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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
ADAM-OF-EVE
Circle of Huskarl Minmatar Republic
46
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Posted - 2013.06.17 21:37:00 -
[241] - Quote
i dont get it.
is it in the game now - no is it affecting game play now - no has ccp told us we are getting these items anywhere - no
wait for them to actually set something in motion before you start b******g about nothing
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Michael Cratar
Fenrir's Wolves RUST415
210
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Posted - 2013.06.17 21:52:00 -
[242] - Quote
WyrmHero1945 wrote: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.
A slight regen penalty per extender. It would make people want to fit the regen mods more. |
Michael Cratar
Fenrir's Wolves RUST415
210
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Posted - 2013.06.17 22:12:00 -
[243] - Quote
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. |
ADAM-OF-EVE
Circle of Huskarl Minmatar Republic
46
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Posted - 2013.06.17 22:12:00 -
[244] - Quote
Michael Cratar wrote:WyrmHero1945 wrote: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. A slight regen penalty per extender. It would make people want to fit the regen mods more.
nope it would make regen mods more pointless than they are now. cant use them during combat anyway and if there is a debuff from extenders then they would just fit extenders as the worth of regen wouldn't outway the worth of buffer
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1871
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Posted - 2013.06.17 22:28:00 -
[245] - 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. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.01 23:04:00 -
[246] - Quote
I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant |
KOBLAKA1
Opus Arcana Covert Intervention
160
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Posted - 2013.07.01 23:06:00 -
[247] - Quote
Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant
"People forget its low skill investment to Armor tank", are multipliers different or something?
People forget armor tankers can have much higher DPS and People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender.. cancel eachother out |
Medic 1879
Tritan's Onslaught RISE of LEGION
499
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Posted - 2013.07.01 23:15:00 -
[248] - Quote
Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant
People forget that the "Shield tanker" gets to have an armour buffer once their main form of tank is down. So both have buffers.
Armour tanking requires on less skill I believe so you have a point there.
To have a higher DPS would require fitting Damage mods which are quite fitting intensive and therefore may need PG/CPU enhancers which go in lowslots lowering tanking abilities.
Agreed it is but we also have speed penalties shields dont, the speed penaltyless plates however cost more PG/CPU and have lower health then shield extenders.
People forget how effective locus grenades are against armour. Shield tanker gets hit by flux and their shields are gone but they have a chance to run away to regenerate. Armour tanker gets hit by locus grenade and they dont get their chance as they are usually now scattered about the battlefield in tiny pieces.
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Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.01 23:15:00 -
[249] - Quote
KOBLAKA1 wrote:Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant "People forget its low skill investment to Armor tank", are multipliers different or something? People forget armor tankers can have much higher DPS and People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender.. cancel eachother out
shields kinda need 2 skils @ lvl5 to be usefull, armor kinda only needs 1 skill @ 5
so a new player can reach 5-6 ehp much sooner with armor. |
Medic 1879
Tritan's Onslaught RISE of LEGION
500
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Posted - 2013.07.01 23:20:00 -
[250] - Quote
Acezero 44 wrote:KOBLAKA1 wrote:Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant "People forget its low skill investment to Armor tank", are multipliers different or something? People forget armor tankers can have much higher DPS and People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender.. cancel eachother out shields kinda need 2 skils @ lvl5 to be usefull, armor kinda only needs 1 skill @ 5 so a new player can reach 5-6 ehp much sooner with armor.
Armour tanking requires 2 skills to be useful as well having a high ehp but no way to repair it beyond MLT reps is not a good idea unless you plan on sitting on a triage hive all match or you have a fantastic logi waddling along behind you.
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BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:20:00 -
[251] - Quote
Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant
And shield tanks get to have a 500+ shield buffer, extremely fast recharge rate, and don't get one shotted by grenades.
Armor tanking requires two skills to be efficient, shield tank only requires one.
Armor tanks can have up to 26.38% higher DPS at speeds slower than a heavy, and having almost every gun do 135-150% extra damage against them, and getting one shot by basic grenades.
