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Thread Statistics | Show CCP posts - 1 post(s) |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
192
|
Posted - 2013.06.11 23:10:00 -
[31] - Quote
Was just looking at the Proto Commando that was shown in the new clip on you tube. A squad of 4 Amarr Proto Commandos with 2 Amarr Proto Logis = DEATH SQUAD.
The new commandos would be able to fit a complex sheild extender, enhanced nano (K-2), Proto assault scrambler rifle, EXO MD, complex armor reper and a complex light damage mod that would work for both weapons. throw on the additional 25% for both topped off shield and armor upgrades (skill) and we are looking at quite the problem. |
Alina Heart
DIOS EX.
255
|
Posted - 2013.06.11 23:14:00 -
[32] - Quote
Mother Facker wrote: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.
Thanks.
As for the shield regulators, I disagree. Shield tankers don't need to use one of their slots for passive regen, having a module that increases the rate of that regen in the lows is essentially a free shield extender. On top of that it would be no different than what Armor tankers endure, having all armor oriented modules in lows.
Armor tankers would have to give up a potential armor slot in order to fit a shield regulator. A shield tanker would have to sacrifice nothing to fit an Armor repairer. |
Master Jaraiya
Ultramarine Corp
178
|
Posted - 2013.06.11 23:24:00 -
[33] - Quote
Mother Facker wrote: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.
Armor is already severely gimped.
12 out of 17 dropsuit modules are assigned to Low Slots (imbalance much). Shield tanking has very little drawbacks compared to armor tanking.
Shield tanking drawbacks:
Flux 'nades
Scrambler Rifle
Scrambler Pistol
Armor Tanking drawbacks:
Everything else. |
Matakage
WildCard Ninja Clan
279
|
Posted - 2013.06.11 23:29:00 -
[34] - Quote
Great stuff here, guys. I'm learning a lot and hearing a lot of sensible arguments as to why armor tanking needs a buff. As many of you have mentioned, I see this ideal scenario for shield vs. armor tanking: Armor tanking yields a higher EHP on average, but suffers a mobility penalty to balance it. Right now we know that the difference in EHP between shield tanking and armor tanking is either nonexistent or insignificant, and this needs to change.
Alina Heart wrote: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. Exactly.
IamI3rian wrote: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.) No one's missing it -- you're just wrong about it being that great of an advantage. I can't believe you're serious -- run around and beg people for repair and/or role with a logi OR... wait 15 seconds and get all your shields back. Give me a freaking break. Shield regeneration > armor repair and everyone knows it. That's why no one said it.
And also, the number of modules assigned to high vs. low slots is way out of wack. We're all in agreement on this, so I'm sure they'll switch things around soon. |
Alina Heart
DIOS EX.
257
|
Posted - 2013.06.11 23:57:00 -
[35] - Quote
Most of you have suggested that stats for my reactive armor plates are too good. After looking over the stats and in comparison to the Standard plate I agree they were a bit too good.
I've made the following changes and updated OP, I would like to know if the Reactive plates are now more in tune to the rest of the armor modules.
- Decreased speed penalty by 1% on each tier of standard armor plates - Decreased Armor Repair Rate of complex Reactive plates from 5% to 3% - Increased Hp of Complex reactive armor plates from 160 to 165
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Mother Facker
Ill Omens EoN.
4
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Posted - 2013.06.12 00:04:00 -
[36] - Quote
Alina Heart wrote:Mother Facker wrote: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. Thanks. As for the shield regulators, I disagree. Shield tankers don't need to use one of their slots for passive regen, having a module that increases the rate of that regen in the lows is essentially a free shield extender. On top of that it would be no different than what Armor tankers endure, having all armor oriented modules in lows. Armor tankers would have to give up a potential armor slot in order to fit a shield regulator. A shield tanker would have to sacrifice nothing to fit an Armor repairer.
Armor only has 2 distinct modules to choose from though, unless you include kin cats as an essential armor module. Ferroscale and reactive plating are just variants of armor plating that combine effects from other modules. The new plates shown by CCP don't look impressive and I agree that they should be a little better. Shield tankers on the other hand have 3 distinct module types that serve different purposes. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
977
|
Posted - 2013.06.12 00:15:00 -
[37] - 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.
neither option is more attractive than 2 plates, 2 reps. I find them underwhelming given that shields have a native high regen to balance out the low Extender HP adds.
At no point should anything armor be using similar numbers to shields.
