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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
BL4CKST4R
WarRavens League of Infamy
190
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Posted - 2013.06.11 21:00:00 -
[1] - Quote
CCP had a golden opportunity to fix one thing right in the game, we even gave them the right numbers hell we even explained IN DETAIL why these numbers had to be and why. I should of not have expected CCP to do a good job. |
BL4CKST4R
WarRavens League of Infamy
197
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Posted - 2013.06.12 11:04:00 -
[2] - Quote
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
No this is a good thing, because we can actually tell you whats wrong with it instead of it being released and being a shoot storm and not getting fixed for 3 months. You guys need to release numbers like this, and information like this before you release the actual patch. |
BL4CKST4R
WarRavens League of Infamy
197
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Posted - 2013.06.12 11:44:00 -
[3] - Quote
Vrain Matari wrote:There's a simple and beautiful answer here - armor resistance amplifiers.
Make the ability to modify resistance to damage types the advantage that armor has over sheilds. Make it a lowslot module so it competes with plates for slots.
It should be a high slot... |
BL4CKST4R
WarRavens League of Infamy
197
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Posted - 2013.06.12 12:37:00 -
[4] - Quote
Cosgar wrote:@CCP Eterne:
Everyone here voicing there discontent are proving my point. You guys have 10 years under your belt in the PC market, but console gamers are seeing what you have to offer for the first time.
CCP your way to quiet when it comes to letting us know things, we understand that you guys are really trying to end the silence; but those numbers being leaked that's the kind of stuff we expect to see in your posts when you communicate with us. "We plan X for the future, and this is what X will look like with Y stats and Z features" etc, most of us had some really high expectations of patch 1.2 instead of meeting them or going over them what we saw undervalued our concerns and really made us who are really striving for a balance between armor and shields feel dumb for even trying. |
BL4CKST4R
WarRavens League of Infamy
208
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Posted - 2013.06.12 19:50:00 -
[5] - Quote
Pseudogenesis wrote:Ugh, the amount of inordinate bitching in this thread is indescribable. Don't you people use your heads?
- It was a five second glimpse of something that isn't even in the game yet. It could be a placeholder for all you know. - The armor plates give you less, but they a) don't have a movement speed penalty, b) are cheaper and c) don't require as much PG/CPU. - As much as you'd like to believe otherwise, you're not a game designer and you aren't able to tell if something is balanced or unbalanced just by looking at stats unless it's absolutely obvious that the weapon will be broken.
Lol you obviously did no research before posting this thread.
Reactives have a penalty comparable, actually worse, than current plates, they cost 3.9K so yes they are cheaper but ISK is really not an issue, and they cost about 8-10% more than complex armor plates in CPU/PG, they are so resource hogging that stacking them is near impossible which breaks any form of balancing they could bring. Ferroscales also cost 8-10% more in CPU/PG and give extremely low values in HP that stacking them is not even worth it except for shield tanks who want to stay even more mobile than armor tanks WHO may I add do not benefit at all from the stats on these modules, we are better off using the regular basic armor plate + repairer combo. The only thing that CCP can throw in the bag to make all these terrible numbers good is a buff to the efficiency of armor plates for the Gallente and Amarr, and a speed buff of 6%+ to the suits, or a speed penalty reduction of around 50%, and definately a reduction the the CPU/PG because even with those two buffs it is near impossible for us to stack plates and compete with shield tanking.
Also some of us have played this game since beta and armor has always been up for discussion at how weak it is, so although we are not designers it is pretty easy for us to see how balanced something will be, hell we knew that the TACAR was fixed when CCP told us exactly what the nerf was going to do. |
BL4CKST4R
WarRavens League of Infamy
208
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Posted - 2013.06.12 20:19:00 -
[6] - Quote
Chunky Munkey wrote:I would be willing to wager that only 10% of the people in thos thread who think armour is balanced, actually use armour.
Look at their avatars, most of them are Caldari/Minmatar. |
BL4CKST4R
WarRavens League of Infamy
208
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Posted - 2013.06.12 20:43:00 -
[7] - Quote
FatalFlaw V1 wrote:People must be trolling...
Armor takes up low slots, leaving mids for damage mods.
All armor regen continues during combat, shield requires a few seconds out of combat.
The suits that are made to armor tank have more pg anway, just as shield suits have more cpu.
You can easily hit over 10 armor per second that never stops. Factor in the recharge delay into shield reps and consider the depleted delay while you're at it when weighting it vs shield.
