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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... |
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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? |
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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. |
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Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:48:00 -
[31] - Quote
Aero Yassavi wrote: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. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 19:48:00 -
[32] - 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. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:49:00 -
[33] - Quote
The possibilites have been opened for dual tankers. Pure armor are still ****** over as usual. Anyone who disagrees probably doesn't understand armor at all. Or is terrible at balancing. Refer to this threadnaught. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
reydient
TYRANNY of EVIL MEN
1
|
Posted - 2013.06.11 19:49:00 -
[34] - Quote
Can somebody please tell me what skill level you need to have inorder to obtain use of these plates? |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:50:00 -
[35] - Quote
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 |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 19:50:00 -
[36] - Quote
The speed penalty means I'll never use them until they add stasis grenades or webs. I wonder if CCP intends to make armor tanking the high damage but low speed brawlers (like armor tanked blaster boats in EVE) while shield tankers are the faster, but lower damage suits. I also wonder if they intend to add a low power module that increases weapon optimal range the way TEs do in EVE. Caldari and Minmatar would basically play the same roll they do in EVE --Kitey, low damage faggotry with the ability to GTFO if they start to get overwhelmed.
On paper it looks good, but in practice, not so much. Honestly, I believe they need to rethink the whole concept. EVE mechanics don't translate well in an FPS environment. |
Nahaalek ClovenShield
TRUE TEA BAGGERS EoN.
3
|
Posted - 2013.06.11 19:50:00 -
[37] - 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?
I really enjoyed your post obviously a lot of thought went into it, i enjoyed the part where you complain and eloquently explain why by saying simply, terrible, magnificent! I also like the part where you explain what they can to to fix it in a helpful manner, really good stuff awesome read thanks. We need more people like you on these forum giving out thier insightful intellegent opinions. |
Draka Marintu
TeamPlayers EoN.
27
|
Posted - 2013.06.11 19:51:00 -
[38] - 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?
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 |
Bones McGavins
TacoCat Industries
298
|
Posted - 2013.06.11 19:52:00 -
[39] - Quote
Kitten Empress wrote: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=83983There, 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.
Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening. Armor gets to keep repping. Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking) Plus armor tankers can have a logi heal you for 100+hp/s. Plus, armor tankers can run to supply depots and swap up for full health.
Armor rep isnt nearly as bad as you say. Passively shield is a bit better, yes, but if you take an active role in healing your armor you can do so very well, even supperior to shield. Be better at the game before talking about balance. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:52:00 -
[40] - Quote
Nahaalek ClovenShield wrote: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? I really enjoyed your post obviously a lot of thought went into it, i enjoyed the part where you complain and eloquently explain why by saying simply, terrible, magnificent! I also like the part where you explain what they can to to fix it in a helpful manner, really good stuff awesome read thanks. We need more people like you on these forum giving out thier insightful intellegent opinions. https://forums.dust514.com/default.aspx?g=posts&t=83983 We have complained in a good manner. CCP ****** up yet again, even when we explained every problem in detail. We gave them answers on a silver platter. What did you expect? |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 19:53:00 -
[41] - 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 1 slot instead of 2.
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? Shields don't have a drawback. Armor has 3: Penalty to movement, turn speed penalty, and jump height penalty. There could be a 4th related to fall damage, but I'm still testing that theory. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:54:00 -
[42] - Quote
Bones McGavins wrote:Kitten Empress wrote: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=83983There, 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. Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening. Armor gets to keep repping. Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking) Plus armor tankers can have a logi heal you for 100+hp/s. Plus, armor tankers can run to supply depots and swap up for full health. Armor rep isnt nearly as bad as you say. Passively shield is a bit better, yes, but if you take an active role in healing your armor you can do so very well, even supperior to shield. Be better at the game before talking about balance. "Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening." False, you may test that yourself.
" Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking)" Oh so I need to give up equipment to make armor half as viable as shields? When this stuff is portable and doesn't get used up tell me.
"Plus armor tankers can have a logi heal you for 100+hp/s." Great, get a gun off the field, that will work well.
It is bad, that's it. I'm done, read the threadnaught, it has all the proof you need. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
119
|
Posted - 2013.06.11 19:55:00 -
[43] - Quote
Kitten Empress wrote:Aero Yassavi wrote: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. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s
2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement
With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 19:56:00 -
[44] - 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. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:56:00 -
[45] - Quote
Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote: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. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 19:56:00 -
[46] - Quote
Can we just get built in resistances for armor/shields like in EVE already? |
McFurious
BetaMax. CRONOS.
93
|
Posted - 2013.06.11 19:56:00 -
[47] - Quote
reydient wrote:Can somebody please tell me what skill level you need to have inorder to obtain use of these plates?
I assume the same level as the regular armor plates. We'll probably need both armor plates and armor replair skills for the self healing plates though. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:57:00 -
[48] - 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. Of course I mean armor vs shield balancing. Do I really need to spell it out? |
Bones McGavins
TacoCat Industries
298
|
Posted - 2013.06.11 19:58:00 -
[49] - Quote
Lol dude. Get a gun off the field? What are you talking about? Regen tanking isnt viable in DUST. ALL regen is too small to counter mroe than like 1 shot of damage with these kill times. The rep tools heals you AFTER the fight or AFTER you retreat, not during. My shield regen doesnt help when im getting shot at. It has a 4 second delay, 10 if it depletes, and the 20 or so a second doesnt negate the hundreds of damage per second coming my way.
I could see your problems if regen tanking was viable for shield but not for armor. Hell the only real regen tanking you can do is with the triage nanohives giving 70+ a second as you stand on it. Thats as close as we come in DUST to being able to do so. And geuss what, its with armor tankers, not shield. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
119
|
Posted - 2013.06.11 19:58:00 -
[50] - Quote
Kitten Empress wrote:Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote: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. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad. |
|
ZDub 303
TeamPlayers EoN.
304
|
Posted - 2013.06.11 19:58:00 -
[51] - 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.
|
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 19:59:00 -
[52] - Quote
Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote: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. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad. READ THIS POST Every single thing you just said is invalid. |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
133
|
Posted - 2013.06.11 20:00:00 -
[53] - Quote
I just want to point out that you are the only one in here completely flipping **** because you feel it's unbalanced. That's your opinion and you have a right to have it but damn dude take a chill, and remember it's Also OK for anyone to disagree. |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 20:01:00 -
[54] - Quote
If the ferroscale plates have no speed penalty, I might actually use those - especially in a Gallente gk.0. Depending on how you can shoehorn a fit, you'd basically put all damage mods or 2 damage mods and a shield extender in the highs and plates in the lows. Still sucks to be Amarr though. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:01:00 -
[55] - Quote
Bones McGavins wrote:Lol dude. Get a gun off the field? What are you talking about? Regen tanking isnt viable in DUST. ALL regen is too small to counter mroe than like 1 shot of damage with these kill times. The rep tools heals you AFTER the fight or AFTER you retreat, not during. My shield regen doesnt help when im getting shot at. It has a 4 second delay, 10 if it depletes, and the 20 or so a second doesnt negate the hundreds of damage per second coming my way.
I could see your problems if regen tanking was viable for shield but not for armor. Hell the only real regen tanking you can do is with the triage nanohives giving 70+ a second as you stand on it. Thats as close as we come in DUST to being able to do so. And geuss what, its with armor tankers, not shield. What the hell are you talking about? Don't post again until you read this thread: https://forums.dust514.com/default.aspx?g=posts&t=83983 Everything is very clearly laid out. I will ignore the rest of your posts until I see that you actually read it. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:02:00 -
[56] - Quote
Another Heavy SOB wrote:I just want to point out that you are the only one in here completely flipping **** because you feel it's unbalanced. That's your opinion and you have a right to have it but damn dude take a chill, and remember it's Also OK for anyone to disagree. I'm not flipping out. I'm annoyed at ignorance. I give people a very clear laid out thread that explains exactly what's wrong, and they ignore it repeating the same stupidity that caused me to link it in the first place. https://forums.dust514.com/default.aspx?g=posts&t=83983 Its not opinion. Mathematical fact. |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 20:04:00 -
[57] - Quote
Aero Yassavi wrote: Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad.
Speed is life. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:04:00 -
[58] - Quote
Abron Garr wrote:Aero Yassavi wrote: Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad.
Speed is life. Correct, however armor is worse in every way. HP, regen, speed, fitting. Before you try to debunk HP or fitting, read this: https://forums.dust514.com/default.aspx?g=posts&t=86548 |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 20:06:00 -
[59] - 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. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:08:00 -
[60] - Quote
http://www.youtube.com/watch?v=ygr5AHufBN4 Sniff, beautiful. Jimmies are unrustled. Expect a new threadnaught on thursday coming from a friend. |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 20:08:00 -
[61] - Quote
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. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 20:10:00 -
[62] - 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
|
Posted - 2013.06.11 20:12:00 -
[63] - 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? |
Kitten Empress
Ametat Security Amarr Empire
448
|
Posted - 2013.06.11 20:13:00 -
[64] - Quote
ladwar wrote: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. Good thing we cleared that up. In that case, yes, I agree with you, the new modules kinda are balanced with current armor. |
Abron Garr
Amarr Templars Amarr Empire
428
|
Posted - 2013.06.11 20:13:00 -
[65] - Quote
Armor tanking has advantages in EVE that do not exist in Dust. Shield tanking in EVE has drawbacks that do not exist in Dust.
Personally I think CCP needs to go back to the drawing board with their tanking concept, because EVE mechanics do not easily fit in an FPS, certainly not in present-day Dust. |
Kitten Empress
Ametat Security Amarr Empire
448
|
Posted - 2013.06.11 20:15:00 -
[66] - Quote
Abron Garr wrote:Armor tanking has advantages in EVE that do not exist in Dust. Shield tanking in EVE has drawbacks that do not exist in Dust.
Personally I think CCP needs to go back to the drawing board with their tanking concept, because EVE mechanics do not easily fit in an FPS, certainly not in present-day Dust. There is a threadnaught that is going to hit feedback and suggestions on Thursday. Its from the same guy who posted the Shield > Armor thread. This time, instead of talking in "in general, this is bad, here a is general fix", we gave them actual numbers. Because CCP fucks up when you don't. |
Bones McGavins
TacoCat Industries
299
|
Posted - 2013.06.11 20:18:00 -
[67] - Quote
Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. |
Kitten Empress
Ametat Security Amarr Empire
451
|
Posted - 2013.06.11 20:19:00 -
[68] - Quote
Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. Because everytime I sum it up, people start saying wrong things. You just can't sum it all up, its too long. Every point has reasoning, because on the surface it might sound good, but when you actually crunch the numbers shield wins every time. If you don't feel like reading a good and long explanation that disproves any "advantage" armor has, then you have no say in balancing. Because you're gonig to repeat the same mistakes over and over again.
"Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete."
There is a whole race called Gallente that relies on armor tanking. Its currently the most useless race. You know why? |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
217
|
Posted - 2013.06.11 20:30:00 -
[69] - 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.
There is no downside to running shield extenders, recharger, or regulators - zero downside.
