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Daedric Lothar
Onslaught Inc RISE of LEGION
642
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Posted - 2013.06.17 11:36:00 -
[1] - Quote
I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail.. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 11:44:00 -
[2] - Quote
Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP"
You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example.
Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit.
You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:07:00 -
[3] - Quote
Arkena Wyrnspire wrote:[quote=Daedric Lothar]
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers. The text directly above what you quoted explains this - did you intentionally omit this?
I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do.
Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:30:00 -
[4] - Quote
BL4CKST4R wrote:
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:36:00 -
[5] - Quote
TheGoebel wrote: Oh boy, its a dog pile. Well hell, I wrote this so I'll be a damned if I'm gonna throw it away.
1. We have to have a baseline. I hesitate to make this assumption but I will say three types of tank exist, speed, armor and shield. Speed tanking is a user skill based tank so it would be impossible to quantify for the purposes of the comparison, if we could I assure you it would be included. Also in many discussions the argument that armor has a higher buffer is made when in fact that is not the truth, take a look at my next number for why.
2. Your are thinking of proto assualt, Proto Gallente is a 3/5 split of high/low and caldari is 5/4. Only 2 slots are used due to those suits requiring a local rep to be effective. You'll find the discussion about outside reps further down the page but most calculations are done within a bubble of a single suit.
3. This argument is based on a suit without local reps. Yes you could have a huge buffer of armor HP but you would be very slow, around 2.5m/s and be unable to repair yourself at any reasonable rate making repeated encounters difficult. It would be a suit with a death clock hanging over its head as every successful battle only brings you closer to death.
4. Of all your statements I find this one to be most insulting, so good job if that was your intention. It is a conclusion based on many half truths. Yes a suit four plates and three damage modifiers would do a lot of damage, however if the enemy strafed you would be unable to apply that damage as the uber-suits turn speed is effected by the movement penalty. As stated before in point 3, an all plated suit is has other penalties associated with it. Namely rep speed. So this suit wouldn't be overpowered. You can add in the fact that a slow target is a easier to hit target and you find the suit to be quiet under powered.
Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
[Edit]: As to your response about half your speed. I don't armor tank, because I appreciate a fast playstyle more then heavy hitting because my aim sucks, so correct me if I wrong, but I thought the movement speed debuff had a stacking penalty.
[Edit]: I am not saying the balance is perfect, but I am saying that its good to go slow in fixing it, because armor tanking has the potential to be extremely overpowered. Right now I feel that shield regen is WAY to fast. On my shield fit I fit all highs with extenders and all lows with regen delay reduction mods. My shields come back almost instantly. I would like to see a longer delay in when shields start to regen and putting more emphasis on how much a shield can heal if you haven't killed him by then, to promote a more cat and mouse game of Shield vs Armor tanker.
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:48:00 -
[6] - Quote
BL4CKST4R wrote:Daedric Lothar wrote:BL4CKST4R wrote:
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits. If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above
So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:51:00 -
[7] - Quote
TheGoebel wrote:Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27. To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche.
True, but the example was of a Gallente Armor tank using 2 plates to get the same health as a Caldari tanker while having boosted damage. If In a perfect world the armor tanker could fit everything he wanted, he could also fit his remaining low slots with reps to reset the clock if he waited long enough. Therefore making reppers there for more Solo play.
However we have plates which don't reduce movement now right? |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:20:00 -
[8] - Quote
TheGoebel wrote:
I'm not trying to be a **** here, but your 2 plates being equal being an equal buffer to a shield tank is potential balance fantasy correct? As it is shield buffers are often time, although sometimes marginally, higher.
So, a having competitive buffer and higher damage versus buffer and regen would be the balance suggested? If you remove the speed penalties then I think that could begin to work.
That is what I am suggesting, Buffer and damage vs buffer and regen or buffer and speed. I would also like to see a Shield Energizer tool or add it on to the repair tool to allow Logi to rep shields as well since having the repair tool currently throws the balance out of whack (Yes I know you will say, but if the Logi could shoot!, but we all know that things are situational, like a heavy defending a choke point or hallway with the Logi hidden providing reps)
With a nerf to shield regen time and speed, and a buff to armor turning speed with only a slight buff to movement speed. I can see the two starting to get a much better balance, but then again, any time you are dealing with damage mods things get alittle psychotic.
