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Thread Statistics | Show CCP posts - 2 post(s) |
ladwar
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607
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Posted - 2013.06.11 19:37:00 -
[1] - Quote
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. |
ladwar
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607
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Posted - 2013.06.11 19:48:00 -
[2] - Quote
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. |
ladwar
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607
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Posted - 2013.06.11 19:56:00 -
[3] - Quote
Kitten Empress wrote: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. https://forums.dust514.com/default.aspx?g=posts&t=83983 as you can see I haven't made a post on there or even read a lick of it. I don't care that about the imbalance between shields and armor in infantry. the new modules are balanced within their type(armor infantry modules) and I dare you to prove me wrong and I won't even try to balance them out of their class because that makes no sense. |
ladwar
Dead Six Initiative Lokun Listamenn
607
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Posted - 2013.06.11 20:06:00 -
[4] - Quote
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. |
ladwar
Dead Six Initiative Lokun Listamenn
607
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Posted - 2013.06.11 20:10:00 -
[5] - Quote
Kitten Empress wrote:ladwar wrote: as you can see I haven't made a post on there or even read a lick of it. I don't care that about the imbalance between shields and armor in infantry. the new modules are balanced within their type(armor infantry modules) and I dare you to prove me wrong and I won't even try to balance them out of their class because that makes no sense.
Of course I mean armor vs shield balancing. Do I really need to spell it out? so you can't prove me wrong, thank you and have a nice day. the imbalance between shields and armor is totally different matter that I am not touching. |
ladwar
Dead Six Initiative Lokun Listamenn
607
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Posted - 2013.06.11 20:12:00 -
[6] - Quote
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? |
ladwar
Dead Six Initiative Lokun Listamenn
608
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Posted - 2013.06.11 22:51:00 -
[7] - Quote
Cross Atu 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. Please show me with numbers how the current armor plate line is properly balanced internally, note not against the new mods, just the current line of plates internally. Further when providing comments on overall fittings and balance between new mods and current mods please include slots and CPU/PG costs to attain each. I point this out because, while I admittedly haven't had the chance to go over them in as much detail as I want yet, the fittings costs seem to be the real stumbling block... tho I suppose they might be less of an issue if you're not interested in considering their usefulness or balance implications game wide and are only trying to do a direct comparison of mods internal to the armor line. Even so I'd like to see your break down with those fittings numbers included. Cheers, Cross ugh.. I didn't actually want to log in to run the fitting numbers. but my point stands either boost hp on the reactive by 5 points or the repair rate by 1. one of the two, not both for perfect balance(they basically are thou). and as for the fitting i'll edit this for the to compare them. |
ladwar
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609
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Posted - 2013.06.12 17:25:00 -
[8] - Quote
Kitten Empress wrote:CCP Eterne wrote:Cosgar wrote: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. Indeed. Like I said, it's not the best way to disseminate information and I promise you we're trying really really hard to keep things like this from happening and get you information on changes and additions the game out in a timely and appropriate manner (definitely for real this time, honest!) Can you at least confirm these are not the final stats? 100k isk that's they are the final stats |
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