None.
Zip.
Zilch.
Nada.
SUCH INCREDIBLE BALANCE! |
ZDub 303
TeamPlayers EoN.
305
|
Posted - 2013.06.11 20:31:00 -
[70] - 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). |
|
Kitten Empress
Ametat Security Amarr Empire
455
|
Posted - 2013.06.11 20:32:00 -
[71] - Quote
Novawolf McDustingham The514th wrote: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. There is no downside to running shield extenders, recharger, or regulators - zero downside. None. Zip. Zilch. Nada. SUCH INCREDIBLE BALANCE! Armor: Less HP - check (repairers cost a slot, which means it costs HP) Less recharge -check Penalty - Check Worst resists - Check Can't fit a damn thing because armor is on the same slots as CPU/PG upgrades - check |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1345
|
Posted - 2013.06.11 20:33:00 -
[72] - Quote
ladwar wrote: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? Link
Cosgar wrote:Are they bringing stuff in pre-nerfed to cut out the middle man? |
Abron Garr
Amarr Templars Amarr Empire
429
|
Posted - 2013.06.11 20:34:00 -
[73] - Quote
Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete.
Because they do compete. As you know, certain suits were designed to be either primarily shield or armor tanking. Granted we are not tied to one racial philosophy but the slot arrangement makes it easier to be one or the other. Now, the difference isn't Earth-shattering, but it is enough to make Caldari the race to be right now. Currently, the only drawback to shield tanking is that you sacrifice damage mods in the highs. This sounds like a good reason to armor tank until you consider the speed penalty on the plates. Not only are you slow to chase down enemies, but you also cannot strafe and avoid damage the way shields currently can. In EVE we have webs, MWDs, cloaks and warp disruptors and scramblers to make getting on top of someone easier. We have none of that in Dust...yet. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1345
|
Posted - 2013.06.11 20:35:00 -
[74] - Quote
ZDub 303 wrote: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). Shields need to give their user a larger scan signature and larger hitbox. Armor should affect max stamina and stamina regen rate. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
217
|
Posted - 2013.06.11 20:38:00 -
[75] - Quote
Kitten Empress wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. Because everytime I sum it up, people start saying wrong things. You just can't sum it all up, its too long. Every point has reasoning, because on the surface it might sound good, but when you actually crunch the numbers shield wins every time. If you don't feel like reading a good and long explanation that disproves any "advantage" armor has, then you have no say in balancing. Because you're gonig to repeat the same mistakes over and over again. "Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete." There is a whole race called Gallente that relies on armor tanking. Its currently the most useless race. You know why?
I know why, because armor repairs at the speed of roadkill and the extenders for it make you move even slower. The speed debuff should either be racial or suit based - as in heavy's don't get a debuff or Gallente doesn't or something.
Also, if they ever get around to putting a downside on shield tanking, the scout should be the suit that has zero downside...
Like, you can make the modules work on every suit, but make them work more better-er on the suit they're intended for. |
Abron Garr
Amarr Templars Amarr Empire
429
|
Posted - 2013.06.11 20:41:00 -
[76] - Quote
ZDub 303 wrote: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).
I'd favor no penalties as well since weapon damage seems to fall on one tanking philosophy harsher than another giving people a reason to use something besides ARs. If I had to add a penalty to shields, it would be sig bloom. Anyone with 4 shield extenders should be seen on radar from halfway across the map. If that wasn't enough, then also increase the amount of damage they take from explosives. |
Kitten Empress
Ametat Security Amarr Empire
455
|
Posted - 2013.06.11 20:42:00 -
[77] - Quote
Novawolf McDustingham The514th wrote:Kitten Empress wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. Because everytime I sum it up, people start saying wrong things. You just can't sum it all up, its too long. Every point has reasoning, because on the surface it might sound good, but when you actually crunch the numbers shield wins every time. If you don't feel like reading a good and long explanation that disproves any "advantage" armor has, then you have no say in balancing. Because you're gonig to repeat the same mistakes over and over again. "Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete." There is a whole race called Gallente that relies on armor tanking. Its currently the most useless race. You know why? I know why, because armor repairs at the speed of roadkill and the extenders for it make you move even slower. The speed debuff should either be racial or suit based - as in heavy's don't get a debuff or Gallente doesn't or something. Also, if they ever get around to putting a downside on shield tanking, the scout should be the suit that has zero downside... Like, you can make the modules work on every suit, but make them work more better-er on the suit they're intended for. At least Gallente scouts don't have to resort to shields anymore, thanks to ferroscale plates. |
Anita Hardone
Fraternity of St. Venefice Amarr Empire
99
|
Posted - 2013.06.11 20:43:00 -
[78] - Quote
Look, its not that armor sucks more than shields... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether.
And if they buff the armor plates, it just means that the Caldari will stack those too without being penalized. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
133
|
Posted - 2013.06.11 20:44:00 -
[79] - 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...
I have no issue with the movement speed. Armour is IMO a great tank, better than those shield pussies who think they're all that. |
Kitten Empress
Ametat Security Amarr Empire
455
|
Posted - 2013.06.11 20:45:00 -
[80] - Quote
Anita Hardone wrote:Look, its not that shields suck more than Armor... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether. lolno. Armor is worse in every way even to an assault. Speaking about stuff before you research is bad, mm'kay. Go to the threadnaught on the original post to get details, otherwise don't say things you don't understand. |
|
Kitten Empress
Ametat Security Amarr Empire
455
|
Posted - 2013.06.11 20:45:00 -
[81] - Quote
True Adamance wrote: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... I have no issue with the movement speed. Armour is IMO a great tank, better than those shield pussies who think they're all that. Armor is like hull tanking in EVE. Its only for true men, because it sucks ballz. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
217
|
Posted - 2013.06.11 20:47:00 -
[82] - Quote
Kitten Empress wrote:Novawolf McDustingham The514th wrote:Kitten Empress wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. Because everytime I sum it up, people start saying wrong things. You just can't sum it all up, its too long. Every point has reasoning, because on the surface it might sound good, but when you actually crunch the numbers shield wins every time. If you don't feel like reading a good and long explanation that disproves any "advantage" armor has, then you have no say in balancing. Because you're gonig to repeat the same mistakes over and over again. "Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete." There is a whole race called Gallente that relies on armor tanking. Its currently the most useless race. You know why? I know why, because armor repairs at the speed of roadkill and the extenders for it make you move even slower. The speed debuff should either be racial or suit based - as in heavy's don't get a debuff or Gallente doesn't or something. Also, if they ever get around to putting a downside on shield tanking, the scout should be the suit that has zero downside... Like, you can make the modules work on every suit, but make them work more better-er on the suit they're intended for. At least Gallente scouts don't have to resort to shields anymore, thanks to ferroscale plates.
The upside to a scout is supposed to be hit and run, get out of battle, get your shields back up, and go back in shooting. Unfortunately, since your lowslots are all eaten up by plates, you can't stack repair modules - and even if you did it still takes forever for them to regen, where as a regulator and extender combo occupy opposite slots allowing for better min/max capabilities. |
Kitten Empress
Ametat Security Amarr Empire
457
|
Posted - 2013.06.11 20:48:00 -
[83] - Quote
Novawolf McDustingham The514th wrote:Kitten Empress wrote:Novawolf McDustingham The514th wrote:Kitten Empress wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. Because everytime I sum it up, people start saying wrong things. You just can't sum it all up, its too long. Every point has reasoning, because on the surface it might sound good, but when you actually crunch the numbers shield wins every time. If you don't feel like reading a good and long explanation that disproves any "advantage" armor has, then you have no say in balancing. Because you're gonig to repeat the same mistakes over and over again. "Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete." There is a whole race called Gallente that relies on armor tanking. Its currently the most useless race. You know why? I know why, because armor repairs at the speed of roadkill and the extenders for it make you move even slower. The speed debuff should either be racial or suit based - as in heavy's don't get a debuff or Gallente doesn't or something. Also, if they ever get around to putting a downside on shield tanking, the scout should be the suit that has zero downside... Like, you can make the modules work on every suit, but make them work more better-er on the suit they're intended for. At least Gallente scouts don't have to resort to shields anymore, thanks to ferroscale plates. The upside to a scout is supposed to be hit and run, get out of battle, get your shields back up, and go back in shooting. Unfortunately, since your lowslots are all eaten up by plates, you can't stack repair modules - and even if you did it still takes forever for them to regen, where as a regulator and extender combo occupy opposite slots allowing for better min/max capabilities. True. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1348
|
Posted - 2013.06.11 20:49:00 -
[84] - Quote
Kitten Empress wrote:At least Gallente scouts don't have to resort to shields anymore, thanks to ferroscale plates. With what CPU/PG? |
ZDub 303
TeamPlayers EoN.
307
|
Posted - 2013.06.11 20:49:00 -
[85] - 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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1348
|
Posted - 2013.06.11 20:53:00 -
[86] - Quote
ZDub 303 wrote: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. You're acting like shield extenders are the only module available, there are also rechargers and regulators. Buffer tanking is severely overrated. The mass penalty works in EVE but translating that to movement penalties in an FPS is silly. |
DJINN Marauder
Purgatorium of the Damned League of Infamy
805
|
Posted - 2013.06.11 20:53:00 -
[87] - Quote
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. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
222
|
Posted - 2013.06.11 20:54:00 -
[88] - Quote
ZDub 303 wrote: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.
Scout should be immune to the penalty - heavies should be immune to the armor penalty, every "role" while being fully customizable SHOULD get a bonus for using gear and mods central to their theoretical role.
Unfortunately that isn't the case so now we have super caldari logi troopers. |
Arkena Wyrnspire
Turalyon Plus
884
|
Posted - 2013.06.11 20:58:00 -
[89] - Quote
Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete.
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. |
Kitten Empress
Ametat Security Amarr Empire
460
|
Posted - 2013.06.11 20:59:00 -
[90] - Quote
Arkena Wyrnspire wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. 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. Ah, good ol' Arkena. |
|
BL4CKST4R
WarRavens League of Infamy
190
|
Posted - 2013.06.11 21:00:00 -
[91] - Quote
CCP had a golden opportunity to fix one thing right in the game, we even gave them the right numbers hell we even explained IN DETAIL why these numbers had to be and why. I should of not have expected CCP to do a good job. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1351
|
Posted - 2013.06.11 21:02:00 -
[92] - Quote
Novawolf McDustingham The514th wrote:ZDub 303 wrote: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. Scout should be immune to the penalty - heavies should be immune to the armor penalty, every "role" while being fully customizable SHOULD get a bonus for using gear and mods central to their theoretical role. Unfortunately that isn't the case so now we have super caldari logi troopers. Suit bonuses should be specific to their tanking type or should have built in efficiency bonuses to their type. |
Spergin McBadposter
Subdreddit Test Alliance Please Ignore
51
|
Posted - 2013.06.11 21:08:00 -
[93] - Quote
So these complex ferroscales give less hp than a complex extender and take more fitting than one. I would be better off training shields than using these things. What were you thinking ccp? |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
224
|
Posted - 2013.06.11 21:09:00 -
[94] - Quote
I think an armor resistance mod would be worth a movement penalty, but given the fact that PG/CPU pretty much keeps the prospect of stacking these things in line the movement penalty in general is a bad idea.
