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Iron Wolf Saber
Den of Swords
5078
|
Posted - 2013.06.12 02:09:00 -
[1] - Quote
This is taken from the 2013 E3 Trailer, this video can be easily a month old and thus ergo speculation. So note these are not final stats. Nor are these stats are accounting for skills.
Current assumption is that all the new plates use the plate skills thus receive HP bonus.
Ferroscale Plates Increases maximum strength of drop suit's armor with no penalty to movement speed.
Basic Ferroscale Plates 15 CPU 2 Grid 25 HP 500 isk
Enhanced Ferroscale Plate 27 CPU 7 Grid 40 HP 2415 isk
Complex Ferroscale Plate 39 CPU 14 Grid 60 HP 3,915 isk
Reactive Plates Increases dropsuit armor strength and armor repair rate with penalty to movement.
Basic Reactive Plates 10 CPU 4 Grid 15 HP 1% Penalty 1 HP/s 900 isk
Enhanced Reactive Plates 24 CPU 9 Grid 25 HP 2% Penalty 1 HP/s 2,415 isk
Complex Reactive Plates 36 CPU 16 Grid 45 HP 4% Penalty 2 HP/s 3945 isk
And to put some things in perspective
Standard Armor Plates
Basic Armor Plates 10 CPU 1 Grid 65 HP 3% Penalty 500 isk
Enhanced Armor Plates 20 CPU 6 Grid 87 HP 5% Penalty 2415 isk
Complex Armor Plates 30 CPU 12 Grid 115 HP 10% Penalty 3,945 isk (previously 7320)
Kinetic Catalyzers
Basic Kinetic Catalyzer 15 CPU 10 Grid Speed Bonus 5% 675 Isk
Enhanced Kinetic Catalyzer 18 CPU 12 Grid Speed Bonus 8% 1815 Isk
Complex Kinetic Catalyzer 27 CPU 15 Grid Speed Bonus 12% 2955 Isk
Armor Repairers
Basic Armor Repairer 20 CPU 1 Grid 2 HP/s
Enhanced Armor Repairer 35 CPU 5 Grid 3 HP/s
Complex Armor Repairer 45 CPU 11 Grid 5 HP/s
Finallly
Shield Extenders Basic Shield Extender 18 CPU 3 Grid 22 HP
Enhanced Shield Extender 36 CPU 6 Grid 33 HP
Complex Shield Extender 54 CPU 11 Grid 66 HP
Debate, compare, value weigh, and deliberate amongst yourselves about the new modules so we can get foundation for serious feedback before or after Uprising 1.2. |
BobThe843CakeMan
BurgezzE.T.F
475
|
Posted - 2013.06.12 02:10:00 -
[2] - Quote
Battlefront 3 |
Alina Heart
DIOS EX.
259
|
Posted - 2013.06.12 02:13:00 -
[3] - Quote
IWS Your thoughts please...
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Iron Wolf Saber
Den of Swords
5078
|
Posted - 2013.06.12 02:16:00 -
[4] - Quote
I have not sat down to do any reverse engineering yet. So give me a moment and Ill do some of my spreadsheet fu. |
EternalRMG
ZionTCD Unclaimed.
259
|
Posted - 2013.06.12 02:17:00 -
[5] - Quote
Dust 514 |
Crash Monster
Snipers Anonymous
571
|
Posted - 2013.06.12 02:27:00 -
[6] - Quote
It looks to me like there are a lot of choices available from a mix and match sense depending on your SP investments. That I like.
As for the numbers... I'm leery of worrying about what they are exactly as we all want more HP, less penalties, faster repairs and faster sprints.
Based on historic results I'd suggest making sure to err on the side of not having to issue a nerf to stats at a later date. Nobody is going to like "losing something" after having spec'd into this stuff. Short of that, actual usage stats for these items will trump meta-gaming complaints. |
ZDub 303
TeamPlayers EoN.
312
|
Posted - 2013.06.12 02:33:00 -
[7] - Quote
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 need an armor plate bonus, 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.
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 5% 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. |
Master Jaraiya
Ultramarine Corp
180
|
Posted - 2013.06.12 02:33:00 -
[8] - Quote
Numbers aside, I think this would be a step in the right direction. Check it out Iron Wolf.
https://forums.dust514.com/default.aspx?g=posts&t=86590&find=unread
This would be a HUGE bonus to armor tankers, because currently 12 of the 17 modules are on the low side. When the new armor modules are added it will make it 14 out of 19. That is not balance. |
Abron Garr
Amarr Templars Amarr Empire
439
|
Posted - 2013.06.12 02:35:00 -
[9] - Quote
I'll use the Ferroscale. I won't use the reactive with that movement penalty. |
Iron Wolf Saber
Den of Swords
5078
|
Posted - 2013.06.12 02:36:00 -
[10] - Quote
Well I know there is in theory something very wrong between armor and shields and its a bit lopsided favoring shields but right now the tools required to correct this has not made it into the game yet. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4306
|
Posted - 2013.06.12 02:37:00 -
[11] - Quote
Reactive plates are basically shield extenders (low HP, self repairing), but with less HP. Needs to have as much HP as their shield extender counterpart, or else you're just better off using shield extenders.
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. |
Master Jaraiya
Ultramarine Corp
180
|
Posted - 2013.06.12 02:41:00 -
[12] - Quote
Iron Wolf Saber wrote:Well I know there is in theory something very wrong between armor and shields and its a bit lopsided favoring shields but right now the tools required to correct this has not made it into the game yet.
Any hints to what tools you are referring to?
Also what did you think about the adding the Medium Powered Slots, and reassigning some of the modules? |
Val'herik Dorn
SyNergy Gaming EoN.
613
|
Posted - 2013.06.12 02:45:00 -
[13] - Quote
Armor should as long as they have a penalty never be worse than an unpenaltied shields.
So while the self repair plates are a step in the right direction need to be better.
The ferroscale should be at least equal to their shield counter parts since they would give the same bonus letting us choose between armor or shields.
Just my .02isk. |
Centurion mkII
SVER True Blood Public Disorder.
96
|
Posted - 2013.06.12 02:48:00 -
[14] - Quote
I have a note for ccp.
Complex plates weren't under used because of there price. Its because there only useful in like two situations. Its a bad item.
