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D legendary hero
Strong-Arm
187
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Posted - 2013.06.17 00:35:00 -
[1] - Quote
Arkena Wyrnspire wrote:Whoops, missed unit 10. This has now been corrected.
where is the preface?
i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc .
those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
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D legendary hero
One-Armed Bandits
187
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Posted - 2013.06.17 05:35:00 -
[2] - Quote
^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate.
there should be no niche for one or the other (as people try to do with heavies.)
think about it, if shield vs tank dictated exactly what you should use for what playstlye then i would have no choice as to wether i wanted to skirmish with my armor tank, or imagine the battle conditions changed mid fire fight and i need to engage the enemy brawler style with my shield tank.
granted they are not the same, but they should not hinder you from one another, they should suppliment or enahnce your ability to do one or the other. therefore, if i need to skirmish with an amor tanking suit i should be able to do so however, if some uses the same tactic with a shield tanking suit against me they should have a slight advantage.
according to what your saying the advantage in the aforementioned paragraph of the shield over the armor for skirmishing would be so high that the shield tanker is garunteed the kill. that should never be so |
D legendary hero
One-Armed Bandits
199
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Posted - 2013.06.18 05:13:00 -
[3] - Quote
BL4CKST4R wrote:God these flaylocks are like a win button against Gallente I have yet to play a game today where the majority of the team isn't using these... It is literally impossible to kill somebody with a flaylock as a Gallente logistics unless I am super far away, not only can I not strafe fast enough I only have about 2 seconds to dish out enough damage to kill them. If armor isn't fixed by uprising 1.2 I am just leaving this game I cannot handle how bad my character is because I picked the wrong suit... Yep New Eden HTFU or GTFO guess I know which one I fit in, didn't know New Eden was brutal since the time you decide to pick a suit
well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari) |
D legendary hero
One-Armed Bandits
212
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Posted - 2013.06.19 11:15:00 -
[4] - Quote
because when people write in all caps they must be telling the truth.... they took out the time to put it in all caps. |
D legendary hero
One-Armed Bandits
215
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Posted - 2013.06.20 07:36:00 -
[5] - Quote
Scheneighnay McBob wrote:I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields
thats the thing. shield tankers depend on NO ONE. but armor tankers to be effective need logibros.... thats alittle unbalanced.
but i think the whole mechanic of logis needs a fix, within a 20m radius of enemies the logi should get cyclic points for holding a rep tool on teammates (ie.e every 3seconds 5points, etc) whether shots are fired or not.
outside 20m logis should have the current system where only when damage taken does the logi get triage oints.
this way they dnt become useless when armor = balanced with shield. but at the same time armor + logi = shield tanker.
because right now shield > armor, unless there is a logi. why is one shield tank worth 2 people? |
D legendary hero
Strong-Arm
249
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Posted - 2013.07.02 15:07:00 -
[6] - Quote
this thread needs some CCP lovin' |
D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 22:49:00 -
[7] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues.
it seems like those were desinged for shield tankers...lol |
D legendary hero
Strong-Arm
290
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Posted - 2013.07.08 17:36:00 -
[8] - Quote
SnakeSix wrote:Shields aren't as OP as most think.. I run with flux grenades ever game now, takes out Cal Logis like nothing.
indeed i have seen a serious improvement in my game play since i started using flux grenades. still i think flux should do damage to shields and do minminal damage to armor as well. because some of these shield guys dual tank and its kinda rediculous.
the problem with flux grenades is that the flux does inperminant damge, where as the locus grenade does permanant damage. observe.
-throw a flux a few seconds later their shields are back to full, (4 second recharge delay, 25 per second no mods, you can get back 500 shield in 20 seconds. total recharge time needed 24seconds without recharge mods or regulator mods or enegizer mods...lolol)
-throw a locus grenade if they have repair mods their armor is full in a few minutes. (for with 2 proto rep mods you can get back your 300 hp in 30secs.... 300 armor is nothing)
main point: flux grenaeds need a way of doing lasting damage to a shield tanker. per haps even reducing their maximum shield after being hit.
i.e. lets say you have 500 shield. if you get hit with a flux grenade, after you recharge you should only be able to reach 400shields, if it happens again your new max (for that life) will be 300, etc, etc. this way at least lasting damage will be done to shield tankers.
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D legendary hero
Strong-Arm
350
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Posted - 2013.07.11 07:40:00 -
[9] - Quote
RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots.
great idea
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D legendary hero
THE WARRIORS OF LEGEND
355
|
Posted - 2013.07.14 06:08:00 -
[10] - Quote
TheGoebel wrote:Galvan Nized wrote: Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful. Please refer to TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
this is the exact same thing i spoke about wit heavies in a different post. the principle remains the same... the team is not supposed to baby sit its constiuants but rather enhances everyones abilities.
another individual on a different thread highlighted a valid point as well. most poepole speak of nerfs when it comes to imbalances. but really buffing is the cure.
Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking. |
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D legendary hero
THE WARRIORS OF LEGEND
368
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Posted - 2013.07.16 13:05:00 -
[11] - Quote
^^agreed. this thread needs some CCP lovin....ohhhhhhhhhhhh yeahhhhhhhhh |
D legendary hero
THE WARRIORS OF LEGEND
466
|
Posted - 2013.07.29 20:38:00 -
[12] - Quote
still no dev response... |
D legendary hero
THE WARRIORS OF LEGEND
631
|
Posted - 2013.08.14 07:04:00 -
[13] - Quote
is CCP going to fix this or not? thats all i want to know. and if o, when? an ETA is nessesary. |
D legendary hero
THE WARRIORS OF LEGEND
675
|
Posted - 2013.08.22 02:37:00 -
[14] - Quote
SponkSponkSponk wrote:If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers). e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.: http://i.imgur.com/0y6sXIK.pngHowever, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates)
with reference to your last sentence minmintar suits need an extra low slot per level starting from milita (which has zero) on upward. because their base ehp is really low, and they are supposed to be the most versitile suits, and fastest. yet, their speed is only marginally better than other suits.
its a delicate balance because too much speed and you essentially have a medium suit with scout speed, too much versitility and they become your all-in-all go to suit for everything, too much ehp..well you get the point.
adding this one extra slot per level will enable your minmintar suit to do more and be more versitile while simulataneously, still being the weakest in terms of tanking.
i mean seriously, i can get 550+ ehp on my milita galente suit, but now where near that amount on my milita minmintar, and the trade off, is only .30m in speed.... that is laughable.
onw im using milita as an example but of course going up hgher its easy to see that the minmintar can't tank as they should. (they should not tank better than anyother suit, but they shouldn't be so far behind that they are 200+ ehp behind.) |
D legendary hero
THE WARRIORS OF LEGEND
675
|
Posted - 2013.08.22 03:32:00 -
[15] - Quote
Beren Hurin wrote:D legendary hero wrote:SponkSponkSponk wrote:If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers). e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.: http://i.imgur.com/0y6sXIK.pngHowever, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates) with reference to your last sentence minmintar suits need an extra low slot per level starting from milita (which has zero) on upward. because their base ehp is really low, and they are supposed to be the most versitile suits, and fastest. yet, their speed is only marginally better than other suits. its a delicate balance because too much speed and you essentially have a medium suit with scout speed, too much versitility and they become your all-in-all go to suit for everything, too much ehp..well you get the point. adding this one extra slot per level will enable your minmintar suit to do more and be more versitile while simulataneously, still being the weakest in terms of tanking. i mean seriously, i can get 550+ ehp on my milita galente suit, but now where near that amount on my milita minmintar, and the trade off, is only .30m in speed.... that is laughable. onw im using milita as an example but of course going up hgher its easy to see that the minmintar can't tank as they should. (they should not tank better than anyother suit, but they shouldn't be so far behind that they are 200+ ehp behind.) Their speed is only part of their benefit. GIving them more eHP would be overpowered. They also have more stamina, which means they end up sprinting about 25% further than other suits of the same class. Basically they can make the most use of cardiac regulators and kincats.
we throw around the word OP alot these days. but having slightly more ehp won't make them overpowered. im actaully trying to prevent them from become underpowered. because in a straigght up gun fight movement speed is more important that run speed. and movement speed doesnt effect stamina.
again im not begging for equal ehp if you do the math it is impossible for a minmintar suit to have as much ehp as anyother suit even with an extra low slot.
the extra slot would help the becaome what lore says, versitile.
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D legendary hero
THE WARRIORS OF LEGEND
677
|
Posted - 2013.08.22 05:46:00 -
[16] - Quote
you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. |
D legendary hero
THE WARRIORS OF LEGEND
678
|
Posted - 2013.08.22 18:05:00 -
[17] - 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
dnt worry man nobodies gangin up on you (although people love to do that to me on my threads...lol)
nice numbers. makes me wanna respec out of being heavy. my heavy suits right now have 506shield/506armor.
for a total of 1012 ehp.
because we only have 2high and 3 low at proto and to be a heavy that survives longer than 3 seconds under fire you need armor reps. and for your HMG to do any damage you need damage mods, so seeing a lighter faster suit with 990 ehp, whos shields and armor combace faster... i might as well switch over. imma do some calculations on these suits survivability under fire momentarily |
D legendary hero
THE WARRIORS OF LEGEND
680
|
Posted - 2013.08.22 22:55:00 -
[18] - Quote
BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit.
the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy.
The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range.
now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold.
Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you.
If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading.
I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
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D legendary hero
THE WARRIORS OF LEGEND
682
|
Posted - 2013.08.23 00:54:00 -
[19] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
yeah, thats why i haven't been speaking too much about the heavy suit and HMG right now. because I am waiting to see what 1.4 brings out. the concept of the heavy suit appears sound theoretically but we all now that a tank that isnt mobile is a very uselss and often dead tank.... XD
i used to think it was an issue with the DPS on the HMG and damage pershot (which i still think should be higher). but as you mentioned the min issue is the hit detection. Now back to sheild and armor tanking.
