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Thread Statistics | Show CCP posts - 1 post(s) |
Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 04:25:00 -
[31] - 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. |
Iron Wolf Saber
Den of Swords
5078
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Posted - 2013.06.12 05:08:00 -
[32] - Quote
Okay done with the first spread sheet. I can work on 'corrective' models from here on out. |
BL4CKST4R
WarRavens League of Infamy
194
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Posted - 2013.06.12 05:16:00 -
[33] - 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. |
Sgt Kirk
SyNergy Gaming EoN.
654
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Posted - 2013.06.12 05:23:00 -
[34] - Quote
Hmm, maybe there will be skills to affect/enhance the performance of these new plates.
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Colonel Killar
DUST CORE DARKSTAR ARMY
2
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Posted - 2013.06.12 05:31:00 -
[35] - 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. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
755
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Posted - 2013.06.12 05:39:00 -
[36] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
194
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Posted - 2013.06.12 05:50:00 -
[37] - 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" |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
755
|
Posted - 2013.06.12 05:56:00 -
[38] - Quote
BL4CKST4R wrote: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"
Right right... I remember now. It was something like.. they did skills by tags, and they didn't know how they could do it without flagging the bonus for everything. That seems like something you could work around? At least, from the way they described it, it didn't seem that complicated to program around - unless they have some limit on number of tags. |
Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 05:57:00 -
[39] - 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. |
SponkSponkSponk
The Southern Legion RISE of LEGION
24
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Posted - 2013.06.12 06:28:00 -
[40] - Quote
Thanks, but we need graphs as well as conditional formatting. |
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Aeon Amadi
Mannar Focused Warfare Gallente Federation
1487
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Posted - 2013.06.12 06:48:00 -
[41] - Quote
Just theoretically fit a Caldari Logi (proto) with 5 Complex Shield Extenders and 4 Complex Ferroscale Plates.
Certain skills at level five allow the following stats:
5HP/s passive armor repair (caldari medium frame skill) 20HP/s passive shield recharge (Dropsuit base) 670 Shields 352 Armor No movement penalty
Honestly considering that none of New plates come with whopping HP increases it still doesn't make up for 20HP/s recharge on shields. Stay out of fire for all of ten seconds and you've recovered 80 HP after the shield delay as to nothing for armor. Armor needs to be able to withstand lengthy engagements while shields need to pull back after a bit to recover.
It's simply an issue that shields have no penalty whereas armor still comes out on bottom even with Ferroscales because they just can't replenish the damage fast enough.
Retrievable aren't the answer. Regular armor plates need a reduced penalty to be worthwhile simply because 240 shields will always recharge faster than 240 armor because of how the game works.
Starting to think this game will never be balanced being as the new plates just gave shield tankers more options to put in their utility lows and the armor tankers are just going to be worse in the whole because of MOVEMENT PENALTY - STILL.
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Zatara Rought
TeamPlayers EoN.
199
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Posted - 2013.06.12 06:50:00 -
[42] - Quote
See my post. I agree and proposed an idea. |
Cody Sietz
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.12 07:05:00 -
[43] - Quote
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. This. |
Cody Sietz
The Tritan Industries RISE of LEGION
208
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Posted - 2013.06.12 07:12:00 -
[44] - Quote
Cass Barr wrote:The new plates are meh, and verging on useless. But that has more to do with the inherent issues in shields vs. armor.
The Ferroscale would be nice, but 60 hp at the complex level is bad, should be 80-85. Having lower HP than Shield Extenders while still suffering from 2 of the 3 drawbacks of armor is pretty inexcusable.
As for Complex Reactive Plates, here:
2x Complex Reactive Plates CPU: 72 PG: 32 HP: 90 Rep: 4hp/s Movement penalty: 8%
1 Enhanced Armor Plate and 1 Complex Armor Repairer CPU: 65 PG: 17 HP: 87 Rep: 5hp/s Movement penalty: 5%
Pretty laughable. Increase them to 60-70 HP, IMO. Another good point. |
SponkSponkSponk
The Southern Legion RISE of LEGION
24
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Posted - 2013.06.12 07:18:00 -
[45] - Quote
Cody Sietz wrote:Another good point.
This all boils down to the fact that plates have increasing drawbacks as they go up tiers, which no other module does.
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Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 07:38:00 -
[46] - Quote
Aeon Amadi wrote:Just theoretically fit a Caldari Logi (proto) with 5 Complex Shield Extenders and 4 Complex Ferroscale Plates.
