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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
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Posted - 2013.06.12 04:04:00 -
[1] - Quote
Hmm I think Ferroscale plates need a slight boost to how much extra HP they give Basic Ferro 35 HP Enhanced Ferro 50 HP Complex Ferro 70 HP making complex ferro barely better than basic plates
Plain plates need changed to have: Militia plates 4% Movement Reduction bulky and basic gear needs penalties 40 hp Basic armor plates: lightest plates but weakest 55hp 3% Movement Reduction Enhanced armor plates: medium plates with medium armor 80hp 4% Movement Reduction Complex plates: Heaviest plates both in mass and armor 110hp 6% Movement Reduction
Reppers and Reactive armor are both good enough for now
Shields need not much, the only two diadvantades that could be added to shields are increasing scan profile and making the shield hit-box larger
The first is more preferable giving armor users an advantage with stealth and being fairly minor in direct 1v1 combat
The second should only be implemented when in combat advantages arise (slow movement speed with armor remaining) |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:07:00 -
[2] - 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 well the armor movement speed is my only minor complaint and the lack of a major disadvantage in sheilds, they even can get the excess PG and CPU they need from extenders in low slots which armor can't obtain. |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:09:00 -
[3] - Quote
Cass Barr wrote: While I think your idea would be interesting if implemented correctly, everyone here knows the likelihood of that happening in any reasonable timeframe.
+1 to you for making me feel less unhappy about the state of armor tanking in dust. |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:11:00 -
[4] - Quote
Novawolf McDustingham The514th wrote:Again, one hundred times ovr - Armor should be first and foremost a resistance type of tanking - not a raw HP type of tanking.
If you're just going to copy paste what makes shield tanking shield tanking over to armor, why even bother? It's unimaginative.
Armor tanking should be constant low reps, damage resistance, moderate HP.
Shield tanking is delayed high reps, high HP, no resistance.
It makes them different and different players will find different situations in which they are useful. I 100% agree I'll now hold on to this post (if you consent) and present It as an idea in shield vs armor threads. |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:15:00 -
[5] - Quote
Avallo Kantor wrote:I think a Ferroscale plate should be more on the level of equipping a Reper and Plate of one level lower than what level the ferroscale is. For example basic would be the quality of a (non-existant) sub-basic plate + repper Advanced would be the quality of a basic plate + basic repper. Note that this quality includes PG + CPU costs and the move speed penalty in the combination as well. To that notion the repair values would be: 1% - Basic 2% - Advanced 3%- Complex use militia plate values for basic reactives |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 05:31:00 -
[6] - Quote
Sgt Kirk wrote:Hmm, maybe there will be skills to affect/enhance the performance of these new plates.
Something that reduces speed penalties of armor even if the skill is a biotic skill would be nice to have 1% per level negated with the armor plating skill. |
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