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BL4CKST4R
WarRavens League of Infamy
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Posted - 2013.06.12 05:16:00 -
[1] - Quote
matsumoto yuichi san wrote:Note CPUGRIDHPHP/sMove Basic Ferroscale Plate 1222500 Enhanced FP 2374000 Complex FP 34136500% Basic Reactive Plate 103442-1% Enhanced RP 248653-2% Complex RP 3614874-4% Basic Armor Plate 101650-3% Enhanced AP 206870-5% Complex AP 30121250-7% Basic Shield Extender 1832200 Enhanced SE 3663300 Complex SE 54116600 Basic Armor Repairer 201040 Enhanced AR 355060 Complex AR 4511080
that would probably work out, rather than what the crystal ball stats are but that's just imho
Reactives should NOT have a speed penalty, the idea of Reactives should be to bring armor tanking to a competitive level vs Shield tanking, although shield tanking should have a higher repair rate RP tanks should have a winning chance. |
BL4CKST4R
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Posted - 2013.06.12 05:50:00 -
[2] - Quote
Zeylon Rho wrote:They've talked about giving Gallente (or armor tankers) some bonus to speed penalties on the armor plates before, right? Or was I just imagining it?
I'd assume that would make regular plates more appealing to gallente because they could fit higher hp with no penalty. Maybe Amarr would have some similar but lesser bonus to armor speed penalties? Balancing in context of that might be a little different. I'd want to know if there are other "balance" changes incoming that might impact armor tanking before taking up the sharpie to fix the new modules.
That said, the reactive plates seem really hard to like. I'd think the fitting reqs might be higher (like maybe on the order of standard plate fitting + standard reppers fitting-wise). However, I'd think the penalty on the hp/reps wouldn't be that high. Ferroscale is a bit tougher.
It's difficult to juggle the balance for all this in my head in comparison to shields because suits can fit both modules anyway.
They did, but you know what they said. It isn't currently possible, so pretty much "HEY ARMOR TANKS KEEP GETTING DESTROYED IN BATTLE WHILE WE FIGURE THIS S**T OUT" |
BL4CKST4R
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Posted - 2013.06.12 11:41:00 -
[3] - Quote
I messed with your tool a little bit and I made these numbers.
This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking.
This assumes all suits will remain as is. |
BL4CKST4R
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Posted - 2013.06.12 12:28:00 -
[4] - Quote
What is this one thing? |
BL4CKST4R
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Posted - 2013.06.12 20:19:00 -
[5] - Quote
ZDub 303 wrote:How do you make reactive plates useful though? By making them better than fitting standard plates and standard reps.
I guess like you say... Add in a ridiculously high PG requirement to them, making them impossible for shield tankers to fit, and then add in a racial bonus to decrease PG reqs for armor tankers.
Then armor tankers just stack reactive plates as they will be better than standard plates and standard reps, and leave those to be used occasionally by shield tankers who need a low slot.
I feel like there are better ways to go about it though than to make reactive plates so powerful that standard plates and standard reps become inferior to use for armor tankers. Either way you still need a racial bonus.
This is 1 way to fix it, but the speed penalty also needs to be dealt with. Speed in Dust is extremely important, it affects everything from survivability, to moving the right stick. The other armor plates should be for Armor tanks who would rather buffer than than passive tank, shield tankers should be able to pick any of them up but armor tanks should be able to get the most out of it. |
BL4CKST4R
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Posted - 2013.06.13 00:26:00 -
[6] - Quote
Ask them to make a copy of yours and then edit their own then share it here, if they get a public copy the trolls will ruin the good ideas. |
BL4CKST4R
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Posted - 2013.06.13 01:14:00 -
[7] - Quote
Meeko Fent wrote:I'm Just thinking that the Reactive Plates will make the Armor Reper Obsolete, and the Plate a hell of a lot less Viable
Why Fit a Complex Armor Reper when you could Fit 2 Reactive and have a slight Buffer to boot?
Why Fight a Plate that cant heal, when you can get a plate that can with just a smaller Buffer?
