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Master Jaraiya
Ultramarine Corp
175
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Posted - 2013.06.11 22:44:00 -
[1] - Quote
I kind of stumbled upon this while perusing the shield vs armor topics. This Idea may help balance that out as well, but I'm mostly concerned with the issue in the thread title here.
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 (why are you a Low powered module GTFO!)
So what did we learn? Armor tanking effectively removes any other tactical advantage one could possibly gain.
Possible solution:
implement a High/Medium/Low Slot system, adjust the available PG/CPU for dropsuits to be able to accommodate more Modules, and change the module placement according to this:
High/Low Slots would remain exactly the same for every suit, add 3 Medium slots on every suit except MLT Suits would only get 2 Medium Slots.
High Slot Modules: (for shield and stamina) Shield Extenders Shield Rechargers Shield Regulators Myofibril Stimulants Cardiac Regulators
Medium Slot Modules: (for dropsuit utility enhancements) Damage Modifiers Codebreakers Precision Scan Enhancers Range Amplifiers Active Scanners CPU Enhancers PG Enhancers
Low Slot Modules: (for armor, movement speed, and profile dampening) Armor Plates Armor Repairers Ferroscale Plates Reactive Plates Kinetic Catalyzers Profile Dampeners
Any thoughts toward this? |
Master Jaraiya
Ultramarine Corp
180
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Posted - 2013.06.12 03:04:00 -
[2] - Quote
ZDub 303 wrote:Only suggestion would be to swap profile dampening and cardiac reg.
Force a choice between speed/sta and armor and profile dampening and shields. Especially if shields are likely to receive a signature penalty.
My idea behind this structure is to force armor tankers to choose between more stamina or having shields. Armor tankers are slow, so being able to sprint longer or more eHP/ shield regen is a good trade off for this.
Shield tankers would be forced to choose between being faster, less visible on Tac Net, or ability to dual tank.
I think this kind of trade off would offer more balance across all classes. |
Master Jaraiya
Ultramarine Corp
183
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Posted - 2013.06.12 04:15:00 -
[3] - Quote
Stands Alone wrote:i cant say that i would agree on this.
by adding a med slot you would have to take away from the low and high slots. therefore taking away the ability to do a high hp shield/armor tank effectively due to lack of low and high slots but would add to more modifying of special skills. which could also take away the effectiveness of very carefully choosing your suits.
This is why I suggested leaving the highs and lows the same for all suits, and adding more PG/CPU to equip the Medium module slots. This would open up a vast amount more possibilities for shield tankers and armor tankers.
I think It would add to the effectiveness of carefully choosing your suits.
For instance one could choose to tank in stamina (highs) damage (med) and armor (lows) or shield (highs) hacking/stealth (med) and speed (lows)
That is only a couple simple examples. I just feel that loadouts would be vastly more complex and diverse this way. |
Master Jaraiya
Ultramarine Corp
189
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Posted - 2013.06.12 12:49:00 -
[4] - Quote
Ivan Avogadro wrote:I like it but it feels like it's far too much to change, ya know? I think the easiest way is to just move some of the existing mods into the high slots:
Cardiac Regulator Codebreaker Armor Repairer Reactive Plates
These ones seem like the most computer intensity of them. Seriously, Armor Reps are supposed to be little nanobugs that constantly crawl all over my armor to make repairs right? How is that not complex enough for a high slot?
Anyway, the move would simultaneously even out the high/low disparity while also making armor tanking more attractive. You could fill you lows with plates while filling your highs with damage mitigation.
I thought of this, but rejected the Idea and here is why. Think about the Heavy. The Amarr Basic has max 2H/3L the Sentinel has 1H/4L this would gimp they're ability to regen with any kind of speed without being tethered to a logi. Scouts would be forced to give up shields to have faster sprinting etc. this would be a death sentence to them.
Stands Alone wrote: in this case. the fittings would be based around free med slots that everyone has free. there would be no trade off as they are not sacrificing any armor to run faster. or sacrificing dmg for extra speed... armor suits are fine... they are not susceptible to flux grenades, you can put a +10% dmg on without compromising your main hp buffer.
for shields to get the same effect they will have to sacrifice hp and speed. when armor only sacrifices hp.
no offense, but i think if you get more creative with some fittings. you may find the low slots much more useful with different mods than armor mods.
How would they not sacrifice armor for speed when I left the kinetic catalyzers and in the low side? Armor would also have to be sacrificed to have a lower profile signature.
Extra damage would need to be sacrificed for better scan precision/range/extra PG/CPU/hacking speed or any combination of all of these.
Shields would need to be sacrificed for more stamina or more melee damage. (which is stlii the easiest choice to make for most)
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Master Jaraiya
Ultramarine Corp
189
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Posted - 2013.06.12 13:03:00 -
[5] - Quote
Chunky Munkey wrote:I don't think anyone wants to see suits that can shield tank, armour tank AND stack damage all in one.
They would have to adjust the base PG/CPU to make this impossible.
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Master Jaraiya
Ultramarine Corp
189
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Posted - 2013.06.12 13:23:00 -
[6] - Quote
Edited OP |
Master Jaraiya
Ultramarine Corp
217
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Posted - 2013.06.15 20:55:00 -
[7] - Quote
CCP Please give this some thought and consider mine or any other possible solution to this problem.
Thank you,
Jaraiya |
Master Jaraiya
Ultramarine Corp
221
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Posted - 2013.06.15 21:39:00 -
[8] - Quote
Arkena Wyrnspire wrote:
EDIT: Though actually, it doesn't directly give 'tactical advantages' to armour tankers. They wouldn't have an advantage in any particular department still.
That is correct, it would only serve to level the playing field. Currently these are advantages shield tankers can have over armor tankers.
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Master Jaraiya
Ultramarine Corp
221
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Posted - 2013.06.15 22:05:00 -
[9] - Quote
Arkena Wyrnspire wrote:Master Jaraiya wrote:Arkena Wyrnspire wrote:
EDIT: Though actually, it doesn't directly give 'tactical advantages' to armour tankers. They wouldn't have an advantage in any particular department still.
That is correct, it would only serve to level the playing field. Currently these are advantages shield tankers can have over armor tankers. I see. One of the things I'd really like to see from the two different tank type is a clear role definition - for there to be situations where one type excels and beats the other one, and others where the other tank does better. I'm glad to hear that you're following the armour vs shield debate. I will be posting a long thread on this shortly - May I link your thread in it?
You sure can! I agree as well, shield/armor tankers should have somewhat different roles, but at the same time some aspects should overlap. I tried to incorporate this idea in my OP, but may have fell short. In any case I did the best I could and welcome any suggestions or further tweaks. Note that I may not necessarily agree with said suggestions/tweaks, but they are welcome none the less! |
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