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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Master Jaraiya
Ultramarine Corp
282
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Posted - 2013.06.20 20:00:00 -
[181] - Quote
BL4CKST4R wrote:Master Jaraiya wrote:I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules? Ferroscales are fine in HP, but their CPU/PG should be increased slightly higher than armor repairers. PG of armor repairers should be buffed back to normal, and scale down the penalty of armor plates to be whole numbers because in Dust decimals round up. The HP of normal plates is very good compared to their CPU/PG costs and penalty. Also when I said that reactives should be the same as shield plates its so that they benefit the medium suits the most, while normal plates and ferroscale would benefit heavy suits the most. Of course each suit can choose out of one another like a reactive stacked heavy or a ferro stacked medium, but the idea is to bring medium armor suits in line with the Minmatar and Caldari, and put heavies as the highest EHP by a lot. EDIT: New stats are a bit more reasonable.
I don't understand why you would want them to benefit one class over another.
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BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 20:14:00 -
[182] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:Master Jaraiya wrote:I would concede that the numbers for Reactives may be to high and will adjust these. I don't want to make them to squishy though.
That being said how do you feel about my proposed numbers for the other modules? Ferroscales are fine in HP, but their CPU/PG should be increased slightly higher than armor repairers. PG of armor repairers should be buffed back to normal, and scale down the penalty of armor plates to be whole numbers because in Dust decimals round up. The HP of normal plates is very good compared to their CPU/PG costs and penalty. Also when I said that reactives should be the same as shield plates its so that they benefit the medium suits the most, while normal plates and ferroscale would benefit heavy suits the most. Of course each suit can choose out of one another like a reactive stacked heavy or a ferro stacked medium, but the idea is to bring medium armor suits in line with the Minmatar and Caldari, and put heavies as the highest EHP by a lot. EDIT: New stats are a bit more reasonable. I don't understand why you would want them to benefit one class over another.
They would benefit any class actually, what I mean is the logical usage. For example a assault is best suited for using reactive plates to stay active in battle, while a Heavy is best suited for buffer HP tanking. Obviously there is no restriction so a assault can be a buffer tank and a heavy a reactive tank, but because of their base stats and module distribution one would be best suited for using a module than another module. For example scouts, Caldari, and Minmatars would greatly benefit from the use of ferroscales.
Here is a fitting tool with your revised stats implemented into it.
https://docs.google.com/spreadsheet/ccc?key=0AhnLhOBhdjKOdERzT3RQX2NUWVlyTjllNHFOYl9BaUE&usp=sharing |
Master Jaraiya
Ultramarine Corp
282
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Posted - 2013.06.20 20:25:00 -
[183] - Quote
Well I don't use assault, but I doubt I would dual tank with only 72 PG. I would probably shield tank, add a regulator or two and a utility type module. It doesn't seem viable, at least not for a Gallente.
are you saying the PG costs for Ferroscale and Reactives are still to high? |
BL4CKST4R
WarRavens League of Infamy
306
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Posted - 2013.06.20 20:27:00 -
[184] - Quote
Master Jaraiya wrote:Well I don't use assault, but I doubt I would dual tank with only 72 PG. I would probably shield tank, add a regulator or two and a utility type module. It doesn't seem viable, at least not for a Gallente.
The spreadsheet was for you to copy and be able to see your numbers in action.
So you would shield tank with a Gallente suit? Which is an armor suit Also goodluck shield tanking with this suit since it only has 3 High slots. |
Master Jaraiya
Ultramarine Corp
282
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Posted - 2013.06.20 20:32:00 -
[185] - Quote
LOL @ me!
