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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
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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
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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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Posted - 2013.06.16 21:16:00 -
[10] - Quote
[P12] Notable Feedback
Reserved.
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Posted - 2013.06.16 21:57:00 -
[11] - Quote
Reserved. |
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Posted - 2013.06.16 21:59:00 -
[12] - Quote
Whoops, missed unit 10. This has now been corrected. |
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Posted - 2013.06.16 22:47:00 -
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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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Posted - 2013.06.17 07:47:00 -
[14] - 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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Posted - 2013.06.17 07:55:00 -
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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. |
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Posted - 2013.06.17 08:21:00 -
[16] - 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. |
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Posted - 2013.06.17 10:40:00 -
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Martin0 Brancaleone wrote: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.
I've thought of this before, and actually there isn't really a reason not to add something like this - I should have put it in. I'll put it in notable feedback. It's not enough for the issue on its own, of course, but it'd help. |
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Posted - 2013.06.17 15:10:00 -
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Daedric Lothar wrote:I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail..
This entire post centres on the assumption that armour tanking is for heavies only. You also completely ignored several points, like the entirety of P6, P7, and P9, as well as lots of stuff from the others.
While heavies with logistics support can be good, I don't think you quite realise how it is with the medium frames vs the medium frames. Being completely reliant on your logistics can and will kill you if your logi people go down or get cut off from you. That lucky grenade (which does 92% more damage to armour than it does to shields) will also kill them straight through their armour, or it'll take out the logi which of course leads to the failcascade. If you're not fitted to be completely reliant on logi, you underperform compared to shields.
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Arkena Wyrnspire
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Posted - 2013.06.17 16:16:00 -
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ZDub 303 wrote:Great post.. except your numbers are wrong:
You should take into account the passive 10% from armor plates and shield extension, as you need both to run complex. Also take into account Caldari Logistics 25% to shield extenders, and Caldari Assault 25% to passive regen.
Caldari Assault is 31.25 hp/s regen (at level 5, but use max out for balance discussions), you use 25 hp/s in some instances.
Complex Shield Extenders give 72hp not 66hp (there is actually no way to get less than 72hp from a complex extender right? Cause shield extension has to be level 5)
Complex Armor Plates give 126.5hp not 115hp.
Caldari Logistics Complex Shield Extender gives 90hp.
Also, posted from another thread.
While I do agree that armor plates probably need a buff to their hp you also can't just straight buff them, or shield tankers get a pretty beastly advantage too.
We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
Also agree with the other sentiments here: PG in high slots (with no CPU penalty) Flat % armor plate reduction ~4-6% Explosives are too effective against armor. I would like to see 85/115 probably, maybe even 90/110, as the damage is so high, any bonus effects the alpha on a locus grenade by a lot.
My thoughts: Armor plates and shield extenders should follow a 1x,2x,3x pattern, so extenders 22-44-66 and armor plates something like 44-88-132. Ferroscale plates should match extenders in hp.
The balance between reactive plates need a rework... as it stands reactive plates and armor reps will always compete against each other, and one set (1 Armor Plate + 1 Armor Rep vs 2 Reactive Plates) will always be better than the other. I do seriously believe at this point that armor reps or reactive plates need to move to the high slot, so that they don't compete.
I have done all of the numbers without applying skills simply for mathematical simplicity. Using the higher values changes nothing really. It makes the gap slightly wider between shields and armour, but it doesn't matter. I haven't used the skills applied numbers for armour plates either - I have, however, used the skills applied numbers for shield regeneration and armour repairers.
The argument that a straight buff to armour HP is bad because shield tankers will use it is invalid because armour tankers can equally use shield extenders.
If you're going to go down the route of making armour plates only good on armour tanking suits it should be a role bonus rather than a racial bonus, because otherwise newbies get screwed over. PG modules in high slots would make more sense. Flat armour plate reduction - Agreed. I think tweaking the explosive to be in line with the EM is the best solution - it should still be more effective than solid ammunition weapons against armour but it shouldn't be so effective that it wrecks armour with even glancing hits.
Armor plate numbers I somewhat agree but you've effectively nerfed the lower tier so that the progression can look better with those numbers. I think ferroscale plates should actually beat extenders in HP, but only slightly. This is because you still need to sacrifice for repairers on armour suits.
Definitely agreed with plate/rep comboes competing with reactive plates. If they both had different numbers so they were useful in different situations - reactive plates giving more HP but less rep or vice versa, as suggested in the OP - they would be more useful and balanced. It doesn't help that currently the plate/rep combo simply blows reactives out of the water.