Besides that, this might make it worth some iskies to have an Armor tank Or a Shield tank
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
Except using an enhanced plate and a complex armor repper gives you 87 HP and 5 hp/s at a cost of 5% speed, 65CPU/17PG, and 2 low slots. Using two complex reactive plates gives 90 HP and 4 HP/s at a cost of 8% speed, 72CPU/32PG, and 2 low slots. Reactive plates should not have a penalty and the CPU/PG costs need to be lowered by alot, the only reason for them to have a movement penalty and CPU/PG is if Gallente and Amarr have racial skills to reduce the movement penalty by 10% per level and the CPU/PG by 5-10% per level.
Also if the goal of CCP is to make Armor and Shields like you describe we deserve another respec, because most of us would not like to be forced into a gameplay style we do not like. |
BL4CKST4R
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Posted - 2013.06.13 01:18:00 -
[8] - Quote
Cass Barr wrote:Meeko Fent wrote:
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
If people repeat it often enough, it must make it true.
This is what is currently overpowering shield tanks, what this guy is saying is exactly how the game is now rofl |
BL4CKST4R
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Posted - 2013.06.13 12:42:00 -
[9] - Quote
dblpost. |
BL4CKST4R
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Posted - 2013.06.13 12:43:00 -
[10] - Quote
ZDub 303 wrote:Felix Totenkreuz wrote:Make them more powerful and high slot.
Quite frankly l don't want them at all. There is no benefit to implementing them, even if two of these would equal one plate and one repper of the same level. They can't make them weaker than that and they can't make them more powerful, because then one or the other turns useless. And if they are identical... equally useless. Then there are the skill requirements. Are they plates? Are they reppers? If they are one or the other you only get to apply one of the skill effect bonuses to them, or both if you max both skills, in which case you might as well use one plate and one repper anyways. Useless again. And if they get their own skill tree? Bunch of SP needed. In the end it would come down to the skill's bonus and however that will be what separates them from regular plates and reppers. Drastically reduced cpu and grid costs might be appealing and set shem apart from the other skill bonuses in the armor tree. Agree, +1. By their very nature they can't do anything but compete with modules that are already in the game. No matter what, one of them will render the other set of modules useless. Explosives probably need their armor bonus tuned down to 110-120%. Then reactive plates, with no speed penalty, in the high slot, can allow for a more armor vs shields vs damage mods dilemma for armor tankers.
Actually no, leaving all of the in the low slot means that you can pick and choose depending on what you want to do, we need the high slots for shields so we can have a buffer against explosive damage, even with a nerf of 110-120% a basic grenade will take more than half our HP if we choose to buffer tank. Leaving them in the low slot gives armor tanks the choice to either Active tank, passive tank, or buffer tank. |
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BL4CKST4R
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Posted - 2013.06.13 13:24:00 -
[11] - Quote
Your post makes sense Night Cloud Breaker, but you have to understand that by moving armor to high slots we lose the ability to pick Shield modules to act as a buffer against explosive damage, also because we lower high slots our armor repair would actually be even lower than it can possibly be now. The best possible way to keep shield tanks from over using these modules is to give bonuses to the suits intended to their usage, we don't wanna take away the ability for any suit to use these. The only module that would make sense in the high slot would be ferroscale plates, reactive plates should be a balancing factor for medium suits to keep up with the recharge rates and overall EHP of Shield tanks, even if they used the same modules as us we would still come out being equal. One of the biggest problems with armor tanking is the inability of Armor tanks to stack armor plates without becoming gimped in battle. |
BL4CKST4R
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Posted - 2013.06.13 13:40:00 -
[12] - Quote
matsumoto yuichi san wrote:indeed, we really need to have role bonuses on suits, not just skill bonuses so that we can actually seperate the races more than has an ounce more armor, and the slot layout and keeping armor on the lows is fine if we see numbers that make the modules work, topped off with some role bonus i did post earlier regarding possible plate stats (would be after a role bonus if there was one) that would be much better competitively https://docs.google.com/spreadsheet/ccc?key=0Av9xiIsYvVjqdDNYbE9obG9SSjdGOTYxVHdXRVlveVE&usp=sharingwould be awesome if IWS added to his sheet too and as a role bonus -50% PG cost for armor modules, (then 1.5 them)
Lowering the PG doesn't really do much for stacking them, if we got a 50% speed penalty reduction and a 25% CPU/PG reduction we could stack double the plates and thus scale up in terms of total EHP and speed sacrifice to a shield tank, and in comparison both suits would have 1 low slot left over to do with as they please. But by comparison the Shield tank would have higher overall repping, but that's a good balancing factor, and higher CPU/PG costs for trying to stack more plates than us. |
BL4CKST4R
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Posted - 2013.06.13 14:15:00 -
[13] - Quote
matsumoto yuichi san wrote:that works, i was just quickly coming up with some role bonus that made sense as a way that armor plates wouldn't just end up making cal logi even more stupid
oh and the lowering PG statement implied that the numbers posted would be AFTER the role reduction for fitting
amarr really needs like +10% to armor efficacy / lvl though because then with their 3 lows they could
plate plate rep
and be the same ehp as
plate plate plate rep
and they would still be the slowest in the game :P
Amarr need a base HP increase since 10% would only equate to around 30-45 HP using 3 complex modules. |
BL4CKST4R
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Posted - 2013.06.13 15:03:00 -
[14] - Quote
Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot.
