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Thread Statistics | Show CCP posts - 1 post(s) |
Meeko Fent
Mercenary incorperated
52
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Posted - 2013.06.13 01:10:00 -
[1] - Quote
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 |
Meeko Fent
Mercenary incorperated
52
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Posted - 2013.06.13 02:12:00 -
[2] - 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. Just saying It s it is. you want a Buffer? Go Armor. You Want a Regenerative Tank? Go Shield. Just Saying |
Meeko Fent
Seituoda Taskforce Command Caldari State
82
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Posted - 2013.06.21 00:04:00 -
[3] - Quote
ZDub 303 wrote:I think we can all agree... that any buff to armor plates will affect both shield tankers and armor tanker equally. Any changes to armor past the introduction of these new plates will need to be in the forms of racial bonuses to armor tankers.
Gallente needs a racial bonus to decrease the speed penalty on plates. Somewhere around 10-15% per level.
Amarr should have a passive armor rep bonus instead of armor rep efficacy, and then their base movement speed brought up to the same level as Gallente and Caldari. This gives Amarr the flexibility to be a slower moving, but high EHP tanks. With only three low slots, they are kind of boned choosing between reps and armor plates atm.
Everyone is pushing for shield extenders to increase dropsuit profile, and I can't argue with that. If it increases hitbox though, anything more than 1-2% per extender, than shield tanking becomes pointless. Hitboxes are dramatically different in eve, and that will not translate well to dust.
Finally, we need to normalize the speed penalty on armor plates. Have all standard plates be ~6% and all reactive plates be ~3%. Higher level modules should not have more of a penalty than low level modules. Same goes for shield extenders, have a 5-15% profile increase per shield extender, regardless of level.
Caldari scouts will then need a racial bonus to decrease profile penalty on shield extenders by 10-15% as well.
Logistics should not have base armor reps, its too powerful. Logis have enough low slots in any race to fit a complex armor rep just fine, except for amarr, which will have base armor reps from their racial.
Overall... what im saying here is that the racial bonuses for all suits in this game need to be reevaluated. In a lot of cases, they are just downright bad. This needs to be done. It's the bonuses that are stupid, not the armor mod IMO, but I mainly shield tank so I don't truly know |
Meeko Fent
Seituoda Taskforce Command Caldari State
100
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Posted - 2013.06.23 15:51:00 -
[4] - 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. I Think that the Amarr Suits should Get an 5% Armor HP bonus Per Level (its an Adjustable amount,) and the Gallante can get the Armor Rep Bonus that Logis have now.
The Amarrs should be the Race that gets on the Battlefield, Takes the objective and then waits before moving on to the new one. Thou Religious Fanatic Shalt,in their rightful place under the Orbitals and Spaceships, haff a Buffer the Size of an Titan. Amen.
The Gallante I could See a Fast Attack race, always in a Rush to quickly Grab the next Objective, after their Fast Reping armor gets healed.
That's my ideas, but also, their could be a Self Repairing Equipment, so the Armor can get back in the fight quicker after each engagement. |
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