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Zatara Rought
TeamPlayers EoN.
201
|
Posted - 2013.06.12 08:52:00 -
[61] - 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 -
[62] - 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. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1489
|
Posted - 2013.06.12 08:58:00 -
[63] - Quote
Zatara Rought wrote: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.
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 cant 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. |
Zatara Rought
TeamPlayers EoN.
201
|
Posted - 2013.06.12 09:07:00 -
[64] - 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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Jastad
Eliters D.E.F.I.A.N.C.E
12
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Posted - 2013.06.12 09:09:00 -
[65] - Quote
@Zatara I partially agree with what you said ( Tank have this issue) but you need to add another thin to all what Aeon said, the fact the most of the DMG weap do better damage on Armor than shields, and you have another part of the problem.
I think a % of damg red with a reworked speed cons work better, and the only Cons that doesn't kill Shield tank is a low increment % of damage taken
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Iron Wolf Saber
Den of Swords
5083
|
Posted - 2013.06.12 09:10:00 -
[66] - Quote
The rate of turn penalty on plates (for aiming) should go away entirely imo.
Turning while running/sprinting could remain in though.
However I am extremely iffy on acceleration on infantry, Red Orchestra did it and it was not viewed extremely favorably. |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1489
|
Posted - 2013.06.12 09:11:00 -
[67] - Quote
Zatara Rought wrote: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. They don't outstrafe mine. they 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.
First of all - don't ever make the assumption that losing a fight means the player isn't good. Biggest mistake ever.
Second, it was three complex plates as an experiment. Nothing more, nothing less. |
Zatara Rought
TeamPlayers EoN.
201
|
Posted - 2013.06.12 09:13:00 -
[68] - Quote
can you elaborate Iron on "accelaeration on infantry?" I feel i'm missing context. |
Iron Wolf Saber
Den of Swords
5083
|
Posted - 2013.06.12 09:16:00 -
[69] - Quote
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.
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. |
Zatara Rought
TeamPlayers EoN.
201
|
Posted - 2013.06.12 09:28:00 -
[70] - 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
|
Posted - 2013.06.12 09:31:00 -
[71] - 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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CCP Eterne
C C P C C P Alliance
1936
|
Posted - 2013.06.12 10:25:00 -
[72] - Quote
I am moving this from General Discussions to Feedback/Requests. |
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NewOldMan
KILL-EM-QUICK RISE of LEGION
54
|
Posted - 2013.06.12 10:27:00 -
[73] - Quote
Armor plates need a real buff, and i thought this would be the thing to do it, but with those stats, its a bad thing. Even with Your corrected stats Saber.
The biggest thing hurting us armor tankers.
1. Speed Penalty- cant turn as fast, jump as high, or run as far.
2. We have to sacrifice low slots to have any repping effectiveness which in turn sacrifices total hp.
3. Many things in game do bonus damage to armor, grendes, mass driver, flaylock, missile turrets, The only thing that does bonus to shields is the scrambler rifle, and the flux grenade. Which are still unbalanced as the former can kill me incredibly quickly. and my adv fluxes may drop their shields, but they start recharging even though i know i hit them before 8 seconds. (really needs fixed)
The ferroscale plates need 70 HP at complex, the reactive needs like 60, at a 3 hp a second rep at proto AND only a 2% speed penalty. Because lets be honest, the speed penalty on complex plates is ridiculous. Slap on one plate and you may get away with it, two, and you're dead, may as well not spawn unless you are a heavy.
The turn speed gets atrocious on two complex plates, speed also atrocious. Can't turn mass driver about fast enough to be effective if they flank, shields do not get such penalty, plus their passive shield regen. |
Crash Monster
Snipers Anonymous
572
|
Posted - 2013.06.12 10:59:00 -
[74] - Quote
Armor is physical, and heavy, in order to absorb impact and protect the wearer. It's the way it is going to be.
I see complaints, but I also see choices. If the PG competes with the desire for a certain weapon, that's a choice. We don't always get to have everything exactly the way we want it.
