armour to assume it uses all slots on the tank wouldn't work, and though the huge armour HP might balance it out, armour becomes a walking tank with no utility and low damage.
Shield tankers will probably use -a- reactive plate regardless of how they're balanced. Also, I'm not sure if they have a movement penalty or not - it's only the ferroscale which we've been specifically told 'no penalty' iirc. I'm not really sure what to think of them before we get them, though. |
ZDub 303
TeamPlayers EoN.
289
|
Posted - 2013.06.05 19:20:00 -
[119] - Quote
Yeah fair enough, shield tankers have to go between rechargers and extenders too, its just not that big of a deal with the passive recharge that comes with the suit.
Maybe moving all EWAR modules to high slots would be the better way to do it.
That way shield tankers have to decide between profile dampening vs shield mods and armor tankers have to decide between sta/speed mods and armor mods. Lending to each types inherent weakness in EVE. |
Arkena Wyrnspire
Turalyon Plus
752
|
Posted - 2013.06.05 19:30:00 -
[120] - Quote
ZDub 303 wrote:Yeah fair enough, shield tankers have to go between rechargers and extenders too, its just not that big of a deal with the passive recharge that comes with the suit.
Maybe moving all EWAR modules to high slots would be the better way to do it.
That way shield tankers have to decide between profile dampening vs shield mods and armor tankers have to decide between sta/speed mods and armor mods. Lending to each types inherent weakness in EVE.
Yes, more utility in the mids would help the issue. |
|
Arkena Wyrnspire
Turalyon Plus
754
|
Posted - 2013.06.05 19:31:00 -
[121] - Quote
crazy space 1 wrote:What I don't get is why don't shield extenders increase your sig radius? Shields should make you easy to spot on the minimap. The bigger your shield the harder it is to hide.
Also proposed numbers...
Standard Armor rep +4 hp/sec Enhanced +8 hp/sec Complex +12 hp/sec
Also why did CCP pick bonuses out of a hat for dropsuits? Eve online has been going through a huge overhaul of all ships bonuses. Yet in dust they can't even get that right?
A simple signature radius penalty is laughable - passive scanning is terrible at the moment, and active scanners can pick up most things regardless of sigrad increases. |
BL4CKST4R
WarRavens
131
|
Posted - 2013.06.05 19:54:00 -
[122] - Quote
Sig radius doesn't provide a significant advantage in battle, being able to spot your targets sooner provides a tactical advantage but when the true encounter happens it comes down to the skill of both players, unless of course your a sniper or a nova knifer with a very low sig radius. |
IceStormers
Forsaken Immortals
33
|
Posted - 2013.06.05 20:17:00 -
[123] - Quote
do agree
armor currently is massively unfair it would make more sense if fights went on longer so the delay was of more use to armor tankers atm they dont do its pointless
Armor reps need a large buff poss upto 10 for the plex Armor penalty needs to go find somthing else which does not affect your aim and turn speeds, i dont mind run speed but i better get a larger buffer Modules need higher hp than current, not by much just abit to help out modules
think there will be more med slot modules coming so that will balance out in time |
BL4CKST4R
WarRavens
132
|
Posted - 2013.06.05 20:26:00 -
[124] - Quote
IceStormers wrote:do agree
armor currently is massively unfair it would make more sense if fights went on longer so the delay was of more use to armor tankers atm they dont do its pointless
Armor reps need a large buff poss upto 10 for the plex Armor penalty needs to go find somthing else which does not affect your aim and turn speeds, i dont mind run speed but i better get a larger buffer Modules need higher hp than current, not by much just abit to help out modules
think there will be more med slot modules coming so that will balance out in time
Yea but the game is running now, if this was beta then waiting for modules to balance the game would actually be understandable. And the plates they are adding in the future have lower HP than the modules we have now, what this means is for armor tanks to catch up to the shield tanks we have to sacrifice even more low slots, while the shields tanks don't which means they will just use the same slots that armor tanks do and still come out on top. |
J'Hiera
Algintal Core Gallente Federation
17
|
Posted - 2013.06.05 20:32:00 -
[125] - Quote
Solutions could easily be introduced into the already existing skills. The 2% bonus to armor reps is laughable. 5 levels to gain a Minmatar Medium Assault armor rep bonus when using a Comples repairer.
Plates shouldn't reduce movement speed, only sprint.
If CCPs solution to armor tanking is to introduce less HP no movement penalty modules, armor suits will need an extra low slot.
My number one issue with armor tanking, is that I can't stack armor plates as effectively as a shield tanker can stack extenders.
While I *do* stack them, I end up with less HP *and* penalized. Sure enough, a heavily shield tanked assault suit doesn't have damage mods, but in the long run, it doesn't matter as much.
Gallente suits for one, should have a 1 HP armor rep to armor repairers per level for Assault Suit (and the fitting bonus for the spec.) |
Denidil Taureran
Turalyon Plus
4
|
Posted - 2013.06.05 20:35:00 -
[126] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
Thanks for checking in and letting us know it has been seen! Can you get one of the devs involved in that area to share their thoughts? |
Arkena Wyrnspire
Turalyon Plus
756
|
Posted - 2013.06.05 20:37:00 -
[127] - Quote
J'Hiera wrote:Solutions could easily be introduced into the already existing skills. The 2% bonus to armor reps is laughable. 5 levels to gain a Minmatar Medium Assault armor rep bonus when using a Comples repairer.
Plates shouldn't reduce movement speed, only sprint.
If CCPs solution to armor tanking is to introduce less HP no movement penalty modules, armor suits will need an extra low slot.
My number one issue with armor tanking, is that I can't stack armor plates as effectively as a shield tanker can stack extenders.
While I *do* stack them, I end up with less HP *and* penalized. Sure enough, a heavily shield tanked assault suit doesn't have damage mods, but in the long run, it doesn't matter as much.
Gallente suits for one, should have a 1 HP armor rep to armor repairers per level for Assault Suit (and the fitting bonus for the spec.) All a part of the problem. I don't think the issue is with the skill bonus to repairers, I think it's with the base values. Particularly at the low end, the repair overall isn't good enough.
And yeah. Ending up with less HP and being penalized (+ repairing less effectively) shows an imbalance on its own, without the other problems. Armour bonus I agree with as well. |
Kitten Empress
Ametat Security Amarr Empire
278
|
Posted - 2013.06.05 20:58:00 -
[128] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D GALLENTE! REJOICE! |
Arkena Wyrnspire
Turalyon Plus
758
|
Posted - 2013.06.05 20:59:00 -
[129] - Quote
Kitten Empress wrote:CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D GALLENTE! REJOICE! *rejoices* |
D legendary hero
One-Armed Bandits Unclaimed.
84
|
Posted - 2013.06.05 21:14:00 -
[130] - Quote
^^this. the heavies base EHP is 800. so these guys are running around with the strength of a heavy the faster shield recovery (yes thier shields recharge faster than heavies as a base ability), faster turning speed, faster sprint/movement speed, and over all greater mobility. add in the bunny hopping, and you can basically do the job of a heavy at half the price, and be twice as effective.
CCP why do you hate heavies?
P.S. don't even talk about heavies armor or shield tanking the amount of slots we get at proto level are laughable. |
|
Arkena Wyrnspire
Turalyon Plus
762
|
Posted - 2013.06.05 21:17:00 -
[131] - Quote
D legendary hero wrote:^^this. the heavies base EHP is 800. so these guys are running around with the strength of a heavy the faster shield recovery (yes thier shields recharge faster than heavies as a base ability), faster turning speed, faster sprint/movement speed, and over all greater mobility. add in the bunny hopping, and you can basically do the job of a heavy at half the price, and be twice as effective. CCP why do you hate heavies? P.S. don't even talk about heavies armor or shield tanking the amount of slots we get at proto level are laughable.
I'm actually sorry I didn't mention heavies more in the OP - I perhaps should have done. Medium frames start to inherit all the problems of heavies when they armour tank - of course, when heavies armour tank, it's even worse. |
Breakin Stuff
Goonfeet
932
|
Posted - 2013.06.05 21:25:00 -
[132] - Quote
the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits. |
Arkena Wyrnspire
Turalyon Plus
765
|
Posted - 2013.06.05 21:29:00 -
[133] - Quote
Breakin Stuff wrote:the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits.
I'll be honest here - I'm not a heavy player, so I don't feel qualified to make a comprehensive comment on the issue. I really do agree with you though. Speed penalties hurt enough for medium frames - I imagine heavies, already struggling for speed, suffer horrible things. |
Denidil Taureran
Turalyon Plus
5
|
Posted - 2013.06.05 21:55:00 -
[134] - Quote
Arkena Wyrnspire wrote:Breakin Stuff wrote:the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits. I'll be honest here - I'm not a heavy player, so I don't feel qualified to make a comprehensive comment on the issue. I really do agree with you though. Speed penalties hurt enough for medium frames - I imagine heavies, already struggling for speed, suffer horrible things.
After i play my heavy alt more and skill him up we can talk. I can already say that HMG + Militia Heavy suit often gets wtfpwned by newbie suits. the EHP is laughably low. |
Arkena Wyrnspire
Turalyon Plus
766
|
Posted - 2013.06.05 21:58:00 -
[135] - Quote
Denidil Taureran wrote:
After i play my heavy alt more and skill him up we can talk. I can already say that HMG + Militia Heavy suit often gets wtfpwned by newbie suits. the EHP is laughably low.
Tbh the militia heavy has lower HP than normal heavies, so the EHP isn't helping you much anyway. Your main problem is probably that the militia suits can actually hit you properly. |
Breakin Stuff
Goonfeet
934
|
Posted - 2013.06.05 22:21:00 -
[136] - Quote
I pretty much have maxed support skills and often a militia fit caldari medium frame (standard) lives longer than my heavy fit. It depends what I'm fighting though.
As always some enemies are easier than others.
Oh and the points you made apply to heavies as much if not more in your OP. There's really no functional difference in the downsides between the various classes. it's just more obvious in the heavy, but proportionally equally problematic.
At the current rate the smart thing for heavies will be to jump ship to caldari/minmatar as soon as the suits are released. |
Arkena Wyrnspire
Turalyon Plus
768
|
Posted - 2013.06.05 22:23:00 -
[137] - Quote
Breakin Stuff wrote:I pretty much have maxed support skills and often a militia fit caldari medium frame (standard) lives longer than my heavy fit. It depends what I'm fighting though.
As always some enemies are easier than others.
Oh and the points you made apply to heavies as much if not more in your OP. There's really no functional difference in the downsides between the various classes. it's just more obvious in the heavy, but proportionally equally problematic.
At the current rate the smart thing for hevies will be to jump ship to caldari/minmatar as soon as the suits are released. A sad example of how important mobility is. |
Breakin Stuff
Goonfeet
934
|
Posted - 2013.06.05 22:27:00 -
[138] - Quote
Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC:
Mobility kills. |
Denidil Taureran
Turalyon Plus
6
|
Posted - 2013.06.05 22:30:00 -
[139] - Quote
Arkena Wyrnspire wrote:Denidil Taureran wrote:
After i play my heavy alt more and skill him up we can talk. I can already say that HMG + Militia Heavy suit often gets wtfpwned by newbie suits. the EHP is laughably low.
Tbh the militia heavy has lower HP than normal heavies, so the EHP isn't helping you much anyway. Your main problem is probably that the militia suits can actually hit you properly.
yup.. range on the HMG is laughable - and the dispersion equation is ass backwards. Dispersion should be lower in burst fire than in sustained. Especially since kick increases with sustained fire. |
Breakin Stuff
Goonfeet
935
|
Posted - 2013.06.05 22:33:00 -
[140] - Quote
my thoughts are that CCP has always kinda had a bass-ackward view of shield Vs. tank. It's evident in EVE online especially.
Shields are the tougher nut, you only need to wait for them to recharge, and there's ways to make that happen insanely fast.
Armor is pretty much SOL without local reps.
Shields tend to be standoff and long range.
Armor tends to be wade-in-and-smash.
Shields seem to be faster
Armor is slower.
Armor needs to be able to get in fast in order to deliver anything resembling damage properly. |
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Arkena Wyrnspire
Turalyon Plus
776
|
Posted - 2013.06.05 22:36:00 -
[141] - Quote
Breakin Stuff wrote:my thoughts are that CCP has always kinda had a bass-ackward view of shield Vs. tank. It's evident in EVE online especially.
Shields are the tougher nut, you only need to wait for them to recharge, and there's ways to make that happen insanely fast.
Armor is pretty much SOL without local reps.
Shields tend to be standoff and long range.
Armor tends to be wade-in-and-smash.
Shields seem to be faster
Armor is slower.
Armor needs to be able to get in fast in order to deliver anything resembling damage properly.
I find it particularly depressing that we have shields being generally superior (though not as drastically superior) in EvE as well for very similar reasons. |
Sontie
Ill Omens EoN.
613
|
Posted - 2013.06.06 01:09:00 -
[142] - Quote
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
These simple communications make you our favorite, Soxfour. |
|
CCP Remnant
C C P C C P Alliance
249
|
Posted - 2013.06.06 01:29:00 -
[143] - Quote
We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
|
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Alldin Kan
Imperfects Negative-Feedback
237
|
Posted - 2013.06.06 02:14:00 -
[144] - Quote
Arkena Wyrnspire wrote:There are a few solutions to this problem that I would suggest. Please feel free to debate these GÇô I would be very interested to hear the thoughts of both shield and armour tankers. 1. Increase repair rate, especially at the basic level. I would suggest 4, 7, and 10 HP/s for the repair modules. This is a huge increase, but I think itGÇÖs needed to make repair modules effective. It also has the effect of making them have a noticeable effect for newbies. 2. Change the mobility penalty on the armour plates. ItGÇÖs very significant at the moment, especially for complex plates, which leads to complex plates being rarely used. A good idea would be to change the speed penalty to a stamina penalty, so it isnGÇÖt as harsh, but still impedes the mobility slightly. Also, reduce the penalty, so itGÇÖs something like 2%, 4%, and 6%. This would let complex plates actually be used. This isn't necessary if armour is buffed much - this would be a notable difference between shields and armour, the mobility vs HP tradeoff. It's important to maintain that difference and not make them too similar. 3. Increase the HP armour plates give to be in line with shields GÇô 65, 110, and 175. Again, this would make complex plates used. Not precise values, just to show the basic idea - the basic plate might need to be tweaked to keep the progression balanced. Kitten Empress suggested a good set of numbers here, which I have put in the 'Notable Feedback' section at the end of my post. 4. Change the bonuses on the armour suits to be something that actually fits an armour suit. The amarr suit has a good example of this - a repair bonus (though this is on the logistics suit, and it's the assault suits that needs these). An armour rep bonus would be good on a Gallente suit, for example, and a plate bonus for an Amarr suit. 5. Increase the base speed of armour tanking suits, improving the outcome when the plates are added. This encourages shield tanking on armour suits as well, though, so this on its own isn't sufficient. Credit to BL4CKST4R for the suggestion. This works best thematically with (overused example, but Gallente are the main armour tankers) Gallente, because of their short range gear, they need to get into range quicker. 6. Increase the delay before recharge on shields. This would emphasise the constant nature of armour repairers, and make it more significant, as well as helping to balance between the regeneration rates.
So far the OP has given a nearly flawless description of shield vs armor in the 3 pages.
1. At first I thought that 25 HP constant regen was a little too much but then I remembered this: Caldari Assault suit with cpu upgrade, 2 complex regulators, and 1 complex shield recharger. Base Armor rep of 4, 7, and 10 is acceptable.