The person who though of it should feel bad.
Go sit in the corner, you. |
ZDub 303
TeamPlayers EoN.
307
|
Posted - 2013.06.11 21:10:00 -
[95] - 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. |
Anita Hardone
Fraternity of St. Venefice Amarr Empire
99
|
Posted - 2013.06.11 21:13:00 -
[96] - Quote
Kitten Empress wrote:Anita Hardone wrote:Look, its not that shields suck more than Armor... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether. lolno. Armor is worse in every way even to an assault. Speaking about stuff before you research is bad, mm'kay. Go to the threadnaught on the original post to get details, otherwise don't say things you don't understand.
Oh please. I dont need to read some stupid thread that some wannabe physics major typed up.
Why? Because i actually play the game. My main is Amarrian. So yes i do know what the **** im talking about.
Im not going to waste my going back through the thread to see if you have anymore posts so i know where you are coming from, but its obvious you are a typical QQ'r who says everything is OP/UP when you die instead of just excepting the fact you got killed.
Instead of bringing in more crap, they need to just look back over the racial suit traits. |
Bones McGavins
TacoCat Industries
302
|
Posted - 2013.06.11 21:15:00 -
[97] - Quote
Arkena Wyrnspire wrote:Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete. 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.
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. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
224
|
Posted - 2013.06.11 21:15:00 -
[98] - Quote
ZDub 303 wrote: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.
Why they think sacrificing a gun at the cost of letting one dude live longer offers balance to armor, I will never know.
If the HMG was a legitimate threat in close quarters, and still armor tanked to the bejesus belt, then a logi keeping one up as long as possible would be viable.
As it stands now this is an entire area of the game that players will continue to puzzle over for as long as medical science has puzzled over the purpose of the appendix.
|
Kitten Empress
Ametat Security Amarr Empire
462
|
Posted - 2013.06.11 21:15:00 -
[99] - Quote
Anita Hardone wrote:Kitten Empress wrote:Anita Hardone wrote:Look, its not that shields suck more than Armor... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether. lolno. Armor is worse in every way even to an assault. Speaking about stuff before you research is bad, mm'kay. Go to the threadnaught on the original post to get details, otherwise don't say things you don't understand. Oh please. I dont need to read some stupid thread that some wannabe physics major typed up. Why? Because i actually play the game. My main is Amarrian. So yes i do know what the **** im talking about. Im not going to waste my going back through the thread to see if you have anymore posts so i know where you are coming from, but its obvious you are a typical QQ'r who says everything is OP/UP when you die instead of just excepting the fact you got killed. Instead of bringing in more crap, they need to just look back over the racial suit traits. Any scientist will tell you personal experience is the least credible source. This post has FACTS, mathematical ones, proving how shield beats armor by a mile. Go live in ignorance. |
Iron Wolf Saber
Den of Swords
5069
|
Posted - 2013.06.11 21:21:00 -
[100] - Quote
Well I asked for a blog about this but the Dev involved said he won't be able to do it until after vacation (Dragon Boat Festival) . As long as the plates are however functional the numbers can be changed later.
I do agree shields needs penalties but right now the sensors are all screwed up. |
|
DJINN Marauder
Purgatorium of the Damned League of Infamy
806
|
Posted - 2013.06.11 21:21:00 -
[101] - Quote
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... |
ZDub 303
TeamPlayers EoN.
308
|
Posted - 2013.06.11 21:22:00 -
[102] - 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. |
Anita Hardone
Fraternity of St. Venefice Amarr Empire
99
|
Posted - 2013.06.11 21:22:00 -
[103] - Quote
Kitten Empress wrote:Anita Hardone wrote:Kitten Empress wrote:Anita Hardone wrote:Look, its not that shields suck more than Armor... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether. lolno. Armor is worse in every way even to an assault. Speaking about stuff before you research is bad, mm'kay. Go to the threadnaught on the original post to get details, otherwise don't say things you don't understand. Oh please. I dont need to read some stupid thread that some wannabe physics major typed up. Why? Because i actually play the game. My main is Amarrian. So yes i do know what the **** im talking about. Im not going to waste my going back through the thread to see if you have anymore posts so i know where you are coming from, but its obvious you are a typical QQ'r who says everything is OP/UP when you die instead of just excepting the fact you got killed. Instead of bringing in more crap, they need to just look back over the racial suit traits. Any scientist will tell you personal experience is the least credible source. This post has FACTS, mathematical ones, proving how shield beats armor by a mile. Go live in ignorance.
Oh and im sure you are the scientist who is going to tell me im wrong. Why dont you pick your tin foil hat up and carry on excepting everything that seems intelligent and true.
|
McFurious
BetaMax. CRONOS.
95
|
Posted - 2013.06.11 21:23:00 -
[104] - Quote
Has anyone started a "shields are OP" thread yet? I bet it would end up being 20 pages. |
Kitten Empress
Ametat Security Amarr Empire
462
|
Posted - 2013.06.11 21:26:00 -
[105] - Quote
Anita Hardone wrote:Kitten Empress wrote:Anita Hardone wrote:Kitten Empress wrote:Anita Hardone wrote:Look, its not that shields suck more than Armor... Its just. "Caldari Logis". And switching the shield bonus to Assault Caldari wont remedy it. There just needs to be a whole different bonus altogether. lolno. Armor is worse in every way even to an assault. Speaking about stuff before you research is bad, mm'kay. Go to the threadnaught on the original post to get details, otherwise don't say things you don't understand. Oh please. I dont need to read some stupid thread that some wannabe physics major typed up. Why? Because i actually play the game. My main is Amarrian. So yes i do know what the **** im talking about. Im not going to waste my going back through the thread to see if you have anymore posts so i know where you are coming from, but its obvious you are a typical QQ'r who says everything is OP/UP when you die instead of just excepting the fact you got killed. Instead of bringing in more crap, they need to just look back over the racial suit traits. Any scientist will tell you personal experience is the least credible source. This post has FACTS, mathematical ones, proving how shield beats armor by a mile. Go live in ignorance. Oh and im sure you are the scientist who is going to tell me im wrong. Why dont you pick your tin foil hat up and carry on excepting everything that seems intelligent and true. And you're missing the point. I'm done arguing, you have nothing to contribute to this thread. |
Kitten Empress
Ametat Security Amarr Empire
462
|
Posted - 2013.06.11 21:27:00 -
[106] - Quote
Iron Wolf Saber wrote:Well I asked for a blog about this but the Dev involved said he won't be able to do it until after vacation (Dragon Boat Festival) . As long as the plates are however functional the numbers can be changed later.
I do agree shields needs penalties but right now the sensors are all screwed up. I think for this a buff to armor is more needed than a nerf to shields. Considering weapons already shred both faster than we can blink. ONE thing I would nerf is the recharge delay. 4 seconds is nothing. But that's assuming many other things, which I won't go into details about right now. |
Bones McGavins
TacoCat Industries
302
|
Posted - 2013.06.11 21:28:00 -
[107] - Quote
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. |
Kitten Empress
Ametat Security Amarr Empire
463
|
Posted - 2013.06.11 21:30:00 -
[108] - 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. Bud. When armor will have 25hp/s regen inherent into the suit, then having the same HP for plates and extenders would be fair. You clearly have no clue about how bad armor is right now, and I'm not even sure you know how it works.
Also, speed is only one problem out of dozens armor has. |
Doc Noah
Algintal Core Gallente Federation
123
|
Posted - 2013.06.11 21:30:00 -
[109] - Quote
They did say they were gonna reduce the speed penalty for armor plates around 1.2 didnt they? |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 21:30:00 -
[110] - Quote
Makes the assault scrambler I just specc'd into slightly less encouraging.
Well, here's hoping I can still cut through the armor before I need to reload. = / |
|
Novawolf McDustingham The514th
The Official Mintchip Fanclub
226
|
Posted - 2013.06.11 21:32:00 -
[111] - Quote
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..
|
Anita Hardone
Fraternity of St. Venefice Amarr Empire
99
|
Posted - 2013.06.11 21:33:00 -
[112] - Quote
Kitten Empress wrote:And you're missing the point. I'm done arguing, you have nothing to contribute to this thread.
Lol someones giving up easily. You are just mad. Give yourself a few days to un rustle your jimmies.
You think you know how everything should be, but balancing armor and shields is alot harder than what people make it out to be. Maybe if you could think harder about the outcome of some random change to Shield/Armor and how it effects the game itself instead of you personally... you may come up with a conclusion. |
Kitten Empress
Ametat Security Amarr Empire
463
|
Posted - 2013.06.11 21:35:00 -
[113] - Quote
Anita Hardone wrote:Kitten Empress wrote:And you're missing the point. I'm done arguing, you have nothing to contribute to this thread. Lol someones giving up easily. You are just mad. Give yourself a few days to un rustle your jimmies. You think you know how everything should be, but balancing armor and shields is alot harder than what people make it out to be. Maybe if you could think harder about the outcome of some random change to Shield/Armor and how it effects the game itself instead of you personally... you may come up with a conclusion. Alrighty then, tell me, how are armor and shields balanced? I want numbers, wright them down. |
DJINN Marauder
Purgatorium of the Damned League of Infamy
806
|
Posted - 2013.06.11 21:36:00 -
[114] - Quote
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. |
ZDub 303
TeamPlayers EoN.
308
|
Posted - 2013.06.11 21:37:00 -
[115] - 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! |
Crow Splat
DUST University Ivy League
12
|
Posted - 2013.06.11 21:38:00 -
[116] - Quote
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. |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 21:39:00 -
[117] - Quote
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. |
Azura Sakura
Militaires-Sans-Frontieres
80
|
Posted - 2013.06.11 21:40:00 -
[118] - Quote
McFurious wrote:Has anyone started a "shields are OP" thread yet? I bet it would end up being 20 pages. I wouldn't say shields are OP but they are a crutch for bad players IMO :) |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.11 21:40:00 -
[119] - 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.
|
Novawolf McDustingham The514th
The Official Mintchip Fanclub
227
|
Posted - 2013.06.11 21:41:00 -
[120] - Quote
Anita Hardone wrote:Kitten Empress wrote:And you're missing the point. I'm done arguing, you have nothing to contribute to this thread. Lol someones giving up easily. You are just mad. Give yourself a few days to un rustle your jimmies. You think you know how everything should be, but balancing armor and shields is alot harder than what people make it out to be. Maybe if you could think harder about the outcome of some random change to Shield/Armor and how it effects the game itself instead of you personally... you may come up with a conclusion.
It's only hard because through out the beta nerf after nerf was made before all the weapons and gear went to market and now they have zero frame of reference from which to make proper balances.
What's the answer to armor tanking? Brute force with any weapon.
What's the answer to shield tanking? The three flux grenades I can carry, that BTW, suffer the same occlusion problem that explosives in general suffer from?
