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BL4CKST4R
WarRavens League of Infamy
275
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Posted - 2013.06.17 03:35:00 -
[1] - Quote
I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
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BL4CKST4R
WarRavens League of Infamy
277
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Posted - 2013.06.17 11:31:00 -
[2] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=87797 |
BL4CKST4R
WarRavens League of Infamy
277
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Posted - 2013.06.17 12:00:00 -
[3] - Quote
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.[/quote]
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
BL4CKST4R
WarRavens League of Infamy
277
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Posted - 2013.06.17 12:01:00 -
[4] - Quote
Arkena Wyrnspire wrote: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.
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
BL4CKST4R
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Posted - 2013.06.17 22:37:00 -
[5] - Quote
Master Jaraiya wrote:ZDub 303 wrote: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. The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
Well it should actually be 10% per level, but for Amarr and Gallente not just Gallente, also we should have a small armor repair rate built unto our suits. Not all logistics run around with repair tools, not because they are running around as assaults but because some of them would rather use other equipment. |
BL4CKST4R
WarRavens League of Infamy
280
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Posted - 2013.06.17 22:51:00 -
[6] - Quote
Arkena Wyrnspire wrote: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.
Reactives plates need a HP buff of around 25% and +1 buff repair to the adv, and complex module. This is assumes armor tanks have racial bonuses to lower CPU/PG and speed penalty. Although they wont be better than basic plate + complex, they would be pretty close with comparable or lower speed penalty, which would put armor plates in the field of massive HP buffs, and reppers for active tanking and reactives would be the middle ground of both.
Ferroscales need a HP buff of around 25-50% and normal plates need to scale equally with their speed penalty and offer double or close to double HP as ferroscales, this would give suits the choice of mid-high HP with no penalty, or really high HP with a penalty. And because of CPU/PG reductions and speed penalty reductions, racially, heavies would be very hard to kill solo, and Gallente suits have the choice to be buffer tanks, super buffer tanks, or active armor tanks.
Keep in mind Caldari and Minmatar suits have the option to be active shield tanks, regular shield tanks, or dual tanks. So what I posted above does not add more diversity to armor tanks than what shield tanks have. Shield tanks can do this because they can sacrifice shields to buff their regeneration and sacrifice armor to buff their delay, or sacrifice these to buff their shields, or sacrifice the low slots for armor.
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BL4CKST4R
WarRavens League of Infamy
282
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Posted - 2013.06.18 04:34:00 -
[7] - Quote
God these flaylocks are like win button against Gallente... |
BL4CKST4R
WarRavens League of Infamy
282
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Posted - 2013.06.18 11:08:00 -
[8] - Quote
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.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari)
It is more complicated than that, you can actually compensate for distance by aiming up with a flaylock, an SMGs max range cannot be compensated for. Even though the flaylock has low blast radius and low damage it still has a 150% damage multiplier and it detonates on impact like a fused locus grenade. Your right about the speed penalty one of the games I played I equipped all my slots with basic modules and I actually died faster its like picking the worst of two worst...
Making weapons that punish shields really wont balance things very well, let me give you this scenario; CCP releases a flaylock pistol that does 150% damage to shields, now take that weapon stick it into your main take a fused locus grenade stick it into your grenade slot... what do you have? You have the power to kill any suit in 2-3 shots regardless of tanking style. What CCP needs to do is lower all of the damage multipliers to 120% MAX, so weapons that specialize will not go over 120% and hybrid weapons will stay at 110/90 or 100/100. And no matter how many "shield killers" CCP releases they will always be ineffective, because shield tanks do not instantly die when their shields are down, when armor dies that is it game over.
EDIT: The only way to make it so shield tanks suffer from shield killing weapons is to make armor so BAD for them they have have no option but to avoid taking armor module or only be able to take one. |
BL4CKST4R
WarRavens League of Infamy
282
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Posted - 2013.06.18 11:49:00 -
[9] - Quote
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=87797
Flaylock 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.
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BL4CKST4R
WarRavens League of Infamy
282
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Posted - 2013.06.18 12:56:00 -
[10] - Quote
Arkena Wyrnspire wrote: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.
Yeah I calculated that when typing the shots to kill, even with a damage multiplier of 120 the basic one at 250 DMG can currently 2 shot my armor, only because my armor is 47 HP higher than the the damage it does, and it can a sentinel ak.0 in 5 shots with 4 complex armor plates and 7-8 shots if you include shields. For it to kill a Assault ck.0 it takes 5 shots not including armor, so basically a shield tank can take as many shots to kill from a flaylock as it takes a heavy with max EHP. The weapon needs a clip of 1, slightly lower damage and a multiplier of 120. But this isn't a nerf flaylock thread so lets leave it at that.
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BL4CKST4R
WarRavens League of Infamy
282
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Posted - 2013.06.18 13:22:00 -
[11] - Quote
Stephen Rao wrote:Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank. While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable. While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival. By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
But a higher dependance on armor leaves you more vulnerable to explosive damage so you would be faster to kill, the new armor plates need to benefit different playstyles of armor tanking, without removing a dependance on shields so that instead of trying to make a chimera of a build you could instead stack a specific plate for a certain style. Ferroscale for HIGHMID HP high mobile buffer tank, reactive for MID HP mobile active tank, Normal plates for VERYHIGH HP low mobility buffer tank, and armor repairers for LOWHP mobilite active tank. |
BL4CKST4R
WarRavens League of Infamy
287
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Posted - 2013.06.18 16:44:00 -
[12] - Quote
Agent Joseph wrote:Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank.
Although I agree with keeping armor in the lows stacking damage modifiers is not much of a balancing point, stacking 3 damage modifiers on a Gek only increases damage by 10 points, and since your armor is going to be your health meaning you will incur a high movement penalty good luck actually hitting the enemy. |
BL4CKST4R
WarRavens League of Infamy
292
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Posted - 2013.06.18 19:58:00 -
[13] - Quote
Kitten Empress wrote:meow of justice No justice just Dust. |
BL4CKST4R
WarRavens League of Infamy
295
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Posted - 2013.06.18 22:07:00 -
[14] - Quote
Arkena Wyrnspire wrote: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.
Well one thing to really consider is were plates really meant to be combined with reppers? Just a thought, I think they were since stacking 5 reppers isn't really...that...great it blows to be honest, BUT to rephrase my question was it CCP* intention for players tocombine armor and plates in this game? If so it would be obvious for reactives to boast a lower penalty when fully stacked, than a plate + repair combo that would mean that if your willing to have higher repair and HP you must take the higher speed penalty or sacrifice that high HP and repair for a small to no speed penalty. This would really give them a place to shine seperately specially if armor suits came with a passive repair so putting complex armor repairers would make for decent active tanks.
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BL4CKST4R
WarRavens League of Infamy
295
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Posted - 2013.06.18 23:11:00 -
[15] - Quote
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?
Would love to see his fit. |
BL4CKST4R
WarRavens League of Infamy
295
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Posted - 2013.06.18 23:19:00 -
[16] - Quote
Yay |
BL4CKST4R
WarRavens League of Infamy
295
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Posted - 2013.06.18 23:23:00 -
[17] - Quote
The best CCP reply we could get is something like "You guys will be happy with 1.2 " classic CCP leave \s you hanging reply since it is probably to late for them to take into account everything we said NOW and put it in 1.2. Unless your old post sufficed, which in that case the above post would be true |
BL4CKST4R
WarRavens League of Infamy
297
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Posted - 2013.06.18 23:52:00 -
[18] - Quote
I dont think that post was true, or there are some heavy details missing. |
BL4CKST4R
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Posted - 2013.06.19 12:03:00 -
[19] - Quote
Arkena Wyrnspire wrote:[quote=Cross Atu] 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.
I am still bit fuzzy as to how adding Reactives to Highs would help, as armor tanks we have very low High slots so we wouldn't really benefit much from this. Since we are opting out shields for the same/lower HP in armor with a speed penalty and around 6/7.5 armor regen, in reality we would actually end up weaker, lower HP and lower speed, than if we used shields and armor/rep combo.
Also it actually makes it easier for shield tanks to dual tank by giving them the option of slightly removing the shield dependency and opting for reactive plates without affecting their low slot usage, while at the same time putting a higher dependence on armor suits on armor and force focusing even more slots into armor instead of other useful modules and in the end would just lead to armor suits being a lot slower and a lot weaker than they are now and more susceptible to explosive damage. |
BL4CKST4R
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Posted - 2013.06.19 18:09:00 -
[20] - Quote
Scheneighnay McBob wrote:I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields
This is incorrect because to stack damage mods and plates is rather redundant. Not that it doesnt make sense but its just that the movement penalty slows down your ability to turn and track with your camera. Also most armor tanks will and shield tanks will not stack over 2-3 plates so it leaves room for repairers on both suits, and due to the low armor HP of a shield suit 2 complex repairers is enough to sustain them.