The armor probably wins in many scenarios and the minor speed penalty is probably because damage mods go in the highs. Armor/shield balance is probably the only reason dust suits are the only thing in the eve universe that have dmg mods as high d l ot instead of low.
Umm... You sure about this? Gallente and Caldari suits have the exact same CPU and PG, the Amarr and Minmatar suits are the only ones with different CPU/PG. In order for our armor to rep we have to sacrifice EHP whereas Shields do not, therefore they come out on top in EHP and Repping. The speed penalty is minor? Yea maybe when stacking one mod, try 3 or 4? Even by stacking 3 to 4 armor plates armor tanks end up with less HP regen, less EHP, and anywhere from 12-40% reduction in EHP.
You might wanna take a look at this post, https://forums.dust514.com/default.aspx?g=posts&m=905267#post905267 |
BL4CKST4R
WarRavens League of Infamy
209
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Posted - 2013.06.12 21:32:00 -
[8] - Quote
FatalFlaw V1 wrote:As I already said, the armor speed penalty sucks, yes, but you can still fit damage mods in your highs while using every low for tank.
Do you want armor to be exactly identical to shield? Auto regen, same fitting reqs, no speed penalty? If you make it exactly the same that tends to make it pointless even having two tanking options.
If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You need to look at more than just total buffer hp, and rep speed and consider what else goes in those slots. Also suit balance is a different discussion but I did read the gallente suits are supposed to get a speed bonus instead of one of their current racial bonuses so that would even things out further.
Actually a shield tank can fit a damage mod and still have higher EHP than a armor tank, and using every low slot for tanking would make your character unplayable because of how slow you would move. The speed buff or whatever CCP plans to make it easier for Gallente to armor tank, they have stated that it is not currently possible to do that so that leaves us again in the dirt.
No I do not want armor to be identical to shields, if you look at many of my posts in shield vs armor thread you would see that I say this a million times .Each one should have its perks and its unique abilities, but at the same time have a medium route where each one can cross over and do what the other can not as good, but effectively. A armor tank should be able to Buffer tank and Passive tank, while at the same time a shield tank should be able to Buffer tank and Passive tank. The current system limits gameplay because of the suit you chose, and no were within the tutorial or when picking a suit is any of this explained to you, nor is it made obvious.
If you really want to truly understand why armor is inferior to shield tanking then look at these threads, because I do not have the energy to condense all of the information and data they provide and post it here. First to threads are mine discussing on how the game should be balanced, keep in mind that nowhere do I mention that armor and shields should be equal.
https://forums.dust514.com/default.aspx?g=posts&m=933651#post933651
https://forums.dust514.com/default.aspx?g=posts&t=86752&find=unread
New plate discussion thread https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unread
Shield vs armor discussion thread https://forums.dust514.com/default.aspx?g=posts&t=83983&find=unread
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BL4CKST4R
WarRavens League of Infamy
212
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Posted - 2013.06.12 21:43:00 -
[9] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
Then when you step out of battle after a wait time of 4-6 seconds you get anywhere from 20-31.25 HP/s. Unless your just charging into battle and not using your shield repping to your advantage then your post is true, but most people actually consider this and know when to step out and take a breath. Also when you factor in a armor tank doing 19% damage at the cost of around 219 shield HP and the fact they are repping armor meaning a loss of 192+ armor HP, we have a glass cannon that will die in less than 10 shots shots before that extra 19% damage, which is about 6-8 extra damage per bullet on a AR, can take out the shields of a person not doing this idiotic form of gameplay for a medium suit. Oh and if your wondering the person getting shot by this weak glass cannon comes out ahead, the build you explained works for snipers by the way not medium suits, hell it doesn't even work for heavy suits. |
BL4CKST4R
WarRavens League of Infamy
221
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Posted - 2013.06.13 00:55:00 -
[10] - Quote
Kitten Empress wrote:Wombat in combat wrote:If this is an attempt to make armor tanking more viable it sadly misses the point by a long shot. You're still far better off with basic plates than wasting PG/CPU on this.
To fix armor tanking just do what you've already promised (but evidently forgotten); reduce movement penalty. This won't fix it. This will help it, but not by much.
Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules. |
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BL4CKST4R
WarRavens League of Infamy
223
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Posted - 2013.06.13 01:09:00 -
[11] - Quote
Almost every weapon except for a few were made to decimate armor, specially with many armor killer boasting bonuses from 130%- 150%, only thing Shields have to worry about is a scrambler rifle and a laser rifle, and getting fluxed, but at least none of those weapons will OHKO them. |
BL4CKST4R
WarRavens League of Infamy
240
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Posted - 2013.06.13 12:07:00 -
[12] - Quote
Aeon Amadi wrote:Really never understood why sensor/biotic/code breaker modules were put in the low slots rather than high.