So I have to carry a special weapon to deal with shield tanking, but armor is a huge LOL. |
|
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 |
|
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
|
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
|
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
|
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
|
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
|
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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dday3six
Intrepidus XI Omega Commission
1
|
Posted - 2013.06.12 00:04:00 -
[151] - Quote
Perhaps Armor isn't meant to be tanked, it's basically the Dust equivalent of red bar health from other games. Or maybe it's not meant to be tanked yet. For all we know Gallente Assualt and Heavy suits might get racial bonues that add to armor module efficiency by say lowering the speed reduction, raising the HP given, or adding a passive damage reduction. At this point we don't have all the suits or even all the weapons. I understand people might want to Armor Tank, and say that now it's not balanced to Shield Tanking, however we don't have all the pieces, so you can't say it's not balanced until we do.
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2-Ton's Escrow Service
Kirkinen Risk Control Caldari State
20
|
Posted - 2013.06.12 00:26:00 -
[152] - Quote
As a top tier heavy i can say these plates do nothing useful for me. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
236
|
Posted - 2013.06.12 00:26:00 -
[153] - Quote
dday3six wrote:Perhaps Armor isn't meant to be tanked, it's basically the Dust equivalent of red bar health from other games. Or maybe it's not meant to be tanked yet. For all we know Gallente Assualt and Heavy suits might get racial bonues that add to armor module efficiency by say lowering the speed reduction, raising the HP given, or adding a passive damage reduction. At this point we don't have all the suits or even all the weapons. I understand people might want to Armor Tank, and say that now it's not balanced to Shield Tanking, however we don't have all the pieces, so you can't say it's not balanced until we do.
Are you actually assigning intent to the decisions thy make concerning this game?
Stop doing that, you'll put your eye out. |
Scheneighnay McBob
Bojo's School of the Trades
1531
|
Posted - 2013.06.12 00:30:00 -
[154] - Quote
They could have at least made reactive plates a highslot. |
Betty Boombastic
The Southern Legion RISE of LEGION
4
|
Posted - 2013.06.12 00:31:00 -
[155] - Quote
Having been steamrolled by the best I can vouch that in order to be competitive, you need to use the same Doctrine that every powerhouse is currently using. The DUST 514 tm method.
Drop Uplinks Shield Tank
5 Complex Shield Extenders 1 team of Caldari Logistics ck.0 with Uplinks and Hives 4 Complex Shield Regulators
Troll via mail Make an abusive forum thread
I welcome any improvements to Armor-based gameplay and personally feel something needs to be done about drop uplink spam too - while clever in theory it just isn't enjoyable or realistic having to clear 48 spawn points every few minutes.
Seems a little OP with invisible reds spawning from any given direction as your knee deep in a field of them. |
DJINN Marauder
Purgatorium of the Damned League of Infamy
809
|
Posted - 2013.06.12 01:00:00 -
[156] - Quote
Betty Boombastic wrote:Having been steamrolled by the best I can vouch that in order to be competitive, you need to use the same Doctrine that every powerhouse is currently using. The DUST 514 tm method.
Drop Uplinks Shield Tank
5 Complex Shield Extenders 1 team of Caldari Logistics ck.0 with Uplinks and Hives 4 Complex Shield Regulators
Troll via mail Make an abusive forum thread
I welcome any improvements to Armor-based gameplay and personally feel something needs to be done about drop uplink spam too - while clever in theory it just isn't enjoyable or realistic having to clear 48 spawn points every few minutes.
Seems a little OP with invisible reds spawning from any given direction as your knee deep in a field of them. Uplinks are fine :(
I will admit though... Lol when we play you can't even see the objective cuz so many uplinks |
Funkmaster Whale
0uter.Heaven League of Infamy
11
|
Posted - 2013.06.12 01:22:00 -
[157] - Quote
Kitten Empress wrote: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=83983There, 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.
Man this guy is really butthurt about this whole thing. Armor is great paired with a logi. Shield is faster and more prone for a solo-type gameplay. Different tanking accommodates to different play styles. Not every build is meant to wreak havoc like some juggernaut on the battlefield. Ive been utterly destroyed by heavies running with a logi multiple times. I've read through your "threadnaught" that you keep boasting about. The only thing armor needs is a reduced movement speed penalty. |
Thumb Green
THE STAR BORN Dark Taboo
113
|
Posted - 2013.06.12 01:32:00 -
[158] - Quote
Cosgar wrote: 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.
That doesn't mean the gun isn't balanced it just means the Assault Rifle is the infantryman's weapon of choice... what a shocker. You obviously aren't playing the game if you think it's 90% anyways so what would you know? |
Omen Astrul
Red Star. EoN.
21
|
Posted - 2013.06.12 01:49:00 -
[159] - Quote
People should just calm down tbh. These stats don't give the full picture. To fix armor CCP are gonna have to give better bonuses to the dropsuits anywaysGÇöotherwise armor buffs will help caldari logis just as well as gallante. |
dday3six
Intrepidus XI Omega Commission
1
|
Posted - 2013.06.12 02:00:00 -
[160] - Quote
Novawolf McDustingham The514th wrote:dday3six wrote:Perhaps Armor isn't meant to be tanked, it's basically the Dust equivalent of red bar health from other games. Or maybe it's not meant to be tanked yet. For all we know Gallente Assualt and Heavy suits might get racial bonues that add to armor module efficiency by say lowering the speed reduction, raising the HP given, or adding a passive damage reduction. At this point we don't have all the suits or even all the weapons. I understand people might want to Armor Tank, and say that now it's not balanced to Shield Tanking, however we don't have all the pieces, so you can't say it's not balanced until we do.
Are you actually assigning intent to the decisions thy make concerning this game? Stop doing that, you'll put your eye out.
So because you don't agree with the decisions made concerning this game, there is no intent behind them? Right... |
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CCP Eterne
C C P C C P Alliance
1936
|
Posted - 2013.06.12 10:12:00 -
[161] - Quote
Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate. |
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ChromeBreaker
SVER True Blood Public Disorder.
567
|
Posted - 2013.06.12 10:14:00 -
[162] - Quote
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
tweaks for the win |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1384
|
Posted - 2013.06.12 10:16:00 -
[163] - Quote
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. |
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CCP Eterne
C C P C C P Alliance
1936
|
Posted - 2013.06.12 10:21:00 -
[164] - Quote
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!) |
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1384
|
Posted - 2013.06.12 10:32:00 -
[165] - Quote
@CCP Eterne
Look around the forums, all the topics. A lot of us have been here since day one, we went through all the wipes all the OP weapons, all the bugs, glitches, nerfs and we're still here. You'vs locked or deleted your fair share of rants and kitten posts but did you know that the ones who took the time to make them probably care more about this game than someone who sits back and hopes for the best? We all just need something to look forward to, to have faith in when it comes to the future of this game. Not hearing anything is leads to rants raves and people having to draw their own conclusions.
I've played EVE for 8 years on, and off. I know you guys have this great vision that you like to keep under wraps. But a for a lot of people here, this is probably the first time they've heard of your company and you have to show them that you mean business just like you did back in 03' with EVE. You can keep the majority of your master plan secret, but just give us something to know you that everything is going to be okay. |
Amorale Lyadstafer
Zumari Force Projection Caldari State
9
|
Posted - 2013.06.12 10:45:00 -
[166] - Quote
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!) CCP, you look like a cheating wife, who after being caught again promises that it's the last time. Your information transparency is same as North Korea's. We have laterally no info and at the moment it looks like even you are runing from this sinking ship. |
DildoMcnutz
The Tickle Monsters
0
|
Posted - 2013.06.12 10:48:00 -
[167] - Quote
Cosgar wrote:I think I'll be sticking with my dual basic plates and complex reppers...
agreed
|
meri jin
Goonfeet Special Planetary Emergency Response Group
43
|
Posted - 2013.06.12 10:52:00 -
[168] - Quote
Amorale Lyadstafer 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!) CCP, you look like a cheating wife, who after being caught again promises that it's the last time. Your information transparency is same as North Korea's. We have laterally no info and at the moment it looks like even you are runing from this sinking ship.
More like a cheating GF, not even trying to be sorry. That is what we get, we the one who are playing and trying to improve this game. Brilliant! |
Kitten Empress
Ametat Security Amarr Empire
479
|
Posted - 2013.06.12 10:54:00 -
[169] - Quote
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? |
BL4CKST4R
WarRavens League of Infamy
197
|
Posted - 2013.06.12 11:04:00 -
[170] - Quote
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
No this is a good thing, because we can actually tell you whats wrong with it instead of it being released and being a shoot storm and not getting fixed for 3 months. You guys need to release numbers like this, and information like this before you release the actual patch. |
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Roldrage
Zumari Force Projection Caldari State
60
|
Posted - 2013.06.12 11:20:00 -
[171] - Quote
An interesting idea I read elsewhere is to have armour mitigate headshot damage to an extent. |
Vrain Matari
ZionTCD Unclaimed.
576
|
Posted - 2013.06.12 11:41:00 -
[172] - Quote
There's a simple and beautiful answer here - armor resistance amplifiers.
Make the ability to modify resistance to damage types the advantage that armor has over sheilds. Make it a lowslot module so it competes with plates for slots. |
BL4CKST4R
WarRavens League of Infamy
197
|
Posted - 2013.06.12 11:44:00 -
[173] - Quote
Vrain Matari wrote:There's a simple and beautiful answer here - armor resistance amplifiers.
Make the ability to modify resistance to damage types the advantage that armor has over sheilds. Make it a lowslot module so it competes with plates for slots.
It should be a high slot... |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1489
|
Posted - 2013.06.12 11:44:00 -
[174] - Quote
CCP Eterne wrote:We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch
Where have we heard this be- OH YEAH! Always!
Btw, were still waiting on that Dropsuit dev blog from April.
You're like a bad date, every time we show up to the restaurant and order the surf and turf and you just never show up.
Seriously, just -stop-. Stop telling us there's going to be dev blogs (for real this time, again) when we all know they're not coming out. You've done cried wolf so many times even the wolves are pissed |
Kitten Empress
Ametat Security Amarr Empire
480
|
Posted - 2013.06.12 11:49:00 -
[175] - Quote
Vrain Matari wrote:There's a simple and beautiful answer here - armor resistance amplifiers.
Make the ability to modify resistance to damage types the advantage that armor has over sheilds. Make it a lowslot module so it competes with plates for slots. There are so little slots, unless each resistance amplifier gives 50% it won't do much |
iceyburnz
Crux Special Tasks Group Gallente Federation
659
|
Posted - 2013.06.12 11:51:00 -
[176] - Quote
Aeon Amadi wrote:CCP Eterne wrote:We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch Where have we heard this be- OH YEAH! Always! Btw, were still waiting on that Dropsuit dev blog from April. You're like a bad date, every time we show up to the restaurant and order the surf and turf and you just never show up. Seriously, just -stop-. Stop telling us there's going to be dev blogs (for real this time, again) when we all know they're not coming out. You've done cried wolf so many times even the wolves are pissed
Didn't they release a dev diary about dropsuits? That spoke about the new frame categories? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1392
|
Posted - 2013.06.12 11:52:00 -
[177] - Quote
@CCP Eterne:
Everyone here voicing there discontent are proving my point. You guys have 10 years under your belt in the PC market, but console gamers are seeing what you have to offer for the first time. |
Midas Fool
Kirkinen Risk Control Caldari State
25
|
Posted - 2013.06.12 12:37:00 -
[178] - Quote
These forums are starting to look more and more like the Eve forums. Sort of brings a tear to my eye.