Also if you look at the suit comparison ive done a shield tank has enough HP to switch to 1 damage mod and havr similar HP to an armor tank, this holds true unless comparing a fully complex module stacked suit but because of the penalty this is generally not worth it. |
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BL4CKST4R
WarRavens League of Infamy
304
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Posted - 2013.06.19 23:13:00 -
[21] - Quote
Cross Atu wrote:I've been giving the OP section a second and more in depth read. First great post(s) second a question Arkena Wyrnspire wrote:[P8] The new modules The HP for the Reactive plates should be slightly higher than shields, with 3-4hp/s regen, putting it at slightly less regeneration than shields but slightly more HP. The idea with Reactive plates is that they should either give more HP and less repair rate than a normal plate/rep fit, or they should give less HP and more repair rate than a normal plate/rep fit, so that there's a reason to use either depending on how you want to use your fitting. How would this goal be accomplished without rendering one of the mods from the plate + rep combo obsolete? If reactive can out rep or out tank an aspect of that combo why would Merc not simply use them in place of either the plate or rep (depending on which they do better) in the combo and keep the other? In essence if reactive rep better than reppers what point is there to using a repper? If reactive tank better than plates what point is there to using a plate? If reactive do neither one better than either why use them at all? The direct function and slot competition seems really problematic, even with fittings included it isn't much better because you can still break things down to a question of which one does it's job, be that rep or HP, better the reactive or the other on a per fitting cost basis and you're pretty much back to square one. Granted if the 'better' of the two options costs more in PG/CPU per point of benefit then there's still some diversity but relegating an entire mod type to "I'll use it if I can't squeeze in X" seems suboptimal. Ok back to reading more Cheers, Cross EDIT: Arkena Wyrnspire wrote:[P4] Regeneration 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. A few problems here, it nagged at me and I finally collected my thoughts enough to pin them down, or at least most of them
- Minmintar Assault already have a built in rep at 1 HP/s
- Logi have a built in rep of 1 HP/s at proto 5
- Amarr are also Armor tankers not just Gallente.
Now I'm not saying any of these, singly or collectively, are insurmountable when considering your suggestion but I am say that they need to be considered. So in order; If such a bonus is added to the Gal suits the Min suits need some sort of alternate and/or additional buff to maintain their current balance. If a 5 HP/s native buff is applied to any suit then the Logi role skill will require a buff as it's very distorted to have suits giving native status equal to level 5 role specialization skills which cost millions of SP. If Gallente are to get a native racial buff to armor tanking then the Amarr should not be left out. Ideally they will both get one and each buff while it would support armor would do so in a unique way to preserve game diversity (active vs passive tank buff seeming to be the most simple solution here). So I'm not strictly opposed to the quoted idea, and I am very much in support of racial armor tanking skill buffs but implications must be accounted for so as not to create one problem while solving another.
I think the best way to make it so reactives do not outstrip the armor/rep combo is to buff armor and repairers but give them higher CPU/PG costs, so in combination they would be more effective but also more expensive. This would also make specializing in pure armor and pure repair worthwhile.
I do agree the Gallente and Amarr should get a passive armor repair, I think Arkena accidentally left out the Amarr. Also the Amarr should get a Higher bonus than the Gallente since the Amarr have a very low shield recharge rate and a very long wait time. I think if a passive armor is added to these races it should be +3 Gallente and +5 Amarr, also removing the passive armor repair from the Logi Caldari and Logi Minmatar and giving them the +25% shield repair should be added. Also the Minmatar suits don't really work as I think they should, which is LOW HP, High speed, High regen. At the moment they get the 2nd highest HP of the medium suits, the Highest speed of all the suits, and the 2nd highest regen (but not by much), so balancing the Min suits would actually be outside the scope the armor repair dilemma. I think the Minmatar suits and the Gallente suits should have their speed buffed, their regen buffed and delay dropped slightly, and their HP dropped slightly.
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BL4CKST4R
WarRavens League of Infamy
304
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Posted - 2013.06.19 23:16:00 -
[22] - Quote
Cross Atu wrote:Master Jaraiya wrote:Hypothetical Numbers For Current and New Armor Plates and Repairers
These are theoretical base stats for modules only, no skill buffs are taken into consideration. Any suggestions to CPU/PG usage are welcome.
Plates Basic: ..............66 HP............ Penalty 3% Speed Enhanced:.......99 HP.............Penalty 4.5% Speed Complex:.........165 HP...........Penalty 7.5% Speed
Repairers Basic:..............Regen 3 HP/s Enhanced........Regen 6 HP/s Complex..........Regen 9 HP/s
Ferroscale Basic:..............33HP Enhanced:......49HP Complex:........82HP
Reactive Basic:.............49HP........Penalty 1.5% Speed.......Regen 1.5 HP/s Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s Complex:........124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s
These numbers are probably OP or at least not the best option, but I gave it a shot. Notice how things progress evenly up the Tiers and that the numbers on the new plates are based off of the normal plates and repairers. What do you guys think.
Cheers My math fu is not as strong as my theory crafting but here's what I see (anyone else please jump in if I drop a sign somewhere or make some other flub). I'll applying approximate fittings costs via EDITS, the method used is simply an extrapolation of the current fittings costs, which means that if those values need revised these values will as well.Basic Plates50 more HP with 2.5% less speed reduction on the Complex plates. I like the direction this is going but if basic plates get both more HP and less 'extra weight' we may have to see a fittings increase to keep them in line. I'll have to chew through a bunch of numbers to come up with a context on that. Complex PlateCPU = ~86 PG = ~17 Both values are rounded down so may be higher if CCP uses a non-standard method of rounding with regard to fittings requirements. Also these values have not been corrected for the lower speed reduction and as such might be moved higher if scaled directly from our current in game values. RepairersThe Amarr Logi in me drools over this and jumps up and down with glee The game balance fiend in me says that roughly doubling the on board reps game wide risks being over powered and also runs afoul of two other problems. 1) It reduces diversity between shields and armor in tank styles (shields to rep armor does buffer) 2) It diminishes the value of repair tools and repair nanohives thus by extension nerfing the support logi role. No more targets for hives/tools to rep and fewer non-OHK/instant bleed deaths for needles to revive. And possibly fewer deaths at all also nefing the tactical/WP value of uplinks. Some buff to reppers seems fine, and a stronger armor tank line will likely result in a bit of a down turn for support players regardless but both need to be kept in mind regarding ratios. Complex RepperCPU = 81 PG = 20 New values derived from current Complex Repper, use of other reppers as baseline results in higher total fittings requirements. FerroscaleSpecific values aren't my strongest suit but I think the trend of progression here makes solid sense, granting armor tank more buffer than shield. However there needs to be a trade off and with no speed reduction their going to need higher CPU/PG costs than the current values from the video to prevent them overreaching Extenders and causing armor to become the new Shields. Complex FerroscaleCPU = 50 PG = 20 ReactiveWithout fittings costs applied I can't say this unequivocally but taking the numbers as listed fittings notwithstanding I think they're likely over the top. I'd love to run them but as listed the Complex would give 9 more HP than the current Complex plates, and 0.5 HP/s more reps than the current Complex Repper, with a 6.25% lessor speed cost and it's all stacked into a single mod.... the ISK and CPU/PG costs required to keep that in line with the rest of tanking makes my wallet and dropsuit resources both cry. Complex Reactive PlateCPU = 114 PG = 33 New values do not account for value of speed reduction and as such would likely be higher with speed cost factored in. Comparing them to your new numbers listed above for Reps and Plates the Reactive still outstrip the rest. A complex plate + complex rep fall short of tank provided by running two Reactive. With the providing 83 more HP and all other stats being equal. Again the ISK and CPU/PG costs required to counterbalance such a clear advantage seem likely to be painful. I truly don't mean to harp but having Reactive plates that are potent in this way also runs into the same trouble the current reactive plates do. They are in direct competition for slots and placement with the standard plates and repper thus meaning that in most cases their primary value will be to those who are hybrid or shield tanking because they can devote fewer low slots to gain more overall armor tank effect. Free low slots are the current major limitation on most shield suits when looking at adding some more armor tank while PG is just as often/more often a limit for armor tankers who are trying to get more armor tank. I'm still left wondering how the Reactive can co-exist with the current Plate + Rep combo without one or the other becoming effectively obsolete. We need something that makes their interaction not zero sum or I don't see a way around it. 0.02 ISK Cross
Holy crap, those CPU/PG values are way to high! it would be impossible to fit more than 2 reactive plates on any suit and fitting 5 complex armor plates would leave you with no CPU for shields or even an ADV weapon, and I am calculating this using a Logistics suit!
