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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
977
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Posted - 2013.06.12 01:44:00 -
[1] - Quote
at the time of this writing we have seen a leak, unintentional or not of the new ferroscale and reactive armor plates that CCP is introducing into the game soon
The statistics pretty much prove that while CCP has repeatedly stated they intend to fix armor tanking they were not listening to the feedback they were given.
To whit: Stats:
Complex ferroscale plate: 60 HP CPU 39 PG14
Complex reactive: 45 hp, 2hp/s, 4% movement penalty CPU 24 PG 9
As we can see there seems to be a bit of disparity between what has been said by the players pertaining to the problem and what CCP is doing to FIX the problem.
Our current iteration (which I hope changes) shows the two new armor modules that CCP have been hamming up are not only harder to fit, but provide less than half of the benefit of the parent modules.
"But Breakin," you say, "shield extenders only give 66 HP at the complex level! Why should plates have more?"
Good question! And I answer:
Because even with 4 armor reps eating all of your low slots your heavy suit reps at 2/3rds the speed of an unaugmented shield suit with no buffer. Armor has no native regen. Armor takes 150% damage from explosive weapons wheras shields take what, 110% from scramblers and lasers?
these plates are a joke, and a bad one to boot. they provide LESS than half the benefit of a single armor plate or rep of the standard type, complex level. As the ball here bounces for the low price of assloads more fitting cost you too can have half the utility of 2 plates and 2 reps at complex level in your low slots.
I'm rather disgusted with CCP if this is the way they intend to "Fix armor tanking," because this setup provides no measurable benefit over what we already have.
If armor has to be dependent upon Logi to survive then armor either needs a very large buffer tank to justify it versus the drawbacks, or you need to bite the bullet, drop shield recharge to almost nothing and introduce a handheld shield transporter so that shield tanks are equally dependant upon Logi to balance them out.
This is not even CLOSE to fixing the problem. This is balancing new modules to maintain the status quo when it is well known that the status quo is absolute trash. Right now minmatar and caldari suits are the only ones that are fully usable because of the way shields work versus armor. There is no advantage to armor tanking right now and these new modules maintain the gap rather than doing anything to mitigate that gap. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
980
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Posted - 2013.06.12 02:46:00 -
[2] - Quote
the source was their new trailer. it shows the new plates. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
987
|
Posted - 2013.06.12 04:39:00 -
[3] - Quote
another problem is the Buffer vs. regen theory.
Yes armor can rep under fire but not enough to significantly increase survivability. Shield regen can retreat (much faster) and be recovered enough to continue fighting rapidly. They are a skirmisher versus a balls-to-the-wall wade in and smash style of combat. Unfortunately as we have all seen wade in and smash is suicidal but if you retreat you have to have logistic support to recover quickly.
Not only is shields more time-efficient it is much more resource-efficient. a rep gun takes a shooter off the field. Shields do not need reps, they need a little time.
If we want to make them equivalent then we need to do something. either add a bigger buffer or load in more efficient armor rep numbers. even a 25% boost to base armor reps would cover the disparity in recovery solidly. or an increase in base buffer could make the suits survivable. Either change can easily bring armor to competitive levels,and competitive levels are what armor NEEDS to keep up with shields even if they are slower the only way to compensate for the weaknesses of armor is to allow armor to take a rather large beating before it buckles and you die. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
989
|
Posted - 2013.06.12 05:34:00 -
[4] - Quote
Credit to Hobo On Fire for this idea. I'm just expanding upon it.
Split armor tanking into Light, Medium and Heavy plates, rather like we have the 60mm, 120mm, and 180 mm plates for vehicles corresponding to the vehicles they are supposed to go on.
Light plates are intended for light suits, medium to medium and heavy to donut-chasing fatties. This would allow CCP to tailor the plates to the role rather than try this one-size-fits all thing that is not working. (credit for this goes to Hobo)
Further i think plates should all provide the same HP buffer. but the difference between standard and complex is the movement penalty being lowered. complex plates, being made of more advanced materiels, should allow the suits to move FASTER by affording the same protection while alleviating mass. this would allow CCP to tailor buffer plates for scouts and heavies rather than for medium frames as seems to be the obvious balance point for armor tanking thus far.
Further I believe that armor repair units could safely be altered to repair 1%, 2% and 3% of total armor HP respectively without causing them to be completely overpowered. this would create a more even distribution of repair rates and maintain some parity between fits. further I would remove the bonus to 5%/level HP rep bonus and replace it with fitting bonus the way it used to be to keep them from spiking to ******** levels of repair.
The reactive and ferroscale plates are a joke. a complex plate with less protection than a complex shield extender. This is a bad joke on a tank style that is buffer dependent. Don't release this, it's insulting, because it at no point addresses the balance between tanking with armor versus shields. ferroscale slightly addresses the mobility issue at a cost of being less effective than the complex shield extenders.
Right now armor tanking successfully requires buffer fits because mobility and regen aren't there. And buffer make agility and regen proportionally worse so the disparity only widens. stamina penalty makes more sense than a mobility penalty if mobility is as much of a problem as it is. I can suck up running for shorter distances if it means I can duck behind cover. |
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