I see the new armor items being primarily used for scouts or shield tanks who want more defense. I don't see armor tanking drop suits really using them. I think the reactive plates are weak. Too little benefit in both repair rate and armor. Too high cost in fitting. |
Cass Barr
Red Star. EoN.
200
|
Posted - 2013.06.12 02:50:00 -
[15] - Quote
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. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
239
|
Posted - 2013.06.12 02:51:00 -
[16] - Quote
Again, one hundred times ovr - Armor should be first and foremost a resistance type of tanking - not a raw HP type of tanking.
If you're just going to copy paste what makes shield tanking shield tanking over to armor, why even bother? It's unimaginative.
Armor tanking should be constant low reps, damage resistance, moderate HP.
Shield tanking is delayed high reps, high HP, no resistance.
It makes them different and different players will find different situations in which they are useful. |
Iron Wolf Saber
Den of Swords
5078
|
Posted - 2013.06.12 02:51:00 -
[17] - Quote
Throwing together a Spreadsheet you can view it here.
https://docs.google.com/spreadsheet/ccc?key=0AqHgiF-KXQZXdGdrMFA0NW1uOU9ueUQ3YmtLRFVqcHc#gid=0 |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
239
|
Posted - 2013.06.12 02:55:00 -
[18] - Quote
GAH, no offense to your hard work, but I don't even want to see a spread sheet... It's all SSDD, only it's called armor and not called shield - and it's half arsed.
Make armor tanking unique and dump this stupid speed drop. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
137
|
Posted - 2013.06.12 02:55:00 -
[19] - Quote
Plates still woefully unbalanced, Yay higher CPU/ PG costs for crapper than basic plates! Hurrah I know just where to put those..... Up the next Caldari Logi's *******!
These things will be much better CQC weapons than nova knives, I'll just be throwing these at unsuspecting snipers and tank drives. |
Cass Barr
Red Star. EoN.
200
|
Posted - 2013.06.12 03:03:00 -
[20] - Quote
Novawolf McDustingham The514th wrote:Again, one hundred times ovr - Armor should be first and foremost a resistance type of tanking - not a raw HP type of tanking.
If you're just going to copy paste what makes shield tanking shield tanking over to armor, why even bother? It's unimaginative.
Armor tanking should be constant low reps, damage resistance, moderate HP.
Shield tanking is delayed high reps, high HP, no resistance.
It makes them different and different players will find different situations in which they are useful.
That maybe so, but right now they're basically lower buffer, lower rep, and lower resists. It appears they were originally intended to be high buffer/low rep, but CCP completely screwed the pooch on that.
While I think your idea would be interesting if implemented correctly, everyone here knows the likelihood of that happening in any reasonable timeframe. |
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matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
Posted - 2013.06.12 03:38:00 -
[21] - Quote
so umm 2 points of PG is like 10 points of CPU for most proto suits and that + those numbers makes those plates just kinda meh
for those stats at least i mean those are nice, but i am already PG strapped because the scrambler is more PG than anything else, and all the new plates need more pg than the old ones, and give for the reactive almost useless hp, and repair that is eh
i'd have to try to be sure, but thats how it looks
esp for like the amarr suits you'd still be slowest and with ferroscale fitting issues on PG to end with.... less ehp unless only extenders + plates and thats dull
but this is all at first glance |
Noc Tempre
Imperfects Negative-Feedback
1921
|
Posted - 2013.06.12 03:46:00 -
[22] - Quote
Pre-nerfed and worthless. |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
Posted - 2013.06.12 04:00:00 -
[23] - Quote
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 |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:04:00 -
[24] - Quote
Hmm I think Ferroscale plates need a slight boost to how much extra HP they give Basic Ferro 35 HP Enhanced Ferro 50 HP Complex Ferro 70 HP making complex ferro barely better than basic plates
Plain plates need changed to have: Militia plates 4% Movement Reduction bulky and basic gear needs penalties 40 hp Basic armor plates: lightest plates but weakest 55hp 3% Movement Reduction Enhanced armor plates: medium plates with medium armor 80hp 4% Movement Reduction Complex plates: Heaviest plates both in mass and armor 110hp 6% Movement Reduction
Reppers and Reactive armor are both good enough for now
Shields need not much, the only two diadvantades that could be added to shields are increasing scan profile and making the shield hit-box larger
The first is more preferable giving armor users an advantage with stealth and being fairly minor in direct 1v1 combat
The second should only be implemented when in combat advantages arise (slow movement speed with armor remaining) |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:07:00 -
[25] - 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 well the armor movement speed is my only minor complaint and the lack of a major disadvantage in sheilds, they even can get the excess PG and CPU they need from extenders in low slots which armor can't obtain. |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:09:00 -
[26] - Quote
Cass Barr wrote: While I think your idea would be interesting if implemented correctly, everyone here knows the likelihood of that happening in any reasonable timeframe.
+1 to you for making me feel less unhappy about the state of armor tanking in dust. |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:11:00 -
[27] - Quote
Novawolf McDustingham The514th wrote:Again, one hundred times ovr - Armor should be first and foremost a resistance type of tanking - not a raw HP type of tanking.
If you're just going to copy paste what makes shield tanking shield tanking over to armor, why even bother? It's unimaginative.
Armor tanking should be constant low reps, damage resistance, moderate HP.
Shield tanking is delayed high reps, high HP, no resistance.
It makes them different and different players will find different situations in which they are useful. I 100% agree I'll now hold on to this post (if you consent) and present It as an idea in shield vs armor threads. |
Avallo Kantor
DUST University Ivy League
38
|
Posted - 2013.06.12 04:13:00 -
[28] - Quote
I think a Ferroscale plate should be more on the level of equipping a Reper and Plate of one level lower than what level the ferroscale is. For example basic would be the quality of a (non-existant) sub-basic plate + repper Advanced would be the quality of a basic plate + basic repper. Note that this quality includes PG + CPU costs and the move speed penalty in the combination as well. To that notion the repair values would be: 1% - Basic 2% - Advanced 3%- Complex |
Colonel Killar
DUST CORE DARKSTAR ARMY
2
|
Posted - 2013.06.12 04:15:00 -
[29] - Quote
Avallo Kantor wrote:I think a Ferroscale plate should be more on the level of equipping a Reper and Plate of one level lower than what level the ferroscale is. For example basic would be the quality of a (non-existant) sub-basic plate + repper Advanced would be the quality of a basic plate + basic repper. Note that this quality includes PG + CPU costs and the move speed penalty in the combination as well. To that notion the repair values would be: 1% - Basic 2% - Advanced 3%- Complex use militia plate values for basic reactives |
matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
Posted - 2013.06.12 04:16:00 -
[30] - Quote
Avallo Kantor wrote:I think a Ferroscale plate should be more on the level of equipping a Reper and Plate of one level lower than what level the ferroscale is. For example basic would be the quality of a (non-existant) sub-basic plate + repper Advanced would be the quality of a basic plate + basic repper. Note that this quality includes PG + CPU costs and the move speed penalty in the combination as well. To that notion the repair values would be: 1% - Basic 2% - Advanced 3%- Complex
i need to clarify the rep isn't % its raw value
1 armor /s
or 2 armor /s so on |
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Zatara Rought
TeamPlayers EoN.