If Armor has to suck up a stupid amount of low regen and also has to eat a movement penalty then CCP needs to crank up the buffer HP to compensate for the fact that fast movers will eat you alive no matter what you do.
as it stands there is no equal benefit for using ferro or reactive over a standard plate/rep set. You will take a hitpoint loss, a repair rate loss AND you will still have a damn movement penalty.
Making armor dependent on logi is fine, but there better be something to make the sacrifice of independence worthwhile.
Nothing here shows that. The modules are poorly set, and at the complex level give less than half the armor and half the regen you would get from putting 2 plates and 2 reps. it needs to be equivalent or a bit better to justify the investment or it's a waste of time.
The current balance beteween armor and shields is ****, and until CCP fixes the overall issue balancing to maintain the status quo does not help at all. |
DUST Fiend
OSG Planetary Operations Covert Intervention
3609
|
Posted - 2013.06.12 00:17:00 -
[38] - Quote
Alina Heart wrote:Last but not least, change Shield Regulators to a High Powered module.
I hope I get a skill respec for that, cuz that would totally kill my build |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
135
|
Posted - 2013.06.12 00:31:00 -
[39] - Quote
DUST Fiend wrote:Alina Heart wrote:Last but not least, change Shield Regulators to a High Powered module. I hope I get a skill respec for that, cuz that would totally kill my build
How could it when you already have such a badass shield regen speed, reduced shield recharge delay, and a higher EHP than most armour tankers combined?
I was a shield tanker, I know the ins and outs of shield tanking, and in comparison to how I play now I have to be a lot more careful with how I move.
I cant just sprint across open ground, hit cover, recharge, then start fighting again. Also I cannot bring Locus Grenades to the party anymore because of how little they effectively do to shield tankers.
I'm essentially forced into a number of anti shield roles that means while I can compete of a gun to gun level, I cannot compete tank to tank (EHP wise not the big monstrous behemoths).
Out tanked and relatively out gunned and grenaded weapon wise in 1v1 engagements I'm a a goner, if 2v1 against shields normally armour tankers are also doomed (contact or locus spam is enough to do us in with a single grenade), sad thing is that unless im out in my optimal which is just beyond STD AR range, or getting the jump on my enemies I'm unlikely to puill off a successful engagement.
E.g- Tanked Armour Scrambler Rifle vs Shield Tanked GEK- I lost that engagement due to shield rapid regen and high extender stacking and AR being Hybrid (no issue with AR hybrid damage) but the super fast regen and higher EHP than myself and my lack of armour regen at that level was enough to see me wiped out three times in the same match against the same guy. |
Scheneighnay McBob
Bojo's School of the Trades
1531
|
Posted - 2013.06.12 00:45:00 -
[40] - Quote
Buff the **** out out of armor reps and make them a high slot |
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ISuperstar
DIOS X. II
77
|
Posted - 2013.06.12 01:03:00 -
[41] - Quote
Using these stats I've come up with a build using this fitting tool
Caldari Logistics CK.0:
CPU: 480 / 487 PG: 87 / 97 Shields: 390 Armor: 647 Total HP: 1,037 Armor Repair Rate: 11hp/s Speed Penalty: 16%
High Slots: 1x Complex Shield Extender 1 x Complex Shield Regulator(High Slot) 3 x Enhanced Shield extenders
Low Slots: 2 x Complex Reactive Plates 1 x Complex Standard Plate 1 x Complex ferroscale Plate
Weapon: Duvolle Tactical Assault Rifle
Now, granted that was using the most OP suit in the game and using all CPU, PG, Shield, & Armor Related skills up to level 5.
I actually like the stats you've suggested, they might need a slight reduction here and there but I don't think it breaks the game and the speed penalty keeps things pretty balanced. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
977
|
Posted - 2013.06.12 01:19:00 -
[42] - Quote
Add this to the OP
Complex Ferroscale
CPU 39 PG 14
Complex Reactive
CPU 24 PG 9
The hell you say CCP.
this joke is not funny. |
gabriel login
Dead Six Initiative Lokun Listamenn
45
|
Posted - 2013.06.12 01:40:00 -
[43] - Quote
why not just make the armor repair skill fix your armor even if you dont use the mods. bump the skills repair rate up a bit an with the use of an armor repair it will refill faster. but not to the point that a logi is not of any use. this adds a bit more balance to shield an armor . as now armor can regen just like shields but less than half as fast without a repair mod. an with a mod about half as fast if its the best repair mod. the number of mods used effect how fast . so just 1 mod wont get you shield refill rate but if you could fit it 2 or 3 might. |
ISuperstar
DIOS X. II
77
|
Posted - 2013.06.12 01:51:00 -
[44] - Quote
gabriel login wrote:why not just make the armor repair skill fix your armor even if you dont use the mods. bump the skills repair rate up a bit an with the use of an armor repair it will refill faster. but not to the point that a logi is not of any use. this adds a bit more balance to shield an armor . as now armor can regen just like shields but less than half as fast without a repair mod. an with a mod about half as fast if its the best repair mod. the number of mods used effect how fast . so just 1 mod wont get you shield refill rate but if you could fit it 2 or 3 might.