2. Stamina penalty means nothing once you're already engaging an enemy. Have it be 2%, 4%, and 6% movement penalty.
OR
3. Increase plate bonus according to the suggestion of 65, 97, and 130.
4. Mandatory.
5. Not necessary, Gallente suits were actually supposed to be initially slower for having higher base armor :P
6. No, doing this will make the overall gameplay seem a little frustrating on all suits for having to back away from combat too long. |
Meeko Fent
Mercenary incorperated
28
|
Posted - 2013.06.06 02:15:00 -
[145] - Quote
I Believe that Armor Shou... no, I cant bring My Self to Agree, I'm too Caldari...
FOR THE STATE! CALL IN THE DRAKES! INVUNRIBLITY FIELDS ALL THE WAY! |
Obodiah Garro
Tech Guard General Tso's Alliance
55
|
Posted - 2013.06.06 02:19:00 -
[146] - Quote
The movement penalty is what keeps armour from being overpowered... They keep their highs for gank or shield buffer |
BL4CKST4R
WarRavens
141
|
Posted - 2013.06.06 02:23:00 -
[147] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. PLZ ETA, PLZ GIVE ME AN ETA OMG I WILL DO ANYTHING FOR AN ETA!!!!! <--- first post with no grammurz |
ZDub 303
TeamPlayers EoN.
290
|
Posted - 2013.06.06 02:34:00 -
[148] - Quote
I've seen a couple posts that say 'a few weeks' now... So probably sometime mid July. |
BL4CKST4R
WarRavens
141
|
Posted - 2013.06.06 02:59:00 -
[149] - Quote
ZDub 303 wrote:I've seen a couple posts that say 'a few weeks' now... So probably sometime mid July.
Every CCP post is a few weeks from now. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
882
|
Posted - 2013.06.06 03:20:00 -
[150] - Quote
CCP Remnant wrote: - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
The 'why' as to whether or not something is coming soon, or coming soon(tm) is really nice. Thank you. |
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D legendary hero
One-Armed Bandits Unclaimed.
85
|
Posted - 2013.06.06 03:26:00 -
[151] - Quote
on the same lines of shield and armor, will anything be done to improve the heavies suits shield and armor? because quite frankly you can't really do much with it. and it burns faster than everyone elses due to low mobility
https://forums.dust514.com/default.aspx?g=posts&t=81725 |
BL4CKST4R
WarRavens
143
|
Posted - 2013.06.06 03:39:00 -
[152] - Quote
So I did some number crunching with a Logistics, and assuming the ferroscale at Complex level is EXACTLY the same as an Enhanced armor plate just without the speed penalty, 87 HP 20 CPU/ 6 PG I got some promising numbers. I took a Gallente Logistics and a Caldari logistics WITH the 25% shield bonus active, and the Gallente logistics came out with 1033 EHP while the Caldari logistics came out with 1174 EHP, this was using ALL slots for defense modules. I think this is really, really great this is balanced very well, sort of ill explain sort of later, the reason this is balanced is because although the Caldari has 130 more EHP, the Gallente still has CPU/PG to spare for equipment and the Gallente logistics has 1 more equipment slot, so they sacrifice that extra slot of defense for an equipment; the Caldari logistics ignores this equipment slot for extra defense/damage, if I remove the Shield module the Caldari has 1083 EHP and CPU/PG for extra damage, or for equipment slots.
Sort of: I think this is a little way to much total EHP 1000 is a lot with out current damage on weapons, but of course without proper numbers to crunch this is all speculation and I could be wrong, BUT even if the numbers were lower, like the complex having the EHP of a basic module it would still keep the same balance as above.
Another sort of: The Amarr Assault and logistics ak.0 with these numbers comes out lower in EHP than the Caldari and Gallente, so the suit needs a buff, the Minmatar suits comes out lower in EHP than the Caldari and Gallente which is good since the Minmatar is the fastest so the trade off for speed/defense shines for now.
One last sort of: The Gallente and Caldari logistics suits come out on top, EHP wise, versus their assault variants. The Gallente and Caldari assault suits both come out at 912 EHP MAX whish is about 120~ lower than the logistics variant. This is not true for the Amarr Logistics/Assault and the Minmatar Logistics/Assault, so I propose a buff to the Amarr Assault/Logistics suits in EHP and a nerf to the Gallente and Caldari logistics suits in EHP.
P.S: I ran a total defense fit on the heavy suit using this and it came out at an outstanding 1371 EHP! Using basic modules, and assuming that the Complex ferroscale will be like the Basic armor module,this is great for the heavies!
One more thing, please make sure the ferroscale plates are not higher in CPU/PG than the shield modules, this will severely limit the new possibilities of suit building that these plates will bring and put the shield tanks as the most diverse class yet again, also if everything I said is correct about the ferroscales buff weapon damage by the average ratio of EHP increase across the board. Also have the Reactive plates use both armor repair and armor plating skills. |
Text Grant
Edimmu Warfighters Gallente Federation
11
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Posted - 2013.06.06 04:27:00 -
[153] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
Thank you |
D legendary hero
One-Armed Bandits Unclaimed.
86
|
Posted - 2013.06.06 05:12:00 -
[154] - Quote
BL4CKST4R wrote:All suit comparisons are done using Complex shield extenders, and enhanced armor plates with the assumption ferroscale complex will be the same as enhanced, it could be lower but the different in EHP between suits will be the same as if it was complex.
So I did some number crunching with a Logistics Caldari and Gallente, actually all of the suits except scouts, and assuming the ferroscale at Complex level is EXACTLY the same as an Enhanced armor plate just without the speed penalty, 87 HP 20 CPU/ 6 PG, I got some very promising numbers. I took a Gallente Logistics and a Caldari logistics WITH the 25% shield bonus active, and the Gallente logistics came out with 1033 EHP while the Caldari logistics came out with 1174 EHP, this was using ALL slots for defense modules. I think this is really, really great this is balanced very well, Sort of ill explain why later, the reason this is balanced is because although the Caldari has 130 more EHP, the Gallente has CPU/PG to spare for equipment and the Gallente logistics has 1 more equipment slot, so they sacrifice that extra slot of defense for an equipment; the Caldari logistics ignores this equipment slot for extra defense/damage, if I remove the Shield extender the Caldari has 1083 EHP and CPU/PG for a damage modifier, and/or for equipment slots. Sort of: I think it is a little way to much for the Logistic Caldari and Gallente to have an EHP of over 1000 and of course all suits will receive a EHP increase between 100-200, but with the current damage on weapons people will be hard to kill, but of course without proper numbers to crunch this is all speculation and I could be wrong. One good thing about this speculation is that even if the numbers were lower, like the complex having the EHP of a basic armor module it would still keep the same balance as above which is great. Sort of: The Amarr Assault and logistics ak.0 with these numbers comes out lower in EHP than the Caldari and Gallente, so the suit needs a buff, the Minmatar suits comes out lower in EHP than the Caldari and Gallente but this is expected because the Minmatar is the fastest so the trade off for speed/defense shines for them now. Sort of: The Gallente and Caldari logistics suits come out on top, EHP wise, versus their assault variants. The Gallente and Caldari assault suits both come out a little lower than the Logistics suit variant. This is not true for the Amarr Logistics/Assault and the Minmatar Logistics/Assault, so I propose a buff to the Amarr Assault/Logistics suits in EHP, or an extra High/Low slot, and a nerf to the Gallente and Caldari logistics suits in EHP immediately after/or with the deployment of Uprising 1.2 this will balance all of the suits Sort of: All suits NEED to get a passive armor repair rate, to balance out the total repair rate of all suits for example the Caldari repair the most shield at the fastest rate, Minmatar second, Amarr third, and Gallente last; so the armor repair rate should be inverse to this putting the Gallente as the fastest and the Caldari as the slowest. This will also help mitigate the fact that armor tanking suits will still be disadvantaged when it comes to repping, since shield tanks will still be able to out tank armor tanks in terms of shield regeneration because of how fast it recharges with no investment, while a armor tank who wants to stay active in battle would need to find a logistic with a repair tool, a triage nanohive, or sacrifice their HP for armor repping thus losing the overall balance. Or a quick and dirty option is to reverse the shield repping to armor for the Gallente and Amarr and adding a small shield repair bonus to them, and a small armor repair bonus to Minmatar and Gallente. P.S: I ran a total defense fit on the heavy suit, using this and it came out at an outstanding 1371 EHP, this is 300~ EHP above any suit I can make with the same optimization using ferroscale with basic armor module stats, this is great for the heavies you guys should be excited for this! One more thing, please make sure the ferroscale plates are not higher in CPU/PG than the shield modules, this will severely limit the new possibilities of suit building that these plates will bring and put the shield tanks as the most diverse class yet again, also if everything I said is correct about the ferroscales buff weapon damage by the average ratio of EHP increase across the board. Also have the Reactive plates use both armor repair and armor plating skills, or armor repair skill only, so people still have to spec into armor repping to use these.
1371 EHP for a heavy? that's pretty bad by comparison. why?
in short, the basic heavy suit by design has 800 EHP. having an increase of 500 ehp sounds like alot but, when compared to other classes having 1000EHP the extra 300 is not appealing.
how so?
a shield tanking caldari with an EHP of 1000, using and AR vs. a heavy with 1400~ EHP and an HMG. sounds like the heavy has an advantage, right? think again. that caldari is 1000 EHP of high mobility, maneuverability, and evasiveness.
the heavy suits slow turn speed and movement, in addition to the low accuracy, damage (in general but especially against shields) and recoil of the hmg means the heavy gets out classed.
when you factor in head shots that extra 300~400 EHP the heavy gets doesnt mean anything. so, not only is the suit comparably harder to hit, with the hmg, but now it requires almost as many bullets as another heavy.
now when you factor in that the other suits can use cover more effectively than a heavy, and chip away that extra 300 EHP is not very appealing.
what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP.
https://forums.dust514.com/default.aspx?g=posts&t=81725 |
BL4CKST4R
WarRavens
144
|
Posted - 2013.06.06 05:14:00 -
[155] - Quote
D legendary hero wrote:1371 EHP for a heavy? that's pretty bad by comparison. why? in short, the basic heavy suit by design has 800 EHP. having an increase of 500 ehp sounds like alot but, when compared to other classes having 1000EHP the extra 300 is not appealing. how so? a shield tanking caldari with an EHP of 1000, using and AR vs. a heavy with 1400~ EHP and an HMG. sounds like the heavy has an advantage, right? think again. that caldari is 1000 EHP of high mobility, maneuverability, and evasiveness. the heavy suits slow turn speed and movement, in addition to the low accuracy, damage (in general but especially against shields) and recoil of the hmg means the heavy gets out classed. when you factor in head shots that extra 300~400 EHP the heavy gets doesnt mean anything. so, not only is the suit comparably harder to hit, with the hmg, but now it requires almost as many bullets as another heavy.now when you factor in that the other suits can use cover more effectively than a heavy, and chip away that extra 300 EHP is not very appealing. what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP. https://forums.dust514.com/default.aspx?g=posts&t=81725
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Patoman Radiant
ZionTCD Unclaimed.
126
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Posted - 2013.06.06 05:18:00 -
[156] - Quote
Current
Basic Shield Extender GÇô 22 HP Enhanced Shield Extender GÇô 33 HP Complex Shield Extender GÇô 66 HP The complex is 3x as effective as the basic. Basic Armour Plate GÇô 65 HP Enhanced Armour Plate GÇô 87 HP Complex Armour Plate GÇô 115 HP The complex is approximately 1.76x as effective as the basic. This isnGÇÖt it, however GÇô armour plates have penalties associated with them as well. Basic Armour Plate GÇô 3% penalty Enhanced Armour Plate GÇô 5% penalty Complex Armour Plate GÇô 10% penalty
My suggestion
Basic Shield Extender GÇô 25 HP Enhanced Shield Extender GÇô 37 HP Complex Shield Extender GÇô 50 HP The complex is 2x as effective as the basic.
Basic Armour Plate GÇô 50 HP Enhanced Armour Plate GÇô 75 HP Complex Armour Plate GÇô 100 HP The complex is approximately 2x as effective as the basic.
armour plates movement penalty decreasing depending on quality, or stays same (5 or 10%) Basic Armour Plate GÇô 10% penalty Enhanced Armour Plate GÇô 7.5% penalty Complex Armour Plate GÇô 5% penalty
Reason behind having armor gain twice the HP of sheild is both the movement penalty combined with the fact it does not self regenerate.
Also bump up regeneration on local armor reps. |
Doyle Reese
OSG Planetary Operations Covert Intervention
81
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Posted - 2013.06.06 05:33:00 -
[157] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
Can you confirm whether the Ferroscale and the Reactive Plates will be available for vehicles or dropsuits or both? |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
321
|
Posted - 2013.06.06 05:49:00 -
[158] - Quote
Kitten Empress wrote:BL4CKST4R wrote:Kitten Empress wrote:Martin0 Brancaleone wrote:IMO 1.Change the gallente and amarr assault suits skill bonus from 5% shield recharge to 5% reduction to armor plates speed penality. 2.Give shields a proper drawback. In eve armor plates slows you down BUT shields increase your sig. radius. Just give shield extender a sig radius penality like in eve so that armor is slower but shields make you more visible on the battlefield. -Basic shield extender +3% sig radius -Advanced shield extender +5% sig radius -Proto shield extender +10% sig radius So you compare speed penalty vs sig radius? In what world is it fair? You suggested fixes would keep shields superior. In the world of EVE were sig radius matters a bit more, in our world sig radius isn't as important as speed. Sig radius doesn't save my life as much as running away. What he said. In EVE larger sig means you're easier to hit.
i'm not sure that being visible on everyone radar from across the map is "not enough". Everyone stacking proto shield exenders would wear a neon sign "I'M HERE KILL ME!". Have you ever played MAG? People that didn't use silencers were dead meat for those who did.
I don't know if it would be enough to make shield and armor balanced (even in eve shield extender sig penality is a joke compared to armor speed penality) but at least is something.
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CCP Remnant
C C P C C P Alliance
276
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Posted - 2013.06.06 05:53:00 -
[159] - Quote
BL4CKST4R wrote:
what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP.
We've considered this, but the problem is that right now there is no good feedback for damage resistance in the game. Adding this without all the necessary UI improvements would likely just end up with the majority of players thinking their weapons suck instead of understanding they're just less effective against certain targets. The current target intel is a very barebones implementation. It needs to be a lot better. |
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CCP Remnant
C C P C C P Alliance
276
|
Posted - 2013.06.06 05:54:00 -
[160] - Quote
Doyle Reese wrote:CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. Can you confirm whether the Ferroscale and the Reactive Plates will be available for vehicles or dropsuits or both?
Just for dropsuits in Uprising 1.2. I'm not responsible for vehicles but I'll find out if/when they're going out for them. |
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BL4CKST4R
WarRavens
145
|
Posted - 2013.06.06 05:56:00 -
[161] - Quote
CCP Remnant wrote:BL4CKST4R wrote:
what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP.
We've considered this, but the problem is that right now there is no good feedback for damage resistance in the game. Adding this without all the necessary UI improvements would likely just end up with the majority of players thinking their weapons suck instead of understanding they're just less effective against certain targets. The current target intel is a very barebones implementation. It needs to be a lot better.
^ I didn't write that, you sir will be hearing from my lawyers. JK, but really "D legendary hero" wrote that not me.
On another note have you read my speculation on ferroscale plates? It is a lot of writing so I understand if you haven't but it highlights some small problems that might come with them, although the pros are higher than the cons. |
SponkSponkSponk
The Southern Legion RISE of LEGION
22
|
Posted - 2013.06.06 06:23:00 -
[162] - Quote
CCP Remnant wrote:We've considered this, but the problem is that right now there is no good feedback for damage resistance in the game. Adding this without all the necessary UI improvements would likely just end up with the majority of players thinking their weapons suck instead of understanding they're just less effective against certain targets. The current target intel is a very barebones implementation. It needs to be a lot better.