I know nothing about Assault Suits I'm a Heavy
EDIT: Which probably explains a lot |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 20:37:00 -
[186] - Quote
Master Jaraiya wrote:LOL @ me! I know nothing about Assault Suits I'm a Heavy EDIT: Which probably explains a lot
Well then that explains a lot about your numbers :I, it is obvious after tooling with them that they are great for a heavy . Not so much for medium suits. |
Master Jaraiya
Ultramarine Corp
282
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Posted - 2013.06.20 20:41:00 -
[187] - Quote
Just reworked again. I think I brought PG down as much as possible without throwing the balance off of on my model.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html |
Meeko Fent
Seituoda Taskforce Command Caldari State
82
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Posted - 2013.06.21 00:04:00 -
[188] - 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 |
Harry Hendersons
Royal Uhlans Amarr Empire
3
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Posted - 2013.06.21 00:34:00 -
[189] - Quote
Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s
I second this, militia reppies to high slot is accurate. |
Master Jaraiya
Ultramarine Corp
283
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Posted - 2013.06.21 01:57:00 -
[190] - Quote
Harry Hendersons wrote:Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s I second this, militia reppies to high slot is accurate. This is a terrible idea the repper needs to stay in the low slot.
The Amarr Sentinel has only 1 high slot moving the repairer to high would do nothing but Gimp the Sentinel out of any local repping ability. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1196
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Posted - 2013.06.21 04:05:00 -
[191] - Quote
BL4CKST4R wrote:Scheneighnay McBob wrote:I personally don't have a problem with the new plate stats.
However, since we're getting another lowslot that repairs armor, I think non-militia armor repair units need to be changed to a highslot and repair significantly more hp/s What do you mean another low slot? And moving anything armor related to high slots does nothing positive I'd rather the reactive plates be placed in the high, for a whole host of reasons which I've elaborated on in this thread.
I can respost details if needed but the gist of it is that it'll be very hard to have the Reactive Plates and the Standard Plate + Rep combo be in direct slot compeition while serving the same purpose and balance them such that they're both viable/neither is inferior to the other while scaling through the meta levels.
0.02 ISK Cross |
matsumoto yuichi san
SVER True Blood Public Disorder.
12
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Posted - 2013.06.21 04:20:00 -
[192] - Quote
my numbers keep them competitive they behave as rep + plate of lower meta
it makes sense
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Cross Atu
Conspiratus Immortalis Covert Intervention
1196
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Posted - 2013.06.21 04:31:00 -
[193] - Quote
matsumoto yuichi san wrote:my numbers keep them competitive they behave as rep + plate of lower meta
it makes sense
Are their fittings costs the same as well?
Assuming that they are, and that their ISK cost equates to a mod of their Meta Level you are stating the mod is valuable enough by providing a one slot savings at a higher ISK cost with a upper level cap of effective value one step below proto?
I'm not denying that such a setup would create some utility but it's more utility for shield or hybrid tanks than for primary armor tanks and it certainly doesn't fix the armor vs shield tanking disparity as CCP said the new mods were supposed to (at least in part).
Have I missed the details of what you're saying somewhere? Please elaborate.
Cheers, Cross |
Luk Manag
of Terror
23
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Posted - 2013.06.21 15:50:00 -
[194] - Quote
You should try some sort of high-slot armor tanking enhancement.
It doesn't have to be complicated. HighSlot with +10% to armor HP, or 10% armor resists.
The Sentinel should also get more high slots with this addition. |
BL4CKST4R
WarRavens League of Infamy
315
|
Posted - 2013.06.21 22:40:00 -
[195] - Quote
Luk Manag wrote:You should try some sort of high-slot armor tanking enhancement.
It doesn't have to be complicated. HighSlot with +10% to armor HP, or 10% armor resists.
The Sentinel should also get more high slots with this addition.
These sound like a good idea but it is scary to think of a Caldari Logi with 4 complex armor plates and 50% damage resistance. |
Cass Barr
Red Star. EoN.
344
|
Posted - 2013.06.22 00:30:00 -
[196] - Quote
CCP will need to abandon the "one size fits all approach" to dropsuit's CPU/PG output and instead adopt a system similar to how vehicles work, I think.
