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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Alina Heart
DIOS EX.
253
|
Posted - 2013.06.11 21:54:00 -
[1] - Quote
Hello CCP and all who view this thread. I have taken the last 3 hours to carefully study and anaylyze everything that between the shield and armor debate. After tons of research between the positives and negatives of shields vs armor and examining the stats of the soon to come Reactive and Ferroscale armor plates I have come to this conclusion.
The entire Armor skill tree and modules are imbalanced in comparison to that of shields. the Shields tree and it's modules are already completely balanced. Every suit already comes with the built in ability to passively Regen shields and hence every suit is suitable to shield tank. However armor tanking requires the use of other modules such as Kinetic Catelizers to mitigate the speed penalty or Armor Reppers to achieve the regen ability similar to that of shields.
With the addition of the new Ferroscale and Reactive armor plates, it is evident that you balanced these modules in accordance to that of the already existing Armor modules. This is where your problem lies, no single module will be able to balance Armor and shields to a leveled playing field. You must completely Retweak the whole entire skill tree.
I have already done the work for you. Simply implement the skill changes and change the current values to the ones below.
Your welcome
Standard Armor Plates
Requirements: Armor Plating Level I
Basic - 75 HP - 2% Speed Penalty - 10 CPU - 1 PG
Enhanced - 100 HP - 4% Speed Penalty - 20 CPU - 3 PG
Complex - 125 HP - 6% Speed Penalty - 30 CPU - 6 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ferroscale Armor Plates
Requirements: Armor Plating Level III, Dropsuit Armor Upgrades Level III
Basic: - 40 HP - No speed penalty - 6 CPU - 4 PG
Enhanced - 60 HP - No Speed Penalty - 12 CPU - 8 PG
Complex - 80 HP - No Speed Penalty - 18 CPU - 12 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Reactive Armor Plates
Requirements: Armor Plating Level V, Dropsuit Armor Upgrades Level III
Basic: - 100 HP - 3% Speed penalty - 3 HP/s Armor Repair Rate - 25 CPU - 5 PG
Enhanced - 130 HP - No Speed Penalty - 3 HP/s Armor Repair Rate - 45 CPU - 9 PG
Complex - 160 HP - No Speed Penalty - 3 HP/s Armor Repair Rate - 60 CPU - 12 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Last but not least, change Shield Regulators to a High Powered module. |
Knarf Black
Subdreddit Test Alliance Please Ignore
906
|
Posted - 2013.06.11 21:59:00 -
[2] - Quote
Why would you even keep standard armor plates in the game with these numbers? |
Alina Heart
DIOS EX.
254
|
Posted - 2013.06.11 22:01:00 -
[3] - Quote
Knarf Black wrote:Why would you even keep standard armor plates in the game with these numbers?
Standard armor Plates are just that, standard. They are easily accessible with only a low Armor Plating level requirement, they provide a decent HP bonus at a low CPU and PG cost but in exchange they suffer from movement penalties. |
WyrmHero1945
SyNergy Gaming EoN.
408
|
Posted - 2013.06.11 22:07:00 -
[4] - Quote
Reactive plates have to be in the middle, if they have the highest HP + rep there's no reason to use the regular armor plates. Regular armor plates have to have the highest HP. Are you iruby heart btw? |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 22:07:00 -
[5] - 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. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
228
|
Posted - 2013.06.11 22:07:00 -
[6] - Quote
Too much fiddling with details and numbers here when the concept behind armor tanking in general is completely flawed. |
Alina Heart
DIOS EX.
254
|
Posted - 2013.06.11 22:08:00 -
[7] - Quote
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. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1362
|
Posted - 2013.06.11 22:09:00 -
[8] - Quote
The problem with armor is that shield tankers can still benefit from armor tanking more than armor tankers themselves. Gallente and Amarr need bonuses for using armor related modules that Caldari and Minmatar suits cant get. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
230
|
Posted - 2013.06.11 22:12:00 -
[9] - Quote
Armor plating should be less about HP and more about damage reduction.
So the different armor mods should be HP, damage reduction, and repair - Not nine different flavors of HP.
