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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:13:00 -
[1] - Quote
THREAD UNDER CONSTRUCTION PLEASE DO NOT POST
[P1] Preface
This is a thread about infantry balance, not vehicle balance. Please restrain yourselves from complaining about vehicle balance in this thread. Similarly, please stay on topic. Posts like GÇÿlol dust suxGÇÖ and GÇÿforget armour, fix xGÇÖ are not welcome. I also request that you post constructively and refrain from being GÇÿwittyGÇÖ in an attempt to gain forum likes. I have previously written at length about the imbalances between shields and armour GÇô as seen in this thread: https://forums.dust514.com/default.aspx?g=posts&t=83983&find=unread
This received a CCP response, and as of Uprising 1.2 we have received a few new toys, primarily reactive and ferroscale plates. WeGÇÖve also apparently gotten a reduction to the speed penalty on armour plates (though we actually havenGÇÖt as of the recent video), and proper bonuses for the Gallente armour tanking dropsuits (this I think IGÇÖll be happy with).
So why am I not happy? Armour has been given new stuff to play with, and a couple of things have been fixed, after all. IGÇÖm not happy because all of this fails to fix the core issues with armour. It also doesnGÇÖt help that the new modules are so horribly underpowered that no-one is going to use them.
This post may seem biased to some. I am an armour tanker, yes. I have tried to avoid being biased in this post, but there may be points which I have omitted which are advantageous to armour. Please feel free to point out bias, but I ask you to read the entire thread first as I may well have covered it. I will happily edit to be fairer.
Some of this post may repeat points stated in the last one. This is necessary because the first time they werenGÇÖt actually noted. I have covered them in more detail here as well. This post is going to be long. For convenience and targeting specific issues, here is a contents table. You can use CTRL-F with the [P#] tag to find the relevant post. In some cases, the sections may not be long enough to warrant their own post. They will still have their own post in order to make organisation easier and also to make adding more information easier. Contents: [P1] Preface [P2] Roles of shield and armour [P3] HP values [P4] Regeneration [P5] Penalties [P6] Fitting requirements and slot layouts [P7] Resistances and weaponry [P8] The new modules [P9] Tanking progression from basic to prototype [P10] Summary [P11] Complex suggestions and feedback [P12] Notable feedback
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster. They should be better at skirmishing with the opponent, being able to dictate range on their opponent, choosing the range to fight at, and be able to get back into another fight quickly with quick, though delayed regen.
Armour tanks should be brawlers. They should move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods. The armour regeneration should be slower, but a steady constant through enemy fire. Armour tanks take longer to recover between fights or reach fights, but are better at sustained combat than shield tanks. These ideals give both tanks the ability to do very well in some situations, and worse in others. Crucially, it gives them both a ROLE.
Further reading: https://forums.dust514.com/default.aspx?g=posts&m=933651#post933651 With this out of the way, we will now look at the failures of the armour role as compared to the shield role.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:14:00 -
[2] - Quote
[P3] HP values HP values are, of course, a very important part of the balance. This is one of the core issues with armour tanking in its current state. In essence, the problem is that armour tankers get lower HP than shield tankers. This wouldnGÇÖt be the case at first glance, with plates giving more base HP than shield extenders, but for a number of reasons such as needing regen and because of the harsh speed penalty.
Armour tankers need to sacrifice some slots for repairer modules, which reduces the number of plates they can use and by extension the amount of HP they can accrue. As a general rule of thumb, to get a regen rate that isnGÇÖt painfully slow an armour tanker must sacrifice approximately half of their slots.
Regeneration aside, armour tankers also canGÇÖt stack plates because of the speed penalty increasing to the point where armour suits become horribly slow and medium frames slow down to heavy speeds.
So we have our armour tankers using half their slots for plates and our shield tankers using all their slots for extenders.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
LetGÇÖs also have a look at the logistics suits. Gallente Logistics: 3x Complex armour plate 210 + 115 + 115 + 115 = 555 Caldari Logistics: 5x Complex shield extender 210 + 66 + 66 + 66 + 66 + 66 = 540 Hey, look! The armour tanker beat the shield tanker by 15 HP! Except heGÇÖs slowed down by 30% and the fitting requirements for 3x complex plates and 2x complex reppers are very PG heavy. In practice, we have: Gallente Logistics: 3x Enhanced armour plate 210 + 87 + 87 + 87 = 471 There is another issue with HP values while weGÇÖre looking at them. The militia shield extender gives 22 HP, as does the standard shield extender. The standard plate, gives 65 HP. However, the militia plate gives 40 HP. The militia is less effective than the standard modules in a way other than fitting requirements. The scaling of HP increases through the module tiers is out of whack with shields. Armour, a tank intended for buffer, doesnGÇÖt increase HP gain as much as shields. Complex shield extender = 66 HP, 3x the Basic shield extenderGÇÖs 22 HP Complex armour plate = 115 HP, 1.69x the Basic armour plateGÇÖs 65 HP This, along with the much higher scaling penalty mentioned later, makes the complex plate practically unusable.
