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Zatara Rought
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199
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Posted - 2013.06.12 04:25:00 -
[1] - Quote
Personally I think plates need to be higher than shields considering the advantages that shields present in their ability to regenerate, and the observation that the delay for their regeneration does not require a reduction in overall shields because it's respective module is in a low slot. Armor tankers need a high slot worthy of sacrificing shields. Personally, I think the new ferroscale plates should be high slots and be higher than 66 at the comples level..allow the tradeoff of higher tank than shields for the reduction in recovery time. This would make a gallente advantageous as a tanker because he can increase the rep rate to levels no one else could. just a thought. |
Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 05:57:00 -
[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.
see my post suggestion XD. i need intelligent feedback. if it needs clarification let me know. |
Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 06:50:00 -
[3] - Quote
See my post. I agree and proposed an idea. |
Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 07:48:00 -
[4] - Quote
This was what I said!! |
Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 08:37:00 -
[5] - Quote
Iron Wolf Saber wrote:I think a creative shield extender penalty would be a penalty to not only signature radius but increased delay in shield recharge.
The more extenders you shove on yourself the longer it takes to kick back in from damage.
and because regulators fit on low slots and the complex uses only what 3 grid? especially when you consider the caldari logi gets to what like 4.5 sec delay with one complex regulator? People get carried by that gear all day..
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Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 08:52:00 -
[6] - Quote
Aeon Amadi wrote:Jastad wrote:Aeon Amadi wrote:Jastad wrote:and if we change what armor do and add drawback to Shield? Example:
Adding armor a % of damage reduction and giving shield module gaining a (low) % of more damage
PROTO ARMOR PLATE 25% of damage red and 10% speed red
PROTO SHIELD EXT stat's the same but add a 5% of the damage taken.
If armor took away from stamina and shields increased profile, I'd say that's a fair trade. Thats another good thing, from my point of view Scan profile is not a big cons, couse if you see him first but cant kill him due to his shield this dont solve anything But here comes the main problem. Armor need a module for regain what is lost in a gunfight. and thats is the biggest CONS because the rep Module go in the same slot as armor mod.And the Rep rate with TWO PROTO REP is worse than a BASE recharge Dropsuit And simply add 3/4 shot of AR and gaining weakness that armor has simply is not worth Essentially what it boils down to is that Shield recharge on a Logi is 20 HP/s so after the 6 second delay it starts recharging. Thereby, it will recharge 100 HP in ten seconds. For armor to compete, it has to be able to restore 10 HP/s. This balances them out at 10 seconds, but Shield still maintains superiority in time between gunfire. Problem with that is that armor repairs even in battle, so if the person is a bad shot, all the shields in the world won't help. So, we need to buffer armor out so that it's worth having the slow repair. I.e. more HP. If armor tankers are king at absorbing bullets, then the movement penalty is negligible. Unfortunately, most of the issue with shield vs armor tanking revolves around the suits themselves and certain races (Gallente) receive useless ads bonuses. Bear in mind that certain suits have faster recharge times as well. A level 5 Caldari assault has 31.25 without modules attached. Just as well another factor is that Shield regulators reduce the time delay, so it's plausible that a Caldari Assault can recharge (with a five second delay as its base) 215 shields in 10 seconds with a single complex regulator that does not take away from its tanking abilities. Essentially it's not so farfetched as to allow armor tankers to have a -LOT- more HP and retain the movement speed penalty.
But I'd say giving 2 much of a potential rep is a mistake when you consider armor heavy won't have a delay. For example a armor tanked person with a rep rate of 5 (let's pretend 2 guys fighting have 500 EHP in their respective tanks with none in the other) is hit for 300 and inflicts 200 on his shield tanked opponent. The shield tank must find 6 seconds of cover while the armor tank will be able to regen 30 hp before his opponent even begins to regen not to mention any armor regained during the course of the actually encounter...any fights that were close would be won by an armor tanker if each person was hitting every bullet and has approximate ehp. Furthermore if I as an armor tanker manage to reset the shield tankers delay multiple times he gains an advantage. one spray and pray bullet can delay 100 shield regen.
