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madd greazy
OSG Planetary Operations Covert Intervention
86
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Posted - 2013.06.07 07:29:00 -
[1] - Quote
-----ONLY SERIOUS RESPONSES AND BUMPS PLEASE-----
So there seems to be quite a large increase in the amount of players talking about how shields and armor are having balancing issues.
Personally I use shields and don't find I am at any serious advantage, I find myself to be a pretty good player but to tell you the truth some armor tanked Gallente or Amar assaults and logi's (especially those with scrambler rifles) have definitely given me a run for my money on multiple occasions. (even though the field is full of Caldari suits)
Anyways I have what I think are some really good ideas of how we could change things up a bit, to more evenly balance things.
First off, the comparison of armor and tanking skills from Dust to EVE have several huge differences, mainly the fact that there aren't as many skills in dust as there is EVE affecting these values. but, here's what I would do...
1. Add more skills or change skills from both shield and armor skill groups, this is to add more diversity to the different skill sets. skills like...
-"Shield amplification" and "Armor amplification", which would increase your shields/armors resistance to damage. This skill would passively increase the damage resistance of it's skill type. (This skill could potentially be in the form of module efficacy and use, rather than a passive skill perhaps?)
-Changing the "armor plating" skill to affect the movement speed penalty as well as the total HP amount of plating ((2% per lvl to efficacy of armor plate hp bonus as well as 2% per lvl to reduction of movement speed penalty) maybe increase efficacy rating to 3% per level instead of 2%)
-Adding a "tactical shield manipulation" skill to the shield skill set would make shield less effective at under 25% capacity, where damage can pass through the shields leaving the shields untouched but causing damage to the armor. Tactical shield manipulation reduces the chance for damage to pass through the shield when they are below 25% by 5% per level. With no skill level incoming damage has a 25% chance to negate shields and cause damage to armor when shields are weak.
I realize this is creating yet another sp sink but it's what needs to happen if we want these problems ironed out. Besides what will we skill into after another 6 months, lol I know I'll have all I will ever need.
2. Add more mods in both shields and armor skill sets with more slot diversity, as well as change current mods to have additional abilities or changed abilities. Mods like...
(There are upcoming "ferroscale" (small HP but no move speed penalty) and "reactive" (small hp and small armor repair rate boost) armor plates coming out *soon*)
-Armor upgrades modules that would allow you to increase movement speed by sacrificing base armor amounts for shield users, and modules that would increase overrall movement speed when using additional armor plating. ((something like "Hydraulic armor assist modules" which would reduce the movement speed penalty of armor plate modules) Maybe even have this mod available in a high slot so it won't take away from armor tanking slots.)
-More armor plating module types like the vehicle armor plates are, with 3 or more armor plate types per meta type. (standard type steel plates would be available at level 1, with nanofiber plating and ferroscale/reactive plating available at level 2. level 3 and 4 would make their respective modules from basic tiers available as advanced type, with level 5 making all types available as complex.)
-As mentioned above in the skills section, a shield/armor amplification module could be added to help both health types increase their resistance to damage when another plate or extender might not be a feasible option.
3. Slot diversity.
Currently there is only one low slot that helps shields and there aren't any high slots that help armor. I would add some module types that affect shields but go in the low slot and some that affect armor but go in high slots. something like...
-Modules like the Hydraulic armor assist modules that reduce move speed penalty of armor plates I would designate to the high slots to leave room for the plates and reps.
-Modules like armor upgrades that would reduce base armor HP for increased move speed I would designate to the low slots, because it is likely only shield tankers will be using those modules.
-Armor amplification modules should be designated to the high slots with shield amplification modules in the low slots.
That is basically the gist of my thoughts about what can be done to help balance shields and armor as much as possible.
As always any input is greatly appreciated, please keep it mature and serious, I would like to see what kind of response I get from both the community and CCP!
So put up some of your own ideas or comment on what you think about mine thanks all. |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 07:37:00 -
[2] - Quote
Cosgar wrote:Shields just need a few drawbacks since armor has 3: movement penalty, jump height penalty, and turn speed. Shields need to give you a larger signature and larger hitbox that reverts down to your suit frame size when depleted.
I believe CCP has mentioned something at sometime about shields causing higher profile ratings as they increase in strength, but that is one of those trademarked soon things. |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 07:39:00 -
[3] - Quote
Cosgar wrote:Shields just need a few drawbacks since armor has 3: movement penalty, jump height penalty, and turn speed. Shields need to give you a larger signature and larger hitbox that reverts down to your suit frame size when depleted.
However I don't agree with the larger hit box idea, because this being the future, I think your suit's sensors would be able to tell if the projectile would hit or not, and if even not that, it would be contained electromagnetically to such a small layer of difference from the dropsuit it would hardly matter. |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 07:43:00 -
[4] - Quote
Cosgar wrote:If that's the case, armor shouldn't have a movement penalty until the other plates come out.
Maybe not go to that extent but something I was thinking about would be to introduce the nanofiber plates early ASAP.
If we could use nanofiber plating then at least we could still have higher HP amounts but with less move speed penalty until the new plate types come out in full. |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 07:44:00 -
[5] - Quote
But again I heard that those ferroscale and reactive platings are coming out in this month, hopefully... |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 07:50:00 -
[6] - Quote
bump |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.07 22:50:00 -
[7] - Quote
bump |
madd greazy
OSG Planetary Operations Covert Intervention
86
|
Posted - 2013.06.08 00:58:00 -
[8] - Quote
BL4CKST4R wrote:There is an EXTREMELY long thread about Shield vs Armor, included a CCP dev post saying that their way of fixing this is lowering the speed penalty of the modules, and they are adding new armor modules without a penalty but lower HP. Some of the modules you have suggested will be nullified by the new modules. For example the module to reduce the penalty, unless it was a 50%+ reduction it would be more effective to use one of the new plates unless it was in the high slot like you mentioned, but this would hurt armor tanks in EHP because shields tanks wont need it, decreasing base armor for increased speed sounds interesting but this doesn't help armor tanking per say because they are sacrificing armor twice with this module, armor they could use in the slot itself and base armor, also a mod like this would be best suited for high slots to avoid shield tankers abusing it to death. Also adding skills for these modules to help balance out armor would be bad, because it would mean that to be an effective armor tank you would need to spend twice the SP. I know your thread isn't exactly about fixing armor tanking, but before any upgrades are added to shield tanking, armor tanking needs to be made effective.
I do agree with what you say, but on the other hand. I personally think that both shield and armor need more skills to enhance/reduce things and to add new mechanics to the game, right now there are only 2 armor skills other than the armor upgrades skill. another few skills into both shields and armor could add more playability in the long run.
Also some of the platings i mentioned won't be in the update unless we are very lucky, but I personally think high hp armor plate modules should have a high move speed penalty, but if you put in nanofiber plating, instead it would cost more but give less movespeed penalty and the same HP bonus. |
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