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Thread Statistics | Show CCP posts - 1 post(s) |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
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Posted - 2013.06.13 13:32:00 -
[121] - Quote
indeed, we really need to have role bonuses on suits, not just skill bonuses
so that we can actually seperate the races more than has an ounce more armor, and the slot layout
and keeping armor on the lows is fine if we see numbers that make the modules work, topped off with some role bonus
i did post earlier regarding possible plate stats (would be after a role bonus if there was one) that would be much better competitively
https://docs.google.com/spreadsheet/ccc?key=0Av9xiIsYvVjqdDNYbE9obG9SSjdGOTYxVHdXRVlveVE&usp=sharing
would be awesome if IWS added to his sheet too
and as a role bonus -50% PG cost for armor modules, (then 1.5 them) |
BL4CKST4R
WarRavens League of Infamy
242
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Posted - 2013.06.13 13:40:00 -
[122] - Quote
matsumoto yuichi san wrote:indeed, we really need to have role bonuses on suits, not just skill bonuses so that we can actually seperate the races more than has an ounce more armor, and the slot layout and keeping armor on the lows is fine if we see numbers that make the modules work, topped off with some role bonus i did post earlier regarding possible plate stats (would be after a role bonus if there was one) that would be much better competitively https://docs.google.com/spreadsheet/ccc?key=0Av9xiIsYvVjqdDNYbE9obG9SSjdGOTYxVHdXRVlveVE&usp=sharingwould be awesome if IWS added to his sheet too and as a role bonus -50% PG cost for armor modules, (then 1.5 them)
Lowering the PG doesn't really do much for stacking them, if we got a 50% speed penalty reduction and a 25% CPU/PG reduction we could stack double the plates and thus scale up in terms of total EHP and speed sacrifice to a shield tank, and in comparison both suits would have 1 low slot left over to do with as they please. But by comparison the Shield tank would have higher overall repping, but that's a good balancing factor, and higher CPU/PG costs for trying to stack more plates than us. |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
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Posted - 2013.06.13 13:58:00 -
[123] - Quote
that works, i was just quickly coming up with some role bonus that made sense as a way that armor plates wouldn't just end up making cal logi even more stupid
amarr really needs like +10% to armor efficacy / lvl though because then with their 3 lows they could
plate plate rep
and be the same ehp as
plate plate plate rep
and they would still be the slowest in the game :P
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BL4CKST4R
WarRavens League of Infamy
242
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Posted - 2013.06.13 14:15:00 -
[124] - Quote
matsumoto yuichi san wrote:that works, i was just quickly coming up with some role bonus that made sense as a way that armor plates wouldn't just end up making cal logi even more stupid
oh and the lowering PG statement implied that the numbers posted would be AFTER the role reduction for fitting
amarr really needs like +10% to armor efficacy / lvl though because then with their 3 lows they could
plate plate rep
and be the same ehp as
plate plate plate rep
and they would still be the slowest in the game :P
Amarr need a base HP increase since 10% would only equate to around 30-45 HP using 3 complex modules. |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
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Posted - 2013.06.13 14:29:00 -
[125] - Quote
BL4CKST4R wrote:matsumoto yuichi san wrote:that works, i was just quickly coming up with some role bonus that made sense as a way that armor plates wouldn't just end up making cal logi even more stupid
oh and the lowering PG statement implied that the numbers posted would be AFTER the role reduction for fitting
amarr really needs like +10% to armor efficacy / lvl though because then with their 3 lows they could
plate plate rep
and be the same ehp as
plate plate plate rep
and they would still be the slowest in the game :P Amarr need a base HP increase since 10% would only equate to around 30-45 HP using 3 complex modules.
that is 10%/lvl so 50% at lvl 5 (on amarr assault) this being instead of shield recharge
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Scheneighnay McBob
Bojo's School of the Trades
1555
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Posted - 2013.06.13 15:02:00 -
[126] - Quote
With the update, CCP should buff the **** out of armor repairers and make them a highslot. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1552
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Posted - 2013.06.13 15:03:00 -
[127] - Quote
Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot. Armor tanking suits just need built in passive regen. 2/3/5 at standard, advanced and prototype. |
Saoa Scum
Goonfeet Special Planetary Emergency Response Group
14
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Posted - 2013.06.13 15:03:00 -
[128] - 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 think you're missing one downside of the shieldtanks, 1 flux grenade remove all the shields.. no matter how much shield i have |
BL4CKST4R
WarRavens League of Infamy
242
|
Posted - 2013.06.13 15:03:00 -
[129] - Quote
Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot.