Also, drop the movement penalties - for good. There's no inherent advantage to armor tanking that warrants a downside like that, it's just stupid design.
Stupid, stupid stupid stupid stupid.
Stupid. |
Arkena Wyrnspire
Turalyon Plus
889
|
Posted - 2013.06.11 22:13:00 -
[10] - 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. |
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Master Jaraiya
Ultramarine Corp
174
|
Posted - 2013.06.11 22:16:00 -
[11] - Quote
another major problem:
high modules: damage mods shield extenders shield rechargers myofibril stimulants Precision Enhancers
Low Modules: Armor Plates Armor Repairers Ferroscale Plates Reactive Plates Cardiac Regulators Cardiac Stimulants CPU Upgrades Kinetic Catalyzers PG Upgrades Profile Dampeners Range Amplifiers Shield Regulators
So what did we learn? Armor tanking effectively removes any other tactical advantage one could possibly gain.
|
Alina Heart
DIOS EX.
254
|
Posted - 2013.06.11 22:17:00 -
[12] - Quote
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.
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
134
|
Posted - 2013.06.11 22:18:00 -
[13] - Quote
I personally believe that if top tier armour tanking is to match and be able to compete with these self repairing reactive armour plates must be more or less as good as the standard plates with the repair bonus, this way we as armour tankers can compete with top tier shield tankers on a similar level. |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 22:21:00 -
[14] - Quote
Alina Heart wrote:Reactive Armor Plates Complex - 160 HP - 6% Speed Penalty - 5 HP/s Armor Repair Rate - 60 CPU - 12 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Last but not least, change Shield Regulators to a High Powered module.
You are balancing individuals. This is a squad based game. If you had two logis (mind you they get a natural +5hp/sec armor repair) each with four complex reactive plates, and a proto repair tool (total of 640 armor hp + suit base.... with 25 hp/sec natural repair spider tanking with a heavy... they'll need to take more than 150 damage a second (constantly) to even begin to chip away at their armor.
Meanwhile, they are lumbering towards you with a boundless HMG (the heavy is repping 2x proto repair) that simply cannot be killed until the logi's go down.
There are three more people in their squad, who for all intents and purposes could be doing the same thing.
This is a bad idea. Individually balanced..? Maybe, maybe not. When the big picture is considered, absolutely not.
Especially when you consider those heavies might be commandos with a Duvalle AR or two. That's a lot of firepower, and not an easy way to put them down. Assuming those logi's don't have decent injectors (which may even work by then) with them.
God save you if they're standing on repair hives/ammo hives, and you need to get to the other side of them. |
WyrmHero1945
SyNergy Gaming EoN.
408
|
Posted - 2013.06.11 22:22:00 -
[15] - 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.
They're too good in the sense that makes standard plates useless. Reactives should have less HP than std and more HP than ferroscale. Ferroscale should have more HP than shield extenders. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
230
|
Posted - 2013.06.11 22:23:00 -
[16] - Quote
To put a finer point on how this concept should work in a good game with good balance that brings different abilities for different playstyles - The shield is about high hp that recovers quickly where as the armor should be about damage resistance and recovering HP constantly.
Trying to shoehorn what works for shield tanking into armor is just stupid. Like major league stupid.
Stupid, stupid, stupid, and boring - I added boring and also by proxy uninteresting may also be addedd to the description.
In fact, they should put it in the tooltip. |
Arkena Wyrnspire
Turalyon Plus
889
|
Posted - 2013.06.11 22:25:00 -
[17] - 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. |
Alina Heart
DIOS EX.
254
|
Posted - 2013.06.11 22:29:00 -
[18] - Quote
WyrmHero1945 wrote: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. They're too good in the sense that makes standard plates useless. Reactives should have less HP than std and more HP than ferroscale. Ferroscale should have more HP than shield extenders.
That's how this game works, look at the skill requirements to get those Reactive plates, I didn't even put in ISK values. It's no different than Unlocking the duvolle or Allotek assault rifles. Once unlocked you essentially make the lower gear useless.
I'm failing to understand how my reactive armor plates are too good... |
Laurent Cazaderon
What The French CRONOS.