Uh no, That would just be another free benefit to shield tankers/ |
Alina Heart
DIOS EX.
259
|
Posted - 2013.06.12 02:10:00 -
[45] - Quote
Can I get anyone from CCP to express their thoughts on my suggestions? I really think this could work. |
gabriel login
Dead Six Initiative Lokun Listamenn
45
|
Posted - 2013.06.12 02:11:00 -
[46] - Quote
ISuperstar wrote:gabriel login wrote:why not just make the armor repair skill fix your armor even if you dont use the mods. bump the skills repair rate up a bit an with the use of an armor repair it will refill faster. but not to the point that a logi is not of any use. this adds a bit more balance to shield an armor . as now armor can regen just like shields but less than half as fast without a repair mod. an with a mod about half as fast if its the best repair mod. the number of mods used effect how fast . so just 1 mod wont get you shield refill rate but if you could fit it 2 or 3 might. Uh no, That would just be another free benefit to shield tankers/ well what else is there shields recharge armor dont. thay could just make armor recharge but then you dont need to put any skill into it an you can use more mods. with it the way i have it yes shield user get a benefit from it but i dont see it to be that much of a problem i only have about 150 armor hp. and if i am shield tanking ill have more shield mod than most things an ill be runing a armor repair anyway just in case. the point is yes as a shield user i do gain a bit out of this but not as much as an armor tanker would or a heavy. |
Master Jaraiya
Ultramarine Corp
180
|
Posted - 2013.06.12 02:26:00 -
[47] - Quote
Funkmaster Whale wrote:
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.
At the same time, one shouldn't have to be symbiotically tethered to a logi by an electronic umbilical cord to be effective on the battlefield. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
981
|
Posted - 2013.06.12 02:48:00 -
[48] - Quote
Master Jaraiya wrote:Funkmaster Whale wrote:
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.
At the same time, one shouldn't have to be symbiotically tethered to a logi by an electronic umbilical cord to be effective on the battlefield.
not unless the shield tankers were similarly gimped
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Master Jaraiya
Ultramarine Corp
180
|
Posted - 2013.06.12 02:51:00 -
[49] - Quote
Breakin Stuff wrote:Master Jaraiya wrote:Funkmaster Whale wrote:
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.
At the same time, one shouldn't have to be symbiotically tethered to a logi by an electronic umbilical cord to be effective on the battlefield. not unless the shield tankers were similarly gimped
Hey hey put the nerf bat on the floor and take two steps back slowly. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
982
|
Posted - 2013.06.12 03:17:00 -
[50] - Quote
I want shields nerfed like I want a hole in the head.
But armor needs to be competitive, not given this excuse for a band-aid and "what does it still hurt? Let's make another appointment and re-examine the problem in a month. In the meantime, I don't think there is any need for painkillers." |
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CAPT vodkaTRAIN37
west coast special operations
6
|
Posted - 2013.06.12 03:17:00 -
[51] - Quote
bacon |
TERMINALANCE
Zumari Force Projection Caldari State
87
|
Posted - 2013.06.12 04:28:00 -
[52] - Quote
Alina Heart wrote: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.
Baby you can tell me about armor plates any day, stop wasting your time on these fools.
You and me can get a small little district together, raise some clones, sell them for ISK when they are all grown up
What do you say princess? |
BL4CKST4R
WarRavens League of Infamy
194
|
Posted - 2013.06.12 04:29:00 -
[53] - Quote
Alina Heart wrote: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Reactive Armor Plates
Requirements: Armor Plating Level V, Dropsuit Armor Upgrades Level III, Armor Repair Systems Level I
Basic: - 100 HP - 3% Speed penalty - 2 HP/s Armor Repair Rate - 30 CPU - 5 PG
Enhanced - 130 HP - 5% Speed Penalty - 3 HP/s Armor Repair Rate - 45 CPU - 9 PG
Complex - 165 HP - 6% Speed Penalty - 3 HP/s Armor Repair Rate - 60 CPU - 12 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Last but not least, change Shield Regulators to a High Powered module.