Armor uses higher PG, which is far more important than CPU
Flux grenades do no damage to the user, and do not have an impact on the recharge rate, thus you can run away wait 20-30 seconds and have your HP completely regenerated, not counting for the use of shield rechargers or regulators. |
BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:25:00 -
[252] - Quote
Acezero 44 wrote:KOBLAKA1 wrote:Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant "People forget its low skill investment to Armor tank", are multipliers different or something? People forget armor tankers can have much higher DPS and People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender.. cancel eachother out shields kinda need 2 skils @ lvl5 to be usefull, armor kinda only needs 1 skill @ 5 so a new player can reach 5-6 ehp much sooner with armor.
Im sorry but what is this second shield skill your talking about? Not many people use shield rechargers or regulators, as it is far more effective to ignore them for more useful low slots modules, and rechargers use high slots so the majority of people use shields in these slots.
As a armor user you are practically required to get armor repair systems, unless you have a Logistics following you around all day long.
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Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.01 23:28:00 -
[253] - Quote
Medic 1879 wrote:Acezero 44 wrote:I like the new mods, everything seems balanced.
People forget the "Armor tanker" gets to have 250+ shields as a buffer, or more with a extender..
People forget its low skill investment to Armor tank,
People forget armor tankers can have much higher DPS
People forget Armor is less cpu/pg to fit
people forget how effective flux vs shields is.
/end people forget rant People forget that the "Shield tanker" gets to have an armour buffer once their main form of tank is down. So both have buffers. Armour tanking requires on less skill I believe so you have a point there. To have a higher DPS would require fitting Damage mods which are quite fitting intensive and therefore may need PG/CPU enhancers which go in lowslots lowering tanking abilities. Agreed it is but we also have speed penalties shields dont, the speed penaltyless plates however cost more PG/CPU and have lower health then shield extenders. People forget how effective locus grenades are against armour. Shield tanker gets hit by flux and their shields are gone but they have a chance to run away to regenerate. Armour tanker gets hit by locus grenade and they dont get their chance as they are usually now scattered about the battlefield in tiny pieces.
guess i do this one to, put you guys to bed.
Armor is not a buffer, it dont recharge on its own, and shields are first thing to go down when poking ur head out..
locus kils everyone, low range, and takes more skill/isk, any noob can fit the fux for 18000 sp an 600isk
10 seconds is a long time to wait, Armor is ALWAYS repping with a shield buffer recharging in 10 seconds.
Adding dps wil not hurt your armor tank fitting, Shields dont get a choice..
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Rifter7
SyNergy Gaming EoN.
260
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Posted - 2013.07.01 23:34:00 -
[254] - Quote
Draka Marintu wrote: the complex ferroscale plates need to be around 80 hp at the same pg and cpu cost of the regular plates and the reactive should be bumped up to 70hp 3hps and 6% movment penalty with a bit of a higher pg and cpu cost I think that would balance things a bit better
skills will probably do that. |
BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:35:00 -
[255] - Quote
Rifter7 wrote:Draka Marintu wrote: the complex ferroscale plates need to be around 80 hp at the same pg and cpu cost of the regular plates and the reactive should be bumped up to 70hp 3hps and 6% movment penalty with a bit of a higher pg and cpu cost I think that would balance things a bit better
skills will probably do that.
And thus creating a 3rd skill armor needs to be effective. |
Medic 1879
Tritan's Onslaught RISE of LEGION
500
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Posted - 2013.07.01 23:43:00 -
[256] - Quote
Acezero 44 wrote:
guess i do this one to, put you guys to bed.
Armor is not a buffer, it dont recharge on its own, and shields are first thing to go down when poking ur head out..
locus kils everyone, low range, and takes more skill/isk, any noob can fit the fux for 18000 sp an 600isk
10 seconds is a long time to wait, Armor is ALWAYS repping with a shield buffer recharging in 10 seconds.
Adding dps wil not hurt your armor tank fitting, Shields dont get a choice..
Armour is a buffer for when your shield goes down you have that value before death occurs.
Locus does extra damage against armour and less against shields so a shield tanker has a chance of survival armour tankers dont unless they run say 5 complex plates or something silly which just makes them an easier target for said grenades. Any noob can fit MLT grenades for no SP Fluxes take SP requirements.
Armour is always repping your right but reps are slow unless you stack multiple complex reppers which would decrease your tank ability. The 10 second delay can be lowered with modules and once it starts it is faster than armour regen. Also shield regen is currently bugged so countdown starts from first bullet to hit not last.