199
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1488
|
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. |
|
Cass Barr
Red Star. EoN.
203
|
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
|
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
|
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
|
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
|
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.
|
Zatara Rought
TeamPlayers EoN.
201
|
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..
|
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
|
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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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.
|
Zatara Rought
TeamPlayers EoN.
201
|
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
|
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
|
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? |
|
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. |
|
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
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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
|
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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Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
14
|
Posted - 2013.06.12 17:55:00 -
[91] - Quote
My only real complaint with reactive plates is that the Armor Repair go 1, 1, 2. When 1, 2, 3 makes more sense. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 18:02:00 -
[92] - Quote
Sorry, but anyone who thinks the Reactive plates are good with their current numbers fails at math. |
Iron Wolf Saber
Den of Swords
5093
|
Posted - 2013.06.12 18:12:00 -
[93] - Quote
Cass Barr wrote:Sorry, but anyone who thinks the Reactive plates are good with their current numbers fails at math.
The problem is Cass we don't know the magical Jedi Curve formula. Meta Level Grid and CPU in = Performance out and to be honest that shouldn't be so easy to guess.
I mean figuring out the tritanium unit for ships in eve was one hell of a convoluted creative process myself but the lock on formula in eve was ever so much more complicated beyond my level of math and despite best efforts are still off. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 18:19:00 -
[94] - Quote
At the numbers we have the HP is almost useless, the repair rate is middling, and the movement penalty is too high. An Enhanced Plate and Complex Repper is better than 2 Reactives in every single category. Except HP. It has 3 fewer. |
Iron Wolf Saber
Den of Swords
5093
|
Posted - 2013.06.12 18:22:00 -
[95] - Quote
Well ccp said it in another thread the numbers are likely not final. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 18:25:00 -
[96] - Quote
Well I didn't see that, but I sure hope they mean it. |
ZDub 303
TeamPlayers EoN.
327
|
Posted - 2013.06.12 18:27:00 -
[97] - Quote
I think its pretty clear, having reactive plates and armor reps in the same module category (low powered) is redundant and pointless. There will always be a clear winner of combinations between the two.
Moving reactive plates to high powered slot and removing their speed penalty would open up a whole new realm of theorycrafting possibilities for armor tankers, trying to decide between damage mods and armor/reps. |
Iron Wolf Saber
Den of Swords
5093
|
Posted - 2013.06.12 18:31:00 -
[98] - Quote
BL4CKST4R okay they're in the table now and updated the highlighted colors. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 18:36:00 -
[99] - Quote
Personally I think they should make Complex Reactives be 90 hp, 3 hp/s, 5% movement, then make them require level 5 in both armor plating AND armor repair systems. I've no recommendations for fitting reqs, just that they be useable.
The issue they will have with putting them in High slots is that running Shield Extenders would still be preferable to using Reactives. No shields makes you excessively vulnerable to grenades and other explosive weaponry. |
ZDub 303
TeamPlayers EoN.
327
|
Posted - 2013.06.12 18:58:00 -
[100] - Quote
Cass Barr wrote:Personally I think they should make Complex Reactives be 90 hp, 3 hp/s, 5% movement, then make them require level 5 in both armor plating AND armor repair systems. I've no recommendations for fitting reqs, just that they be useable.
The issue they will have with putting them in High slots is that running Shield Extenders would still be preferable to using Reactives. No shields makes you excessively vulnerable to grenades and other explosive weaponry.
Just a flat increase in numbers makes them equally powerful for shield tankers too. Skill reqs don't mean anything other than it'll take an extra few weeks for shield tankers to get them, that's about it.
No matter what, reactive plates will either be good enough to warrant standard plates and reps useless, or not good enough and standard plates and reps will always be better. As long as they are low slot modules, they compete directly with whats already in place, and either reactive plates or standard plates will be better, period.
The only thing reactive plates could do in the low slots is be more hp and hp/s efficient per slot, but cost more PG/CPU. That is about the only way you can make them different.
However.. with CPU and PG upgrades in the low slot, they once again become self defeating.
Shields don't suffer this because they have passive reps and only have to stack maybe one recharger on if they feel like it. |
|
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 19:44:00 -
[101] - Quote
I wasn't trying to solve the shield vs. armor tanking issues, just trying to make Reactives useful.
There are numerous recommendations regarding shields vs armor already. IMO a good way to help out is to make Reactives unequivocally better yet have high PG fitting reqs, then give Gallente and Amar higher base PG, or a fitting reduction for armor plates. Or not. There are numerous ways CCP can address shield vs. armor imbalances.
But whatever they do, Reactives still need to be useful. |
ZDub 303
TeamPlayers EoN.
329
|
Posted - 2013.06.12 20:02:00 -
[102] - Quote
How do you make reactive plates useful though? By making them better than fitting standard plates and standard reps.
I guess like you say... Add in a ridiculously high PG requirement to them, making them impossible for shield tankers to fit, and then add in a racial bonus to decrease PG reqs for armor tankers.
Then armor tankers just stack reactive plates as they will be better than standard plates and standard reps, and leave those to be used occasionally by shield tankers who need a low slot.
I feel like there are better ways to go about it though than to make reactive plates so powerful that standard plates and standard reps become inferior to use for armor tankers. Either way you still need a racial bonus. |
BL4CKST4R
WarRavens League of Infamy
208
|
Posted - 2013.06.12 20:19:00 -
[103] - Quote
ZDub 303 wrote:How do you make reactive plates useful though? By making them better than fitting standard plates and standard reps.