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Posted - 2013.06.17 16:16:00 -
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EXASTRA INVICTAS wrote: That said, I would also like to see implementation of the racial flavorings where Amarr suits favor plates and buffer but Gallente favor armor regeneration. I really don't understand why CCP have made Minmatar/Caldari Shield, Gallente Armor, and Amarr "both"?
Absolutely. |
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Posted - 2013.06.17 22:27:00 -
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EXASTRA INVICTAS wrote: I agree here wholeheartedly. For starters, Ferroscale Plating.
They offer LESS HP than equivalent shield extenders, have high fitting requirements, and remove the armor speed penalty entirely (which shields don't have to deal with for one). Considering shields come with a very high natural regeneration rate, and the Ferroscale plates DEMAND an armor repairer (for abysmal recharge), this is an important thing to note. We are getting rid of our armor tank's greatest drawback, at the cost of being just a statistically worse version of a shield extender. A Ferroscale plate should offer ~75 armor at the complex level, giving it a slight edge over shields in RAW EHP. However the armor tanker will still have to spend one or two slots dedicated to armor repair modules, which will not only cut down on overall tank but also eliminate a significant amount of buffer.
I have a feeling CCP was attempting to balance these under the assumption people would be using these plates bare with a dedicated logistics running around and repping you in combat. Which is nice in theory but is just not in practice.
I think Ferroscale plates simply need a raw HP buff. They shouldn't be as good as plates, but they should be better than shield extenders for the reasons you mentioned - a need for dedicated armour repairers. Other issues like weapons being more effective against armour don't help, either. Dropping the speed penalty on the Ferroscale plates is frankly overrated for what it gives you right now.
EXASTRA INVICTAS wrote: -stuff on reactive plates-
Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh?
Yeah. See, the problem with reactive plates is that in their current situation they're inevitably going to be compared to normal plate/rep fits, and right now they're simply superceded by them. For them to really work, they need to have their own role compared to plate/rep fits - for example, giving a higher repair rate but lower HP.
And again, you're right, heh. The new modules wouldn't fix the balance even if they were better than they are now. |
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Posted - 2013.06.18 08:51:00 -
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D legendary hero wrote: well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
Absolutely not. You must be joking. |
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Posted - 2013.06.18 12:43:00 -
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BL4CKST4R wrote:And about the flaylock pistol XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :) https://forums.dust514.com/default.aspx?g=posts&t=87797Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5 Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125 Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125 Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it.
Also bear in mind flaylocks do 135% more damage against armour, compared to 70% with shields. In practice, this is about a 92% difference in damage. |
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Posted - 2013.06.18 22:00:00 -
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On reactive plates being a high slot: It would be very hard to balance effectively. People would move to stacking a ton of reactive plates with an armour plate/rep combo, which would make an incredibly powerful tank, unless reactive plates weren't very good, in which case they simply wouldn't be used. To move the reactive plate to the high slot would be to admit defeat with the low slots for armour tankers, as people would start filling their highs with their armour tank and leaving the lows for other things like speed mods. It would also make defences more reliant on having a load of different modules just for the tank than tweaking the overall state of things.
I think it would be better to tweak them so that they have situations where they perform differently than plate/rep comboes, like for instance higher HP lower repair rate. That way it doesn't completely step on the toes of plate/rep tanking and both have their purpose. To be honest though reactive plates are always going to be competing with plate/rep comboes. |
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Posted - 2013.06.18 23:11:00 -
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Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
I suppose the explanation for approximately 7,000 words must be that I am building my fit poorly. Yes, that makes sense. |
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Posted - 2013.06.18 23:19:00 -
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Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? |
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Posted - 2013.06.18 23:57:00 -
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Iron Wolf Saber wrote:Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? Basically its an attempt to cover bases that Dust 514's community "might" have missed. Most of the time the reports catches about everything of notice but I am just making sure threads like these are at least brought forward before the report makes it out.
Great, thanks. |
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Posted - 2013.06.19 11:24:00 -
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D legendary hero wrote:because when people write in all caps they must be telling the truth.... they took out the time to put it in all caps. What are you referring to? |
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Posted - 2013.06.19 11:32:00 -
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Cross Atu wrote: I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding).
All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations.
I think that if you start relying on reactives being in the high slots to balance the tank, there's something going slightly wrong - while shield regulators are found in the lows, they're not a massive thing that completely changes the balance. In addition, if there are movement penalty plates in both slots, you could be looking at huge speed penalties. It's also had to balance, because if they're useful in the highslots you'd be able to achieve very very strong tanks by using a combination of highslots and lowslots just for your tank. While it reduces your other options, the tank strength would be a little beyond what I would see as reasonable. It would start exceeding heavy tanks as well (though you'd have similar speeds) because heavies have fewer slots.