Well, you get a satisfying meaty 'thunk' when you fire a submachinegun into someone's armor. Having a 'plink' as the damage reduction kicks in and some of the bullets ricochet would be sufficient. |
Denidil Taureran
Turalyon Plus
7
|
Posted - 2013.06.06 06:34:00 -
[163] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
what about some buffs to reppers? or are you putting that on the suit bonuses? |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
25
|
Posted - 2013.06.06 06:36:00 -
[164] - Quote
Arkena Wyrnspire wrote:Ser Chard wrote:If my caldari assault loses armor, I won't get that back unless I stumble across a repair tool.
Gallente, unless they for some reason forego reppers, will always reach full health again.
That's a huge advantage. Actually... I may try fitting a repper. Many times I die when having my meager armor at 100 instead of at 30 may have saved me. Every time you end an encounter at 50 armor, know that you will not survive another encounter identical to that.
That said, I think armor plate speed reduction should be reduced slightly (2/3 of what it is now?) And reppers boosted by about 1 or 2 HP / second.
Just looking at stats I'd guess that they're balanced when you can fit good reppers (at least 15 / second) but are weak at basic and questionable at advanced until you skill up.
You're able to fit a basic/militia repairer and that will solve that problem instantly. The problem is that at the higher levels, where you get about 12.5 HP/s if you have a decent buffer, shield regen is over twice as fast. Also, the Caldari Logistics automatically self-repairs armour. I agree with boosting the armour repairers, and you're quite right in saying that they're weak (an questionable) at the lower levels. Despite getting 300 or so armour (and notably shield suits at the same tier can break 400) it takes upwards of two minutes to repair that with the basic or enhanced repairers. At the high end, it's better, but they're still outpaced and it takes a while. Let's take an example. You have an armour suit with two basic plates and a complex repairer. You have 340 armour HP, being repaired at 5 HP/s. This will take 68 seconds, over a minute, to recharge. You are also slowed down by about 6%. Alternatively, you could have a shield suit. With three extenders, you get 408 shield HP. You are not slowed down. You have a small delay before recharge, about 4 seconds, but you recharge at 25 HP/s. With the shield delay added on, this takes 20 seconds to recharge. The armour suit in this example has less HP, is slower, and regenerates slower, for the small advantage of having 'constant repair'. In the time it takes for shields to start regenerating, that's worth a mere 20 HP.
I think you are forgetting one key fact about armour repair. The armour always regenerates, even during being shot. So think of it as a damage reduction from enemy fire as well.
(I'm not saying armour and shield are balanced I'm just putting that out there)
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Centurion mkII
SVER True Blood Unclaimed.
89
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Posted - 2013.06.06 06:51:00 -
[165] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
I am thrilled to see you will be reducing the speed penalty for plates. This was much needed , no it is crucial. Maybe i was being cynical but i didn't think it would ever happen. I thought armor would always be off balanced. Thank you ccp. |
Imp Smash
Seraphim Auxiliaries CRONOS.
116
|
Posted - 2013.06.06 07:22:00 -
[166] - Quote
Well written - relatively unbiased - which a lot of points for open discussion. Nice OP |
crazy space 1
Unkn0wn Killers
1311
|
Posted - 2013.06.06 07:26:00 -
[167] - Quote
so you guys aren't going to buff the repair modules? So like won't self repairing plates be better?
Complex armor reps should heal 10hp/sec not 5 put a stacking thing on them so people don't put 4 on and get 40 hp/sec |
Breakin Stuff
Goonfeet
936
|
Posted - 2013.06.06 07:37:00 -
[168] - Quote
CCP Remnant wrote:BL4CKST4R wrote:
what heavies really need is resistance to damage taken, supplemented with a limited increase in EHP.
We've considered this, but the problem is that right now there is no good feedback for damage resistance in the game. Adding this without all the necessary UI improvements would likely just end up with the majority of players thinking their weapons suck instead of understanding they're just less effective against certain targets. The current target intel is a very barebones implementation. It needs to be a lot better.
resistances are limited to certain tank drivers right now so there's not enough of a playerbase to gauge the efficiency of resistances except AV and Tank drivers, and even then only if the AV know they're hitting resistances.
I'd bluntly start fatties at 3% resistance per level and cap it at 15%. that way they take less damage and they don't eat it so fast.
but I think even the 4% per level that the rokh and the drake or the abaddon enjoy would be pushing it for DUST.
but since there are no infantry resist modules it could provide a good baseline unique to heavies for now as your testbed. |
Encharrion
L.O.T.I.S. RISE of LEGION
107
|
Posted - 2013.06.06 07:37:00 -
[169] - Quote
Arkena Wyrnspire wrote:alten hilt wrote: What if shield extenders actually extended the dropsuit's hit box? Isn't that what a shield EXTENDER is actually doing...extending the shield? It would work something like this. If a shield extender is fitted, and the dropsuit's shield is active (not depleted) then the hitbox would be increased according to the penalty associated with the shield extender module. This penalty would increase the better the module and the penalty would stack the more modules fitted. When the shield depletes, the hitbox returns to its normal value until the shield begins to recharge.
Nearly a year ago: https://forums.dust514.com/default.aspx?g=posts&m=221378#post221378
Perhaps I should have reposted it at some point.
(Not trying to imply you're stealing my idea, I'm sure you came up with it the same way I did. Not as if it's likely you saw an ancient post like that anyways.) |
Breakin Stuff
Goonfeet
936
|
Posted - 2013.06.06 07:39:00 -
[170] - Quote
crazy space 1 wrote:so you guys aren't going to buff the repair modules? So like won't self repairing plates be better?
Complex armor reps should heal 10hp/sec not 5 put a stacking thing on them so people don't put 4 on and get 40 hp/sec
actually that would put them roughly on par with an untanked assault who runs regulators in the lows. But armor is only half a heavy base tank, half an amarr tank and pretty much the be-all end-all for gallente. |
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Imp Smash
Seraphim Auxiliaries CRONOS.
117
|
Posted - 2013.06.06 08:52:00 -
[171] - Quote
After some contemplation I'd like to point out that we can't balance armor too well. The OP suggestions are excellent and the inclusion of any one or two of them would fix armor tanking. As our dear Dev mentioned earlier - a few of these things will be going in and they look to solve many problems. However - there is one problem it may inadvertently create that I would like to point out.
That is the potential of a damage disparity.
The one sacrifice shield tankers must make is the damage mod. Damage mods are very powerful. If armor tanking becomes just as viable as shield tanking stand alone - then armor tankers will be able to HP up and run a set of damage mods. Shield tankers will not be able to HP up and run damage mods. They will only be able to HP up more with the use of regulators and speed up with the various mobility mods. Armor tankers will have that option as well however giving the shield tanker a bit less in the way of options.
So either armor gets equal parity to shield stand-alone plus has some of their options removed or its not quite as good as shield.
I'm Amarr so I'm tanking mix tanking - I just wonder if the shield tankers might find themselves a bit hard up in comparison to what they can do once armor gets up to where it should be.
Regardless I love the changes listed. They are good needed steps forward. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:53:00 -
[172] - Quote
Alldin Kan wrote:Arkena Wyrnspire wrote:-snip-
So far the OP has given a nearly flawless description of shield vs armor in the 3 pages. 1. At first I thought that 25 HP constant regen was a little too much but then I remembered this: Caldari Assault suit with cpu upgrade, 2 complex regulators, and 1 complex shield recharger. Base Armor rep of 4, 7, and 10 is acceptable. 2. Stamina penalty means nothing once you're already engaging an enemy. Have it be 2%, 4%, and 6% movement penalty. OR 3. Increase plate bonus according to the suggestion of 65, 97, and 130. 4. Mandatory. 5. Not necessary, Gallente suits were actually supposed to be initially slower for having higher base armor :P 6. No, doing this will make the overall gameplay seem a little frustrating on all suits for having to back away from combat too long. Good feedback.
1. This was pretty much exactly my thoughts.
2. That's somewhat true. The problem right now is that the penalty is too harsh. If the plate speed penalties were at that level, that would be a lot fairer, I think.
I also agree with your 'OR'. :P All of this stuff together would be too much.
3. Not much to say, you've just completely agreed with me on this one.
4. Indeed.
5. Yeah. This links back to the problem of speed penalties being too harsh. It certainly isn't necessary if ferroscale plates are decent.
6. Fair enough. It's not so much that I want to nerf shields, but the 'under fire' repair rate isn't worth it compared to shields right now. If the repairers were buffed, this wouldn't be needed at all. And after all, most of the time when shields duck behind cover they don't get shot at anyway. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 08:54:00 -
[173] - Quote
damage mods aren't AS good as you think. Most good players use shield extenders and skip damage mods entirely. Defense in DUST is worth more than a few more DPS unless you're talking about some very specific weapons. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 08:58:00 -
[174] - Quote
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible. <3
I have a few questions though. Do reactive plates have a movement penalty? If they don't, they'll probably end up being used for shield tankers in place of a rep so they can get the small HP buff with their repair.
How much, approximately (no need for precise numbers) less HP do Ferroscale and Reactive plates get than the normal plates?
Reducing the armour penalty is good, cheers.
Yeah. A blanket shield bonus does seem iffy for the implementation. Glad to hear that's being figured out. Gallente movement and armour bonuses sound fantastic, but I'll wait until I see them to judge. What about the Amarr? I know they've been shield/armour tanking due to their slot layout, but are they intended to armour tank? Historically, the Amarr have always been even bigger on solid armour than the Gallente.
EDIT: What about high slot modules? Will there be any more of those?
Thanks very much for the response - this is what I hoped for! |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 09:03:00 -
[175] - Quote
Breakin Stuff wrote:damage mods aren't AS good as you think. Most good players use shield extenders and skip damage mods entirely. Defense in DUST is worth more than a few more DPS unless you're talking about some very specific weapons. If you're not getting hit, they're much much better than a shield extender. Assuming equal fire, though, (I think someone ran these calculations a month ago, I'll try to find the post), a shield extender lasts -marginally- longer than the person with a damage mod, using a GEK-38 AR. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:04:00 -
[176] - Quote
Denidil Taureran wrote:Arkena Wyrnspire wrote:Breakin Stuff wrote:the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits. I'll be honest here - I'm not a heavy player, so I don't feel qualified to make a comprehensive comment on the issue. I really do agree with you though. Speed penalties hurt enough for medium frames - I imagine heavies, already struggling for speed, suffer horrible things. After i play my heavy alt more and skill him up we can talk. I can already say that HMG + Militia Heavy suit often gets wtfpwned by newbie suits. the EHP is laughably low.
dude i've had this happen to me in my proto heavy gear. lolz. if someone is close enough to me then i can hit them with my toasted marshmellow gun, but normally, they just run literal circles around me. people can run so fair away that they can get out of my range while im still shooting at them from optimal range. lolz, i can only imagine with the speed reduction penalty. then you move about as fast as a rail gun turret with half the turn speed |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:09:00 -
[177] - Quote
Breakin Stuff wrote:the primary concern about heavies is that approaching 1300 HP requires at least 2 complex plates and a crippling speed penalty. Further, without completely maxing out both armor and the shield upgrade skill the base health of a heavy is less than a tanked caldari medium suit.
Before anyone says defensive roles, that's a s**tty copout. sentinels are defensive. Heavies are heavy. Further, the speed penalty is crippling when the defender is so pathetically easily outflanked.
until CCP does 64v64 or higher matches people do not have the manpower to park 4 or more fatties on a cap point.
In ambush fatties are sitting ducks.
to a lesser extent so are gallente and amarr medium/assault suits.
^^word bro |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:18:00 -
[178] - Quote
Breakin Stuff wrote:Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC: Mobility kills.
the HMG in dust has the same role as the LMG issued t every squad in the united states armed forces squads. that said, the LMG is to provided suppressive fire, and use tactics such as walking fire, etc, to attain fire superiority.
in order to do this.... the LMG user must keep up with the squad....lol. in DUST we heavies can't keep up with the squad so we cant do that. smh
p.s. before you say in dust we have an hmg. an lmg uses the same rounds as the ammo the AR uses in a sqaud for economy of supplies if that applied to the dust hmg id be doing 34 hp per bullet. lol an actually hmg fires .50 rounds, much bigger and more powerful than an lmg. if the HMG dust fired those it would be doing as much dps as a blaster turret. obviousl the role of the hmg in dust os the role of the lmg in a real squad.
inorder to perform said role the heavy has to keep up with the squad. armor plates slowing the heavy down make this immpossible. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:24:00 -
[179] - Quote
Arkena Wyrnspire wrote:Breakin Stuff wrote:my thoughts are that CCP has always kinda had a bass-ackward view of shield Vs. tank. It's evident in EVE online especially.
Shields are the tougher nut, you only need to wait for them to recharge, and there's ways to make that happen insanely fast.
Armor is pretty much SOL without local reps.
Shields tend to be standoff and long range.
Armor tends to be wade-in-and-smash.
Shields seem to be faster
Armor is slower.
Armor needs to be able to get in fast in order to deliver anything resembling damage properly. I find it particularly depressing that we have shields being generally superior (though not as drastically superior) in EvE as well for very similar reasons.
what i dont understand is that why there is no penalty for shields.
for armor it makes sense that it reduces movement speed to a degree. if i put on a 50 pound lead jacket on top of my 20 pound titanium vest , im definately going to run slower.
but, shields use power, so shouldent they use more PG or something? i cnt plugin a TV, refrigerator, ps3, xbox, pc, and micro wave all in the same outlet and not over load my circuit.
even in the limiting case, having two fans connected in the same circuit will burn more power over time than 1. so shields need to sacrifice something on the PG side. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:27:00 -
[180] - Quote
D legendary hero wrote:Breakin Stuff wrote:Arkena Wyrnspire wrote: A sad example of how important mobility is.
Ask any tactical coordinator in the USMC: Mobility kills. Off-topic stuff
Keep it on-topic D.
The HMG is a completely different topic and has little/no bearing here. We are discussing the disparity between armor and shield tank. I brought heavies up because they show in a more obnoxiously obvious fashion the disparity between shields and armor as they have more to lose in the drawbacks.
This is purely a discussion of the armor modules and armor tanking, versus shields. We have the attention of the Devs, so let's not waste that by drifting off-topic. The HMG was fixed and is again playable. that is enough for now. |
|
Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:28:00 -
[181] - Quote
What bugs me with this thread is that everything in it has been said many many many many many times before. By before i mean for more than a year. But people were just NOT using armor except heavies as any suit was pretty much shield oriented as soon as T2, B-s and Vk1 landed. And even before, people were just mostly using shield.
Nonetheless, OP's work is solid and well detailled. So Kudos. I'm gonna try giving a reply worth the worthy of it.
This shield vs armor debate is tough to break down as you need to take into account an awfull lot of different criteria. Things as they are could be balanced with only a few changes. Too many could simply turn the OPiness the other way around.
My main issue with shield, and it's been discussed a bit is that it doesnt have any real penalty being used. The bigger hitbox suggestion is a good one but it may prove being difficult to code (only assuming there, no knowledge) and not very gameplay friendly. People would need to be able to assess or even see the growth of their hitbox so they can play accordingly. And balancing it, god the horror.
I would simply go with the same thing EVE has : Adding shield extension raises you radar signature, making you a lot easier to be detected.It may push at some point shield user to not just use buffer but also profile dampener. The same way armor users are kinda pushed to use biotics to compensate for their loosy speed.