The HP of the normal armour plates needs a significant buff to make them worth using and make armour tankers able to achieve similar or greater levels of HP than shield tankers. I would go so far as to say that complex plates should be pushing 195 HP, 3x the basic. This would make complex plates meaningful to fit, as you can currently only fit a couple of them without your repair or speed being reduced to painfully low levels. There is a lot more reading material on this topic, and I have only skimmed over it. https://forums.dust514.com/default.aspx?g=posts&m=905267#post905267 This is another post by BL4CKST4R comparing overall HP values some more.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:14:00 -
[3] - Quote
[P4] Regeneration Another core issue is the problem of regeneration. A lot of people get confused here about the mechanics and the value of some of them.
A lot of people believe that the shield recharge delay is very significant and that the under-fire recharge quality of armour repair modules is also very important. The short answer GÇô ItGÇÖs not. The long answer GÇô In the 4 seconds or so it takes for shields to start recharging, a complex armour repairer will regenerate 25 HP. ThatGÇÖs a bit less than 1 assault rifle bullet. On the fifth second, the shields start to regenerate as well, at a rate of about 25 HP/s. At this point armour has repaired 31.5 HP and shield has repaired 25 HP. Those two numbers are so close that itGÇÖs not even worth a bullet, most of the time what would kill the shield tanker in this instance (assuming equal HP) would also kill the armour tanker.
Of course, this assumes that the shield recharge starts under fire, and this is another misconception.
The shield recharge DOES start under fire if your shields arenGÇÖt depleted. The timer starts from the first bullet that hits you and doesnGÇÖt reset with subsequent bullets. I have tested this repeatedly, and general gameplay shows this to be true as well. Once it starts another bullet hitting will stop it again, but youGÇÖve still regenerated some HP, enough to prevent the under-fire ability of armour tanking from being useful and gaining a meaningful amount of HP over the shield tanker. Remote armour repairs do not fix the regeneration gap. The normal repair tools repair armour at a very similar rate to shield regeneration, and this requires the assistance of another player who has to fit equipment and stop using his gun while heGÇÖs repairing you. This gets better at the prototype level, but that requires a large SP investment, lots of fitting resources, and itGÇÖs expensive to run prototype equipment.
The repair tool can also function under fire, which can be useful, and is one of armourGÇÖs few good points. However, to do this, the logistics player canGÇÖt use his gun. If the logistics player were to use his gun, the enemy would go down a lot quicker and repairs might not be necessary at all. To use the repair tool, it effectively takes a gun off the field. So now weGÇÖve cleared up a few things, letGÇÖs look at the actual regeneration rates. This will include skills. Armour repairers: Basic armour repairer GÇô 2.5 HP/s Enhanced armour repairer GÇô 3.75 HP/s Complex armour repairer GÇô 6.25 HP/s Logistics bonus GÇô Up to 5 HP/s Shield base regeneration rates: Basic medium frame GÇô 20 HP/s Proto medium frame GÇô 25 HP/s Assault suit GÇô 31.25 HP/s Logistics suit GÇô 20 HP/s LetGÇÖs launch straight into some regeneration comparisons. Any suit with a pair of complex armour repairers on it will regenerate 12.5 HP/s. This is slightly over half of the lowest shield base regeneration rate. We should be comparing this to prototype suits, though, as weGÇÖre fitting complex modules on a proto slot layout.
Compared to prototype suits, itGÇÖs half the normal shield regen, about 1/3rd of an assault shield regen, and slightly over half of the proto shield regen.
Basically, across the board fitting two top-tier modules achieves half the rate of regen that shields gets on the base suit without fitting modules. ThereGÇÖs a slight delay before shields start regenerating, but as mentioned earlier thatGÇÖs not significant enough.
Hey, there are shield regeneration modules too! LetGÇÖs have a look at those. Militia/Basic shield recharger GÇô 17.25% recharge bonus Enhanced shield recharger - 28.75% recharge bonus Complex shield recharger GÇô 48.3% recharge bonus Using even a single one of these skyrockets the recharge rate far beyond what armour can reach, even if 4 complex armour repairers were fitted. Notably, the rechargers also increase by a percentage, so they stack and scale far better than armour repairers do, especially as the base recharge rate is so much higher than armour repair rates.
The one great downside of shield tanking is the recharge delay. There are modules to fix this too though, and quite importantly they donGÇÖt compete with other shield tanking modules GÇô other sacrifices in tank donGÇÖt have to be made to fit them, as they take a low slot. This allows shield tanks to utilise all of their slots for strengthening their tank and minimising their weaknesses.
With a couple of complex shield regulators, shield recharge delays drop down to about 2 seconds for partially depleted shields and about 3 seconds for fully depleted shields. This tiny delay devalues the permanently active property of armour repairers.