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Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 08:53:00 -
[7] - Quote
Iron Wolf Saber wrote:Zatara Rought wrote:Iron Wolf Saber wrote:I think a creative shield extender penalty would be a penalty to not only signature radius but increased delay in shield recharge.
The more extenders you shove on yourself the longer it takes to kick back in from damage. and because regulators fit on low slots and the complex uses only what 3 grid? especially when you consider the caldari logi gets to what like 4.5 sec delay with one complex regulator? People get carried by that gear all day.. well it was just a penalty numbers could get worked out a bit. Then the offset would be to make 'small extenders' that don't stress the rechargers. Also the penalty itself could be a 'multiplier.' Plus throw in a Shield Refibulator Equipment for Logis to use to kick start a players shields. Getting them back into action faster.
Hmm...fascinating. or increase the shield regeneration. |
Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 09:07:00 -
[8] - Quote
Aeon Amadi wrote: You realize 30 HP is like, one Militia Assault Rifle round, right? It dishes out 12.5 rounds a second. If anything, I'd still say that shield tankers got an advantage.
As an experiment, I threw on 3 Complex Plates on my gallente assault suit to try it out and I can turn fast enough to land shots on Caldari assault suits at <20m. They simply out-strafe my gunfire. -30% isn't worth the 350 extra armor if I can't defend myself.
Welp first off you need to get good. No one ever uses complex plates...not competitively anyways. You only ever use basic and stack them to reduce the move penalty. Then don't outstrafe mine. thy just tank me...if you can't hit a caldari logi's strafe speed sucks to be you trying to fight a caldari assault who can fit 550 shields (130 below the logi) and still maintain 200 armor at a higher strafe/move speed. The caldari whores are using 5 shield extenders and 3 basic armor plates with either a cpu upgrade or a shield regulator. They have 1k hp and because the movement penalties suffer stacking penalties the move speed on a caldari logi with 1k ehp will be like 4.4 i believe. and that 30 hp is still more than the shield guy. XD and you failed to add in any other armor gained in the course of the exchange.
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Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 09:13:00 -
[9] - Quote
can you elaborate Iron on "accelaeration on infantry?" I feel i'm missing context. |
Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 09:28:00 -
[10] - Quote
Aeon Amadi wrote:First of all - don't ever make the assumption that losing a fight means the player isn't good. I didn't assume that...you said you couldn't aim... Smoke and mirrors...stay on point, don't let a little jab get your panties in a bunch. I need feedback on my assertions, not meaningless banter from another player looking to switch the spotlight off the conversation topic at hand because you felt offended.
Aeon Amadi wrote: Second, it was three complex plates as an experiment. Nothing more, nothing less.
To prove what point? |
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Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 09:31:00 -
[11] - Quote
Iron Wolf Saber wrote:Zatara Rought wrote:can you elaborate Iron on "accelaeration on infantry?" I feel i'm missing context. Cars don't start at 0 and go full speed instantly, neither do tanks nor dropships. Infantry should follow that rule but albitly it should be a relative short gap between starting to run and max speed much much shorter than the LAVs. After all the rule is followed when falling, so it should be applied while starting from crotch to full stride. The most notable for acceleration would be changing direction or stopping (intertia) however this is probably why it was a hated feature in red orchestra is that it probably killed the 'circle dance' strafing. Which is something many real world scenarios don't do because its more of the fact that you can only afford to get hit once so dancing in a circle the open is extremely stupid. The Heavy suit would be the slowest to get to full speed but this would allow to give the heavy similar speed to the assault suit instead but give it worse acceleration so it takes them longer to get to the same speeds. and with that going to bed. Updated the OP.
Sounds good. Think I'll do the same. |
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