Regarding the armor penalty, it's just a total non-sense. Proto plate giving 1.5 more HP but 3.3 more penalty is like saying "DONT USE ME". There we all agree. HP numbers should be re-assessed to follow a more logical progression.
I'd go with unchanged numbers for shield. Armor plates : 45, 90, 135.
At max skill, you'd get 148 HP for a complex plate. Which compared to the 72 for a shield extender sounds about right. (after all, basic shield is 22 and basic plate is 45)
Regarding the movement penalty, it shouldnt be reduced too much. Worse, it should be bigger Why ? because it wont only help armor users, but also shield users. "Why not add a plate as it wont slow me down so much anyway" => 4,8,12%
In addition to that, the best solution that i think has been brought up already is to give bonuses to the specific suits that would reduce that penalty. And i dont see why it couldnt be done as you already have gallente assault having a decrease in PG\CPU for hybrid weapons.
You could thus have a racial skill for every basic frames that would add up to specific specialty\racial bonus. Remember those are wild examples to illustrate my post.
- Gallente racial bonus : 10% reduction to armor penalties per level. (You would reach 6% penalty for a complex plate.) - Amarr racial bonus : 5% reduction to armor penalties per level and 5% reduction to heat build up per level (9% penalty) - Minmatar : 5% reduction to biotic stacking penalty per level and 5% reduction to radar profile penalty of shield extender per level - Caldari : 5% reduction to radar profile penalty of shield extender per level + 5 % bonus to shield recharger modules per level.
Point being to emphasize from the beginning each faction's play style. And to push players to focus on a specific tank and add some reflexion in using mixed tanking.
Overall, existing bonuses need a total revamp as they contribute in making shield better than armor. Logistic native repair rate is dumb. Why should a shield tank have the benefit to not even need an armor rep ? Minmatar assault having 1 Hp\s is fine and makes the suit interesting but all logistics getting 5 hp\s for free ? Noooo. Assault specialization bonus being shield focused ? Again, noooooooo.
Imo. Specialization bonuses should emphasize the suits intended purpose, but that's obvious to all of us. Again, examples :
Sentinel specialization : +3 % to base shield and armor Hp per level. (works for any racial variant.) => Those guys are freakin tanks. Show them they are ! Assault specialization : + 5 % to light weapons optimal range per level (Not the max range, the optimal) => Again, usefull to all races. And emphasize the assault role storming folks with light weapons Scout specialization : +2 sprint, base speed per level => The role i know the least so may be a very bad suggestion. Logistics specialization : + 10% to nanohives nanites cluster amount per level => Again, probably some better suggestion out there but works for every logistic (they all use nanohives) and focused on the fact they are freakin support dudes.
You see the point, and i think we all agree on it (not the examples, the overall idea a specialization bonus CANNOT be about some suits specificity. And add to that racial specialization bonuses. Like gallente assault with pg\cpu for hybrid, etc...
Last but not least. Repair rate vs recharge rate. This isnt much of a problem in my opinion. Shield is expensive in CPU and PG. Plates are less expansive. Native recharge rate for shield is superior and should remain that way. Because if you fix armor plates so that people use complex, they will have space to fit more reppers, or continue to rely on teammates to heal them.
I really dont think armor users should EVER be able to reach the efficiency of shield recharge. Otherwise, balance will go the other way. Also, it makes sense that an energy based defense reloads faster. I asked a long time for buffs to repair modules. And in my opinion, the bonus given by the skill, allows to reach a decent amount per complex repper. Also, let's not forget even armor tankers have shield and its regen.
So, maybe it could be buffed. but not by much. Like plates, set a linear progression : 2/4/6 per sec. To get more buff, use specialty\racial bonuses. |
Arkena Wyrnspire
Turalyon Plus
809
|
Posted - 2013.06.06 09:31:00 -
[182] - Quote
Laurent - Post noted, fantastic post. I'll type up a lengthy reply shortly. |
Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:33:00 -
[183] - Quote
To CCP_Remnant, please do share the numbers you have in mind for the new modules, and the penalty tweaks. Those things need to be out to the community as soon as possible. It will allow discussions and maybe avoid you guys some issues afterwards.
In my opinion, ferroscale plates, those with no penalty should give less HP than a shield extender of the same tier. Especially if at some point shield extenders get a penalty like many suggests they should have.
Energized plating will probably be the type of modules you use to fill a hole in your fit lol. |
Laurent Cazaderon
What The French CRONOS.
1518
|
Posted - 2013.06.06 09:34:00 -
[184] - Quote
Arkena Wyrnspire wrote:Laurent - Post noted, fantastic post. I'll type up a lengthy reply shortly.
thanks dude. I love those amazingly detailled threads. so fire at will ! |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:37:00 -
[185] - Quote
oops... i wish i could remove posts. i meant to put that somewhere else in a different window and accidentally posted it here.
i was mentioning the resistance factor.
resistance actually is in the game right now to a limited degree. projectiles and explosives do reduced damage to shields and more damage to armor.
when i brought up the related topic of heavies getting abase resistance i had this in mind. to off set their base slow mobility making them competitive. (i.e. heavies run about 30%~ or more slower than an assault. so they should get a 20-30% base resistance to damage to baalance, etc)
ideally, to offset the lower mobility of sheild tankers a resistance to small arms fire to armor can be introduced. what do you think?
https://forums.dust514.com/default.aspx?g=posts&t=81725
(p.s. the HMG is still laughable. but the rainbow cannon is a discussion for a different thread)
|
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:40:00 -
[186] - Quote
nicely posted laurent.
I agree with your point of armor vs. shield regen to a point. I think base regen on the rep modules needs to be higher, as there is nothing stopping shield users from dropping two regulators in the lows for faster recharging, and dropping one or two shield regen rate boosts in the highs while still maintaining a rather beefy tank.
so we can afford some more wiggle room there, because shield extenders are not the be-all end-all of shield tanking. they are merely the most user-friendly. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:43:00 -
[187] - Quote
D legendary hero wrote:Stuff
playing with resists is a dangerous thing.
Giving say a base 6% per level of heavy suit skill to resists would effectively give an unmodded heavy the rough equivalent of 1300 HP without adding any sort of plates. More Vs. lasers.
It's a very delicate balance point and native resists can absolutely goatfuck the equation if they are done wrong.
I think having 1600 HP heavies is slightly unnecessary without cranking plates in all slots. with your idea they would only need 2. plus the HMG isn't a marshmallow gun anymore. it eats people alive. |
D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:43:00 -
[188] - Quote
^^since the resistance mechanic is already in the game and all players are familiar with it, it won't be hard to implement.
anyone who has used an smg against a fully shielded opponent or a scrambler rifle against armor knows that their weapon seems to 'burn through' either shields or armor, and then does noticeably less damage to its counter part. that is resistance. applying moodules that upgrade resistances could be the key to balancing shield verses armor.
if armor mods gave some kind of resistance to damage to armor then it could offset the movement penalty.
p.s. with regards your comment about flux nades not being lethal. i think flux inaddition to removing shield should do some kind of armor damage. shields recover way to fast, their must be a reward for using them. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:48:00 -
[189] - Quote
D legendary hero wrote:^^since the resistance mechanic is already in the game and all players are familiar with it, it won't be hard to implement.
anyone who has used an smg against a fully shielded opponent or a scrambler rifle against armor knows that their weapon seems to 'burn through' either shields or armor, and then does noticeably less damage to its counter part. that is resistance. applying moodules that upgrade resistances could be the key to balancing shield verses armor.
if armor mods gave some kind of resistance to damage to armor then it could offset the movement penalty.
p.s. with regards your comment about flux nades not being lethal. i think flux inaddition to removing shield should do some kind of armor damage. shields recover way to fast, their must be a reward for using them.
no. flux nades are intended to be useless against armor. just like locus are limited against shields.
and inherent resistances should be suit-based not just "Oh armor gets a flat resistance bonus."
CCP has found native resistance bonuses to often be overpowering, to the point where there's no reason to use other equipment in the class. If armor is made too good there will be no need for shields. |
Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:50:00 -
[190] - Quote
Laurent Cazaderon wrote:To CCP_Remnant, please do share the numbers you have in mind for the new modules, and the penalty tweaks. Those things need to be out to the community as soon as possible. It will allow discussions and maybe avoid you guys some issues afterwards.
In my opinion, ferroscale plates, those with no penalty should give less HP than a shield extender of the same tier. Especially if at some point shield extenders get a penalty like many suggests they should have.
Energized plating will probably be the type of modules you use to fill a hole in your fit lol.
I'm in the middle of typing up a longer post, but I feel I need to respond to this.
Ferroscale plates should absolutely NOT give less HP than a shield extender. Armour tankers have to use repairers on their suits as well, so if that happened ferroscale plates would be a joke, everyone would use the normal ones, and if you used ferroscale plates you would have significantly lower EHP than a shield tanker. Let's give an example.
This is at the high-end, sure, but in this case it applies equally well throughout as the tiers are equal. Generally you have to sacrifice two slots for armour repairers if you have 4 lows or more.
Let's say ferroscale plates give 14, 26, and 54 for their HP bonus. That's quite close to 'should give less HP than a shield extender of the same tier'. That already looks low, actually, and for the same reason I don't think shield extenders should be nerfed.
In this example we'll use two complex ones on a Gallente assault.
54+54 = 108 108 + 210 = 318 So 318 armour, because they need to fit two reps to repair decently. They'll get a 12.5 HP/s repair rate, because each complex gives 6.25.
Now, let's use 4 complex shield extenders on a Caldari assault - This is perfectly reasonable with this comparison, though the final number may not seem so. 66+66+66+66 = 264 264 + 210 = 474 So 474 shields, with a 30 HP/s shield regen, and about a 4 second delay. That means on the 2nd second of regen, or the 6th second, the shield regen has outpaced the armour regen.
Do you see the problem here? Armour tankers already get lower EHP than shield tankers because they have to balance repairers with their plates in order to have a somewhat effective fit.
In theory, the concept of having ferroscale plates significantly weaker than standard plates is fairly decent. If you think about it, though, when it's that much lower it simply doesn't work.
Also, I agree with wanting the numbers for the new modules. |
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D legendary hero
One-Armed Bandits Unclaimed.
93
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Posted - 2013.06.06 09:51:00 -
[191] - Quote
Breakin Stuff wrote:D legendary hero wrote:Stuff
playing with resists is a dangerous thing. Giving say a base 6% per level of heavy suit skill to resists would effectively give an unmodded heavy the rough equivalent of 1300 HP without adding any sort of plates. More Vs. lasers. It's a very delicate balance point and native resists can absolutely goatfuck the equation if they are done wrong. I think having 1600 HP heavies is slightly unnecessary without cranking plates in all slots. with your idea they would only need 2. plus the HMG isn't a marshmallow gun anymore. it eats people alive.
do you realize how little 1600hp is on a slow moving, slow turning target? when you factor in the easy head shots it doesnt make that profound a difference. this isnt a heavy thread so im not going to get into details. in short, it balances the suit out. especially with the movement penalty its breaking even.
right now these shield tankers make my heavy look like a clown that performs barmitzfa's and birthday parties and doesn't get tips.
|
Arkena Wyrnspire
Turalyon Plus
810
|
Posted - 2013.06.06 09:52:00 -
[192] - Quote
Imp Smash wrote:After some contemplation I'd like to point out that we can't balance armor too well. The OP suggestions are excellent and the inclusion of any one or two of them would fix armor tanking. As our dear Dev mentioned earlier - a few of these things will be going in and they look to solve many problems. However - there is one problem it may inadvertently create that I would like to point out.
That is the potential of a damage disparity.
The one sacrifice shield tankers must make is the damage mod. Damage mods are very powerful. If armor tanking becomes just as viable as shield tanking stand alone - then armor tankers will be able to HP up and run a set of damage mods. Shield tankers will not be able to HP up and run damage mods. They will only be able to HP up more with the use of regulators and speed up with the various mobility mods. Armor tankers will have that option as well however giving the shield tanker a bit less in the way of options.
So either armor gets equal parity to shield stand-alone plus has some of their options removed or its not quite as good as shield.
I'm Amarr so I'm tanking mix tanking - I just wonder if the shield tankers might find themselves a bit hard up in comparison to what they can do once armor gets up to where it should be.
Regardless I love the changes listed. They are good needed steps forward.
I feel that a significantly higher speed is worth as much as a bit higher damage. Even with these changes, I don't think most shield tankers at the high end would have a problem dropping a single extender for a damage mod, as is often seen presently. |
Breakin Stuff
Goonfeet
941
|
Posted - 2013.06.06 09:56:00 -
[193] - Quote
D legendary hero wrote:Breakin Stuff wrote:[quote=D legendary hero]Stuff
right now these shield tankers make my heavy look like a clown that performs barmitzfa's and birthday parties and doesn't get tips.
You're doing it wrong.
what are your armor/shield skills and what's your normal fit?
Edit: there's some ways around the current armor tanking limitations. It requires tactics and a serious "No F*cks Given" attitude. |
D legendary hero
One-Armed Bandits Unclaimed.
93
|
Posted - 2013.06.06 09:59:00 -
[194] - Quote
Breakin Stuff wrote: stuff
i know you love long posts, so i'll make this short. armor plates right now give a movement penalty. if inaddition to the movement penalty a resistance to damage taken to armor only was added it would offset the lower mobility, and recharge/recover rate.
since most weapons now are more effective against armor than shields it will help offset the deficiency.
this is meant to compensate not empower.
shield tankers get rapid recharge, armor gets resistance.
ideally with head shots (skill) it wont make a difference.
(P.S. the blank 30% resistance for the heavy suit is just to offset its low mobility. however, the exact details are mentioned on my thread. this is not the thread for this. go here for info on heavies and resistance >>>> https://forums.dust514.com/default.aspx?g=posts&t=81725) |
Breakin Stuff
Goonfeet
945
|
Posted - 2013.06.06 10:09:00 -
[195] - Quote
resistances are part of the answer.
removing mobility penalty on armor tanking is a bad idea if you add downsides to shields down the line.
30% damage resistance is quite a bit of resistance.
it would add 150 HP (taking my base EHP to 1162 with no mods) to my fatsuit equivalent before I ever thought about welding on the dumpster walls I found in the trash. And that's only if that resistance did not apply to shields. If it DID apply to my shields my no-module EHP would be a whopping 1312 EHP. Just a bit broken once I start adding defenses, because I can already out-firepower most heavy tanked assault/logi within my optimal.
I use plates and am pretty spectacularly successful with them. However that's not the problem. We're looking at ways to balance armor without making it OP AND... without making Armor tanking the same as shield tanking.
You're banging on a point that will push fatties into the OP zone sharply. But that does not address the overall balance issues of armor tanking. Now that we have armor-tanked amarr/gallente assault and logis as well as medium frames Armor tanking is no longer a "Heavy problem." It is now "everybody's problem." |
Laurent Cazaderon
What The French CRONOS.
1519
|
Posted - 2013.06.06 10:15:00 -
[196] - Quote
Breakin Stuff wrote:nicely posted laurent.
I agree with your point of armor vs. shield regen to a point. I think base regen on the rep modules needs to be higher, as there is nothing stopping shield users from dropping two regulators in the lows for faster recharging, and dropping one or two shield regen rate boosts in the highs while still maintaining a rather beefy tank.
so we can afford some more wiggle room there, because shield extenders are not the be-all end-all of shield tanking. they are merely the most user-friendly.
You're right. Shield is a 3 dimension tank when armor is only a 2 dimension. But i'd rather see base shield regen slightly lowered than armor reps getting to much of a boost. I'm at work and have a doubt but i think you get +25% on reps when full skilled.