I guess like you say... Add in a ridiculously high PG requirement to them, making them impossible for shield tankers to fit, and then add in a racial bonus to decrease PG reqs for armor tankers.
Then armor tankers just stack reactive plates as they will be better than standard plates and standard reps, and leave those to be used occasionally by shield tankers who need a low slot.
I feel like there are better ways to go about it though than to make reactive plates so powerful that standard plates and standard reps become inferior to use for armor tankers. Either way you still need a racial bonus.
This is 1 way to fix it, but the speed penalty also needs to be dealt with. Speed in Dust is extremely important, it affects everything from survivability, to moving the right stick. The other armor plates should be for Armor tanks who would rather buffer than than passive tank, shield tankers should be able to pick any of them up but armor tanks should be able to get the most out of it. |
Cass Barr
Red Star. EoN.
208
|
Posted - 2013.06.12 20:32:00 -
[104] - Quote
I have no problem with Reactive plates being superior, just like reactive armor on modern battle tanks is superior to simple steel plating. Sure the technologies are completely different, but it would make sense that Eve nations would have developed something more effective than static plating.
And Reactive plates represent the best opportunity to solve one of the problems with armor tanking, that you have to sacrifice your buffer to gain any built-in regeneration. This fact, along with the huge speed penalties on Complex plates, are what prevents armor suits from fulfilling their design as large buffer tanks with low regen. The numbers I quoted would mean that a Reactive has less HP than a Plate and lower regen than a repper but the combination frees up a slot, and allows higher EHP than using separate modules, while maintaining a useful amount of regen(5 ranks of armor repair systems should bump the complex from 3 to almost 4 hp/s). This comes at the cost of twice as much SP investment (or hell make an entirely new skill for all I care), higher ISK expenses, and the touchier subject of how to balance the fitting reqs.
That's the direction I think Reactives should move. |
Iron Wolf Saber
Den of Swords
5093
|
Posted - 2013.06.12 22:30:00 -
[105] - Quote
Does anyone know how to make cells editable by the public? I would want to make a blank one so you guys can crunch your own numbers.
|
BL4CKST4R
WarRavens League of Infamy
219
|
Posted - 2013.06.13 00:26:00 -
[106] - Quote
Ask them to make a copy of yours and then edit their own then share it here, if they get a public copy the trolls will ruin the good ideas. |
Meeko Fent
Mercenary incorperated
52
|
Posted - 2013.06.13 01:10:00 -
[107] - Quote
I'm Just thinking that the Reactive Plates will make the Armor Reper Obsolete, and the Plate a hell of a lot less Viable
Why Fit a Complex Armor Reper when you could Fit 2 Reactive and have a slight Buffer to boot?
Why Fight a Plate that cant heal, when you can get a plate that can with just a smaller Buffer?
Besides that, this might make it worth some iskies to have an Armor tank Or a Shield tank
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen |
BL4CKST4R
WarRavens League of Infamy
223
|
Posted - 2013.06.13 01:14:00 -
[108] - Quote
Meeko Fent wrote:I'm Just thinking that the Reactive Plates will make the Armor Reper Obsolete, and the Plate a hell of a lot less Viable
Why Fit a Complex Armor Reper when you could Fit 2 Reactive and have a slight Buffer to boot?
Why Fight a Plate that cant heal, when you can get a plate that can with just a smaller Buffer?
Besides that, this might make it worth some iskies to have an Armor tank Or a Shield tank
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
Except using an enhanced plate and a complex armor repper gives you 87 HP and 5 hp/s at a cost of 5% speed, 65CPU/17PG, and 2 low slots. Using two complex reactive plates gives 90 HP and 4 HP/s at a cost of 8% speed, 72CPU/32PG, and 2 low slots. Reactive plates should not have a penalty and the CPU/PG costs need to be lowered by alot, the only reason for them to have a movement penalty and CPU/PG is if Gallente and Amarr have racial skills to reduce the movement penalty by 10% per level and the CPU/PG by 5-10% per level.
Also if the goal of CCP is to make Armor and Shields like you describe we deserve another respec, because most of us would not like to be forced into a gameplay style we do not like. |
Cass Barr
Red Star. EoN.
219
|
Posted - 2013.06.13 01:16:00 -
[109] - Quote
Meeko Fent wrote:
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
If people repeat it often enough, it must make it true. |
BL4CKST4R
WarRavens League of Infamy
224
|
Posted - 2013.06.13 01:18:00 -
[110] - Quote
Cass Barr wrote:Meeko Fent wrote:
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
If people repeat it often enough, it must make it true.
This is what is currently overpowering shield tanks, what this guy is saying is exactly how the game is now rofl |
|
Meeko Fent
Mercenary incorperated
52
|
Posted - 2013.06.13 02:12:00 -
[111] - Quote
Cass Barr wrote:Meeko Fent wrote:
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
If people repeat it often enough, it must make it true. Just saying It s it is. you want a Buffer? Go Armor. You Want a Regenerative Tank? Go Shield. Just Saying |
Talos Alomar
Subdreddit Test Alliance Please Ignore
932
|
Posted - 2013.06.13 03:18:00 -
[112] - Quote
Armor reeds to be better at resisting damage - all damage should be turned down to armor across the board. no modules needed - bring kinetic damage down to just 100% (from 105% iirc) , bring explosive damage down to 115%, and drop hybrid weapon damage down to 85% (down from 90%) and bring energy weapons to 75% (from 80%).
Armor plating needs a buff across the board as well. currently people are penalized for skilling higher into the armor plating skill.
I'd suggest giving the armor plates a flat 5% speed penalty for all the basic style mods. armor plates should get better with higher tiers, not worse.
The numbers for the new plates are too low as well, and I've seen several good suggestions throughout this thread as to a good number set.
Putting the armor repper in the high slots would give the armor tanker more flexibility in mixing and matching for the right combo of plates. part of the imbalance between shield and armor tanking is that shield tankers can utilize both high and low slots.
Moving the cpu/pg booster mods to the high slots would also help balance things out., IMO. It would actually let the armor tanker meet the high levels of PG needed for all of their gear. |
ZDub 303
TeamPlayers EoN.
343
|
Posted - 2013.06.13 03:27:00 -
[113] - Quote
CPU for low slots and PG for high slots (with no penalty) would make a lot of sense to me. |
Cass Barr
Red Star. EoN.
