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DJINN Marauder
Purgatorium of the Damned League of Infamy
806
|
Posted - 2013.06.11 21:42:00 -
[121] - Quote
IamI3rian wrote:DJINN Marauder wrote:Novawolf McDustingham The514th wrote:DJINN Marauder wrote:I wonder if people realize that the current armor mods right now are better than these new ones lol.
I'd like to challenge someone to find a fit using these new armor mods that will be better than the ones we already have..
I can't come up with one at least... Caldari Logi.. I meant try making an armor tank fit with these new mods. I personally think they may help out the Gallente Scouts a bit. Potentially create a scout who's not paper thin, and still almost as fast as a Minnie. I'm a Gallente scout...these new mods wouldn't help at all...
My gal scout currently runs 70 shield 255 armor with a 12.5 repair rate and 8.5 sprint. That's all 4 slots between 1 enhanced plate 2 complex repairs and 1 comp kinetic
Honestly... I'm still going to stick with this even after the new plates come out because the regular plates with reps are better than these new ****** ones. Sure no speed penalty is cool but with the amount of health it gives its not worth it.
Don't even get me started on the reactive plates... Wow.. Are they ******** or what? They aren't even worth looking at imo lol.
2 armor repair Lolz
In an armor tank fit you're better of with what we have currently. |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 21:42:00 -
[122] - Quote
Bones McGavins wrote:
Ok, the speed issue is legit, but that is removed from the equation with the new plates. Now you have shield and armor which are both very similar to eHP with no speed penalty.
So the only issue left is regen. I dont disagree with anything you said, but I think you are overstating the importance. The reason is because you are talking about regen during battle. (Logi not being able to shoot etc.)
First, shield regen does not start right away. 4 seconds. In that time, most fights are already decided. Either you are dead in 4 seconds, they are dead, or someone has retreated. Active regen of shield will almost never come into play. Even after the 4 second pass, you are looking at 2-3 more to survive a single shot based on your regen. That is not much help.
It is out of combat regen that actually matters. How quickly can you get back into the fight. Here, passively shield is better than armor. However, repair tools or nanohives can make armor superior. You arent "taking a gun out of the fight" with repair tools, because you are already out of the fight.
This isnt EVE or another RPG, you cant regen tank, kill times are too quick. If im armor tanking, im either a heavy with a logi, or I have a triage nanohive on me. This gets me back up to full health and back in the fight a lot quicker than shield regen. There are drawbacks sure, but it isnt as cut and dry as "the regen on shields is better" its just different, and lazier.
So speed, the new plates solve. Regen isnt better or worse on either one, its simply different. If you have some numbers that dispute the claim that regen taking is worthless and is viable, then you may have a point. But I dont think thats the case.
"Now you have shield and armour which are both very similar in EHP with no speed penalty." You are wrong. An armour tanker must fit repairers to their tank. This takes up slots. This means that the armour tanker cannot stack plates like a shield tanker can stack extenders. The armour tanker fits less plates. These plates give less HP than shield extenders. There are also less of them. Thus, you end up with a large difference in HP.
Combat regen. I partially agree. This is not a significant factor in fights - for either tank. The 4 second delay is long enough for armour to regenerate about 1 shot's worth of HP. That's assuming you actually live for 4 seconds. That effectively cuts combat regen out of the equation for both tank types - and active regen is meant to be a strength of armour.
Yes. Out of combat regen matters a lot more - and shields are superior here. A shield tanker can have 25-30 HP/s shield regeneration passively with no assistance. An armour tanker gets half that number, if even that. A pair of complex repairers repair at 12.5 HP/s. This is assuming the armour tanker gives up two slots, a chunk of SP, and a lot of fitting resources. A remote armour repairer, which requires another player and isn't nearly as reliable as shield regen, regens at a very similar rate. It also requires that a player give up an equipment slot and fitting resources.
On your final 'point' - "If you have some numbers that dispute the claim that regen tanking is worthless and is viable, then you may have a point." In what way does regen tanking being unviable negate my point that armour is worse than shield? I think you have misunderstood, as it does not. |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 21:45:00 -
[123] - Quote
McFurious wrote:Has anyone started a "shields are OP" thread yet? I bet it would end up being 20 pages.