Which means 6.25 per complex rep.
With my gallente logi i can reach almost 25HP\s repair rate with 3 complex repair. If the plates were working as i stated, i could add 2 complex and get around 300 HP bonus for as much penalty as i'd get using 1 complex plate atm.
Even if you were to take off the logi bonus. you'd still be around 20 hp\sec. Which is decent for an armor based fit.
Oh and one thing i forgot in my previous post about movement penalty (will add it). I think it shouldnt affect base movement speed. This stat should be lower for armor oriented suit but should be locked. It's a too important factor in how the game behave regarding hit detection and unlike sprint speed, you can't use any module to counter-balance the penalty. |
Laurent Cazaderon
What The French CRONOS.
1519
|
Posted - 2013.06.06 10:17:00 -
[197] - Quote
D legendary hero wrote:Breakin Stuff wrote: stuff
i know you love long posts, so i'll make this short. armor plates right now give a movement penalty. if inaddition to the movement penalty a resistance to damage taken to armor only was added it would offset the lower mobility, and recharge/recover rate. since most weapons now are more effective against armor than shields it will help offset the deficiency. this is meant to compensate not empower. shield tankers get rapid recharge, armor gets resistance. ideally with head shots (skill) it wont make a difference. (P.S. the blank 30% resistance for the heavy suit is just to offset its low mobility. however, the exact details are mentioned on my thread. this is not the thread for this. go here for info on heavies and resistance >>>> https://forums.dust514.com/default.aspx?g=posts&t=81725)
Regarding resistance, the safe bet in my opinion is to tweak efficiency vs shield\armor weapon side. Not tank side. |
Zlocha
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.06.06 10:33:00 -
[198] - Quote
- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
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BL4CKST4R
WarRavens
146
|
Posted - 2013.06.06 10:36:00 -
[199] - Quote
Laurent Cazaderon wrote:Last but not least. Repair rate vs recharge rate.This isnt much of a problem in my opinion. Shield is expensive in CPU and PG. Plates are less expansive. Native recharge rate for shield is superior and should remain that way. Because if you fix armor plates so that people use complex, they will have space to fit more reppers, or continue to rely on teammates to heal them. I really dont think armor users should EVER be able to reach the efficiency of shield recharge. Otherwise, balance will go the other way. Also, it makes sense that an energy based defense reloads faster. I asked a long time for buffs to repair modules. And in my opinion, the bonus given by the skill, allows to reach a decent amount per complex repper. Also, let's not forget even armor tankers have shield and its regen. So, maybe it could be buffed. but not by much. Like plates, set a linear progression : 2/4/6 per sec. To get more buff, use specialty\racial bonuses.
The reason repair rate vs recharge rate needs to be looked at isn't because we need everything on equal footing, it is because we lose functional slots when trying to make up what we are missing. If I wanted to make a defensive armor tank, and somebody else made a defensive shield tank we would start in equal footing, and if we met in battle and shot at each other all day long we would be on equal ground; but if we were to tactically retreat to reload or get some breathing room the shield tank is at the advantage now. Were as my shields start repping slower and lower the shield tank would have a considerable advantage over me when we return to battle, unless I can find a logistics in 4-6 seconds; the way to fix this is to add a passive repair to all suits in consideration of the fastest shield repping suit, that way when the above scenario happens, which happens in almost every fire fight in Dust, both suits would have repped the same amount of total HP or the same ratio of HP. And just as a shield tank can further enhance their repping low slots, armor tanks can further enhance their repping with low slots, but we must have something to begin with we need something to actually enhance. Also if you were to actually compare the shield tanks and their repping, and compare it to the value of an armor module and an armor repper, the shield gets more "bang" for its buck.
If I, as an armor tank, wanted to have the ability to stay in combat as much as a Shield tank, I would have to sacrifice my total HP to balance out the total regeneration, whilst the Shield tank does not, therefore the Shield tank will always have higher EHP than an armor tank no matter how many armor modules we get thrown at us. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:40:00 -
[200] - Quote
Laurent Cazaderon wrote:Preface: What bugs me with this thread is that everything in it has been said many many many many many times before. By before i mean for more than a year. But people were just NOT using armor except heavies as any suit was pretty much shield oriented as soon as T2, B-s and Vk1 landed. And even before, people were just mostly using shield. Nonetheless, OP's work is solid and well detailled. So Kudos. I'm gonna try giving a reply worth the worthy of it. This shield vs armor debate is tough to break down as you need to take into account an awfull lot of different criteria. Things as they are could be balanced with only a few changes. Too many could simply turn the OPiness the other way around. 1.My main issue with shield, and it's been discussed a bit is that it doesnt have any real penalty being used. The bigger hitbox suggestion is a good one but it may prove being difficult to code (only assuming there, no knowledge) and not very gameplay friendly. People would need to be able to assess or even see the growth of their hitbox so they can play accordingly. And balancing it, god the horror. I would simply go with the same thing EVE has : Adding shield extension raises you radar signature, making you a lot easier to be detected.It may push at some point shield user to not just use buffer but also profile dampener. The same way armor users are kinda pushed to use biotics to compensate for their loosy speed. 2.Regarding the armor penalty, it's just a total non-sense. Proto plate giving 1.5 more HP but 3.3 more penalty is like saying "DONT USE ME". There we all agree. HP numbers should be re-assessed to follow a more logical progression. I'd go with unchanged numbers for shield.Armor plates : 45, 90, 135.At max skill, you'd get 148 HP for a complex plate. Which compared to the 72 for a shield extender sounds about right. (after all, basic shield is 22 and basic plate is 45) 3.Regarding the movement penalty, it shouldnt be reduced too much. Worse, it should be bigger Why ? because it wont only help armor users, but also shield users. "Why not add a plate as it wont slow me down so much anyway" => 4,8,12%4.You could thus have a racial skill for every basic frames that would add up to specific specialty\racial bonus. Remember those are wild examples to illustrate my post. 5.Last but not least. Repair rate vs recharge rate.
I have numbered your points in order to respond to them better. Also, sorry to readers for the cut - you will have to read up the page. I didn't have space to respond otherwise.
Preface: Agreed. Especially with armour tanking less of an issue before, due to things designed for armour not really being present. I armour tanked with an A-series during Chromosome sometimes, but most stuff seemed to be meant to use shields anyway.
1. I think that a larger hitbox partially balances itself out when it's not visible. It's a significant penalty, sure, but you can't see it, which lets you land more shots when you're shooting at an open target but it doesn't let you splat them behind cover very well. I'm not really sure a shield penalty is the way to go, though, honestly.
Putting a signature radius penalty on shields and balancing assuming that's significant doesn't work. At all. Here's why: Passive scanning is bad right now, except on scouts. The vast, vast majority of dots on your tacnet come from people tagging them. Active scanning picks up everything right now, except profile dampened suits and scouts. Basically, as it still picks up the armour suits, having a shield penalty to detectability wouldn't do anything in practice.
2/3. Good that you agree with this, but... you basically just nerfed armour plates with those numbers, and that's not very good. Basic plates aren't 45. Those are militia plates, and that's another imbalance I commented on - militia plates are worse than basic plates in HP gain, militia shield extenders aren't worse than basic shield extenders in HP gain.
Increasing the speed penalty isn't a good way to go. Assuming ferroscale plates aren't laughable, normal plates would become unused. With those numbers, you've reduced the HP gain vs the speed penalty further, which is the main issue with the complex plate right now and the reason nobody uses them.
Nerfing armour tanking at the basic level, if anything, should ABSOLUTELY NOT be done. Basic armour tanking is much, much worse off than the higher tier armour tanking due to the repair rates - a basic armour tanker can take over two minutes to repair their armour to full, which is ridiculous, and they still get lower HP than shields.
Relying on a racial bonus to reduce the movement penalty makes armour tanking reliant on significant SP investment to use properly. A role bonus would be more doable, but it would be better not to do it at all tbh. Shield tankers are probably going to put on a reactive plate anyway, and if we're looking at shield tankers putting on armour modules then we start to get into dual tanking, which is less of a problem.
4. I covered some of this in the previous point.
Agreed with bonuses needing a total revamp. The current ones don't work very well and make a significant imbalance.
I'm not sure about your proposed suit bonuses, for example.
The sentinel HP buff seems a bit soft for what it is. I know resistances are a very strong buff, but I genuinely think that a 3% resistance bonus would work for them.
Assault I think I'm okay with, but it increases problems with short ranged weapons being outranged - it would hurt the heavy more, for example.
Scout... You essentially just suggested a 10m/s speed increase to scouts. That's insane, completely insane. Scouts would run faster than a full speed LAV would drive. Continued in next post. |
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ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:41:00 -
[201] - Quote
omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust. |
Arkena Wyrnspire
Turalyon Plus
811
|
Posted - 2013.06.06 10:43:00 -
[202] - Quote
ImpureMort wrote:omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust.
You know, one of the first things I said was "This is about infantry balance". You should probably stop posting if you're this bad. |
BL4CKST4R
WarRavens
147
|
Posted - 2013.06.06 10:46:00 -
[203] - Quote
Zlocha wrote:- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
EVE is still imbalanced when it comes to armor vs shields, and they are just now fixing this. The modules you have suggested while they do make sense, and add a nice perk to armor we are not space ships we are infantry units thus these effects would have to be toned down to the scale of infantry units and won't be as beneficial as they would be in EVE. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:47:00 -
[204] - Quote
ahh i must have passed that over....hmm in that case i agree those armor plates would be nice and may make armor tanking valid....but at the same time...hasnt ccp been saying they were gunna do this for ages...hmm ive only been on thee forums for a year or so...but fancy infantry armor plates scratches head hmmm sounds like something ccp has been saying for a long time dont get ur hopes up |
BL4CKST4R
WarRavens
147
|
Posted - 2013.06.06 10:47:00 -
[205] - Quote
ImpureMort wrote:omg the armor tankers are getting a buff lol this is epic ccp if this is your plans just take the caldari class out its complete crap...not even a challenge for me to pop. armor tanks are the only tanks in dust that are even remotely worth it that is why all the old caldari pros have switched out to gallente tanks ccp pay attention. not saying amor is good i think these improvements are awesome and may even make your tanks more than an expensive coffin. but you are incorrect in thinking as far as tanks go you have the worst of it. i have been running tanks and av in dust 514 for over a year. tanks in general are under powered. i hope armor gets some serious buffs as then there will be ONE good type of HAV in dust.
wrong thread ::) <-- Gallente smile. |
Breakin Stuff
Goonfeet
945
|
Posted - 2013.06.06 10:48:00 -
[206] - Quote
more to the point, shield tankers will benefit equally from EWAR as the armor tankers will, so net gain of 0. |
ImpureMort
Seykal Expeditionary Group Minmatar Republic
97
|
Posted - 2013.06.06 10:48:00 -
[207] - Quote
i mean dont get me wrong im an amarian :) i wants my armor to i hybrid av/logi tank |
Mary Sedillo
XERCORE E X T E R M I N A T U S
113
|
Posted - 2013.06.06 10:50:00 -
[208] - Quote
Arkena Wyrnspire wrote:Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective.
Gun off the field?
No.
Logi's have their place and their Rep tool is just as good. They can equip rifles as well and aggress the target, just as anyone else.
SUPPORT is necessary.
Run without it, and you will complain about the mechanic.
Those without support, fail. Horribly. |
Zlocha
Tronhadar Free Guard Minmatar Republic
26
|
Posted - 2013.06.06 10:55:00 -
[209] - Quote
BL4CKST4R wrote:Zlocha wrote:- Main reason why Armor is inferior is because there is no any kind of ewar in DUST. Free mid slots is gold because you can put more ewar and counter ewar modules.
- The game will be whole another thing when webs are introduced. Armor will be able to slow down enemies. - Damps: Shorten the range of your enemies weapons - ECM: Offuscate the vision of you enemy. (not completely) - Painter: Make enemie's sig bigger so you can make more dmg to him
I think those modules should be introduced into DUST too. It would give a lot of variety and strengthen the armor role in the game.
- But some drastic balance changes should be done to the current layout. Like: Add more HP buffer to armor compared to shield. Add more speed to shield compared to armor.
Resistances are also a must to be added in the game. This will have 2 effects. There will be Logis outrepping dps. Which imo can add some nice tactics into the game. 2nd one is That it will bring armor more to a balance compared to shield. Armor will have more HP and when u add resistances it will be more EHP overall (effective hit points).
EVE has a quite nice balance atm. DUST should take some ideas from it.
EVE is still imbalanced when it comes to armor vs shields, and they are just now fixing this. The modules you have suggested while they do make sense, and add a nice perk to armor we are not space ships we are infantry units thus these effects would have to be toned down to the scale of infantry units and won't be as beneficial as they would be in EVE.
True but armor vs shield is really close now. Well ofc the right tone and balance is to be found. But every litle bit of a bonus u get trough ewar can bring some crucial decision into the game. |
BL4CKST4R
WarRavens
148
|
Posted - 2013.06.06 10:58:00 -
[210] - Quote
Mary Sedillo wrote:Arkena Wyrnspire wrote:Treablo James Howard wrote:Remote Armor Repair. Find a logi. Hug your logi. Love your logi. I covered this. It takes a gun off the field, and shield regen is similarly effective. Gun off the field? No. Logi's have their place and their Rep tool is just as good. They can equip rifles as well and aggress the target, just as anyone else. SUPPORT is necessary. Run without it, and you will complain about the mechanic. Those without support, fail. Horribly.
An armor tank should be equally able to run off the field without any support like a shield tank can, of course a shield tank should be a bit better in the repping business to account for a logibro repping; but not all logistics have repair tools, and not all logistics give a damn if your about to die. If you look at this in the long run, shield tanks is more active in the battlefield, has a chance to die less, thus saving more money putting them at an advantage off the battlefield to. The only way a armor tank would NOT need a passive buff to their armor repping, is if repair tools could be administered to the owner, but this comes at the sacrifice of an equipment slot to keep us alive, thus we lose the ability to give ourselves ammo and triage nanohaves have their limits to, so unless they were given infinate usage and deployability this would still give shield tanks an advantage, a smaller one but still an advantage. |
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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. |
|
Beren Hurin
OMNI Endeavors Reverberation Project
509
|
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
|
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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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.
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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?
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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. |
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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...
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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. |
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Kitten Empress
Ametat Security Amarr Empire
306
|
Posted - 2013.06.06 18:52:00 -
[271] - Quote
Laurent Cazaderon, you posts about regen make me want to punch a kitten. BECAUSE ARMOR HAS TO GIVE UP PLATES TO HAVE EVEN A MERE 5 HP/S REGEN, CALDARI COME ON TOP. Always. ALWAYS. No exceptions. Crunch the numbers yourself. |
Kitten Empress
Ametat Security Amarr Empire
306
|
Posted - 2013.06.06 18:53:00 -
[272] - Quote
Arkena Wyrnspire wrote: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. These are welcome but won't fix the biggest problem. HP and Regen imbalance. Caldari get to enjoy the best of both worlds. |
BL4CKST4R
WarRavens
159
|
Posted - 2013.06.06 18:55:00 -
[273] - Quote
x-KOR-x wrote: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.
Not really because now armor can be stacked just as much as shields. |
Kitten Empress
Ametat Security Amarr Empire
306
|
Posted - 2013.06.06 18:58:00 -
[274] - Quote
BL4CKST4R wrote:x-KOR-x wrote: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. Not really because now armor can be stacked just as much as shields. And because armor tanks have more low slots in the end they both come out having the same EHP. No no, he's right. Shields still benefit more from it. |
BL4CKST4R
WarRavens
159
|
Posted - 2013.06.06 19:04:00 -
[275] - 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.