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Posted - 2013.06.19 23:26:00 -
[23] - Quote
Master Jaraiya wrote:Numbers updated with fitting costs: Plates Basic: ..............66 HP............ Penalty 3% Speed.............fitting 12 CPU 4 PG Enhanced:.......99 HP.............Penalty 4.5% Speed..........fitting 24 CPU 8 PG Complex:.........165 HP...........Penalty 7.5% Speed..........fitting 36 CPU 16 PG Repairers Basic:..........Regen 3 HP/s......fitting 20 CPU 3 PG Enhanced....Regen 6 HP/sGǪ..fitting 40 CPU 6 PG Complex......Regen 9 HP/sGǪ..fitting 60 CPU 12 PG Ferroscale Basic:..............33HP.............fitting 18 CPU 6 PG Enhanced:......49HP.............fitting 36 CPU 10 PG Complex:........82HP.............fitting 54 CPU 14 PG Reactive Basic:.............49HP........Penalty 1.5% Speed.........Regen 1.5 HP/s......fitting 22 CPU 9 PG Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s..........fitting 42 CPU 16 PG Complex:.......124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s.......fitting 62 CPU 23 PG Again probably not viable, just tinkering! Not good at spread sheeting
Wow these costs are very penalizing also, a complex shield extender only costs 54 PG/CPU and we are trying to balance shield vs armor, these costs make it very hard to stack plates while also trying to get weapons and such. Unless we get a 50%+ reduction on these armor plates racially, instead of lacking HP we would lack good weapons and such.
The CPU costs of these plates need to be kept under Complex shield extenders, while the highest PG costs cannot stray over 25% of the most PG expensive armor module. |
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Posted - 2013.06.20 02:06:00 -
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Cross Atu wrote:BL4CKST4R wrote:I think the best way to make it so reactives do not outstrip the armor/rep combo is to buff armor and repairers but give them higher CPU/PG costs, so in combination they would be more effective but also more expensive. This would also make specializing in pure armor and pure repair worthwhile.
I do agree the Gallente and Amarr should get a passive armor repair, I think Arkena accidentally left out the Amarr. Also the Amarr should get a Higher bonus than the Gallente since the Amarr have a very low shield recharge rate and a very long wait time. I think if a passive armor is added to these races it should be +3 Gallente and +5 Amarr, also removing the passive armor repair from the Logi Caldari and Logi Minmatar and giving them the +25% shield repair should be added. Also the Minmatar suits don't really work as I think they should, which is LOW HP, High speed, High regen. At the moment they get the 2nd highest HP of the medium suits, the Highest speed of all the suits, and the 2nd highest regen (but not by much), so balancing the Min suits would actually be outside the scope the armor repair dilemma. I think the Minmatar suits and the Gallente suits should have their speed buffed, their regen buffed and delay dropped slightly, and their HP dropped slightly.
Sounds reasonable on a level by level basis but wouldn't that result in a proto reactive being roughly analogous to use of a plate + rep combo from one step down, or a half proto half adv combo fit (depending on specific numbers? With regards to the racial armor buffs what about giving the Gal suits repair bonuses and giving the Amarr suits either a 'weight reduction' buff, a HP per plate buff or a combined buff which granted very mild bump to both? This would give both races a solid foundation for armor tanking but some diversity of emphasis as well. As to on board reps 3 and 5 sound like reasonable numbers (presuming a rework of the plates/other mods to promote higher overall buffer this wouldn't be likely to have a notably averse effect on support roles either). There would need to be a pass on the overall suit stats to keep balance within the respective lines with the added stats (just because armor tanking needs a buff doesn't mean the suits themselves are out of line per se, and we don't want to break them). I agree the Mini suits are a great place for specialty features but what specifically would make a good counter balance for their current innate reps if those are getting removed? Also having the logi skills be tank specific by race sounds great but the armor tanking versions are still going to need some love because their role buff which costs them millions of SP really can't be less then or equal to something the assault line gets standard. Anyway not trying to drag this thread too far off topic just want to make sure some of the other aspects are being kept in mind, as soon as we start talking about changing more than the mods themselves we have to start also considering the broader implications of those changes and their context be that dropsuit, skill, or other. 0.02 ISK Cross
Well my idea of a complex reactive would be to have the same or slightly higher hp than a Complex shield extender and a repair of 3, so in reality they would be like having a basic armor module with a ADV repairer, but I also think repairers should be buffed to 2/4/6 so in my "fantasy world" they would be like having a basic armor module + a slightly better basic repair module.
Repair bonuses aren't as effective as solid + bonuses, since repair is very low unless stacked. I don't think Gallente should get a HP buff per plate because then that would put them at very high HP even with low to no movement penalty, what they need ,in my opinion, is a movement speed buff by around 6% (With a 6% speed buff to the Minmatar suit also). The only suit that would deserve this buff is a Amarr suit.
I never said to remove their repair actually, I believe they should keep it at 1HP/s to slightly balance out the overall repairs, not completely but slightly, meaning no HP/s for Caldari suits sorry.
Well I am picking from my idea of racial bonuses so I am just going to list them all here so you can see what I have in mind for balancing suits racially.
Suit bonuses Assault: 1% light damage increase per level Logistics: 5% CPU/PG reduction on equipment per level Scouts: 5% scan profile reduction per level Heavies: 3% damage reduction per level
Caldari Racial bonus: 5% shield regen per level Racial bonus: 3% scan profile reduction
Gallente 3% speed increase, 3 HP/s Racial bonus: 1 HP/s repair per level Racial bonus: 5% movement penalty reduction per level
Amarr: 5 HP/s, buff to overall EHP per suit Racial bonus: 1HP/s repair per level Racial bonus: 2% shield module efficacy increase per level 2% armor module efficacy per level
Minmatar: small reduction in EHP Racial bonus: 5% shield regen per level Racial bonus: 3% recharge delay reduction per level
The idea behing this is an obvious separation between role and race, each role is affected equally but each race gets a bonus pertaining to their defensive specialization, no bonuses in racial weapon to encourage changing weapons and not feeling penalized. |
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Posted - 2013.06.20 11:02:00 -
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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.
Damage mods are not necessarily worth it now, stacking 3 is less than a 25% damage boost and that comes with a significant HP loss. |
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Posted - 2013.06.20 11:05:00 -
[26] - Quote
Arkena Wyrnspire wrote: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.
Well if tanking is made to where using one specific style is better than dual tanking there needs to be a major overhaul in damage modifiers and resistances. I currently dual tank to better survive certain damage types. |
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Posted - 2013.06.20 11:09:00 -
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D legendary hero wrote:Scheneighnay McBob wrote:I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields thats the thing. shield tankers depend on NO ONE. but armor tankers to be effective need logibros.... thats alittle unbalanced. but i think the whole mechanic of logis needs a fix, within a 20m radius of enemies the logi should get cyclic points for holding a rep tool on teammates (ie.e every 3seconds 5points, etc) whether shots are fired or not. outside 20m logis should have the current system where only when damage taken does the logi get triage oints. this way they dnt become useless when armor = balanced with shield. but at the same time armor + logi = shield tanker. because right now shield > armor, unless there is a logi. why is one shield tank worth 2 people?
Or you can just give armor tanks a passive armor repair? |
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Posted - 2013.06.20 11:25:00 -
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Arkena Wyrnspire wrote: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.
To many ways to kill the same bird. |
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Posted - 2013.06.20 12:11:00 -
[29] - Quote
CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game.
I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. |
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Posted - 2013.06.20 14:38:00 -
[30] - Quote
Make sure to suggest a nerf to damage resistances :) |
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Posted - 2013.06.21 12:56:00 -
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Cross Atu wrote:What fittings values are you looking at applying for the complex reactive in combination with the stats you've listed? I don't think a base speed buff to the Gal suits is a good idea because that starts to diminish game diversity as an unarmor tanked Gal suit, or even one running Ferro plates would then be baseline faster, and that still doesn't address the idea of a more 'flavorful' racial skill. What would you think of a skill that reduced the speed penalty from plates? True this would make Ferro plates much less useful for the Gal suits but it would allow them to get more buffer/reps without being so slow they aren't viable while maintaining unique fittings possibilities between the races. Regarding the Min Assault on board repair, again it seems too homogenizing to increase the similarity of suit stats this way, but perhaps others don't agree so that aside there's still the issue of suit balance. Are the Gal and Amarr suits weaker than the Cal and Min suits right now? Unless they are adding extra stats to them pushes them out of line with the other assault suits. Logistics: 5% CPU/PG reduction on equipment per level Speaking as a Logi I honestly don't see the 5% CPU/PG reduction on equipment as very useful. It's not filling my equipment slots that I've ever really had trouble with (unless I'm running more than one type of uplink at a time) and the fittings cost for equipment is rarely high enough to enable me to squeeze on a better [insert item from any other slot] by downgrading my equipment to save on fittings. I have not sat down with the numbers to see what total savings could be gained with this so perhaps I'd be surprised by actual figures in some cases but my experience tells me it's not highly useful as a buff, certainly not equivalent to the vital ability to self rep. For this change to not be an outright nerf the 25% fittings cost reduction would have to save enough to fit a Complex Rep out of the saving alone with more left over. Even then it's still costing a slot among the already constrained lows. At present I have no trouble fitting all my equipment slots for PC battles (much less pubs or FW) to whatever configuration squad/team command requests, but I most certainly do have trouble maintaining sufficient buffer HP to allow me to stay where I'm required to employ all that gear for best effect, which is why I hybrid tank. This change would make that durability aspect even lower, and my effective ability to support along with it. The restI like the clear flavor/role support the method provides so general thumbs up here. These changes would require a rework for the Laser and Scram rifles since they're currently geared to have optimal performance with their race which would now be impossible. Also no Minmatar hacking bonus that's one of my favorite aspects of the line as it provides great utility that isn't essentially combat focused, but I suppose if it balanced the rest of things I'd be content to let it go (although personally I'd rather have that than a fittings reduction on Equipment). Cheers, Cross On reactive plates I still think they should have Low HP- half the repair of a repairer of the same tier- low speed penalty- and medium CPU/PG costs compared to armor modules. The bonuses I suggested do not directly affect the usefulness of most modules, except the speed penalty reduction. And because I believe reactives should have low speed penalty a 25% reduction would barely be felt.
