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Cat Merc
Oculus Felis
1234
|
Posted - 2013.06.28 19:17:00 -
[1] - Quote
bump |
Cat Merc
Oculus Felis
1319
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Posted - 2013.06.30 16:02:00 -
[2] - Quote
meow |
Cat Merc
Oculus Felis
1344
|
Posted - 2013.06.30 22:45:00 -
[3] - Quote
Arkena Wyrnspire wrote:Eskel Bondfree wrote:That's some exhaustive work on the matter OP, thanks for that. I completely agree that armor tanking needs to be brought in line with shield tanking. Still I'd like to add some points I think you missed in your write up and that tilt the balance a bit in favor of armor:
- precision enhancers are actually high slot modules, not low slot
Good catch, I'll edit this in.
- damage modules use less PG and more CPU than shield extenders, so they can be fitted much easier by an armor tank and are much harder to fit on shield tanks when it comes to CPU/PG usage.
The CPU usage is significantly higher and the PG usage marginally lower, so overall they're more difficult to fit.
- CCP acknowledged that shield recharge timers currently don't work as intended. It seems they should be reset to 0 every time a bullet hits you.
Indeed. This is a good thing.
- there are triage nano hives that can regenerate armor. The advanced one (affordable by any one) is healing 20 HP/s, while the prototype one heals 70 HP/s.
I find triage nanohives rather meh.On one hand, they can heal a fair bit, but on the other, they're severely limited by ammo constraints, are stationary, destructible, and require quite significant investment to unlock and fit. They also seem to run out very very quickly.
- repair tools are actually much more effective than shield regeneration: the triage tool heals 41 HP/s (again affordable by everyone fitting and isk wise), and the prototype focused rep tool heals an insane 105 HP/s.
Assuming some investment, as opposed to having powerful regeneration at base. They also require another player, though this encourages teamwork and is a good thing.When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. That really is an edge case. Remember that if you're using triage nanohives it locks you to a certain location, and they run out very quickly. While those numbers look good on paper, a proper assault would either kill the logistics player or force them off the triage nanohive at the very least. Additionally, weapon dps can exceed those repairs, especially if two people are firing.Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Yes, they are quite important. I haven't touched on them much because they're one of the few things which will apparently get fixed. As a side note, only one part of my shield regen number set (the assault) accounts for that bonus.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. This assumes that you hit your opponent every time, which is never the case. Additionally, shoving on a shield extender in place of the damage module is more beneficial - I don't have the numbers off the top of my head, but someone calculated that a complex shield extender does more for you than a complex damage module even if both people are hitting 100% of their shots. Answers in bold inside the quote. I would add that being slower makes you easier to hit, and since the opponent is faster, those damage mods really don't help if you can't hit the bastard. |
Cat Merc
Oculus Felis
1344
|
Posted - 2013.06.30 22:46:00 -
[4] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section. Speaking as someone who's run the Amarr suits you'll see a lot of shield tanking with them due to their low base speed and somewhat more limited PG both of which make plates harder to fit. Also the Assault role bonus to shields will trend some additional tanking that way for the Assault suit. The Logi has a racial skill to armor reps but even with that skill the Gal Logi can get a better active tank for armor (albeit at a higher ISK cost in mods fit). (Note: I run Logi so my knowledge of the Amarr Assault is primarily theory crafting and prior build context). Cheers, Cross More limited PG? Dude, I wish my Gallente suit had the same CPU/PG you had. You beat us on both CPU and PG, in addition for having one less slot meaning that you don't need as much. |
Cat Merc
Oculus Felis
1358
|
Posted - 2013.07.01 15:54:00 -
[5] - Quote
Cross Atu wrote:Responses in bold within quote. 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. Let's take a look at your edge case in a few combat situations.
- Hostile player throws a flux - 70 HP/s is removed as the hive is destroyed
- Hostile player throws a AP nade - 70 to 175 HP/s is removed as hive and possibly Logi are destroyed. Heavy takes up to 400 HP damage assuming militia nade
- Hostile player uses splash damage weapon; Flaylock, Forge Gun et al - Results comparable to AP nade.
