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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.06.18 05:58:00 -
[1] - Quote
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 |
Cross Atu
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Posted - 2013.06.19 00:16:00 -
[2] - Quote
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. To be honest I don't think that's an actual possibility, no one is required to use the new plates, the old/current armor rep options still provide for these same options via low slots so all moving it to the high power slot does is create options for differing fittings.
Quote: 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.
I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding).
All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations.
Quote: 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.
I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits.
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 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
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Posted - 2013.06.19 01:32:00 -
[3] - Quote
Master Jaraiya wrote:While these are good arguments, I still don't feel like moving any armor modules to high slots is the proper route. Look at the Sentinel Suit. It only has 1 High Slot. Having these Reactive plates in high slots would not be beneficial at all. I would much rather be able to run a shield recharger, extender, or damage mod here and still be able to run the Reactive plates. Then again maybe the Sentinel should be reworked entirely because of this. I'm sure other suits are extremely limited in their high slots, and would benefit more from having all armor as low slot modules. Then again maybe I'm wrong. I do feel that the shield regulators should definitely be moved to high slots, along with several other utility type modules if my idea for the addition of a Medium slot is unfeasible.
I have not done extensive testing with the Heavy but based on what I have done and on the feedback of Heavies I play with I'm of the opinion that the Sentinel needs a bit of polish the entire question of the reactive plates aside. So while I feel for some Heavy builds it would still be useful (FG in over watch for example), I do see how in most cases it wouldn't have broader utility for the Sentinel suit without a rework.
Presuming your suggestion (seen via link) were adopted then having all shield and all armor mods segregated would make sense, most specifically due to the Upgrade mods no longer being in a zero sum relationship with armor tanking mods (part of the impetus for my suggestion, which is also meant to include having a PG mod in a high slot, again assuming current config).
There are some other suits with limited high slots and placing a reactive would be a limitation on stacking damage mods in such configurations if one were to run the reactive plates however that's assuming builds that are gank fit. And while those builds are viable they are not the only viable method as I know both Assaults and Logis who run full tank fits at present (generally stacked towards shields due to the advantage there). I know almost no scouts who run armor tank due to speed but they wouldn't be looking much at the reactive plates anyway for the very same reason, which leaves the heavy.
I also think that there need to be racial skills which support armor tanking (last word from CCP was that this is something they like but currently have some tech barriers due to how their item/skill tagging system works so 'SOONtm'). Ideally two of the four racial Heavies would have some option for skill buffs towards armor tanking while the other two got shield buffs (they're heavies they should have defense skills, no?) leaving the other half of their race/role skill pallet to provide buffs to their offensive role (thus also providing some differentiation from the other suits in the nature of buffs).
There's a whole lot that could/would go into this but I've been trying to keep my comments confined to the mods themselves, which I suppose may have painted an incomplete picture. In either case thank you for conducting a resonable conversation on the issue and I look forward to more in the future.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
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Posted - 2013.06.19 01:42:00 -
[4] - Quote
TheGoebel wrote: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? At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. I'd be very interested in this guys fits. I've seen some fairly durable Gal Logi fits (they can get a higher rep rate than the Amarr even tho the Amarr has a skill buff to reps, for example) but I haven't seen one perform the way that was described either on paper or in a match. That being said my first thought, especially since many of the DJINN are close beta vets, is that player skill factored into the events as witnessed and it may not be a question of fit balance at all.
If one were to say, have above average gun game, run Flux, know optimal weapon ranges to exploit and run a max armor tanked Gal Logi with gank fit then yes a Merc could indeed to a great deal of damage that way. Especially if running double hives, one repping one ammo to keep the flux and the HP flowing. But that's an entire fit which extends it a bit beyond the direct Armor/Shield comparison, relies on player skill (on average the DJINN tend to be pretty good) and even those aspects aside it still doesn't address relative slot consumption and mod cost (in fittings, SP and ISK).
One final note, while addressing skill balance is relevant for balance the racial/role skills are not a good method for considering native mod balance. For example a nerf to shield extenders because of the power of the Cal Logi racial buff would be bad balance. Likewise basing the value of armor tanking in contrast to shield tanking on the Logi role rep buff from skills isn't good balance practice either. Skills should enhance things without breaking them, but mods need to be balanced before skills are applied since no all races/role have the same skills.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
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Posted - 2013.06.19 15:32:00 -
[5] - Quote
Arkena Wyrnspire wrote: I think that if you start relying on reactives being in the high slots to balance the tank, there's something going slightly wrong - while shield regulators are found in the lows, they're not a massive thing that completely changes the balance. In addition, if there are movement penalty plates in both slots, you could be looking at huge speed penalties. It's also had to balance, because if they're useful in the highslots you'd be able to achieve very very strong tanks by using a combination of highslots and lowslots just for your tank. While it reduces your other options, the tank strength would be a little beyond what I would see as reasonable. It would start exceeding heavy tanks as well (though you'd have similar speeds) because heavies have fewer slots.
I don't think having one of the armor mods being placed on a high slot equates to relying on that change to balance tank. I've said more than once (I believe in this thread?) that this would only aid the situation not solve it and that it is presented as part of a solution not the whole thing.
Ractives and Regulators are fairly analogous in their place within each tanking line. Reactives, especially at their listed fittings cost, do not completely change balance they effectively allow you to fight slightly less function, for slightly higher CPU/PG into 1 slot than you could into 2. As long as they remain on the same slot (low/high/or med as some have suggested) they're likley to remain in direct contention with the combo of standard plate plus rep. Either reacctives will be better, or plate + rep will be better and the other won't get used outside of highly rarefied circumstance. Since CCP has stated the new mods are supposed to help balance the armor/shield gap the current iteration for reactives simply falls short of the mark and I have trouble seeing any way around that aside from moving the slots, I'd be interested in any other ideas on how to break the zero sum deadlock that currently exists.
I don't think the tank with reactive in the highs would be at all out of line with game balance because it does not exceed what is already possible in game currently (even ignoring the racial skill buffs). Reactives grant less HP than Extenders and only 2 HP/s in reps. This means that their not going to provide tank which even equals the use of Extenders on a slot by slot basis. Then we can look at the reps, yes that 2 HP/s is useful but we already have suits in game that can exceed 20 HP/s in reps and Reactives in the Highs wouldn't push any suit over that mark except perhaps the current two that are best at it, so lets look at them Amarr Logi currently underpowered and needs a buff to stand on equal ground with the Logi line, if it's skill buff applied to reactives this could help make it more viable but there's no guarantee that it will and "viable" in this case is equal to "closer to the Gal Logi". Gal Logi Reactives in the highs could indeed provide the Gal Logi with a better set of tanking options, at the cost of even more speed reduction and the use of damage mods. Again I don't see this one as imbalanced, the Gal Logi doesn't have many high slots and can already dedicate all those slots to tanking via shields, what about exchanging 21 HP worth of buffer for 2 HP/s of reps would make it OP? Keeping in mind that the Reactive Plates have a higher overall fittings cost.
There are already plenty of Mercs that use highs and lows completely for tank. It may not be the most common method but it's been present since Closed Beta and full tank hasn't been identifie/brought up as OP'ed during those proceeding builds and I don't see how it is OP under Uprising even with the new mods in. To reiterate even without the change of Reactives to a High full tank is something that will remain in game just with a more hybrid style so I don't see how this change shifts fundamental game balance, could you elaborate?
Arkena Wyrnspire wrote: I agree, they're unlikely to be used as the sole source of tank in a high slot, and therein lies the issue. To balance that out, the effectiveness would need to be such that using reactives or plate/rep combos as the sole source of tank would be ineffective, or setups with both would be overpowered.
Honestly the current numbers work for this, they're already underpowered as it stands and moving them to a High would grant them a place of their own with some enhanced utility as opposed to being what they are now, a way to free up one slot at the cost of more CPU/PG and reduced effectiveness (as compared to standard plate + rep combo). Besides which every mod in the armor line currently holds to this standard, none of them stacked alone are a very effective/viable tank. Pure rep setups can be Alpha OHK with ease and heavy buffer setups are not only painfully slow but also totally dependent on outside sources for any form of rep, on top of which the best HP plates don't provide the best HP to cost ratio currently so their further hampered there. In both cases the mods are generally ineffective when used as the sole source of tank and reactives as well as ferro don't seem to brake that trend (with current numbers).
[continued below] |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
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Posted - 2013.06.19 15:33:00 -
[6] - Quote
Arkena Wyrnspire wrote: 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 haven't broken down all the fittings case by case but I don't see how the ability to use 1 Reactive in place of 1 Extender is going to result in staggeringly higher eHP. It requires CPU/PG, gives less buffer and while the on board reps most certainly is an asset its still slower than the shield regen native to the suit. This change would let pure armor tankers have more options before/without investing in shield skills all the way to level 5 so that's an advantage but it isn't one which changes the base state of the game, and then there's the extra 4% speed penalty per plate, which is another hindrance the current hybrid tanks don't face.
Heavies - I will be blunt, this is the weakest part of my suggestion. The change does not help most heavy fits and its utility is slanted more towards FG Heavies rather than HMG Heavies. Depending on how you split that hair the proposed change may even be on balance less useful for Heavies than leaving reactives as is. But I agree with you that Heavies are going to need some love regardless of the armor tanking line so I'm mostly looking to that rebalanced for a solution to their current shortfalls. I must admit I also may be biased in that most of the Havies I run with have gone more and more exclusively Forge Gun under Uprising so I have a better understanding of what that build type needs within the current game sate.
Point of clarity Just so there's no question, while I am supporting my proposal with my comments I am not asking the above questions rhetorically. I like to debate ideas so they are challenged and tested and having read several of your posts I know you're capable of it so please let's continue this and do feel free to poke holes in my ideas where and when you see them. There is zero animosity for me in this, I care about game balance not about "being right" and I welcome the review/debate of whatever I put forward.
