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Thread Statistics | Show CCP posts - 2 post(s) |
ZDub 303
TeamPlayers EoN.
303
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Posted - 2013.06.11 19:11:00 -
[1] - Quote
I just saw it an actually laughed out loud.
Well numbers are easy to change at least... |
ZDub 303
TeamPlayers EoN.
303
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Posted - 2013.06.11 19:29:00 -
[2] - Quote
The PG reqs on those modules is really quite steep too. Maybe they should make PG mods high slot items if armor tankers are gonna be forced to use mods with 14 and 16 PG requirements.
Complex Shield Extenders only need 11, and they are hard enough to fit! |
ZDub 303
TeamPlayers EoN.
304
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Posted - 2013.06.11 19:58:00 -
[3] - Quote
With a 4s shield delay on caldari suits, you can't say that armor vs shields is at all balanced, even with these plates.
Ferroscale plates will be for caldari logis and for scouts, and thats it. Reactive plates for caldari assaults only.
By nature armor tanking should be high hp and slow reps, while shield tanking is low hp and high reps.
However you guys are arguing that armor tanking is fine being low hp low reps and shield tanking can be low hp high reps?
shield tanking will still reign supreme, even with ferroscale plates. I figured this would happen.
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ZDub 303
TeamPlayers EoN.
305
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Posted - 2013.06.11 20:31:00 -
[4] - Quote
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). |
ZDub 303
TeamPlayers EoN.
307
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Posted - 2013.06.11 20:49:00 -
[5] - Quote
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. |
ZDub 303
TeamPlayers EoN.
307
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Posted - 2013.06.11 21:10:00 -
[6] - Quote
Arkena Wyrnspire wrote:I will summarise. You will likely try to argue against this summary with an argument I have already countered in my thread, so it is still good reading material. I doubt you'll bother, though. - Armour gets less HP than shields overall, unless they stack plates in which case they cannot rep and move at the speed of a heavy. - Armour gets much much slower regen than shields, the constant regeneration does not compensate for this sufficiently. - Having a logistics player use an armour rep prevents them from shooting their gun, which is significantly more useful. - Armour moves slower than shields, making it easier to hit a player using armour - A logistics repairer repairs at a similar rate to shield regen. Using the prototype focused rep in an example is extremely biased. There are very few areas where armour beats shield. Can you give me an example of one? At this point, you realise that your argument is weak/wrong, so you begin to say "who cares anyway?" Believe it or not, I'd actually quite like to play a balanced game.
I wonder if CCP is not increasing armor EHP because of the remote rep tool and that is why they aren't doing anything.
Cause if you remove the rep tool then it becomes painfully clear how bad armor tanking is. |
ZDub 303
TeamPlayers EoN.
308
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Posted - 2013.06.11 21:22:00 -
[7] - Quote
Honestly Anita,
As a Caldari Logi.. even if they removed the extender bonus it really wouldn't change that much. My shield tank build would still be more effective than armor tanking.
I do agree that the racial bonuses need to be looked at and reworked, but the move speed penalty still continues to make armor tanking inferior. |
ZDub 303
TeamPlayers EoN.
308
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Posted - 2013.06.11 21:37:00 -
[8] - Quote
Bones McGavins wrote:ZDub 303 wrote:Honestly Anita,
As a Caldari Logi.. even if they removed the extender bonus it really wouldn't change that much. My shield tank build would still be more effective than armor tanking.
I do agree that the racial bonuses need to be looked at and reworked, but the move speed penalty still continues to make armor tanking inferior. But the new armor dont have speed penalty and are pretty much equal to shield tanking. A little worse, but also a little less on the requirements and dont compete with damage mods. Plus, and heres the big kicker, introducing penalty-less armor mods just opens up these mods to players who never would have used them before. Your caldari logi can now tank BOTH armor and shield without worrying about speed. The debate of armor versus shield tanking seems relatively pointless since most suits can do some of both. The big questions are shield tanking versus damage mods and armor tanking versus speed tanking. Right now it seems like shield tanking is a bit OP compared to damage mods, but not crazy. But speed tanking is way OP compared to armor tanking. Thats why you dont see armor a lot, it has very little to do with the balance between shield and armor.
So what you're saying then is... are your 2-3 damage mods worth my being able to shield regen 30hp/s.
I guess we'll find out when 1.2 drops! |
ZDub 303
TeamPlayers EoN.
327
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Posted - 2013.06.12 19:18:00 -
[9] - 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.
New plates require more PG/CPU per level than standard plates... not sure what you're getting at there. Cheaper ISK wise? Not really a worthwhile factor for balancing. |
ZDub 303
TeamPlayers EoN.
362
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Posted - 2013.06.14 16:29:00 -
[10] - Quote
BL4CKST4R wrote:
Yes your right but your forgetting one thing, we do not have spotting.
We sort of do... With active scanners. |
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