Seriously, underneath game mechanics being fixed, people will just have to deal with the fact they can't have everything they want at the same time. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1387
|
Posted - 2013.06.12 11:00:00 -
[75] - Quote
Without even reading the entire thread or pulling up numbers, the issue with these ne plates and armor tanking in general boils down to one sentence:
Shield tankers will always benefit from armor tanking more than armor tankers themselves.
We have armor tanking assaut suits with no bonuses to armor, shields without downsides and the majority of gear that could benefit armor tankers enough to be on par with shields are in low slots. Unless there's a way that these new modules benefit armor more than shields, since they already have a practically free buffer, it's just going to be something else shield tankers can just do better.
Not sure if this has been mentioned yet, but assigning these plates to high slots could be a start. |
BL4CKST4R
WarRavens League of Infamy
197
|
Posted - 2013.06.12 11:41:00 -
[76] - 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. |
Jastad
Eliters D.E.F.I.A.N.C.E
12
|
Posted - 2013.06.12 12:17:00 -
[77] - Quote
Crash Monster wrote:Armor is physical, and heavy, in order to absorb impact and protect the wearer. It's the way it is going to be.
I see complaints, but I also see choices. If the PG competes with the desire for a certain weapon, that's a choice. We don't always get to have everything exactly the way we want it.
Seriously, underneath game mechanics being fixed, people will just have to deal with the fact they can't have everything they want at the same time.
Crash the problem is that don't absorb impact (more damage from Locus,flylock, Mass etc etc ) and dont protect because you are like a statue in a pidgeon conclave
Jokes Apart, I love this game because of his character creation, that can make your char REAL yours.
So we are doing it fro the sake of the game, for have more variety in it.
Right now dont exit one thing that ARMOR tank can do better than Shield tank. That Kill all the variety in the game |
BL4CKST4R
WarRavens League of Infamy
197
|
Posted - 2013.06.12 12:28:00 -
[78] - Quote
What is this one thing? |
Crash Monster
Snipers Anonymous
572
|
Posted - 2013.06.12 12:46:00 -
[79] - Quote
Iron Wolf Saber wrote:The rate of turn penalty on plates (for aiming) should go away entirely imo.
Turning while running/sprinting could remain in though.
However I am extremely iffy on acceleration on infantry, Red Orchestra did it and it was not viewed extremely favorably.
I think the penalty on sprint speed and turning should be individually tuned. If you slow your sprint by 5% perhaps you slow your turn rate by 1% (if not less). They do not have to happen in lockstep as it becomes very difficult to be effective at combat once you finally get where you need to be.
I think the game is fun when everyone is not fighting limitations or expectations based on pre-nerfed conditioning. In trading, a loss is felt twice as keenly as a gain and I'd expect that to apply to gamers who suffer nerfing of some type. Implementation of game concepts and balance should not be at the expense of fun.
My favorite example, sniper rifle sway on scoping. It's not necessary to have maddening sway every scoping -- that could be handled by a scatter that drops of as the rifle warms up. No sway and no quick scope. More fun to play while still balanced? I don't know.
Thread added. |
martinofski
Rebelles A Quebec Orion Empire
189
|
Posted - 2013.06.12 13:28:00 -
[80] - Quote
I gave a look at some numbers,
Since Plates are direct physical material "a steel plate"
The relation from it's thickness, weight and speed penality should be fairly linear.
This being said, here are some numbers of numbers, while subjecting the plate provide about 10HP per mm of thickness.
Basic have about 6.5mm thickness, and a speed penalty per mm of -0.46%/mm
Enhanced have about 9mm thickness, and a speed penalty per mm of -0.57%/mm
Complex have about 11mm thickness, and a speed penalty per mm of -0.91%/mm
I did the same with vehicles plates, to see if my supposition wasn't all wrong
60mm plate will grant you 10-13HP/mm approximately, for the whole 60mm plate family, with a speed reduction of 0.17%/mm 120mm plate will grant you 10-13HP/mm approximately, for the whole 120mm plate family, with a speed reduction of 0.15%/mm
180mm plate will grant you 15-17HP/mm approximately, for the whole 180mm plate family, with a speed reduction of 0.14%/mm
In my head, dropsuit plate should go with the same rules, so reducing the speed reduction to the following : Basic as is, -3% Enhanced ,-4% Complex , -5%
Or, keep the speed penalty as is, but change the HP like this. Basic as is, 65HP, 6.5mm thick, -3% reduction. -0.46%/mm Enhanced ,110HP, 11mm thick. - 5% reduction -0.45%/mm Complex , 220HP, 22mm thick. -10% reduction -0.45%/mm
It's basic assumptions, but it gives the idea. |
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Omen Astrul
Red Star. EoN.