Quote: I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits.
I agree, they're unlikely to be used as the sole source of tank in a high slot, and therein lies the issue. To balance that out, the effectiveness would need to be such that using reactives or plate/rep comboes as the sole source of tank would be ineffective, or setups with both would be overpowered.
Quote: This also provides a bit more balance between shields and armor by putting a mod on the table which takes the same slot as primary shield tank mods. Would this fix armor vs shield tank balance? Absolutely not, but it could contribute to a fix. As long as Shield tanking takes high slots and armor is purely low slots then all buffs to armor direct mods are going to fall sort of providing balance because shield tankers can still 'cheery pick' whatever aspects they want without giving up any of their primary tank. Choices aren't meaningful when they cost nothing.
I'm sure reactive plates in the high slots wouldn't work for every fit but honestly that's partly the point and they most certainly would be used I know Mercs who would use them and I would use them on some fits.
Cheers, Cross
I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12. |
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Posted - 2013.06.19 17:03:00 -
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I'm getting slightly confused with all the shield numbers coming in on armour tanks. Cross Atu - you're dual tanking, yeah? |
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Posted - 2013.06.20 09:14:00 -
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Well, that escalated quickly.
We're getting to the point where we're looking at huge changes to armour right now - having god plates which cost a lot in fittings is drastically different from what we have now, and frankly that isn't balanced either because slots are just as much a resource as PG or CPU. That's not great because ideally we want to have something that CCP would genuinely consider doing.
A lot of the suggested buff to reactive plates I'm seeing here are also drastic and even if they were moved to high slots they'd obsolete plate/rep comboes, and hell, you'd start seeing armour tanking shield suits if you did that stuff in the high slots.
Extreme fittings requirements are a huge pain to deal with as well, even more so than having fewer slots in my opinion, and it'd make the top tiered items unusable simply because they're too difficult to fit.
When looking at the ferroscale and reactive plates please also remember that those might not be the final numbers from CCP. Much of this is about other stuff than the new modules, and focusing too much on that might get a possible dev response to also focus on the fact that they aren't the final numbers.
That said, I'm mucking around updating P8+P12. |
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Posted - 2013.06.20 11:02:00 -
[32] - Quote
iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal.
This is a very valid point. If both tanks are viable, why not use both? I hate this argument because it implies that one shouldn't be viable on its own, but it's a valid point.
I think that, ideally, the fitting resources should be balanced such that it's difficult to use both tanks and easier to use one type of tank and using utility modules. Essentially, using PG as a resource primarily for tank types so that it becomes prohibitively PG intensive to dual tank and instead it encourages balanced use of tank modules and utility modules. For this to work, though, tank modules, weapons and equipment would probably have to be the only major consumers of PG.
I think I might change the fittings section to explain this.
The best solution, in my opinion, would be to make it so that the PG you have available is only good enough for one tank type in addition to your weapon and equipment. If tank modules consumed large amounts of PG and utility modules consumed primarily CPU (instead of also using lots of PG like damage mods/kinetic catalyzers) then that would encourage using just a single tank type instead of using both to gain a large durability advantage, and using utility modules in addition to their tank.
What do you think? I'd love to hear your thoughts on this. |
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Posted - 2013.06.20 14:36:00 -
[33] - Quote
Cass Barr wrote:BL4CKST4R wrote: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. Kinda why I quit posting. For all the lip service CCP pays to listening to the community, when it comes to anything more specific than "X is OP Nerf immediately!" they completely ignore any well thought out recommendations made. No they claim to read and pay attention to it then go and pull a complete 180, implementing something that makes no logical sense whatsoever. IE: Enforcer Tanks
nerf cass barr posting
EDIT: On an on topic note, I'm writing up some more stuff about fittings and making it so that dual tanking isn't the best option with the suggested buffs. |
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Posted - 2013.06.25 20:10:00 -
[34] - Quote
TheGoebel wrote:What are you doing on page three? Did CCP fix the issue? I am wallowing in my own inadequacy in getting CCP to resolve the issue.
