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Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:42:00 -
[1] - Quote
Excellent post. +1
I would add something to P5:
Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields.
When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp.
On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates)
or b)for an extended period of time to allow his much slower acting armor repairer to recover hp.
alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill.
In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective.
Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" |
Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:51:00 -
[2] - Quote
Arkena Wyrnspire wrote:Master Jaraiya wrote:Excellent post. +1 I would add something to P5: Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields. When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp. On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates) or b)for an extended period of time to allow his much slower acting armor repairer to recover hp. alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill. In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective. Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" +1. Yeah. A lot of this comes from separating the posts as I did - the issues link together to create bigger problems all over. I covered how much more difficult it was for armour tankers to get away in penalties. I think I'll emphasise this as per your recommendation and add some more stuff to the explanation of the flux grenade vs locus grenade. I'll add a bit more on the importance of mobility as well. Good catch on the PG thing! I'm particularly happy with you spotting that because it means you read the thing through. Thanks! I always read posts all the way through, even obvious troll posts!
I also gave you your 1000th like! I should win something! |
Master Jaraiya
Ultramarine Corp
230
|
Posted - 2013.06.17 00:18:00 -
[3] - Quote
Post a link on social media
Tell all ppl you play with of its existence |
Master Jaraiya
Ultramarine Corp
233
|
Posted - 2013.06.17 00:51:00 -
[4] - Quote
D legendary hero wrote: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
Which only exacerbates the problem, at least for the the only option we currently have as heavies. |
Master Jaraiya
Ultramarine Corp
241
|
Posted - 2013.06.17 15:29:00 -
[5] - Quote
ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
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Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 12:24:00 -
[6] - Quote
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.
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.
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. |
Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 13:24:00 -
[7] - Quote
Stephen Rao wrote:
While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival.
By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 1-2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
I agree it would help with some classes/races, but we need solutions that benefit ALL of the classes/races. Moving any kind of armor to highs would outright be a slap in the face to some *lookin at you Sentinel with your LOL 1 High slot. |
Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 00:42:00 -
[8] - Quote
Cross Atu wrote: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
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. |
Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 03:11:00 -
[9] - Quote
Cross Atu wrote: 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.
Exactly!
Cross Atu wrote: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). This is one of the major problems I see in the shield vs tank debate.
Under Current config as far as I can tell the only modules one could reassign to High Slots without adversely effecting the game balance would be the PG Upgrades, and Shield Regulators. While this would be something, I don't feel it would be enough.
Reassigning more than this would force Scouts to sacrifice their shields for their Scan Range and Profile Dampening, which I can tell you from experience are vital to a Sniper Scout. Codebreakers are also imho not a viable choice to move to highs because of the Ninja Scout. These guys need their highs because they run into enemy objectives to stealth hack, so having as much shield for these guys is a must in case they are spotted, but in order to hack quickly before they are discovered they need to have codebreakers equipped. Again speaking from experience on this.
Moving armor modules out of lows would force (current variants of) heavies completely out of their roles by taking their ability to tank as the Basic has 2H/3L at Proto and Sentinel as I stated 1H/4L at Proto. I am a dedicated Heavy, but simply by looking at these slot layouts, you do not need me telling you this is a bad idea!
Moving KinCats to Highs is also a bad choice because it would negate the speed penalty of Armor Plates and at the same time take away the ability of Shield tankers to move faster, thus placing everyone at or near the same speed.
This is what led me to the idea of adding a Medium Slot.
Cross Atu wrote: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 do know there are Assaults and Logis who run full/dual tank fits. I think these guys would benefit More from having all Armor in Low slots simply because they Do depend on shields, and from what I have see use their extra bit of armor to give them a better chance at escaping an adverse situation when their shields are depleted. Sadly we all know the sad state the Heavies are currently in lol, so nothing needs to be said there.
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).
This I definitely agree with. I can't wait to see what they have in store here especially for the Heavies.
Cross Atu wrote: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.
This shield/armor debate is definitely one of the most in depth, and needs to be looked at from many different angles. Currently the speed penalty for existing plates is far to high, while repair rate for repairers is to low. I'm not excellent at coming up with numbers for this sort of thing, but I'll give it a go:
Leaving PG/CPU as is and with no skills takien into consideration,
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
Cross Atu wrote:Cheers, Cross
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 |
Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 14:34:00 -
[10] - Quote
BL4CKST4R 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 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.
I agree with you here. Moving any armor modules to high slots is not going to produce good results. It may seem like it would add to the armor tanker's ability to tank, but It would hurt it as they would be completely dependent on armor if they used armor modules in High slots. Never a good thing to be completely dependent on one type of HP. It would also add significantly to the speed penalties, making armor tankers even more of an easy target. |
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Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 16:24:00 -
[11] - Quote
Cross Atu wrote: When you're saying it forces armor tanks to be more armor dependent I'm not sure where that's coming from
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.
Cross Atu wrote: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. 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) they can go for all regen (repairers) 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.
Cross Atu wrote:The internal balance of armor mods still needs to be looked at, the average cost of shield and armor fittings needs to be addressed,
Have a look at my numbers if you haven't already. I think they are at the very least a decent starting point, if not balanced. They are slightly buffed from where they are now, but still do not overpower shields. The new plates are brought into line with the current plates instead of seemingly having random statistics applied to them. The Ferroscale plates are simply scaled down from the standard plates, and the Reactive plates fall somewhere in between with slightly less movement speed and slightly less local rep. They would be useful on their own, or complimentary to the current standard plates and repairers.
Cross Atu wrote: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.
This is all to true, but imho may well be necessary to balance shields and armor. |
Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 18:50:00 -
[12] - Quote
Cross Atu wrote: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.
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.
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Master Jaraiya
Ultramarine Corp
278
|
Posted - 2013.06.19 23:19:00 -
[13] - Quote
Numbers updated with fitting costs:
Plates Basic: ..............66 HP............ Penalty 3% Speed.............fitting 12 CPU 4 PG Enhanced:.......99 HP.............Penalty 4.5% Speed..........fitting 24 CPU 8 PG Complex:.........165 HP...........Penalty 7.5% Speed..........fitting 36 CPU 16 PG
Repairers Basic:..........Regen 3 HP/s......fitting 20 CPU 3 PG Enhanced....Regen 6 HP/sGǪ..fitting 40 CPU 6 PG Complex......Regen 9 HP/sGǪ..fitting 60 CPU 12 PG
Ferroscale Basic:..............33HP.............fitting 18 CPU 6 PG Enhanced:......49HP.............fitting 36 CPU 10 PG Complex:........82HP.............fitting 54 CPU 14 PG
Reactive Basic:.............49HP........Penalty 1.5% Speed.........Regen 1.5 HP/s......fitting 22 CPU 9 PG Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s..........fitting 42 CPU 16 PG Complex:.......124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s.......fitting 62 CPU 23 PG
Again probably not viable, just tinkering! Not good at spread sheeting |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 12:32:00 -
[14] - Quote
Well I played with the numbers a little using the existing IWS's spread sheet this morning and this is what I came up with.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html
(couldn't figure out how to tack it onto his) |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 13:29:00 -
[15] - Quote
Adjusted Grid for Enhanced Reactive Plates in link above. |
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 21:07:00 -
[16] - Quote
Reworked numbers again tell me your thoughts.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html |
Master Jaraiya
Ultramarine Corp
320
|
Posted - 2013.06.26 16:43:00 -
[17] - Quote
Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh |
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