Any armor modules in high slots is a BAD idea, it would make it even harder to Armor tanks to survive. |
BL4CKST4R
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Posted - 2013.06.13 15:04:00 -
[15] - Quote
Saoa Scum wrote:KAGEHOSHI Horned Wolf wrote:Reactive plates are basically shield extenders (low HP, self repairing), but with less HP, and movement penalty. Needs to have as much HP as their shield extender counterpart, or else you're just better off using shield extenders. On the plus side, shields are more costly to fit than the new plates, so even though shields are superior to reactive plates, the plates are easier to fit. I can see how that can be useful.
Ferroscale plates need to have more HP than their shield extender counterparts, they may not have movement penalty (neither do shields), but they still can't repair themselves unlike shields, so they should have more HP to make up for that.
The fitting costs compared to the regular armor plates are terrible for the reactives and ferroscales; they have to sacrifice HP to get what little advantages they possess, increased fitting cost on top of that is unnecessary.
How are CCP so bad at balancing? this is just common sense. I think you're missing one downside of the shieldtanks, 1 flux grenade remove all the shields.. no matter how much shield i have
But a flux grenade wont OHKO and you can recover from a flux in less than 10 seconds. |
BL4CKST4R
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Posted - 2013.06.13 15:38:00 -
[16] - Quote
Scheneighnay McBob wrote:BL4CKST4R wrote:Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot. Any armor modules in high slots is a BAD idea, it would make it even harder to Armor tanks to survive. How would it be harder to survive if I had an armor mod in every slot?
Lets assume that repairers are on high slots, and a Gallente can ignore the penalty of complex modules.
This would give him 120 Shields, 670 armor and 21 HP/s on armor. Lets pit him against a Caldari Assault who has 474 Shields, 250 armor ( two basic modules since in this scenario the Caldari can't ignore the penalty for complex). Now lets compare them, the Gallente has an EHP of 790 and the Caldari 720 EHP, and both are at equal speed, and using the same weapon and they both are equally accurate. You might think the Gallente is at an advantage but here is where your wrong, all it takes for the Caldari to kill the Gallente is 4 shots from a Gek-38 and a locus grenade. For the Gallente to kill the Caldari he needs 1 flux and 9 shots from his AR, and if you try to count in the 21 HP/s on armor vs a assault rifle which can do 382.5 damage per second on armor, then it still comes out to 9 shots since I rounded up.
We need our high slots to be able to survive explosive damage, and act as a buffer for our lifeline which is our armor. Even with high armor I still have to run away when my shields go down because of how low my resistance is with armor.
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BL4CKST4R
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Posted - 2013.06.16 00:25:00 -
[17] - Quote
Iron Wolf Saber wrote:By the way guys this thread is being watched now.
By who, reveal yourself! |
BL4CKST4R
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Posted - 2013.06.16 00:52:00 -
[18] - Quote
Iron Wolf Saber wrote:By the way guys this thread is being watched now.