Yeah I realize now that a speed buff + a speed reduction is redundant so that can be ignored.
Yes the Gallente and Amarr are actually weaker than the Caldari and Minmatar, in my opinion and based on suit comparisons, unless the Gallente and Amarr take a huge hit in speed to "kinda" come close to the HP of both these suits.
I am a Gallente logistic, and once I get my lvl 5 CPU/PG skills and repair tool to level 5 I can equip a core focused repair tool without having to remove any modules or equipment. I tried this with other Logistic suits and they can't do this. Repair for Logistic suits I removed it as a racial because I believe Shield Logistic suits should not repair armor better than Armor suits, the best possible way I see to give them back this bonus is to give all suits a base repair tiered repair,and then reapply the logistic buff at a rate of 2HP/s instead of 5. Thus:
Caldari Assault: 0 HP/s Caldari Logistic: 2 HP/s
Gallente Assault: 3 HP/s Gallente Logistic: 5 HP/s
Minmatar Assault: 1 HP/s Minmatar Logistic: 3 HP/s
Amarr Assault: 5 HP/s Amarr Logistic: 7 HP/s
On the point of the hacking bonus, I honestly missed this one when going through the list on the top of my head. Although hacking speeds can be buffed suit side, I don't remember, but I recall the Logistics VK.0 (Chromosome) having a hacking speed bonus. |
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Posted - 2013.06.23 11:01:00 -
[32] - Quote
Bump |
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Posted - 2013.06.27 10:50:00 -
[33] - Quote
any idea on the stats of the armor modules? |
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Posted - 2013.06.27 14:25:00 -
[34] - Quote
I meant if they made any changes to those stats |
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Posted - 2013.06.29 02:50:00 -
[35] - Quote
Aythadis Smith wrote:Shields don't rust
Kudos on the thread
You would think thousands of years into the future, with the advancement of technology and humanity as a whole we would stop using iron and steel as armor and use organic compounds which are lighter, stronger, can be organically mass produced, oh and they don't rust.
We know of these organic compounds today, by the way.
https://en.wikipedia.org/wiki/Fullerene
http://en.wikipedia.org/wiki/Graphene |
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Posted - 2013.06.30 21:13:00 -
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Eskel Bondfree wrote:
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.
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).
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.
Armor repair from another person is very situational, for example a triage nanohive is only effective if your camping at a spot and taking small amounts of damage, and a repair tool is rather useless unless the person doing the healing and the person being healed are out of battle against shield suits it takes two people to do the job one shield tank can do. Even with a 175 HP/s a assault rifle can out-damage the heal since it is around 600 DPS.
Armor suits have the possibility of higher damage, but it comes at a great sacrifice to survivability. For example removing one shield module on a Gallente suit reduces our buffer to explosive damage, we are still slow, and our EHP drops to around 650, while a shield tank can remove one shield module and still have EHP of over 700, high speed, and around 300-400 shield HP. |
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Posted - 2013.07.02 13:41:00 -
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Thank you CCP it is clear to us that you want armor to be subpar vs shields, don't worry my fellow Gallente at least our tanks don't suck like we do. But in all honesty CCP I now believe you have the IQ of a chimp, the logic of a rock, and the balls of a gorilla to throw at us this garbage. We ask for armor to be better yet you give us 3 modules that do not even benefit armor tanks, shield tanks had high HP without armor, now they can stack armor with no penalty while now we have to use complex armor plates to try and catch up to the massive buff shields just got! Good job |
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Posted - 2013.07.02 22:47:00 -
[38] - Quote
My retaliation is MCC afking, oh 3x SP will be glorious. |
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Posted - 2013.07.02 23:25:00 -
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I am disappointed for all the time I invested trying to get as much information out to at least be noticed by CCP, and maybe just maybe they did notice me, but did they listen to me? No, Did they listen to anybody who posted on any of these threads? No, and chances are they won't listen now. Maybe if we keep bringing up the issue they will notice and they will make a change, in the future, and maybe just maybe armor won't be garbage and those of us who have persevered on will finally get something we enjoy and call our own. Unfortunately we know CCP, we might fool ourselves and we might fool others, but we all know how CCP works that is if they do notice and they decide to do the right thing how long will it take them, 3 months? 6 months? A year? To fix an issue that has been brought up countless times since before Uprising, since closed beta? They obviously have more "important" things to do, like adding new bundle packs to make their wallets fatter instead of fixing one of many broken gameplay elements. |
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Posted - 2013.07.03 01:33:00 -
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TheGoebel wrote:Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? Yes. Aw man, I really want my proto suit now. I only have 3 lows and I can't drop a rep to make this work. Also, why did it take so long to figure this out? Or was it some dark secret I didn't know about?
Doesn't work as well with vanilla plates, since stacking 5 carries a hefty penalty with no repair. |
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Posted - 2013.07.03 01:58:00 -
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Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error.
It is not directly a "buff" since it requires manipulating the slot layout, for example this will not work if you apply a complex plate first. Now physically applying the stats to the formula give me a 10.59% penalty, applying it in game gives me a 2.75% penalty so I think it is an error. Regardless if CCP intended this or not, I doubt they did, it does not help the cause of armor because our regen is terrible slow, and our HP still doesn't come close to shields. Also without the 5 slots it leads to assaults being slower than Logis. |
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Posted - 2013.07.03 02:00:00 -
[42] - Quote
Currently I am looking for a way to maximize repair and armor but since my PG/CPU is not level 5 it is a bit difficult. |
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Posted - 2013.07.03 02:01:00 -
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Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair. |
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Posted - 2013.07.03 02:12:00 -
[44] - Quote
I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. |
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Posted - 2013.07.03 02:16:00 -
[45] - Quote
DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams.
About to try it out. |
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Posted - 2013.07.03 02:19:00 -
[46] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Oops I thought I saw an 8 when checking it out, its actually 825 EHP.
321 shields 504 Armor |
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Posted - 2013.07.03 02:23:00 -
[47] - Quote
I confuse 0 with 8 so when I saw 504 armor in my head I saw 584, it is actually 825 EHP. |
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Posted - 2013.07.03 03:01:00 -
[48] - Quote
If CCP added the 0% penalty to repairers, linked reactives to repair systems skill, a small reduction to the CPU/PG requirements, and small buffs to the plates or some major nerfs to explosive damage we will be balanced (as long as they don't consider manipulating the penalties an exploit ). We would have the ability to be frontline assaults with no logi dependence and be able to go toe to toe vs other shield frontline suits, or have the choice of being buffer tanks with massive EHP but no repair. |
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Posted - 2013.07.03 03:02:00 -
[49] - Quote
zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced.
Give me a module with a 50% resistance against explosives and I'm in. |
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Posted - 2013.07.03 03:06:00 -
[50] - Quote
DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try.