To help this issue, I would suggest an inherent repair rate of 5 HP/s on Gallente armour tanking suits, and also give a small buff to the repair rate of all armor repairers, in particular the lower tiered ones.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:14:00 -
[4] - Quote
[P5] Penalties A very large problem for armour tankers is the penalty on armour plates. This penalty makes it unreasonable to use the higher tier plates or to use large numbers of plates. Fitting armour plates doesnGÇÖt only slow your movement rates (both sprint and normal), it also slows down your turn rates, and by extension your aiming ability.
This is completely unreasonable for an FPS game. Movement speeds are harsh enough, but reducing the playerGÇÖs actual ability to aim in a game where aiming is everything is an unreasonably harsh penalty. This impacts accuracy directly, reducing your ability to hit people at distance or headshot people.
It hurts your CQC ability because people can actually strafe faster than you can turn, meaning it becomes a severe disadvantage in CQC. It prevents you from responding to the threat behind you as quickly as you need to.
There isnGÇÖt really much more to say on this specific point on the issues with penalties, but this is a hugely important point and so IGÇÖm going to bold it.
The penalty, of course, affects mobility. This is important for two main reasons. The first is how easy you are to hit, and the second is power projection.
The ability of other players to hit you is important. If youGÇÖre getting hit more, you are being damaged more and you are dying more. If youGÇÖre running across an open stretch and someone starts shooting at you, the longer you spend in the open running the more damage youGÇÖre taking and the more likely you are to die.
ItGÇÖs also simply easier to aim at a slower moving target, allowing headshots to be achieved more easily and allowing the target to be killed before they can react. Notably, locus grenades, which do ludicrously high damage to armour, are very difficult to evade with an armour tank because youGÇÖre slowed down. It reduces your ability to evade grenades and get into cover, which lets grenadiers apply their damage much better to you. This has the end result of grenade spam being horribly effective against armour tankers.
Again, while there isnGÇÖt much to be said about this, it has a gigantic effect on gameplay and is very important. Power projection is also very important. Mobility allows you to respond to threats quicker, moving across the map between objectives or to hotspots. If you are armour tanking it takes you significantly longer to respond to people at another objective GÇô by the time you get there to help your teammates, the other team may well have dispatched them all and be in position to defend the objective against your slow-moving assault. LAVs can help with this problem, but that effectively tethers you to a vehicle to get around and itGÇÖs also very obvious when you drive an LAV into the middle of a hostile objective.
Mobility should be a drawback of armour, but in its current form itGÇÖs penalising far too heavily for what it gives. For example, the scaling of the speed penalty between tiers is awful. Basic plate GÇô 65 HP, 3% speed penalty Enhanced plate GÇô 87 HP, 5% speed penalty Complex plate GÇô 115 HP, 10% speed penalty
The complex plate doesnGÇÖt even give twice the HP of the basic plate, but it gives over three times the penalty that the basic does, and double the penalty of the previous tier. This is crippling. ItGÇÖs been said that this will be reduced a bit, but the fact that armour has a penalty and shield doesnGÇÖt contributes greatly to the imbalance when armour doesnGÇÖt actually gain anything for being slower.
The penalty on the complex plate is so high that very few people use them because a pair of enhanced plates is a superior option despite the increased slot usage. Personally I do not have a complex plate fitted on any of my fits right now.
As of the trailer for Uprising 1.2 (which wasnGÇÖt a very good method of giving information to a community thatGÇÖs been crying out for dev communication) the speed penalty remains the same. The promised penalty reduction did not appear. I recommend reducing the speed penalty and keeping it constant throughout the tiers. In EvE, the much vaunted linked game, armour plate penalty does not increase when upgrading from tech 1 plates to tech 2 plates. Perhaps ironically, armour is acknowledged to be underpowered there as well.
A constant 4/5% penalty throughout the tiers wouldnGÇÖt be as harsh and it would make the complex plates usable.
Some people would suggest that signature radius as a penalty on shields would fix this imbalance. It wouldnGÇÖt. ItGÇÖs essentially a useless statistic given the current state of scanning.
Cat Merc wrote: Seeing a dot show up on screen doesnGÇÖt make you easier to hit like being slow like a heavy does. Sure, you can anticipate them, but they can anticipate you too. See, the way scanning mechanics work right now is this: If you have line of sight, they shown up. If you use a scanner, they show up. As far as I know, passive scanning is useless garbage, it almost never works. Active scanners detect everyone, even scouts (Except for Gallente scout, unless its a high level scanner), so giving them a sig radius penalty wonGÇÖt do a thing. Unless armor tankers donGÇÖt show up on the active scanner, but then you make the thing bad.