And we wonder why CCP "doesn't communicate". |
BL4CKST4R
WarRavens League of Infamy
197
|
Posted - 2013.06.12 12:37:00 -
[179] - Quote
Cosgar wrote:@CCP Eterne:
Everyone here voicing there discontent are proving my point. You guys have 10 years under your belt in the PC market, but console gamers are seeing what you have to offer for the first time.
CCP your way to quiet when it comes to letting us know things, we understand that you guys are really trying to end the silence; but those numbers being leaked that's the kind of stuff we expect to see in your posts when you communicate with us. "We plan X for the future, and this is what X will look like with Y stats and Z features" etc, most of us had some really high expectations of patch 1.2 instead of meeting them or going over them what we saw undervalued our concerns and really made us who are really striving for a balance between armor and shields feel dumb for even trying. |
Ryuichi Kakihara
Rautaleijona
2
|
Posted - 2013.06.12 12:43:00 -
[180] - Quote
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!)
To make it clearer, when are you going to release information on the upcoming patch and if you don't know, then who does ?
It's rather dissappointing that someone comes touting how they want to be more transparent with information while at the same time they show us how they aren't going to be. So how about getting bit honesty in here and telling us, will you give us information on the upcoming changes? When will you give information if you will? That's 2 things that are easy to tell and you have the roadmap ready anywho.
|
|
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1497
|
Posted - 2013.06.12 12:48:00 -
[181] - Quote
Ryuichi Kakihara 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!) To make it clearer, when are you going to release information on the upcoming patch and if you don't know, then who does ? It's rather dissappointing that someone comes touting how they want to be more transparent with information while at the same time they show us how they aren't going to be. So how about getting bit honesty in here and telling us, will you give us information on the upcoming changes? When will you give information if you will? That's 2 things that are easy to tell and you have the roadmap ready anywho.
Dude, you know he's just going to say SoonTM. |
J-Lewis
Edimmu Warfighters Gallente Federation
126
|
Posted - 2013.06.12 12:48:00 -
[182] - Quote
Please tell the dev teams that work on features such as balance and new weapons and dropsuits to make threads in 'Feedback & Requests'.
I want to see Vehicle balance threads by CCP Blam, Weapon balance threads by CCP Wolfman and I want to see back and forth discussion between players and the relevant team devs in those threads. |
Ryuichi Kakihara
Rautaleijona
2
|
Posted - 2013.06.12 13:30:00 -
[183] - Quote
Aeon Amadi wrote:Ryuichi Kakihara 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!) To make it clearer, when are you going to release information on the upcoming patch and if you don't know, then who does ? It's rather dissappointing that someone comes touting how they want to be more transparent with information while at the same time they show us how they aren't going to be. So how about getting bit honesty in here and telling us, will you give us information on the upcoming changes? When will you give information if you will? That's 2 things that are easy to tell and you have the roadmap ready anywho. Dude, you know he's just going to say SoonTM.
Well if he sais soon then atleast we get our answer, they aren't going to tell us anything. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
32
|
Posted - 2013.06.12 13:39:00 -
[184] - Quote
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
Tweaks really do make all the difference. Forget the specifics of how eve does the two tanking types, make them both balanced and interesting here in dust. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
122
|
Posted - 2013.06.12 16:37:00 -
[185] - Quote
Kitten Empress wrote:Aero Yassavi wrote: Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad.
READ THIS POST Every single thing you just said is invalid. Really? That's how you argue? CAPS LOCK, ARGGGG EVERYTHING YOU SAID IS WRONG, GOODBYE |
ladwar
Dead Six Initiative Lokun Listamenn
609
|
Posted - 2013.06.12 17:25:00 -
[186] - 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 |
Johnny Guilt
Algintal Core Gallente Federation
108
|
Posted - 2013.06.12 17:28:00 -
[187] - Quote
They could have balanced armor out by just giving armor dominant races(gallente) armor plate bonus per lvl or some ****, kinda like caldari logi and shields. |
Iron Wolf Saber
Den of Swords
5093
|
Posted - 2013.06.12 17:34:00 -
[188] - Quote
I would like to mention the devs do have hacks for their clients, they can easily shove the wrong things on a suit and still play like nothing is wrong. |
crazy space 1
Unkn0wn Killers
1330
|
Posted - 2013.06.12 17:59:00 -
[189] - Quote
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!)
OH BOY WORDS!
hey wait you've said this before... I think I might even able to find the post where you say this EXACT SAME THING, but over 9 months ago....
Do you want to tell us why we should listen this time? Or maybe SHOW US why? |
Pseudogenesis
Subdreddit Test Alliance Please Ignore
19
|
Posted - 2013.06.12 19:11:00 -
[190] - Quote
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. |
|
ZDub 303
TeamPlayers EoN.
327
|
Posted - 2013.06.12 19:18:00 -
[191] - 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. |
BL4CKST4R
WarRavens League of Infamy
208
|
Posted - 2013.06.12 19:50:00 -
[192] - 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.
Lol you obviously did no research before posting this thread.
Reactives have a penalty comparable, actually worse, than current plates, they cost 3.9K so yes they are cheaper but ISK is really not an issue, and they cost about 8-10% more than complex armor plates in CPU/PG, they are so resource hogging that stacking them is near impossible which breaks any form of balancing they could bring. Ferroscales also cost 8-10% more in CPU/PG and give extremely low values in HP that stacking them is not even worth it except for shield tanks who want to stay even more mobile than armor tanks WHO may I add do not benefit at all from the stats on these modules, we are better off using the regular basic armor plate + repairer combo. The only thing that CCP can throw in the bag to make all these terrible numbers good is a buff to the efficiency of armor plates for the Gallente and Amarr, and a speed buff of 6%+ to the suits, or a speed penalty reduction of around 50%, and definately a reduction the the CPU/PG because even with those two buffs it is near impossible for us to stack plates and compete with shield tanking.
Also some of us have played this game since beta and armor has always been up for discussion at how weak it is, so although we are not designers it is pretty easy for us to see how balanced something will be, hell we knew that the TACAR was fixed when CCP told us exactly what the nerf was going to do. |
Chunky Munkey
Amarr Templars Amarr Empire
546
|
Posted - 2013.06.12 20:16:00 -
[193] - Quote
I would be willing to wager that only 10% of the people in thos thread who think armour is balanced, actually use armour. |
BL4CKST4R
WarRavens League of Infamy
208
|
Posted - 2013.06.12 20:19:00 -
[194] - Quote
Chunky Munkey wrote:I would be willing to wager that only 10% of the people in thos thread who think armour is balanced, actually use armour.
Look at their avatars, most of them are Caldari/Minmatar. |
Dao Ferret
BetaMax. CRONOS.
30
|
Posted - 2013.06.12 20:23:00 -
[195] - Quote
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
If it was only that trailer, sure, but just got lots more info from the E3 vid CCP is doing right now.
It would be nice if we at least got something concurrently or shortly after info dumps to the press.
Right now, it doesn't seem like us getting info is even considered. |
FatalFlaw V1
ISK Faucet Industries
92
|
Posted - 2013.06.12 20:28:00 -
[196] - Quote
People must be trolling...
Armor takes up low slots, leaving mids for damage mods.
All armor regen continues during combat, shield requires a few seconds out of combat.
The suits that are made to armor tank have more pg anway, just as shield suits have more cpu.
You can easily hit over 10 armor per second that never stops. Factor in the recharge delay into shield reps and consider the depleted delay while you're at it when weighting it vs shield.
The armor probably wins in many scenarios and the minor speed penalty is probably because damage mods go in the highs. Armor/shield balance is probably the only reason dust suits are the only thing in the eve universe that have dmg mods as high d l ot instead of low. |
BL4CKST4R
WarRavens League of Infamy
208
|
Posted - 2013.06.12 20:43:00 -
[197] - Quote
FatalFlaw V1 wrote:People must be trolling...
Armor takes up low slots, leaving mids for damage mods.
All armor regen continues during combat, shield requires a few seconds out of combat.
The suits that are made to armor tank have more pg anway, just as shield suits have more cpu.
You can easily hit over 10 armor per second that never stops. Factor in the recharge delay into shield reps and consider the depleted delay while you're at it when weighting it vs shield.
The armor probably wins in many scenarios and the minor speed penalty is probably because damage mods go in the highs. Armor/shield balance is probably the only reason dust suits are the only thing in the eve universe that have dmg mods as high d l ot instead of low.
Umm... You sure about this? Gallente and Caldari suits have the exact same CPU and PG, the Amarr and Minmatar suits are the only ones with different CPU/PG. In order for our armor to rep we have to sacrifice EHP whereas Shields do not, therefore they come out on top in EHP and Repping. The speed penalty is minor? Yea maybe when stacking one mod, try 3 or 4? Even by stacking 3 to 4 armor plates armor tanks end up with less HP regen, less EHP, and anywhere from 12-40% reduction in EHP.
You might wanna take a look at this post, https://forums.dust514.com/default.aspx?g=posts&m=905267#post905267 |
FatalFlaw V1
ISK Faucet Industries
92
|
Posted - 2013.06.12 21:15:00 -
[198] - Quote
As I already said, the armor speed penalty sucks, yes, but you can still fit damage mods in your highs while using every low for tank.
Do you want armor to be exactly identical to shield? Auto regen, same fitting reqs, no speed penalty? If you make it exactly the same that tends to make it pointless even having two tanking options.
If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You need to look at more than just total buffer hp, and rep speed and consider what else goes in those slots. Also suit balance is a different discussion but I did read the gallente suits are supposed to get a speed bonus instead of one of their current racial bonuses so that would even things out further. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 21:21:00 -
[199] - Quote
ITT: Lots of people who have never tried armor tanking regurgitate a lot of misconceptions about how armor tanking works in an attempt to educate those who actually use it. |
BL4CKST4R
WarRavens League of Infamy
209
|
Posted - 2013.06.12 21:32:00 -
[200] - Quote
FatalFlaw V1 wrote:As I already said, the armor speed penalty sucks, yes, but you can still fit damage mods in your highs while using every low for tank.
Do you want armor to be exactly identical to shield? Auto regen, same fitting reqs, no speed penalty? If you make it exactly the same that tends to make it pointless even having two tanking options.
If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You need to look at more than just total buffer hp, and rep speed and consider what else goes in those slots. Also suit balance is a different discussion but I did read the gallente suits are supposed to get a speed bonus instead of one of their current racial bonuses so that would even things out further.
Actually a shield tank can fit a damage mod and still have higher EHP than a armor tank, and using every low slot for tanking would make your character unplayable because of how slow you would move. The speed buff or whatever CCP plans to make it easier for Gallente to armor tank, they have stated that it is not currently possible to do that so that leaves us again in the dirt.