Thanks for the response,
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.06.19 15:45:00 -
[7] - Quote
BL4CKST4R wrote: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. As I see them the Pros and Cons are
Cons
- More susceptible to explosive damage
- Slower
- Higher average fittings cost
Pros
- Flexibility in slot allocation
- Greater possibility to use fittings Upgrade mods (due to #1)
- Lower early game SP 'buy in' threshold (only requires Armor skills not Armor + Shield)
It's not a fix on it's own and wasn't meant to be. It does help however by providing more options. When you're saying it forces armor tanks to be more armor dependent I'm not sure where that's coming from, or for that matter how it helps shield tanks more, could you elaborate on both? As I see it the value of the Reactive moved to a High is situational on a fit by fit basis. As such it provides a piece of the flexibility needed but only a piece. The internal balance of armor mods still needs to be looked at, the average cost of shield and armor fittings needs to be addressed, the racial skills need to be specific with two of each per med frame type (IMO) etc. And even at that threshold I'd honestly give a serious eye to altering the numbers on both reactives and ferro, but that's a lot of changes at once and pretty sweeping and I'm wary of sweeping changes they have this tendency to hold hidden problems.
Looking forward to your reply o7
Cheers, Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
1183
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Posted - 2013.06.19 17:21:00 -
[8] - Quote
Arkena Wyrnspire wrote:I'm getting slightly confused with all the shield numbers coming in on armour tanks. Cross Atu - you're dual tanking, yeah? I frequently duel tank yes. Not every fit I run is duel tanked but as a support Logi I find the single most important thing for my effectiveness is my eHP. Tanks > Gank as it were.
For those who need more gank and are still going with an armor tank those options are already on the table (despite the likely need for an internal rework of those mods) so I've been focusing on the straight across comparison of tank mods when considering the movement of reactives to a high slot. At present complex reactive plates give less HP at a high fittings cost and with a 4% movement debuff as compared to complex shield extenders. As such I'm not seeing how having the reactives on a high slot results in the chance for total fit eHP that exceeds current options already in game, even when the armor reps are included they're still short of the regen rate native to shields so they'll only be useful to specific fits not outstrip the current tanks available.
In other words comping the change to the shield tank that can already be used in high slots, even by armor tankers, it's not going to create an imbalance, just make pure armor a bit more viable in reaching a benchmark that already exists.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1184
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Posted - 2013.06.19 18:03:00 -
[9] - Quote
Master Jaraiya wrote:It forces armor tanks to be more dependent on armor because to equip a Reactive plate in a high slot they would need to sacrifice one of the slots they may otherwise use to tank shields. Thus making them more dependent on armor.
But it doesn't force anything, it allows for an option which will not otherwise be present even with reactive plates in the game on a low slot. Use of the reactive plates is not required and their net benefit (if kept on a low slot at these numbers) is freeing up an extra low slot by giving up performance in both buffer HP and HP/s Reps, and even then only if you can pay a higher fittings cost.
Quote:If left in low slots, these would still be situational plates used on a fit by fit basis. I think by moving them to highs you take away the versatility that armor tankers rely on when it comes to tank.
Assuming Reactives are left as lows: an armor tanker can go for sheer HP (all plates very slow)
they can go for all regen (less HP but faster reps)
They can use both. This is where the Reactives and Ferroscale come into play.
By equipping lets say a Normal Plates and 2 Reactives, the sheer HP guys will have the added ability to regen a tiny bit, and a small amount of extra speed, without having to sacrifice one of their few highs.
Alternatively a if one wanted to focus on local repair, but needed just a small amoung more hp they could equip repairers and reactives at only a small penalty to movement speed, again without having to sacrifice their ability to dual tank or gank. Yes if left in the lows it would still be situational but it would also be in direct competition with the base plate + rep combo thus narrowing it's situational niche even further by creating two bottlenecks, fitting and slot competition against other armor mods, as uppose to the single one, fittings, if placed on the high. Armor tanks can already "do both" when it comes to tanking with base plates and rep combinations. In your example using the reactive in place of a repper with two base plates nets the following changes. Pros
Cons
- -4% movement speed
- 3 HP/s less rep
- Higher on balance fittings cost (in CPU/PG)
Now granted outside of the direct effect on armor tank there is the free high slot to consider. That slot essentially offers either some shield tank, or a damage mod. Both of these mods will still require CPU/PG to fit in addition to what's already consumed by the low slots and since the lows are full (on most suits anyway) there's no way to run a CPU/PG Upgrade mod making the Reactive Plates even less valuable in this context as their higher fittings cost constrains what could theoretically be fit in that high slot.
In the reverse using a lower grade plate and two complex repairers will usually be more effective on balance, looking at a basic armor plate with two reps as opposed to the reactive we get Pros
Cons
- 20 less HP
- 1% more speed reduction
- higher fittings cost
- higher ISK cost
Again the Reactive when kept in the low has less average utility then the current offerings even when considering the high slot because the increased fittings cost make it less viable than current options when planing to fit those high mods.
I'll do a more through review on your numbers, but without even bringing specific numbers into it there is a basic problem with the reactive plates which needs to be answered. Namely what do they do? I'll elaborate; right now the reactive provides a mixture of buffer and reps with a speed debuff. This is the same thing that current plates + reps provide which puts them in direct competition since they use the same slots and are buffed by the same skills et al. Left in that state one of the two options Reactive vs Plate + Rep will do the job better marginalizing the other. So to resolve that situation we need the reactive plates to do something unique, to find a new niche which can provide utility. My thought was to break to deadlock by moving them to a high slot but leaving that aside their current unique value is that they provide both reps and HP on the same slot, but they do so at a higher fittings cost. This is somewhat unique possibly freeing up a low for something else provided you have the extra CPU/PG to burn. The drawback here is that Reactive + Ferro were supposed to contribute to Armor vs Shield parity and left in their present niche Reactive plates honestly benefit shield and hybrid tanks far more than pure armor thus doing nothing for the Shield/Armor balance or perhaps even tipping it more towards Shield.
For those not using Low Power slots as their main/only tank the reactive is great because they can compensate for it's higher fittings cost with an Upgrade mode and still have some left over equating to a net gain. Further with a greater focus on shields their armor takes damage less frequently and is often a lower total HP pool thus allowing a reactive to more fully provide all the reps they need. So while the reactive does little to nothing for dedicated armor tankers when compared to present, who's tank is based on their Lows it is a buff to fits that focus their tank primarily on the Highs, thus doing the opposite of its supposed goal and actually increasing the disparity between shield focused, and armor focused tanking.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.06.19 19:36:00 -
[10] - Quote
Master Jaraiya wrote: To answer your question what do they do They offer a trade off of HP/Reps for more movement speed. They (are supposed to) offer armor tankers a compromise between less overall HP and less regen, but more movement speed than they would with the standard plate + reps. To the extent that 1 Reactives = more movement and less but close to the same HP+Reps than 1 Standard Plate + 1 Rep. So although they wouldn't have as much HP or reps, they could move out of harms way faster, while still having some HP and some Reps. I don't think they would necessarily be in competition because the amount of movement speed the Reactive Plates should allow would be significant enough to warrant their use over simple plates+reps for those armor tankers who do not want to be slowed down so much. I do think the DEVs will have to adjust the numbers on all the reps and plates to make the Reactives regardless of what slot they are assigned to.
To clarify when I used "basic plate" during the comparison of my prior post I am taking about the meta 1 item that is literally referred to as Basic Armor Plates, not just the current standard plate type. The meta 1 version of standard plates has more HP and a lessor speed penalty than the Prototype Reactive Plates. Combine that with the rep applying no penalty and it's going to be very hard to find an effective niche for the Reactive Plates.
Basic Armor Repairer 20 CPU 1 Grid 2 HP/s
Basic Armor Plates 10 CPU 1 Grid 65 HP 3% Penalty 500 isk
Complex Reactive Plates 36 CPU 16 Grid 45 HP 4% Penalty 2 HP/s 3945 isk
Net comparison of the meta 1 plate + rep combo with a Proto reactive plate. Pros of the Reactive
Cons of the Reactive
- 6 more CPU cost
- 14 more PG cost
- 1% higher movement penalty
- 20 Less buffer HP
- Higher overall ISK cost
Now we both agree current numbers are going to need a pass regardless of slot placement but that's a pretty huge change required when the Proto Reactive is in almost all respects inferior to the basic Plate + Rep combo. I don't have the militia numbers in front of me but since they're generally less ISK with more CPU/PG and BPO versions that can be purchased if you use AUR it means that someone with a bit of AUR can run the equivalent of a Reactive BPO, but with a faster move speed and more buffer HP, for the cost of an extra Low Slot.
In addition to that there's the question of the Ferroscale Plates, Net comparison of the Ferroscale + rep combo with a Proto reactive plate. Pros of the Reactive
- One more free Low slot
- 23 less CPU cost
Cons of the Reactive
- 1 more PG cost
- 4% higher movement penalty
- 15 Less buffer HP
OR if we use the Enhanced Ferroscale Plate rather than the Complex Pros of the Reactive
- One more free Low slot
- 5 more buffer HP
Cons of the Reactive
- 7 more CPU cost
- 8 more PG cost
- 4% higher movement penalty
Here once again the Reactive essentially loses out as the rep + Ferroscale provides superior performance for those seeking to maintain mobility and does so with comparable fittings and HP buffer, even allowing the player to choose an emphasis on buffer or cost as required.
In all listed cases the only advantage niche of the Reactive is to provide one more free slot at the cost of higher fittings requirements especially for PG which is already the throttle point for armor tankers.
I also think it's going to be hard to adjust certain aspects of these numbers to squeeze the reactive plates in because the mobility penalties on standard plates are already rather brutal when running more than a single plate and those would have to be increased starting with the Meta 1 to give the reactive plates a niche which means all HP values on standard plates will have to be increased across the boards and I'm not sure how much extra HP can be stacked onto them without eclipsing shields, and we can't just raise shield HP or overall gank vs tank balance game wide is effected (just look at the fuss over the Cal Logi racial skill).