Here is a post which summarises the problem fairly well. Passive scanning isnGÇÖt useful and the sigrad doesnGÇÖt make much of a difference. In active scanning you show up anyway, so nobody cares about a larger sigrad.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:15:00 -
[5] - Quote
[P6] Fittings and slot layouts At first glance, armour is easier to fit. That is, in fact, true to an extent. The lower CPU requirement for armour modules can help fitting quite nicely. This is a good thing for armour tankers. Armour plates do, however, use up a fair bit more PG. This is significant, because PG is harder to come by than CPU GÇô itGÇÖs easy to tweak a fit to get those 3 more units of CPU, but not to get just 1 more unit of CPU. This is a minor thing really and itGÇÖs not worth mucking about with. ItGÇÖs worth noting though that PG and CPU modules can only really be used by shield tankers, which makes fittings much easier for them.
LetGÇÖs look at the slot layouts of things. This is where things go bad for armour tankers. This will exclude shield tank modules from high slots and armour tank modules from low slots. High slots: Myofibril Stimulants Damage Modifiers Low slots: Shield Regulators (Shield tanking module!) Kinetic Catalyzers Cardiac Regulators Precision/Scan Strength Enhancers Scan Range Amplifiers Profile Dampeners CPU Enhancers PG Upgrades Codebreakers So shield tankers have access to literally 5 times more modules than armour tankers do in their free slots.
Damage modifiers are the single greatest advantage that armour tankers have. However, they have very high CPU and PG requirements, and itGÇÖs very easy to push the PG over the limit with the high PG usage of plates. The CPU usage is also high enough to compromise the rest of the fitting in order to fit a full rack of damage mods. Low slot modules donGÇÖt take nearly as much fitting resources. None of them take as much PG or CPU as a damage mod does, and combined with the balanced usage of CPU and PG by shield extenders, shield tanks become generally easier to fit.
The issues with fitting are exacerbated by the fact the CPU and PG upgrades are all low slot modules. An armour tanker simply cannot sacrifice a low slot to fit one of these, but a shield tanker can easily use them.
ItGÇÖs also notable that shield tankers can cover their primary weakness (shield recharge delay) with the use of their low slots, which arenGÇÖt used for their main tank through the use of shield regulators. One of armourGÇÖs several weaknesses, speed, can only be compensated for through the low slots, which compete with the main tanking modules.
I suggest that some of these modules are moved from the low slots to the high slots in order to fix this imbalance. Shield regulators, for instance, should definitely be moved to high slots. I think that CPU modules should definitely remain in low slots, but PG modules would be much better off in high slots, allowing armour tanking, the PG heavy tank, to fit things more reasonably. Speed modules should remain in low slots because thatGÇÖs an inherent shield tanking advantage and being able to cover the weaknesses of tanks completely is not a good thing. There are so many low slot utility modules and so few high slot utility modules that some modules need to be switched.
Master Jaraiya has written about an alternative suggestion with midslots: https://forums.dust514.com/default.aspx?g=posts&t=86590
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:15:00 -
[6] - Quote
[P7] Resistances and weaponry
This is another important problem.
LetGÇÖs look at whatGÇÖs anti-shield and whatGÇÖs anti-armour.
Anti-shield: Scrambler Rifle Laser Rifle Flux Grenade*
Anti-armour: Flaylock Pistol Mass Driver Locus Grenade
This is about equal. Of course, some weapons are used more than others which might sway the overall effect slightly, but GÇ£ItGÇÖs used moreGÇ¥ should never be a balancing argument when likely the usage is due to the balance itself.
The problem occurs when you look at the actual changes in damage. We can class these into damage categories.
Laser damage: Scrambler Rifle Laser Rifle
This does 120% damage against shields and 80% damage against armour, for a net effect of 40% more damage against shields than armour.
Explosive damage: Flaylock Pistol Mass Driver Locus Grenade This does 70% damage against shields and 135~% damage against armour. ItGÇÖs probably actually either 130% or 140%, but in-depth testing always came out to about 135%. This is a 65% difference. This is a 25% bigger difference than the anti-shield weapons. These are also area of effect weapons which are much more difficult to avoid, especially as armour tankers are slowed. It becomes more difficult to move off a grenade or dodge mass driver/flaylock shots, so theyGÇÖre able to apply their full obscene damage to armour. Effectively, anti-armour weapons do much more damage than anti-shield weapons and theyGÇÖre much harder to avoid. It also hurts the usage of these weapons when theyGÇÖre hopelessly ineffective against shield, the most commonly used tank.
*The flux grenade is a notable exception to this. Widely hailed by people who donGÇÖt understand what theyGÇÖre talking about as the greatest counter to shields, it doesnGÇÖt actually do any damage to armour and instead does huge amounts of damage to shields, wiping them out fully pretty much regardless of where they are in the radius. In practice, though, is this really such a great counter to shields? When you flux someone theyGÇÖre immediately going to retreat and let their shields regenerate. If you flux shields they still regenerate normally. If you hit an armour tanker with a locus grenade, what happens? He dies. A locus grenade can one shot straight through the main tank thanks to the huge explosive damage. Of course when your armour is depleted you should retreat and rege- oh wait, youGÇÖre dead. When you get hit by a locus grenade as an armour tanker, you die unless youGÇÖre on the very edge of the blast. When getting hit by a flux grenade as a shield tanker, you hide for a moment before your powerful regen kicks in.
