|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 22:07:00 -
[1] - Quote
I don't think this addresses all the issues, either. Here, armour will still have lower EHP and lower regens than shield. Your fixes mostly address the speed problems by making ferroscale plates somewhat viable.
Also, your reactive plates are out of whack with your other suggestions. I actually think that numbers on that level are necessary to fix armour, but that's not 'balanced' here.
Armour will still have lower or similar EHP because they have to dedicate half their slots to repairers, unless they use your reactive plates (and I don't see why anyone wouldn't with those numbers). To achieve similar EHP they need to become slower, they have to settle for lower if they don't want to have a speed penalty.
Let's provide examples. Neither of them will use skill bonuses, for the sake of simplicity, but it doesn't change things by applying them. It doesn't take into account fitting resources either, but armour is actually more intensive with ferroscale and similarly intensive with normal plates and in addition to that shield tankers can use PG/CPU modifiers anyway.
Gallente assault prototype, vanilla 2x complex plate, 2x complex repper 210 + 125 + 125 = 460 10 HP/s regen -18% speed penalty
Gallente assault prototype, ferroscale 2x complex ferroscale, 2x complex repper 210 + 80 + 80 = 370 10 HP/s regen No speed penalty
Caldari assault prototype 4x shield extender 210 + 66 + 66 + 66 + 66 = 474 30 HP/s regen, 4s delay No speed penalty
So the shield tanker beats both examples by a significant margin in every area, including regen despite the delay as the regen outpaces the armour repairer on the 2nd second it runs.
This doesn't address the issue that explosives do obscene amounts of damage to armour + very little damage to shields and there is no equivalent damage type against shields, even scrambler rifles fall significantly short. |
Arkena Wyrnspire
Turalyon Plus
889
|
Posted - 2013.06.11 22:13:00 -
[2] - Quote
Alina Heart wrote:Knarf Black wrote:Why would you even keep standard armor plates in the game with these numbers? After looking over the stats again, the Ferroscale plates were a little too good over the Standard plates. I have reduced their HP bonus's accordingly.
I think you missed the point. The reactives are too good - you just nerfed the ferroscales to a point where they would be even more useless than currently. |
Arkena Wyrnspire
Turalyon Plus
889
|
Posted - 2013.06.11 22:25:00 -
[3] - Quote
Alina Heart wrote:Arkena Wyrnspire wrote:Alina Heart wrote:Knarf Black wrote:Why would you even keep standard armor plates in the game with these numbers? After looking over the stats again, the Ferroscale plates were a little too good over the Standard plates. I have reduced their HP bonus's accordingly. I think you missed the point. The reactives are too good - you just nerfed the ferroscales to a point where they would be even more useless than currently. What's wrong with the reactives? Elaborate please.
A single complex reactive in your design is worth more than a complex normal plate AND a complex repairer combined. Also without a penalty. |
Arkena Wyrnspire
Turalyon Plus
891
|
Posted - 2013.06.11 22:37:00 -
[4] - Quote
Laurent Cazaderon wrote:ferroscale shouldnt have more hp than shield extenders.... They both have no penalty using them.. So the HP buff should be pretty much the same or even lower. Besides, if the HP buff is huge, why would any shield tanker stop himself from using them ? It's free buff added to the shield extenders he already uses.
Reactive plates bring repping combined to buff. For that sole reason, they will be the plates bringing the lower hp buff. As it's been said by CCP already.
Regular plates with penalty have to be the biggest HP buff of all defense plating be it shield or armor for the sole reason they add a penalty when using them.
But to balance shield and armor, ferroscale wont be enough. there need to be a complete overhaul of the armor penalty and regen modules as it's been discusses widely in a feedback section thread.
=> Speed penalty shouldnt apply on base movement as there arent no modules to compensate => Shield should have a penalty as well, just as it is in eve. (radar signature or bigger hitbox) => Some role or race base bonuses need to lower those drawbacks. => Better repping modules for armor => Etc..
Anyway, nice attempt but do check existing feedback.
So a module with no regen and higher fitting requirements should have less HP than a module which does regen on its own, and very quickly too? Huh. |
|
|
|