I'll go finish a complete read of your numbers now and post back after.
Cheers, Cross |
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.06.19 20:06:00 -
[11] - Quote
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).
Basic Plates 50 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.
Repairers The 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.
Ferroscale Specific 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.
Reactive Without 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.
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.
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Posted - 2013.06.19 21:53:00 -
[12] - Quote
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 |
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Posted - 2013.06.20 00:59:00 -
[13] - Quote
BL4CKST4R wrote: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! I think this spreadsheet has some good numbers on the stats of things. Spreadsheet
Agreed, the numbers I posted were extrapolations based on current fittings numbers they were not intended as suggested values but rather for contexts sake. Honestly as I dig through the numbers I begin think part of the rework we're looking at may include a reduction of the per HP fittings cost points.
Cheers, Cross
EDIT: It should also be noted that my numbers were only directed at the complex level and as such did nothing to address the internal line imbalances currently present within the Uprising build. |
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Posted - 2013.06.20 01:17:00 -
[14] - Quote
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.
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Posted - 2013.06.21 01:26:00 -
[15] - Quote
iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal. This sounds like a game wide situation rather than an internal mod situation.
What I mean is tank balance should be balanced if that provides too hefty of a defense then weapon damage can be adjusted as needed, this would also account for the value of damage mods.
An additional point is that skill buffs should be balanced around item stats not vice verse. If items are rebalanced to accommodate skill buffs then they become balanced only for the class which possesses that specific buff, thus being broken for everyone else.
A final point is that duel tanking shouldn't be preemptively removed from the game. Some battlefield roles call for more gank and some for more tank. Even within general types there's a balance to be struck between direct tank and other aspects such as speed, gank, et al. Duel tanking is already present and used in game, most frequently among support Logi, and not entirely uncommon among Heavy or Assault players depending on their intended goal/role.
While I agree that dual tank shouldn't become "the next TAR" there's less chance of that than a weapon being balance breakingly OP. A weapon is one slot, duel tank requires filling each slot still costing ISK, resources (fittings/slot), SP, and the loss of all tactical advantages provided by other mods. There are also various weapons in game which are OHK against many builds even without inclusion of damage mods (contact grenades are one example), and applied dps on the field right now is weaker than it will be once CCP fixes some current bugs such as client visual lag and splash damage occlusion meaning that effectively we're going to see an increase in damage once the bugs are fixed.
On a closing note if it turns out that hybrid tank is somehow too potent, and adjusting weapon damage is for some reason not a viable option, then both types of tank will need to be toned down not one left gimped or the option for a player to create their own fittings (by duel tanking) be forcibly removed as doing either is more of a crutch/workaround because of a weakness in balance rather than a sign of, or way to, promote proper balance.
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Posted - 2013.06.21 01:37:00 -
[16] - Quote
Arkena Wyrnspire wrote: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.
I honestly think the reverse is true, putting the reactive plates in a high slot decreases their utility for shield or duel tanks as it puts them in direct slot competition with shield tank mods and damage mods. While it's true that suits with high slots could in theory fit more armor that way that doesn't include the effects of either skill buffs or CPU/PG fittings bias.
Shield suits tend to have more CPU, armor tend to have more PG, these values can be tweaked if required and they support the primary tanking style. Skill buffs are still not uniquely applied to races yet but they really should be for a hose of reasons and if they are racial tank emphasis will be supported in this regard as well, can anyone see a Cal Logi fitting plates over extenders regardless of the slot layout required by them?
It's going to be hard finding the sweet spot to buff reactive plates so that they're useful while not making the plate + rep combo obsolete or the entire armor line overpowered, harder still if they remain in direct slot competition.
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Posted - 2013.06.21 02:12:00 -
[17] - Quote
BL4CKST4R wrote: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: Nada 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. Also no offensive bonuses to encourage offensive focused players to go assault, although 1% per level might seem low but people are willing to spend an extra 40K ISK for a 5% damage increase (Gek -> Duvolle is only 5% more damage) Also a 3% speed increase for the Gallente might seem like a lot but after stacking plates they would still be slow, and even with a movement penalty reduction on already small numbers the difference will slightly be felt by the armor user, but still remain relatively slower than a shield tank.
Also I decided a 6% speed buff would be to much and would require a speed buff for minmatar so 3% is fine. 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 rest I 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 |
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Posted - 2013.06.24 16:02:00 -
[18] - Quote
BL4CKST4R wrote: 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.
While I'm still not totally sold on this being the best iteration for reactive plates, within the context you present that is quite true a reduction to the speed nerf wouldn't be very effective. However being able to run a standard plate with the same speed penalty as a reactive (after skill effect) + a rep with higher HP/s restored would still be more effective and thus even with the additional slot configuration required this seems viable as a possibility. Is there something specific about it that I'm overlooking?
Quote: 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 haven't done a deep comparason of the Assault suits internal balance but yes if the Gal & Am suits are weaker then this would be a way to bring more parity to the line.
Quote: 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.
I'm running an Amarr Logi right now and can fit the Core Repair Tool while leaving no mod slots empty. Granted not all the slots are filled with Proto gear but I also have skills untouched which will improve my total fittings resources/decrease fittings cost of various equipped items. Even without all fittings related skills maxed I'm able to run a Proto MD, full Proto armor tank and the Core Tool while filling the Amarr suit fully. The Amarr has the lowest fittings resources of any Logi suit so if the other suits cannot accomplish this it must be a function of having more slots total to use. I also had no trouble with fittings during all my time running Min Logi in prior builds but the Core was not present then and some values may have changed so this may no longer apply. Perhaps I need to study the issue in greater depth, there seems to be a piece missing somewhere.
Suggested Numbers - The suggested numbers look fine on first inspection since other stats would be balancing overall line parity. So these would be purely native reps build directly into the suit and not related at all to the buffs each of those suits would unlock via skills correct?
Hacking Under Chrome all Logi suits were Min suits and had a on board buff to hacking speed of 10%. Under Uprising only the Min suits retain this buff but it's been moved to 5% per skill level so now requires an SP investment but caps out at 25% rather than 10. Some of the SP investment however is negligible because the skill granting these buffs is also required to unlock the suit for use.
I think that covers everything but I'm just waking up so please let me know if I've overlooked any aspect which needs attention.
Cheers, Cross
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Posted - 2013.06.26 07:21:00 -
[19] - Quote
A quick comparison of 5 HP/s reps and 25% savings on equipment fittings.
Some contextual information Complex repper costs ~ 5,595 ISK 932,760 SP, 1 Low Power Slot, CPU 45, PG 10
1 level of Dropsuit Electronics grants 19.5 CPU 1 level of Dropsuit Engineering grants; Caldari 3.9 PG Amarr 3.3 PG Minmitar 3.9 PG Galentte 3.9 PG
CPU & PG savings for equipment fittings
3 Slot layout Amarr and Caldari Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
Total Cost: CPU 210 PG 49 Total Savings at 25%: CPU 52.5 PG 12.25 Net gain: CPU 7.5 PG 2.25
Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
Total Cost: CPU 167 PG 29 Total Savings at 25%: CPU 41.75 PG 7.25 Net gain: CPU -3.25 PG -2.75
4 Slot layout Minmatar & Gallente Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 281 PG 63 Total Savings at 25%: CPU 70.25 PG 15.75 Net Gain: CPU 25.25 PG 5.75
Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 238 PG 43 Total Savings at 25%: CPU 59.5 PG 10.75 Net gain: CPU 14.5 PG 0.75
Total Savings = Value of CPU/PG saved Neg gain = Value of CPU/PG saved minus the cost of one complex repper |
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Posted - 2013.06.26 16:22:00 -
[20] - Quote
Arkena Wyrnspire wrote:D3LTA Blitzkrieg II wrote:CCP did a smart thing and with the new armor plates that are dropping july 2nd, the amarr n gallente suites will b much more competitive options Have you seen the stats? They're useless. And also, they don't fix the core issues. ^This. Very much this. |
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Posted - 2013.06.26 16:47:00 -
[21] - Quote
Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh I'm waiting for the stats on this mod, if CCP can find new mods which make shields even better then certainly with the support of all our feedback they can make armor attain some legitimate parity with shields (while not making them clones of each other). Hopefully they will take the opportunity of deploying patch 1.2 to do just that. /emote *crosses fingers* |
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Posted - 2013.06.26 18:28:00 -
[22] - Quote
Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack.
What's their stated purpose, I can't see any mention of that in the blog, do you have a link? |
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Posted - 2013.06.26 20:44:00 -
[23] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. What's their stated purpose, I can't see any mention of that in the blog, do you have a link? At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info
Cheers, Cross |
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Posted - 2013.06.26 20:46:00 -
[24] - Quote
zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders |
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Posted - 2013.06.26 20:51:00 -
[25] - Quote
zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced.
True but the Proto are only 60 as opposed to 66 making top value of the plates lower than shields even prior to including skills or regen |
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Posted - 2013.06.26 21:47:00 -
[26] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules. Yes. You pretty much provided the solution. A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates I would add F) Move Armor Repairers to high slots Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this. |
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Posted - 2013.06.27 07:29:00 -
[27] - Quote
TheGoebel wrote:Arkena Wyrnspire wrote: At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Cross Atu wrote:Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Lets be fair here, eve shields are vastly different things. The reason flux coils don't work is because shield regen is tied to a timer, not a set amount. What I'm trying to say spaceship shields go from zero to full in five minutes(for example), the more potential shields you have the more points you get per second. So if you're looking for high per second regen you have two options, less shields with a flux or more shields with about anything else. While mercenary shields receive a set amount of points per cycle. I don't feel I've explained this well so I'm sorry. I'll try to answer any questions best as possible.
If I'm following you properly you're citing the difference in the way Merc shields and Ship shields regen? Ships being scaled based while Mercs are pegged to a raw number, thus making something like the flux coil of more potential value to a Merc than it is if fitted on a ship?