To fix these issues, I suggest tweaking the resistances so that either explosive weapons do 80/120 damage or laser weapons do 135/70 damage, preferably the former. I would also suggest that the radius of flux grenades be increased and that they impede shield recharge delay so that they become a viable counter to shields.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:15:00 -
[7] - Quote
[P8] The new modules
Here we get to the new stuff, the modules which are meant to GÇÿfixGÇÖ armour. They fail in their mission. This is based on data that was taken from the GÇÿFight your own warGÇÖ video. These may not be the final numbers, and this section will be updated as and when more information becomes available. The purpose of this post is to ensure these modules donGÇÖt come into the game pre-nerfed.
These new modules are the Ferroscale Plates, which give less HP than normal plates but without any speed penalty, and the Reactive Plates, which give an even smaller amount of HP but with a small amount of regeneration and a small speed hit. Now this all sounds good in theory, but thatGÇÖs until you get to the numbers that CCP decided to put on the plates.
Complex Ferroscale plates: 60 HP Complex Reactive plates: 45 hp, 2hp/s, 4% movement penalty
For comparison, normal plates: 115 HP, 10% movement penalty.
And for more comparison, Complex Shield extenders: 66 HP
These modules arenGÇÖt good enough. LetGÇÖs start with the Ferroscale plate. Ferroscale plates at the complex level give 60HP, while shield extenders give 66HP. That is 60 armour HP that does not regenerate and is highly vulnerable to damage as opposed to 66 HP that is more resistant and which regenerates at a very fast rate.
So what the ferroscale plates did was make it even worse when comparing shield vs armor, as the HP is even lower than before, and regeneration slow as ever. Math, using base numbers:
Caldari Assault 4x Complex shield extenders 210 + 66 + 66 + 66 + 66 = 474 474 HP + 25hp/s of regeneration and a small 4 seconds delay for regeneration
Gallente Assault 2x Complex ferroscale plates + 2x Complex armor reps 210 + 60 + 60 = 330 330 HP + 12.5 HP/s.regen
In this situation the shield tank wins in almost every way bar the token active armour repairs, which are outpaced within 2 seconds of shield regen.
On to the reactive plate. Reactive plates give 45hp each + 2hp/s regeneration.
LetGÇÖs look at some theoretical setups again. Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 25hp/s of regeneration and a small 4 seconds delay for regeneration
Gallente Assault 4x Complex reactive plates 210 + 45 + 45 + 45 + 45 390 HP + 8HP/s + -16% movement penalty.
Compared to the previous setup, this gives 60 more HP at the cost of 16% movement speed and also 4.5 HP/s regen. ThatGÇÖs not a very good trade-off, though admittedly the buffer it might be somewhat worth it.
LetGÇÖs compare this to an existing setup.
Gallente Assault 2x Complex plate, 2x Complex armour repairer 210 + 115 + 115 = 440 12.5 HP/s regen 20% movement penalty
This setup beats the previous setup by 40 HP and 4.5 HP/s, and requires less fitting, at the cost of 4% movement speed. Essentially, there is no reason to use the Reactive plates. LetGÇÖs compare it to the Ferroscale plates.
Gallente Assault 2x Complex Ferroscale plates + 2x Complex armor reps 210 + 60 + 60 = 330 330 HP + 12.5 HP/s.regen
ThatGÇÖs 110 HP more. Over 100.
This is bad. With the new modules, the Reactive plates are superseded by the existing modules (which are already not good enough), and the Ferroscales are laughably ineffective compared to shields, though they do offer a slightly different (albeit weaker) option to armour.
Suggestions for fixing this:
Ferroscale plates need to give a larger HP buff than shields - otherwise, serious armour tanks wonGÇÖt use them - even with the speed penalty, standard plates (which are weak in their current state) far outperform these.
The HP for the Reactive plates should be slightly higher than shields, with 4hp/s regen, putting it at slightly less regeneration than shields but slightly more HP.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:16:00 -
[8] - Quote
[P9] Tanking progression from basic to prototype
Much of this thread has been centred around the complex level, where modules are at their maximum effectiveness. This is not the only place there are problems though - there are lots of them with the lower tiered modules as well. Even more so, in fact.
LetGÇÖs start off with a quick discrepancy. Militia modules are meant to be statistically identical to standard equipment apart from fitting requirements and skill requirements. This is not the case for the militia armour plate - It has 25 HP less than the standard counterpart. The militia shield extender and basic shield extender have identical HP buffs. Militia/Standard plates: 40/65 HP Militia/Standard shield extenders: 22/22 HP
The increase in effectiveness throughout the tiers is lower with armour modules than it is with shields. For example, with the shield extenders it goes 22 HP, 33 HP, 66 HP, ending on 3x the basic. With armour plates, it goes 65 HP, 87 HP, 115 HP, ending on 1.7x the basic. In addition to this, the penalty goes 3%, 5%, 10%, ending on 3.3x the basic. Essentially, youGÇÖre being penalised for going up the tiers and being rewarded much less.