Going to double post here but, since it is being watched it's best to summarize the problems with armor, and how the stats on the modules do not cut it. The fact it is being watched further solidifies that the stats were going to be the final version of the modules upon release and it is great they are looking at this thread, hopefully for ideas.
The problem we armor tanks have is that in order to try and keep up with the overall EHP of a shield tank we must take a massive penalty in speed which puts us in a position to be uncompetitive, and even taking a small to no penalty puts us in another uncompetitive position. Speed factors into a lot more than just dumbly the time it takes to traverse the field, anybody who has used armor can see how big of a difference even a 5% penalty is. Also because we are armor tanks moving slow reduces the chance of us escaping a locus grenade, that unless we stack 3 complex armor plates at LV5 Dropsuit armor upgrades and LV5 Armor plating, with a nice -22% speed penalty, we won't survive; of course this is when our shields our down because depending on one tanking style is silly. Now this is a short version of the problems with armor, and there are longer threads on the issue I just want this to be easy to read.
Now onto the armor modules and how they do not fix the problem. First of all the plates are way to penalizing in CPU/PG for us armor tanks to be able to use, this puts shield tanks at an advantage of having to forgo these plates all together and have better equipment and weapons. If a shield tank where to pick up and stack these plates they would again be in a better position than us armor tanks, with the benefit of also having better shield repair, mobility, and total EHP. Now the problem isn't on the modules themselves per say, except the CPU/PG costs and the fact that stacking normal plates and repairers is more efficient. The real problem is that we armor tanks get no benefit of using the plates, no matter how many plates you add how good or bad you make them the fact is that they will always penalize us more than it does shield tanks. Shield tanks get a shield repair bonus, lower activation time of the repair speed, and the ability to stack lots of EHP with no penalty and ignore armor plates if they wish, most don't but still its there.
In my opinion the best way to not penalize, or mitigate the penalties of armor tanking, without having to wait for you guys to figure out the tag system, unless you already did, is to follow the speed curve in EVE making the Minmatar the fastest, Gallente second fastest, Amarr third, and Caldari last (even though the Amarr suits get high base EHP it does not compensate for defensive module stacking so a speed bonus to the Assault and Logistics suits would be fair) A reduction in the CPU/PG of the modules for the Amarr and Gallente would also be essential, because without it we would be in the position of having to ignore plates to have weapons and equipment and again be weaker than a Shield tank who does not have to make this choice. Also slightly buffing the new plates, following some of the great suggestions in IWS spreadsheet, will help slightly when it comes to us getting destroyed by locus grenades.
P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
TL;DR: To bad. |
BL4CKST4R
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Posted - 2013.06.16 02:38:00 -
[19] - Quote
Jastad wrote:The only why is to HARD tune the dmg weapon: Example: AR 75 % dmg vs armor, keeping the low regen and actual value spd reduct dmg . MD and EXPLOS 150 % dmg vs ARMOR or you could give Laser an armor pierce ability etc etc etc etc ( i put just 2 exmp, ) and surprise surprise, with this ALL weapon find their place. Because now your team need a Explo expert to kill Armor tankers in PC, and this add a WHOLE new world of possibility. Not only shield logi that run from A-B-C-D but also a Hardcore defense. This will also make dropship useful, because you can drop your Heavy armored team on a letter guarded by ARdropsuit and kill them all. The only balance that we must do if we choose this way is to force Heavy drop suit n Heavy weap, or they become un-killable With this the ROCK-PAPER-SCISSOR WORK
You have just nerfed Shields to death and made armor OP as hell. |
BL4CKST4R
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Posted - 2013.06.16 07:46:00 -
[20] - Quote
Master Jaraiya wrote:BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough*
Amarr sentinel is a dual tank, the suit comes with 466 base shields.
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BL4CKST4R
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Posted - 2013.06.16 08:09:00 -
[21] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:Master Jaraiya wrote:BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough* Amarr sentinel is a dual tank, the suit comes with 466 base shields. + one high slot and shyte recharge rate. I don't really call that tank. It has about the same base armor. Both are to low for a Sentinel imho, but I digress. 466 shield is nothing for a heavy. We constantly take fire from multiple angles/shooters. That shield is gone in no time. With only 1 high slot you can not beef up shields to ever be able to call it shield tank.