It's like, I can have some tank and more mobility with a lot of utilities....
Or I can be super slow and deal a lot of damage.
I'm curious as why Armor Tanking automatically defaults playstyle to something akin to being a heavy. Gallente are Active Armor tankers, they rely on fast repair rates and being able to move about so that they can lay down their high damage (plasma weapons being the highest damage/shortest range in Eve Online). Giving them the most armor and then expecting them to throw Armor Plates at the problem is counter-intuitive.
All the damage in the world doesn't do you any good if you can't hit **** to begin with and armor plates don't just hit you in the sprint zone - they hit EVERYWHERE. Movement speed, strafe speed, turn speed - everything.
And aiming speed... If the movement penalty did not affect how good I can aim and shoot then it really wouldn't be a big deal.
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BL4CKST4R
WarRavens League of Infamy
240
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Posted - 2013.06.13 12:37:00 -
[13] - Quote
ladwar wrote:Kitten Empress wrote:ladwar wrote:I did the math a little while ago. and meh its balance. 5 complex reactive plates =225 HP 10hp per second with 10%(I didn't do the math but im guessing it lower with penalties for stacking) speed penalty. so two complex 115=230 hp with 2 complex repairers for 10hp you get more speed penalty. but with even a slight bonus to either hp or repair rates they are more powerful. I used 50 hp with 3hp repaired and you get 250hp with 15 hps with less speed penalty and more hp then a fit of 2 complex plates with 3 repairers. so just something different to think about for you armor guys. So armor getting less eHP and less recharge = balanced? Do you people even think? didn't even care to balance vs shields because that's a different issue with all the modules of one type vs another type and that's about weighing pros and cons. besides armor has the repair tools. shields have one LLAV that's difficult to use. IMO shields vs armor is balanced due to pros and cons and equipment to deal/help with them, its not the games fault that people don't use the right tactics and equipment to deal with different issues.
Most people who assume it is balanced haven't really played as a armor tank, or they just get killed by them so they assume everything is fine. For example saying they are balanced because a logistics can rep you is false, I rarely get repped in battle by logistics and never by a LLAV, because of that I have to rely on my own armor reppers.
And what about speed, do you know how much speed accounts for being able to survive, a buffer tank Gallente or Amarr will die just as fast as if they weren't buffer tanking because they will not be able to run away when it matters; oh and for the sake of argument you did buffer tank and got shot Logibros don't rep, LLAV that rep are to busy making roadkill, and because you decided to buffer tank are left with no way of repairing yourself and helplessly sitting in the battlefield with a red dot on your for head. "But at least you have enough HP to take some people out before dying!" That is if I could actually aim and hit them; a speed penalty reduces your ability to aim and shoot and with the hit detection issues we have its like slapping somebody with a feather and still missing. Even with 600 HP entirely on armor, highest HP in armor possible is 644 forgoing the 25% speed penalty, basic locus grenade will OHKO you so even buffer tanks (which is a "balancing" point to you) are completely ineffective in real battle. |
BL4CKST4R
WarRavens League of Infamy
249
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Posted - 2013.06.14 12:36:00 -
[14] - Quote
Rei Meix wrote:BL4CKST4R wrote:Kitten Empress wrote:Wombat in combat wrote: -snip- -snip- Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules. Elaborate please. What are you asking for when you say "by penalizing armor tanks less through racial bonuses"? Are you suggesting [1] a reduction to the penalty imposed when using armor plates or are you suggesting, [2] a direct increase in some or all of the factors influenced by the penalty (movement, sprint, turn) so that armor tankers in essence feel less of an effect when utilizing armor? The reason I ask is because, although I use Gallente suits, I do not run plates as I don't feel a sacrifice in speed is worth the increase in health. I instead try for a weak attempt towards regen tanking with reppers. (Hopefully the stats on the new armor modules will be better upon release and I'd be more willing to run them, the non-penalty ferros at least.) Therefore, if it's the first option, it wouldn't affect me at all, and thus, I'd be be in a way losing out, since this method of balancing would not make me better off although plate users overall would benefit. The second option however would improve my capabilities, and of the two is of course more beneficial in my case.