In terms of regeneration, the situation is worse here as well. Previously, shield regen has been compared to complex level armour repairers, the best regeneration armour can get. On the basic Gallente suit, which has two militia repairers, you get a 4 HP/s regeneration rate. That is 1/5th of shieldGÇÖs base regeneration rate. This is abysmal. A militia Gallente suit has 210 HP + 40 HP from the militia plate. This is 250 HP. At 4 HP/s, it will take 63 seconds to fully recover from armour depletion (assuming you donGÇÖt die). They might even be using the standard plate, which adds another 6 seconds to that recovery time. ThatGÇÖs over a minute. The shield recharge takes ~13 seconds, making it 5 times as effective in addition to being able to match the armour HP.
The situation doesnGÇÖt improve much when upgrading to enhanced repairers, only gaining 1 HP/s more. ItGÇÖs only when you reach the complex tier that armour repairers start to become effective, and this is an SP investment of nearly 1 million and it ties you to using more expensive modules, both ISK wise and CPU/PG wise, making low end suits more expensive and difficult to fit.
The single greatest advantage that armour tankers have, the damage modifier, is also completely unavailable to low end suits. ItGÇÖs on a different skill tree entirely, requiring a larger SP investment, and more importantly, the Militia Gallente suits donGÇÖt even have a high slot to fit one. The low end damage modifiers also only give 3%, making it barely worth it at this level, in addition to their harsh fitting requirements.
ItGÇÖs important not to leave armour in the metaphorical dust at the low end but buffing the high end, as nobody will want to specialise into a tank type thatGÇÖs bad for a long time before they get to the good stuff as opposed to a tank type thatGÇÖs good all the way through (and better at the high end). One of armourGÇÖs saving graces, the armour repair tool, is effectively unavailable to newbies. They have to use their single equipment slot for a nanohive to keep their weapons fueled. ItGÇÖs only when logistics suits become available (which requires a significant SP investment) that repair tools become worth it for newbies.
This punishes the new players more than anyone else, and new players are the lifeblood of dust.
There are a few ways to fix this. In the regeneration section I suggested an inherent repair rate on Gallente dropsuits - this would help the low end suits immensely, especially if it was a reasonable number. In addition to this, a small repairer buff would help, especially at the low end. For example, making reps 3/5/7 would improve the situation by 50% for newbies while also helping the upper tiers, which need the assistance. The discrepancy with the militia and basic plates should also be fixed.
I would also like to see militia logistics suits - these would help newer players get into support roles if they want to do them more easily and without having to wait a couple of weeks to get into a logistics suit. This makes armor repair tools more common for the newbie.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:16:00 -
[9] - Quote
[P11] Complex suggestions and feedback
Here is an idea from Cat Merc. His problem is that a lot of fixes just turn armor into slightly different shields - which I agree with. This is a more novel fix, which might take a bit more work to implement, but I think it would really help define roles and help to make armour useful.
Cat Merc wrote:This fix is supposed to make shields and armor have unique roles.
Please read GÇ£[P2] Roles of shield and armourGÇ¥, where the roles of shield and armor are covered.
Here are the list of things done, I will then expand on each: -All plates HP increased by 2x -Plates movement penalties changed to 5/7.5/10 -Armor reps changed to 5/7.5/10 -Armor reps now have a unique mechanic -Gallente suits are given an inherent 5hp/s regeneration, helping lower level armor tanking
You might see the 2x HP increase and think GÇ£WTFGÇ¥, and I expected that. But see, armor is supposed to have much higher HP than shields do, but because we need to use half our slots for reps, the HP gained is lost, while still having less reps.
But then you think GÇ£But didnGÇÖt you just increase reps amount?GÇ¥, and thatGÇÖs true, but hear me out on this. This is the main part of the idea: If you read the Roles of shield and armor part, then you would know that shields are skirmishers, they dictate their range, get out of battle, regenerate quickly and come back. Armor is a brawler, taking a good punch while dealing lots of damage and regenerating under fire, but need repair tools to repair properly outside of battle. Armor is also slow, which means it canGÇÖt dictate range, and canGÇÖt run out of battle as quickly, and its a very easy target. Also has problems with power projection, taking time to respond to enemies taking your objectives, or teammates need help. So taking this into consideration, I have got an idea to solidify the armor tanking role. When you take damage from an enemy (not just any damage, like fall damage), your reps work at 100%. The longer time has passed from the last time you took damage, the slower your reps work, down to 25% at the lowest level. It goes like this: 0-5 seconds = 100% 5-10 seconds = 75% 10-15 seconds = 50% 15 seconds and beyond = 25%
The basic and enhanced plates penalty has been increased, because in its current form, the penalty rises very disproportionately to the HP gained. This fixes the problem, making complex plates worthwhile.