I did the same thing, but I assumed reactive to have the same EHP as shields, and 2/3/4 repair. What I got was actually pretty interesting, I compared a Assault ck.0 and a Assault gk.0. They had the same exactly EHP, but the Gallente was repping armor 4 hp/s faster and the Caldari was drowning in CPU/PG costs trying to keep up while the Gallente was breezing through it, when averaged the Caldari had a bit higher total regeneration but it came at the cost of exhausting almost all of their CPU/PG. With these numbers it means that the Caldari will not able to use Reactive plates as good as the Gallente and must compensate elsewhere, meaning the Gallente will actually have a assumed advantaged when stacking these plates.
I compared the Logistics suit but I got a bag full of fail and OPness going to the CaLogi. |
BL4CKST4R
WarRavens
159
|
Posted - 2013.06.06 19:05:00 -
[276] - Quote
Kitten Empress wrote:BL4CKST4R wrote:x-KOR-x wrote: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. Not really because now armor can be stacked just as much as shields. And because armor tanks have more low slots in the end they both come out having the same EHP. No no, he's right. Shields still benefit more from it.
Look up, this is why I say shields wont benefit as much as you think. These are assumed numbers so this is just a guess, so I could be wrong and you could be right so who knows |
D legendary hero
One-Armed Bandits Unclaimed.
95
|
Posted - 2013.06.06 19:16:00 -
[277] - Quote
Breakin Stuff wrote:resistances are part of the answer.
removing mobility penalty on armor tanking is a bad idea if you add downsides to shields down the line.
30% damage resistance is quite a bit of resistance.
it would add 150 HP (taking my base EHP to 1162 with no mods) to my fatsuit equivalent before I ever thought about welding on the dumpster walls I found in the trash. And that's only if that resistance did not apply to shields. If it DID apply to my shields my no-module EHP would be a whopping 1312 EHP. Just a bit broken once I start adding defenses, because I can already out-firepower most heavy tanked assault/logi within my optimal.
I use plates and am pretty spectacularly successful with them. However that's not the problem. We're looking at ways to balance armor without making it OP AND... without making Armor tanking the same as shield tanking.
You're banging on a point that will push fatties into the OP zone sharply. But that does not address the overall balance issues of armor tanking. Now that we have armor-tanked amarr/gallente assault and logis as well as medium frames Armor tanking is no longer a "Heavy problem." It is now "everybody's problem."
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
why I am I using heavies as an example for how effective resistance can be at balancing? because resistance can be used to offset the speed penalty.
if there was a proportional damage resistance increase with the speed penalty, that could balance out armor tanking for everyone.
a mild increase to amor repair rates would help put it on par with shield tanking. each has its advante but would be balanced against each other. namely:
shield tankers = have no penalty to movement speed, have their shields come back fast after the depletion time and recharging in larger chunks armor tankers = have penalty to speed, increased damage resistance, armor is constantly repairing at a slow rate (slightly faster than it is now)
the model should be the same. both should effectively do the same thing. but they differ in how they accomplish their objective. the fundamental differences make for interesting game play. but ideally in a shield tanker vs an armor tanker of the same EHP battle, one should not out class the other; except through skill. |
BL4CKST4R
WarRavens
161
|
Posted - 2013.06.06 19:21:00 -
[278] - Quote
D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy. |
Kitten Empress
Ametat Security Amarr Empire
307
|
Posted - 2013.06.06 19:21:00 -
[279] - Quote
BL4CKST4R wrote: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. I did the same thing, but I assumed reactive to have the same EHP as shields, and 2/3/4 repair. What I got was actually pretty interesting, I compared a Assault ck.0 and a Assault gk.0. They had the same exactly EHP, but the Gallente was repping armor 4 hp/s faster and the Caldari was drowning in CPU/PG costs trying to keep up while the Gallente was breezing through it, when averaged the Caldari had a bit higher total regeneration but it came at the cost of exhausting almost all of their CPU/PG. With these numbers it means that the Caldari will not able to use Reactive plates as good as the Gallente and must compensate elsewhere, meaning the Gallente will actually have a assumed advantage when stacking these plates, which is awesome . I compared the Logistics suit but I got a bag full of fail and OPness going to the CaLogi. 2/3/4 is a bit too optimistic considering that reps are: 2/3/5. |
BL4CKST4R
WarRavens
161
|
Posted - 2013.06.06 19:23:00 -
[280] - Quote
Kitten Empress wrote:BL4CKST4R wrote: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. I did the same thing, but I assumed reactive to have the same EHP as shields, and 2/3/4 repair. What I got was actually pretty interesting, I compared a Assault ck.0 and a Assault gk.0. They had the same exactly EHP, but the Gallente was repping armor 4 hp/s faster and the Caldari was drowning in CPU/PG costs trying to keep up while the Gallente was breezing through it, when averaged the Caldari had a bit higher total regeneration but it came at the cost of exhausting almost all of their CPU/PG. With these numbers it means that the Caldari will not able to use Reactive plates as good as the Gallente and must compensate elsewhere, meaning the Gallente will actually have a assumed advantage when stacking these plates, which is awesome . I compared the Logistics suit but I got a bag full of fail and OPness going to the CaLogi. 2/3/4 is a bit too optimistic considering that reps are: 2/3/5. I think your numbers are closer to what the plates will be, but the reason I used mine was so total regeneration would balance at tier 5, regardless your numbers in Armor HP regen would set my regen stats 3-5 HP/s less, which isn't that big of a difference. |
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D legendary hero
One-Armed Bandits Unclaimed.
95
|
Posted - 2013.06.06 19:25:00 -
[281] - Quote
Arkena Wyrnspire wrote:Beren Hurin wrote:CCP Remnant wrote:d legenday hero 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?
there we go. thats constructive. it could just be tacked onto the efficacy rating when you aim at your enemy. normally it tells you your chance of success, if that rating factored in resistance, or if resistance had its own rating in that area it would easily fix the public ignorance (i use this word in the dictionary definition sense without the connotation of condescension) toward resistance. |
D legendary hero
One-Armed Bandits Unclaimed.
95
|
Posted - 2013.06.06 19:29:00 -
[282] - Quote
BL4CKST4R wrote:D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy.
the idea is to create more skilled players, not cater to wimps. if, it only takes 3 extra bullets to kill a heavy than to kill a meduim frame there is no point to using it.
likewise, with armor tankers with all the penalties and draw backs, if it you only can take 3-4 more bullents whats the point to using it? |
BL4CKST4R
WarRavens
162
|
Posted - 2013.06.06 19:31:00 -
[283] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy. the idea is to create more skilled players, not cater to wimps. if, it only takes 3 extra bullets to kill a heavy than to kill a meduim frame there is no point to using it. likewise, with armor tankers with all the penalties and draw backs, if it you only can take 3-4 more bullents whats the point to using it?
There is a difference between being a wimp, and knowing when you can't win the fight.
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Kitten Empress
Ametat Security Amarr Empire
307
|
Posted - 2013.06.06 19:32:00 -
[284] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:
a single clip of the most basic assault rifle can still take out a heavy with no mods but a 30% resistance. even with an 1312 ehp, a regular AR does 387.5 dps, with a clip of 60 thats 1860 hp per clip. this excludes headshots.
Assuming every shot lands, and the user doesn't run away when the see the heavy. the idea is to create more skilled players, not cater to wimps. if, it only takes 3 extra bullets to kill a heavy than to kill a meduim frame there is no point to using it. likewise, with armor tankers with all the penalties and draw backs, if it you only can take 3-4 more bullents whats the point to using it? Mind you, the original Heavy was able to go toe to toe with a HAV in terms of eHP. The problem was that he also had a HMG... So... Pretty much undefeatable. So the eHP has been reduced to what you are seeing now. They are planning on bringing back the true Heavy, however I think they will put some limits on its Anti infantry power. |
Breakin Stuff
Goonfeet
953
|
Posted - 2013.06.06 19:54:00 -
[285] - Quote
Kitten Empress wrote: They are planning on bringing back the true Heavy, however I think they will put some limits on its Anti infantry power.
they already have. Range.
Plus the forge gun bites ass killing infantry. |
BL4CKST4R
WarRavens
162
|
Posted - 2013.06.06 19:59:00 -
[286] - Quote
The range was brought down but then back up, so again it is pretty hard to outrun a HMG the only way to get away is to duck and cover and hope he doesn't have any kinetic catalyzers. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
81
|
Posted - 2013.06.06 20:16:00 -
[287] - Quote
Arkena Wyrnspire wrote: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. Feel free to just call me ExAstra, I don't know why my name is in all caps and also I can't use the same name in EVE as DUST. It's shorter and has a nicer ring to it.
Anyway, I understand what you're saying about burst tanking for shields, trust me. In EVE they achieve a similar feel by tanking less per cycle than armor but cycling almost twice as fast. They also regenerate HP at the beginning of a cycle instead of at the end, like armor.
And given that I want DUST to at least feel like it's part of the EVE universe, and not just a game that lets EVE players shoot at stuff they can't see (or see the impacts of), trust me in that I want to see the game balanced and with relation to EVE lore, at least where necessary or sensible!
I will note again that, even with my proposed "nerf" to the shield extender modules, shields would be regenerating over 2x faster minimum than an armor suit with 2 complex reps. Given that shield tank suits also begin regenerating shields 2 seconds quicker than armor tanking suits, and that they'll regen a larger amount per "burst", the burst tanking feel remains intact and untrifled with. ~4HP/s for shields isn't a big deal. For armor, it obviously is.
I don't think complex armor reps need a real buff to the speed with which they repair. If anything, only 1 or 2 hp/s is more than enough, anything higher than 2 is becoming too much. Actually, 2 is probably too much.
My goal here isn't to nerf shield tanking or make it feel any different than it currently is. A shield tanker really won't notice that his shields are only bursting 21hp at a time instead of 25 (extender nerfed regen of 21 on Caldari is still 1hp/s faster than Gallente base recharge rate). The difference is also further mitigated by skills, where Assault suits get a regen bonus and there are skills that affect regen rate as well. My goal is only to give shields a drawback that WON'T change how shields work in the overall concept, or change the way they feel to the shield tanker, but still give the armor tank an advantage in certain scenarios (as you pointed out there aren't really any advantages to armor tanking right now).
Keep in mind that armor tanking in DUST is also flirting with death, as we don't have the option to hit zero. |
Kitten Empress
Ametat Security Amarr Empire
310
|
Posted - 2013.06.06 20:19:00 -
[288] - Quote
Breakin Stuff wrote:Kitten Empress wrote: They are planning on bringing back the true Heavy, however I think they will put some limits on its Anti infantry power.
they already have. Range. Plus the forge gun bites ass killing infantry. False. The range is lowered for everyone, and so far HMG still works nicely at its job - point defense. I doubt you will even get to have the HMG. 2500+ eHP AND a weapon that can deal 600+ DPS? Unless it had SMG range, this would make heavies the new TAC AR. |
Breakin Stuff
Goonfeet
953
|
Posted - 2013.06.06 20:22:00 -
[289] - Quote
range was not brought back up.
assault HMGs don't count.
we still have about a 30 meter optimal, 50 ish meter max. |
Breakin Stuff
Goonfeet
953
|
Posted - 2013.06.06 20:25:00 -
[290] - Quote
Kitten Empress wrote: False. The range is lowered for everyone, and so far HMG still works nicely at its job - point defense. I doubt you will even get to have the HMG. 2500+ eHP AND a weapon that can deal 600+ DPS? Unless it had SMG range, this would make heavies the new TAC AR.
and why do you say we will lose the HMG?
I've never seen any indication that CCP intends to pump heavies to 2500 EHP.
Pics or it didn't happen Jenza |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1094
|
Posted - 2013.06.06 21:00:00 -
[291] - Quote
Informational note for the overall thread, the Logi LAV can sport a shield transporter so while there is no infantry mod for repping dropsuit shields there is in fact a method for repping dropsuit shields already present in game.
This does make shield external shield repping solutions less common than armor but not absent.
Cheers, Cross |
Breakin Stuff
Goonfeet
954
|
Posted - 2013.06.06 22:27:00 -
[292] - Quote
if armor is fixed so it is as good as shields... I must stress I do not want them to be identical... ever...
then there is no reason to not have a handheld infantry shield transporter to boost caldari/minmatar dropsuits in the field. |
BL4CKST4R
WarRavens
167
|
Posted - 2013.06.06 22:49:00 -
[293] - Quote
Breakin Stuff wrote:if armor is fixed so it is as good as shields... I must stress I do not want them to be identical... ever...
then there is no reason to not have a handheld infantry shield transporter to boost caldari/minmatar dropsuits in the field.
Not even the people vouching for a fix to armor want this lol. |
Arkena Wyrnspire
Turalyon Plus
836
|
Posted - 2013.06.06 23:36:00 -
[294] - Quote
Breakin Stuff wrote:if armor is fixed so it is as good as shields... I must stress I do not want them to be identical... ever...
then there is no reason to not have a handheld infantry shield transporter to boost caldari/minmatar dropsuits in the field.
I do agree. Armour needs to be a viable alternative, though, for different situations. I see armour as being slower and with less regen, but getting significantly larger HP compared to shields. Right now, it doesn't get more HP and the tradeoffs are too harsh, in addition to a few other factors. |
Cass Barr
Red Star. EoN.
138
|
Posted - 2013.06.07 00:01:00 -
[295] - Quote
So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. |
JonnyAugust
Internal Error. Negative-Feedback
228
|
Posted - 2013.06.07 00:32:00 -
[296] - Quote
I love the ideas to make armor tanking more viable. excellent arguments for how shield > armor and how to fix the disparity. +100 if i could. |
General Tiberius1
ZionTCD Unclaimed.
751
|
Posted - 2013.06.07 02:55:00 -
[297] - Quote
holy crap this is awesome. +1 OP. CCP hired mintchip. you DEFINETLY deserve something. best info on armor VS shield in forever |
D legendary hero
One-Armed Bandits Unclaimed.
119
|
Posted - 2013.06.07 03:49:00 -
[298] - Quote
bump1+ |
Chinduko
KILL-EM-QUICK RISE of LEGION
171
|
Posted - 2013.06.07 04:48:00 -
[299] - Quote
+1
|
Arkena Wyrnspire
Turalyon Plus
842
|
Posted - 2013.06.07 08:59:00 -
[300] - Quote
Cass Barr wrote:So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. I would have added this in but I'm not sure how bad it'll get, yet. I suspect that when the isk ones come in things will be very very bad. I'd rather not judge until I've actually seen the effect though. |
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D legendary hero
One-Armed Bandits Unclaimed.
127
|
Posted - 2013.06.07 09:57:00 -
[301] - Quote
^^this
it was fun when flux still insttant killed people who were mid air...lolol i know i knwo that was actually OP. but at least it stopped bunny hopping. |
Cass Barr
Red Star. EoN.
144
|
Posted - 2013.06.07 11:04:00 -
[302] - Quote
Arkena Wyrnspire wrote:Cass Barr wrote:So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. I would have added this in but I'm not sure how bad it'll get, yet. I suspect that when the isk ones come in things will be very very bad. I'd rather not judge until I've actually seen the effect though. EDIT: The M2 contacts do 900, I believe.