Otherwise the racial bonuses would have to be very good to equalize armor tanking. |
Yani Sing
Krusual Covert Operators Minmatar Republic
1
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Posted - 2013.06.22 18:58:00 -
[197] - Quote
Cass Barr wrote:CCP will need to abandon the "one size fits all approach" to dropsuit's CPU/PG output and instead adopt a system similar to how vehicles work, I think. Just not so extreme.
Otherwise the racial bonuses would have to be very good to equalize armor tanking.
I agree, must have bonuses reflecting the theme, shield or armor tank. |
Jastad
Eliters D.E.F.I.A.N.C.E
32
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Posted - 2013.06.22 20:42:00 -
[198] - Quote
This are drastic change... If we move repp from low to high we need to rework ALL the suit slot. The first thing is to move the new plate on hight sloth, otherwise the Shield tank gain the major benefit.
I think it's time to make the weap do very different % on damage on shield and armor. With this all weapon become finally viable and armor tank become finally usefull. Two problem with one solution |
Wombat in combat
Internal Error. Negative-Feedback
40
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Posted - 2013.06.22 23:59:00 -
[199] - Quote
Feedback on the new plates: Way too high PG requirement for low armor return. Won't use. Feedback on existing armor plates: Reduce movement penalty to 2%, 4%, 6%. |
BL4CKST4R
WarRavens League of Infamy
320
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Posted - 2013.06.23 01:52:00 -
[200] - Quote
Jastad wrote:This are drastic change... If we move repp from low to high we need to rework ALL the suit slot. The first thing is to move the new plate on hight sloth, otherwise the Shield tank gain the major benefit.
I think it's time to make the weap do very different % on damage on shield and armor. With this all weapon become finally viable and armor tank become finally usefull. Two problem with one solution
Actually there are easier ways to make it so shield tanks do not gain a huge benefit from the new armor modules. That would be making them with high CPU/PG but giving Amarr and Gallente a reduction in CPU/PG racially.
The only weapons that need their % damage changed is explosive weapons. |
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Azri Sarum
843 Boot Camp
36
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Posted - 2013.06.23 08:35:00 -
[201] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
320
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Posted - 2013.06.23 11:05:00 -
[202] - 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.
This problem has been addressed in this thread, the reactive plates were expected to fill this gap, but because of the extremely low HP, rep speed and a speed penalty they are basically useless. |
Jastad
Eliters D.E.F.I.A.N.C.E
32
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Posted - 2013.06.23 11:07:00 -
[203] - Quote
BL4CKST4R wrote:Jastad wrote:This are drastic change... If we move repp from low to high we need to rework ALL the suit slot. The first thing is to move the new plate on hight sloth, otherwise the Shield tank gain the major benefit.
I think it's time to make the weap do very different % on damage on shield and armor. With this all weapon become finally viable and armor tank become finally usefull. Two problem with one solution Actually there are easier ways to make it so shield tanks do not gain a huge benefit from the new armor modules. That would be making them with high CPU/PG but giving Amarr and Gallente a reduction in CPU/PG racially. Moving new plates to High slots is actually a penalty not a benefit, a higher dependency on armor means that explosive damage will hurt us even more than it does now. We need shields to have a quick buffer to that damage. The only weapons that need their % damage changed is explosive weapons.
The problem right now is that CCP told us that they can't give specific racial bonus, but the racial bonus apply to all suit |
BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 11:10:00 -
[204] - Quote
I don't get CCP on this subject, they say they can't but aside from the suit bonus all races have different bonuses. |
Jastad
Eliters D.E.F.I.A.N.C.E
32
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Posted - 2013.06.23 13:41:00 -
[205] - Quote
BL4CKST4R wrote:I don't get CCP on this subject, they say they can't but aside from the suit bonus all races have different bonuses.
I think because they work like a cluster.
Generc ASS frame (apply the same bonus) sub cluster Gal frame (specific bonus) |
Meeko Fent
Seituoda Taskforce Command Caldari State
100
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Posted - 2013.06.23 15:51:00 -
[206] - 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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