Well I believe that in order for us to run competitively with the shield tanking suits we have to sacrifice upwards of 16%-25% speed, and also our armor regeneration, in EVE speed is taken into account numerically, in Dust 514 speed is only a number in the hands of our intelligence and our skill. Because of that penalizing speed for armor tanks does a lot more bad than it does in EVE, if it didn't we wouldn't have this problem right now. So, what I meant with my post was a reduction in the penalty for armor tank suits that would give us the ability to stack higher plates than a Shield tank can, and bring us up to their total EHP with the same or lower speed penalty. The reduction in penalty would have to be 10% per level on speed, and 5% per level on CPU/PG, now it wouldn't affect you because you do not wish to impose a speed penalty on your self but if you had a 5% reduction CPU/PG using ferroscale plates, which have no penalty, you will notice that when it comes to stacking plates you would have an edge.
EDIT: Will add some comparison builds to further explain. |
BL4CKST4R
WarRavens League of Infamy
250
|
Posted - 2013.06.14 13:38:00 -
[15] - Quote
FatalFlaw V1 wrote:Arkena Wyrnspire wrote:FatalFlaw V1 wrote: If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You have literally posted "If it's so bad why buff it?" This demonstrates a basic and complete lack of understanding of the concept of balance. Please stop posting. I asked the question so the people asking for significant armor buffs have to admit why they use armor over shield if it is so inadequate. This is the most important aspect of the entire balance argument. Saying you just like a particular race for storyline or eve ties doesnt cut it either. There must have been some redeeming factor in armor suits that has led people to play them. If armor tanking is given too much of a repping buff then heavy suits are going to become a serious balance issue. If the true intent here is just to balance armor and shield, it should be done through suit bonuses and not mods. I feel people are campaigning for another flavor of the month OP fit, rather than long term balance.
Nobody, uses armor over shields. The current, and best fittings are Shield tanking or dual tanking, even with armor getting a buff to be comparable to Shield we would still need to Dual tank. The reason I picked an Armor suit, the Gallente suit was because of the look, and the lore behind Gallente it is really that simple, BUT nowhere when choosing my race and suit was I told that my suit was going to be severely gimped in battle, if I was I would of chosen a Caldari suit
It seems you have been skipping around reading random posts, and that is understandable nobody is expected to read every single post, but we haven't asked for any huge OP buffs, all we are asking for is a chance to be on similar footing to a shield tank suit. Even if armor was buffed to how we ask a heavy suit cannot get high armor repping because of their small slot distribution, and the buff to armor repping isn't something like +10 it has been +1/2 more HP. |
BL4CKST4R
WarRavens League of Infamy
250
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Posted - 2013.06.14 14:16:00 -
[16] - Quote
Galvan Nized wrote:I do have a drawback to shields that could work. Now just increasing scan signature is not enough of a drawback but I suggest increasing the time one is spotted & remains on the radar after being seen. Maybe like 10% per complex extender (I'm open to ideas here as I don't know what the base is.)
This, I feel, is enough of a drawback without over nerfing the shields. It does not hurt their ability to tank and it is somewhat in line with Eve Lore.
Now I do agree armor needs more ehp to make it able to tank better with the speed penalty.
Being easily seen isn't that big of a nerf, specially since if your skilled enough whoever is brave enough to come out and shoot you will just be more points for you, also scanning is broken so it wouldn't make a difference. |
BL4CKST4R
WarRavens League of Infamy
251
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Posted - 2013.06.14 15:28:00 -
[17] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
Being easily seen isn't that big of a nerf, specially since if your skilled enough whoever is brave enough to come out and shoot you will just be more points for you, also scanning is broken so it wouldn't make a difference.
Perhaps, but remaining on the radar will make it very difficult to flank or sneak up on the enemy. If you are skilled enough then a speed penalty wont affect you much either. I don't mean being scanned, but that is something that could be added. When you are seen by an enemy (they put Sights on you) then you are put on everyones radar for a few seconds, I suggest increasing that time if you are running shields. Maybe I am crazy but I know how spotting worked in BF, it was a huge game changer. You could not hide nor flank.
A speed penalty affects more than just moving, if all it did was penalize your moving speed then it would be something to shrug off, but it also affects how fast you can track a target, and your turning speed in and out of ADS; on top of the already slow movement speed of the controller, I play COD on 12 sensitivity Dust 514 is like 5.