No, I've just been busy lately. I'm going to update this further this evening. |
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Posted - 2013.06.25 20:58:00 -
[35] - Quote
low genius wrote:another thread by a person who doesn't understand how logistics gives the armour class an advantage. this is my surprised face. Another post by a person who didn't read the thread and completely missed where I addressed that point. This is my sadly unsurprised face. |
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Posted - 2013.06.26 09:11:00 -
[36] - Quote
Nocturnal Soul wrote:kinda sucks being an amarr armor assault tank were already the slowest every day im regretting that i didn't choose gallente back in close beta I feel really quite sorry for Amarr suit users, but I see them shield tanking most of the time so I haven't really covered them. |
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Posted - 2013.06.26 15:59:00 -
[37] - Quote
D3LTA Blitzkrieg II wrote:CCP did a smart thing and with the new armor plates that are dropping july 2nd, the amarr n gallente suites will b much more competitive options Have you seen the stats? They're useless.
And also, they don't fix the core issues. |
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Posted - 2013.06.26 18:08:00 -
[38] - Quote
XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see?
They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. |
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Posted - 2013.06.26 19:02:00 -
[39] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. What's their stated purpose, I can't see any mention of that in the blog, do you have a link?
At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally. |
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Posted - 2013.06.26 20:17:00 -
[40] - Quote
zzZaXxx wrote:Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. link?
http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10 in. |
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Posted - 2013.06.26 20:48:00 -
[41] - Quote
zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you?
Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules. |
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Posted - 2013.06.26 20:49:00 -
[42] - Quote
zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced.
This is a moot point, as the difference in HP is less than a single bullet, and also people rarely use enhanced shield extenders. |
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Posted - 2013.06.26 21:01:00 -
[43] - Quote
zzZaXxx wrote:Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link? At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally. Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus.
Yes, they'd be useful for the currently superior tank. However, then you look at the other end, armour, where you have people with 450 HP and 12/13 HP/s. -only- 20 HP/s regen is nearly twice as much as a pair of complex repairers can regen. Buffing that significantly would make armour repairers completely laughable in comparison to shield regen. |
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Posted - 2013.06.26 21:55:00 -
[44] - Quote
Cross Atu wrote:zzZaXxx wrote: Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots
Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this.
I would much rather see reactive plates in high slots than armor repairers in low slots. Frankly, though, either would make armour far, far stronger. |
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Posted - 2013.06.27 07:24:00 -
[45] - Quote
zzZaXxx wrote:
Armor repairers are already in low slots. Typo?
Yes. This has now been fixed. |
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Posted - 2013.06.27 07:38:00 -
[46] - Quote
There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. |
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Posted - 2013.06.27 10:42:00 -
[47] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. That would be in keeping with the Shield Upgrades bonus. I bet that's the case. It does make sense, given the current state of maths, but it trivialises the penalty. One thing I'd really like to know is if it's a low slot or a high slot module. |
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Posted - 2013.06.27 11:03:00 -
[48] - Quote
BL4CKST4R wrote:any idea on the stats of the armor modules? Haven't you seen them yet? http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10 in. |
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Posted - 2013.06.27 14:29:00 -
[49] - Quote
BL4CKST4R wrote:I meant if they made any changes to those stats Then no. Dev communication is as usual on the subject. |
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Posted - 2013.06.28 21:55:00 -
[50] - Quote
Sgt Kirk wrote:I would also like to point out (if you missed it I'm not sure) that the CPU enhancers take no CPU/PG to fit while PG enhancer modules take a nice but of CPU.
P.S. CCP will forever favor Caldari/Shields.
Added to the OP. Thanks for pointing that out. |
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Posted - 2013.06.29 12:44:00 -
[51] - Quote
The section on dual tanking will be up soon(tm). |
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Posted - 2013.06.29 22:20:00 -
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DRDEEZENUTSZ TWOpointo wrote:I think it will be a bad idea for armor repairs to be in a high slot cause that will hurt armarr dual tanking abilities cause then they have to choose between extenders or armor repair which will make them worse then gallente and caldari. Reactive plates in the highs are better so Gallente can easily buff there total armor and regeneration.
The Amarr dropsuits aren't particularly well done right now. I think it would be better to have an emphasis on a properly built and focused single tank rather than stacking modules for a dual tank - more on this when I finish the next section. |
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Posted - 2013.06.30 19:03:00 -
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Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section. |
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Posted - 2013.06.30 22:25:00 -
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Eskel Bondfree wrote:That's some exhaustive work on the matter OP, thanks for that. I completely agree that armor tanking needs to be brought in line with shield tanking. Still I'd like to add some points I think you missed in your write up and that tilt the balance a bit in favor of armor:
- precision enhancers are actually high slot modules, not low slot
Good catch, I'll edit this in.
- damage modules use less PG and more CPU than shield extenders, so they can be fitted much easier by an armor tank and are much harder to fit on shield tanks when it comes to CPU/PG usage.
The CPU usage is significantly higher and the PG usage marginally lower, so overall they're more difficult to fit.