21
|
Posted - 2013.06.12 13:51:00 -
[81] - Quote
A lot of people are missing the important part.
BETTER ARMOR HELPS BOTH SHIELD AND ARMOR TANKERS.
You want ferroscale plates to give way more hp? What's to stop the caldari logi from using this on top of his already insane level of shields?
TO BALANCE ARMOR WE NEED RACIAL BONUSES.
Bonuses like increase rep amount, lessen impact of speed reduction, etc. |
Stephen Rao
Intrepidus XI Omega Commission
32
|
Posted - 2013.06.12 14:01:00 -
[82] - Quote
My issue with Armor Plates has been (and the way things are going, will always be) the way they scale HP gained to Speed Reduction (SR) as the Speed Reduction Per-HP (SHP) is way off. If you don't know what I mean, or you have never seen the numbers:
_____________________HP____SR____SHP Basic Armor Plates_____65_____3%___0.046% Advanced Armor Plates_85_____5%___0.059% Complex Armor Plates__115____10%__0.087%
Basic Reactive Plates____15___1%___0.067% Advanced Reactive Plates_25___2%___0.08% Complex Reactive Plates__45___4%___0.089%
So, we can now see why no one ever bothers to level up their plates, you get less HP for MORE of a SR... why would anyone ever level up a skill that levels up the penalties faster than the benefits?!?? With this new data we can also see that Reactive Plates are even worse for this than the Armor Plates... so yah, they suck. |
Cody Sietz
The Tritan Industries RISE of LEGION
209
|
Posted - 2013.06.12 14:03:00 -
[83] - Quote
^its true, I can get more hp using two basic plates then a complex plate with with only a 6 percent reduction to speed. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
248
|
Posted - 2013.06.12 14:12:00 -
[84] - Quote
My Idea is as follows - First of all, no movement penalties on any armor anything, Dig? Here's some numbers, they're probably a little on th high side so just use it as reference.
Next, armor plating - High slot.
Basic - 5% damage reduction to armor Advanced - 10% damage reduction to armor. Prototype - 15% damage reduction to armor. Stacking penalties apply
Armor Re-enforcement - Low slot
20hp - 40hp - 60hp
Armor repair - lowslot
2hp/sec - 4hp/sec - 6hp/sec - or whatever it is now... I swear I don;t really care.
Now armor tanking is unique and not copy and paste half assed shield tanking that has to be carried. Also putting the plating resistance module in the Highslot keeps shield tankers from fully dual tanking without sacrificing a slot that could be used for an extender and those suits built for armor tanking with limited high slots from stacking too many.
Kneel, before McDustingham.... Kneel |
Stephen Rao
Intrepidus XI Omega Commission
32
|
Posted - 2013.06.12 14:29:00 -
[85] - Quote
I would prefer if CCP moved Armor Repair Modules to a High Slot Module as it would: - allow Armor Tankers to spread out their modules a bit (like Shield Tankers with Shield Regulators) - it would make Shield Tankers have to sacrifice an Shield Extender or Recharger, or a Damage Mod to be able to get Armor Reps.
The fact that all the new Armor Modules are also Low Slots doesn't help Armor as: - all Armor Modules take up Low Slots, creating bloat - all Armor takes up a huge amount of PG, and PG boosting Modules are also Low Slots |
Cass Barr
Red Star. EoN.
