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Talos Alomar
Subdreddit Test Alliance Please Ignore
926
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Posted - 2013.06.12 02:13:00 -
[1] - Quote
I'll sign this.
+1 |
Talos Alomar
Subdreddit Test Alliance Please Ignore
926
|
Posted - 2013.06.12 03:22:00 -
[2] - Quote
Breakin Stuff wrote:the source was their new trailer. it shows the new plates.
thanks, I had literally just found It and started going through some numbers
2 complex reactive plates
+90 hp +4hps 8% penalty
48cpu 18pg
1 enhanced armor plate and 1 complex repper
+87 hp +5hps 5% penalty
65 cpu 11 pg
Hardly game changing, imo. I'm hard pressed to find a combination of armor plates or reppers that makes the reactive plate look worth while for anything but giving low-armor shield tankers a the benifits of both a plate and a repper while leaving room open for another regulator, biotics or whatever else.
60 hp isn't worth 39 cpu and 14 pg. I'm sure even the most dedicated armor tanker would get a better use out of that low slot, let alone the SP to go from lvl 1 armor plating to lvl 5. Sticking with the basic armor plate seems like a no-brainer.
unless one of these are high slot, this isn't doing anything to help armor tankers, but also giving shield tanked suits a more compact way to boost their armor for when their shields drop. this is just making it worse.
My suggestion - Add just a bit more HP to the new plates (10%) and bump the complex reactive reps to 3hps with the advanced reactive at 2 hps. Even that meager boost you'll have people being able to armor tank more effectively,
I'd also suggest lowering the ferroscale's PG usage as well. I find it hard to believe that the armor plating should take up more PG than the shield extender.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
927
|
Posted - 2013.06.12 04:01:00 -
[3] - Quote
Patoman Radiant wrote:One thing to remember is that while armor does regenerate slower then sheilds, they do it 24/7. shields you have to be
1. not being shot at
2. wait long enough in cover for it to start
Though also armor reps require you to fit a mod, where as shield don't and can just pack extenders.
I do agree with the topic author on increased fitting for one type of complex armor mod, that should change.
I've tried armor tanking. To have the sort of reps that can have a noticeable impact in a fight you have to pretty much fill your low slots, therefore sacrificing any buffer. I was hoping reactive plates would do more to mitigate that, but 45 hp is 1.5 rounds from a gek worth of buffer. that's even calculating the 10% penalty to armor and not factoring in damage mods.
Calculate the buffer in extra rounds you can take.
Armor tanking is will still be broken. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
928
|
Posted - 2013.06.12 04:20:00 -
[4] - Quote
I should probably make it clear that even though we are having criticisms of mosules that aren't even out yet, it's because you have a great deal of people who are really interested in helping you test and balance this game.
CCP, please let us know if these are old numbers and that they've changed since then. If you could confirm what these numbers are we'll be able to help by telling you what we want and need out of armor mods.
Keeping mum on the numbers is just giving you more work later. Help us help you, CCP. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
931
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Posted - 2013.06.12 13:54:00 -
[5] - Quote
Changing armor rep mods to a percentage instead of just a base number of points could be brutal. Imagine a heavy that gets 12% of it's hitpoints back a second. that's about 48 hp/s.
What we need are armor hardeners for infantry. Put this in the high slot and armor will actually be a tool worth using as you'll be improving EHP and the effectiveness of armor reps by letting us add more resistance. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
932
|
Posted - 2013.06.13 00:39:00 -
[6] - Quote
I'll bump this. |
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