- CCP acknowledged that shield recharge timers currently don't work as intended. It seems they should be reset to 0 every time a bullet hits you.
Indeed. This is a good thing.
- there are triage nano hives that can regenerate armor. The advanced one (affordable by any one) is healing 20 HP/s, while the prototype one heals 70 HP/s.
I find triage nanohives rather meh.On one hand, they can heal a fair bit, but on the other, they're severely limited by ammo constraints, are stationary, destructible, and require quite significant investment to unlock and fit. They also seem to run out very very quickly.
- repair tools are actually much more effective than shield regeneration: the triage tool heals 41 HP/s (again affordable by everyone fitting and isk wise), and the prototype focused rep tool heals an insane 105 HP/s.
Assuming some investment, as opposed to having powerful regeneration at base. They also require another player, though this encourages teamwork and is a good thing.When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. That really is an edge case. Remember that if you're using triage nanohives it locks you to a certain location, and they run out very quickly. While those numbers look good on paper, a proper assault would either kill the logistics player or force them off the triage nanohive at the very least. Additionally, weapon dps can exceed those repairs, especially if two people are firing.Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Yes, they are quite important. I haven't touched on them much because they're one of the few things which will apparently get fixed. As a side note, only one part of my shield regen number set (the assault) accounts for that bonus.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. This assumes that you hit your opponent every time, which is never the case. Additionally, shoving on a shield extender in place of the damage module is more beneficial - I don't have the numbers off the top of my head, but someone calculated that a complex shield extender does more for you than a complex damage module even if both people are hitting 100% of their shots.
Answers in bold inside the quote.
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Posted - 2013.07.01 20:12:00 -
[55] - Quote
Eskel Bondfree wrote:Guys, I did not argue that rep tools or triage hives are the saving grace for armor tanking. There is no need to explain again why armor tanking is inferior to shield tanking, we have all come to that conclusion already.
I think this is perfectly reasonable, and we may well have jumped the gun about by systematically deconstructing your edge case. Your point there wasn't that it was unbeatable, after all - it was that it was very good.
The 100% armour buff is a side thing for drastic changes that I'm trying to get the person who came up with to write a thread about, btw. And yeah - it hasn't accounted for the effect of rep tools, which becomes important at that stage. |
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Posted - 2013.07.02 15:21:00 -
[56] - Quote
I now have the dubious honour of having a QQ thread about this. |
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Posted - 2013.07.02 15:35:00 -
[57] - Quote
Fox Gaden wrote:If they have not responded to it, it is because they donGÇÖt want to corrupt a very good discussion with people who see blue and start pursuing their own private agendas. I understand the temptation to do it, tbh. I try to be unbiased, but I worry that I'm not sometimes. If you see any clear bias in this thread, please point it out. |
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Posted - 2013.07.02 15:46:00 -
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Cross Atu - Do you have Skype? I would very much like to invite you to a discussion group about balance. We're co-working on this thread and a few other similar length balance threads. Your posts are consistently intelligent and I think we'd benefit from your opinion. |
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Posted - 2013.07.02 22:44:00 -
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TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough?
Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues. |
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Posted - 2013.07.02 23:18:00 -
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TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. |
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Posted - 2013.07.02 23:25:00 -
[61] - Quote
TheGoebel wrote:Arkena Wyrnspire wrote:TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. I think the point I was trying to make is we get plenty of "hey I see that" but get very little "this is what we are doing to fix it, these are the numbers, response?" Yeah, a competent effort to make things work. What I meant was I don't understand why this thread hasn't received a response. Has it not been seen? Is it not worthy? I know it's egotistical of me to want that, but I just want to see things work.
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Posted - 2013.07.03 07:35:00 -
[62] - Quote
Son-Of A-Gun wrote:If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari scum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily.
135%. The error of 150% appearing some places is partially my fault - I wrote that in this thread's progenitor. Through testing I've concluded that it's not the case, and 135% is closer to the true value (My actual results were something like 135.3212094 but I accounted for rounding errors in the game and rounded myself.) |
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Posted - 2013.07.03 10:33:00 -
[63] - Quote
I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now. |
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Posted - 2013.07.03 11:21:00 -
[64] - Quote
Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. |
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Posted - 2013.07.03 11:30:00 -
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BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer.
500 HP with an 11.25 HP/s repair rate. It has a few percent less movement penalty though. What I've been running is triple enhanced plate with dual complex repairers. With that setup I get 470 with 17.5 HP/s and a few percent more movement penalty.