No I do not want armor to be identical to shields, if you look at many of my posts in shield vs armor thread you would see that I say this a million times .Each one should have its perks and its unique abilities, but at the same time have a medium route where each one can cross over and do what the other can not as good, but effectively. A armor tank should be able to Buffer tank and Passive tank, while at the same time a shield tank should be able to Buffer tank and Passive tank. The current system limits gameplay because of the suit you chose, and no were within the tutorial or when picking a suit is any of this explained to you, nor is it made obvious.
If you really want to truly understand why armor is inferior to shield tanking then look at these threads, because I do not have the energy to condense all of the information and data they provide and post it here. First to threads are mine discussing on how the game should be balanced, keep in mind that nowhere do I mention that armor and shields should be equal.
https://forums.dust514.com/default.aspx?g=posts&m=933651#post933651
https://forums.dust514.com/default.aspx?g=posts&t=86752&find=unread
New plate discussion thread https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unread
Shield vs armor discussion thread https://forums.dust514.com/default.aspx?g=posts&t=83983&find=unread
|
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FatalFlaw V1
ISK Faucet Industries
92
|
Posted - 2013.06.12 21:35:00 -
[201] - Quote
Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead? |
Cass Barr
Red Star. EoN.
214
|
Posted - 2013.06.12 21:39:00 -
[202] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
The guy with Complex Shield Extenders. Feel free to do the math if you don't believe me, it's been done several times. |
BL4CKST4R
WarRavens League of Infamy
212
|
Posted - 2013.06.12 21:43:00 -
[203] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
Then when you step out of battle after a wait time of 4-6 seconds you get anywhere from 20-31.25 HP/s. Unless your just charging into battle and not using your shield repping to your advantage then your post is true, but most people actually consider this and know when to step out and take a breath. Also when you factor in a armor tank doing 19% damage at the cost of around 219 shield HP and the fact they are repping armor meaning a loss of 192+ armor HP, we have a glass cannon that will die in less than 10 shots shots before that extra 19% damage, which is about 6-8 extra damage per bullet on a AR, can take out the shields of a person not doing this idiotic form of gameplay for a medium suit. Oh and if your wondering the person getting shot by this weak glass cannon comes out ahead, the build you explained works for snipers by the way not medium suits, hell it doesn't even work for heavy suits. |
Spergin McBadposter
Subdreddit Test Alliance Please Ignore
56
|
Posted - 2013.06.12 21:45:00 -
[204] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
The shield tanker comes out ahead. The rep amounts are tiny compared to the dps most weapons put out. The shield tanker will win because he actually has some buffer to last. I know this because I have actually run that armor fit. |
Arkena Wyrnspire
Turalyon Plus
911
|
Posted - 2013.06.12 21:47:00 -
[205] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
The shield fit.
Shield regeneration can happen under fire - the shield delay starts from the first shot not the last shot. Armour regeneration during combat is worth practically nothing and doesn't even cover the HP buffer difference. Shield suits can use damage modifiers and still have more HP. Shields are not penalised at all.
Tell me where armour comes ahead. |
Arkena Wyrnspire
Turalyon Plus
916
|
Posted - 2013.06.12 21:50:00 -
[206] - Quote
FatalFlaw V1 wrote: If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You have literally posted "If it's so bad why buff it?"
This demonstrates a basic and complete lack of understanding of the concept of balance. Please stop posting. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1510
|
Posted - 2013.06.12 22:01:00 -
[207] - Quote
Usinf damagemods as an excuse of armor being balanced is kinda jacked up. Anyone knows that damage mods are insanely resource intensive and are the ONLY option besides shield tank modules.
Its hard enough fitting basic/enhanced armor gear with a prototype weapon on a proto suit without EXTENSIVE skills into cpu/pg management. Tie in damage mods and that gets even worse. The gallente assault is spares this conundrum by having reduced resource need on hybrid weapons, but id imagine Amarr are getting their ass kicked. |
Arkena Wyrnspire
Turalyon Plus
916
|
Posted - 2013.06.12 22:04:00 -
[208] - Quote
Aeon Amadi wrote:Usinf damagemods as an excuse of armor being balanced is kinda jacked up. Anyone knows that damage mods are insanely resource intensive and are the ONLY option besides shield tank modules.
Its hard enough fitting basic/enhanced armor gear with a prototype weapon on a proto suit without EXTENSIVE skills into cpu/pg management. Tie in damage mods and that gets even worse. The gallente assault is spares this conundrum by having reduced resource need on hybrid weapons, but id imagine Amarr are getting their ass kicked.
The Amarr solve this problem by shield tanking. |
Kitten Empress
Ametat Security Amarr Empire
501
|
Posted - 2013.06.12 23:36:00 -
[209] - Quote
Arkena Wyrnspire wrote:Aeon Amadi wrote:Usinf damagemods as an excuse of armor being balanced is kinda jacked up. Anyone knows that damage mods are insanely resource intensive and are the ONLY option besides shield tank modules.
Its hard enough fitting basic/enhanced armor gear with a prototype weapon on a proto suit without EXTENSIVE skills into cpu/pg management. Tie in damage mods and that gets even worse. The gallente assault is spares this conundrum by having reduced resource need on hybrid weapons, but id imagine Amarr are getting their ass kicked. The Amarr solve this problem by shield tanking. They have more CPU/PG. They actually have more overall, even if you use a proto weapon that 25% CPU/PG reduction doesn't cover what the Amarr gets. |
Wombat in combat
Internal Error. Negative-Feedback
37
|
Posted - 2013.06.13 00:02:00 -
[210] - Quote
If this is an attempt to make armor tanking more viable it sadly misses the point by a long shot. You're still far better off with basic plates than wasting PG/CPU on this.
To fix armor tanking just do what you've already promised (but evidently forgotten); reduce movement penalty. |
|
Kitten Empress
Ametat Security Amarr Empire
501
|
Posted - 2013.06.13 00:51:00 -
[211] - Quote
Wombat in combat wrote:If this is an attempt to make armor tanking more viable it sadly misses the point by a long shot. You're still far better off with basic plates than wasting PG/CPU on this.
To fix armor tanking just do what you've already promised (but evidently forgotten); reduce movement penalty. This won't fix it. This will help it, but not by much. |
BL4CKST4R
WarRavens League of Infamy
221
|
Posted - 2013.06.13 00:55:00 -
[212] - Quote
Kitten Empress wrote:Wombat in combat wrote:If this is an attempt to make armor tanking more viable it sadly misses the point by a long shot. You're still far better off with basic plates than wasting PG/CPU on this.
To fix armor tanking just do what you've already promised (but evidently forgotten); reduce movement penalty. This won't fix it. This will help it, but not by much.
Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules. |
Kitten Empress
Ametat Security Amarr Empire
501
|
Posted - 2013.06.13 00:56:00 -
[213] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Wombat in combat wrote:If this is an attempt to make armor tanking more viable it sadly misses the point by a long shot. You're still far better off with basic plates than wasting PG/CPU on this.
To fix armor tanking just do what you've already promised (but evidently forgotten); reduce movement penalty. This won't fix it. This will help it, but not by much. Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules. Speed isn't the biggest problem. Its the fact that we need to fit on reps to get maybe1/4th of the regen that shields get, with the same or lower eHP.
Armor also has **** resistances.
And the slot layout favors shields, with pretty much anything useful being on the low slots.
And I can go on and on. |
BL4CKST4R
WarRavens League of Infamy
223
|
Posted - 2013.06.13 01:09:00 -
[214] - Quote
Almost every weapon except for a few were made to decimate armor, specially with many armor killer boasting bonuses from 130%- 150%, only thing Shields have to worry about is a scrambler rifle and a laser rifle, and getting fluxed, but at least none of those weapons will OHKO them. |
Cass Barr
Red Star. EoN.
219
|
Posted - 2013.06.13 01:20:00 -
[215] - Quote
BL4CKST4R wrote:Almost every weapon except for a few were made to decimate armor, specially with many armor killer boasting bonuses from 130%- 150%, only thing Shields have to worry about is a scrambler rifle and a laser rifle, and getting fluxed, but at least none of those weapons will OHKO them.
For all you shield tankers in here who like to keep saying "But you can use Damage Mods!", this is why that doesn't work, at all. Even if doing so wasn't inferior to begin with. No Shield Extenders on an armor suit = free kill for every explosive weapon in the game. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1515
|
Posted - 2013.06.13 05:05:00 -
[216] - Quote
Really never understood why sensor/biotic/code breaker modules were put in the low slots rather than high.
It's like, I can have some tank and more mobility with a lot of utilities....
Or I can be super slow and deal a lot of damage.
I'm curious as why Armor Tanking automatically defaults playstyle to something akin to being a heavy. Gallente are Active Armor tankers, they rely on fast repair rates and being able to move about so that they can lay down their high damage (plasma weapons being the highest damage/shortest range in Eve Online). Giving them the most armor and then expecting them to throw Armor Plates at the problem is counter-intuitive.
All the damage in the world doesn't do you any good if you can't hit **** to begin with and armor plates don't just hit you in the sprint zone - they hit EVERYWHERE. Movement speed, strafe speed, turn speed - everything. |
BL4CKST4R
WarRavens League of Infamy
240
|
Posted - 2013.06.13 12:07:00 -
[217] - Quote
Aeon Amadi wrote:Really never understood why sensor/biotic/code breaker modules were put in the low slots rather than high.
It's like, I can have some tank and more mobility with a lot of utilities....
Or I can be super slow and deal a lot of damage.
I'm curious as why Armor Tanking automatically defaults playstyle to something akin to being a heavy. Gallente are Active Armor tankers, they rely on fast repair rates and being able to move about so that they can lay down their high damage (plasma weapons being the highest damage/shortest range in Eve Online). Giving them the most armor and then expecting them to throw Armor Plates at the problem is counter-intuitive.
All the damage in the world doesn't do you any good if you can't hit **** to begin with and armor plates don't just hit you in the sprint zone - they hit EVERYWHERE. Movement speed, strafe speed, turn speed - everything.
And aiming speed... If the movement penalty did not affect how good I can aim and shoot then it really wouldn't be a big deal.
|
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
117
|
Posted - 2013.06.13 12:16:00 -
[218] - Quote
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, its not the games fault that people don't use the right tactics and equipment to deal with different issues. "I didn't bother to compare the balance of the modules with what it should be a viable alternative to because they're not the same exact thing."
Isn't that what balance is FOR? |
BL4CKST4R
WarRavens League of Infamy
240
|
Posted - 2013.06.13 12:37:00 -
[219] - Quote
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, its not the games fault that people don't use the right tactics and equipment to deal with different issues.
Most people who assume it is balanced haven't really played as a armor tank, or they just get killed by them so they assume everything is fine. For example saying they are balanced because a logistics can rep you is false, I rarely get repped in battle by logistics and never by a LLAV, because of that I have to rely on my own armor reppers.