I've not seen them in pub matches yet, only PC a couple times. Somewhat amusingly, the existing issues with armor tanking and, consequently, the relative rarity of primary armor tankers may serve to keep their use deflated. (Thanks, murder taxis! ) Still, when I have run into them they were pretty much an IWIN button. |
Arkena Wyrnspire
Turalyon Plus
842
|
Posted - 2013.06.07 11:18:00 -
[303] - Quote
Cass Barr wrote:Arkena Wyrnspire wrote:Cass Barr wrote:So long as insta-kill contact Locus grenades exist (and do 600 damage to armor), armor will be inferior to shields. I would have added this in but I'm not sure how bad it'll get, yet. I suspect that when the isk ones come in things will be very very bad. I'd rather not judge until I've actually seen the effect though. EDIT: The M2 contacts do 900, I believe. I've not seen them in pub matches yet, only PC a couple times. Somewhat amusingly, the existing issues with armor tanking and, consequently, the relative rarity of primary armor tankers may serve to keep their use deflated. (Thanks, murder taxis! ) Still, when I have run into them they were pretty much an IWIN button.
Agreed. The couple of times I have run into them have been a horrible experience - I had one proto shield guy down into deep armour, and I rounded a corner to get him but *splat* instant kill from a contact grenade. I was at full health. |
BL4CKST4R
WarRavens
169
|
Posted - 2013.06.07 22:54:00 -
[304] - Quote
I need to get 1.9M sp before 1.2 patch, challenge accepted. 50k/1.9M as of this post lol. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1103
|
Posted - 2013.06.07 23:41:00 -
[305] - Quote
What testing methods are you guys going to be using for the Contacts? I'll get some rolling as well (I'm assuming there's a non-AUR version which can be picked up?) and post results.
Cheers, Cross |
BL4CKST4R
WarRavens
170
|
Posted - 2013.06.07 23:42:00 -
[306] - Quote
Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor. |
BL4CKST4R
WarRavens
170
|
Posted - 2013.06.07 23:50:00 -
[307] - Quote
CCP Remnant please give us the stats of the new plates :( |
Cross Atu
Conspiratus Immortalis Covert Intervention
1103
|
Posted - 2013.06.07 23:55:00 -
[308] - Quote
BL4CKST4R wrote:Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor.
I wonder how their direct and splash interact with the extra damage dealt due to head shots and back shots. Combined with the presumed bonus damage to armor this could account for the behavior we're seeing (and really be a factor in overall balance). |
BL4CKST4R
WarRavens
170
|
Posted - 2013.06.08 00:06:00 -
[309] - Quote
Cross Atu wrote:BL4CKST4R wrote:Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor. I wonder how their direct and splash interact with the extra damage dealt due to head shots and back shots. Combined with the presumed bonus damage to armor this could account for the behavior we're seeing (and really be a factor in overall balance).
I think they should be left alone until the new plates come out and see how we hold out against them, if they can still one shot us then they are definately OP. I can understand the PROTO contact one shotting us, specially because of the SP it costs to get them, but not the fused one specially without a advanced or basic variant and a flux variant. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1104
|
Posted - 2013.06.08 01:23:00 -
[310] - Quote
BL4CKST4R wrote:Cross Atu wrote:BL4CKST4R wrote:Contacts seem to do a lot more damage than suggested, specially with the explosive % increase against armor. I wonder how their direct and splash interact with the extra damage dealt due to head shots and back shots. Combined with the presumed bonus damage to armor this could account for the behavior we're seeing (and really be a factor in overall balance). I think they should be left alone until the new plates come out and see how we hold out against them, if they can still one shot us then they are definately OP. I can understand the PROTO contact one shotting us, specially because of the SP it costs to get them, but not the fused one specially without a advanced or basic variant and a flux variant. I agree I wouldn't change them yet until we see the new armor mods (and skills if any). OP or not however I would very much like to know how the damage is applied especially when it comes to AoE damage being done and efficiency for things like headshots etc. Also the methods used to factor in that extra damage against armor (and what % buff that is, since nades are harder to test in game).
One thing I have seen from theory crafting in another thread (and anecdotally supported by my own testing in game) is that currently contact nades are more deadly than the MD which seems to be out of line but that's also somewhat it's own issue.
Cheers, Cross |
|
BL4CKST4R
WarRavens
170
|
Posted - 2013.06.08 01:57:00 -
[311] - Quote
Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out. |
Arkena Wyrnspire
Turalyon Plus
851
|
Posted - 2013.06.08 08:32:00 -
[312] - Quote
BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out.
I'm going to see if I can do this with a corp-mate later. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1108
|
Posted - 2013.06.08 14:46:00 -
[313] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out. I'm going to see if I can do this with a corp-mate later. I would be very interested in your results. |
BL4CKST4R
WarRavens
172
|
Posted - 2013.06.08 20:43:00 -
[314] - Quote
bump |
Arkena Wyrnspire
Turalyon Plus
854
|
Posted - 2013.06.08 21:22:00 -
[315] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out. I'm going to see if I can do this with a corp-mate later. I would be very interested in your results.
Right. Using a prototype Gallente logistics suit with 493 armour, 90 shields, I can confirm that a direct hit from a fused locus grenade, not the M2 contact, will one shot me. At approximately 1 metre away, they will take me down to approximately 100 armour. Using the M2 contact, it's 1 shotting at about a metre away. I didn't test further than that on the protosuit because it was expensive, and the results were fairly conclusive.
EDIT: The advanced variant, with about 400 armour, was one shotted. At 1 metre, it got OHKO'd about half the time, otherwise leaving it with a sliver of armour. M2 contacts wrecked it.
Using an advanced Minmatar medium frame with 382 shields and 90 armour, a direct hit from a fused locus grenade was survivable at low shields, generally sub 100, but never breaking into armour. 1 metre away it was 200, 250 shields generally The M2 variant 1 shotted directly, and at 1 metre took the shields down to practically zero or high armour.
This wasn't a completely fair test, because I was comparing an advanced suit to a prototype suit, but that was in armour's favour and it STILL came out inferior.
This is a depressing result, and I'm not looking forward to isk contact grenades. |
BL4CKST4R
WarRavens
172
|
Posted - 2013.06.08 21:26:00 -
[316] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote:Highly doubt we would get some solid numbers, CCP doesn't love numbers as much as I do >.<, my suggestion is that you get a friend go to FW join opposite sides and test it out. I'm going to see if I can do this with a corp-mate later. I would be very interested in your results. Right. Using a prototype Gallente logistics suit with 493 armour, 90 shields, I can confirm that a direct hit from a fused locus grenade, not the M2 contact, will one shot me. At approximately 1 metre away, they will take me down to approximately 100 armour. Using the M2 contact, it's 1 shotting at about a metre away. I didn't test further than that on the protosuit because it was expensive, and the results were fairly conclusive. EDIT: The advanced variant, with about 400 armour, was one shotted. At 1 metre, it got OHKO'd about half the time, otherwise leaving it with a sliver of armour. M2 contacts wrecked it. Using an advanced Minmatar medium frame with 382 shields and 90 armour, a direct hit from a fused locus grenade was survivable at low shields, generally sub 100, but never breaking into armour. 1 metre away it was 200, 250 shields generally The M2 variant 1 shotted directly, and at 1 metre took the shields down to practically zero or high armour. This wasn't a completely fair test, because I was comparing an advanced suit to a prototype suit, but that was in armour's favour and it STILL came out inferior. This is a depressing result, and I'm not looking forward to isk contact grenades.
Pretty interesting data, could you do the same tests with a militia heavy suit, if you can. That would be close to the level of EHP we would have when the new modules come out, and thus the outcome of how we fare against them.
|
Ser Chard
Osmon Surveillance Caldari State
15
|
Posted - 2013.06.09 02:38:00 -
[317] - Quote
What if they introduced contact flux nades? I think the contact principle benefits flux more than regular nades anyway, as if you use flux nades in a direct conflict their efficacy is reduced because you'll already have damaged their shields by the time it detonates.
I don't like flux nades as is, but I may consider them if we had contact flux nades.
A lot of this armor UP vs nades stems from the fact that far more people carry basic nades. If they buffed flux nades somehow and encouraged people to use them, maybe that hubbub would simmer down some. |
BL4CKST4R
WarRavens League of Infamy
172
|
Posted - 2013.06.09 10:00:00 -
[318] - Quote
Flux grenades aren't used often because, they cannot kill, cannot damage armor, and sometimes fall behind locus grenades in effectiveness. And the reason we say that Grenades are OP vs armor, is because currently a good shot from a grenade can wipe our shields and 1/3+ or our armor, if we had no armor on it is a OHKO. Shields don't have to worry about this with flux grenades since their armor cannot be damage, and locus grenades don't do much damage vs shields. |
D legendary hero
One-Armed Bandits Unclaimed.
142
|
Posted - 2013.06.09 11:25:00 -
[319] - Quote
Flux grenades to balance their inability to kill in chromosome had good range. they would blast a radius up to 9m. i think the basic was 7.2
now they are kinda pointless having only the same radius as a regular grenade... might as well through a frag. |
Kitten Empress
Ametat Security Amarr Empire
418
|
Posted - 2013.06.09 20:40:00 -
[320] - Quote
Contact grenades. My ultimate enemy as a Gallente. |
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Laurent Cazaderon
What The French CRONOS.
1541
|
Posted - 2013.06.10 13:14:00 -
[321] - Quote
Arkena Wyrnspire wrote: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.
Thus why i root for adding a penalty to shield tanking. Either be it signature radius or bigger hitbox if doable. And the same way you'd get better at using armor through skilling basic skills. The bonuses i suggest would be linked to the basic frames skills. First skills chose by many players and easily trained to level 3. At which point my number reach the current penalty number or even less.
It makes sense in my opinion that a suit build to use armors uses it better. You mention shield tanked gallente. But this is only due to armor being complete crap. I run logi gallente (assault is just dumb cpu\pg wise) and i never intended to use 3 extenders like i do now. If armor was better and using extra shield gave me a penalty. i wouldnt.
That's also the purpose here. Trying to push players to not go for HP buff only modules.
As for the ferroscale plates, i'm trying to get CCP to share the numbers. |
Laurent Cazaderon
What The French CRONOS.
1541
|
Posted - 2013.06.10 13:19:00 -
[322] - Quote
Regarding the contact nade debate. they shouldnt exist. Ever. Not in any FPS. Cook your nades for christ sake...
Any fused grenade should be replaced by M1 with no skill requirement so people who bought pack dont go mad. And any other contact nade taken off the market and reimbursed to their owners.
Aim at feet iwin button = bad gameplay |
Cass Barr
Red Star. EoN.
186
|
Posted - 2013.06.11 06:06:00 -
[323] - Quote
Bump. This thread won't die until fixes are made or real answers are given. |
Arkena Wyrnspire
Turalyon Plus
875
|
Posted - 2013.06.11 06:27:00 -
[324] - Quote
Cass Barr wrote:Bump. This thread won't die until fixes are made or real answers are given.
Unfortunately I doubt proper answers will be given here tbh. CCP Remnant's post indicates that they probably missed fixing the core issues with armour tanking, and instead putting out new, shiny looking modules that'll be interesting for about a week before people figure out the new FotM. I'll probably be writing another thread on this in the future. |
D legendary hero
One-Armed Bandits Unclaimed.
148
|
Posted - 2013.06.11 07:38:00 -
[325] - Quote
Laurent Cazaderon wrote:Regarding the contact nade debate. they shouldnt exist. Ever. Not in any FPS. Cook your nades for christ sake...
Any fused grenade should be replaced by M1 with no skill requirement so people who bought pack dont go mad. And any other contact nade taken off the market and reimbursed to their owners.
Aim at feet iwin button = bad gameplay
they should just nerf its damage or range or both, and make it advanced.
if it did only 150 or 100 hp damage at a 1-2m blast radius (like a flaylock pistol), it would be like getting meleed a little farther away. plus you can toss them into groups of peeople before you spray with your OP AR so noobs will still be happy, and good players wont be instantly killed and will have a chance to dodge them.
edit: this is related to shield verses armor, because 150hp wil just be enough to take off your shield but armor tankers will survive the grenade and still have additional armor to spare |
Cass Barr
Red Star. EoN.
187
|
Posted - 2013.06.11 08:47:00 -
[326] - Quote
Yeah died three times in one match to Fused grenades earlier. Twice I was clearly going to win the engagement so the people threw them at me. Since I use an armor tanked suit, it was the very definition of an IWIN button. The third time I actually did kill the guy while still having about half my HP, right before he died he tossed one at my feet.
Seriously, fix this ******** bullshit CCP, this is beyond a doubt the most dumbass thing I have ever seen in an FPS since the original Doom. WHAT IDIOT THOUGHT THIS WAS A GOOD IDEA?
/rage off |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:04:00 -
[327] - Quote
bump https://forums.dust514.com/default.aspx?g=posts&t=86548 CCP are hopeless. |
Arkena Wyrnspire
Turalyon Plus
880
|
Posted - 2013.06.11 20:04:00 -
[328] - Quote
New plates confirmed to be a failure. |
D legendary hero
One-Armed Bandits Unclaimed.
151
|
Posted - 2013.06.11 20:25:00 -
[329] - Quote
^^ *pours vodka all over self, light cigarette* |
Master Jaraiya
Ultramarine Corp
172
|
Posted - 2013.06.11 21:16:00 -
[330] - Quote
Arkena Wyrnspire wrote:
Non-shield tank mods in midslots: Damage modifiers (Very effective, but can still be fitted on shields) Myofibril Stimulants (lol)
Non-armour tank mods in lowslots: Shield Regulators (Can be used to improve shield tank with the free slots!) Kinetic Catalyzers (Mobility gap) Cardiac Regulators (Mobility gap) Precision/Scan Strength Enhancers Scan Range Amplifiers Profile Dampeners CPU Enhancers PG Upgrades Codebreakers
There seems to be a bit of a disparity here, hrm?
They could implement a High/Medium/Low Slot system, adjust the available PG/CPU for dropsuits to be able to accommodate more Modules, and change the module placement according to this:
High Slot Modules: (for shield and stamina) Shield Extenders Shield Rechargers Shield Regulators Myofibril Stimulants Cardiac Regulators
Medium Slot Modules: (for dropsuit versatility enhancements) Damage Modifiers Codebreakers Precision Scan Enhancers Range Amplifiers Active Scanners CPU Enhancers PG Enhancers
Low Slot Modules: (for armor, movement speed, and profile dampening) Armor Plates Armor Repairers Ferroscale Plates Reactive Plates Kinetic Catalyzers Profile Dampeners |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1135
|
Posted - 2013.06.11 21:44:00 -
[331] - Quote
So assuming these actually turn out to be final values (look at 1:08), there are a few things to be said and a couple to be asked as well.
First current plates, they still need a balance pass to enhance their internal balance (from base to complex within the line) and their contextual balance (as compared with shields, after all even if the new plates bring more parity to the armor line as a whole they do nothing to change the balance issues with the current plates).
Second Ferroscale Plates, text in the video is a bit grainy for me but it looks very much like these will be low slot shield mods with 6 less HP per mod and higher fitting requirements than the current complex plates. They do maintain the higher load on PG as opposed to CPU when compared with shields (a good thing IMO since it keeps the lines diverse) but this puts armor tank in an even tighter bind when it comes to PG. The new plates as shown in the video do seem to be a boon for scouts but I wonder about the comparative fitting numbers both between Complex Plates/Complex Ferroscale and between Complex Ferroscale/Complex Extenders.
The other aspect here is base tank between armor vs shields derived from slot layout, and suit/racial bonuses. Right now outside of the Amarr Logi there's essentially no bonus to armor tank from racial skills, the only arguable exception being the +1 HP/s from the proto Logi role bonus. This means in essence that for everyone not playing Logi the new plates do nothing to increase the validity of an armor tank, further this omission of armor tank skill buffs on armor related racial suits will push any "slayers" who want to armor tank into a position of looking to the Logi line more favorably than the Assault. There are already generally unfounded cries to nerf the Logi due to the underwhelming racial/proto skills possessed by the Assault line, we need less of this skill buff bias not more.