New plates numbers: Basic plate = 130HP, -5% speed Enhanced plate = 174HP - 7.5% speed Complex plate = 230HP - 10% speed
Some numbers. Gallente Assault: 210 Armor HP + 230HP + 230HP (2x Complex plates) = 670 HP The other two slots are used for armor repairers, and in addition to the inherent rep speed this turns into 25hp/s of regeneration at the first 5 seconds you take damage. After 15 seconds this rep drops to 25%, putting it at 6.25, which is painfully slow.
I think that 2x HP on the plates is perhaps a little excessive and bordering on heavy territory, but the concept itself is sound. ItGÇÖs worth noting that heavies are a separate issue. They would benefit from an armour buff in their current state, but this is mostly centred on the state of the modules in general and for the medium and light frames.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:16:00 -
[10] - Quote
[P12] Notable Feedback
Reserved.
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Arkena Wyrnspire
Turalyon Plus
971
|
Posted - 2013.06.16 21:57:00 -
[11] - Quote
Reserved. |
Arkena Wyrnspire
Turalyon Plus
972
|
Posted - 2013.06.16 21:59:00 -
[12] - Quote
Whoops, missed unit 10. This has now been corrected. |
Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:42:00 -
[13] - Quote
Excellent post. +1
I would add something to P5:
Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields.
When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp.
On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates)
or b)for an extended period of time to allow his much slower acting armor repairer to recover hp.
alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill.
In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective.
Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" |
Arkena Wyrnspire
Turalyon Plus
1000
|
Posted - 2013.06.16 22:47:00 -
[14] - Quote
Master Jaraiya wrote:Excellent post. +1 I would add something to P5: Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields. When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp. On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates) or b)for an extended period of time to allow his much slower acting armor repairer to recover hp. alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill. In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective. Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG"
+1. Yeah. A lot of this comes from separating the posts as I did - the issues link together to create bigger problems all over. I covered how much more difficult it was for armour tankers to get away in penalties. I think I'll emphasise this as per your recommendation and add some more stuff to the explanation of the flux grenade vs locus grenade.
I'll add a bit more on the importance of mobility as well.
Good catch on the PG thing! I'm particularly happy with you spotting that because it means you read the thing through. Thanks!
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Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:51:00 -
[15] - Quote
Arkena Wyrnspire wrote:Master Jaraiya wrote:Excellent post. +1 I would add something to P5: Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields. When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp. On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates) or b)for an extended period of time to allow his much slower acting armor repairer to recover hp. alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill. In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective. Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" +1. Yeah. A lot of this comes from separating the posts as I did - the issues link together to create bigger problems all over. I covered how much more difficult it was for armour tankers to get away in penalties. I think I'll emphasise this as per your recommendation and add some more stuff to the explanation of the flux grenade vs locus grenade. I'll add a bit more on the importance of mobility as well. Good catch on the PG thing! I'm particularly happy with you spotting that because it means you read the thing through. Thanks! I always read posts all the way through, even obvious troll posts!
I also gave you your 1000th like! I should win something! |
Cass Barr
Red Star. EoN.
295
|
Posted - 2013.06.16 23:05:00 -
[16] - Quote
Good post. You might want to explicitly state that the move penalties on plates effect strafe speed as well. |
Stephen Rao
Intrepidus XI Omega Commission
37
|
Posted - 2013.06.16 23:07:00 -
[17] - Quote
Great thread! Just an addition to P5 and P8, here are the numbers for Speed Reduction (SR) % -to- Armor HP: ratio.
______________________HP____SR____SR-HP 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%
While you've covered the fact that the Speed Reduction scale is not proportionate to the benefits, it's a good visual to see that Complex Armor Plates have almost twice as much Speed Reduction per-HP than the Basic Armor Plates do. The Reactive Plates, across the board, have worse ratio's than any of the Armor Plates underlining the fact that they are less desirable than Plates + Reppers. |
TheGoebel
Kite Co. Couriers
0
|
Posted - 2013.06.17 00:08:00 -
[18] - Quote
So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread? |
Master Jaraiya
Ultramarine Corp
230
|
Posted - 2013.06.17 00:18:00 -
[19] - Quote
Post a link on social media
Tell all ppl you play with of its existence |
D legendary hero
Strong-Arm
187
|
Posted - 2013.06.17 00:35:00 -
[20] - Quote
Arkena Wyrnspire wrote:Whoops, missed unit 10. This has now been corrected.
where is the preface?
i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc .
those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
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Master Jaraiya
Ultramarine Corp
233
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Posted - 2013.06.17 00:51:00 -
[21] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:Whoops, missed unit 10. This has now been corrected. where is the preface? i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc . those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
Which only exacerbates the problem, at least for the the only option we currently have as heavies. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
193
|
Posted - 2013.06.17 03:02:00 -
[22] - Quote
CCP NEEDS TO RESPOND TO THIS..... Im going to link this thread in all of my Feed Back threads until CCP comments on this glorious series of well presented, thought out, and needed fixes. |
BL4CKST4R
WarRavens League of Infamy
275
|
Posted - 2013.06.17 03:35:00 -
[23] - Quote
I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
194
|
Posted - 2013.06.17 03:45:00 -
[24] - Quote
BL4CKST4R wrote:I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
While that's true it must be noted that both types of Tanking have already developed their own identities.