If that's the case I would tend to agree it's more useful ground side than it is in EVE, is that what you were getting at?
Cheers, Cross |
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Posted - 2013.06.27 08:10:00 -
[28] - Quote
Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. So, trade a % of base suit shield HP for a higher overall total regen rate?
Yeah it'd be good to know if that's going to happen, if you do find confirmation on that post it here please and thank you.
~Cross |
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Posted - 2013.06.30 03:53:00 -
[29] - Quote
Arkena Wyrnspire wrote: The Amarr dropsuits aren't particularly well done right now.
Agreed and it's not just the Med frames either. I love the concept behind most of them (tho less clear on the intended role of the Sent Heavy) but the mechanical support is lacking. PG is weak on the Logi and another Low may be needed, and the Assault while it's bonus is great in flavor and theory doesn't do much good when the LR itself has been over-nerfed into a sad state that makes it less threatening than a side arm (I've taken out LR users with my SMG when they got the drop on me at long range that's just wrong I should have been a cinder).
/more on topic I'm looking forward to seeing that new section when you get it up
Cheers, Cross |
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Posted - 2013.06.30 22:41:00 -
[30] - Quote
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 |
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Posted - 2013.07.01 02:41:00 -
[31] - Quote
Cat Merc wrote: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. Not on the Logi side, the Amarr Logi has the lowest PG of any Logi in the game and lower than the Amarr Assault as well. Beyond that the Imperial Scrambler Rifle costs 20 PG, and while the Amarr Assault could equip another weapon the other option if making use of the racial is the LR which honestly isn't a functional weapon right now.
Cross |
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Posted - 2013.07.01 14:39:00 -
[32] - Quote
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.
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Posted - 2013.07.02 15:44:00 -
[33] - Quote
Eskel Bondfree wrote:Guys, I did not argue that rep tools or triage hives are the saving grace for armor tanking. There is no need to explain again why armor tanking is inferior to shield tanking, we have all come to that conclusion already. What I'm saying is simply that armor tanking does have pros to it, and there's no shame in acknowledging them even in an 'armor is UP' thread. Fairness demands that the existence and situational effectiveness of rep tools and triage hives are mentioned when comparing armor to shields, otherwise the comparison risks to appear biased. I think it's also fair to bring proto equipment into the equation when we are using HP values of complex mods in slot layouts of proto suits and dps values of proto ARs with AR proficiency at 5. And what would you think if 2 heavies, each with 2000 HP and being repped for 100 HP/s are defending a choke point? You might think that's a little OP. I said keep it in mind when you propose changes like increasing armor HP by 100%. Repping under fire is not about out healing the incoming dps, it's about letting you survive those few extra seconds longer that you need to take down the enemy before he takes down you. Then you reduce the incoming dps to 0 by going from partial to full cover, and heal up again before you engage the next enemy. Keep in mind the 600 dps of a proto AR are easily reduced to less than half of that when the enemy is engaging outside of optimal range and only 1 out of 2 bullets hit because you don't stand in the open like a moron. There are also plenty of situations when not all people in a squad have line of sight to engage the enemy, or would block each other's shots in doing so. The repping logi is not a lost gun in that situation. And when you need every gun you can get, of course the logi player brings out his gun as well. You don't need a logi suit to use a repair tool, six assaults in a squad have 6 equipment slots at their disposal at any time. You guys said it, it's all situational, and that's why nothing of this should simply be dismissed as a non-factor in this discussion. I think we can agree on that and I hope I made my point more clear now. I agree it's situational, and I wasn't meaning to imply your post was discounting the current situation with armor v shields, sorry if it came off that way.
Here's the thing I totally agree we should include all relevant data, and your prior post contains information worth noting. Also worth noting is the array of contexts in which what seems like a huge rep rate turns out not to be. There are players who only run one tank type be that shields or armor so providing the full context when they read the thread is important, hence my response
For example 2000 HP sounds like a lot, it is a lot, but it's also only slightly more than 1 clip from an unmodded, unskill buffed, Recruit Assault Rifle which is only getting bodyshots. Getting that HP would also require the Heavy to stack 5 Complex Plates and that's presuming those plates have been upgraded with new values. In essence it's a functional impossibility even with the suggested buff to plates. Now to be fair my example with the Recruit AR is assuming that every shot hits which it clearly would not, but it's also pitting a starter fit against proto armor stacked on a Heavy with the slot layout of the Gal Logi
TL;DR, I'm glad you brought up the aspects and cases that you did, my posts are not to criticize you they are simply to provide a full context for the information presented.
Cheers, Cross |
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Posted - 2013.07.02 16:03:00 -
[34] - Quote
Rinzler XVII wrote:This thread is basically a solo playing style issue .. Considering the number of Logi in here I don't see a supportable case for that.
Quote: why would you need to stick to a nano hive ? Where is your logi repper ? Why are you on your own ? Why do you need to rely on armor rep mods when a repper does the job better ? Can armour be taken out entirely by lasers and flux grenades like shields ? Dont your shields have to be taken out b4 you get through to armour ? You could add shield mods if you sacrificed damage mods but no you go solely for armor plates and complain shields are better .. why not try balancing your defence and sacrifice some damage to increase your shields to make it harder to get through to your armour ? Every suit has shields and armor if you spec solely armour then you have to accept the pitfalls just as shield users do (losing 500 shield with 1 flux or having a laser user totally wipe your shield is alot worse than a movement penalty or not being able to have full plate mods if you want higher rep rate on armour) I have both and love both but i also know that both have pitfalls and bonuses, a good squad can sort those pitfalls out, there are bigger gameplay issues that need dealing with before we get to anything like this (matchmaking has to be a number 1 priority if this game is to attract and keep new and old players) List responds to your questions in order
- To use a repping hive at all one must stick to it, it's immobile
- Assuming that Logi is me that would make the answer "right behind you with proto reps"
- The posters here mostly run in squads from what I know of them, so we're not alone
- Even rep mods + rep tool still leave armor tankers UP compared to shields
- Armor can be taken out entirely by contact grenades for a single toss OHK something that flux cannot accomplish even at proto level. Flux just aren't a lethal weapon.
- It's about balance shield tanking is stronger than armor tanking and that's poor game balance. As it happens I do run shield mods on most of my fits, armor mods too, and no damage mods, support Logi need high eHP to be effective. But which mods I use on my fittings isn't what decides if something is balanced and armor vs shields isn't
- Armor has the same pitfalls as shields, i.e. weapon types that do extra damage against it. Then armor also has the speed debuff, the poor internal scaling of gains, the somewhat questionable fittings values, and the constrain of being locked into only one slot type where as shields are not.
Final comment, Dev groups are divided up into teams the folks on matchmaking and the folks on item balance are not the same, they're also not the same people as those working on graphics so it's not zero sum by any means. Besides which altering the numbers on an in game item takes less Dev time (figuring the proper values aside) than does creating a matchmaking system. One is inputting new data, the other is building quite a bit of code. Besides while I totally agree matchmaking is vital there's no reason players should stop giving all feedback about the game that isn't matchmaking related, that wouldn't be very constructive.
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Posted - 2013.07.02 16:06:00 -
[35] - Quote
Arkena Wyrnspire wrote:Cross Atu - Do you have Skype? I would very much like to invite you to a discussion group about balance. We're co-working on this thread and a few other similar length balance threads. Your posts are consistently intelligent and I think we'd benefit from your opinion.
I don't have it at present but if memory serves it's not that hard to get set up. Working with yourself and others who take an active interest in balance above and beyond what would help a single specific playstyle is something I would very much be interested in doing.
Cheers, Cross |
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Posted - 2013.07.03 11:57:00 -
[36] - 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.
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.
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Posted - 2013.07.03 12:10:00 -
[37] - Quote
General comment:
It's also worth keeping in mind that while finding viable fits for the Gal Logi with the new mods is good it doesn't really speak to armor vs shield balance. Which other suit can net a solid benefit from the mods? Does such a benefit equal the tank offered by a comparable number of shield mods? (in some cases comparing across suit types is required such as Gal to Cal due to slot layouts, of course in this case DO NOT factor in skills as that would be misleading)
How many suits have no viable shield tanked fittings, of those how many have such a limitation due to slot layout? Now the reverse, how many have no viable armor tanked fitting? The Mini Logi is a great suit for comparison since it has equal slots, can anyone construct an armor tank with the new mods that as an equal or greater eHP (not just raw HP) tank than best fit shield equivalent?
I fully support trying to find the best use for mods present in game, but mods should be balanced internally and tanking types should be balanced with each other. Until those things are accomplished the suits are mostly just a bias of happenstance.
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ps ~ as always I'm quite open to being proven wrong with data |
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Posted - 2013.07.03 12:17:00 -
[38] - Quote
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.
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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.
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Posted - 2013.07.03 13:35:00 -
[39] - Quote
Daedric Lothar wrote: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.
Unless you get grenaded...
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly. Yes there are absolutely fits which benefit from this but that doesn't make it the best fit bar none. and presenting armor vs shields this way ignores the utility of all the other low slot mods in the game. KenCats on a shotty scout can be just as valuable as damage mods to cite one example.
The dismissal of rep rate is also flawed, should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line. In your example you set the stage for armor tankers to rep each other between battles, thanks fine but let's extend that to take shield into account so we're looking at the whole picture. While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective and when they arrive there their enhanced speed and lack of need to stop while regaining their tank allows them to position as they'd like having the better ground, hacking items, et al. Those are all somewhat situational but so is the ability for armor to rep in the first place so I think it's still a fair comparison.
There's also a fundamental flaw in what you're saying, "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." 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.
Fully fit Gal Assault suit 3x dmg mod CPU 204 PG 27 4x plate CPU 80 PG 24 1x ProtoAR CPU 90 PG 13
HP from mods: 348 HP dmg from mods: ~24.4% spd reduction: ~12.2 on board rep/regen: 0 HP/s Fittings 374/300 CPU 64/60 PG INVALID FITTING CPU/PG EXCEEDED Note: even using only basic plates which would give the armor tanked suit less raw HP gained from mods the fitting requirements are still exceeded by 34 CPU requiring two 2/3 dmg mods to be Enhanced not Complex before the fitting becomes valid.