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range, since the Heavy is tied to the spot by the nanohive he must either lose those reps or hold position in fire
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range with Logi primary - Heavy remains rooted to the hive for reps, Logi must stay within 10m of Heavy. Heavy loses 105 HP/s when Logi dies.
- Hostile player uses LAV or DS to crush the Heavy + Logi pair - Pair is more vulnerable to this tactic as they are bound in place by the hive [Note: situational, location may preclude this threat]
- More than one Hostile present, incoming dps outstrips repaired HP/s - I don't have the numbers in front of me but if memory serves two GEKs will do this without the use of headshots, damage mods or skill buffs.
Mobility is a big deal. Staying within a nanohive is on viable in very select circumstances and as shown above there are a lot of direct counters for it. The other aspect to keep in mind is that 105 HP/s of that rep requires proto level support from a second player and as such is taking a gun out of the fight or is not occurring during battle. Meaning that either the "more room for damage mods" bonus or the "can rep during a fight" bonus of armor tanking is effectively negated. Using your numbers from below the Heavy needs 20% less time to take down his opponent but the Heavy + Logi pair needs 80% more time as the Heavy is providing dps for both of them (numbers approximate as weapons are not identical). So now in addition to moving slower and being tied to a location by the hive this pair is also facing a dps shortfall and a range limitation. The edge case sounds good on paper but doesn't hold up very well in practice. 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). Agreed there need to be more/better racial skills for supporting armor tanking. The basic scaling and stats of the armor vs shield mods themselves is still weak however so even with equally powerful tanking skills the gap between shields and armor would widen.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. There's also rotation speed and jumping to consider. In a scout suit jumping for cover and flanking are both vital tactics which aren't terribly viable with an armor tank. When fighting a heavy or a deeply armor tanked logi rotation speed becomes relevant because if you can simply stay ahead of their aim you'll never take a shot, this is something I've done to more than one Merc in all builds I've played from closed beta to present.
Even that aside 20% damage bonus isn't equal to 20% reduction in life. Fictional example numbers:
- 100 dps vs 1000 HP = 10 sec to kill
- 120 dps vs 1000 HP = 9 sec to kill
- 100 dps vs 800 HP = 8 sec to kill
All which assumes that every shot hits, something less likely due to movement and further than no stacking penalty applies to damage mods which is not actually the case. Damage mods are useful no question there, but lets not overstate the case. My 0.02 ISK Cross
Cross Atu wrote:
More than one Hostile present, incoming dps outstrips repaired HP/s - I don't have the numbers in front of me but if memory serves two GEKs will do this without the use of headshots, damage mods or skill buffs. [/list]
One standard AR without any damage mods or skills still beats his edge case. No need for two GEK's. |
Cat Merc
Oculus Felis
1433
|
Posted - 2013.07.02 12:48:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=90936&find=unread
Classic CCP |
Cat Merc
Oculus Felis
1434
|
Posted - 2013.07.02 13:03:00 -
[7] - Quote
TheGoebel wrote:As far as I can tell, the new modules work with the armor plating skills but not the armor repair skill. The reactive plates seem unaffected as they give me a straight 1 hp rate, not 1.15. *Clap* *Clap* *Clap* CCP |
Cat Merc
Oculus Felis
1437
|
Posted - 2013.07.02 13:19:00 -
[8] - Quote
How awesome! Shield energizers only affect base shields, in addition to their amazing stats! |
Cat Merc
Oculus Felis
1562
|
Posted - 2013.07.02 22:39:00 -
[9] - Quote
TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? The verdict is CCP has no clue on how to balance anything. They're throwing **** at the wall and seeing what sticks. |
Cat Merc
Oculus Felis
1562
|
Posted - 2013.07.02 22:49:00 -
[10] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues. it seems like those were desinged for shield tankers...lol You know what. That might just be the case. |
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Cat Merc
Oculus Felis
1569
|
Posted - 2013.07.03 01:11:00 -
[11] - Quote
Colonel Killar wrote:Armor needs more HP for 3 reasons
It repairs slowly even with a basic repper innate reppers rep slowly Armor is way slower than shields 2x armor for all plates. Mwuhahahaha |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 01:45:00 -
[12] - Quote
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. |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 02:07:00 -
[13] - Quote
BL4CKST4R wrote: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. equal HP and equal repair, or higher HP and lower repair* |
Cat Merc
Oculus Felis
1580
|
Posted - 2013.07.03 02:11:00 -
[14] - Quote
I use: Basic plate Enhanced plate Complex plate Armor repairer Armor repairer
Or if it's the assault, same thing only without the complex plate.