221
|
Posted - 2013.06.13 03:45:00 -
[114] - Quote
Meeko Fent wrote:Cass Barr wrote:Meeko Fent wrote:
Armor- Slower movement/repair, More Buffer Shield-Less Buffer, Faster Movement, Faster/Natural Regen
If people repeat it often enough, it must make it true. Just saying It s it is. you want a Buffer? Go Armor. You Want a Regenerative Tank? Go Shield. Just Saying
No, you're saying how it's supposed to work, not how it does work.
Talos Alomar's suggestions would work, but I'd worry that CCP would just move reppers to high slots and ignore the damage reduction part, rendering them unusable. So long as explosives do so much damage to armor, using the high slots for anything but Complex Shield Extenders simply isn't feasible. |
Felix Totenkreuz
Intrepidus XI Omega Commission
9
|
Posted - 2013.06.13 10:24:00 -
[115] - Quote
Make them more powerful and high slot.
Quite frankly l don't want them at all. There is no benefit to implementing them, even if two of these would equal one plate and one repper of the same level. They can't make them weaker than that and they can't make them more powerful, because then one or the other turns useless. And if they are identical... equally useless. Then there are the skill requirements. Are they plates? Are they reppers? If they are one or the other you only get to apply one of the skill effect bonuses to them, or both if you max both skills, in which case you might as well use one plate and one repper anyways. Useless again. And if they get their own skill tree? Bunch of SP needed. In the end it would come down to the skill's bonus and however that will be what separates them from regular plates and reppers. Drastically reduced cpu and grid costs might be appealing and set shem apart from the other skill bonuses in the armor tree. |
ZDub 303
TeamPlayers EoN.
346
|
Posted - 2013.06.13 10:50:00 -
[116] - Quote
Felix Totenkreuz wrote:Make them more powerful and high slot.
Quite frankly l don't want them at all. There is no benefit to implementing them, even if two of these would equal one plate and one repper of the same level. They can't make them weaker than that and they can't make them more powerful, because then one or the other turns useless. And if they are identical... equally useless. Then there are the skill requirements. Are they plates? Are they reppers? If they are one or the other you only get to apply one of the skill effect bonuses to them, or both if you max both skills, in which case you might as well use one plate and one repper anyways. Useless again. And if they get their own skill tree? Bunch of SP needed. In the end it would come down to the skill's bonus and however that will be what separates them from regular plates and reppers. Drastically reduced cpu and grid costs might be appealing and set shem apart from the other skill bonuses in the armor tree.
Agree, +1.
By their very nature they can't do anything but compete with modules that are already in the game. No matter what, one of them will render the other set of modules useless.
Explosives probably need their armor bonus tuned down to 110-120%. Then reactive plates, with no speed penalty, in the high slot, can allow for a more armor vs shields vs damage mods dilemma for armor tankers. |
BL4CKST4R
WarRavens League of Infamy
240
|
Posted - 2013.06.13 12:42:00 -
[117] - Quote
dblpost. |
BL4CKST4R
WarRavens League of Infamy
240
|
Posted - 2013.06.13 12:43:00 -
[118] - Quote
ZDub 303 wrote:Felix Totenkreuz wrote:Make them more powerful and high slot.
Quite frankly l don't want them at all. There is no benefit to implementing them, even if two of these would equal one plate and one repper of the same level. They can't make them weaker than that and they can't make them more powerful, because then one or the other turns useless. And if they are identical... equally useless. Then there are the skill requirements. Are they plates? Are they reppers? If they are one or the other you only get to apply one of the skill effect bonuses to them, or both if you max both skills, in which case you might as well use one plate and one repper anyways. Useless again. And if they get their own skill tree? Bunch of SP needed. In the end it would come down to the skill's bonus and however that will be what separates them from regular plates and reppers. Drastically reduced cpu and grid costs might be appealing and set shem apart from the other skill bonuses in the armor tree. Agree, +1. By their very nature they can't do anything but compete with modules that are already in the game. No matter what, one of them will render the other set of modules useless. Explosives probably need their armor bonus tuned down to 110-120%. Then reactive plates, with no speed penalty, in the high slot, can allow for a more armor vs shields vs damage mods dilemma for armor tankers.
Actually no, leaving all of the in the low slot means that you can pick and choose depending on what you want to do, we need the high slots for shields so we can have a buffer against explosive damage, even with a nerf of 110-120% a basic grenade will take more than half our HP if we choose to buffer tank. Leaving them in the low slot gives armor tanks the choice to either Active tank, passive tank, or buffer tank. |
Night Cloud Breaker
SVER True Blood Public Disorder.
1
|
Posted - 2013.06.13 13:14:00 -
[119] - Quote
This idea may be crazy, but I did put some thought into it. One downside to making plates "stronger" is that a shield tanker can just throw them on and become even tankier (especially ones without a downside).
Another issue is the fact that we have a lot of low slot modules (more options, more variety; right?).
Would it help balance things if we were to say move some lot slot items over to the high slot side?
For example; Shield tankers can stack shield extenders and then throw a regulator or two in their low slots + whatever else fits their fancy. As an armor tanker you have to decisively choose whether or not to stack another armor plate or one of the many other options on there.
Movement Modules The big downside to armor tanking at the moment is the reduction in movement speed. Now i agree that base movement speed should not be touched as it is very important in any shoots. There have been stated possible fixes to this such as it effecting stamina or only sprint speed. So what would happen if we moved these type of modules to high slots (or at least the sprint speed one)?
Armor Repair Modules With armor, we don't have the downside of waiting to get reps, but we do have significantly lower repair rates. If these were moved to a high slot module, it would make the shield tankers have to choose between repairing their small amount of armor or having another shield extender or damage mod. While armor tankers would benefit from this because that don't have to sacrifice a low slot for their armor to be repaired passively.
New armor modules Would it hurt to make these high slot modules? This would prevent the caldari tanker that people have mentioned because they would have to choose between a shield extender or an armor module (the one without a drawback or the one with reps). This idea goes hand in hand with the armor rep module being a high slot. This would leave the original armor modules as low slots.
The movement modules being high slot allows an armor tanker to counteract the negatives of being an armor tanker. The other two allow more options for armor tankers and some choices for shield tankers that have drawbacks.