Fully fit Cal Assault suit 4x complex extender CPU 256 PG 44 2x Complex CPU mod CPU 0 PG 0 1x Complex PG mod CPU 24 PG 0 1x ProtoAR CPU 90 PG 13 1x Thukker Contact nade CPU 48 PG 6 1x X-3 Hive CPU 50 PG 7
HP from mods: 264 HP dmg from mods: 0 spd reduction: 0 on board rep/regen: 25 HP/s Fittings 468/496 CPU 70/74 PG Note: Fitting is valid, has proto contact nades and advanced hives. Suffers no movement penalty, regens 25 HP/s and only falls 84 HP short of the armor tanked suit. That's 4 seconds of this fits on board regen before it's eHP is higher than the armor tanked suit.
These are all base values so there are skills, for example fittings skills, which can alter the stats listed. These support skills apply to both suits however so the fundamental disparity is not actually altered by them.
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Posted - 2013.07.03 14:46:00 -
[40] - Quote
Daedric Lothar wrote:Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy.
If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces. Yes it is.
The old LR, just like the TAR at the start of Uprising was broken. It already did excessive damage so stacking damage mods on top of it was super powerful but that's a magnification of an already broken mechanic.
Let's assume for a moment however that stacking damage mods really is just better than any other mod option (except shields). This tells us two things, first that damage mods are overpowered since one should not be the best in a balanced game and second that shields are very likely stronger than the rest of the mods as well or no one would ever run them at all, they'd just stack damage mods.
Quote:Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immediately. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class?
My example was 2v2 not 1v1 so no solo play there. Further the example can be extended to a full squad. "While the armor squad is repping up the shield squad with the higher based move rate and no need to stop to restore their tank..." Teamwork trumps pretty much anything but having a self sufficient tank doesn't preclude working as a team, it just reduces the burdens your team mates must shoulder to keep you effective.
Comparing separate frame types is misleading here, a shield tanked scout is faster than an armor tanked scout and an armor tanked scout is weaker than a shield tanked assault. As I stated in a prior post the suits are another mater, they're situational to the mods. When comparing the value of tank types it's the mods themselves that are in question. Also worth noting is that I've not stated "shields are OP" just that armor is weaker and the two should be balanced. I would actually like to see armor buffed to be on balance with shields not shields nerfed to the level of armor, so no matter how you look at it I'm not saying to ban the scout or even mobility for that matter.
Quote:Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing.
Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy. It's important not to confuse raw/buffer HP with eHP (effective hit points). HP is a static total, your actual listed HP. eHP is the dynamic accounting which looks at things like regen, reps, and resists/damage efficiency. As such armor and shields should have equal eHP. Shields gain that through regen armor through raw/buffer HP.
Armor tanking should not be relegated to use only by Heavy frames, it's a general low power mod and should be effective for the proper fittings within light, med, and heavy frames not just one. The attack and retreat method you describe is best played by scouts with a shotty, nove knives, flaylock, etc. but that doesn't mean an assault frame shouldn't use another version of similar tactics, or that a shield tanked heavy can't use a more limited adaptation to fortify an area in a non-static manner. Those are all play style choices and play style should dictate tank choice not vice versa. What I mean here is that if armor are just more or less "immobile" with purportedly high dps then what value do they have? Anyone with a little sense will use long range weapons to take them out in perfect safty. Are they all inside a building safe from snipers surrounding an objective? So what? Let them camp there while the rest of the map is taken and they lose anyway.
Even totally dismissing that the raw HP values don't scale properly within the armor line offering a weaker progression than the shield extenders and having the speed debuff besides. As others have pointed out damage doesn't matter much if you can't apply it due to range, rate of aim, or because you've been one shotted by a nade. Damage mods don't matter when you can't apply the damage. Let's look at some direct comparisons. Character limit, see part 2 below |
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Posted - 2013.07.03 14:46:00 -
[41] - Quote
EDIT: continued from above
A Cal Assault using 1 slot for a damage mod gets +10% damage output A Gal Assault like the one I post using 1 Complex and 2 Enhance (since that's the best it can fit) gets 17.2%. But that's a lower eHP for the Cal suit an the Gal suit still has higher output right? Not really. The 62 HP less buffer tank that the Cal suit has when compared to the Gal suit is more than overcome with 2 seconds of the Cal suits native regen, a regen which is unlimited given a smart player a massively higher and uncapped eHP in the Cal suit. On the damage front the Cal suit carries Hives and Contact nades, both of which increase damage output. It's true that if the two suits just stood face to face shooting each other the Gal armor suit would come out on top but have the Cal player toss one Contact nade and that ceases to be true. Have the shield tanked suit use it's mobility to regen and that ceases to be true. Compare the potential damage output of both suits before needing a depot or another player and the hives + nades provides a massive advatage in total damage to the shield tanked suit even with the damage mods stacked on the armor suit.
As a redirect, I posted fittings in the post you were responding to, I'd very much like a reaction to them. If you can make better ones that more heavily favor the armor tank then by all means do so but at present the shield tanked suit comes out ahead as long as it's user doesn't simply stand in the open and shoot, a behavior which even an armor tanked heavy shouldn't reasonably expect to survive in the current version of the game.
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Posted - 2013.07.03 19:37:00 -
[42] - Quote
Cross Atu wrote:Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
I'm repeating it, I'm repeating it because there's already been a rash of "nerf Logi suits" based on misguided assessments of balance and a total lack of regard for any role/play style other than the "slayer".
Balancing tank around the idea that "gank" is the primary purpose/goal of every role and therefore directly interchangeable is bad balance.
Many in this thread and other threads have acknowledged the virtues of speed but they are rather situational so they're not often included in balance assessments. Damage mod buffs may not be as situational on paper but applying DPS is highly situational as well. A shotty scout with militia weapons and zero damage mods can OHK the majority of fits if it pops them in the head, more so if it uses the back of the head. I've tested this in several builds now and it's held true. To that scout build speed is of more worth than a damage buff, and that's with the militia shotgun so any damage buff needed can up from upgrading the gun itself no damage mods needed. Add a KinCat to that fit and some sensor mods (damps specifically) and you've got a beast.
We're talking about tank balance, if we want to try addressing game wide mod balance as it applies to all high and low slot mods then that's fine but it's a much bigger conversation and requires a wider scope. The purported damage bonus for armor tanks can only be considered within the context of actual fits since you have to fit at least an equal gun to get any actual paper advantage, then you have to be able to apply that damage which usually means range and/or mobility so we need to include those aspects. Then there's the question of total ammo which effects damage potential as well as the ability to fit grenades, since after all we're talking about the potential damage output for an entire fitting. Then there's the role profile and dampening play.
Finally, especially if we're looking at all mods we need to be sure not to confuse HP and eHP for being the same thing. HP is the raw total hit points on a suit or fit, eHP figures include things like resists, reps and regen. The terms HP and eHP are not interchangeable when trying to discuss tank or mod balance.
0.02 ISK Cross
ps ~ I'll reiterate another thing, if damage mods really are just better than all the other mods it does not mean they're valid to balance tanking around, it would only mean that they are broken and require a nerf so as not to be the only valid (aka Overpowered) mod out there. |
Cross Atu
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Posted - 2013.07.05 17:40:00 -
[43] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat. So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there. So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules Damage or Shield. [Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank.
Statements without game data aside from slot allocation of mods and still not fittings to back up overall point of posts. I'm glad I'm "funny" now can you please be informative and provide in game numbers and their contexts for ideas that you're trying to dispute or dismiss. |
Cross Atu
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Posted - 2013.07.05 17:44:00 -
[44] - Quote
BL4CKST4R wrote: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.
Yes the bugs for both Flux and AV are still present. Either one can kill you while jumping and sometimes AV deals it's damage to the passenger not the vehicle (mostly in LAVs). |
Cross Atu
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Posted - 2013.07.14 16:21:00 -
[45] - Quote
Hybrid tanking shouldn't be prevented as a balance choice. Currently we can see clearly some of the disparity between shields and armor in part because so many armor mods are of equal are (usually) greater value to a shield tanked Merc. Removing that aspect not only eliminates player choice it's only a bandaid on the real problems. Internal scaling is still broken, comparative value between lines is still broken, net value of each merc working together is still broken (note on this last one, it should not be equal, shield values are 'static' with regards to teamwork and take no guns out of the fight etc two mercs devoted to the armot tank of a single merc should result in a clearly superior, not situational superior, tank than the static shields. Otherwise the armor tanks "buffs" acquired through direct teamwork are running at a net loss in tactical value).
Another related side note, has anyone looked at the balance in cost and effect of the upgrade mods? CPU upgrades vs PG upgrades are not equivalent even before we take slot layout (which effects which fits can viably use upgrades) into account.
0.02 ISK Cross
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Cross Atu
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Posted - 2013.07.14 16:42:00 -
[46] - Quote
Galvan Nized wrote: While very true that all gain better effectiveness from team work they do not gain equally. 5 shield tankers gain more damage some tactics and maybe ammo support. 5 armor tankers, if they are set up right, gain the exact same damage and ammo plus tactics. But they also gain enhanced ability to repair. Enough people together and this is many times higher than shields could ever reach. These make the 2 "different. "
Incorrect.