I never called it a shield tank, I called it a dual tank. Also Amarr and Gallente are predominantly armor tanks, I was just pointing out that the Amarr has shields to prove that no class is suited for one tanking style alone. |
BL4CKST4R
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Posted - 2013.06.16 13:18:00 -
[22] - Quote
Jastad wrote:@Cross Sorry man was not meant in your response, i quote your think to integrate my post Sorry again for been unclear, but was very very late when i made the reply BL4CKST4R wrote: You have just nerfed Shields to death and made armor OP as hell. Sorry but I disagree Shield will still Have high Mobility and fast recharge. And that is the only way to NOT make armr and shield the same think, that kill variety. And have weapos that do 75 % vs shield like it was for armor. From my point of view a MMOFPS, with equip and all, mean that there are some situation that you simply can't avoid death. Let's make an example, if i engage a Heavy in cqc i MUST die (there are exception but thats another story) right now i can kill a Heavy with 0 effort. if you have a Suit that has no weakness is like playing rock-scissor-paper and then changing the game in rock-scissor-paper-nuclear strike I ask if you find right that Ar-tankers have to carry flux hades,choose between scrambler or AR and shield tank don't have to bother of what weapon choose because EVERYTHING kill armor? The only way to making both tanking effective but different from each other is HARD SPEC weap DMG so a weapon cant be effective Vs shield and Vs Armor
The way you explained your previous post was that making weapons do more damage against shields than armor, and that the only way to kill them is by blowing them up. By buffing armor in such a way not only do you make heavies strong, which is fine, but also the Gallente who will now be super tanks that are impossible to kill. There are far more effective ways to buff heavies without changing all the numbers that you suggested, giving sentinel suits a buff to armor modules and reducing the damage of explosive weapons from 150% to 120% would suffice nicely, because even a heavily buffed sentinel will fall prey to two basic locus grenades. Also shields are not necessarily the most mobile, in EVE Caldari ships are the slowest while the Minmatar are the fastest, but thats because Minmatar ships are speed tanks. So the two fastest ships above the Caldari ships are, ehem Armor tanks Also Dust 514 is not rock-paper-scissor, Dust 514 is more like rock-kill-scissor-but-can-kill-paper-also-if-paper-is-not-paying-attention-or-if-rock-is-more-skilled-than-paper. |
BL4CKST4R
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Posted - 2013.06.20 12:13:00 -
[23] - Quote
CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game.
I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. |
BL4CKST4R
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Posted - 2013.06.20 16:05:00 -
[24] - Quote
Explosives should do 100/100 to shield and armor unless they make flux grenades work like locus grenades, same with mass drivers and flaylocks until they release the anti shield variant of these weapons. |
BL4CKST4R
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Posted - 2013.06.20 17:57:00 -
[25] - Quote
Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s
What do you mean another low slot? And moving anything armor related to high slots does nothing positive |
BL4CKST4R
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Posted - 2013.06.20 18:19:00 -
[26] - Quote
All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup.
BL4CKST4R wrote:I messed with your tool a little bit and I made these numbers. This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking. http://postimg.org/image/7bm3wn1r5/This assumes all suits will remain as is. http://postimg.org/image/dtf15gean/ |
BL4CKST4R
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Posted - 2013.06.20 18:35:00 -
[27] - Quote
Ferroscales do not bring anything to the table to be worth using with your stats, although the have no movement penalty they have a pretty high CPU/PG cost and the HP is rather low. The CPU/PG costs of reactives are insanely high, I understand your suggesting that plates aren't meant to be stacked, in your opinion, but if that's the case whats the difference between your plates and our plates since our plates can't be stacked either. The HP for reactives is also way to high, they should fall in line with the HP of shield extenders and have very low speed penalties to make it useful for medium armor suits, or front-line suits.