Just an idea I thought of, it could be completely crazy. I could see some balancing needing to be done if it were implemented. Opinions? |
BL4CKST4R
WarRavens League of Infamy
241
|
Posted - 2013.06.13 13:24:00 -
[120] - Quote
Your post makes sense Night Cloud Breaker, but you have to understand that by moving armor to high slots we lose the ability to pick Shield modules to act as a buffer against explosive damage, also because we lower high slots our armor repair would actually be even lower than it can possibly be now. The best possible way to keep shield tanks from over using these modules is to give bonuses to the suits intended to their usage, we don't wanna take away the ability for any suit to use these. The only module that would make sense in the high slot would be ferroscale plates, reactive plates should be a balancing factor for medium suits to keep up with the recharge rates and overall EHP of Shield tanks, even if they used the same modules as us we would still come out being equal. One of the biggest problems with armor tanking is the inability of Armor tanks to stack armor plates without becoming gimped in battle. |
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matsumoto yuichi san
SVER True Blood Public Disorder.
7
|
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
|
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
|
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
|
BL4CKST4R
WarRavens League of Infamy
242
|
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
|
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
|
Scheneighnay McBob
Bojo's School of the Trades
1555
|
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
|
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
|
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. |
|
Scheneighnay McBob
Bojo's School of the Trades
1555
|
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.
|
Night Cloud Breaker
SVER True Blood Public Disorder.
1
|
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
|
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. |
|
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
|
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
|
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.
|
Master Jaraiya
Ultramarine Corp
226
|
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
|
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 |
|
BL4CKST4R
WarRavens League of Infamy
267
|
Posted - 2013.06.16 13:18:00 -
[151] - Quote
Jastad wrote:@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
The way you explained your previous post was that making weapons do more damage against shields than armor, and that the only way to kill them is by blowing them up. By buffing armor in such a way not only do you make heavies strong, which is fine, but also the Gallente who will now be super tanks that are impossible to kill. There are far more effective ways to buff heavies without changing all the numbers that you suggested, giving sentinel suits a buff to armor modules and reducing the damage of explosive weapons from 150% to 120% would suffice nicely, because even a heavily buffed sentinel will fall prey to two basic locus grenades. Also shields are not necessarily the most mobile, in EVE Caldari ships are the slowest while the Minmatar are the fastest, but thats because Minmatar ships are speed tanks. So the two fastest ships above the Caldari ships are, ehem Armor tanks Also Dust 514 is not rock-paper-scissor, Dust 514 is more like rock-kill-scissor-but-can-kill-paper-also-if-paper-is-not-paying-attention-or-if-rock-is-more-skilled-than-paper. |
Jastad
Eliters D.E.F.I.A.N.C.E
14
|
Posted - 2013.06.16 14:11:00 -
[152] - Quote
@Black
Sorry for beeing unclear, it was very very late for my timezone when i made the REPLY.
No i dont want ALL weapon do more dmg vs shield, i suggest a fine tune
AR 75 % Dmg vs AR Laser 120 VS AR AR 120 Vs shield laser 75 vs shield
Or normal Ar 75 an breach AR 95 etc
The numbers above are only for exem.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1161
|
Posted - 2013.06.16 17:24:00 -
[153] - Quote
Jastad wrote:@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
No worries, I've insomnia posted a few times as well thanks for clearing that up.
Cheers, Cross |
Noc Tempre
Imperfects Negative-Feedback
1942
|
Posted - 2013.06.16 20:26:00 -
[154] - Quote
Where are my numbers in OP link? https://docs.google.com/spreadsheet/ccc?key=0ApwSdL2mAV-FdEtLLTFVUWg4bUpDUUdrUEJwXzl0LWc&usp=sharing |
Jastad
Eliters D.E.F.I.A.N.C.E
26
|
Posted - 2013.06.19 00:02:00 -
[155] - Quote
Re-Upppin the topic.
PLEASE ccp let's us know YOUR way of thinking and YUR problems ( i don't know, like-example-: ok guys we like Noc or Jastad aide but we cant make it right now because we need to change code and that is possible only with major update.) |
Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 03:25:00 -
[156] - Quote
Some hypothetical numbers here. Take a look. May just be a starting point. |
Master Jaraiya
Ultramarine Corp
273
|
Posted - 2013.06.19 03:35:00 -
[157] - Quote
BL4CKST4R wrote:
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.
Splitting Hairs here honestly. Simply looking at the slot layouts one can see the Amarr Sentinel is designed to be armor tank with it's 4L/5H despite what it's base stats are. Granted it has high base shields, but it has the exact same base armor. On top of that it is a Heavy it is supposed to have high base hp, but base hp alone doesn't determine what the suit is designed to tank in. This is determined by the suits ability to buff armor or shield. The Sentinel clearly has a lot more ability to buff armor rather than shields. |
Dustin Peril
Krullefor Organization Minmatar Republic
2
|
Posted - 2013.06.19 04:12:00 -
[158] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 12:13:00 -
[159] - Quote
CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game.
I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 12:40:00 -
[160] - Quote
Well I played with the numbers a little using the existing IWS's spread sheet this morning and this is what I came up with.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html
(couldn't figure out how to tack it onto his) |
|
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 13:26:00 -
[161] - Quote
Adjusted Grid for Enhanced Reactive Plates in link above. |
matsumoto yuichi san
SVER True Blood Public Disorder.
12
|
Posted - 2013.06.20 15:45:00 -
[162] - Quote
reative is wayy to much pg there i mean i get it being more PG, and i like the hp number sure, but when a suit has 66 base ish pg more than 20 on 1 module is way to much especially since amarr is armor liking and scramblers are 20 pg
it's just too much logi are like the only ones that could hope to fit one and not seriously screw wit the fit
|
Scheneighnay McBob
Bojo's School of the Trades
1688
|
Posted - 2013.06.20 15:53:00 -
[163] - Quote
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 |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 15:59:00 -
[164] - Quote
I think another issue, that cannot be ignored, when it comes to armor tanking is the absurdely high damage bonus to armor on explosives.
I don't think anything should ever have a 135% modifier, its also probably why AV nades are OP.
+/- 20% should be the maximum anything ever modifies. That means something is doing 50% more damage to one stat vs the other, which is enough.