Or try
2x complex ferro 1x basic reactive 1x complex plate
1x complex energizer 2x complex extenders
800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor |
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Posted - 2013.07.03 03:18:00 -
[51] - Quote
25 HP/s x 1.6 = 40, Gallente proto assault at level 5 gets 40 with a energizer. It might be an impossible build I made it up in my head. |
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Posted - 2013.07.03 03:27:00 -
[52] - Quote
We need to get a confirmation from CCP if the way the stacking penalties are working in our favor is on purpose or a mistake before we make any suggestions on polishing armor. If they are meant to work in our favor this is a small step into the fixing of armor, but there is still a lot to be done, for example we yet have the ability to buffer tank, racial bonuses still need fixing, and the plates are still very penalizing in terms of CPU/PG. Although a Gallente assault can now get the same HP as a Caldari assault without gimping his speed to much, the repairs are still way off balanced and the Caldari has more CPU/PG in reserve than the Gallente. |
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Posted - 2013.07.03 03:48:00 -
[53] - Quote
Oh and for those of you who are worried about the Caldari Logistics using up our precious modules it is almost impossible for them because of how much CPU/PG they cost. |
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Posted - 2013.07.03 03:51:00 -
[54] - Quote
My brother is a Caldari logistics. It is true, the Minmatar... well that's another story won't be long before they become the FOTM now. |
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Posted - 2013.07.03 04:03:00 -
[55] - Quote
zzZaXxx wrote:Assuming the stacking works as Son-of-a-Gun claims and we're not all being epically trolled, here are some configurations for Gallente proto logi with Armor Upgrades 4:
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Enhanced plate 2: 28.3% of 5.0% Complex Armor Repairer
545 hp armor 11.25 hp/sec armor rep 6.8% movement penalty
#4 looks even better
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Complex Armor Repairer Complex Armor Repairer
449 hp armor 17.5 hp/sec armor rep 5.5% movement penalty
#5 is lookin good too
If anyone tries one of these fits let me know!
# 4 provides the highest combination of HP/Repair/low Penalty to CPU/PG costs, until a new one arises this will be my current fit.
#5 Provides the highest repair to moderate HP but it is a bit expensive to use, it requires level 4-5 engineering, and probably 4-5 core upgrades. |
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Posted - 2013.07.03 11:19:00 -
[56] - Quote
[quote=Arkena Wyrnspire]I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now.[/quote
Your in for a surprise.
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Posted - 2013.07.03 11:24:00 -
[57] - Quote
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. |
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Posted - 2013.07.03 11:26:00 -
[58] - Quote
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.
They work best for a Gallente logistic when it comes to repairing. |
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Posted - 2013.07.03 11:31:00 -
[59] - Quote
Arkena Wyrnspire wrote: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.
My repair build is 1 complex ferroscale with 2 enhanced and 2 repairers, try that one it is 7 HP less than yours but a lot faster. |
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Posted - 2013.07.03 11:43:00 -
[60] - Quote
zzZaXxx wrote:For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
What we need is a racial CPU/PG reduction to armor plates on top of a small buff to their HP, and a small buff to the HP/s to reactives and repairers, because even though we can now come close to the HP of shield suits our repairs our very low. When it comes to armor we should either have same or slightly lower HP for equal or almost equal repair, or higher HP but low repair.
And also we are still uncertain if this penalty thing was intentional or not. |
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Posted - 2013.07.03 12:00:00 -
[61] - 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. 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. 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.
Stacking 4 complex armor plates reduces our ability to track and aim properly due to how movement penalties also affect your moving speeds with the right analog stick thus the 3x damage modifiers do us no benefit if we cannot actually shoot you. Also 670 armor HP with no shield mods means that after our shields are down, where the shields are now 150, 1 basic locus grenade will 1 shot us. True you can say we you still have shields so you cant be one shotted but 150 shields will go down in only 3-4 gun shots, with shields it would only take 2 basic (fused) locus grenades to kill us, 2 flaylock shots, and 1 forge gun shot. There is nothing that can kill a shield suit this fast because any explosive like damage that favors the destruction of shields barely or doesn't do damage to their armor and thus cannot kill them as fast or as effectively as we can get killed.
Also the reason he used 2 complex armor modules is because we also need to fit repairers, and the more HP we have the more repair we need thus limiting the slots for a Assault to 2-3, and for a Logistics to 3-4. Unless we can find somebody to follow us all day with a repair tool. The reason why this makes shields better at having more HP is because a low base HP + a low requirement for armor modules means that their overall HP and repair rate is higher and faster than anything an armor tank can hope to accomplish even with a Logistic with a repair tool. |
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Posted - 2013.07.03 12:02:00 -
[62] - Quote
Cross Atu wrote:
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. |
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Posted - 2013.07.03 12:22:00 -
[63] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[quote=Daedric Lothar]
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. The text directly above what you quoted explains this - did you intentionally omit this?
I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do. Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
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
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair. |
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Posted - 2013.07.03 12:25:00 -
[64] - Quote
Cross Atu wrote:BL4CKST4R wrote:Cross Atu wrote:
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. EDIT: Also before our higher HP ever means anything the damage to explosives, and armor killers needs to be toned down because we would technically need 35-50% higher HP than a shield suit to balance how fast it takes to take each of us down. This is true. There are several possible ways to fix the shield vs armor imbalance and honestly I'm not even saying that a heaving leaning toward buffer over reps is an innately better way to fix the armor/shield gap per se. The great part about buffer is that it's a possible fix for the disparity in tanks which also supports the viability of Logi running support/medic fits where as options that create more armor/shield balance by making armor more self-sustaining (as shields are now) tends to reduce the role value of a support/medic Logi. Re: EDIT, yes those numbers need looked at I'm not a big fan of OHK weapons in general. Some things like a damage mod stacked sniper? Sure fine but things like the contact nades seem really dubious to me. Regardless of the OHK thing in general however, if there are more OHK weapons against one type of tank than another that's a problem. 0.02 ISK Cross
I think that the Caldari and Minmatar suits will need something from the Logistic suit, because at the moment and in the future it would seem that the Armor suits need the logistic suits while the Caldari and Minmatar can run free as they wish. Maybe force Caldari and Minmatar unable to use nanohives |
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Posted - 2013.07.03 12:30:00 -
[65] - Quote
Arkena Wyrnspire wrote: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.
Yea but he wants to compare us at extremes... well these are the extremes. And that is exactly why the shield suits are so much better than us. |
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Posted - 2013.07.03 12:35:00 -
[66] - Quote
Daedric Lothar wrote: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
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
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.
I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits.
If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above |
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Posted - 2013.07.03 17:48:00 -
[67] - Quote
Artificer Ghost wrote:I actually tried a Shield Tanker earlier (Every time I make a Caldari, it turns out to be my pure tanker, or it doesn't get far before I decide I want to make room for a Heavy...), and holy crap. I was using a Militia Caldari Medium Dropsuit, with a Complex + Enhanced Shield Extenders on it, a PG Upgrade, Injector, etc. And... I went 12/2 in my first fight. So... I'm keeping that suit.
I am contemplating using the SP i have now and the 3x SP and make a Minmatar Logi suit since I refuse to ever wear a Caldari suit. |
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Posted - 2013.07.03 18:10:00 -
[68] - Quote
Tallen Ellecon wrote:Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds.
At the cost of your death :P |
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Posted - 2013.07.03 18:27:00 -
[69] - Quote
DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty
Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. |
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Posted - 2013.07.03 19:31:00 -
[70] - Quote
Provolonee wrote:I hope it's not a bug, but ferro plates not only have no movement penatly, but also reduce the penalty of regular plates via stacking penalty. Great for true armor tankers with lots of low slots. Try it yourself, put one complex On, then stack ferro plates and watch your speed rise.
But.... With explosives actually working again, I can't count how many of my pro suits have been instantly evaporated.
Reduce explosive dmg, or give me my laser counter back and I think all will be good.
Thats why I run with remote explosives nobody can survive it, sometimes I force flaylockers to commit suicide.
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Posted - 2013.07.04 03:40:00 -
[71] - Quote
Artificer Ghost wrote:I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go.
It only happens when you jump, if it is the same glitch from Chromosome. |
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Posted - 2013.07.04 19:34:00 -
[72] - Quote
Cat Merc wrote:TheGoebel wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. https://twitter.com/lolerk53/status/352058561611837443
That convo took me 5 minutes to read, just cant stop staring at Mintchip, and then there is that fine ass cat in the mix! Meow Mix! |
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Posted - 2013.07.05 03:39:00 -
[73] - Quote
DRDEEZENUTSZ TWOpointo wrote:Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I think the gallente assault should get these bonouses
6% per level cpu and p g reduction for Ferro scale and reactive plate
5% per level damage mode efficiency.
And what about low level assaults? And what about basic medium frame? Don't know but the new plate need a slight buff like complex Ferro need 70 hp and reactive need more repair and less penalty and a slight armor buff.
Before this is done we definately need a reduction in CPU/PG racially, buffing their HP just makes it better for shield suits. |
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Posted - 2013.07.05 04:06:00 -
[74] - Quote
Delenne Arran wrote:Perhaps the reactive plates should give half the repair of a same-level repairer, as well as half the armor and move penalty of a same-level plate, with ~1.25x the CPU of a same level plate, and ~1.25x the PG of a repairer, rounded up to the nearest whole? So a Basic Reactive Plate would go from 15HP to 33, a 1% penalty to a 1.5, keep its current repair bonus, and go from 10/4 CPU/PG to 13/2.