Overall your stats have more penalties than the plates we have now, reactives are rather OP even though they can't be stacked, and instead of balancing it just flips the switch as to why armor tanks cannot compete with shield tanks. Instead of not being able to compete in terms of speed penalties and resistances, it would be the level of weapons and equipment we CAN"T equip because our modules will be hogging all of our resources. |
BL4CKST4R
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Posted - 2013.06.20 18:46:00 -
[28] - Quote
Scheneighnay McBob wrote:BL4CKST4R wrote:Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s What do you mean another low slot? And moving anything armor related to high slots does nothing positive Reactive plates will repair armor Moving reps to a highslot would allow players to fill their low slots with plates, and still have decent armor regen.
Bad idea because the more dependent we are on armor the easier it is for us to get destroyed by explosives. This is another balance issue between shields and armor; a shield can depend on shields completely with little to no penalty except flux grenades and scramblers, armor cannot completely depend on armor because after a while shots to be killed by an explosive actually go down, makes it easier for us to die, and explosives are far more dangerous than flux grenades and scramblers especially the core flaylock pistol which can kill a fully complex plated heavy in less than 2 clips. Also because reactives have a speed penalty stacking them on highs along with normal plates on lows means that we would even slower than we are now while accomplishing no form of balancing except giving us like 10HP/s on armor repair.
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BL4CKST4R
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Posted - 2013.06.20 19:00:00 -
[29] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup. BL4CKST4R wrote:I messed with your tool a little bit and I made these numbers. This assumes Gallente and Amarr suits will receive buffs to their suits to mitigate speed penalties, and enhance their usage of armor plates to put them on equal footing to shield tanking. http://postimg.org/image/7bm3wn1r5/This assumes all suits will remain as is. http://postimg.org/image/dtf15gean/ Wonky is balancing Armor Plates off of only 2 of the games Racial Types to begin with. Even more so when you attempt to balance off of things that aren't in game and may never be. You cannot balance off of assumptions and parts of a whole or you will never have balance. I started creating these numbers by tweaking the numbers for the Standard Armor Plates for Each Tier. I achieved perfect balance for these. All the Plates offer the Same HP/Fitting, so you are only paying for more Raw HP as you progress up the Tier, and accordingly accrue more of a speed penalty. This is how Armor should be. From there I gave the Repairers a slight buff. Afterward I balanced the Ferroscale Plates off of the Standard Plates. The offer less Raw HP at a greater Fitting Cost just like they should. Then I turned to the Reactive Plates. I used the Numbers from all of the above to balance these. The HP they offer falls in between the Ferroscale and Standard Plates as it should. The Reps are slightly less than the Repairers, and the speed penalty is less than that of Standard Plates. If you notice in all 4 categories it is beneficial now to progress through the Tiers and acquire the Complex modules. Whereas currently the standard Basic Armor Plate offers better HP/Fitting. Also take note that each module type progresses evenly up the tiers just as it should. There are no sudden leaps in amount of HP or Fitting Cost etc. So honestly I have no Idea what you mean when you say my numbers are "wonky"
Actually I based what I have done on the way armor, and actually all modules, scale per level in Dust 514 and the initial description of the plates by CCP. My assumptions are not made with 2 racial suits in mind, in fact the only time I have assumed only with 2 racial suits in mind is when I have said that the stats of the new modules are fine as long as Gallente and Amarr get racial bonuses to armor because the new modules are penalizing them not benefiting. And the new armor plates will be ingame, they have been revealed and confirmed to be coming in July.
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BL4CKST4R
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Posted - 2013.06.20 19:12:00 -
[30] - Quote
Master Jaraiya wrote:
Ferroscale plates are supposed to do exactly that! They have a decent amount of HP with NO speed penalty. You can't have your cake and eat it to.
Compared to all your numbers the ferroscale plates give the lowest HP per CPU/PG based on your stats.
I never said you shouldn't be able to stack Reactive Plates, you should simply be ready to invest a very large amount of SP to be able to. I do not think one should simply be able to get a proto Suit and stack as many of whatever module they wish, without speccing into any secondary or tertiary skills to make it possible. They Fitting cost is "Insanely high" because the benefits they offer warrant such a cost.