Also, explosives need damage falloff, im not sure how its calculated now, but it seems like it has high damage inside a certain radius and falls off pretty quick to incidental damage. Fall off damage should be much more linear if they aren't already (hard to tell from play experience, esp as a shield tanker). |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 16:05:00 -
[165] - Quote
Explosives should do 100/100 to shield and armor unless they make flux grenades work like locus grenades, same with mass drivers and flaylocks until they release the anti shield variant of these weapons. |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 16:25:00 -
[166] - Quote
BL4CKST4R wrote:Explosives should do 100/100 to shield and armor unless they make flux grenades work like locus grenades, same with mass drivers and flaylocks until they release the anti shield variant of these weapons.
With the high alpha on grenades, I tend to agree. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 17:57:00 -
[167] - 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
What do you mean another low slot? And moving anything armor related to high slots does nothing positive |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 18:12:00 -
[168] - Quote
matsumoto yuichi san wrote:reative is wayy to much pg there i mean i get it being more PG, and i like the hp number sure, but when a suit has 66 base ish pg more than 20 on 1 module is way to much especially since amarr is armor liking and scramblers are 20 pg it's just too much logi are like the only ones that could hope to fit one and not seriously screw wit the fit
The grid is only 4 higher than the stats in the video with a significant amount more HP and Reps. I don't think this is to high at all. They are not mean to be easy to run.
You need to have to spec into them. Let me elaborate. You should be able to run them simply by speccing into armor, but you should need to spec into electronics upgrades, engineering upgrades, and other skills that optimize CPU/PG to be able to use them more effectively. Otherwise everyone would spec right into them and everyone would use them within a month's time, taking away from the depth of character creation. I don't think anyone who would be dedicated to armor tank would have a problem running these if they have their skills in the right place.
Aside from that if you look at the HP/CPU, HP/PG, HP/Fitting, HP/s/CPU, HP/s/PG, and HP/s/Fitting they are perfectly balanced with the other Reactive plates. They are also balanced between the standard Armor Plates in all Tiers, The Ferroscale Armor Plates in all Tiers, and the Armor Repairers in all Tiers. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:19:00 -
[169] - Quote
All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup.
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/ |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 18:25:00 -
[170] - Quote
BL4CKST4R wrote:All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup. 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/
If you are talking to me would you care to explain. |
|
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:35:00 -
[171] - Quote
Ferroscales do not bring anything to the table to be worth using with your stats, although the have no movement penalty they have a pretty high CPU/PG cost and the HP is rather low. The CPU/PG costs of reactives are insanely high, I understand your suggesting that plates aren't meant to be stacked, in your opinion, but if that's the case whats the difference between your plates and our plates since our plates can't be stacked either. The HP for reactives is also way to high, they should fall in line with the HP of shield extenders and have very low speed penalties to make it useful for medium armor suits, or front-line suits.
Overall your stats have more penalties than the plates we have now, reactives are rather OP even though they can't be stacked, and instead of balancing it just flips the switch as to why armor tanks cannot compete with shield tanks. Instead of not being able to compete in terms of speed penalties and resistances, it would be the level of weapons and equipment we CAN"T equip because our modules will be hogging all of our resources. |
Scheneighnay McBob
Bojo's School of the Trades
1692
|
Posted - 2013.06.20 18:39:00 -
[172] - 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 Reactive plates will repair armor
Moving reps to a highslot would allow players to fill their low slots with plates, and still have decent armor regen. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 18:46:00 -
[173] - Quote
Scheneighnay McBob wrote: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 Reactive plates will repair armor Moving reps to a highslot would allow players to fill their low slots with plates, and still have decent armor regen.
Bad idea because the more dependent we are on armor the easier it is for us to get destroyed by explosives. This is another balance issue between shields and armor; a shield can depend on shields completely with little to no penalty except flux grenades and scramblers, armor cannot completely depend on armor because after a while shots to be killed by an explosive actually go down, makes it easier for us to die, and explosives are far more dangerous than flux grenades and scramblers especially the core flaylock pistol which can kill a fully complex plated heavy in less than 2 clips. Also because reactives have a speed penalty stacking them on highs along with normal plates on lows means that we would even slower than we are now while accomplishing no form of balancing except giving us like 10HP/s on armor repair.
|
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 18:59:00 -
[174] - Quote
BL4CKST4R wrote:Ferroscales do not bring anything to the table to be worth using with your stats, although the have no movement penalty they have a pretty high CPU/PG cost and the HP is rather low. The CPU/PG costs of reactives are insanely high, I understand your suggesting that plates aren't meant to be stacked, in your opinion, but if that's the case whats the difference between your plates and our plates since our plates can't be stacked either. The HP for reactives is also way to high, they should fall in line with the HP of shield extenders and have very low speed penalties to make it useful for medium armor suits, or front-line suits.
Overall your stats have more penalties than the plates we have now, reactives are rather OP even though they can't be stacked, and instead of balancing it just flips the switch as to why armor tanks cannot compete with shield tanks. Instead of not being able to compete in terms of speed penalties and resistances, it would be the level of weapons and equipment we CAN'T equip because our modules will be hogging all of our resources.
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much)
Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs
Armor repairers: no HP- High repair 2/4/6- CPU/PG costs between reactives and ferroscale.
Ferroscal plates are supposed to do exactly that! They have a decent amount of HP with NO speed penalty. You can't have your cake and eat it to.
I never said you shouldn't be able to stack Reactive Plates, you should simply be ready to invest a very large amount of SP to be able to. I do not think one should simply be able to get a proto Suit and stack as many of whatever module they wish, without speccing into any secondary or tertiary skills to make it possible. The Fitting cost is "Insanely high" because the benefits they offer warrant such a cost.
Your argument is frankly full of contradictions. In one sentence you say that the stats I suggest are to penalizing, then you turn around and say the stats make Plates OP.
Just because you CAN equip something onto your suit, does not make it profitable. Likewise if you CAN'T equip something, it probably means you need to invest into optimization skills in order to be able to.
I don't expect people to be able to get an advanced suit and stack Complex Reactive Plates on it accordint to my numbers. One must invest much SP because of the benefits they offer. That means Having a very good suit with Dropsuit Core Upgrades, Electronics, and Engineering skills built up. That means speccing into your Weapon Fitting Optimization skills. Like I said they shouldn't be available to every single player. You must invest some serious SP.