This does give the option of a slightly higher HP build which is slightly faster, at the cost of a significant chunk of your repairing ability. It's a nice option, but it's not really an upgrade. |
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Posted - 2013.07.03 11:56:00 -
[66] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[P1] Preface
[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.
Armour tanks should be brawlers. They 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.
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.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP" You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit. You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers.
Daedric Lothar wrote: And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Please try fitting 4 complex plates and damage modifiers before suggesting this. It's not possible. At all. Bear in mind that the armour tanker is also much easier to hit due to the low speed. Stacking 4 complex plates results in 4 10% movement penalties, which is huge. That's coming up to halving your movement rate.
The damage modifiers also have a stacking penalty, which makes the third one a minor bonus.
Daedric Lothar wrote: Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Indeed, the speed penalty is bad. But it's far from the only thing. PG/CPU isn't the only other issue either. |
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Posted - 2013.07.03 12:28:00 -
[67] - Quote
BL4CKST4R wrote: Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
This fit requires maxed engineering skills, and grenades and equipment don't fit. An actual fit would likely be weaker. |
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Posted - 2013.07.03 12:32:00 -
[68] - Quote
Daedric Lothar wrote:
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day.
Agreed. I think he confused the damage per bullet with dps.
EDIT: Time for GK.0 to kill CK.0 = 1.15 seconds Time for CK.0 to kill GK.0 = 1.51 seconds
This isn't a fair comparison though, as it's looking at specifically HP and damage output. Speed is a significant factor, for instance. Additionally, the GK.0 in this example cannot fit grenades or equipment, whereas the CK.0 can do that and also upgrade its low slots significantly, as well as the fact that the GK.0 has no regeneration. |
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Posted - 2013.07.03 12:59:00 -
[69] - Quote
Daedric Lothar wrote: So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it.
The comparison we're talking about isn't actually that great. Nobody ever stacks that many plates, and the suit gets no regeneration at all. That's a huge, huge thing, in addition to the movement penalty. |
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Turalyon Plus
1707
|
Posted - 2013.07.05 20:30:00 -
[70] - Quote
I think that may be a tweaked statistic. I might test this. |
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Arkena Wyrnspire
Turalyon Plus
1708
|
Posted - 2013.07.05 21:53:00 -
[71] - Quote
1LTNORFLEET wrote:drop suit imbalance ive been here since may of 2012 and a lot of the imbalances are with armor tanked suits there are just simply favoring all ,armor suit leaving the shield tanks suit completely defencless im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill two basic gernades will blow up a tank even though the only do 1200 shield damage some how you can destroy armor I think armor tamnkers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields look at eve we have shield reps there why cant we have them on dust
Where to start? I hope this is a troll post, because "favouring all armour suits leaving the shield tanks suit completely defenceless" seems incredibly stupid. I suggest reading the thread if you're not trolling, as it answers all of your points. |
Arkena Wyrnspire
Turalyon Plus
1709
|
Posted - 2013.07.05 22:07:00 -
[72] - Quote
Alright guys. I'm going to be absent for a week - this means I'll be unable to update the thread. Thanks for the good posts in this thread, I'll see you all again in a week. |
Arkena Wyrnspire
Turalyon Plus
1903
|
Posted - 2013.07.13 12:13:00 -
[73] - Quote
I see quite a bit has happened in my absence. I'll set about updating later, after I sleep. |
Arkena Wyrnspire
Turalyon Plus
1905
|
Posted - 2013.07.13 13:37:00 -
[74] - Quote
Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?!
Also,
Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. |
Arkena Wyrnspire
Turalyon Plus
1910
|
Posted - 2013.07.13 16:31:00 -
[75] - Quote
Galvan Nized wrote:Arkena Wyrnspire wrote:Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?! Also, Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. You miss the point where Blackstar makes the point that shield/armor are equally affected by the flux. That was what I was basing the Flaylock on...shield vs armor against a Flaylock after a flux is thrown. Ah, I see. I skimmed over it slightly, sorry. I'll look through in more detail soon(tm). |
Arkena Wyrnspire
Turalyon Plus
1934
|
Posted - 2013.07.14 07:38:00 -
[76] - Quote
D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. |
Arkena Wyrnspire
Turalyon Plus
1983
|
Posted - 2013.07.15 09:37:00 -
[77] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things.
The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex.
With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.
I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina.
I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition.
As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU.
That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU.
What do you think?
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Arkena Wyrnspire
Turalyon Plus
1986
|
Posted - 2013.07.15 18:55:00 -
[78] - Quote
BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:26:00 -
[79] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are. See, if slot layouts and fitting stuff was redone Amarr could also get a hefty chunk of powergrid suitable for fitting ton of plates as well as giving them a number of low slots. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:28:00 -
[80] - Quote
Imp Smash wrote:Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that?