Armour is already considered the brawler type, while shield the skirmishers. You are right no one should be forced into a playstyle but I think the distinction between the two types must be made otherwise there is no point in having two.
Armour fits my playstyle well I like to be right in the middle of things with the bullets flying, tanks driving by, etc. I feel that Armour should better facilitate the brawlers amongst us, while shields the more mobile and hit and run players. |
D legendary hero
One-Armed Bandits
187
|
Posted - 2013.06.17 05:35:00 -
[25] - Quote
^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate.
there should be no niche for one or the other (as people try to do with heavies.)
think about it, if shield vs tank dictated exactly what you should use for what playstlye then i would have no choice as to wether i wanted to skirmish with my armor tank, or imagine the battle conditions changed mid fire fight and i need to engage the enemy brawler style with my shield tank.
granted they are not the same, but they should not hinder you from one another, they should suppliment or enahnce your ability to do one or the other. therefore, if i need to skirmish with an amor tanking suit i should be able to do so however, if some uses the same tactic with a shield tanking suit against me they should have a slight advantage.
according to what your saying the advantage in the aforementioned paragraph of the shield over the armor for skirmishing would be so high that the shield tanker is garunteed the kill. that should never be so |
Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 07:47:00 -
[26] - Quote
It was nice to wake up to this positive response.
Master Jaraiya - Thanks!
Cass Barr wrote: Good post. You might want to explicitly state that the move penalties on plates effect strafe speed as well.
Yes, I think I'll do that. It's pretty damn important.
Stephen Rao wrote: Great thread! Just an addition to P5 and P8, here are the numbers for Speed Reduction (SR) % -to- Armor HP: ratio.
______________________HP____SR____SR -per- 1 HP 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%
While you've covered the fact that the Speed Reduction scale is not proportionate to the benefits, it's a good visual to see that Complex Armor Plates have almost twice as much Speed Reduction per-HP than the Basic Armor Plates do. The Reactive Plates, across the board, have worse ratio's than any of the Armor Plates underlining the fact that they are less desirable than Plates + Reppers.
Excellent! I'll definitely add this. That's a good table. It also helps highlight how bad the new modules are.
TheGoebel wrote: So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread?
Print it out and hand it to random people in the street, link it in your posts, tell people about it. vOv
D legendary hero wrote: where is the preface?
i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc .
those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
The preface is the very first post. It includes the table of contents.
Yeah, heavy suits are another issue. They would benefit from any buff to armour tanking, but I think they need their own attention.
Too many quotes, will post again.
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Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 07:55:00 -
[27] - Quote
True Adamance wrote:BL4CKST4R wrote:I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
While that's true it must be noted that both types of Tanking have already developed their own identities. Armour is already considered the brawler type, while shield the skirmishers. You are right no one should be forced into a playstyle but I think the distinction between the two types must be made otherwise there is no point in having two. Armour fits my playstyle well I like to be right in the middle of things with the bullets flying, tanks driving by, etc. I feel that Armour should better facilitate the brawlers amongst us, while shields the more mobile and hit and run players.
This, pretty much. The ferroscale plates should offer the option of being a bit more mobile, assuming they're worth 0.10 isk, but it's all part of the role. If you give both types of tank the ability to do the same things, there isn't any point in speccing into either.
It's notable that the mobility advantage of shields can't be emphasised enough. It allows shield tankers to get out when things start to go wrong for them, dictate range, which allows them to fight at their best range, and get to objectives quicker. It really is significant, and while I don't think armour should have the same advantage I think it should have its own advantage.
D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
570
|
Posted - 2013.06.17 08:03:00 -
[28] - Quote
In tanking there are two types of traditional tank - High HP and damage mitigation.
Instead of having both tanking styles revolve around High HP and Fast regen - armor should instead be about damage resistance and constant regen.
Both would end up being very similar in practice but would lend themselves to two completely different playstyles.
Also, drop the speed penalties and have armor damage resistance mods be a High Slot module. |
Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 08:21:00 -
[29] - Quote
Changelog:
Added Stephen Rao's table. Added some more stuff on movement penalties. Fixed an error in comparison in P4. Explained applied skills in P4. Emphasised the importance of role definition. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
326
|
Posted - 2013.06.17 08:47:00 -
[30] - Quote
Awesome thread, need to be seen by CCP.
A little idea for armor tanking love: since shields have a low slot module buffing them (shield regulators) why don't give armor a high slot module? Reactive Nano Membrane, high slot module that increase armor resistance to damage.
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