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Thread Statistics | Show CCP posts - 0 post(s) |
SponkSponkSponk
The Southern Legion RISE of LEGION
40
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Posted - 2013.07.01 03:32:00 -
[1] - Quote
Cat Merc wrote:I would add that being slower makes you easier to hit, and since the opponent is faster, those damage mods really don't help if you can't hit the bastard.
I'd like to armor tank my suit, but the decreased turn rate really kills it for me. Plus, increased EHP matters little when you get caught between cover. |
SponkSponkSponk
The Southern Legion RISE of LEGION
41
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Posted - 2013.07.02 12:30:00 -
[2] - Quote
TheGoebel wrote:*takes a look at the new modules. takes a seat with some popcorn*
Oh this is gonna be good!
Maybe you should post some stats, then. |
SponkSponkSponk
The Southern Legion RISE of LEGION
47
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Posted - 2013.07.04 23:57:00 -
[3] - Quote
Cat Merc wrote:https://twitter.com/lolerk53/status/352058561611837443
Maybe use her CCP twitter account next time. |
SponkSponkSponk
The Southern Legion RISE of LEGION
77
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Posted - 2013.07.10 02:50:00 -
[4] - Quote
BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'.
400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage.
This implies that armor takes 131% locus damage.
So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
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SponkSponkSponk
The Southern Legion RISE of LEGION
77
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Posted - 2013.07.10 05:59:00 -
[5] - Quote
Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. |
SponkSponkSponk
The Southern Legion rise of legion
89
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Posted - 2013.07.16 03:33:00 -
[6] - Quote
I would prefer -stamina to -speed. |
SponkSponkSponk
The Southern Legion rise of legion
95
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Posted - 2013.07.17 01:02:00 -
[7] - Quote
Kekklian Noobatronic wrote: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..
*cough*fitting modules*cough* |
SponkSponkSponk
The Southern Legion
102
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Posted - 2013.07.22 23:42:00 -
[8] - Quote
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. |
SponkSponkSponk
The Southern Legion
104
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Posted - 2013.07.23 06:42:00 -
[9] - Quote
I'm going to miss my scrambler rifle being adequate once armor plates get fixed.
After that, I won't be able to get through the plates before I overheat. |
SponkSponkSponk
The Southern Legion
104
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Posted - 2013.07.23 07:13:00 -
[10] - Quote
So far I'm resisting jumping on the flaylock bandwagon, but I'll do it if I have to. |
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SponkSponkSponk
The Southern Legion
108
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Posted - 2013.07.26 14:06:00 -
[11] - Quote
Wolfman mentioned that MKB will have uncapped turn rate in 1.3 (or was it 1.4?)
Being able to wear heavy plates without gimping your turn rate would be an interesting change. I know I try to minimise my armour penalty mostly for the turn rate rather than the speed. |
SponkSponkSponk
The Southern Legion
165
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Posted - 2013.08.08 06:16:00 -
[12] - Quote
high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. |
SponkSponkSponk
The Southern Legion
195
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Posted - 2013.08.14 23:16:00 -
[13] - Quote
My thoughts on the 1.4 updates are here and here. |
SponkSponkSponk
The Southern Legion
235
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Posted - 2013.08.22 02:08:00 -
[14] - Quote
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.png
However, 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) |
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