Adding DPS wont hurt our tank but its hard to fit with the PG requirements involved and PG upgrades do hurt our ability to tank. Armour tanking has no high slot mods that help with tanking shields do have low slot mods and can fit PG/CPU enhancers without damaging their tanking ability. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.01 23:43:00 -
[257] - Quote
BL4CKST4R wrote:
Im sorry but what is this second shield skill your talking about? Not many people use shield rechargers or regulators,
Shields need upgrade 5 , extender 5 to reach competitive ehp.
Armour needs upgrade 5 , plates 1 to have competitive ehp
After the fight is over shields do recharge faster, but balanced to me is all about the trade in a dog fight or duel.
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BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.01 23:45:00 -
[258] - Quote
Acezero 44 wrote:BL4CKST4R wrote:
Im sorry but what is this second shield skill your talking about? Not many people use shield rechargers or regulators,
Shields need upgrade 5 , extender 5 to reach competitive ehp. Armour needs upgrade 5 , plates 1 to have competitive ehp After the fight is over shields do recharge faster, but balanced to me is all about the trade in a dog fight or duel.
Your forgetting armor repair systems, in a dog fight the one dodging the bullets, i.e faster movement speed, is the one who will win.
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Eldest Dragon
D3LTA ACADEMY
45
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Posted - 2013.07.01 23:50:00 -
[259] - Quote
Crow Splat wrote:Apples and Oranges.
Armor gets damage mods, shields get to be fast.
Also where's the grenade that does 1200 damage to armor? The more people whine about how armor sucks and shields are better, the more shield tanked fools I get to kill after throwing a flux grenade.
Armor does need a buff though, but it could probably be sonera just by tweaking a few numbers here and there.
Agreed, people whine about shield, but never state the set backs to using shields like flux grenades/imo op scramblers/lost damage mods/less hp ect... also agreed armor needs a slight buff in some way...less movement penalty on current plates/little bit faster regen something like that. Nice post crow. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.02 00:00:00 -
[260] - Quote
I wil say they should nock down the -% speed stat a bit, 10% is to high. |
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BL4CKST4R
WarRavens League of Infamy
335
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Posted - 2013.07.02 00:04:00 -
[261] - Quote
But using damage mods comes at a great sacrifice to a armor suit, you might think that because we rely on armor we have the "option" to use damage mods but we don't we need shields to protect us from getting one shotted by explosive weapons, specially with more and more people using the flaylock pistol.
A assault ck.0 with all complex shields and 2 basic plates vs a GEK-38 with 3 complex damage modifiers dies in 16.38 seconds if all shots land 100%, a assault gk.0 with 4 complex armor extenders vs a GEK-38 with no damage modifiers time to die is 22.38 seconds. But here is the problem, this only works if all shots land and the suit that has a higher chance to hit is the assault ck.0, while the assault gk.0 has a higher chance to get hit and a lower chance to hit, thus the time to kill comes out to be the same or lower unless both are standing still shooting at each other. |
Acezero 44
Ikomari-Onu Enforcement Caldari State
34
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Posted - 2013.07.02 00:26:00 -
[262] - Quote
BL4CKST4R wrote:But using damage mods comes at a great sacrifice to a armor suit, you might think that because we rely on armor we have the "option" to use damage mods but we don't we need shields to protect us from getting one shotted by explosive weapons, specially with more and more people using the flaylock pistol.
A assault ck.0 with all complex shields and 2 basic plates vs a GEK-38 with 3 complex damage modifiers dies in 16.38 seconds if all shots land 100%, a assault gk.0 with 4 complex armor extenders vs a GEK-38 with no damage modifiers time to die is 22.38 seconds. But here is the problem, this only works if all shots land and the suit that has a higher chance to hit is the assault ck.0, while the assault gk.0 has a higher chance to get hit and a lower chance to hit, thus the time to kill comes out to be the same or lower unless both are standing still shooting at each other.
last one for this thread,
The scenario you crafted here is fine, but its just a scenario.
Lets not talk about double tanking, lets just clear up the "armor needs a buff" notion..
I will craft a much shorter scenario, ---->
Gal- Assualt - > Armor tanker, dmg mods, scrambler rifle. ( comes with a pre fitted shield buffer, good vs Devolle)
Cal- Assualt - > shield tank, kincat/cardio Devolle rifle, ( comes with paper bag no regen armor, good vs nothing)
Ok, Gal pops out, BAM charged shot ---> tripple shot, ----> Cal fails to drop Gal shields, runs, Gal smg Cal in the back. |
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