Although perhaps that armor bonus needs to be reduced further so it's still worse than a Ferroscale Plate. Or maybe give Ferroscale the "half as effective" values and give these Ferroscale's current ones... I dunno, this requires additional thought.
CPU cannot exceed 40 and PG for the cannot exceed 10 or they will continue to be impossible to stack.
Ferroscales need around 65% to 75% of the HP of armor modules, and reactive plates need 50% to 75% of the HP of ferroscales, half the repair of a repairer of the same level and a penalty of 1/2/3.
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Posted - 2013.07.05 04:34:00 -
[75] - Quote
Delenne Arran wrote:BL4CKST4R wrote: CPU cannot exceed 40 and PG for the cannot exceed 10 or they will continue to be impossible to stack.
Ferroscales need around 65% to 75% of the HP of armor modules, and reactive plates need 50% to 75% of the HP of ferroscales, half the repair of a repairer of the same level and a penalty of 1/2/3.
CPU staying below 40, I can get behind, although PG being less than or equal to 10, I'm not sure about. That'd give the Complex version a lower PG requirement than either an equivalent level repairer or plate. Now, granted it'd be less effective than either of them so I can see why you'd suggest it, but I'm not entirely sure the cost matches the benefit in those cases. Maybe give them the mean PG +1/1/2 of a same level repairer and plate? That'd be 3/7/13 rather than 4/9/16...
10 puts it at 2 PG under Plate and 1 PG under Repairer. Even then all the values for armor need to be reduced by at least 25%, aside from a HP buff and small penalty reduction, the ability to effectively stack modules will really help the armor suits take their place. Of course like I mentioned before the reduction needs to be racial, not enough to make the modules exclusive to armor suits but enough to were we can actually get an edge when armor stacking. |
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Posted - 2013.07.07 13:05:00 -
[76] - Quote
RINON114 wrote:Put reactive and ferroscale in low slots, could that help?
They are in the low slots? If you mean high slots, thats a bad idea because the more armor we stack the faster we die from explosives and it makes no difference in EHP. Also it would make shield suits the best armor tanks due to their 4-5 high slots. |
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Posted - 2013.07.07 13:16:00 -
[77] - Quote
True Adamance wrote:Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP
We know CCP and they won't balance suits until maybe uprising 1.7 (4 months +) they are much more satisfied with realising useless new things, than reworking all of the suits. Its not just armor thats broken its everything, all the suits, all the roles, all of the bonuses, most of the weapons, and vehicles everything is broken. CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. CCP is extremely lazy when it comes to balance, these issues existed before chromosome but since we had no racial variants what most players did is use the shield variant of suits. These issues also exist in EVE but atleast CCP started fixing them in EVE, 10 years later. I just made a Minmatar assault alt, and its so much gunner playing with a shield suit, I only have 400 EHP but I'm not worried about some blueberry with a flaylock blowing me up.to a thousand pieces. |
BL4CKST4R
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Posted - 2013.07.08 00:21:00 -
[78] - Quote
DildoMcnutz wrote:DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor. Is it just me or when a grenade goes off and gets through your shield it then applies the grenades full damage to your armour rather than what is left over? It certainly feels that way to me at times.
Hmmm... thats a good question.
EDIT: The answer is no, detonated a grenade in my hand with 216 shields and 182 armor, I lived. |
BL4CKST4R
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Posted - 2013.07.08 00:46:00 -
[79] - Quote
TheGoebel wrote:Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard.
CCP says its 120% but they don't know their own game I guess, its more like 70%/135. Take a grenade on a very heavily shielded suit, blow it up in your hands then subtract HP damaged - HP, take that number and divide it by the normal damage of the grenade, and there you have the % multiplier on shields. The same could be done with an armor suit but that requires you carefully dropping your shields and not repairing armor. |
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Posted - 2013.07.08 00:54:00 -
[80] - Quote
About to risk my 150K suit to test it for you :( |
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Posted - 2013.07.08 01:12:00 -
[81] - Quote
TheGoebel wrote:BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Exploding a grenade in my hand is like taking a direct hit from a grenade, so it provides the most accurate damage since at a distance the damage might be lower depending on how CCP calculates explosive damage with radius. Money sent.
LMAO I was JK but thanks :P |
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Posted - 2013.07.09 15:18:00 -
[82] - Quote
RINON114 wrote:If flux start doing damage to armour I will quit.
I wouldn't mind if they did as long as armor wasn't so crappy. |
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Posted - 2013.07.10 02:58:00 -
[83] - Quote
SponkSponkSponk wrote:BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%. Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'. 400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage. This implies that armor takes 131% locus damage. So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
Still not 120% like CCP says.
According to this explosives do 10% less damage to shields, and 10% more damage to armor according to the data shown by us, and the data that CCP claims. Although fixing the damage multipliers to 80/120 would do nothing for us since on a 200 damage flaylock shot it is only saving us 20 HP. I think the best course of action is to make explosives 90/110, or 100/100, hell even 110/90 to compensate for our higher susceptibility to explosive damage. |
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Posted - 2013.07.11 03:37:00 -
[84] - Quote
TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable?
It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them... |
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Posted - 2013.07.11 13:41:00 -
[85] - Quote
TheGoebel wrote:RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage. Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive. Is there something I'm missing?
Yeah I don't like how it works at all, it is very punishing. And if it was on a low slot it would be even worse. |
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Posted - 2013.07.11 18:18:00 -
[86] - Quote
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
Well there's mine, do you guys have any?
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
This one is the dumbest one to me, because SOON Gäó there will be a tool to repair shields. Also CCP can easily release a proper repair tool and nanite injector that heals total HP not just armor, its kinda stupid have it like that because it drives a wedge between who I want to heal and revive. Also no matter what anybody says we definetely need a passive repair because without it we will not reach our true potential since even getting a miniscule repair comes at the cost of 67-115 HP. Also the fact that armor suits have a slower shield repair is even more reason for us to have a passive armor repair.
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Posted - 2013.07.13 13:05:00 -
[87] - Quote
reydient wrote:I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
Most of the low slot modules are pretty situational, or do not add to survivability like raw HP. Also since our main form of HP comes from armor by adding these modules we lose all form of surviability, since after 3 modules their effects become miniscule to negligible. On the case of the Assault GK.0 and the Logistics GK.0 we can stack 1 or 2 more of these modules at the expense of the majority of our HP. A Assault CK.0 and Logistics CK.0 they can stack low slot modules without sacrificing their main tank, thus they can actually get more out of low slot modules than we can, even if we have more slots.
The best usage for a Gallente suit is for sniping, stacking 3 complex damage mods, and a crap ton of armored plates with some triage nanohives it makes us near impossible to kill when redline sniping. But that completely defeats the purpose of being a front line medium suit. |
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Posted - 2013.07.13 13:13:00 -
[88] - Quote
Galvan Nized wrote:BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. Armor does have more hp, unless you bring in Cal Logi who are kind of screwy and deserve a different bonus. More hp per plate is deserved but let's not go crazy. Flux does not affect everyone equally, armor tankers must admit this. Plus these kill now (takes at least a 2nd grenade and the kill zone has a much smaller radius. ) I can agree with the number of explosive weapons and their huge dmg increase vs armor. Really should have been like 120% max. It's really only the MDs and Flaylocks that are the problem. Plasma cannon greatly attacks shields, but it's a killer regardless. Forge gun I thought was a hybrid... doesn't matter though as it kills all in 1 hit. ScR and laser Rifles both do moderately better damage vs shields.
Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repair, and lower speed than a shield suit. Flux do affect everyone equally because a fluxed then flaylocked shield suit will die just as fluxed then flaylocked armor suit. Although it hurts armor suits a lot more since we cannot recover from fluxes as fast.
Explosive damage should be 90/110, or 100/120.
Forge gun should be flipped to 1 shot shield suits and 2 shot armor suits, even out the playing field once the armor killers show up, 5/8 of the new weapons to be released are going to be armor killers, and the 3 shield killers only one will be a heavy shield killing weapon, and the only heavy shield killing weapon. |
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Posted - 2013.07.13 14:19:00 -
[89] - Quote
Godin Thekiller wrote:Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor.......
Idk why they hate armor so much, releasing armor killers with armor being so weak is like making a weapon that locks on and kills scouts in 1 shot. To balance armor our HP needs to fit that ratio without speed penalties. |
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Posted - 2013.07.14 00:30:00 -
[90] - Quote
reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes
See thats the problem though a Gallente is supposed to reign supreme in CQC but due to our game mechanics we can exploit ourselves to be long range, this is the role of the Caldari lol. |
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Posted - 2013.07.15 11:31:00 -
[91] - Quote
Arkena Wyrnspire wrote: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?