I quite like the idea of tweaking the penalty so it's a sprint penalty or a stamina penalty rather than a sprint+walk+strafe+aiming+jumping penalty. It does have the desired effect of making armour less mobile overall, but without penalising it so heavily in a firefight. The penalty on aiming and jumping imo absolutely has to go - if you stack too many plates you can't get over some obstacles at all, and stacking plates makes your aim slower. |
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Arkena Wyrnspire
Turalyon Plus
1994
|
Posted - 2013.07.16 09:28:00 -
[81] - Quote
Kekklian Noobatronic wrote:True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced). It balances out.. Eventually..
I thought it had less? |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 11:42:00 -
[82] - Quote
Cat Merc wrote:I done Arkena's 2000th like! \o/
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Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 12:09:00 -
[83] - Quote
Soon I'll be going MIA again for 2 weeks. Maybe this'll even have a dev response by the time I get back! |
Arkena Wyrnspire
Turalyon Plus
2005
|
Posted - 2013.07.16 12:20:00 -
[84] - Quote
Godin Thekiller wrote:lol 28 pages and over 6k views and still nothing. Tis' a damn shame..... Peace, Godin
It's actually nearly 7k now. |
Arkena Wyrnspire
Turalyon Plus
2015
|
Posted - 2013.07.16 14:55:00 -
[85] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. |
Arkena Wyrnspire
Turalyon Plus
2179
|
Posted - 2013.08.01 07:03:00 -
[86] - Quote
I'm back. Still no dev response though. |
Arkena Wyrnspire
Turalyon Plus
2179
|
Posted - 2013.08.01 07:19:00 -
[87] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:I'm back. Still no dev response though. Their constant lack of attention to this thread is incredibly worrying.... I hear that they're taking note, though there's no evidence of it. I believe Cat Merc also managed to talk to CCP Wolfman on IRC:
[31/07/2013 22:13:05] A kitten: News from the front: Spoke with Wolfman on IRC [31/07/2013 22:13:09] A kitten: He's working on balancing armor [31/07/2013 22:13:21] A kitten: Infact he already had new plate numbers in the testing |
Arkena Wyrnspire
Turalyon Plus
2180
|
Posted - 2013.08.01 10:32:00 -
[88] - Quote
Musta Tornius wrote:Confirming that CCP Wolfman spoke to the kitty. Unfortunately he wouldn't give us any armour numbers quite yet as they were still debating with CCP Remnant about specifics. So we still have to wait a while but at least it's being worked on which is great! Thanks for additional confirmation. This is good news! |
Arkena Wyrnspire
Turalyon Plus
2270
|
Posted - 2013.08.03 07:37:00 -
[89] - Quote
I wish the explosive damage was 120%/80% rather than 135%/70% - I keep getting instagibbed by grenade spam or mass drivers today.
EDIT: I know that's meant to be coming but I'm pretty sure it's not here yet. |
Arkena Wyrnspire
Turalyon Plus
2295
|
Posted - 2013.08.03 22:09:00 -
[90] - Quote
Text Grant wrote:Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? They do seem to be very common right now. I'm reserving judgement on them until explosive damage is tweaked so they don't instagib me. |
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Arkena Wyrnspire
Turalyon Plus
2295
|
Posted - 2013.08.03 23:04:00 -
[91] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Text Grant wrote:Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? They do seem to be very common right now. I'm reserving judgement on them until explosive damage is tweaked so they don't instagib me. Is there confirmation of explosive tweaking?
Yes. There was a devblog saying that it would be 120% vs armour and 80% vs shields in the future instead of 135% vs armour and 70% vs shields. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:37:00 -
[92] - Quote
TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are.
I can't +1 this enough. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:59:00 -
[93] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough. I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs.
Honestly, a straight buff would still help. There are imbalances between the suit types but note that we can shield tank as well. That's always worth noting whenever using dual tanking as a point in any debate between shields and armour. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 13:16:00 -
[94] - Quote
BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. |
Arkena Wyrnspire
Turalyon 514
2357
|
Posted - 2013.08.05 15:41:00 -
[95] - Quote
The problem with your post is that it isn't the ability to outtrack turning ability - armour still makes it easier to aim at a target. It's easier to hit a slow moving target than it is to hit a fast moving target, even if you can turn fast enough to somewhat hit the fast one. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.07 20:58:00 -
[96] - Quote
Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far.
It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:22:00 -
[97] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive?