Any armor modules in high slots is a BAD idea, it would make it even harder to Armor tanks to survive. |
BL4CKST4R
WarRavens League of Infamy
242
|
Posted - 2013.06.13 15:04:00 -
[130] - Quote
Saoa Scum wrote: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 think you're missing one downside of the shieldtanks, 1 flux grenade remove all the shields.. no matter how much shield i have
But a flux grenade wont OHKO and you can recover from a flux in less than 10 seconds. |
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Scheneighnay McBob
Bojo's School of the Trades
1555
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Posted - 2013.06.13 15:07:00 -
[131] - Quote
BL4CKST4R wrote:Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot. Any armor modules in high slots is a BAD idea, it would make it even harder to Armor tanks to survive. How would it be harder to survive if I had an armor mod in every slot? |
BL4CKST4R
WarRavens League of Infamy
243
|
Posted - 2013.06.13 15:38:00 -
[132] - Quote
Scheneighnay McBob wrote:BL4CKST4R wrote:Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot. Any armor modules in high slots is a BAD idea, it would make it even harder to Armor tanks to survive. How would it be harder to survive if I had an armor mod in every slot?
Lets assume that repairers are on high slots, and a Gallente can ignore the penalty of complex modules.
This would give him 120 Shields, 670 armor and 21 HP/s on armor. Lets pit him against a Caldari Assault who has 474 Shields, 250 armor ( two basic modules since in this scenario the Caldari can't ignore the penalty for complex). Now lets compare them, the Gallente has an EHP of 790 and the Caldari 720 EHP, and both are at equal speed, and using the same weapon and they both are equally accurate. You might think the Gallente is at an advantage but here is where your wrong, all it takes for the Caldari to kill the Gallente is 4 shots from a Gek-38 and a locus grenade. For the Gallente to kill the Caldari he needs 1 flux and 9 shots from his AR, and if you try to count in the 21 HP/s on armor vs a assault rifle which can do 382.5 damage per second on armor, then it still comes out to 9 shots since I rounded up.
We need our high slots to be able to survive explosive damage, and act as a buffer for our lifeline which is our armor. Even with high armor I still have to run away when my shields go down because of how low my resistance is with armor.
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Night Cloud Breaker
SVER True Blood Public Disorder.
1
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Posted - 2013.06.13 16:10:00 -
[133] - Quote
Taking what BL4CKST4R said. . . I would say movement modules to high slots would help balance things (some). It would allow armor tankers the option to counteract the movement penalty and also make the shield tankers have to choose between shield and more speed (which in an fps, speed is almost everything). |
Iron Wolf Saber
Den of Swords
5127
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Posted - 2013.06.13 16:14:00 -
[134] - Quote
Added the new model, did the high highlighting. |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
Posted - 2013.06.13 16:22:00 -
[135] - Quote
Cool IWS, you missed that i buffed the armor reps though :P |
Iron Wolf Saber
Den of Swords
5128
|
Posted - 2013.06.13 18:59:00 -
[136] - Quote
matsumoto yuichi san wrote:Cool IWS, you missed that i buffed the armor reps though :P
Fixing now. |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
Posted - 2013.06.13 19:11:00 -
[137] - Quote
Iron Wolf Saber wrote:matsumoto yuichi san wrote:Cool IWS, you missed that i buffed the armor reps though :P Fixing now.
double yay! |
Cross Atu
Conspiratus Immortalis Covert Intervention
1155
|
Posted - 2013.06.15 20:24:00 -
[138] - Quote
Cosgar wrote:Scheneighnay McBob wrote:With the update, CCP should buff the **** out of armor repairers and make them a highslot. Armor tanking suits just need built in passive regen. 2/3/5 at standard, advanced and prototype. The problem with both of these ideas is two fold.
First, more reps will never keep up with shield regen. If armor reps were made equal in amount they'd eclips shields in effectiveness creating the same problems we have now just inverted. If the perfect ratio were somehow found between reps and regen then the net result is a lack of diversity as the two lines become functionally closer to identical (this could lead to more exploitability but that's a whole thread of it's own).
Second, the better on board reps, and to a slightly lessor extent repping modules, become the lower the tactical value of Logi LAVs, Repair Tools, and reaping Nanohives. Put bluntly bringing armor rep into parity with shield regen is a nerf to support roles and by extension game diversity. In fact it reduces game diversity twice when combined with the effects listed in my first point.
Armor needs to focus on providing eHP via buffer not mimic Shields focus on providing eHP via fast cycle regen[/b[. Now note I say focus above, I'm not proposing that there should be no on board armor reps, or even that increasing their effect may not be needed to some degree. It is important however to maintain game diversity and seeking to balance Armor/Shield tanking by making them more alike doesn't do that.
Put Ferroscale Plates in High Power slots to provide some of the options listed, and look at the armor reppers with an eye for a mild buff but keep a focus on [b]buffer > regen so that we're not creating a new set of problems elsewhere in the game by addressing the current ones in front of us.