There is a counter point, armor tankers can now stack the 60HP plates in low slots and stack damage mods in the highs, but while this is a good balancing element between the mods it once again distorts under the weight of suit skill buffs as due to the underwhelming Assault suit buffs many 'slayers' may now look on the Gal Logi suit as the new Cal Logi 'slayer' fit. Additional counter point would be the Min Assault built in rep of 1 HP/s, this will be a net win for the Minmatar Assault suits.
Reactive Plates These plates sport the new 'higher than Complex Plates' fittings costs of 36 CPU/15 PG. For that price you get 45 HP (20 HP less than a basic plate with 1% less speed reduction) 2 HP/s (the value of a basic repper mod). Total cost for those two items 30 CPU/2 PG, that's 6 CPU/13PG more spent to in essence save one low slot. Assuming the rep from these plates is buffed by the Amarr Logi racial bonus this may help that suit out a little bit but the buff is rather minimal.
The more fittings cost for free slots idea is a novel concept and I actual like it for flavor and flex however I'm not sure how this applies to current suits. On balance the Reactive plates with their minimal speed debuff and their 2-for-1 slot count may be a net gain for the Assault suits as it would allow them some on board reps, a bit more HP and not hit their speed that much, while leaving some slots free for other things like Regulators, Kinetic Catalyzes, et al. If combined with a bit more 'gank' from some of the Assault skill buffs, or some armor specific Assault skill buffs on the Amarr/Gallente suits this could help even the field nicely. Also the speed penilty on these plates is low enough for some scout builds to adopt the use of one for on board reps, or for Heavies in some roles/squad configurations to really benefit. All in all the Reactive Plates seem to be the big winner in the new changes with the single class gaining the least utility from them being the Logi who already have on board reps via skills, will have fewer reps to give out as self rep becomes more common and who (outside the Gal Logi) won't have the slots + PG to really make significant use of them for the most part.
Final thoughts the new plates seem like good additions and they'll help some of the problem aspects present but other changes are most certainly needed to bring armor/shields into balance. Further care must be taken not to have the new mods create another misplaced wave of nerf threads as racial skills distort overall game effects.
That's my current analysis assuming that the stats in the video turn out to be the same stats upon release of the new mods.
0.02 ISK Cross |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 21:55:00 -
[332] - Quote
Cross Atu, your good posting continues to impress. I think that CCP miss addressing the core issue with these, and that they're simply underpowered, even compared to current options. I'd respond in more depth but I'm typing up a large post regarding this anyway. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
170
|
Posted - 2013.06.11 23:02:00 -
[333] - Quote
I don't think that the values shown in video will be the final values, later in the same video, they show a PRO commander dropsuit and it's quite UP for being a PRO. |
Master Jaraiya
Ultramarine Corp
179
|
Posted - 2013.06.11 23:29:00 -
[334] - Quote
Do you think this would maybe help a little to solve this problem.
https://forums.dust514.com/default.aspx?g=posts&t=86590&find=unread |
BL4CKST4R
WarRavens League of Infamy
192
|
Posted - 2013.06.12 04:14:00 -
[335] - Quote
BUMP BECAUSE CCP NEEDS TO READ THIS THREAD FROM PAGE 1 TO LAST |
Cross Atu
Conspiratus Immortalis Covert Intervention
1145
|
Posted - 2013.06.12 04:35:00 -
[336] - Quote
Arkena Wyrnspire wrote:Cross Atu, your good posting continues to impress. I think that CCP miss addressing the core issue with these, and that they're simply underpowered, even compared to current options. I'd respond in more depth but I'm typing up a large post regarding this anyway. Thank you very much I do try to maintain quality standards for my posts (glad it's working so far )
Speaking of high quality posts related to this issue Breakin Stuff has a thread going with some very worthwhile discussion happening I'd advise everyone to give it a look.
Oh and Arkena Wyrnspire make sure to link your large post here once completed, I want to check that out
Cheers, Cross |
Talos Alomar
Subdreddit Test Alliance Please Ignore
929
|
Posted - 2013.06.12 04:52:00 -
[337] - Quote
Let's keep the dream alive that armor/shields will be balanced some day. |
BL4CKST4R
WarRavens League of Infamy
194
|
Posted - 2013.06.12 04:56:00 -
[338] - Quote
Honestly... I have lost all hope that CCP will learn how to fix things, all they needed was to tweak some numbers, to read some posts we did the number crunching, we saw all the possibilities but they didn't listen and they don't care. If this update goes through with those values, I'm just going to disappear of the game and of these forums. I am tired of CCP just sticking it to us players, and maybe I am wrong, maybe those numbers in that video are place holders but knowing CCP this is exactly how they want it, and their idea of "balance" honestly the only hope left is giving us armor tanks a respec so we can switch Caldari/Minmatar.
EDIT: When I say CCP I mean CCP Shanghai, not the entire company. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1146
|
Posted - 2013.06.12 05:10:00 -
[339] - Quote
Talos Alomar wrote:Let's keep the dream alive that armor/shields will be balanced some day. Sometimes you just need the right motivation
In honesty if those values are actual and not place holders they either need to be revised or CCP needs to release a detailed explanation of their intended role and balance for Armor Tanking so that we can provide feedback within the proper context. As well as provide feedback on the intended context itself.
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
201
|
Posted - 2013.06.12 15:18:00 -
[340] - Quote
bump
|
|
Arkena Wyrnspire
Turalyon Plus
900
|
Posted - 2013.06.12 15:22:00 -
[341] - Quote
I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though. |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
47
|
Posted - 2013.06.12 15:27:00 -
[342] - Quote
TOO BAD, BUMPING ANYWAY
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1151
|
Posted - 2013.06.12 17:55:00 -
[343] - Quote
Arkena Wyrnspire wrote:I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though.
Please link thread here when complete |
Scheneighnay McBob
Bojo's School of the Trades
1536
|
Posted - 2013.06.12 19:00:00 -
[344] - Quote
Lolshields
Sincerely~ Flux grenade |
Arkena Wyrnspire
Turalyon Plus
904
|
Posted - 2013.06.12 19:03:00 -
[345] - Quote
Scheneighnay McBob wrote:Lolshields
Sincerely~ Flux grenade
Lolarmour
Sincerely~ Locus grenade |
Eldest Dragon
D3LTA ACADEMY
32
|
Posted - 2013.06.12 19:14:00 -
[346] - Quote
Well I agree with a lot of post but the one main thing here id like to say is, at least dont pretend that fitting damage mods arent important, there more than just a little bonus for armour tankers. ;) |
Arkena Wyrnspire
Turalyon Plus
904
|
Posted - 2013.06.12 19:23:00 -
[347] - Quote
Eldest Dragon wrote:Well I agree with a lot of post but the one main thing here id like to say is, at least dont pretend that fitting damage mods arent important, there more than just a little bonus for armour tankers. ;) I covered this in the OP. Shield tankers are still more effective even when dropping extenders to fit damage modules. And also, a damage module is slightly less effective than a shield extender, even if you're landing every hit. |
D legendary hero
One-Armed Bandits Unclaimed.
160
|
Posted - 2013.06.13 06:33:00 -
[348] - Quote
^^indeed. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
117
|
Posted - 2013.06.13 12:21:00 -
[349] - Quote
Arkena Wyrnspire wrote:I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though. Perhaps provide a link when the thread is made? Because with the newly "unveiled" equipment, we need a place to put numbers for CCP again. |
Stephen Rao
Intrepidus XI Omega Commission
34
|
Posted - 2013.06.13 12:30:00 -
[350] - Quote
Arkena Wyrnspire wrote:Scheneighnay McBob wrote:Lolshields
Sincerely~ Flux grenade Lolarmour Sincerely~ Locus grenade ~ Mass Driver ~ Flaylock ~ HMG ~ SMG Fixed that for you, the anti-armour crew doesn't like being under-represented |
|
Arkena Wyrnspire
Turalyon Plus
927
|
Posted - 2013.06.13 15:02:00 -
[351] - Quote
Stephen Rao wrote:Arkena Wyrnspire wrote:Scheneighnay McBob wrote:Lolshields
Sincerely~ Flux grenade Lolarmour Sincerely~ Locus grenade ~ Mass Driver ~ Flaylock ~ HMG ~ SMG Fixed that for you, the anti-armour crew doesn't like being under-represented Ha, indeed. |
Arkena Wyrnspire
Turalyon Plus
927
|
Posted - 2013.06.13 15:04:00 -
[352] - Quote
EXASTRA INVICTAS wrote:Arkena Wyrnspire wrote:I am currently writing up a larger thread, which will supercede this one. Don't worry about bumping this one anymore. Thanks though. Perhaps provide a link when the thread is made? Because with the newly "unveiled" equipment, we need a place to put numbers for CCP again. Yeah, I'm working on this now. It's getting quite long, and it won't be finished for a while. It's a bad sign when it needs a contents page to make it easier to navigate. |
D legendary hero
Strong-Arm
163
|
Posted - 2013.06.14 05:44:00 -
[353] - Quote
bump |
Felix Totenkreuz
Intrepidus XI Omega Commission
11
|
Posted - 2013.06.14 08:38:00 -
[354] - Quote
What I found a bit counter-intuitive in this game is how I as a new player come into it thinking "Oh, there are a lot of weapons being used which deal extra damage to armour, and grenades always do...I know! I buff up my armour! That'll counter..." BAM DEAD! Because increasing your armour doesn't increase your armour in practice. Increasing your shields does, in order to protect your armour like some sort of eggshell. And by the time most of us figure that out you are 1-2m SP invested into the plates and reppers. |
Arkena Wyrnspire
Turalyon Plus
944
|
Posted - 2013.06.14 08:46:00 -
[355] - Quote
Felix Totenkreuz wrote:What I found a bit counter-intuitive in this game is how I as a new player come into it thinking "Oh, there are a lot of weapons being used which deal extra damage to armour, and grenades always do...I know! I buff up my armour! That'll counter..." BAM DEAD! Because increasing your armour doesn't increase your armour in practice. Increasing your shields does, in order to protect your armour like some sort of eggshell. And by the time most of us figure that out you are 1-2m SP invested into the plates and reppers. This is unfortunately true. Explosive weapons do absurd amounts of damage to armour, enough to shred even the heaviest tank (which isn't that heavy) that can be fitted with the current modules. It doesn't help that the mobility reduction means you're easier to hit with these weapons. |
Faquira Bleuetta
0uter.Heaven League of Infamy
11
|
Posted - 2013.06.14 11:19:00 -
[356] - Quote
Lower the Shield Recharge Rate about 57 % for all class suit (include racial also) , make Shield Recharger to Infantry Low Powered Module instead of high slot. and remove the useless bonus of most racial suit (each racial of class suit should have the same bonus 5 % per lvl) :::example All class Gallente dropsuit would have + 25 % to Reactive Plates efficiency , Caldari would have 25 % bonus to shield extender, amarr would get a 25% bonus to standard armor plate and Minmatar get 12% sprint and 5% movement bonus. Also rep mod should be in high slot not low slot this would force the amarr and gallente to armor tank only .Reduce standard plate speed penalty to 1%(basic) ,3%(enhanced),5% (complex) and 10 or 15 % hp buff getting Shield recharger in low mod would ''force'' the caldari user to not armor tanking because of the low Shield recharger rate.
|
Arkena Wyrnspire
Turalyon Plus
950
|
Posted - 2013.06.14 12:17:00 -
[357] - Quote
Faquira Bleuetta wrote:Lower the Shield Recharge Rate about 57 % for all class suit (include racial also) , make Shield Recharger to Infantry Low Powered Module instead of high slot. and remove the useless bonus of most racial suit (each racial of class suit should have the same bonus 5 % per lvl) :::example All class Gallente dropsuit would have + 25 % to Reactive Plates efficiency , Caldari would have 25 % bonus to shield extender, amarr would get a 25% bonus to standard armor plate and Minmatar get 12% sprint and 5% movement bonus. Also rep mod should be in high slot not low slot this would force the amarr and gallente to armor tank only .Reduce standard plate speed penalty to 1%(basic) ,3%(enhanced),5% (complex) and 10 or 15 % hp buff getting Shield recharger in low mod would ''force'' the caldari user to not armor tanking because of the low Shield recharger rate.
I'm not really sure that would work. Essentially, it would make both playstyles very similar, even if it did become balanced, and that's not the point. |
D legendary hero
Strong-Arm
165
|
Posted - 2013.06.14 12:22:00 -
[358] - Quote
if shield tankers werent able to use sheild regulators, and Armor tankers were able to use Armor repers then that could make a difference. also, armor repers need to heal at least +2 hp more and the skill needs to be 5% efficacy per lvl.
lets face it, armor tankers still get shields that recharge pretty fast anyway. shield tankers on the other hand just have thier shields and once those are agone their dead in the water. but being able to replenish 500 shields in less than 2 seconds, while the armor tanker has to wait 10seconds with a movement penalty is abit harsh a contrast. |
Faquira Bleuetta
0uter.Heaven League of Infamy
11
|
Posted - 2013.06.14 12:26:00 -
[359] - Quote
wutt but this is the only way to make it work and all the other player suggestion sux compared to mine . |
Arkena Wyrnspire
Turalyon Plus
950
|
Posted - 2013.06.14 12:27:00 -
[360] - Quote
Faquira Bleuetta wrote:wutt but this is the only way to make it work and all the other player suggestion sux compared to mine . Ah, a troll post. I see. Go back under your bridge, please. |
|
Faquira Bleuetta
0uter.Heaven League of Infamy
11
|
Posted - 2013.06.14 12:33:00 -
[361] - Quote
im a human being and btw troll is Norse myth creature so they no exist in real life |
BL4CKST4R
WarRavens League of Infamy
249
|
Posted - 2013.06.14 12:50:00 -
[362] - Quote
D legendary hero wrote:if shield tankers werent able to use sheild regulators, and Armor tankers were able to use Armor repers then that could make a difference. also, armor repers need to heal at least +2 hp more and the skill needs to be 5% efficacy per lvl.
lets face it, armor tankers still get shields that recharge pretty fast anyway. shield tankers on the other hand just have thier shields and once those are agone their dead in the water. but being able to replenish 500 shields in less than 2 seconds, while the armor tanker has to wait 10seconds with a movement penalty is abit harsh a contrast.
Shield tankers can stack the same amount of armor reppers a Armor tank suit can, and still have more EHP than us. |
D legendary hero
Strong-Arm
165
|
Posted - 2013.06.15 07:25:00 -
[363] - Quote
^^this. thats why i said if. their needs to be more restrictions on sheidl tankers. |
Arkena Wyrnspire
Turalyon Plus
970
|
Posted - 2013.06.16 21:46:00 -
[364] - Quote
New post: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread I hope to see support there as well. |
D legendary hero
Strong-Arm
187
|
Posted - 2013.06.16 23:59:00 -
[365] - Quote
bump. everyone go to the new thread ^^ |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
61
|
Posted - 2013.07.24 04:40:00 -
[366] - Quote
Muhhha bumping old threads. |
Foundation Seldon
Gespenster Kompanie Villore Accords
54
|
Posted - 2013.07.24 07:26:00 -
[367] - Quote
Fantastic breakdown, thanks for taking the time to write this up. Very informative and a crystal clear look at what the current problem with Armor vs. Shields on infantry is at the moment. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
31
|
Posted - 2013.07.24 07:42:00 -
[368] - Quote
Make shield extenders give dropsuits a bigger hit box this is equally as penalizing as slow movement speed. |
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