The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
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BL4CKST4R
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Posted - 2013.07.15 16:00:00 -
[92] - Quote
Cross Atu wrote:A bit of context, at ~3.645 speed a suit is no longer able to jump over small lips or ledges causing it to become trapped in many areas as well as being quite slow moving across the ground (note: this limit may be reached earlier as well, my testing hasn't been exhaustive, but I can confirm that by 3.645 such limitations are definitely in place).
This is important to keep in mind as it's a major debarkation point for what a fitting can and cannot do on the field and on the Amarr Logi for example it occurs with the use of two complex plates (~20% speed reduction).
Cheers, Cross
My 5 complex module Gallente logi sniper can't jump over anything with max stamina, only way to get up hills is with an LAV. Armor is so penalizing for so little :( |
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Posted - 2013.07.16 11:14:00 -
[93] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:zzZaXxx wrote:
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? Splitting PG and CPU between tank and utility could work. It would have the benefit of giving both armor and shield tanks equal access to the same non-tank mods, but also might lead to a kind of homogeneity that would work against armor and shields having very distinct characters. I don't know. There are so many variables in this one, and it's unlikely to happen since it would require everything to be overhauled. Looking at those numbers I suggested again it's clear that no one would ever use anything other than Basic Plates. Just doubling their fitting numbers doesn't match with the x2 benefits. I think armor plates need to have more to HP to make up for the lack of slots and to counterbalance slow movement and repair, but doubling the HP might be going too far. How about this: Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (15/4.5 Gallente Assault gk.0) Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (21/6.8 Gallente Assault gk.0) Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (27/9 Gallente Assault gk.0) If Gallente Assault were given the fitting bonus for plates and an extra low slot instead of high slot a proto could fit a CPU upgrade, 2 plates, 2 reppers, and 2 damage mods ( or high slot armor mods like Nanobot Accelerator for faster repping!) I think there should be a difference in penalty because that fits with armor's character and allows for a bit lower fitting costs, but only a 1% difference or it quickly gets out of hand. Gallente Assault must be 2/5 for any of this to work though. And 2/4 for Amarr Assault would allow them to focus more (and be more Amarr). And for Amarr Logistics to benefit from this and it's repper bonus it must be 1/5!
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses with the addition of all suits getting passive armor repair. |
BL4CKST4R
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Posted - 2013.07.16 11:52:00 -
[94] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:I done Arkena's 2000th like! \o/
2002 the year most Dusties were born! |
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Posted - 2013.07.16 15:16:00 -
[95] - Quote
Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually. |
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Posted - 2013.07.16 15:54:00 -
[96] - Quote
Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. |
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Posted - 2013.07.16 16:37:00 -
[97] - Quote
zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. |
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Posted - 2013.07.17 10:43:00 -
[98] - Quote
zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process!
These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium not not shield suits |
BL4CKST4R
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Posted - 2013.07.17 11:11:00 -
[99] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus.
We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit.
Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option. |
BL4CKST4R
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Posted - 2013.07.17 12:38:00 -
[100] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit. Speed is not a problem aslong as we have the HP to represent the penalty and the vulnerability we get from applying complex plates. For example if you take a Gallente and a Caldari suit and give them the same modules, the Gallente should have around 30%-40% higher HP than that suit since we are more vulnerable to weapons fire and explosives. The only way to justify for equally stacked Gallente and Caldari suits to have the Same HP is if there were an equal amount of shield and armor killers, and explosives did 100/100 and there was no speed penalty. Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option. Giving Amarr Logi 1 High and 5 Low would work fine with the UI. I think Gallente Logi should be 2 / 6 but that may not work with the UI. Yeah you're right the beefier and slower heavies are, the more they fit their role. Maybe they could get a damage reduction bonus. With the above plates and a hardening bonus heavies would be a lot tougher to take down, which would be good for the game. Taking down a heavy would require teamwork. Actually with those improved plates they might need to have their base speed reduced to not be OP. A bonus to plate fitting, with the new plates and dynamic repairer, would give Gallente Assault roughly equal HP and rep to Caldari, as shown in the example in this thread, while making armor tanking even more distinct from shield tanking. Caldari would have to spend more to fit the same armor, and Gallente (and Amarr?) would have the advantage of getting their peak reps (+60%) in the middle of a firefight as opposed to having to fall back until shields start recharging again--a perfect counterpoint to shields! Once the firefight is over a logi bro can top them up.
Armor tanking needs more HP not equal HP in order for it to be fair against explosives and damage vulnerability due to speed reductions. |
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BL4CKST4R
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Posted - 2013.07.18 16:38:00 -
[101] - Quote
TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut?
Thats bs didnt even do anything for the Gallente except nerf the logistics suit. |
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Posted - 2013.07.18 16:42:00 -
[102] - Quote
TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now.
Just shows how much CCP worships the Caldari. |
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Posted - 2013.07.20 23:24:00 -
[103] - Quote
zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits.
Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. |
BL4CKST4R
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Posted - 2013.07.21 02:44:00 -
[104] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits. Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. Edit: the reason all.armor suits need a 25% bonus to armor modules is because buffing armor plates only slightly increase the gap and would require possibly doubling the HP of armor.modules to ensure armor has higher HP like it is meant, the only other option is to give all armor suits an HP buff of 150-250. When I say before other racial bonuses is that i do not want racial suits losing their bonuses that makes them useful for example the Amarr commandos bonus, which should honestly go to all Amarr suits. Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related. Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option.
By different tank bonuses do you mean like Assault gets efficacy and Scout repair? I see where this is going but keep in mind that let's say a Caldari scout and a Gallente scout come face to face, technically their HP will be the same or the Gallente will be lower since the Gallente didnt get an efficacy bonus, that Gallente scout should have 25% more HP than the Caldari when both equally focused on tank. A different tank bonus should be applied after the 25% bonus, if not then some role suits will be balanced while others will remain UP.
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BL4CKST4R
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Posted - 2013.07.22 10:45:00 -
[105] - Quote
Maybe if we do some butt kissing... |
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Posted - 2013.07.24 19:53:00 -
[106] - Quote
Cross Atu wrote:I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix. Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around. Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc. Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate). I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability. Cheers, Cross
The only problem with this is that the buff needs to be large enough were stacking that extra low with a armor module makes a significant difference but doesnt actually hinder playability. The best way to resolve this is by providing a bonus to armor efficacy not higher than 40%, and a small bonus to base armor not higher than 60, along with passive repair to all suits nothing above 5. So basically it fixes armor.modules for all suits, but st the ssme time extends the usagr of them for srmor duits keeping them ontop as buffers at any level, even eithout stacking modules. |
BL4CKST4R
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Posted - 2013.07.25 10:31:00 -
[107] - Quote
Cross Atu wrote:BL4CKST4R wrote:Cross Atu wrote:I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix. Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around. Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc. Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate). I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability. Cheers, Cross The only problem with this is that the buff needs to be large enough were stacking that extra low with a armor module makes a significant difference but doesnt actually hinder playability. The best way to resolve this is by providing a bonus to armor efficacy not higher than 40%, and a small bonus to base armor not higher than 60, along with passive repair to all suits nothing above 5. So basically it fixes armor.modules for all suits, but st the ssme time extends the usagr of them for srmor duits keeping them ontop as buffers at any level, even eithout stacking modules. I think I like where you're going with this (I'm doing three things so may have overlooked an aspect lol) would you mind elaborating a bit or providing an example case (I'm not worried about use of 'actual' numbers per se, just an example to make sure I'm properly following you, though if you have specific numbers those would be great too ). Cheers, Cross
I wrote a post about it https://forums.dust514.com/default.aspx?g=posts&m=1086580#post1086580, that along with the changes you posted above would be really good for all suits, and even better for armor tanks. Armor tanking suits always nerd to have more HP than their shield counterparts, the fact our HP is the same means that damage to us needs to be the same but it is not, and it should not, but we should have a reason to actually have so much damage incoming. |
BL4CKST4R
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Posted - 2013.08.01 23:57:00 -
[108] - Quote
Bump |
BL4CKST4R
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Posted - 2013.08.02 09:58:00 -
[109] - Quote
Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. |
BL4CKST4R
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Posted - 2013.08.03 01:22:00 -
[110] - Quote
Cross Atu wrote:BL4CKST4R wrote:Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. It might also effect the level of saturation within the meta of explosive damage. If the easy, and most frequent, kills are to be had against armor then a trend towards use of weapons which punish armor would make sense. Why kill one shield tanker when you can take out 3 armor tankers instead? (hence the vital need for diverse tanking methods which maintain parity, because without it the whole context of the game could slowly become distorted).
It might even go as far as to where new players are told specifically not to level up Gallente and Amarr suits by other, experienced, players leading to a greater division between armor and shield tanking by player count alone. And then of course comes the part where the player base becomes comfortable with the majority being shield tankers that when armor tanking becomes useful players will cry OP and thus we will be nerfed So the sooner the fixes come the better.
