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Thread Statistics | Show CCP posts - 2 post(s) |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1338
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Posted - 2013.06.11 19:31:00 -
[1] - Quote
Knight SoIaire wrote:Kitten Empress wrote:Doyle Reese wrote:I'm not seeing enough Murder Taxis, is this even a Dust trailer? Considering a heavy survived someone snucking up on him... And a Mass Driver got a kill.... And hit detection was still clunky... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1341
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Posted - 2013.06.11 19:41:00 -
[2] - Quote
I think I'll be sticking with my dual basic plates and complex reppers... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
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Posted - 2013.06.11 19:53:00 -
[3] - Quote
Bones McGavins wrote:Yes because you have the OPTION of going big on armor and getting a speed penalty, or you forsake that speed penalty and get about the same health. You have the option of getting regen with your armor as well, taking 1 slot instead of 2.
Shield regen is delayed, armor is instant. Shield regen doesnt have repair tools to help it, Armor does.
Honestly, you guys have no idea what you are talking about if you think these look UP. They seem absolutely amazing and open up a world of possibilities for my builds I never had before because I didnt want to sacrifice speed. Keep in mind they are also LOW slots, not high. What modules are competiting for your low slots? Shield extenders have to compete with damage mods.
Come on, use your heads here. If you could stack armor mods with no penalty over shield you would because then you could fit damage mods too. Armor regen is different, and perhaps a bit worse, but it does have some advantages over shield regen.
Any more loud, wrong opinions you guys want to yell at me? Shields don't have a drawback. Armor has 3: Penalty to movement, turn speed penalty, and jump height penalty. There could be a 4th related to fall damage, but I'm still testing that theory. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
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Posted - 2013.06.11 19:56:00 -
[4] - Quote
Can we just get built in resistances for armor/shields like in EVE already? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
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Posted - 2013.06.11 20:08:00 -
[5] - Quote
ladwar wrote:btw was I the only one that seen the commando ak. 0 shields 392 and 312 armor(shields had a complex extender) 2 high slots and 1 low slot 1 equipment slot no grenades. I said this in another thread, but it's starting to look like they're bringing things in pre-nerfed just to eliminate the middle man. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1345
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Posted - 2013.06.11 20:33:00 -
[6] - Quote
ladwar wrote:Cosgar wrote:ladwar wrote:btw was I the only one that seen the commando ak. 0 shields 392 and 312 armor(shields had a complex extender) 2 high slots and 1 low slot 1 equipment slot no grenades. I said this in another thread, but it's starting to look like they're bringing things in pre-nerfed just to eliminate the middle man. link please? Link
Cosgar wrote:Are they bringing stuff in pre-nerfed to cut out the middle man? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1345
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Posted - 2013.06.11 20:35:00 -
[7] - Quote
ZDub 303 wrote:I do agree that it appears that armor plates are balanced with eachother, that does seem legit to me.
So they need to find a good ratio of EHP that armor should have vs. shields then, and add in a penalty to shields or reduce the penalty to armor.
Seems like EHP on armor should be ~1.5 that of shields, but at this point it really isn't, not without a severe movement speed penalty.
I don't know anyone who likes armor tanking, ive never met a single person who even thought it was viable. Then again, I don't know many people who like dying over and over either.. so... yeah
Maybe we need to remove and rework remote rep tools if that's what holding back armor tanking, cause its not really an excuse, and I don't know anyone who is willing to do it outside of the newberry with no gun game in pub matches.
No one has the time to use a rep tool in PC, its constant action. You can't rely on another person to repair your armor in competitive play.