And what about speed, do you know how much speed accounts for being able to survive, a buffer tank Gallente or Amarr will die just as fast as if they weren't buffer tanking because they will not be able to run away when it matters; oh and for the sake of argument you did buffer tank and got shot Logibros don't rep, LLAV that rep are to busy making roadkill, and because you decided to buffer tank are left with no way of repairing yourself and helplessly sitting in the battlefield with a red dot on your for head. "But at least you have enough HP to take some people out before dying!" That is if I could actually aim and hit them; a speed penalty reduces your ability to aim and shoot and with the hit detection issues we have its like slapping somebody with a feather and still missing. Even with 600 HP entirely on armor, highest HP in armor possible is 644 forgoing the 25% speed penalty, basic locus grenade will OHKO you so even buffer tanks (which is a "balancing" point to you) are completely ineffective in real battle. |
Rei Meix
Bojo's School of the Trades
1
|
Posted - 2013.06.14 12:28:00 -
[220] - Quote
BL4CKST4R wrote:Kitten Empress wrote:Wombat in combat wrote: -snip- -snip- Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules.
Elaborate please. What are you asking for when you say "by penalizing armor tanks less through racial bonuses"? Are you suggesting [1] a reduction to the penalty imposed when using armor plates or are you suggesting, [2] a direct increase in some or all of the factors influenced by the penalty (movement, sprint, turn) so that armor tankers in essence feel less of an effect when utilizing armor?
The reason I ask is because, although I use Gallente suits, I do not run plates as I don't feel a sacrifice in speed is worth the increase in health. I instead try for a weak attempt towards regen tanking with reppers. (Hopefully the stats on the new armor modules will be better upon release and I'd be more willing to run them, the non-penalty ferros at least.)
Therefore, if it's the first option, it wouldn't affect me at all, and thus, I'd be be in a way losing out, since this method of balancing would not make me better off although plate users overall would benefit.
The second option however would improve my capabilities, and of the two is of course more beneficial in my case. |
|
BL4CKST4R
WarRavens League of Infamy
249
|
Posted - 2013.06.14 12:36:00 -
[221] - Quote
Rei Meix wrote:BL4CKST4R wrote:Kitten Empress wrote:Wombat in combat wrote: -snip- -snip- Reducing the penalty would just make it easier for all suits to stack plates, the best way to fix it is to penalize Armor tanks less by giving them specific racial bonuses to the usage of armor modules. Elaborate please. What are you asking for when you say "by penalizing armor tanks less through racial bonuses"? Are you suggesting [1] a reduction to the penalty imposed when using armor plates or are you suggesting, [2] a direct increase in some or all of the factors influenced by the penalty (movement, sprint, turn) so that armor tankers in essence feel less of an effect when utilizing armor? The reason I ask is because, although I use Gallente suits, I do not run plates as I don't feel a sacrifice in speed is worth the increase in health. I instead try for a weak attempt towards regen tanking with reppers. (Hopefully the stats on the new armor modules will be better upon release and I'd be more willing to run them, the non-penalty ferros at least.) Therefore, if it's the first option, it wouldn't affect me at all, and thus, I'd be be in a way losing out, since this method of balancing would not make me better off although plate users overall would benefit. The second option however would improve my capabilities, and of the two is of course more beneficial in my case.
Well I believe that in order for us to run competitively with the shield tanking suits we have to sacrifice upwards of 16%-25% speed, and also our armor regeneration, in EVE speed is taken into account numerically, in Dust 514 speed is only a number in the hands of our intelligence and our skill. Because of that penalizing speed for armor tanks does a lot more bad than it does in EVE, if it didn't we wouldn't have this problem right now. So, what I meant with my post was a reduction in the penalty for armor tank suits that would give us the ability to stack higher plates than a Shield tank can, and bring us up to their total EHP with the same or lower speed penalty. The reduction in penalty would have to be 10% per level on speed, and 5% per level on CPU/PG, now it wouldn't affect you because you do not wish to impose a speed penalty on your self but if you had a 5% reduction CPU/PG using ferroscale plates, which have no penalty, you will notice that when it comes to stacking plates you would have an edge.
EDIT: Will add some comparison builds to further explain. |
FatalFlaw V1
ISK Faucet Industries
93
|
Posted - 2013.06.14 13:32:00 -
[222] - Quote
Arkena Wyrnspire wrote:FatalFlaw V1 wrote: If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You have literally posted "If it's so bad why buff it?" This demonstrates a basic and complete lack of understanding of the concept of balance. Please stop posting. I asked the question so the people asking for significant armor buffs have to admit why they use armor over shield if it is so inadequate. This is the most important aspect of the entire balance argument. Saying you just like a particular race for storyline or eve ties doesnt cut it either. There must have been some redeeming factor in armor suits that has led people to play them.
If armor tanking is given too much of a repping buff then heavy suits are going to become a serious balance issue. If the true intent here is just to balance armor and shield, it should be done through suit bonuses and not mods. I feel people are campaigning for another flavor of the month OP fit, rather than long term balance. |
BL4CKST4R
WarRavens League of Infamy
250
|
Posted - 2013.06.14 13:38:00 -
[223] - Quote
FatalFlaw V1 wrote:Arkena Wyrnspire wrote:FatalFlaw V1 wrote: If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You have literally posted "If it's so bad why buff it?" This demonstrates a basic and complete lack of understanding of the concept of balance. Please stop posting. I asked the question so the people asking for significant armor buffs have to admit why they use armor over shield if it is so inadequate. This is the most important aspect of the entire balance argument. Saying you just like a particular race for storyline or eve ties doesnt cut it either. There must have been some redeeming factor in armor suits that has led people to play them. If armor tanking is given too much of a repping buff then heavy suits are going to become a serious balance issue. If the true intent here is just to balance armor and shield, it should be done through suit bonuses and not mods. I feel people are campaigning for another flavor of the month OP fit, rather than long term balance.
Nobody, uses armor over shields. The current, and best fittings are Shield tanking or dual tanking, even with armor getting a buff to be comparable to Shield we would still need to Dual tank. The reason I picked an Armor suit, the Gallente suit was because of the look, and the lore behind Gallente it is really that simple, BUT nowhere when choosing my race and suit was I told that my suit was going to be severely gimped in battle, if I was I would of chosen a Caldari suit
It seems you have been skipping around reading random posts, and that is understandable nobody is expected to read every single post, but we haven't asked for any huge OP buffs, all we are asking for is a chance to be on similar footing to a shield tank suit. Even if armor was buffed to how we ask a heavy suit cannot get high armor repping because of their small slot distribution, and the buff to armor repping isn't something like +10 it has been +1/2 more HP. |
Galvan Nized
Deep Space Republic
32
|
Posted - 2013.06.14 14:05:00 -
[224] - Quote
I do have a drawback to shields that could work. Now just increasing scan signature is not enough of a drawback but I suggest increasing the time one is spotted & remains on the radar after being seen. Maybe like 10% per complex extender (I'm open to ideas here as I don't know what the base is.)
This, I feel, is enough of a drawback without over nerfing the shields. It does not hurt their ability to tank and it is somewhat in line with Eve Lore.
Now I do agree armor needs more ehp to make it able to tank better with the speed penalty. |
BL4CKST4R
WarRavens League of Infamy
250
|
Posted - 2013.06.14 14:16:00 -
[225] - Quote
Galvan Nized wrote:I do have a drawback to shields that could work. Now just increasing scan signature is not enough of a drawback but I suggest increasing the time one is spotted & remains on the radar after being seen. Maybe like 10% per complex extender (I'm open to ideas here as I don't know what the base is.)
This, I feel, is enough of a drawback without over nerfing the shields. It does not hurt their ability to tank and it is somewhat in line with Eve Lore.
Now I do agree armor needs more ehp to make it able to tank better with the speed penalty.
Being easily seen isn't that big of a nerf, specially since if your skilled enough whoever is brave enough to come out and shoot you will just be more points for you, also scanning is broken so it wouldn't make a difference. |
spoony moon
Amarr Templars Amarr Empire
19
|
Posted - 2013.06.14 14:46:00 -
[226] - Quote
Midas Fool wrote:These forums are starting to look more and more like the Eve forums. Sort of brings a tear to my eye.
And we wonder why CCP "doesn't communicate". I count like 12 dev blogs a month on the eve forums |
CommanderBolt
A.N.O.N.Y.M.O.U.S. ROFL BROS
32
|
Posted - 2013.06.14 15:00:00 -
[227] - Quote
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!)
"Trust us this time! We have no idea whats going on, but THIS time guys, THIS time we WILL change" (Untill the next time right ccp?) |
Galvan Nized
Deep Space Republic
33
|
Posted - 2013.06.14 15:12:00 -
[228] - Quote
BL4CKST4R wrote:
Being easily seen isn't that big of a nerf, specially since if your skilled enough whoever is brave enough to come out and shoot you will just be more points for you, also scanning is broken so it wouldn't make a difference.
Perhaps, but remaining on the radar will make it very difficult to flank or sneak up on the enemy. If you are skilled enough then a speed penalty wont affect you much either.
I don't mean being scanned, but that is something that could be added. When you are seen by an enemy (they put Sights on you) then you are put on everyones radar for a few seconds, I suggest increasing that time if you are running shields.
Maybe I am crazy but I know how spotting worked in BF, it was a huge game changer. You could not hide nor flank.
|
BL4CKST4R
WarRavens League of Infamy
251
|
Posted - 2013.06.14 15:28:00 -
[229] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
Being easily seen isn't that big of a nerf, specially since if your skilled enough whoever is brave enough to come out and shoot you will just be more points for you, also scanning is broken so it wouldn't make a difference.
Perhaps, but remaining on the radar will make it very difficult to flank or sneak up on the enemy. If you are skilled enough then a speed penalty wont affect you much either. I don't mean being scanned, but that is something that could be added. When you are seen by an enemy (they put Sights on you) then you are put on everyones radar for a few seconds, I suggest increasing that time if you are running shields. Maybe I am crazy but I know how spotting worked in BF, it was a huge game changer. You could not hide nor flank.
A speed penalty affects more than just moving, if all it did was penalize your moving speed then it would be something to shrug off, but it also affects how fast you can track a target, and your turning speed in and out of ADS; on top of the already slow movement speed of the controller, I play COD on 12 sensitivity Dust 514 is like 5.
Difference between spotting and scanning. Spotting puts a permanent target on the person so you can locate them through walls and if they are above or below you, scanning comes no were close to giving these advantages. All scanning does is tell you the X coordinate of the enemy. |
Galvan Nized
Deep Space Republic
33
|
Posted - 2013.06.14 16:19:00 -
[230] - Quote
BL4CKST4R wrote:
A speed penalty affects more than just moving, if all it did was penalize your moving speed then it would be something to shrug off, but it also affects how fast you can track a target, and your turning speed in and out of ADS; on top of the already slow movement speed of the controller, I play COD on 12 sensitivity Dust 514 is like 5.
Difference between spotting and scanning. Spotting puts a permanent target on the person so you can locate them through walls and if they are above or below you, scanning comes no were close to giving these advantages. All scanning does is tell you the X coordinate of the enemy.