Certain skills at level five allow the following stats:
5HP/s passive armor repair (caldari medium frame skill) 20HP/s passive shield recharge (Dropsuit base) 670 Shields 352 Armor No movement penalty
Starting to think this game will never be balanced being as the new plates just gave shield tankers more options to put in their utility lows and the armor tankers are just going to be worse in the whole because of MOVEMENT PENALTY - STILL.
This is a real problem, the new plate must be High slot, to prevent Shield tankers from gain the major benefit from the new plate. And speed reduct. need to be reworked |
Zatara Rought
TeamPlayers EoN.
199
|
Posted - 2013.06.12 07:48:00 -
[47] - Quote
This was what I said!! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
139
|
Posted - 2013.06.12 07:56:00 -
[48] - Quote
Jastad wrote:Aeon Amadi wrote:Just theoretically fit a Caldari Logi (proto) with 5 Complex Shield Extenders and 4 Complex Ferroscale Plates.
Certain skills at level five allow the following stats:
5HP/s passive armor repair (caldari medium frame skill) 20HP/s passive shield recharge (Dropsuit base) 670 Shields 352 Armor No movement penalty
Starting to think this game will never be balanced being as the new plates just gave shield tankers more options to put in their utility lows and the armor tankers are just going to be worse in the whole because of MOVEMENT PENALTY - STILL.
This is a real problem, the new plate must be High slot, to prevent Shield tankers from gain the major benefit from the new plate. And speed reduct. need to be reworked
It'll never be balanced as long as we have a player base all to eager to exploit the various implemented mechanics in ways that were nor supposed to be combined.
Caldari Logi as a perfect assault, heavy, and scount all in one is a perfect example. |
Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 08:03:00 -
[49] - Quote
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.
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Aeon Amadi
Mannar Focused Warfare Gallente Federation
1488
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Posted - 2013.06.12 08:08:00 -
[50] - Quote
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. |
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Cass Barr
Red Star. EoN.
203
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Posted - 2013.06.12 08:16:00 -
[51] - Quote
Scan profile would have been, then they nerfed everyone's scan range to a measly 10 meters. |
Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 08:17:00 -
[52] - Quote
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, 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
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Iron Wolf Saber
Den of Swords
5079
|
Posted - 2013.06.12 08:25:00 -
[53] - Quote
Well I put my model up on the spreadsheet so Alina doesn't get left out of the criticism, feel free to plug me your own stats all I need is CPU Grid and HP HP/s and move penalty.
Buffed basic plate HP to be more consistent with the meta curve. Lowered Move Penalty on Advanced and Prototype to increase its HP value per speed % sacrificed. Slightly decreased CPU but increased Grid instead. They are uncontested on HP per fit as they should be even against shields
Buffed Reactive Plates proto repair rate. Significantly boosted CPU requirements after all it has a built in repper. Left Grid alone. Ensured Speed Sacrifice did overlap into the regular plate territory. HP speed pay is lower than regular plates. Balanced out between just having repair rate, and HP and speed loss for 'fair' value.
Buffed the HP a bit on the Ferroscale Increased the grid Ensured the Ferroscal Plates got the least amount of HP per any sort of fitting Retained relatively close to the HP per fitting similar to what the Reactive Plates enjoy.
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Iron Wolf Saber
Den of Swords
5079
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Posted - 2013.06.12 08:26:00 -
[54] - Quote
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. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1489
|
Posted - 2013.06.12 08:33:00 -
[55] - Quote
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. |
Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 08:37:00 -
[56] - 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.
I think that will kill Shield tank.
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Zatara Rought
TeamPlayers EoN.
201
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Posted - 2013.06.12 08:37:00 -
[57] - 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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Novawolf McDustingham The514th
The Official Mintchip Fanclub
245
|
Posted - 2013.06.12 08:39:00 -
[58] - Quote
I think a good shield extender penalty would be that they make you look fat in those pants.
The "I totally couldn't go out looking like that, I'll just throw on a pair of sweats" penalty. |
Iron Wolf Saber
Den of Swords
5080
|
Posted - 2013.06.12 08:40:00 -
[59] - Quote
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. |
Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 08:47:00 -
[60] - Quote
@Aeon
i think that just a big RAW hp bonus don't solve the problem for me, the main issue is EVERYTHING gets bonus vs Armor, so whats the point in having a 115 hp- even 200- that will simply go down faster and still need a Module to repair
from my point of view ARMOR should take a LOT of damage but SLOW mov fro cons.
Shield should take less DMG but high mobility
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