Difference between spotting and scanning. Spotting puts a permanent target on the person so you can locate them through walls and if they are above or below you, scanning comes no were close to giving these advantages. All scanning does is tell you the X coordinate of the enemy. |
BL4CKST4R
WarRavens League of Infamy
252
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Posted - 2013.06.14 16:21:00 -
[18] - Quote
Galvan Nized wrote:BL4CKST4R wrote:[quote=Galvan Nized]
A speed penalty affects more than just moving, if all it did was penalize your moving speed then it would be something to shrug off, but it also affects how fast you can track a target, and your turning speed in and out of ADS; on top of the already slow movement speed of the controller, I play COD on 12 sensitivity Dust 514 is like 5.
Difference between spotting and scanning. Spotting puts a permanent target on the person so you can locate them through walls and if they are above or below you, scanning comes no were close to giving these advantages. All scanning does is tell you the X coordinate of the enemy. I agree, speed penalty does affect more than just sprint speed but knowing the location of the enemy and the direction they are facing as they move isn't something one should just shrug off. Yes just scanning and knowing X is where the enemy was would not be enough. However, when you are spotted you are tracked as you move for a few seconds, just on the radar. Increasing this, I feel, is a large tactical drawback.
Yes your right but your forgetting one thing, we do not have spotting. |
BL4CKST4R
WarRavens League of Infamy
252
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Posted - 2013.06.14 16:32:00 -
[19] - Quote
I mean BF style spotting... |
BL4CKST4R
WarRavens League of Infamy
253
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Posted - 2013.06.14 20:51:00 -
[20] - Quote
Rei Meix wrote:BL4CKST4R wrote:
Well I believe that in order for us to run competitively with the shield tanking suits we have to sacrifice upwards of 16%-25% speed, and also our armor regeneration, in EVE speed is taken into account numerically, in Dust 514 speed is only a number in the hands of our intelligence and our skill. Because of that penalizing speed for armor tanks does a lot more bad than it does in EVE, if it didn't we wouldn't have this problem right now. So, what I meant with my post was a reduction in the penalty for armor tank suits that would give us the ability to stack higher plates than a Shield tank can, and bring us up to their total EHP with the same or lower speed penalty. The reduction in penalty would have to be 10% per level on speed, and 5% per level on CPU/PG, now it wouldn't affect you because you do not wish to impose a speed penalty on your self but if you had a 5% reduction CPU/PG using ferroscale plates, which have no penalty, you will notice that when it comes to stacking plates you would have an edge.
If a 50% speed penalty for Gallente and Amarr was to be imposed, a Gallente would be able to use a complex armor plate the same way a Caldari would be able to use a Enhanced armor plate, meaning we would get about 28 more HP for the same penalty. This is equally true for other plates that have a speed penalty. If we compared a Assault gk.0 with 3 shield extenders and 1 complex armor plate, his EHP would be 643 and speed 4.75, a Assault ck.0 with 4 shield extenders and 1 enhanced armor plate has 681 EHP and speed of 4.75. Even though the Caldari suit is still at an advantage in repping and overall EHP, and also the ability to forgo the speed penalty and still have decent HP, this can be one of the few needed fixes really help bridge the cap and give armor tanks a chance to really compete on equal footing.
No, I am not asking for all suits to be the same. I have other posts explaining why.
Yes, the reduction to cpu/pg usage would certainly benefit. I didn't see you mention that before so I thought you were only supporting the reduction of the penalty itself for the racial aspect, my apologies. Would this fitting requirement reduction only affect plates or also reppers? I have indeed read most if not all your other posts on this topic, as well as each page in the current threads discussing armor. So yes, I understand your point on the use of plates given no racial bonuses and did not assume that you were asking for all suits to be the same. Thank you for the clarification.
The bonuses would affect everything having to do with armor, so ferroscale plates, reactive plates, armor plates, and armor repairers. The reason I say not all suits should be the same is because there is always somebody who says that's what I want. One thing to keep in mind is that even if armor could get the same total HP on armor as a shield tank can get in shields, which is a bit less than 700, we can be OHKO by a basic locus grenade |
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BL4CKST4R
WarRavens League of Infamy
254
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Posted - 2013.06.14 21:19:00 -
[21] - Quote
IamI3rian wrote:BL4CKST4R wrote:One thing to keep in mind is that even if armor could get the same total HP on armor as a shield tank can get in shields, which is a bit less than 700, we can be OHKO by a basic locus grenade Or rep'd by a logi. And we both know that a basic locus doesn't OHKO most suits. Either way, why does it always have to be one or the other. It's not like picking up armor plates automatically DQ's you from having shields as well. a complex shield is a high slot and gives you 72 more HP. Then again, I believe that each slot should have a different module... with a few exceptions. Like Forgegunners etc... Specialized (proto) modules are all pretty useful. Being able to do everything well is usually better than being able to do one thing (slightly) better. Especially given the rock/paper/scissors style of Dust.