1555
|
Posted - 2013.06.11 22:29:00 -
[19] - Quote
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. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
230
|
Posted - 2013.06.11 22:32:00 -
[20] - 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.
Le repair speed is the downside.
Again the answer is to make armor about damage resistance, not about raw HP or repair speed. The repair tool will likely see a cousin in a shield transporter, so the argument about a logi bro being a big help when in reality it means being a gun down is not really an argument.
Also, armor should see no downside - none. We need to stop being creative about what penalties we can add to an already gimped tanking style. |
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Arkena Wyrnspire
Turalyon Plus
891
|
Posted - 2013.06.11 22:37:00 -
[21] - 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. |
WyrmHero1945
SyNergy Gaming EoN.
409
|
Posted - 2013.06.11 22:38:00 -
[22] - 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.
Agreed with everything except ferroscale have to have more HP than shield extender because plates don't have passive regen like shield does. If the shield tanker wants to stack ferroscale plates as well then so be it but not because of that the armor tanker should be gimped.
Edit: Ninja'd by wyrnspire |
AKCP Scion Lex
Science For Death The Shadow Eclipse
26
|
Posted - 2013.06.11 22:41:00 -
[23] - Quote
I really like the bigger hit box as drawback to shields. I think the idea with armor is that it gave up mobility for range, dps and HP. Yet with the hit detection issues the range is not really an advantage with a jumping running target at say 30m. On the other hand having heavy suits with the same movement speed would be bad. Granted im still learning the physics. |
Alina Heart
DIOS EX.
255
|
Posted - 2013.06.11 22:42:00 -
[24] - 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.
What's stopping them from doing that now?
Laurent Cazaderon wrote: 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.
CCP has their values all screwed up. A Speed decrease in exchange for passive reps and an HP buff are exactly what armor tanking should be. You have a significantly higher amount of HP than that of a shield tanker but you're a lot slower.
Laurent Cazaderon wrote: 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.
The standards plates with my stats still serve a purpose, they are higher in HP than the ones we have currently and the speed reduction has been reduced. They are very low on CPU and PG cost. hence why they are called "Standard" plates. They can be unlocked early on and provide a good addition to HP and are more suitable for CPU/PG strained suits.
Laurent Cazaderon wrote: Anyway, nice attempt but do check existing feedback.
I do and have. This thread is my suggestion. |
IamI3rian
OSG Planetary Operations Covert Intervention
161
|
Posted - 2013.06.11 22:44:00 -
[25] - Quote
Shield regen is based on suit... barring the inclusion of other modules.
That said, everyone is missing the part where armor can be repaired. With a rep tool. I'm not certain why this is being ignored. It's a constant effect, works a LOT faster... and even gives out points to the logi's (who are hurting, since they can't get revives often anymore.)
Seems like everyone is trying to balance Armor vs Shields on a 1 on 1 basis. In my experience, those situations are rather rare. How about we consider how these things play out in a squad? Who, as logis may be using a mix of all of these modules.
3x reactive plates, 3x Complex shields, a shield regulator and a shield regenerator.
Combine that with a heavy (or commando) with the logi's rep tool attached to him, and the logi is gonna take a lot longer to put down. Meaning the heavy is gonna be alive (and mostly unhurt) for a lot longer. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
231
|
Posted - 2013.06.11 22:55:00 -
[26] - Quote
IamI3rian wrote:Shield regen is based on suit... barring the inclusion of other modules.
That said, everyone is missing the part where armor can be repaired. With a rep tool. I'm not certain why this is being ignored. It's a constant effect, works a LOT faster... and even gives out points to the logi's (who are hurting, since they can't get revives often anymore.)
Seems like everyone is trying to balance Armor vs Shields on a 1 on 1 basis. In my experience, those situations are rather rare. How about we consider how these things play out in a squad? Who, as logis may be using a mix of all of these modules.
3x reactive plates, 3x Complex shields, a shield regulator and a shield regenerator.
Combine that with a heavy (or commando) with the logi's rep tool attached to him, and the logi is gonna take a lot longer to put down. Meaning the heavy is gonna be alive (and mostly unhurt) for a lot longer.
OMFG what part about armor tanking needing an entire other person for a marginal, and some would say non-existent, advantage seems like balance to you? |
Alina Heart
DIOS EX.
255
|
Posted - 2013.06.11 23:00:00 -
[27] - Quote
IamI3rian wrote:Shield regen is based on suit... barring the inclusion of other modules.
That said, everyone is missing the part where armor can be repaired. With a rep tool. I'm not certain why this is being ignored. It's a constant effect, works a LOT faster... and even gives out points to the logi's (who are hurting, since they can't get revives often anymore.)
Seems like everyone is trying to balance Armor vs Shields on a 1 on 1 basis. In my experience, those situations are rather rare. How about we consider how these things play out in a squad? Who, as logis may be using a mix of all of these modules.
3x reactive plates, 3x Complex shields, a shield regulator and a shield regenerator.
Combine that with a heavy (or commando) with the logi's rep tool attached to him, and the logi is gonna take a lot longer to put down. Meaning the heavy is gonna be alive (and mostly unhurt) for a lot longer.
If that situation were to ever happen then so be it, if anything it reinforces the role of a heavy. With an 18% movement penalty no heavy is going to be running around the map with 2 logi's behind him thinking he's god mode. With the short range of the HMG + The HUGE speed penalty the only time that situation would happen is if he sitting in one vinicity protecting a point. And Honestly that would be amazing to see that kind of thing in Dust. I support that.
Also no suit in this game would be able to run 3 or 4 Reactive plates with my stats and have an effective build. |
Master Jaraiya
Ultramarine Corp
175
|
Posted - 2013.06.11 23:01:00 -
[28] - Quote
My suggestion might help sort this whole problem out check it out and tell me what you think.
https://forums.dust514.com/default.aspx?g=posts&t=86590&find=unread |
AKCP Scion Lex
Science For Death The Shadow Eclipse
26
|
Posted - 2013.06.11 23:05:00 -
[29] - Quote
Novawolf McDustingham The514th wrote:IamI3rian wrote:Shield regen is based on suit... barring the inclusion of other modules.
That said, everyone is missing the part where armor can be repaired. With a rep tool. I'm not certain why this is being ignored. It's a constant effect, works a LOT faster... and even gives out points to the logi's (who are hurting, since they can't get revives often anymore.)
Seems like everyone is trying to balance Armor vs Shields on a 1 on 1 basis. In my experience, those situations are rather rare. How about we consider how these things play out in a squad? Who, as logis may be using a mix of all of these modules.
3x reactive plates, 3x Complex shields, a shield regulator and a shield regenerator.
Combine that with a heavy (or commando) with the logi's rep tool attached to him, and the logi is gonna take a lot longer to put down. Meaning the heavy is gonna be alive (and mostly unhurt) for a lot longer. OMFG what part about armor tanking needing an entire other person for a marginal, and some would say non-existent, advantage seems like balance to you? Why not have us both tank shields and shoot at the same time while a repair logi barely manages to keep up with 10% of the DPS of two dudes shooting his superslow patient's face off...
its not, especially if you play solo. I think that is part of the problem with the mechanics is it seems like it forces team play with specific roles. This is very similar to eve online's philosophy. Every thing is very very specialized and team play is strongly rewarded. The thing is the combat theory that works for spaceships dosent always translate in infantry style combat, the the technology/module concept is fine it not fine tune to effective FPS play in addition to attempting to introduce new styles of specialized team play.
So my guess would be the intention was a walking tank suported by logistics vs. smaller dps target. In eve that would work. In the FPS world movement is an advantage that trumps all others. So is any kind of passive regen. Add in the tiny hit box and a heavy gunner either has to stop moving or corner his targets. Really its all fine if the player base is willing to adopt the implied team theory, because there is a lot of it. For example having nano injectors on every man on the field. CCP has never rewarded solo pvp...ever. |
Mother Facker
Ill Omens EoN.
3
|
Posted - 2013.06.11 23:08:00 -
[30] - Quote
Good post except for two things. First off, your version of the reactive plates would be incredibly overpowered. Secondly, shield regulators are low slots because shield have three distinct module types and putting them all in high slots would severely gimp shield tanking. |
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