The situations in which armor tanking mercs will gain rep without taking a hit on squad dps are very ratified and certainly not a broad enough element to derive balance from. Further even in those situations (which lartgely rely on repper hives) a single flux or AI nade will wipe out that rep while harming the squad. In fact likely all of the squad since they have to stay close to benefit from the hive. Also repper hives will not be providing equal ammo to supply hives causing a shortfall in ammo supply for the armor squad when compared with an equal skilled/fit shield squad. The net result is an effective force multiplication to the value of nade use against the armor tankers. (This would also apply to any splash weapons such as the MD, flaylock, FG, and plasma, making them more tactically effective against the armor squad than the shield squad)
The above remains true for an armor tanking squad who's using core forced repair tools as well, their max 10m range requires all reppers to stay very close on their target to avoid braking repper lock. On top of that each tool can only target one squad member (use of the multi target tools comes with a rep rate enough lower it takes ~3 tools aka half a squad to provide the type of rep you get from one core tool). The other modification is that each of the mercs using a tool is not using a weapon thus reducing squad dps. For every weapon out of the fight the rest of the squad needs to collectively pack enough damage buffs on to equal the output of that weapon, assuming three guys repping that requires the other three to have a +100% buff to their dps for the squad to break even.
Then there's the question of mobility which for the most part equals adaptability on the battlefield. The faster a squad can take cover, move to new firing lines, adjust their range of engagement, or redeploy to new areas the more tactical ability to adapt they possess. On a point by point basis the new armor mods do not provide a greater or even equal ability for armor tanks to have the mobility of shield tanks (yes you can fit armor tanks which are as fast but not with equivalent eHP and armor tanking suits are on average slower making the armor mercs slower even without their fit weighing them down).
Balancing the two diverse tanking lines starts with a direct comparison of the mods. That is most clearly presented in a side by side manner of such as one merc verses one merc but it extends as more mercs are added it does not mitigated or diminish. eHP and HP are not the same thing and while seeking a balance in eHP is key looking for a balance in HP is not required, indeed it is essentially required that there not be a direct balance in raw HP if balance is to be found when contrasting different tanking methods. None of this should be mistaken for an attempt to balance the game around solo pub match gunfights however as that is most certainly not what the majority of detailed posters in this thread are doing.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.07.15 13:06:00 -
[47] - Quote
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 |
Cross Atu
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Posted - 2013.07.16 16:28:00 -
[48] - Quote
Kekklian Noobatronic wrote:True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced). It balances out.. Eventually..
Amarr Assault ..... Logi PG 70 ..... 66 CPU 350 ..... 390
So within the medium frame it very much matters what role suit you're talking about because the Amarr [b[assault[/b] has superior fittings resources while the Amarr Logi is the weakest in the line when it comes to combined CPU/PG even falling short of the PG offered by it's Assault counterpart. (The logi has only 2 more PG than the Minmatar Assault and 6 more than the Cal assault suit. When compensation for the base stats is taken into account this put the Amarr Logistics dropsuit in contention for the weakest medium frame on the market within it's meta level).
Then there's base speed
Caldari Assault ..... Logi
Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
~~
Amarr Assault ..... Logi Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s
~~~
Minmitar Assault ..... Logi Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s
~~~ Galentte Assault ..... Logi Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Base speed values are Minmitar > Caldari & Galentte > Amarr Meaning that a shield tanking suit suffers less under the speed reduction due to it's higher base (it's worth noting that the higher movement suits do take a larger raw speed reduction due to the reductions being percentage based but slot and other fittings limitations tend to limit how many plates are fit thus keeping the overall net effects generally in favor of the faster suits).
Caldari Assault ..... Logi Armor 120 HP ..... 90 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor 180 HP ..... 180 HP Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s ~~~ Minmitar Assault ..... Logi
Armor 135 HP ..... 150 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s ~~~ Galentte Assault ..... Logi Armor 210 HP ..... 180 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Using the Cal Logi as the baseline, due to it possessing the lowest on board armor value here are the devation values.
Caldari Assault ..... Logi Armor +30 HP ..... 90 HP Movement Speed +0.3 m/s ..... 4.7 m/s Sprint Speed +0.4 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor +90 HP ..... +90 HP Movement Speed +0.1 m/s ..... -0.2 m/s Sprint Speed +0.1 m/s ..... -0.2 m/s ~~~ Minmitar Assault ..... Logi
Armor +45 HP ..... +60 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed +0.6 m/s ..... +0.3 m/s Sprint Speed +0.8 m/s ..... +0.4 m/s ~~~ Galentte Assault ..... Logi Armor +120 HP ..... +90 HP Movement Speed +0.3 m/s ..... +0.0 m/s Sprint Speed +0.4 m/s ..... +0.0 m/s
And for the sake of context, the base value of a prototype Kinetic Catalyzer is +12% (bonus only applied to sprint speed) Movement Speed gains ... 0.0 m/s Sprint Speed gains .... ~0.79 m/s
Giving the Minmitar Assault a proto mods worth of speed advantage over the Cal and Gal Logi, and even more over the Amarr. The Gal, and Cal Assault along with the Min Logi have half a proto mods worth of base speed advantage. All of which is before consideration of the superior rates of their movement speeds out side of sprinting. This shows a trend of both lower overall speed in armor tankers and lower overall speed in logi, whos [i]role]/i] bonus supports armor tanking. In all cases making it more of a burden for the armor tank oriented suits to actually fit armor plates. (For example the Min assault suit can fit a Complex Plate and still be faster than the Cal, Gal, or Amarr logi suits base, or the base Amarr assault).
Granted these comparisons only tell part of the story regarding dropsuit balance, but they tell a very important part when considering disparities between taking types.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.07.16 16:38:00 -
[49] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. Better to take a break than to burn out. I do hope however that this is only a break from the forums not from the game as a whole because I'd love to catch you in your pub chat and run a few squads and/or do some testing
Cheers, Cross |
Cross Atu
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Posted - 2013.07.16 16:51:00 -
[50] - Quote
BL4CKST4R wrote: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. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place.
That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.)
0.02 ISK Cross
ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be. |
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Cross Atu
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Posted - 2013.07.19 01:48:00 -
[51] - Quote
Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields.
The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options.
While you are correct that the disparity within the suits (leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated.
Ack, company just showed up, don't mean to be brusque but I have to cut this short.
Cheers, Cross |
Cross Atu
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Posted - 2013.07.20 17:11:00 -
[52] - Quote
zzZaXxx wrote:Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross Go on...
The easy way to consider this is via some (fictional) % numbers. Numbers below are provided for illustration purposes only and should not be construed as actual game data, they're only here to highlight trends.
Say shield suits have an average of 20% more shield based HP and further that shield HP is 25% more effective than an equal amount of armor HP. Now let's assume that racial skills provide an equal % buff effect to both shields and armor say 10% (in reality the shield buffs seem to edge out armor here but we'll leave that aside). Let's further assume that shield and armor tanking skills both net the Merc a 33% increase in effectiveness of their chosen tank.
To keep it simple we'll say that first 20% has an actual 20 HP raw value. That becomes 25 after efficiency. With racial skills the gap becomes 27.5 (Now wait! You said racial skills were an equal % buff and you're disparity tally just went up, what gives? Good question. The answer is that while the % buff is the same the base value which is being buffed is not equal so the net gain is higher for shields). Now the tanking skills are included, giving us 36.575 HP advantage for our totally fictional gap.
Even this compounded widening of the gap doesn't tell us the whole story however. Due to weak internal scaling for armor mods when compared either to shield mods or to fittings costs (once other drawbacks are included) the ISK and SP values of each tanking type are not kept in balance either. There is effectively a higher cost to run an equivalent tank with armor. When that is applied to our example case from above you have the armor tanker paying more to deploy in a fit that has a lower eHP, plus a average lower movement speed (sprint and standard) thus depressing the average eHP still farther. All the related passive skills providing % buffs are by their very nature unable to close, and in fact only magnify, any gaps in effect or value between suits and tank types (skills linked to a single race can be an exception here). So at best skill we now have a shield tanker who is faster, has higher eHP, is spending less ISK on average for it and gaining more net utility from passive skills.
But wait, there's more! Due to the competition for slot space only the shield tanker has a serious option in regards to fitting flexibility since Upgrade mods are available only in the low slots required to fit an armor tank. The mobility mods are also tied to low slots. Further shields have tanking mods in both high and low slots while armor has mods only in lows.
In short the theorycrafting shows that we need tanking balanced at the mod level first. With regards to both internal scaling and eHP value (not to be confused with raw HP value) in shield vs armor comparisons. Once that balanced base has been established balance in other related areas can be extrapolated without becoming a crutch for weaknesses in the mods themselves.
Cheers, Cross
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Cross Atu
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Posted - 2013.07.24 15:56:00 -
[53] - Quote
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 |
Cross Atu
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Posted - 2013.07.25 01:19:00 -
[54] - Quote
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 |
Cross Atu
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Posted - 2013.07.26 03:54:00 -
[55] - Quote
BL4CKST4R wrote: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. Thanks for the link, read and replied in thread.
I agree with you if we take some of the suggestions I compiled in my prior post as a way to attain internal mod balance for armor and then extended it via your suggestions from that thread we'd very likely be in the right ball park and only need to fine tune actual values past that point.
Cheers, Cross |
Cross Atu
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Posted - 2013.08.03 00:45:00 -
[56] - 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. 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). |
Cross Atu
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Posted - 2013.08.03 06:52:00 -
[57] - Quote
BL4CKST4R wrote: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. lol
It wouldn't be the first time something like that has happened in an MMO. However having seen how CCP copes with balance in the long term I have more confidence in the outcome for Dust.
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Cross Atu
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Posted - 2013.08.05 15:21:00 -
[58] - Quote
BL4CKST4R wrote: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. This seems pretty solid to me as an assessment.
I am still concerned about the levels of buffer vs active armor rep (native to the suit and or baseline) because if armor reps as well (or honestly even half as well) as shields do now then it removes a large portion of the tactical value of equipment and thus most support logi, from the battlefield.
Now having read some of your other numbers BL4CKST4R I think they're likely in the right ballpark on all of this but I wanted to make sure for those reading at home that this note was kept in mind. More active rep (especially native) = less tactical and WP value for equipment, and thus Logi.
Also worth noting, even with the weapon efficiency fix that we've heard is coming, and even if the slot layout were addressed and fittings cost per point of HP gain were normalized, Shields > Armor will remain the standard until the armor values are changed because of the speed penalty. Since shields have no debuff on them, armor must provide better eHP (not just HP) to remain balanced. And that assessment must first be made at the pure module level (i.e. before we bring skills into it).