Gives me way better result than any of your configurations guys. Though I might switch my basic plate with a complex ferroscale if I had the CPU/PG. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:18:00 -
[15] - 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. What. This gives me 522 HP, and I have all armor skills maxed out. I think you f'd up somewhere. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:37:00 -
[16] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking. Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face. If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. Through extensive testing with Arkena, it was more around 135%~ to armor. It varied, sometimes going up to 140%.
Anyway scrambler rifle does 120/80, still less than 135~/70 that ALL explosives do. And that splash radius really is overkill when you consider that armor is the slowest. So 1+1, anti armor weaponry is far more effective against armor than anti shield weaponry is against shields. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:38:00 -
[17] - Quote
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. |
Cat Merc
Oculus Felis
1606
|
Posted - 2013.07.03 14:25:00 -
[18] - Quote
Daedric Lothar wrote:Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross I look at it like a progression. Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor)Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression). If you want profile mods, be a sniper. Every mod has its place. The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed. |
Cat Merc
Oculus Felis
1609
|
Posted - 2013.07.03 15:31:00 -
[19] - Quote
It's not just contact grenades. Core locus grenades destroy my 768 armor HP suit + 150 shields in a single shot, tested with Arkena. And that's when I'm using all of my slots for complex armor plates, which you can't really do because that's a terrible fit. |
Cat Merc
Oculus Felis
1627
|
Posted - 2013.07.03 19:03:00 -
[20] - Quote
Daedric Lothar wrote:BL4CKST4R wrote: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. Its magic. http://www.youtube.com/watch?v=RSf9aEETnvE |
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Cat Merc
Oculus Felis
1651
|
Posted - 2013.07.04 02:50:00 -
[21] - Quote
Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> |
Cat Merc
Oculus Felis
1689
|
Posted - 2013.07.04 16:54:00 -
[22] - Quote
Velvet Overkill wrote:Cat Merc wrote:Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> Where is the proof? Tests, tests, and more tests. We know for 100% that before 1.2 strafing speed was slower than forward and backwards. I timed going from one place to another going forward, going backwards and strafing. All did it in the exact same time.
Next, third person walking. Before 1.2 moving backwards or sideways made you walk at a snails speed. Now it's all the same.