Actually, I kind of have. It's also nearly 20 pages. |
Bones McGavins
TacoCat Industries
305
|
Posted - 2013.06.11 21:48:00 -
[124] - Quote
ZDub 303 wrote: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!
Thats exactly the question, really. I predict it depends on play style, tbh. Your 30hp/s doesnt kick in for 4 seconds. I use scramble rifles and try to land a charge shot from mid range to start the fight, if I miss, Ill likely fall back behind cover and wait for cooldown. In close quarters, i switch to my pistol and aim for the head for very quick kills. If I miss all my pistol shots, well im in trouble. If I land even 1, im likely in good spot to switch back to the rifle and spam at the body for a kill before i overheat.
In either case, its likely one way or another, the fight is decided by the time your regen kicks in. So for me, the damage mod does help more than regen likely will. I can see for others, it not being the case. |
StubbyDucky
KILL-EM-QUICK RISE of LEGION
190
|
Posted - 2013.06.11 21:48:00 -
[125] - Quote
LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL |
Kitten Empress
Ametat Security Amarr Empire
465
|
Posted - 2013.06.11 21:52:00 -
[126] - Quote
StubbyDucky wrote:LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL Coming in Uprising 1.2. Are you telling me they will release 4-6 expansions (1 every 6 months), then revert back to Uprising? |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 21:54:00 -
[127] - Quote
DJINN Marauder wrote:I'm a Gallente scout...these new mods wouldn't help at all...
My gal scout currently runs 70 shield 255 armor with a 12.5 repair rate and 8.5 sprint. That's all 4 slots between 1 enhanced plate 2 complex repairs and 1 comp kinetic
Honestly... I'm still going to stick with this even after the new plates come out because the regular plates with reps are better than these new ****** ones. Sure no speed penalty is cool but with the amount of health it gives its not worth it.
Don't even get me started on the reactive plates... Wow.. Are they ******** or what? They aren't even worth looking at imo lol.
2 armor repair Lolz
In an armor tank fit you're better of with what we have currently.
You'd certainly know better than me then.
I have to agree with the reactive assessment too. I'm not certain if you noticed, but the basic one gives only 15 hp. That's a freakin joke. Assuming the skill gives +5% efficacy per level though, that's 56 hp.
Potentially the same bonus may apply to the ferroscale (though I bet they're both CPU redux). Anyway... if it is +25% that's +75hp per plate with no speed penalty.
I guess I may be assuming too much though. |
Azura Sakura
Militaires-Sans-Frontieres
80
|
Posted - 2013.06.11 21:54:00 -
[128] - Quote
Kitten Empress wrote:StubbyDucky wrote:LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL Coming in Uprising 1.2. Are you telling me they will release 4-6 expansions (1 every 6 months), then revert back to Uprising? I think he was making a joke :p |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 21:55:00 -
[129] - Quote
StubbyDucky wrote:LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL
You are a very bitter and angry person, at least whenever you decide to share what you think about Dust. |
Kitten Empress
Ametat Security Amarr Empire
465
|
Posted - 2013.06.11 21:55:00 -
[130] - Quote
Azura Sakura wrote:Kitten Empress wrote:StubbyDucky wrote:LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL Coming in Uprising 1.2. Are you telling me they will release 4-6 expansions (1 every 6 months), then revert back to Uprising? I think he was making a joke :p I'm making a joke too :P |
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Azura Sakura
Militaires-Sans-Frontieres
80
|
Posted - 2013.06.11 21:58:00 -
[131] - Quote
Kitten Empress wrote:Azura Sakura wrote:Kitten Empress wrote:StubbyDucky wrote:LOL you all do realize that the stuff in this video is still a good two-three years out of being released right?
No need to get all worked up about it yet.
LOL Coming in Uprising 1.2. Are you telling me they will release 4-6 expansions (1 every 6 months), then revert back to Uprising? I think he was making a joke :p I'm making a joke too :P damn. I'm super slow hehehe |
Cass Barr
Red Star. EoN.