0.02 ISK Cross |
Iron Wolf Saber
Den of Swords
5192
|
Posted - 2013.06.15 20:36:00 -
[139] - Quote
By the way guys this thread is being watched now. |
Master Jaraiya
Ultramarine Corp
221
|
Posted - 2013.06.15 21:34:00 -
[140] - Quote
One thing that causes a disparity between shield and armor is shield tankers also gain almost all other tactical advantages that modules can provide. I have outlined this, and suggested a possible solution to the problem.
While this does nothing for the numbers of the new armor modules, it may provide more balance in general to shield vs. armor, thus creating less need for tweaking the numbers on the new modules. |
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BL4CKST4R
WarRavens League of Infamy
265
|
Posted - 2013.06.16 00:25:00 -
[141] - Quote
Iron Wolf Saber wrote:By the way guys this thread is being watched now.
By who, reveal yourself! |
BL4CKST4R
WarRavens League of Infamy
265
|
Posted - 2013.06.16 00:52:00 -
[142] - Quote
Iron Wolf Saber wrote:By the way guys this thread is being watched now.
Going to double post here but, since it is being watched it's best to summarize the problems with armor, and how the stats on the modules do not cut it. The fact it is being watched further solidifies that the stats were going to be the final version of the modules upon release and it is great they are looking at this thread, hopefully for ideas.
The problem we armor tanks have is that in order to try and keep up with the overall EHP of a shield tank we must take a massive penalty in speed which puts us in a position to be uncompetitive, and even taking a small to no penalty puts us in another uncompetitive position. Speed factors into a lot more than just dumbly the time it takes to traverse the field, anybody who has used armor can see how big of a difference even a 5% penalty is. Also because we are armor tanks moving slow reduces the chance of us escaping a locus grenade, that unless we stack 3 complex armor plates at LV5 Dropsuit armor upgrades and LV5 Armor plating, with a nice -22% speed penalty, we won't survive; of course this is when our shields our down because depending on one tanking style is silly. Now this is a short version of the problems with armor, and there are longer threads on the issue I just want this to be easy to read.
Now onto the armor modules and how they do not fix the problem. First of all the plates are way to penalizing in CPU/PG for us armor tanks to be able to use, this puts shield tanks at an advantage of having to forgo these plates all together and have better equipment and weapons. If a shield tank where to pick up and stack these plates they would again be in a better position than us armor tanks, with the benefit of also having better shield repair, mobility, and total EHP. Now the problem isn't on the modules themselves per say, except the CPU/PG costs and the fact that stacking normal plates and repairers is more efficient. The real problem is that we armor tanks get no benefit of using the plates, no matter how many plates you add how good or bad you make them the fact is that they will always penalize us more than it does shield tanks. Shield tanks get a shield repair bonus, lower activation time of the repair speed, and the ability to stack lots of EHP with no penalty and ignore armor plates if they wish, most don't but still its there.
In my opinion the best way to not penalize, or mitigate the penalties of armor tanking, without having to wait for you guys to figure out the tag system, unless you already did, is to follow the speed curve in EVE making the Minmatar the fastest, Gallente second fastest, Amarr third, and Caldari last (even though the Amarr suits get high base EHP it does not compensate for defensive module stacking so a speed bonus to the Assault and Logistics suits would be fair) A reduction in the CPU/PG of the modules for the Amarr and Gallente would also be essential, because without it we would be in the position of having to ignore plates to have weapons and equipment and again be weaker than a Shield tank who does not have to make this choice. Also slightly buffing the new plates, following some of the great suggestions in IWS spreadsheet, will help slightly when it comes to us getting destroyed by locus grenades.
P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
TL;DR: To bad. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
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Posted - 2013.06.16 01:08:00 -
[143] - Quote
The only why is to HARD tune the dmg weapon:
Example:
AR 75 % dmg vs armor, keeping the low regen and actual value spd reduct dmg .
MD and EXPLOS 150 % dmg vs ARMOR or you could give Laser an armor pierce ability etc etc etc etc ( i put just 2 exmp, ) and surprise surprise, with this ALL weapon find their place.
Because now your team need a Explo expert to kill Armor tankers in PC, and this add a WHOLE new world of possibility. Not only shield logi that run from A-B-C-D but also a Hardcore defense. This will also make dropship useful, because you can drop your Heavy armored team on a letter guarded by ARdropsuit and kill them all.