Shield tanking vs. armor tanking needs to be balanced purely by repair rate and effective hp. Then, penalties between shield extenders and armor plates need to be balanced against each other, separately from EHP. (I would prefer removing penalties altogether but I know some of you seem to adore module penalties). Shields need to give their user a larger scan signature and larger hitbox. Armor should affect max stamina and stamina regen rate. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1348
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Posted - 2013.06.11 20:49:00 -
[8] - Quote
Kitten Empress wrote:At least Gallente scouts don't have to resort to shields anymore, thanks to ferroscale plates. With what CPU/PG? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1348
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Posted - 2013.06.11 20:53:00 -
[9] - Quote
ZDub 303 wrote:Cosgar wrote:Shields need to give their user a larger scan signature and larger hitbox. Armor should affect max stamina and stamina regen rate. While i'm okay with scan profile, you can't really mess with the hit boxes in this game or it'll go really bad really quick. hit boxes work very differently in eve, and it works, but in an fps hitboxes are everything. I feel like the better way to do it would be to have armor plates affect sprint speed and stamina only, leave the regen rate in. A profile penalty could work for shield extenders as long as shield tanking scouts get a significant bonus to profile dampening modules to help offset the penalty and still allow then to be viable. You're acting like shield extenders are the only module available, there are also rechargers and regulators. Buffer tanking is severely overrated. The mass penalty works in EVE but translating that to movement penalties in an FPS is silly. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1351
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Posted - 2013.06.11 21:02:00 -
[10] - Quote
Novawolf McDustingham The514th wrote:ZDub 303 wrote:Cosgar wrote:Shields need to give their user a larger scan signature and larger hitbox. Armor should affect max stamina and stamina regen rate. While i'm okay with scan profile, you can't really mess with the hit boxes in this game or it'll go really bad really quick. hit boxes work very differently in eve, and it works, but in an fps hitboxes are everything. I feel like the better way to do it would be to have armor plates affect sprint speed and stamina only, leave the regen rate in. A profile penalty could work for shield extenders as long as shield tanking scouts get a significant bonus to profile dampening modules to help offset the penalty and still allow then to be viable. Scout should be immune to the penalty - heavies should be immune to the armor penalty, every "role" while being fully customizable SHOULD get a bonus for using gear and mods central to their theoretical role. Unfortunately that isn't the case so now we have super caldari logi troopers. Suit bonuses should be specific to their tanking type or should have built in efficiency bonuses to their type. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1362
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Posted - 2013.06.11 22:06:00 -
[11] - Quote
Cass Barr wrote:These plates are more useful to shield tankers than armor tankers, that's why you have all these scrubs without a clue about the problems with armor tanking, and how these don't address them, coming in here saying how awesome these new plates are. Thanks CCP, great job! You just pointed out the problem. These plates benefit shield tankers more than armor tankers. Armor tanking suits need racial or built in bonuses that specifically affect armor/regen efficiency so they have a higher advantage using the modules that shield tankers will never get. Or give them damage reduction bonuses... |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1368
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Posted - 2013.06.11 22:48:00 -
[12] - Quote
Promethius Franklin wrote:Actually the AR is balanced against the pistol. The fact that the AR should and does have a longer range is evidence of that balance, not against it. All the weapons are balanced relatively to each other, heavy, light and sidearm. It's function that determines what something compares to and since both shield and armor mods function to add HP and alter regen of course they should be balanced. The AR is anything but balanced when more than 90% of the playerbase is using an AR compared to the 80% in Chrome and everything else is a novelty by comparison. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1384
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Posted - 2013.06.12 10:16:00 -
[13] - Quote
A little late to the party, but this is the kind of transparency we needed before. Instead people have to dissect trailers and go into WMG mode. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1384
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Posted - 2013.06.12 10:32:00 -
[14] - Quote
@CCP Eterne
Look around the forums, all the topics. A lot of us have been here since day one, we went through all the wipes all the OP weapons, all the bugs, glitches, nerfs and we're still here. You'vs locked or deleted your fair share of rants and kitten posts but did you know that the ones who took the time to make them probably care more about this game than someone who sits back and hopes for the best? We all just need something to look forward to, to have faith in when it comes to the future of this game. Not hearing anything is leads to rants raves and people having to draw their own conclusions.
I've played EVE for 8 years on, and off. I know you guys have this great vision that you like to keep under wraps. But a for a lot of people here, this is probably the first time they've heard of your company and you have to show them that you mean business just like you did back in 03' with EVE. You can keep the majority of your master plan secret, but just give us something to know you that everything is going to be okay. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1392
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Posted - 2013.06.12 11:52:00 -
[15] - Quote
@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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1871
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Posted - 2013.06.17 22:28:00 -
[16] - Quote
Michael Cratar wrote:As for racial bonuses, I think Amarr Should get Bonuses to hit points received from armor modules. Mabey shield modules too, i dont know if that would make it unfair tho.
The Gallente should get pg/cpu reduction to armor mods, or a speed penalty reduction for armor mods.
The caldari should get a reduction to pg/cpu usage of shield modules, or shield regeneration penalty reduction for shield modules(if this feture is added.)
The minmatar should get bonuses to efficiency of shield regeneration and armor regeneration modules.
We can make these the skill bonuses for the basic suit, That way people will want to get prototype in them aswell. I think you're onto something. One of the biggest issues with armor tanking is that shield tankers can do it better. Gallente and Amarr assaults need armor tanking bonuses as well. Having shield regen on those suits is as useful as fitting optimization on a specialist flaylock pistol. |
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