192
|
Posted - 2013.06.11 22:03:00 -
[132] - Quote
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! |
Cross Atu
Conspiratus Immortalis Covert Intervention
1135
|
Posted - 2013.06.11 22:04:00 -
[133] - Quote
ladwar wrote: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.
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 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1135
|
Posted - 2013.06.11 22:05:00 -
[134] - Quote
My first thoughts from a related thread on this subject.
Cross Atu wrote:So assuming these actually turn out to be final values (look at 1:08), there are a few things to be said and a couple to be asked as well. First current plates, they still need a balance pass to enhance their internal balance (from base to complex within the line) and their contextual balance (as compared with shields, after all even if the new plates bring more parity to the armor line as a whole they do nothing to change the balance issues with the current plates). Second Ferroscale Plates, text in the video is a bit grainy for me but it looks very much like these will be low slot shield mods with 6 less HP per mod and higher fitting requirements than the current complex plates. They do maintain the higher load on PG as opposed to CPU when compared with shields (a good thing IMO since it keeps the lines diverse) but this puts armor tank in an even tighter bind when it comes to PG. The new plates as shown in the video do seem to be a boon for scouts but I wonder about the comparative fitting numbers both between Complex Plates/Complex Ferroscale and between Complex Ferroscale/Complex Extenders. The other aspect here is base tank between armor vs shields derived from slot layout, and suit/racial bonuses. Right now outside of the Amarr Logi there's essentially no bonus to armor tank from racial skills, the only arguable exception being the +1 HP/s from the proto Logi role bonus. This means in essence that for everyone not playing Logi the new plates do nothing to increase the validity of an armor tank, further this omission of armor tank skill buffs on armor related racial suits will push any "slayers" who want to armor tank into a position of looking to the Logi line more favorably than the Assault. There are already generally unfounded cries to nerf the Logi due to the underwhelming racial/proto skills possessed by the Assault line, we need less of this skill buff bias not more. There is a counter point, armor tankers can now stack the 60HP plates in low slots and stack damage mods in the highs, but while this is a good balancing element between the mods it once again distorts under the weight of suit skill buffs as due to the underwhelming Assault suit buffs many 'slayers' may now look on the Gal Logi suit as the new Cal Logi 'slayer' fit. Additional counter point would be the Min Assault built in rep of 1 HP/s, this will be a net win for the Minmatar Assault suits. Reactive Plates These plates sport the new ' higher than Complex Plates' fittings costs of 36 CPU/15 PG. For that price you get 45 HP (20 HP less than a basic plate with 1% less speed reduction) 2 HP/s (the value of a basic repper mod). Total cost for those two items 30 CPU/2 PG, that's 6 CPU/13PG more spent to in essence save one low slot. Assuming the rep from these plates is buffed by the Amarr Logi racial bonus this may help that suit out a little bit but the buff is rather minimal. The more fittings cost for free slots idea is a novel concept and I actual like it for flavor and flex however I'm not sure how this applies to current suits. On balance the Reactive plates with their minimal speed debuff and their 2-for-1 slot count may be a net gain for the Assault suits as it would allow them some on board reps, a bit more HP and not hit their speed that much, while leaving some slots free for other things like Regulators, Kinetic Catalyzes, et al. If combined with a bit more 'gank' from some of the Assault skill buffs, or some armor specific Assault skill buffs on the Amarr/Gallente suits this could help even the field nicely. Also the speed penilty on these plates is low enough for some scout builds to adopt the use of one for on board reps, or for Heavies in some roles/squad configurations to really benefit. All in all the Reactive Plates seem to be the big winner in the new changes with the single class gaining the least utility from them being the Logi who already have on board reps via skills, will have fewer reps to give out as self rep becomes more common and who (outside the Gal Logi) won't have the slots + PG to really make significant use of them for the most part. Final thoughts the new plates seem like good additions and they'll help some of the problem aspects present but other changes are most certainly needed to bring armor/shields into balance. Further care must be taken not to have the new mods create another misplaced wave of nerf threads as racial skills distort overall game effects. That's my current analysis assuming that the stats in the video turn out to be the same stats upon release of the new mods. 0.02 ISK Cross
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Bones McGavins
TacoCat Industries
306
|
Posted - 2013.06.11 22:05:00 -
[135] - Quote
Arkena Wyrnspire wrote:
Yes. Out of combat regen matters a lot more - and shields are superior here. A shield tanker can have 25-30 HP/s shield regeneration passively with no assistance. An armour tanker gets half that number, if even that. A pair of complex repairers repair at 12.5 HP/s. This is assuming the armour tanker gives up two slots, a chunk of SP, and a lot of fitting resources. A remote armour repairer, which requires another player and isn't nearly as reliable as shield regen, regens at a very similar rate. It also requires that a player give up an equipment slot and fitting resources.