The only balance that we must do if we choose this way is to force Heavy drop suit n Heavy weap, or they become un-killable
With this the ROCK-PAPER-SCISSOR WORK
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BL4CKST4R
WarRavens League of Infamy
265
|
Posted - 2013.06.16 02:38:00 -
[144] - Quote
Jastad wrote:The only why is to HARD tune the dmg weapon: Example: AR 75 % dmg vs armor, keeping the low regen and actual value spd reduct dmg . MD and EXPLOS 150 % dmg vs ARMOR or you could give Laser an armor pierce ability etc etc etc etc ( i put just 2 exmp, ) and surprise surprise, with this ALL weapon find their place. Because now your team need a Explo expert to kill Armor tankers in PC, and this add a WHOLE new world of possibility. Not only shield logi that run from A-B-C-D but also a Hardcore defense. This will also make dropship useful, because you can drop your Heavy armored team on a letter guarded by ARdropsuit and kill them all. The only balance that we must do if we choose this way is to force Heavy drop suit n Heavy weap, or they become un-killable With this the ROCK-PAPER-SCISSOR WORK
You have just nerfed Shields to death and made armor OP as hell. |
Master Jaraiya
Ultramarine Corp
225
|
Posted - 2013.06.16 04:25:00 -
[145] - Quote
BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough* |
Cross Atu
Conspiratus Immortalis Covert Intervention
1156
|
Posted - 2013.06.16 04:42:00 -
[146] - Quote
Jastad wrote:The only why is to HARD tune the dmg weapon: Example: AR 75 % dmg vs armor, keeping the low regen and actual value spd reduct dmg . MD and EXPLOS 150 % dmg vs ARMOR or you could give Laser an armor pierce ability etc etc etc etc ( i put just 2 exmp, ) and surprise surprise, with this ALL weapon find their place. Because now your team need a Explo expert to kill Armor tankers in PC, and this add a WHOLE new world of possibility. Not only shield logi that run from A-B-C-D but also a Hardcore defense. This will also make dropship useful, because you can drop your Heavy armored team on a letter guarded by ARdropsuit and kill them all. The only balance that we must do if we choose this way is to force Heavy drop suit n Heavy weap, or they become un-killable With this the ROCK-PAPER-SCISSOR WORK
I'm not sure how this is a response to my post, or perhaps I'm not clear on which post you are responding to?
Please elaborate and I will respond at that time.
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
266
|
Posted - 2013.06.16 07:46:00 -
[147] - Quote
Master Jaraiya wrote:BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough*
Amarr sentinel is a dual tank, the suit comes with 466 base shields.
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Master Jaraiya
Ultramarine Corp
226
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Posted - 2013.06.16 08:05:00 -
[148] - Quote
BL4CKST4R wrote:Master Jaraiya wrote:BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough* Amarr sentinel is a dual tank, the suit comes with 466 base shields. + one high slot and shyte recharge rate. I don't really call that tank. It has about the same base armor. Both are to low for a Sentinel imho, but I digress. 466 shield is nothing for a heavy. We constantly take fire from multiple angles/shooters. That shield is gone in no time. With only 1 high slot you can not beef up shields to ever be able to call it shield tank. |
BL4CKST4R
WarRavens League of Infamy
266
|
Posted - 2013.06.16 08:09:00 -
[149] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:Master Jaraiya wrote:BL4CKST4R wrote: P.S: When I say Armor tank and Shield tank I do not refer to a class who COMPLETELY depends on the tanking style, what I mean is a class who gets the majority of its EHP from said style. No suit should entirely depend on a specific style.
*coughAMARR SENTINELcough* Amarr sentinel is a dual tank, the suit comes with 466 base shields. + one high slot and shyte recharge rate. I don't really call that tank. It has about the same base armor. Both are to low for a Sentinel imho, but I digress. 466 shield is nothing for a heavy. We constantly take fire from multiple angles/shooters. That shield is gone in no time. With only 1 high slot you can not beef up shields to ever be able to call it shield tank.
I never called it a shield tank, I called it a dual tank. Also Amarr and Gallente are predominantly armor tanks, I was just pointing out that the Amarr has shields to prove that no class is suited for one tanking style alone. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
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Posted - 2013.06.16 09:30:00 -
[150] - Quote
@Cross Sorry man was not meant in your response, i quote your think to integrate my post Sorry again for been unclear, but was very very late when i made the reply
BL4CKST4R wrote: You have just nerfed Shields to death and made armor OP as hell.
Sorry but I disagree Shield will still Have high Mobility and fast recharge. And that is the only way to NOT make armr and shield the same think, that kill variety. And have weapos that do 75 % vs shield like it was for armor.
From my point of view a MMOFPS, with equip and all, mean that there are some situation that you simply can't avoid death.
Let's make an example, if i engage a Heavy in cqc i MUST die (there are exception but thats another story) right now i can kill a Heavy with 0 effort.
if you have a Suit that has no weakness is like playing rock-scissor-paper and then changing the game in rock-scissor-paper-nuclear strike
I ask if you find right that Ar-tankers have to carry flux hades,choose between scrambler or AR and shield tank don't have to bother of what weapon choose because EVERYTHING kill armor?
The only way to making both tanking effective but different from each other is HARD SPEC weap DMG so a weapon cant be effective Vs shield and Vs Armor |
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