BLACKST4R you know at times are vigorously disagree with what you post. but, in this case, I have no choice but to agree, in fact i am impelled to agree because these fittings and suits you propose allow literally the perfect "tank". You can equip most light weapons (hell even a plasma canon i think, forgot the exact CPU/PG), almost any side arm (i think SMGs on the proto lvevl might have too much CPU/PG), and in the hands of s skilled player can endure the toughest battle conditions.
this set up with proper maneuvers can endure fire and effectively eliminate 4 players of equal skill in militia suits, 3 in completely standar suits with STD weaponry, 2 ADV suits with advanced weaponry and perhaps 2 poor equiped proto suits.
its times like this i wish i hadnt specced into being heavy...lol
only downside is i don't think you can fit drop uplinks on any of these set ups, without a heavy sacrifice to tanking... |
D legendary hero
THE WARRIORS OF LEGEND
684
|
Posted - 2013.08.23 01:03:00 -
[20] - Quote
BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy.
i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect)
OR
i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage.
whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s |
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D legendary hero
THE WARRIORS OF LEGEND
687
|
Posted - 2013.08.23 06:10:00 -
[21] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max.
touche, touche |
D legendary hero
THE WARRIORS OF LEGEND
690
|
Posted - 2013.08.23 06:34:00 -
[22] - Quote
Cross Atu wrote: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. i can agree with this. im just speaking based on current mechanics.
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. [/quote]
remember my analysis only factored in people using miltia ARs, and using miltia suits with miltia mods. not getting head shots. this is your average new player out the academy (miltia suit, miltia AR, milita mods, no proficiency). so, if you were to pub stomp (not supporting or condoning it), you could effectively take on 4 militia suits at the same time.
of course as the paraphernalia of the opposition gets more and more advanced, your godlike invincibility simply becomes a slight edge.
but, of course you are totally right about all the additional factors. which in fact show why this is not OP, because it can be countered effectively.
still someone in this proto suit with all these skills verse even veteran players in milita gear can consistantly take on and succeed against 2-3 of them at the same time. if they are new players that number is increased to about 3-4 ppl at the sametime. because you are also dishingout damage with your dovoule which in 1.2 seconds can kill any milita suit build, with about 12 bullets (not including proficiency in which case it would be .9 seconds, and 10 bullets)
Quote: Now I am not saying these suits not 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).
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.
Quote: 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
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. 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.
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. |
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Posted - 2013.08.23 22:35:00 -
[23] - Quote
Cross Atu wrote:[quote=D legendary hero] a compelling argument Cheers, Cross
a compelling argument indeed. I am still convinced though that the suits BLACKST4R listed would produce consistently positive results, even against multiple opponents.
However, as you brough tto light there are many factors to take into consideration. I have been able to take on 3-4 opponents with my Caldari STD sdren suit. i stacked 2 milita shield extenders and 1 armor plate 1 reactive plate, and have 308 shield and 288 armor, for a total of 596 ehp. I use an Assault scrambler with it and flux.
if i had the 990 ehp and proto ar of the other suit. i know i would WTF pwn people...lol. I guess what im saying is this. In skilled hands with this suit you can become a god. |
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Posted - 2013.08.23 22:44:00 -
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Cross Atu wrote: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
i was off by 11...lolz
Quote: 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.
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
case-and-point = in many cases where a heavy would have to absorb damage due to poor movement and run speed, these fits can evade the damage altogether via jumping, taking cover, vaulting objects [jumping over small barriers heavies can't), and making other tactical maneuvers. all in all these fittings can in many cases avoid damage to begin with resulting in increased longevity.
this thread isnt about weaponry but in short AR > HMG in almost all respects. AR dps ~ HMG dps.
hopefully 1.4 will help heavies out.
0.02 ISK Cross[/quote]
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Posted - 2013.08.24 14:17:00 -
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the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. |
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Posted - 2013.08.24 14:35:00 -
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BL4CKST4R wrote:D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. The logic... it burns my neurons
logic burning your neurons? buy AURUM today. |
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Posted - 2013.08.24 14:49:00 -
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TheGoebel wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate Yissss, let it your hate make your more powerful. Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses. We got a small plate buff, which is nice but this war is far from over.
Power unlimited power!
anikin walking into chamber with younglings = shield tanker
younglings = armor tankers |
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Posted - 2013.08.25 03:48:00 -
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BL4CKST4R wrote:joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles. What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during.
TL;DR AR dps = 467 triage repair per second 30-40
467 > 40 |
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Posted - 2013.08.25 06:31:00 -
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Cross Atu wrote: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
Having the shield extenders increase hit box size could adversely affect minmintars who shiled tank and use other mods. they are supposed to be the most versitile class but quite frankly they seem like just faster caldaris with lower ehp.
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.
however, the heavy frame does need a reworking. I recommended i the past.
1. increasing the turn speed. 2. slightly improving the movement speed. 3. giving the suit an inherent resistance to small arms fire by 30%. (not to include turret damage, explosives, and heavy weapons). 4. an improved jump
having better mobility, turn speed, and resistances to small arms fire will make the heavy suit do what its supposed to do. Tank hard! the mobility buff will justify its current hit box size. |
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Posted - 2013.08.25 16:29:00 -
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Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross
just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) |
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Posted - 2013.08.25 20:48:00 -
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BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit.
tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4. |
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