A Gallente assault suit has 79 PG at all skills level 5. Stacking 4 complex reactive plates costs 84 PG. Shields are highly beneficial and do not warrant costs such as these, even though they have low HP compared to your stats at least they can equip a weapon.
Your argument is frankly full of contradictions. In one sentence you say that the stats I suggest are to penalizing, then you turn around and say the stats make Plates OP.
The CPU/PG stats are penalizing, and reducing them would make them OP via High HP, pretty much everything is just to high. I hope that is clearer.
Just because you CAN equip something onto your suit, does not make it profitable. Likewise if you CAN'T equip something, it probably means you need to invest into optimization skills in order to be able to.
I don't expect people to be able to get an advanced suit and stack Complex Reactive Plates on it accordint to my numbers. One must invest much SP because of the benefits they offer. That means Having a very good suit with Dropsuit Core Upgrades, Electronics, and Engineering skills built up. That means speccing into your Weapon Fitting Optimization skills. Like I said they shouldn't be available to every single player. You must invest some serious SP.
I currently have about 6.4 mil SP with Armor Skills all at 5, but I don't expect to be able to use the Complex Reactives for quite some time based on these numbers. I don't mind this because it adds to the depth of character development.
Even with all stats at level 5 it is impossible to stack more than 3 of these plates and be competitive in battle, based on your PG costs, only suit that could stack plates effectively is a Gallente logi but even then they have barely any room for shields or a gun above basic.
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BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 19:23:00 -
[31] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
agreed BL4CKST4R wrote:Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much) Makes no sense for the Armor Module with NO speed penalty to have MEDIUM HP compared to other Armor Modules, or for them to have the HIGHEST Fitting Cost for offering the Least overal benefit. No movement penalty is a very high benefit, the CPU/PG costs should also be High to compensate for the medium HP but I don't mean super high just on average higher than the other armor modules.BL4CKST4R wrote:Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs Makes no sense for Plates with a speed penalty (albeit lower than standard plates' penalty) to have the LOWEST HP. Also makes no sense for Armor Plates that offer a significant amount of HP+Reps with a slight speed penalty NOT to have the highest fitting cost as they offer the most overall benefit. By low HP I mean the same as, or around the same as, shield extenders. With half the repair as a repairer stacking 4 complex reactives with 66 HP and 3 HP/s = 264 HP and 12 HP/s and a low penalty in speed, stacking 2 armor plates and 2 complex repairers would give Higher HP and more penalty, but the same HP/s. The Low CPU/PG costs is account for the lower possible CPU/PG costs that combining armor plates and repairers would have. The benefit of reactives would obviously be simpler stacking and lower speed penalty. |
BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 19:54:00 -
[32] - Quote
Master Jaraiya wrote:I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules?
Ferroscales are fine in HP, but their CPU/PG should be increased slightly higher than armor repairers. PG of armor repairers should be buffed back to normal, and scale down the penalty of armor plates to be whole numbers because in Dust decimals round up. The HP of normal plates is very good compared to their CPU/PG costs and penalty.
Also when I said that reactives should be the same as shield plates its so that they benefit the medium suits the most, while normal plates and ferroscale would benefit heavy suits the most. Of course each suit can choose out of one another like a reactive stacked heavy or a ferro stacked medium, but the idea is to bring medium armor suits in line with the Minmatar and Caldari, and put heavies as the highest EHP by a lot.
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BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 20:14:00 -
[33] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:Master Jaraiya wrote:I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules? Ferroscales are fine in HP, but their CPU/PG should be increased slightly higher than armor repairers. PG of armor repairers should be buffed back to normal, and scale down the penalty of armor plates to be whole numbers because in Dust decimals round up. The HP of normal plates is very good compared to their CPU/PG costs and penalty. Also when I said that reactives should be the same as shield plates its so that they benefit the medium suits the most, while normal plates and ferroscale would benefit heavy suits the most. Of course each suit can choose out of one another like a reactive stacked heavy or a ferro stacked medium, but the idea is to bring medium armor suits in line with the Minmatar and Caldari, and put heavies as the highest EHP by a lot. EDIT: New stats are a bit more reasonable. I don't understand why you would want them to benefit one class over another.