EDIT: I feel I am threading close to the tinfoil debacle. |
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BL4CKST4R
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Posted - 2013.08.03 23:02:00 -
[111] - Quote
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? |
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Posted - 2013.08.05 12:40:00 -
[112] - Quote
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. |
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Posted - 2013.08.05 13:14:00 -
[113] - Quote
Arkena Wyrnspire wrote: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.
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. |
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Posted - 2013.08.05 13:24:00 -
[114] - Quote
Arkena Wyrnspire wrote: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.
Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields.
Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking. |
BL4CKST4R
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Posted - 2013.08.07 12:30:00 -
[115] - Quote
Beren Hurin wrote:Alright, another module idea then...
IF a problem with armor tanking is its ability to be annihilated by explosives so as to completely nullify their teamwork aspect.
What if: you added a highslot Damage Control module.
It could increase the clone survivability rate after being killed. Basically it would increase that extra HP that is hit after all armor is depleted. Or it could give clones a few extra seconds after dieing.
I am understanding and agreeing more though, that WHILE the key to armor tanking is teamwork, explosives are in very direct oposition to that teamwork. I am still undetermined whether the problem is that people haven't learned to adapt out of the solo focus yet or if mechanics make it that much more difficult.
For example, remote repair tools have the ability to repair outside of anything's splash range. So if an armor tanking team were to attack an objective, they could all fight withing eachother's optimals while exposing each other only to isolated explosives damage.
Also, being able to identify and stay up to date on targets easier, would let your team know, "Hey this area is covered by explosves we can't go there until we can suprise them" would help. They have talked as if this is a direction they may take EWAR, where you can scan an area and see the suit/weapons of the chevrons.
Throwing more modules to fix armor is not the best idea, that just makes good armor tanking an SP sink. |
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Posted - 2013.08.10 16:31:00 -
[116] - 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 new players get destroyed because this game focuses on strafe shooting while most modern FPS have done away with this mechanic, strafe shooters are actually pretty old school by now. I personally think this game should nerf strafing so its more inline with todays FPS games and its easier for new players to get into it, time after time do i see new players stand there shooting at me while I am going matrix on them. Also I think dropsuits slot layout should be homogenized to allow for more customization at lower levels, the only difference between suits in the same class and race would be CPU/PG, this would increase the life of newbies and keep proto suits exactly the same. |
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Posted - 2013.08.11 22:46:00 -
[117] - Quote
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. |
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Posted - 2013.08.12 01:09:00 -
[118] - Quote
100 likes for Goebel! |
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Posted - 2013.08.14 19:58:00 -
[119] - Quote
Arkena Wyrnspire wrote: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.
People already started crying OP and they want to nerf my Logi suit :( |
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Posted - 2013.08.14 21:33:00 -
[120] - Quote
Cross Atu 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? Most people equate "balance" with "comfort" if ti's not comfortable for them then they get upset when it's effective against them (or sometimes even effective on their same side, if that makes them feel overshadowed) and cry nerf. Consider the number of threads that justify a nerf/buff primarily on the shoulders of comparing it to something else and saying "look it should be better/worse than X, and it isn't". How often do you hear "it should be equal to, but different than X, and it isn't" whether in rhetoric or in suggestions. This is a larger portion of the reason why many threads degenerate into AR vs other weapons or Assault Suit vs other suits. Because many people are comfortable playing an AR using Assault so it's a common advocacy, and a common target. Same with AV vs Vehicles, the players of each advocate that their end is fine or UP and needs help while the other is over the top, again because it is what's comfortable for their game play. Back during closed beta I was convinced that the MD was OP, then someone challenged me in thread to go and use the MD for awhile and report the results. I accepted that challenge and discovered that the MD was not in fact OP at all, just radically different which caused my misconceptions about it. The LR (viziam bug aside) was similar last build, I know of many who were sure the whole line was broken can couldn't be beaten, but my free dragonfly fit could take out even viziam users 8/10 times (much like my free logi fit can do to MD users right now), however those players, mostly Heavies and Cal Assaults (shield tanked) struggled and so declared the weapon OP, now look at the state of it. Player opinions are still worth hearing and I'm glad CCP does it but for the most part valuable feedback requires a whole lot more than reporting what happens to you/your preferred play style when it encounters something that forces you outside your comfort zone. A fact which many players are rather emotionally opposed to accepting or acknowledging. 0.02 ISK Cross
Most people say the MD and the AR are OP. I have used the MD and it takes a while to master but it is very rewarding, the gun is not at all OP except the 70/130 and that damage isn't reduced at the edge of the blast radius. And the AR is only OP because the other automatic rifles aren't released. So really most of the OP threads are misinterpretation, or manipulating numbers, for example saying the AR is the best gun because it has high DPS... |
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Posted - 2013.08.15 03:59:00 -
[121] - Quote
TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen.
They are going to be okay but not as a module to depend on, CCP Wolfman confirmed the fitting restrictions were not changed. |
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Posted - 2013.08.15 11:39:00 -
[122] - Quote
I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults. |
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Posted - 2013.08.22 00:52:00 -
[123] - Quote
Bojo The Mighty wrote:Alena Ventrallis wrote:I'm glad that armor is getting a buff. I still think that every suit should have an innate armor rep, lowest for Caldari at 1, highest for Gallente at 4. And destroy the economy that is held up by repair modules, units, and equipment? For shame
Passive repair for dropsuits would have no effect on these items, its not like they are commonly used to begin with. |
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Posted - 2013.08.22 10:13:00 -
[124] - Quote
Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken.
Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. |
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Posted - 2013.08.22 15:07:00 -
[125] - Quote
Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts?
The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. |
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Posted - 2013.08.22 22:30:00 -
[126] - Quote
D legendary hero wrote:BL4CKST4R according to your numbers here and the fact that a militia AR does 467 dps with no mods, without proficiency and without head-shots. 110% to shield and 95% efficacy to armor. because with the bonus 1.1x every shot is actually worth 37.4 hp, we can deduce the following regarding these suits tank ability:
*note: this assumes that you are standing still and that the assailant is not missing any shots. milita Ar has 48 rounds in the clip.
CPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 945 | ISK: 91,800 | AUR: 0
553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
392/[37.4*.95] = 11.03 (round up) shots to deplete armor 392/[467 *.95] = 0.88 seconds to deplete armor
Total shots required to kill = 24 rounds. Total time to kill = 1.95 or approximately 2 seconds.
this opponent needs 24 rounds and 2 seconds of direct fire not missing a shot to take out this suit. with good timing and movement variations, including but not limited to using cover this suits survivability is extremely high.
CPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 993 | ISK: 83,355 | AUR: 0
368/[37.4*1.1] = 8.94 (round up) shots to remove 368/[467*1.1] = .716 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots required to kill = 27 rounds. Total time to kill = 2.11 or approximately 2 seconds.
the difference between this one and prior is that it requires 3 more shots to kill under the aforementioed conditions. but this is negligible don't count on those 3 shots making that big a difference.
CPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 703 | ISK: 80,385 | AUR: 0
]553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
150/[37.4*.95] = 4.22 (round up) shots to deplete armor 150/[467 *.95] = .338 seconds to deplete armor
Total shots required to kill = 17 rounds. Total time to kill = 1.4
CPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 775 | ISK: 70,530 | AUR: 0
150/[37.4*1.1] = 3.64 (round up) shots to remove 150/[467*1.1] = .291 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots to kill = 21 total time to kill = 1.7
as you can see your movement speed is proportionally decreased by the slight increase in durability you get. compared to shield tanking, you lose .36 meters per second in movement speed, to gain the ability to tank 3 more shots, or consequently survive. 2seconds longer on average.
of course these numbers only represent your ability to survive direct fire from a single milita AR without damage mods, headshots, or proficiency on the bonus 10% buff given all weapons after the first week of uprising was factored in.
these results would compare diferenctly if i were to use a HMG or scrambelr as a constant. however, as AR fire is the most common arms fire you will encounter this is a good measure of your suits durability.
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
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BL4CKST4R
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Posted - 2013.08.22 23:37:00 -
[127] - Quote
D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
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Posted - 2013.08.23 01:12:00 -
[128] - Quote
D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s
Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max. |
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Posted - 2013.08.24 11:17:00 -
[129] - Quote
Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives.
Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. |
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Posted - 2013.08.24 14:20:00 -
[130] - Quote
D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit..
The logic... it burns my neurons |
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Posted - 2013.08.24 14:57:00 -
[131] - Quote
TheGoebel wrote:
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare. |
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Posted - 2013.08.25 02:59:00 -
[132] - Quote
joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles.
What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during. |
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Posted - 2013.08.25 16:55:00 -
[133] - Quote
D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots)
Just remove a low from the Caldari suit. |
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Posted - 2013.08.25 23:17:00 -
[134] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit. tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4.
Agreed although 4/3 for the Minmatar seems more logical. But then again I like their 5/2. |
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