Lastly, it isn't the first he was wrong. He didn't even know the mass driver was buffed >_> |
Cat Merc
Oculus Felis
1700
|
Posted - 2013.07.04 19:05:00 -
[23] - Quote
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? |
Cat Merc
Oculus Felis
1700
|
Posted - 2013.07.04 19:06:00 -
[24] - Quote
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... |
Cat Merc
Oculus Felis
1706
|
Posted - 2013.07.04 19:19:00 -
[25] - Quote
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 |
Cat Merc
Oculus Felis
1809
|
Posted - 2013.07.05 22:05:00 -
[26] - Quote
Arkena Wyrnspire wrote:1LTNORFLEET wrote:drop suit imbalance ive been here since may of 2012 and a lot of the imbalances are with armor tanked suits there are just simply favoring all ,armor suit leaving the shield tanks suit completely defencless im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill two basic gernades will blow up a tank even though the only do 1200 shield damage some how you can destroy armor I think armor tamnkers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields look at eve we have shield reps there why cant we have them on dust Where to start? I hope this is a troll post, because "favouring all armour suits leaving the shield tanks suit completely defenceless" seems incredibly stupid. I suggest reading the thread if you're not trolling, as it answers all of your points. I think my brain lost half it's brain cells reading that. |
Cat Merc
Oculus Felis
1832
|
Posted - 2013.07.06 22:24:00 -
[27] - Quote
Glorious cat bump! Silly humans, thinking your bump is as good as mine. |
Cat Merc
Oculus Felis
1833
|
Posted - 2013.07.07 02:58:00 -
[28] - Quote
SnakeSix wrote:Been reading on other threads. Will doubling the current armor bonuses balance things out? bonuses? |
Cat Merc
Oculus Felis
1851
|
Posted - 2013.07.07 14:24:00 -
[29] - Quote
Cat, I'm a kitty cat, and I dance dance dance and I dance dance dance. |
Cat Merc
Oculus Felis
1888
|
Posted - 2013.07.08 00:22:00 -
[30] - Quote
BL4CKST4R wrote: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. No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. |
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Cat Merc
Oculus Felis
1930
|
Posted - 2013.07.08 00:33:00 -
[31] - Quote
DildoMcnutz wrote:
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time.
461.5 damage against shields. Not nearly the same as armor. Armor gets more than double the hit. |
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:40:00 -
[32] - Quote
SnakeSix wrote:Shields aren't as OP as most think.. I run with flux grenades ever game now, takes out Cal Logis like nothing. Flux grenades drops their shields. Locus grenades outright kills us.
Would only be fair if Flux outright killed them too.
And even if you forget about grenades overall, shields beat the crap out of armor in every way. |
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:41:00 -
[33] - Quote
DildoMcnutz wrote:Cat Merc wrote:DildoMcnutz wrote:
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time.
461.5 damage against shields. Not nearly the same as armor. Armor gets more than double the hit. I haven't done any in game testing so i guess i cant comment but ive seen that grenade blow up the ass of many a merc who had more shield than that upon explosion, im assuming there is less damage the further out in the blast radius? They could have been already damaged. |
Cat Merc
BetaMax. CRONOS.
3229
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Posted - 2013.07.15 09:48:00 -
[34] - 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? meow Who has mentioned my name? meow |
Cat Merc
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3239
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Posted - 2013.07.15 21:24:00 -
[35] - Quote
I think an obese man can jump higher than a Gallente with plates. |
Cat Merc
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Posted - 2013.07.16 11:42:00 -
[36] - Quote
I done Arkena's 2000th like! \o/ |
Cat Merc
BetaMax. CRONOS.
3262
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Posted - 2013.07.16 20:37:00 -
[37] - Quote
XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go?
That's why armor modules need less both CPU AND PG than shield extenders. |
Cat Merc
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Posted - 2013.07.17 01:03:00 -
[38] - Quote
SponkSponkSponk wrote:Kekklian Noobatronic wrote:Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually.. *cough*fitting modules*cough* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module. |
Cat Merc
BetaMax. CRONOS.
3393
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Posted - 2013.07.20 21:31:00 -
[39] - Quote
Bump of justice |
Cat Merc
BetaMax. CRONOS.
3439
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Posted - 2013.07.22 09:34:00 -
[40] - Quote
Kekklian Noobatronic wrote:From a dev perspective, I'd probably hate to be roped in to a thread this long.. From they said, they are watching, they just don't want to interfere. Thing is, after 30 pages it's just a repeat of what is being said on the first pages, might as well comment already |
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Cat Merc
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3651
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Posted - 2013.07.31 13:24:00 -
[41] - Quote
meow |
Cat Merc
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3743
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Posted - 2013.08.02 17:09:00 -
[42] - Quote
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. The tutorial should tell them: "Oh, you're Gallente? Go Caldari or be ready to be punished!". |
Cat Merc
Ahrendee Mercenaries EoN.
4063
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Posted - 2013.11.06 19:41:00 -
[43] - Quote
The stalin of the great armor revolution has returned. Lenin, GTFO
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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