At present shields rep for free (you don't have to fit a mod for it), they have no debuff, they have (on average) better internal scaling... to counterbalance this armor has moderately higher raw HP values, if armor is going to be viable based primarily on buffer (and I'm actually a buffer advocate so bear that in mind as I say this) it's going to need an almost silly buff to raw HP to actually counterbalanced that list of shield advantages.
This leads me to think that while I do believe buffer should be the main source of armor tank eHP it likely can't very viably be the only source. Which would require better native reps, a reduced debuff and/or an equal debuff for shields, an address to the slot disparities, consistent internal scaling that offers proto mods which are clearly more valuable than their lower meta counterparts (just like shields has already), and then the buffer increase.
I actually would not want to see shields nerfed, I think they're at a good point where they are but armor lags behind them and that needs to be fixed. Once that's fixed we can address the racial skills/other skill buffs to make sure they're in line for both types of tanking.
Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.05 16:13:00 -
[59] - Quote
Beren Hurin wrote:Cross Atu wrote:Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross I want to just tease out that point you made there Cross about armor and how the points that logis can get from armor tanks, in a way, shouldn't be disregarded as a side-benefit of an armor meta. Theoretically, armor tanking teams SHOULD be able to get orbitals faster, and in a way are REWARDED for taking extra damage, and even dieing in battle, if they can revive their teammates into survivable situations. Suits with more than 2x the armor HP as shield HP are better oriented to make use of injectors anyway. Also, I'm spamming this in a lot of places, I REALLY think 'range' is an underestimated form of 'resistances' right now. Somebody with a weapon that allows them to both stack damage mods for ~20% extra effectiveness, while also taking -25% to -50% damage at >50m from AR can make the speed penalty from armor, and the slower armor regen not as much of an issue.
I've underlined a few key points in what you've said above. So looking at the underlined portion; being able to earn WP from downed clones/reps is, as you say based on survivable situations, which mostly means based on having won that specific fight. That requires armor to hold its own against shields in the first place before those potential WP come into play. If armor were balanced with shields, then this would be an effect and a balanced one as well. At that point you'd have 1)Shield tankers which are more self reliant filling fire team and flanking roles while 2) Armor tankers who have to stay interdependent to function properly earn some WP based on their teamwork.
Currently what is happening is that many weapons (I'm looking at you explosives) OHK armor tanked clones into an un-revivable state, thus bypassing the potential to earn WP from either reps or revives. Further the potential fro WP from reps is about 150 WP (or three kills) before it gets capped by 'cool down'. A cap which is not indicated anywhere within the UI while playing a match. Revives also seem to have a cool down cap but that at least is bound to a specific Merc (though once reviving that Merc is 'capped' no one reviving him earns anything even if they haven't revived him previously at all). So while I agree that armor tanking (if buffed into a functional state) would be suited to entrenched tactics, and would be rewarded for using those tactics (via WP for reps/revives) it is not currently there and will require some improvements to both the armor tanking mods and the equipment WP systems before that's really solid.
Re: Range, honestly I tend to agree with you, however I think that speed is even more undervalued and sniper positions aside Speed > Range when it comes to battlefield effects. Just as the Proto LR users from Chrome who I killed using my scout suit.
The other thing to consider with range is that not all armor tankers have it, the HMG is attached to the Heavy, the Heavy suit armor tanks (most often) and the HMG is not a long range weapon. A Heavy with a LR is usually less effective than a faster frame with the same weapon and that can be extended to the AR and Scram as well (if perhaps to a lessor extent). For the Heavy to gain ranged advantage they essentially need to FG snipe after being placed by a DS.
It's also bad balance to create a fitting which requires another mod before it can be balanced. Armor plates should be balanced internally before we look at armor reppers. Armor tanking should be balanced with shields before we stack on damage mods. If the value of armor tanking is the use of a completely different non-tank mod then clearly armor is not currently balanced. When was the last time someone stated or implied that the value of shield tanking was the ability to fit upgrade mods, sensor mods, speed mods, etc? Shield tanks are useful in their own right, and then they gain the advantages of that more diverse/flexible slot layout. Again, range is great and I agree with you it's value is often understated, but speed is consistently more understated and range (as well as damage mods) are not directly part of tanking. Further if a major value of the "slow-moving-can't-out-run-anyone" armor tanking line is range then we have a serious problem because the armor tankers have no way to maintain that range against the faster moving shield tankers.
0.02 ISK Cross
PS ~ @thread, any word on CCP changing the Move speed = Aiming speed thing?
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.05 16:28:00 -
[60] - Quote
Beren Hurin wrote: the logical counter-nerf would HAVE to be some nerf to the damage mods. I realize this is not your main point, and I actually agree that stripping away the negs on armor too much likely is not the best option for finding balance here. So that being said I'd like to address the quoted text.
I think that this would be a good thing. Nerf damage mods, give Assault suits some role buff to enhance the effects of damage mods (so they still have the same ballpark of performance from them), give armor much better eHP mostly via buffer (but also the other things esp native reps) and let things develop.
QCQ Scouts generally do not need damage mods to get 1-2 hit kills.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine.
Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications)
Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit.
Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker).
0.02 ISK Cross |
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.07 18:36:00 -
[61] - Quote
TheGoebel wrote:Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.08 05:13:00 -
[62] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive? |
Cross Atu
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Posted - 2013.08.10 15:05:00 -
[63] - Quote
Arkena Wyrnspire wrote:SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. I'm starting to lean towards this as well, I still have concerns about role overlap/contention between the reactive plates and the standard plate + rep combo but that may need a fix of its own.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.10 15:43:00 -
[64] - Quote
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 |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.12 04:00:00 -
[65] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits. It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though. The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire. When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit.
I was most specifically comparing the tanking mods to the weapon dps, so while I do think a moderately higher average TTK would be a good thing it is most specifically a statement of "to balance armor tank vs shield tank it is better to buff armor tank than nerf shield tank even if this means that some players hybrid tank and created a somewhat increased TTK".
The ability to endure more fire shouldn't be too heavily throttled when it comes to mods used because, as you know, each mod fit is taking up a slot which could be providing another advantage so we need to be very careful about not creating artificial bottlenecks or ceilings to value of any given mod type or it can negatively effect overall balance.
Playing my "I've invested not even 1 SP into anything and run only starter fits" character for testing purposes it is speed most of all which I feel the lack of. My dps is lower but I can compensate by being more careful with where and how I fire. My eHP is lower but I can compensate by being mindful of where and how I engage, albeit this is harder to accomplish than the dps compensation and leans on map knowledge which a truly new player will not have as much of. Range is just a matter of knowing what weapons you're up against, and is a bit of a coin toss how quickly someone will pick it up. But speed, speed is almost a hard cap on performance and it effects almost everything. Getting into and out of fights/cover, getting to and from objectives and hot zones, moving to resupply yourself or support allies, essentially every aspect is effected by speed and the less of it you have the more other attributes you need to approximate the same level of function. While I understand why CCP removed the free LAVs doing so was one of the biggest blows to new players in quite a long time. Leaving the issue of "murder taxi" aside for the moment those new players now cannot adapt and react as well as the higher SP players can because they do not have access to the same mobility.
While I agree that in the hands of a skilled player a properly fit prototype kit can handily take on militia gear it is positioning and adaptability which wins those fights more often than raw HP or dps. Give a vet militia gear and good ground against a new player with proto gear and poor placement and the vet wins most days of the week. This statement is not simply hypothetical either as the "game show" even displayed.
I agree that low meta gear vs high meta gear is not ideal and hopefully matchmaking will address that, but I also think that balancing low meta gear against high meta gear isn't the best practice either, taken to its fullest extent there can't be balance between the types until meta ceases to have meaning.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.14 21:12:00 -
[66] - Quote
Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? 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 |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.14 21:37:00 -
[67] - Quote
Cosgar wrote: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? ......... That was a rhetorical question lol. But as always you hit the nail on the head. I know it was my man, sometimes I just can't help myself |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.22 05:38:00 -
[68] - Quote
zzZaXxx wrote:BL4CKST4R wrote: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. More like 567/461 at most.
I'd love to see an actual example fitting for these, what else could a suit like this run? What are they giving up? How much does it cost to run such a fit in both SP and ISK?
I don't think the 'specter' of dual tanking is all that intimidating, each of these mods still has associated costs and even with maxed fitting skills on a logistics suit it's not easy to proto every slot, even assuming both ISK and SP were no object.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.22 05:56:00 -
[69] - Quote
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. |
Cross Atu
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Posted - 2013.08.23 04:36:00 -
[70] - Quote
BL4CKST4R wrote: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. This is a modified version of the 3.3.1 fitting tool to include the new armor plate values. Going to use the Gallente and Caldari Assault suits only because the Amarr is meant to dual tank, only the Minmatar logistics has enough slots to dual tank, and the Gallente and Caldari logistics suits do not have an even slot distribution. @ Cross Atu, I see what you mean now about costs and what they sacrifice etc etc, I seemed to have gotten tunnel vision when I was looking at a dual tanked suit vs a purely tanked suit that I didn't realize the costs of running dual tanked. Although a dual tanked Caldari is far better than a dual tanked Gallente, but that is mostly because of the bonus to shield recharge and no passive armor repairs. Caldari Assault dual tankedCPU- 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 Gallente Assault dual tankedCPU- 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 Caldari Assault shield tankedCPU- 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 Gallente Assault armor tankedCPU- 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
Didn't mean to gang up on you BL4CKST4R, and thank you for the fittings. I can create fittings but I try not to assume that my results are comprehensive hence why I get so insistent about getting others to post them as well, I want to be able to check my conclusions against builds I wasn't part of creating. I'm going to spend awhile chewing on this mentally now, again thanks for the post (first impression says the biggest thing we need is for CCP to make that tech breakthrough so they can give armor suits armor related buffs to level the field with the Cal Assault).