206
|
Posted - 2013.06.12 14:35:00 -
[86] - Quote
Novawolf McDustingham The514th wrote:My Idea is as follows - First of all, no movement penalties on any armor anything, Dig? Here's some numbers, they're probably a little on th high side so just use it as reference.
Next, armor plating - High slot.
Basic - 5% damage reduction to armor Advanced - 10% damage reduction to armor. Prototype - 15% damage reduction to armor. Stacking penalties apply
Armor Re-enforcement - Low slot
20hp - 40hp - 60hp
Armor repair - lowslot
2hp/sec - 4hp/sec - 6hp/sec - or whatever it is now... I swear I don;t really care.
Now armor tanking is unique and not copy and paste half assed shield tanking that has to be carried. Also putting the plating resistance module in the Highslot keeps shield tankers from fully dual tanking without sacrificing a slot that could be used for an extender and those suits built for armor tanking with limited high slots from stacking too many.
Kneel, before McDustingham.... Kneel
Good in theory, but CCP would need to adjust damage modifiers to make it work. Explosives would still kill you immediately, even with 30% damage reduction and 4 plates. Indeed, MD's and FP's would kill you faster since you sacrificed you Shield Extenders. And Flaylocks already have the fastest TTK on armor suits except for OHKOs.
You'd have to clear 50% reduction to make this worthwhile, otherwise. |
Ops Fox
ZionTCD Unclaimed.
272
|
Posted - 2013.06.12 16:08:00 -
[87] - 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.
I thought it ooked pretty good in all honesty, you forget Armor has higher natural resistance. I mean fitting one reactive plate then however many ferro's you can and you only have to content with a very small penalty. to the point you shouldn't even have to notice it. |
ZDub 303
TeamPlayers EoN.
326
|
Posted - 2013.06.12 16:51:00 -
[88] - Quote
Novawolf McDustingham The514th wrote:My Idea is as follows - First of all, no movement penalties on any armor anything, Dig? Here's some numbers, they're probably a little on th high side so just use it as reference.
Next, armor plating - High slot.
Basic - 5% damage reduction to armor Advanced - 10% damage reduction to armor. Prototype - 15% damage reduction to armor. Stacking penalties apply
Armor Re-enforcement - Low slot
20hp - 40hp - 60hp
Armor repair - lowslot
2hp/sec - 4hp/sec - 6hp/sec - or whatever it is now... I swear I don;t really care.
Now armor tanking is unique and not copy and paste half assed shield tanking that has to be carried. Also putting the plating resistance module in the Highslot keeps shield tankers from fully dual tanking without sacrificing a slot that could be used for an extender and those suits built for armor tanking with limited high slots from stacking too many.
Kneel, before McDustingham.... Kneel
Lol caldaris would make better armor tankers than gallentes!
The only way you can do it is to give a move speed penalty reduction racial bonus. Otherwise, anything gallentes can do, caldaris can do better. |
Doshneil Antaro
SVER True Blood Public Disorder.
62
|
Posted - 2013.06.12 17:09:00 -
[89] - Quote
Stephen Rao wrote:I would prefer if CCP moved Armor Repair Modules to a High Slot Module as it would: - allow Armor Tankers to spread out their modules a bit (like Shield Tankers with Shield Regulators) - it would make Shield Tankers have to sacrifice an Shield Extender or Recharger, or a Damage Mod to be able to get Armor Reps.
The fact that all the new Armor Modules are also Low Slots doesn't help Armor as: - all Armor Modules take up Low Slots, creating bloat - all Armor takes up a huge amount of PG, and PG boosting Modules are also Low Slots I have a similiar opinion. I think shields extenders high, all other shield mods low, as well as the armor reps high, plates low.. This would also prevent people from multitanking super effectively, and makes you choose one form of tanking more so over the other. This plus plates that movement plates penalties that are not so dramatic that it doesnt make sense to go complex too. Also something to disuade using shields like hit box, and now you are closer to balance. |
Iron Wolf Saber
Den of Swords
5093
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Posted - 2013.06.12 17:37:00 -
[90] - Quote
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/
going to plug this in then. I am sorry I haven't thrown in automatic formatting. |
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