Well it honestly seems like this comes down to the crux of our disagreement. In everything else, we can pretty much agree on. It comes to out of combat regen, and how much that matters and which has an advantage.
Personally, I find logis with repair tools or nanohives with repair to be much better than shield regen. Its quicker. I can drop a nano pre-combat and simply fall back behind that wall and start instantly healing. I cant do that with shield, and not as quickly either.
I can see the strengths of shield regen, but I just dont think its completely valid to say its 100% superior. Its situational. Is it easier? Yes. Does it take less to get to a decent rate, yes (it takes nothing). But is it overall better? I dont think so. I dont think either is better, they are different, for different play styles.
If they were equal in all senses, what would the point of having both be?
Solo play, without wanting to rely on nanohives as an equipment slot, shields will almost always be better. But team play or solo with nanos and its no where near as cut and dry.
As much as it "takes another player" to rep you, its also free WP for your squad, leading to an orbital that shield regen doesnt have. Theres a lot of factors that play into overall effectiveness, and I dont feel shield is automatically better in all cases.
Yes, with speed penalties, armor was inferior. But the new mods seem to help fix that. Plus, now one of the advantages to armor tanking is versatility. You have choices now. eHP similar to shield but without rep, eHp less than shield but with minimal rep, eHP greater than shield but no rep and speed penalty. I can see each of those, or even combinations of those, being used for different playstyles.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1362
|
Posted - 2013.06.11 22:06:00 -
[136] - 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... |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
134
|
Posted - 2013.06.11 22:10:00 -
[137] - Quote
Cross Atu wrote:My first thoughts from a related thread on this subject. Cross Atu wrote:So assuming these actually turn out to be final values (look at 1:08), there are a few things to be said and a couple to be asked as well. First current plates, they still need a balance pass to enhance their internal balance (from base to complex within the line) and their contextual balance (as compared with shields, after all even if the new plates bring more parity to the armor line as a whole they do nothing to change the balance issues with the current plates). Second Ferroscale Plates, text in the video is a bit grainy for me but it looks very much like these will be low slot shield mods with 6 less HP per mod and higher fitting requirements than the current complex plates. They do maintain the higher load on PG as opposed to CPU when compared with shields (a good thing IMO since it keeps the lines diverse) but this puts armor tank in an even tighter bind when it comes to PG. The new plates as shown in the video do seem to be a boon for scouts but I wonder about the comparative fitting numbers both between Complex Plates/Complex Ferroscale and between Complex Ferroscale/Complex Extenders. The other aspect here is base tank between armor vs shields derived from slot layout, and suit/racial bonuses. Right now outside of the Amarr Logi there's essentially no bonus to armor tank from racial skills, the only arguable exception being the +1 HP/s from the proto Logi role bonus. This means in essence that for everyone not playing Logi the new plates do nothing to increase the validity of an armor tank, further this omission of armor tank skill buffs on armor related racial suits will push any "slayers" who want to armor tank into a position of looking to the Logi line more favorably than the Assault. There are already generally unfounded cries to nerf the Logi due to the underwhelming racial/proto skills possessed by the Assault line, we need less of this skill buff bias not more. There is a counter point, armor tankers can now stack the 60HP plates in low slots and stack damage mods in the highs, but while this is a good balancing element between the mods it once again distorts under the weight of suit skill buffs as due to the underwhelming Assault suit buffs many 'slayers' may now look on the Gal Logi suit as the new Cal Logi 'slayer' fit. Additional counter point would be the Min Assault built in rep of 1 HP/s, this will be a