These values are way to high, Reactives need to be the same as Shields but with no speed penalty this is to balance out the recharge rates even though the numbers we have proposed would keep Shields at the top but give Armor tanks a chance to compete.
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ZDub 303
TeamPlayers EoN.
319
|
Posted - 2013.06.12 04:46:00 -
[54] - Quote
Just straight buffing armor plates does nothing really. Cause caldari suits would just fit them too and we're back to square one. |
Alina Heart
DIOS EX.
263
|
Posted - 2013.06.12 05:01:00 -
[55] - Quote
TERMINALANCE wrote:Alina Heart wrote: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. Baby you can tell me about armor plates any day, stop wasting your time on these fools. You and me can get a small little district together, raise some clones, sell them for ISK when they are all grown up What do you say princess?
No. |
Alina Heart
DIOS EX.
263
|
Posted - 2013.06.12 05:04:00 -
[56] - Quote
ZDub 303 wrote:Just straight buffing armor plates does nothing really. Cause caldari suits would just fit them too and we're back to square one.
Right now we're mostly worrying about just fixing Armor, the armor plates we have now and the proposed armor plates that CCP plans to implement with the Ferroscales and Reactives are horrible for armor tankers.
The post I have put up is how to Fix armor. |
BL4CKST4R
WarRavens League of Infamy
194
|
Posted - 2013.06.12 05:06:00 -
[57] - Quote
ISuperstar wrote:Using these stats I've come up with a build using this fitting toolCaldari Logistics CK.0:CPU: 480 / 487 PG: 87 / 97 Shields: 390 Armor: 647 Total HP: 1,037 Armor Repair Rate: 11hp/s Speed Penalty: 16% High Slots:1x Complex Shield Extender 1 x Complex Shield Regulator(High Slot) 3 x Enhanced Shield extenders Low Slots: 2 x Complex Reactive Plates 1 x Complex Standard Plate 1 x Complex ferroscale Plate Weapon: Duvolle Tactical Assault Rifle Now, granted that was using the most OP suit in the game and using all CPU, PG, Shield, & Armor Related skills up to level 5. I actually like the stats you've suggested, they might need a slight reduction here and there but I don't think it breaks the game and the speed penalty keeps things pretty balanced.
You just made the Caldari Logistics a armor tank, this is not how it should be. |
Iron Wolf Saber
Den of Swords
5078
|
Posted - 2013.06.12 07:27:00 -
[58] - Quote
Added your model to the spreadsheet some glaring errors here.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdGdrMFA0NW1uOU9ueUQ3YmtLRFVqcHc#gid=0 |
Cass Barr
Red Star. EoN.
203
|
Posted - 2013.06.12 07:36:00 -
[59] - Quote
BL4CKST4R wrote:ISuperstar wrote:Using these stats I've come up with a build using this fitting toolCaldari Logistics CK.0:CPU: 480 / 487 PG: 87 / 97 Shields: 390 Armor: 647 Total HP: 1,037 Armor Repair Rate: 11hp/s Speed Penalty: 16% High Slots:1x Complex Shield Extender 1 x Complex Shield Regulator(High Slot) 3 x Enhanced Shield extenders Low Slots: 2 x Complex Reactive Plates 1 x Complex Standard Plate 1 x Complex ferroscale Plate Weapon: Duvolle Tactical Assault Rifle Now, granted that was using the most OP suit in the game and using all CPU, PG, Shield, & Armor Related skills up to level 5. I actually like the stats you've suggested, they might need a slight reduction here and there but I don't think it breaks the game and the speed penalty keeps things pretty balanced. You just made the Caldari Logistics a armor tank, this is not how it should be.
And did a pretty bad job of it at that. Complex Shield Extenders are your first priority, of course. But beyond that, 2 Complex Reactives(2 Proto modules) is demonstrably worse than 1 Enhanced Plate and 1 Complex Repper(1 Proto and 1 Adv module). 'Cause CCP. |
TERMINALANCE
Zumari Force Projection Caldari State
87
|
Posted - 2013.06.12 09:15:00 -
[60] - Quote
Alina Heart wrote:TERMINALANCE wrote:Baby you can tell me about armor plates any day, stop wasting your time on these fools. You and me can get a small little district together, raise some clones, sell them for ISK when they are all grown up What do you say princess? No.
You'll come around |
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