Logi repping wont save you from a grenade, also a Logi is more useful helping you eliminate the enemy then repping. Your right about us using shields and we do because we have to because we need shields as a buffer, but we just can't compete in overall HP because we cant put more armor than a shield tank can without gimping our gameplay. And if you didnt know a locus grenade is 400 damage with a 150% multiplier against armor, this sets it at 600 damage which is more than enough to OHKO a 600 armor suit on a direct hit. The only suit capable of surviving this is a ADV+ heavy.
Specialized (proto) modules are all pretty useful. Being able to do everything well is usually better than being able to do one thing (slightly) better. Especially given the rock/paper/scissors style of Dust.
You have literally just defined perfectly the biggest problem against shield and armor, shields tanks can do EVERYTHING well, atmot tanks only specialize in one thing... dying.
Edit: When I speak about shields and armor i consider both using shield modules and armor modules, no suit except the Caldari Logistics can depend on one tanking style alone. |
BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:20:00 -
[22] - Quote
Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant
And shield tanks get to have a 500+ shield buffer, extremely fast recharge rate, and don't get one shotted by grenades.
Armor tanking requires two skills to be efficient, shield tank only requires one.
Armor tanks can have up to 26.38% higher DPS at speeds slower than a heavy, and having almost every gun do 135-150% extra damage against them, and getting one shot by basic grenades.
Armor uses higher PG, which is far more important than CPU
Flux grenades do no damage to the user, and do not have an impact on the recharge rate, thus you can run away wait 20-30 seconds and have your HP completely regenerated, not counting for the use of shield rechargers or regulators. |
BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:25:00 -
[23] - Quote
Acezero 44 wrote:KOBLAKA1 wrote:Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant "People forget its low skill investment to Armor tank", are multipliers different or something? People forget armor tankers can have much higher DPS and People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender.. cancel eachother out shields kinda need 2 skils @ lvl5 to be usefull, armor kinda only needs 1 skill @ 5 so a new player can reach 5-6 ehp much sooner with armor.
Im sorry but what is this second shield skill your talking about? Not many people use shield rechargers or regulators, as it is far more effective to ignore them for more useful low slots modules, and rechargers use high slots so the majority of people use shields in these slots.
As a armor user you are practically required to get armor repair systems, unless you have a Logistics following you around all day long.
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BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:35:00 -
[24] - Quote
Rifter7 wrote:Draka Marintu wrote: the complex ferroscale plates need to be around 80 hp at the same pg and cpu cost of the regular plates and the reactive should be bumped up to 70hp 3hps and 6% movment penalty with a bit of a higher pg and cpu cost I think that would balance things a bit better
skills will probably do that.
And thus creating a 3rd skill armor needs to be effective. |
BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:45:00 -
[25] - Quote
Acezero 44 wrote:BL4CKST4R wrote:
Im sorry but what is this second shield skill your talking about? Not many people use shield rechargers or regulators,
Shields need upgrade 5 , extender 5 to reach competitive ehp. Armour needs upgrade 5 , plates 1 to have competitive ehp After the fight is over shields do recharge faster, but balanced to me is all about the trade in a dog fight or duel.
Your forgetting armor repair systems, in a dog fight the one dodging the bullets, i.e faster movement speed, is the one who will win.
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BL4CKST4R
WarRavens League of Infamy
335
|
Posted - 2013.07.02 00:04:00 -
[26] - Quote
But using damage mods comes at a great sacrifice to a armor suit, you might think that because we rely on armor we have the "option" to use damage mods but we don't we need shields to protect us from getting one shotted by explosive weapons, specially with more and more people using the flaylock pistol.
A assault ck.0 with all complex shields and 2 basic plates vs a GEK-38 with 3 complex damage modifiers dies in 16.38 seconds if all shots land 100%, a assault gk.0 with 4 complex armor extenders vs a GEK-38 with no damage modifiers time to die is 22.38 seconds. But here is the problem, this only works if all shots land and the suit that has a higher chance to hit is the assault ck.0, while the assault gk.0 has a higher chance to get hit and a lower chance to hit, thus the time to kill comes out to be the same or lower unless both are standing still shooting at each other. |
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