I agree, speed penalty does affect more than just sprint speed but knowing the location of the enemy and the direction they are facing as they move isn't something one should just shrug off.
Yes just scanning and knowing X is where the enemy was would not be enough. However, when you are spotted you are tracked as you move for a few seconds, just on the radar. Increasing this, I feel, is a large tactical drawback.
I'll add I do not mean 3D spotting like in BF3, because... well we don't have it. So you would see their indicator on the radar (as we do now just longer with shield extenders) but not their actual body. So it's not like how wall hacks work, I just mean purely radar based. |
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BL4CKST4R
WarRavens League of Infamy
252
|
Posted - 2013.06.14 16:21:00 -
[231] - Quote
Galvan Nized wrote:BL4CKST4R wrote:[quote=Galvan Nized]
A speed penalty affects more than just moving, if all it did was penalize your moving speed then it would be something to shrug off, but it also affects how fast you can track a target, and your turning speed in and out of ADS; on top of the already slow movement speed of the controller, I play COD on 12 sensitivity Dust 514 is like 5.
Difference between spotting and scanning. Spotting puts a permanent target on the person so you can locate them through walls and if they are above or below you, scanning comes no were close to giving these advantages. All scanning does is tell you the X coordinate of the enemy. I agree, speed penalty does affect more than just sprint speed but knowing the location of the enemy and the direction they are facing as they move isn't something one should just shrug off. Yes just scanning and knowing X is where the enemy was would not be enough. However, when you are spotted you are tracked as you move for a few seconds, just on the radar. Increasing this, I feel, is a large tactical drawback.
Yes your right but your forgetting one thing, we do not have spotting. |
ZDub 303
TeamPlayers EoN.
362
|
Posted - 2013.06.14 16:29:00 -
[232] - Quote
BL4CKST4R wrote:
Yes your right but your forgetting one thing, we do not have spotting.
We sort of do... With active scanners. |
BL4CKST4R
WarRavens League of Infamy
252
|
Posted - 2013.06.14 16:32:00 -
[233] - Quote
I mean BF style spotting... |
Galvan Nized
Deep Space Republic
33
|
Posted - 2013.06.14 16:37:00 -
[234] - Quote
BL4CKST4R wrote:
Yes your right but your forgetting one thing, we do not have spotting.
Sorry, I edited the post (added to it) while you responded.
But we do have spotting, just not 3D spotting like BF3. At least I think we do, thought they remained a few secs, I especially noticed this with tanks. Thier indicator remains a second or two after you lose sight of it... have to be on the overview map to notice sometimes as they are beyond your mini radar. When you're tracking for an OB I'm pretty sure you notice this.
They track in the map and the radar. You'll only notice them if they are in your radar range but go into your map and it lights up like Christmas trees.
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Rei Meix
Bojo's School of the Trades
2
|
Posted - 2013.06.14 20:20:00 -
[235] - Quote
BL4CKST4R wrote:
Well I believe that in order for us to run competitively with the shield tanking suits we have to sacrifice upwards of 16%-25% speed, and also our armor regeneration, in EVE speed is taken into account numerically, in Dust 514 speed is only a number in the hands of our intelligence and our skill. Because of that penalizing speed for armor tanks does a lot more bad than it does in EVE, if it didn't we wouldn't have this problem right now. So, what I meant with my post was a reduction in the penalty for armor tank suits that would give us the ability to stack higher plates than a Shield tank can, and bring us up to their total EHP with the same or lower speed penalty. The reduction in penalty would have to be 10% per level on speed, and 5% per level on CPU/PG, now it wouldn't affect you because you do not wish to impose a speed penalty on your self but if you had a 5% reduction CPU/PG using ferroscale plates, which have no penalty, you will notice that when it comes to stacking plates you would have an edge.
If a 50% speed penalty for Gallente and Amarr was to be imposed, a Gallente would be able to use a complex armor plate the same way a Caldari would be able to use a Enhanced armor plate, meaning we would get about 28 more HP for the same penalty. This is equally true for other plates that have a speed penalty. If we compared a Assault gk.0 with 3 shield extenders and 1 complex armor plate, his EHP would be 643 and speed 4.75, a Assault ck.0 with 4 shield extenders and 1 enhanced armor plate has 681 EHP and speed of 4.75. Even though the Caldari suit is still at an advantage in repping and overall EHP, and also the ability to forgo the speed penalty and still have decent HP, this can be one of the few needed fixes really help bridge the cap and give armor tanks a chance to really compete on equal footing.
No, I am not asking for all suits to be the same. I have other posts explaining why.
Yes, the reduction to cpu/pg usage would certainly benefit. I didn't see you mention that before so I thought you were only supporting the reduction of the penalty itself for the racial aspect, my apologies. Would this fitting requirement reduction only affect plates or also reppers?
I have indeed read most if not all your other posts on this topic, as well as each page in the current threads discussing armor. So yes, I understand your point on the use of plates given no racial bonuses and did not assume that you were asking for all suits to be the same.
Thank you for the clarification. |
BL4CKST4R
WarRavens League of Infamy
253
|
Posted - 2013.06.14 20:51:00 -
[236] - Quote
Rei Meix wrote:BL4CKST4R wrote:
Well I believe that in order for us to run competitively with the shield tanking suits we have to sacrifice upwards of 16%-25% speed, and also our armor regeneration, in EVE speed is taken into account numerically, in Dust 514 speed is only a number in the hands of our intelligence and our skill. Because of that penalizing speed for armor tanks does a lot more bad than it does in EVE, if it didn't we wouldn't have this problem right now. So, what I meant with my post was a reduction in the penalty for armor tank suits that would give us the ability to stack higher plates than a Shield tank can, and bring us up to their total EHP with the same or lower speed penalty. The reduction in penalty would have to be 10% per level on speed, and 5% per level on CPU/PG, now it wouldn't affect you because you do not wish to impose a speed penalty on your self but if you had a 5% reduction CPU/PG using ferroscale plates, which have no penalty, you will notice that when it comes to stacking plates you would have an edge.
If a 50% speed penalty for Gallente and Amarr was to be imposed, a Gallente would be able to use a complex armor plate the same way a Caldari would be able to use a Enhanced armor plate, meaning we would get about 28 more HP for the same penalty. This is equally true for other plates that have a speed penalty. If we compared a Assault gk.0 with 3 shield extenders and 1 complex armor plate, his EHP would be 643 and speed 4.75, a Assault ck.0 with 4 shield extenders and 1 enhanced armor plate has 681 EHP and speed of 4.75. Even though the Caldari suit is still at an advantage in repping and overall EHP, and also the ability to forgo the speed penalty and still have decent HP, this can be one of the few needed fixes really help bridge the cap and give armor tanks a chance to really compete on equal footing.
No, I am not asking for all suits to be the same. I have other posts explaining why.
Yes, the reduction to cpu/pg usage would certainly benefit. I didn't see you mention that before so I thought you were only supporting the reduction of the penalty itself for the racial aspect, my apologies. Would this fitting requirement reduction only affect plates or also reppers? I have indeed read most if not all your other posts on this topic, as well as each page in the current threads discussing armor. So yes, I understand your point on the use of plates given no racial bonuses and did not assume that you were asking for all suits to be the same. Thank you for the clarification.
The bonuses would affect everything having to do with armor, so ferroscale plates, reactive plates, armor plates, and armor repairers. The reason I say not all suits should be the same is because there is always somebody who says that's what I want. One thing to keep in mind is that even if armor could get the same total HP on armor as a shield tank can get in shields, which is a bit less than 700, we can be OHKO by a basic locus grenade |
IamI3rian
OSG Planetary Operations Covert Intervention
186
|
Posted - 2013.06.14 21:09:00 -
[237] - Quote
BL4CKST4R wrote:One thing to keep in mind is that even if armor could get the same total HP on armor as a shield tank can get in shields, which is a bit less than 700, we can be OHKO by a basic locus grenade
Or rep'd by a logi. And we both know that a basic locus doesn't OHKO most suits.
Either way, why does it always have to be one or the other. It's not like picking up armor plates automatically DQ's you from having shields as well.
a complex shield is a high slot and gives you 72 more HP.
Then again, I believe that each slot should have a different module... with a few exceptions. Like Forgegunners etc...
Specialized (proto) modules are all pretty useful. Being able to do everything well is usually better than being able to do one thing (slightly) better. Especially given the rock/paper/scissors style of Dust. |
BL4CKST4R
WarRavens League of Infamy
254
|
Posted - 2013.06.14 21:19:00 -
[238] - Quote
IamI3rian wrote:BL4CKST4R wrote:One thing to keep in mind is that even if armor could get the same total HP on armor as a shield tank can get in shields, which is a bit less than 700, we can be OHKO by a basic locus grenade Or rep'd by a logi. And we both know that a basic locus doesn't OHKO most suits. Either way, why does it always have to be one or the other. It's not like picking up armor plates automatically DQ's you from having shields as well. a complex shield is a high slot and gives you 72 more HP. Then again, I believe that each slot should have a different module... with a few exceptions. Like Forgegunners etc... Specialized (proto) modules are all pretty useful. Being able to do everything well is usually better than being able to do one thing (slightly) better. Especially given the rock/paper/scissors style of Dust.
Logi repping wont save you from a grenade, also a Logi is more useful helping you eliminate the enemy then repping. Your right about us using shields and we do because we have to because we need shields as a buffer, but we just can't compete in overall HP because we cant put more armor than a shield tank can without gimping our gameplay. And if you didnt know a locus grenade is 400 damage with a 150% multiplier against armor, this sets it at 600 damage which is more than enough to OHKO a 600 armor suit on a direct hit. The only suit capable of surviving this is a ADV+ heavy.
Specialized (proto) modules are all pretty useful. Being able to do everything well is usually better than being able to do one thing (slightly) better. Especially given the rock/paper/scissors style of Dust.
You have literally just defined perfectly the biggest problem against shield and armor, shields tanks can do EVERYTHING well, atmot tanks only specialize in one thing... dying.
Edit: When I speak about shields and armor i consider both using shield modules and armor modules, no suit except the Caldari Logistics can depend on one tanking style alone. |
Heroesis17
Subdreddit Test Alliance Please Ignore
0
|
Posted - 2013.06.17 20:57:00 -
[239] - Quote
Self important cry baby. Go away. This game will be better without you entitled ass telling everyone what you deserve. Until you invest enough of your money into the company to become a business partner, your a customer like the rest of us. Don't like what's being done? Your rights as a customer are to stop giving the company your money. |
Sloth9230
Reaper Galactic ROFL BROS
1814
|
Posted - 2013.06.17 21:15:00 -
[240] - Quote
Heroesis17 wrote:Self important cry baby. Go away. This game will be better without you entitled ass telling everyone what you deserve. Until you invest enough of your money into the company to become a business partner, your a customer like the rest of us. Don't like what's being done? Your rights as a customer are to stop giving the company your money. You revived the thread just to say that? Are you alright in the head? |
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ADAM-OF-EVE
Circle of Huskarl Minmatar Republic
46
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
Acezero 44
Ikomari-Onu Enforcement Caldari State
34
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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