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Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
111
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Posted - 2013.07.03 13:30:00 -
[1] - Quote
Multiple types of plates are a great start, but they need work.. And we have not even discussed self repair systems yet. We need to think outside the box..
Reactive Armor Plates - Medium Armor amount, Medium movement penalty, Small self repair, *Provides damage resistance bonus* -Middle ground plate, useful for any suit. The bonus to damage resistance would give a person the ability to stack modules to achieve the level of DR which works best for them, without providing too much. Stacking penalties could apply, or it could be tweaked to be a smaller amount, with no penalty.
Ferroscale Armor Plates - Small Armor Amount, Small movement penalty, *Medium self repair* -Great for high agility armor suits, provides additional protection as well as some form of built-in repair. Still would derive use from stand-alone repair modules, but does not leave the tanker out in the cold should they chose not to use them.
Standard Armor Plates - High Armor amount, High movement penalty, No self repair, *Provides bonus to Remote Repair Amounts* -The 'Go-To' for Heavy tankers. On their own, they provide a very healthy boost in raw HP. In combination with a Remote Repair Buddy, they would encourage team work through the increased repair amounts, and allow a repairman to keep a target up in a far superior manner than any other plate.
But let's also look at repair modules. I propose new ones!
Burst Repair Module - Two modes of repair; Stored and Depleted. This module repairs armor at a Medium(1/2 equivalent stand alone repair module) repair rate, however whenever the users armor is at 100%, the module begins to 'store' armor, up to a certain amount. Once the user takes damage, the module uses the 'stored' armor amounts to provide a drastically increased repair amount, which would allow for burst tanking. Once the modules 'stores' are depleted, it provides the standard Medium repair rate. -This would be an amazing module for people who like to duck in and out of cover, as well as engage in hit and run tactics. It would provide a much higher repair rate for limited duration to the user, enabling a type of 'burst tanking'. While nowhere near the level of shield regeneration, it provides armor users with options potentially on-par with shield tankers.
'Hybrid' Repair Module - Medium Repair Rate, Standard Repair Rate, Provides % Increase to Armor Amount -This module acts on a 'layering' premise, providing a flat percentage increase on top of the users current armor amount. Think of it as actively placing an enhanced nanite layer on the user. The user sacrifices repair amount for the additional up-front increase.
Standard Repair Module - Same as current, with an increased level of repair(Let's face it, it needs to go up)
Right now shield tankers have it all. Armor users just need *options*! Something to give us real choices, outside of tiny increases/decreases in movement speed and small increases in EHP. |
Kekklian Noobatronic
Goonfeet
128
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Posted - 2013.07.04 09:24:00 -
[2] - Quote
Threadnought, 21 pages, no CCP post yet.. :-\ |
Kekklian Noobatronic
Goonfeet Top Men.
136
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Posted - 2013.07.06 22:22:00 -
[3] - Quote
Bbbump |
Kekklian Noobatronic
Goonfeet Top Men.
189
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Posted - 2013.07.16 09:27:00 -
[4] - Quote
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.. |
Kekklian Noobatronic
Goonfeet Top Men.
195
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Posted - 2013.07.22 09:29:00 -
[5] - Quote
From a dev perspective, I'd probably hate to be roped in to a thread this long.. |
Kekklian Noobatronic
Goonfeet Top Men.
201
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Posted - 2013.07.23 08:24:00 -
[6] - Quote
SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on.
If shields had a penalty it wouldn't be so bad. But thinking up penalties for shields IS HARD GUYZ
Oh wait.
Your suit can only output so much shield recharge power. Smaller amounts of shields will recharge faster, tapering off to a smaller number the more shields past the base you put on. So stacking 5 extenders means that extra buffer takes an *increasingly long time* regen.
Oh snap, I guess it's not so hard after all to spitball ideas. |
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