However....
If you remove the speed penalty from armor totally, then I would actually kinda like to see a low slot item which increases weapon ROF/accuracy/spread so shield tankers can also get a damage boost. That would also allow speed tanks to just fit all around damage mods.
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:55:00 -
[9] - Quote
Cross Atu wrote:
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly.
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.
Cross Atu wrote:
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.
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.
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 immedaitely. 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?
Cross Atu wrote:
So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
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.
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:19:00 -
[10] - Quote
Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross
I look at it like a progression.
Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor) Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression).
If you want profile mods, be a sniper. Every mod has its place.
The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. |
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:31:00 -
[11] - Quote
Cat Merc wrote:[ And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed.
I don't have the answer to that. Typically that is how someone who is fast kills someone who is slow, you run around them and blast them. Watch boxing, the slow fighter usually get pummeled by the faster fighter until he connects a hard blow in there and knocks them the F out. So, to me, that would actually seem balanced.
This is why I don't armor tank, I purposefully chose to shield tank beacuse I know my gun game is subpar compared to others. if my aim was really good, sure I would armor tank. But for now I like running around armor tanks and spraying them with bullets. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 15:11:00 -
[12] - Quote
Cross Atu wrote: 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.
Alot of good points, I like reading them and your ideology. You make a point that eHP should be equal, I'm not sure that should be the case because you also have other things to take into the equation. Like movement speed and damage. Shields opens up option for better movement, more stealth, more or less regen. Armor opens up damage mods and scan mods, but in mid range combat, you don't really need scan mods, there does need to be better high slot modules though.
Cross Atu wrote:
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.
Well yes, thats what snipers do, that is what range does vs close up. In an earlier post I showed my idea of progression. It does make sense for an armored user to use a longer range weapon due to the limited tracking speeds. If you look at most weapon platforms in modern society, most slow moving platforms usually are equipped with heavier and longer range weapons.
Cross Atu wrote:
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.
I saw those, I didn't see anything I needed to respond to. Yes the fit doesn't fit entirely, but I already admitted that I am a shield tanker and my fitting skills aren't perfect for armor tanking so I didn't know Exactly what could fit. Also I said I was a shield tanker because I can't aim very well.
However with your fit you show 348 boosted HP and 24.4% Boosted damage. vs 264 boosted HP vs 0% Boosted Damage. If someone with boosted damage can chew through someone in 1.1 seconds, then that 2 second regen timer will never activate. As a armor tanker is bad close up, the armor tanker would want to try to stay more in the open to give himself longer ranges to fight from, A tactical AR would probably be preferable.
Yes.. Contact grenades can hurt an armor tanker, they can hurt a shield tanker also. Since armor tankers are slower, they will have more effect, yet another reason for armor to want to dictate a longer range, and just another reason why someone faster would want to get in closer.
[Edit]: Also I never said contact grenades weren't absolutely broken... The damage is far to high for the effect. The lower damage Thunkker versions for ISk are much better balanced. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
836
|
Posted - 2013.07.03 16:35:00 -
[13] - Quote
TheGoebel wrote:Beren Hurin wrote:You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. There are a lot of variables to this issue. Speed, damage resistance, regeneration, fitting requirements, slots and types (like how there are more low slot modules then high slot modules). That's why the OP is so exhaustive. There is no magic bullet to fix it. But, damnit, we should still try.
No idea, I'm not sure the meta has been around long enough for us to really judge. With how hard it is to fully skill into something we may be several months in before a truly accurate assessment of balance comes about.
The only thing I am fairly certain about is that Shield Regen Delay is to short and Regen Boost is to much. As a shield user who stacks Regen Delay and Extenders, my shield is always recharging and its about a half second till the recharge starts and about 2-3 seconds till my shields are at full. With how much cover there is in the game, if I can pop out take a shot and recharge and pop out and take a shot, I have an advantage over a plate user even if they have damage mods.
If this is slowed down I am sure Armor will find itself in a much better competitive place. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
840
|
Posted - 2013.07.03 19:02:00 -
[14] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer.
Its magic. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
843
|
Posted - 2013.07.03 19:50:00 -
[15] - 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.
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. |
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