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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. |
|
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. |
|
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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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
|
Mother Facker
Ill Omens EoN.
4
|
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 |
|
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
|
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." |
|
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.
|
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 |
|
Zatara Rought
TeamPlayers EoN.
201
|
Posted - 2013.06.12 09:39:00 -
[61] - Quote
Alina Heart wrote: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 - 3% Speed Penalty - 20 CPU - 3 PG
Complex - 125 HP - 4% 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 - 16 CPU - 4 PG
Enhanced - 60 HP - No Speed Penalty - 30 CPU - 8 PG
Complex - 80 HP - No Speed Penalty - 42 CPU - 12 PG
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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.
I'm going to bed...I'll deal with this attempt later.
|
|
CCP Eterne
C C P C C P Alliance
1936
|
Posted - 2013.06.12 10:23:00 -
[62] - Quote
Gonna move this to Feedback/Requests for the time being. |
|
Alina Heart
DIOS EX.
267
|
Posted - 2013.06.12 16:09:00 -
[63] - Quote
Updated OP With minor changes to CPU and Grid. Reduced EHP on Reactive plates slightly.
Awesome spreadsheet, it's very useful to actually the exact numbers. However I could stare at that spreadsheet all day and still not know what your thoughts are. As well, I don't think any spreadsheet can solely determine if something this complex is balanced or not.
After looking at your model it's almost the exact opposite of mine, you've lowered all the values significantly. Your Ferroscale plates are decent but your reactive plates are now just the same as a shield extenders with an unecessary speed penalty. Your standard plates suffer even more taxing speed penalties than reactive plates even though even though they don't have the added benefit of a passive regen.
Granted, you do have less CPU & PG requirements but those were never a problem to begin with. I see armor as being able to be a true TANK. You should have huge EHP rating at the cost of that you will be slow. The speed penalty should not be so much as it is now, but not so minuscule either that armor tanking becomes viable for most suits.
Now your thoughts on mine please. All constructive criticism. Also, added your spreadsheet to the OP |
ISuperstar
DIOS X. II
77
|
Posted - 2013.06.12 16:16:00 -
[64] - Quote
Cass Barr wrote: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.
I was simply seeing just how far one could possible tank using the best suit and using the proposed module stats. This isn't a "What's the best build for "X" suit" Thread...
|
Crims0n Viper
Ostrakon Agency Gallente Federation
51
|
Posted - 2013.06.12 16:40:00 -
[65] - Quote
[quote=Alina Heart]
Quote:Iron wolf Saber has created a detailed Spreadsheet containing Mine and His Armor Plate Models, you can make a copy of this spreadsheet and edit it with your own proposed values. - IWS Armor Plate Spreadsheet
Ok, your new numbers look solid now. Reactive plates should be the high end top tier plates that every armor tanker wants and should unlock. At the same time Reactive plates aren't soo good that they completely overshadow the usefulness of Ferroscale and standard armor plates.
Armor tankers should have a higher EHP than shield tankers due to having the speed penalty and no passive regen. On top of that armor has less resistance to most of the weapons in the game. |
Meeko Fent
Mercenary incorperated
72
|
Posted - 2013.06.16 01:01:00 -
[66] - Quote
On way to Fix Armor Tanking is to Fix the Bonuses for suits.
Gallante Suits should get a Passive Regen Bonus, And Amarr Suits should get a Armor Max HP bonus.
Reconfigure the Low Slots so the Amarr can Armor Tank as Opposed to Omni Tank
That Is my only opinion on armor Tanking due to me Being Windari. And any self respecting Windari Shield Tanks |
Villanor Aquarius
Cygnus Tactical Operations
97
|
Posted - 2013.06.23 21:04:00 -
[67] - Quote
The very concept behind armor and shield tanking has always been that Shield modules that add hitpoints increase signature radius and shields have faster HP regeneration. Armor has always been more raw hitpoints and an agility/speed negative. The reps for armor are also much more efficient. In EVE you get more HP per capacitor with Armor reps while in Dust this is accomplished by having no delay with when Armor reps take effect.
Armor is very effective in groups as you can take mountains of HP and rely on a logi bro to repair you in between fights or you can stack all repairers and result in repair rates easily in excess of 12hp/s that has no delay. |
The dark cloud
Seraphim Initiative. CRONOS.
1543
|
Posted - 2013.06.23 21:28:00 -
[68] - Quote
In my opinion armor reps itself needs a major buff to the reapair rate. Most people prefer shield not due to the better mobility. Its because their shields are getting so much faster back up compared to armor tanked suits. Very big downside is aswell armor takes 30% extra damage from regular grenades. So here is something for you to consider:
locus grenade: armor damage: 520HP shield damage: 280HP
M1 locus grenade: armor damage: 650 HP shield damage: 350 HP
Core locus grenade: armor damage: 780 HP shield damage: 420 HP
this is just stupid. You move slower, have less HP regeneration and take additional damage from grenades and other explosives. A caldari logi will surive every time a core locus grenade while the gallente logi dies in a single hit. Sure you can come now with the argument that flux grenades are capable in taking out all shields. Sure but flux grenades DONT kill you. 99% of the time the shield guy just runs off cause he has BETTER mobility. In my opinion flux grenades should have the opposite effect of that from regular grenades. 30% additional damage vs shields and 30% less damage vs armor. If you dont get it here is a simple explanaiton: FLUX GRENADES SHOULD BE AIBLE TO KILL. To make them balanced bring down the max damage to that of regular grenades (400-500-600). And introduce a new type of AV grenade that does the same homing function but instead has the flux capability but only explodes with contact to a vehicle (like AV nades). |
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