I'd be even more hesitant. The ferroscale (when it gets buffed, hopefully) is likely going to be the go-to plate for armour tanking scouts. If you put it in the high slot, then the armour tanking scouts become pretty awful.
I think the main reason I'd agree with moving reactive plates to highslots is because it would give them more of a role - otherwise, normal plate/rep comboes are always going to step on its toes. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:23:00 -
[98] - Quote
SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective.
I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. |
Arkena Wyrnspire
Turalyon 514
2478
|
Posted - 2013.08.11 21:02:00 -
[99] - Quote
Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen
It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP.
We'll see in 1.4, I guess. Thanks for your support. |
Arkena Wyrnspire
Turalyon 514
2484
|
Posted - 2013.08.11 22:56:00 -
[100] - Quote
Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross
I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits.
It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though.
The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire.
When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit. |
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Arkena Wyrnspire
Turalyon 514
2484
|
Posted - 2013.08.11 23:12:00 -
[101] - Quote
TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here?
[REQUEST] Infantry Shield Transporter - https://forums.dust514.com/default.aspx?g=posts&m=1107071#post1107071 Status: Good idea, we can add this, but after we balance armor vs. shield tank first. https://forums.dust514.com/default.aspx?g=posts&m=1154291#post1154291
Oh hey, they might be doing that.
Personally, I'll give it 10k more words before I walk away. |
Arkena Wyrnspire
Turalyon 514
2499
|
Posted - 2013.08.14 19:08:00 -
[102] - Quote
https://forums.dust514.com/default.aspx?g=posts&find=unread&t=101975 I CAN DIE HAPPY
Well. I'm a very happy man. There'll be a little more on this topic (about reactive plates, in particular) but this has made my day. This is the culmination of 3 months of campaigning! <3 you all. |
Arkena Wyrnspire
Turalyon 514
2499
|
Posted - 2013.08.14 20:43:00 -
[103] - Quote
Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. |
Arkena Wyrnspire
Turalyon 514
2502
|
Posted - 2013.08.14 21:10:00 -
[104] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. Pretty much. Let's consider this a preview to the butthurt that will ensue when the Gallente and Amarr assault get armor related bonuses. I want a respeeeeeec. |
Arkena Wyrnspire
Turalyon 514
2687
|
Posted - 2013.08.21 19:30:00 -
[105] - Quote
TheGoebel wrote:So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied.
It'll be better than it was in 1.4. You saw the suggested changes, yes? Once 1.4 is out I suspect I'll post one last one of these though. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3413
|
Posted - 2013.09.22 15:57:00 -
[106] - Quote
Well then. After some time of playing the recent update, I have to say that armour is competitive now. This makes me happy indeed.
There are still issues however, and not just with armour. Reactive plates are done badly, and shield rechargers/shield energizers work badly as well. In the future there will be one more thread on this.
Thanks for your support! |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4672
|
Posted - 2013.11.06 22:19:00 -
[107] - Quote
Beren Hurin wrote:Beta Bob wrote:It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all I feel like the loudest folks on TTK here are the PC folks. I think in pub/FW matches with completely manageable latency (most of my experience) I'm at EASILY able to get by as a very logi oriented logi that gives most of my fitting budget to equipment rather than tank ending up with 500ish eHP. 500 eHP can die to a sneeze according to some folks, and can't stand up to the lucky core locus grenade, but more often than not, since I can detect enemies ahead of time I can keep enough distiance between us to make my scrambler rifle or mass driver deadly enough, and in those instances where I am close, I feel like I have enough of a grasp on the scrambler pistol that I am safe. I do not expect to be able to dive into 3-4 people and come out alive as some people think they should. The problem with PC still isn't TTK is it latency. Poor lag forces a closer gun game because AR has the best DPS and RoF combo. AR requires close range, and close range fighting requires enough of a balance of speed and tank. This favors shield tanking for a variety of reasons that are pretty obvious. Therefore, I think it stands pretty clearly to reason that the problem with the meta now isn't weapon/suit stats, its hardware/network capability and reliability.
I'm not so sure. TTK really has shortened quite significantly - using some weapons if you are properly on target there is barely any difference between highly tanked targets and weaker ones. Even the new heavies can die remarkably quickly currently.
I quite firmly believe that weapons have been balanced for a game with shoddy hit detection. Hit detection is now working fine - this has, however, exposed problems in the weapon balance.
I'll be writing much more on this topic shortly though, I think, so I'm probably not going to elaborate more here.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4709
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Posted - 2013.11.07 23:28:00 -
[108] - Quote
Patrick57 wrote:So THIS is where all your likes came from! It is, yes. I'm in the process of preparing more threadnaughts like this atm.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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