net win for the Minmatar Assault suits. Reactive Plates These plates sport the new ' higher than Complex Plates' fittings costs of 36 CPU/15 PG. For that price you get 45 HP (20 HP less than a basic plate with 1% less speed reduction) 2 HP/s (the value of a basic repper mod). Total cost for those two items 30 CPU/2 PG, that's 6 CPU/13PG more spent to in essence save one low slot. Assuming the rep from these plates is buffed by the Amarr Logi racial bonus this may help that suit out a little bit but the buff is rather minimal. The more fittings cost for free slots idea is a novel concept and I actual like it for flavor and flex however I'm not sure how this applies to current suits. On balance the Reactive plates with their minimal speed debuff and their 2-for-1 slot count may be a net gain for the Assault suits as it would allow them some on board reps, a bit more HP and not hit their speed that much, while leaving some slots free for other things like Regulators, Kinetic Catalyzes, et al. If combined with a bit more 'gank' from some of the Assault skill buffs, or some armor specific Assault skill buffs on the Amarr/Gallente suits this could help even the field nicely. Also the speed penilty on these plates is low enough for some scout builds to adopt the use of one for on board reps, or for Heavies in some roles/squad configurations to really benefit. All in all the Reactive Plates seem to be the big winner in the new changes with the single class gaining the least utility from them being the Logi who already have on board reps via skills, will have fewer reps to give out as self rep becomes more common and who (outside the Gal Logi) won't have the slots + PG to really make significant use of them for the most part. Final thoughts the new plates seem like good additions and they'll help some of the problem aspects present but other changes are most certainly needed to bring armor/shields into balance. Further care must be taken not to have the new mods create another misplaced wave of nerf threads as racial skills distort overall game effects. That's my current analysis assuming that the stats in the video turn out to be the same stats upon release of the new mods. 0.02 ISK Cross
Very well thought out. I think these plates are much more geared/ styled to a Gallentean theme, as I'm pretty sure the Gallente are fast moving, adaptable armour tankers. |
Bones McGavins
TacoCat Industries
307
|
Posted - 2013.06.11 22:11:00 -
[138] - 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!
Again, armor tanking versus shield tanking doesnt matter, at all. You can do one or both. If you have some weird philishophical reason you NEED to armor tank and therefore it NEEDS to be the same as shield in all sense, well I'm sorry.
There is no reason the two tanking need to fulfill similar roles. Armor tanking can be worse in a lot of ways that shield tanking, it doesnt make any balance bad.
Explain to me why you need your build to revolve around armor tanking?
To clearify, I dont get why its an "us versus them." What makes someone a shield tanker or an armor tanker? Why are they exclusive things? So your fit has more low slots? Why did you pick that fit to begin with? If it was to get good eHP with speed penalty and repair penalty, cool. If not...then why didnt you pick a suit with more high slots than low?
Balance doesnt mean everything does the same thing. There is zero reason to view armor tanking as in competition with shield tanking, they go in different slots. Itd be like me complaining my pistol doesnt have the range as my rifle. |
TERMINALANCE
Zumari Force Projection Caldari State
87
|
Posted - 2013.06.11 22:17:00 -
[139] - Quote
It seems most of the fools forget that that 4% movement penalty stacks with other movement penalties. its not 8% its 4% stacking with 4%. |
Cass Barr
Red Star. EoN.
194
|
Posted - 2013.06.11 22:18:00 -
[140] - Quote
Bones McGavins wrote: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! Again, armor tanking versus shield tanking doesnt matter, at all. You can do one or both. If you have some weird philishophical reason you NEED to armor tank and therefore it NEEDS to be the same as shield in all sense, well I'm sorry. There is no reason the two tanking need to fulfill similar roles. Armor tanking can be worse in a lot of ways that shield tanking, it doesnt make any balance bad. Explain to me why you need your build to revolve around armor tanking?