They would benefit any class actually, what I mean is the logical usage. For example a assault is best suited for using reactive plates to stay active in battle, while a Heavy is best suited for buffer HP tanking. Obviously there is no restriction so a assault can be a buffer tank and a heavy a reactive tank, but because of their base stats and module distribution one would be best suited for using a module than another module. For example scouts, Caldari, and Minmatars would greatly benefit from the use of ferroscales.
Here is a fitting tool with your revised stats implemented into it.
https://docs.google.com/spreadsheet/ccc?key=0AhnLhOBhdjKOdERzT3RQX2NUWVlyTjllNHFOYl9BaUE&usp=sharing |
BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 20:27:00 -
[34] - Quote
Master Jaraiya wrote:Well I don't use assault, but I doubt I would dual tank with only 72 PG. I would probably shield tank, add a regulator or two and a utility type module. It doesn't seem viable, at least not for a Gallente.
The spreadsheet was for you to copy and be able to see your numbers in action.
So you would shield tank with a Gallente suit? Which is an armor suit Also goodluck shield tanking with this suit since it only has 3 High slots. |
BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 20:37:00 -
[35] - Quote
Master Jaraiya wrote:LOL @ me! I know nothing about Assault Suits I'm a Heavy EDIT: Which probably explains a lot
Well then that explains a lot about your numbers :I, it is obvious after tooling with them that they are great for a heavy . Not so much for medium suits. |
BL4CKST4R
WarRavens League of Infamy
315
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Posted - 2013.06.21 22:40:00 -
[36] - Quote
Luk Manag wrote:You should try some sort of high-slot armor tanking enhancement.
It doesn't have to be complicated. HighSlot with +10% to armor HP, or 10% armor resists.
The Sentinel should also get more high slots with this addition.
These sound like a good idea but it is scary to think of a Caldari Logi with 4 complex armor plates and 50% damage resistance. |
BL4CKST4R
WarRavens League of Infamy
320
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Posted - 2013.06.23 01:52:00 -
[37] - Quote
Jastad wrote:This are drastic change... If we move repp from low to high we need to rework ALL the suit slot. The first thing is to move the new plate on hight sloth, otherwise the Shield tank gain the major benefit.
I think it's time to make the weap do very different % on damage on shield and armor. With this all weapon become finally viable and armor tank become finally usefull. Two problem with one solution
Actually there are easier ways to make it so shield tanks do not gain a huge benefit from the new armor modules. That would be making them with high CPU/PG but giving Amarr and Gallente a reduction in CPU/PG racially.
The only weapons that need their % damage changed is explosive weapons. |
BL4CKST4R
WarRavens League of Infamy
320
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Posted - 2013.06.23 11:05:00 -
[38] - Quote
Azri Sarum wrote:One concern I've had with armor taking, one that i have yet to see addressed in this thread, is the effective uptime of each tanking system.
If you take a shield tanked suit, and an armor tanked suit, and apply some fixed amount of damage to them, they are both in a 'vulnerable' state and will seek cover. However, the shield tanked suit will regen far faster, bringing it out of its vulnerable state far quicker than the armor suit.
Because of the 'high buffer, low reps' pattern armor has, it just picks up another penalty of having to spend longer getting back up to full strength, or be forced into combat at less than full strength.
I'm curious to see what people think about this gap (i think it more important than any ehp or repping disparity myself). I don't see the new modules helping in this respect.
I actually don't see the new modules fixing any problems. They are directly competing with the existing modules(why?), and the only benefit i see them having is putting buffer and repair on a single module, so a saving in low slots. This helps those with restricted numbers of low slots... so um, shield tankers?
I honestly feel like we should be working on balancing the modules we have, and only add new modules when we have a clearly defined NEED to fill.
This problem has been addressed in this thread, the reactive plates were expected to fill this gap, but because of the extremely low HP, rep speed and a speed penalty they are basically useless. |
BL4CKST4R
WarRavens League of Infamy
320
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Posted - 2013.06.23 11:10:00 -
[39] - Quote
I don't get CCP on this subject, they say they can't but aside from the suit bonus all races have different bonuses. |
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