Cheers, Cross |
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Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.23 05:15:00 -
[71] - Quote
D legendary hero wrote: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. This is a bug, shield recharge delay is supposed to reset every time a Merc takes damage, so while this assessment is currently accurate it is not working as intended, maybe be patched on the 3rd when 1.4 lands and in any case isn't a good factor to consider building balance around.
Quote: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 have sincere doubts about taking on 4 people with these suits, granted all of these cases are somewhat subjective so there is likely no hard and fast answer here but saying "moving around will make your survival better" is fine however at that point we also need to include "taking fire from Mercs with damage mods, who land any headshots lucky or no, who land any shots to your back arc lucky or no, and who have any levels proficiency, will make your survival worse". Keeping that in mind the likelihood of survival when facing multiple enemies continues to drop at a somewhat 'geometric' rate because with each additional foe the probability that someone will have damage mods, proficiency, or land a head/back shot increases.
Now I am not saying these suits are tough to kill, but I am saying we should be careful not to overstate the case. Further I ran around in a logi suit which weighed in at around 800 HP and I was far from unkillable, in fact I was still able to be OHK (not often but it still happened, shotty, nades, sniper rifle). To put proper context on this I was a Logi so slower than an Assault and generally not shooting back, because I was busy with other things, so both of those would make an assault suit at this level have a higher effective hit point total. That being said my experience was that if I ever got caught alone by four guys I was dead within a matter of moments and usually couldn't even survive long enough to round a corner into cover (unless I was already at that corner and only had to take two steps back).
I'm wondering what you're looking at as far as heavy fits by comparison? Just being at a higher HP, or even eHP alone doesn't show a problem, being there while rocking an equal or better weapon and/or costing less per fitting however could start to become a problem.
A few thoughts that occurred to me upon first read.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.23 09:02:00 -
[72] - Quote
D legendary hero wrote:
wel, those are designed for OHK, cant argue with you there. my point is with an AR and this set up, its hard for people of a lower teir to compete. however, using shotguns, nades, forguns, and snipers are still effective. resulting in this build NOT being OP.
indeed, facing opponents in ADV gear can cut the life of proto gear very short. im just going to sum up my mentality this way. i was measuring the effective life span of the build against that of the basic suit. since nothing gets lower than milita. how many miltia suits is this proto of max level suit worth?
it occured to me that the aforementioed set up can easily decimate militia suits in seconds, in fact it can decimate them so fast that even fighting 3-4 of them at the same time isnt sufficient. unless of course your standing still for 2.2 seconds.
But nades are part of even the starter fits and there are BPO militia nades besides. There are also militia shotties (BPO if desired) and starter + BPO sniper rifles. But lets focus on just the starter front line fit. This fit is the most basic of the basic AR fits in the game as it is not only frontline but it is given to everyone upon creation of a character.
This starter fit comes with an AR, light damage mods, militia grenades, and the ability to land head and back shots (player skill applies here). My point is that you don't have to be standing still, if they spam nades, get lucky hits on your head/back, or are benefiting from any skill buffs/the free on board light damage mods then that figure drops.
I'm not saying a skilled player with a Proto AR against 2-4 equally skilled players with pure militia wouldn't be doing some major damage, I'm just saying that he's far from guaranteed a win and that's comparing a 100% free fitting which everyone gets to an expensive (in both ISK and SP) fitting. How many of these free starter fits does our proto bear have to rack up just to break even on the loss of one suit? Taking the Cal Assault that was listed and swapping in a GEK (the proto rifles won't fit on the suit due to CPU/PG shortfall) we're looking at 95,985 ISK per fit. Based on personal experience it takes around 3100 WP to earn approximately 400,000 iSK in a pub (there are so many factors these figures are general). So that gives us 4.2 deaths, but since it's approximate lets give our Proto the edge and round out of 5. That means 5 deaths over the course of the match and he's not making any ISK, 6 and he's in the hole. At base values it takes 62 kills to earn 3100 WP, so that's 15.5 kills per death to earn a profit (12.4 to break even). So our Proto has to survive more than 3 waves of 4 guys 5 times during the match just to break even. There are guys in the game who can do it, but a kdr over 12 as a front line Assault isn't an average benchmark, even for a vet during a pub stomp, which is why I'm saying that the assessment of it as taking out 3-4 man teams with ease seems a bit overstated to me.
Could the suit do it? Sure. Could the suit do it consistently in a way that isn't going to bankrupt the user? Probably not.
To be clear, I doubt I'm telling you anything you don't already know, but for anyone reading this thread who isn't crunching all the numbers I feel compelled to provide a more full context so the impression isn't given that these fittings are more potent then they actually are.
Cheers, Cross |
Cross Atu
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Posted - 2013.08.23 09:44:00 -
[73] - Quote
D legendary hero wrote: the thing is when medium frames have similar of equal ehp to those of a heavy they bring the only advantage a heavy has without any of the draw backs.
That's why I was asking about fits, because SP and ISK cost becomes highly pertinent at this point.
Quote:although turn speed is soon to be fixed, they still have a higher movement speed and smaller hit boxes than a heavy. So, when a medium frame can tank as hard as a heavy and still move at mach speed, with a small hit box its a problem. To the best of my knowladge the differing hitbox size is a myth. I have never seen a 100% confirmation on this from the Devs either way but as I understand it the 'Scout < Assault < Logi < Heavy hit box size', isn't an actual game mechanic (if it is then the recent across the board logi suit nerf is even more ill conceived than I already believe it to be).
Quote:it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. Dabbling with the fitting tool I get EHP 1591 | ISK 88,515 | AUR 0 Note: These are all 1.3 numbers
So the total HP will be higher and the movement speed will be improved as well with the new patch. This is worth noting simply because BL4CKST4R corrected for the changes where I have not. However using the numbers directly from his post compared to the 1.3 numbers from the fitting tool for my max tang sentinel the heavy fit has EHP ~40.6% more than the Duel Tanked Cladari Assault.
So on balance that Cal Assault is getting ~40.6% less EHP at a cost of 3,285 more ISK per fitting. In a broader sense I'm inclined to think the Heavy could use some love, but based on the numbers here I don't see how these duel tanked suits can qualify as defeating the point of being a heavy, they have less EHP at a higher ISK per fitting cost and possess no access to heavy weapons. Even dropping a shield extender to add a damage mod the heavy still has ~38% more EHP and a prototype damage mod, while still being the less expensive fit. When we're not comparing 1.3 Heavy to 1.4 Assault the EHP gap will be even larger, the aiming will be fix and the speed penalty will be reduced.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.08.25 03:06:00 -
[74] - Quote
D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? |
Cross Atu
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Posted - 2013.08.25 03:18:00 -
[75] - Quote
Beren Hurin wrote:Cross Atu wrote:D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? I'm pretty sure I've seen confirmation that hitboxes are different sizes based on suit size. Where?
I've heard this stated a whole lot starting in closed beta but I've never once seen it stated by an official source. It is not listed or even hinted at in the state blocks in game and despite I and a few corp mates looking on the forums no links or posts were turned up.
Now I am nowhere near convinced that if it were on the forums I "couldn't have missed it" or some such, which is why I'm asking. If there is indeed confirmation of this from the development side then that is vital information that should be in a sticky and listed in the stat block for suits in game.
Further if there is such a scaled iteration then the recent logi nerfs are plain silly (unless boxes are done by frame size not suit specialization) and honestly shield extenders should absolutely expand the users hitbox by some amount.
This is something that I really don't trust client side testing to establish because of all the continuing latency issues. If we can get so many false reads on things like large scale explosions and injector placement then pinning down a hitbox size from our end is going to be effectively impossible.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
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Posted - 2013.08.25 04:00:00 -
[76] - Quote
Beren Hurin wrote:https://forums.dust514.com/default.aspx?g=posts&m=1141246#post1141246 CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
I thought I've seen it before this, but this wasn't too long ago. Thank you Beren Hurin.
Also, hummm.
But most importantly grrr
I am at this very moment debating whether to wait on typing up my response to this information (not directed at you Beren) because I am, quite frankly, agitated.
The concept of this information not be presented front and center within the game to new players is.... well it's not good. The idea of balancing other things without this being clearly addressed within the context of that balance is, in my view also a profound lack. Maybe it is being taken into consideration but there's no information being discriminated which talks about it and that alone bothers me quite a bit.
Lastly, and perhaps most importantly, shield extenders should increase hitbox size. Likely not but a lot per extender, it can and should scale with the HP gain, but it is the most sensible counterpart to speed. Both speed and hit box effect how readily damage is applied to the target, both armor and shields add extra ability to survive incoming applied damage. If armor reduces speed but gives the higher buffer and shields don't reduce speed but make the target easier to hit (while the shields are up) then it creates a role for both. Furthermore it gives incentives to avoid high amounts of duel tanking because you'll be expanding your hitbox and slowing yourself down, in effect becoming low quality Heavy frame. While the Heavy with its higher standard HP pool built in would gain a more specific role and utility as directly competing with it would carry a higher drawback.
I am going to close this post here and perhaps revisit the issue when I'm feeling a bit more level headed, call it a pet peeve but omission of this kind of information really gets my back up sometimes.
Cheers, Cross
PS ~ D legendary hero, looks like that addresses our discussion before and moves me even more adamantly into thinking the Heavy frame needs some love to give it proper utility. What is your take on how having a hit box increase tied to shield extender use would effect the state of the game for Heavies?
EDIT: All of the above assumes that I don't come back later and realize I've somehow misread something key |
Cross Atu
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Posted - 2013.08.25 07:05:00 -
[77] - Quote
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 |
Cross Atu
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Posted - 2013.08.26 14:44:00 -
[78] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote: 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. Minmatar at proto level have 4/4 currently as has been the case since closed beta. (Unless you're talking Assault suits ) I know this because that's what my proto Min Logi had yesterday when I played, and has had ever since I first saw it.
0.02 ISK Cross |
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