Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Kitten Empress
Ametat Security Amarr Empire
441
|
Posted - 2013.06.11 19:06:00 -
[1] - Quote
http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10
TERRIBLE. 100% PURE TERRIBLE. |
ZDub 303
TeamPlayers EoN.
303
|
Posted - 2013.06.11 19:11:00 -
[2] - Quote
I just saw it an actually laughed out loud.
Well numbers are easy to change at least... |
Kitten Empress
Ametat Security Amarr Empire
441
|
Posted - 2013.06.11 19:11:00 -
[3] - Quote
ZDub 303 wrote:I just saw it an actually laughed out loud.
Well numbers are easy to change at least... Even then. This is not a hard concept to grasp, I already had good numbers in my head 2 minutes after they announced the plates. |
Arkena Wyrnspire
Turalyon Plus
878
|
Posted - 2013.06.11 19:12:00 -
[4] - Quote
This is a pathetic attempt to fix the balance. |
Kitten Empress
Ametat Security Amarr Empire
441
|
Posted - 2013.06.11 19:13:00 -
[5] - Quote
Arkena Wyrnspire wrote:This is a pathetic attempt to fix the balance. Get those fingers warmed up, you have one hell of a threadnaught to write up. |
Doyle Reese
OSG Planetary Operations Covert Intervention
93
|
Posted - 2013.06.11 19:14:00 -
[6] - Quote
I'm not seeing enough Murder Taxis, is this even a Dust trailer? |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
211
|
Posted - 2013.06.11 19:14:00 -
[7] - Quote
Why do they insist upon giving armor tanking a negative movement speed when it is the least useful tank in the game? Why make it even less useful?
Incomprehensible... |
iceyburnz
Crux Special Tasks Group Gallente Federation
641
|
Posted - 2013.06.11 19:15:00 -
[8] - Quote
Kitten Empress wrote:http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10
TERRIBLE. 100% PURE TERRIBLE.
Stats: Complex ferroscale plate: 60 HP
Complex reactive: 45 hp, 2hp/s, 4% movement penalty
Does CCP have monkeys on the balancing team?
On the bright side I so a new interior to fight in.
Wooo. |
Kitten Empress
Ametat Security Amarr Empire
441
|
Posted - 2013.06.11 19:16:00 -
[9] - Quote
Novawolf McDustingham The514th wrote:Why do they insist upon giving armor tanking a negative movement speed when it is the least useful tank in the game? Why make it even less useful?
Incomprehensible... http://cdn.memegenerator.net/instances/300x300/38648992.jpg Or: http://cdn.memegenerator.net/instances/300x300/38649004.jpg |
Kitten Empress
Ametat Security Amarr Empire
442
|
Posted - 2013.06.11 19:19:00 -
[10] - Quote
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... |
|
Bones McGavins
TacoCat Industries
294
|
Posted - 2013.06.11 19:25:00 -
[11] - Quote
Wait, what? What did you expect from these two new armors? 60 for complex is almost as much as a complex shield extender, did you honestly expect it to eb MORE than a shield extender? 45 + 2 regen is in between enhanced and complex shield regen AND gives you a small armor regen. Keep in mind, the difference between a small armor regen that can top you off after fights and no armor regen is huge.
These things seem INCREDIBLY balanced. What were you expecting? More health than shield but no penalties too? Maybe, just to placate some weird feelings, they shouldve made then equal to the shield extenders but meh, they are pretty damned close. There is very little chance another 6 health from a module will be the difference between a shot killing you or not. |
McFurious
BetaMax. CRONOS.
93
|
Posted - 2013.06.11 19:26:00 -
[12] - Quote
With numbers like that, the CPU and PG reqs better be miniscule. |
Crash Monster
Snipers Anonymous
557
|
Posted - 2013.06.11 19:27:00 -
[13] - Quote
I wouldn't buy it... my ruler of the world underpants are more powerful with less drawbacks. |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
760
|
Posted - 2013.06.11 19:27:00 -
[14] - Quote
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.... |
ZDub 303
TeamPlayers EoN.
303
|
Posted - 2013.06.11 19:29:00 -
[15] - 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! |
Kitten Empress
Ametat Security Amarr Empire
443
|
Posted - 2013.06.11 19:31:00 -
[16] - Quote
Bones McGavins wrote:Wait, what? What did you expect from these two new armors? 60 for complex is almost as much as a complex shield extender, did you honestly expect it to eb MORE than a shield extender? 45 + 2 regen is in between enhanced and complex shield regen AND gives you a small armor regen. Keep in mind, the difference between a small armor regen that can top you off after fights and no armor regen is huge.