Because my suit has a 3/5 layout. Did you really need someone to spell out such an obvious reason?
People don't tank with "weird philishophical [sic] reasons," they tank with what their suit can fit.
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Cass Barr
Red Star. EoN.
194
|
Posted - 2013.06.11 22:23:00 -
[141] - Quote
Oh wow nice edit, so your answer to armor tanking being inferior to shield tanking is that people just shouldn't use armor suits? I guess a game in which we all use Cal Logis would be balanced. Great idea let's do it. |
Arkena Wyrnspire
Turalyon Plus
891
|
Posted - 2013.06.11 22:41:00 -
[142] - Quote
Bones McGavins wrote:
Yes, with speed penalties, armor was inferior. But the new mods seem to help fix that. Plus, now one of the advantages to armor tanking is versatility. You have choices now. eHP similar to shield but without rep, eHp less than shield but with minimal rep, eHP greater than shield but no rep and speed penalty. I can see each of those, or even combinations of those, being used for different playstyles.
Do you genuinely not see the problem here? |
Promethius Franklin
DUST University Ivy League
5
|
Posted - 2013.06.11 22:43:00 -
[143] - Quote
Bones McGavins wrote: Again, armor tanking versus shield tanking doesnt matter, at all. You can do one or both. If you have some weird philishophical reason you NEED to armor tank and therefore it NEEDS to be the same as shield in all sense, well I'm sorry.
There is no reason the two tanking need to fulfill similar roles. Armor tanking can be worse in a lot of ways that shield tanking, it doesnt make any balance bad.
Explain to me why you need your build to revolve around armor tanking?
To clearify, I dont get why its an "us versus them." What makes someone a shield tanker or an armor tanker? Why are they exclusive things? So your fit has more low slots? Why did you pick that fit to begin with? If it was to get good eHP with speed penalty and repair penalty, cool. If not...then why didnt you pick a suit with more high slots than low?
Does armor give enough of an EHP difference to make the penalty worthwhile? If not, it's not balanced. Also if the 2 tanking styles shouldn't be balanced against each other and one needs to just take a penalty for taking a suit with more lows, are you suggesting that the races just shouldn't be balanced against each other?
Bones McGavins wrote:Balance doesnt mean everything does the same thing. There is zero reason to view armor tanking as in competition with shield tanking, they go in different slots. Itd be like me complaining my pistol doesnt have the range as my rifle. 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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1368
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Posted - 2013.06.11 22:48:00 -
[144] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
608
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Posted - 2013.06.11 22:51:00 -
[145] - 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. |
Promethius Franklin
DUST University Ivy League
5
|
Posted - 2013.06.11 22:52:00 -
[146] - Quote
Cosgar wrote: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. I for one kept using the AR since I had a free one and it seemed, and still to a degree still feels tike the best all arounder. But the point isn't that the balance is perfect, but rather that it looks at weapons across sizes rather than just within a size. |
Abron Garr
Amarr Templars Amarr Empire
436
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Posted - 2013.06.11 22:55:00 -
[147] - Quote
The other shoe I'm waiting to drop is the Caldari heavy. If it is miles ahead of the Amarr heavy you're going to see the mother of all threadnaughts. |
Master Jaraiya
Ultramarine Corp
175
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Posted - 2013.06.11 23:06:00 -
[148] - Quote
My suggestion might help to solve the armor vs shield debate and give added benefits check it out:
https://forums.dust514.com/default.aspx?g=posts&t=86590&find=unread |
Scheneighnay McBob
Bojo's School of the Trades
1530
|
Posted - 2013.06.11 23:22:00 -
[149] - Quote
So- movement penalty, slower regen, AND lower HP than shield extenders.
Although I might hybrid tank. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
977
|
Posted - 2013.06.11 23:57:00 -
[150] - Quote
Looked at the numbers.
Have decided that CCP fixing armor was a pipe dream
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