I currently have about 6.4 mil SP with Armor Skills all at 5, but I don't expect to be able to use the Complex Reactives for quite some time based on these numbers. I don't mind this because it adds to the depth of character development. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:00:00 -
[175] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:All the numbers you suggested are really wonky and hurt my eyes to sort through this number soup. 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/ Wonky is balancing Armor Plates off of only 2 of the games Racial Types to begin with. Even more so when you attempt to balance off of things that aren't in game and may never be. You cannot balance off of assumptions and parts of a whole or you will never have balance. I started creating these numbers by tweaking the numbers for the Standard Armor Plates for Each Tier. I achieved perfect balance for these. All the Plates offer the Same HP/Fitting, so you are only paying for more Raw HP as you progress up the Tier, and accordingly accrue more of a speed penalty. This is how Armor should be. From there I gave the Repairers a slight buff. Afterward I balanced the Ferroscale Plates off of the Standard Plates. The offer less Raw HP at a greater Fitting Cost just like they should. Then I turned to the Reactive Plates. I used the Numbers from all of the above to balance these. The HP they offer falls in between the Ferroscale and Standard Plates as it should. The Reps are slightly less than the Repairers, and the speed penalty is less than that of Standard Plates. If you notice in all 4 categories it is beneficial now to progress through the Tiers and acquire the Complex modules. Whereas currently the standard Basic Armor Plate offers better HP/Fitting. Also take note that each module type progresses evenly up the tiers just as it should. There are no sudden leaps in amount of HP or Fitting Cost etc. So honestly I have no Idea what you mean when you say my numbers are "wonky"
Actually I based what I have done on the way armor, and actually all modules, scale per level in Dust 514 and the initial description of the plates by CCP. My assumptions are not made with 2 racial suits in mind, in fact the only time I have assumed only with 2 racial suits in mind is when I have said that the stats of the new modules are fine as long as Gallente and Amarr get racial bonuses to armor because the new modules are penalizing them not benefiting. And the new armor plates will be ingame, they have been revealed and confirmed to be coming in July.
|
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:12:00 -
[176] - Quote
Master Jaraiya wrote:
Ferroscale plates are supposed to do exactly that! They have a decent amount of HP with NO speed penalty. You can't have your cake and eat it to.
Compared to all your numbers the ferroscale plates give the lowest HP per CPU/PG based on your stats.
I never said you shouldn't be able to stack Reactive Plates, you should simply be ready to invest a very large amount of SP to be able to. I do not think one should simply be able to get a proto Suit and stack as many of whatever module they wish, without speccing into any secondary or tertiary skills to make it possible. They Fitting cost is "Insanely high" because the benefits they offer warrant such a cost.
A Gallente assault suit has 79 PG at all skills level 5. Stacking 4 complex reactive plates costs 84 PG. Shields are highly beneficial and do not warrant costs such as these, even though they have low HP compared to your stats at least they can equip a weapon.
Your argument is frankly full of contradictions. In one sentence you say that the stats I suggest are to penalizing, then you turn around and say the stats make Plates OP.
The CPU/PG stats are penalizing, and reducing them would make them OP via High HP, pretty much everything is just to high. I hope that is clearer.
Just because you CAN equip something onto your suit, does not make it profitable. Likewise if you CAN'T equip something, it probably means you need to invest into optimization skills in order to be able to.
I don't expect people to be able to get an advanced suit and stack Complex Reactive Plates on it accordint to my numbers. One must invest much SP because of the benefits they offer. That means Having a very good suit with Dropsuit Core Upgrades, Electronics, and Engineering skills built up. That means speccing into your Weapon Fitting Optimization skills. Like I said they shouldn't be available to every single player. You must invest some serious SP.
I currently have about 6.4 mil SP with Armor Skills all at 5, but I don't expect to be able to use the Complex Reactives for quite some time based on these numbers. I don't mind this because it adds to the depth of character development.
Even with all stats at level 5 it is impossible to stack more than 3 of these plates and be competitive in battle, based on your PG costs, only suit that could stack plates effectively is a Gallente logi but even then they have barely any room for shields or a gun above basic.
|
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 19:17:00 -
[177] - Quote
BL4CKST4R wrote:
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
agreed
BL4CKST4R wrote:Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much) Makes no sense for the Armor Module with NO speed penalty to have MEDIUM HP compared to other Armor Modules, or for them to have the HIGHEST Fitting Cost for offering the Least overal benefit.
BL4CKST4R wrote:Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs Makes no sense for Plates with a speed penalty (albeit lower than standard plates' penalty) to have the LOWEST HP. Also makes no sense for Armor Plates that offer a significant amount of HP+Reps with a slight speed penalty NOT to have the highest fitting cost as they offer the most overall benefit.
|
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:23:00 -
[178] - Quote
Master Jaraiya wrote:BL4CKST4R wrote:
IMO the best balance for the armor would be
Normal plates: High HP-High speed penalty-Low CPU/PG
agreed BL4CKST4R wrote:Ferroscale plates: Medium HP-No penalty-Highest CPU/PG costs (Not by much) Makes no sense for the Armor Module with NO speed penalty to have MEDIUM HP compared to other Armor Modules, or for them to have the HIGHEST Fitting Cost for offering the Least overal benefit. No movement penalty is a very high benefit, the CPU/PG costs should also be High to compensate for the medium HP but I don't mean super high just on average higher than the other armor modules.BL4CKST4R wrote:Reactive plates: Low HP-Repair half of a repairer of same tier-Medium CPU/PG costs Makes no sense for Plates with a speed penalty (albeit lower than standard plates' penalty) to have the LOWEST HP. Also makes no sense for Armor Plates that offer a significant amount of HP+Reps with a slight speed penalty NOT to have the highest fitting cost as they offer the most overall benefit. By low HP I mean the same as, or around the same as, shield extenders. With half the repair as a repairer stacking 4 complex reactives with 66 HP and 3 HP/s = 264 HP and 12 HP/s and a low penalty in speed, stacking 2 armor plates and 2 complex repairers would give Higher HP and more penalty, but the same HP/s. The Low CPU/PG costs is account for the lower possible CPU/PG costs that combining armor plates and repairers would have. The benefit of reactives would obviously be simpler stacking and lower speed penalty. |
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 19:36:00 -
[179] - Quote
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? |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 19:54:00 -
[180] - Quote
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.
|
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Master Jaraiya
Ultramarine Corp
282
|
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.
|
BL4CKST4R
WarRavens League of Infamy
306
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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