These things seem INCREDIBLY balanced. What were you expecting? More health than shield but no penalties too? Maybe, just to placate some weird feelings, they shouldve made then equal to the shield extenders but meh, they are pretty damned close. There is very little chance another 6 health from a module will be the difference between a shot killing you or not. Are you mad? Shields have inherent regeneration, and when they put on extenders they don't lose regeneration. Armor does, and these numbers are ******* awful. So yes, it should have more, because I have to give up my slots for armor reps, which even after that take longer to regenerate unless I take zero extra HP. Never, EVER, work on game balancing if you think this is balanced. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1338
|
Posted - 2013.06.11 19:31:00 -
[17] - 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... |
Beren Hurin
OMNI Endeavors Reverberation Project
525
|
Posted - 2013.06.11 19:37:00 -
[18] - Quote
The question is, will the amarr logi bonus apply to the reactive hardeners?
Also, the commando heavy is in that build as well. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 19:37:00 -
[19] - 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. |
Arkena Wyrnspire
Turalyon Plus
878
|
Posted - 2013.06.11 19:38:00 -
[20] - Quote
Bones McGavins wrote:Wait, what? What did you expect from these two new armors? 60 for complex is almost as much as a complex shield extender, did you honestly expect it to eb MORE than a shield extender? 45 + 2 regen is in between enhanced and complex shield regen AND gives you a small armor regen. Keep in mind, the difference between a small armor regen that can top you off after fights and no armor regen is huge.
These things seem INCREDIBLY balanced. What were you expecting? More health than shield but no penalties too? Maybe, just to placate some weird feelings, they shouldve made then equal to the shield extenders but meh, they are pretty damned close. There is very little chance another 6 health from a module will be the difference between a shot killing you or not.
Do you understand how armour works, or are you just blathering to make yourself look more stupid? |
|
WyrmHero1945
SyNergy Gaming EoN.
405
|
Posted - 2013.06.11 19:39:00 -
[21] - Quote
Shield extenders need a goddamn penalty to be balanced. Armor is already bad without passive regen. They should increase scan profile or something c'mon. |
Bones McGavins
TacoCat Industries
295
|
Posted - 2013.06.11 19:39:00 -
[22] - Quote
Complex SHield mods are 54/11, how is 40/14 unbalanced? You get about the same health for 3 more PG and 14 less cpu. This allows you to be way more flexible with your builds. Hell, overall the fitting usage is lower on these mods. The 3 PG difference means up 21.4% of the PG usages, the 14 CPU usage makes up 29% of the CPU usage.
So your total fitting is easier with these armor plates...
I honestly dont see a problem at all and these seem perfect, if anything they are a bit OP since they allow such flexibiliy on builds. Gallante scouts seem way more viable now. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:39:00 -
[23] - Quote
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? |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:40:00 -
[24] - Quote
Bones McGavins wrote:Complex SHield mods are 54/11, how is 40/14 unbalanced? You get about the same health for 3 more PG and 14 less cpu. This allows you to be way more flexible with your builds. Hell, overall the fitting usage is lower on these mods. The 3 PG difference means up 21.4% of the PG usages, the 14 CPU usage makes up 29% of the CPU usage.
So your total fitting is easier with these armor plates...
I honestly dont see a problem at all and these seem perfect, if anything they are a bit OP since they allow such flexibiliy on builds. Gallante scouts seem way more viable now. Problem is, plates are low slots. Shield modules are high slots. Now buddy, where do CPU/PG upgrades go? I just destroyed your entire argument. Besides, you don't balanced with CPU/PG, shield extenders are mathematically better than damage mods, and yet damage mods cost more everything.
I bet you don't even know how armor works. Get lost. |
reydient
TYRANNY of EVIL MEN
1
|
Posted - 2013.06.11 19:41:00 -
[25] - Quote
Have these mods released to the storefront today? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1341
|
Posted - 2013.06.11 19:41:00 -
[26] - Quote
I think I'll be sticking with my dual basic plates and complex reppers... |
Bones McGavins
TacoCat Industries
295
|
Posted - 2013.06.11 19:44:00 -
[27] - Quote
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 two slots instead of 1.
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?
|
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:46:00 -
[28] - 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 two slots instead of 1.
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?
Never. EVER. Post again when it comes to balancing. https://forums.dust514.com/default.aspx?g=posts&t=83983 There, now I don't need to write a threadnaught myself.
Sure, we can have damage mods, and you can have speed mods. Also, that delay means nothing. So I get a head start of a few cycles aaaaaand... in one cycle the shield user blew me away. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
119
|
Posted - 2013.06.11 19:47:00 -
[29] - Quote
What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. |
reydient
TYRANNY of EVIL MEN
1
|
Posted - 2013.06.11 19:48:00 -
[30] - 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 two slots instead of 1.
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?
I agree, the possibility has just opened greatly, if your an amarr or any kind of armor tanker, plates that heal , plus a repair module is one step closer to where auto armor healing should be. plus the decrease in movement penalty is amazing aswell, scouts can now armor tank and not sacrifice the speed. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |