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TheGoebel
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Posted - 2013.06.17 00:08:00 -
[1] - Quote
So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread? |
TheGoebel
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Posted - 2013.06.17 13:30:00 -
[2] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote: So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread?
Print it out and hand it to random people in the street, link it in your posts, tell people about it. vOv Yes SIr!
Daedric Lothar wrote: Armor plates are for team play
I thought it was odd the plate description read, "for 2-6 players." |
TheGoebel
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Posted - 2013.06.18 23:30:00 -
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Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. |
TheGoebel
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Posted - 2013.06.19 01:16:00 -
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BL4CKST4R wrote:I dont think that post was true, or there are some heavy details missing. Are you telling me that someone lied on the internet? |
TheGoebel
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Posted - 2013.06.25 19:55:00 -
[5] - Quote
What are you doing on page three? Did CCP fix the issue? |
TheGoebel
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Posted - 2013.06.27 00:36:00 -
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Arkena Wyrnspire wrote:
At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Lets be fair here, eve shields are vastly different things. The reason flux coils don't work is because shield regen is tied to a timer, not a set amount. What I'm trying to say spaceship shields go from zero to full in five minutes(for example), the more potential shields you have the more points you get per second. While mercenary shields receive a set amount of points per cycle. I don't feel I've explained this well so I'm sorry. I'll try to answer any questions best as possible. |
TheGoebel
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Posted - 2013.07.02 12:11:00 -
[7] - Quote
*takes a look at the new modules. takes a seat with some popcorn*
Oh this is gonna be good! |
TheGoebel
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Posted - 2013.07.02 12:37:00 -
[8] - Quote
SponkSponkSponk wrote:
Maybe you should post some stats, then.
Oh! Yeah, sorry
Ferroscale CPU/PG Bas 25 hp 15/2 Ehn 40hp 27/7 Comp 60 hp 39/14
reactive CPU/PG basic 15 hp, 1 rep, 1% speed penalty 10/4 Enh 25hp, 1 rep, 2% speed 24/9 Compl 45 hp, 2 rep, 4% speed 36/16
all low slots. |
TheGoebel
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Posted - 2013.07.02 12:51:00 -
[9] - Quote
As far as I can tell, the new modules work with the armor plating skills but not the armor repair skill. The reactive plates seem unaffected as they give me a straight 1 hp rate, not 1.15. |
TheGoebel
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Posted - 2013.07.02 22:38:00 -
[10] - Quote
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? |
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TheGoebel
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Posted - 2013.07.02 23:15:00 -
[11] - Quote
So I just saw the CCP response.
CCP Mintchip wrote:Hey there!
Yeah, I completely understand where you're coming from, and I can tell you that we are looking into how to better balance the two without obviously homogenizing the different statuses. So while it might seem like we aren't doing anything, that is not the case! It is in the works and we are continually looking at this data and determining how tweak it.
Seems like I've seen something like this before...hmmm....
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
The solution then?
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
What happened? Well we found out the stats on our precious, precious modules and were disappointed, so we got this.
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
In their defense some of the numbers did change, but in weird schizophrenic ways, like ferro having better hp then extenders in 2 out of 3 cases.
I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
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TheGoebel
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Posted - 2013.07.02 23:22:00 -
[12] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. I think the point I was trying to make is we get plenty of "hey I see that" but get very little "this is what we are doing to fix it, these are the numbers, response?" |
TheGoebel
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Posted - 2013.07.02 23:50:00 -
[13] - Quote
BL4CKST4R wrote:I am disappointed for all the time I invested trying to get as much information out to at least be noticed by CCP, and maybe just maybe they did notice me, but did they listen to me? No, Did they listen to anybody who posted on any of these threads? No, and chances are they won't listen now. Maybe if we keep bringing up the issue they will notice and they will make a change, in the future, and maybe just maybe armor won't be garbage and those of us who have persevered on will finally get something we enjoy and call our own. Unfortunately we know CCP, we might fool ourselves and we might fool others, but we all know how CCP works that is if they do notice and they decide to do the right thing how long will it take them, 3 months? 6 months? A year? To fix an issue that has been brought up countless times since before Uprising, since closed beta? They obviously have more "important" things to do, like adding new bundle packs to make their wallets fatter instead of fixing one of many broken gameplay elements.
EDIT: This is not even about the time I invested, it is about the time and thought we all invested. We didn't just sit here typing a bunch of random ****. We logically took a problem and came up with a infinite amount of solutions none of which CCP took and applied. There's no hallmark card for this. Seriously, I looked. I even asked the girl at the register, "Hey, do you have any 'CCP is a being a thoughtless prick cards." All I can say is I appreciate the work you have done here, that it wasn't wasted because it helped other people see and understand. |
TheGoebel
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Posted - 2013.07.03 01:16:00 -
[14] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? |
TheGoebel
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Posted - 2013.07.03 01:24:00 -
[15] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? Yes. Aw man, I really want my proto suit now. I only have 3 lows and I can't drop a rep to make this work. Also, why did it take so long to figure this out? Or was it some dark secret I didn't know about? |
TheGoebel
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Posted - 2013.07.03 02:04:00 -
[16] - Quote
Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking.
Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face. |
TheGoebel
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Posted - 2013.07.03 02:43:00 -
[17] - Quote
Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks.
130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator.
I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt.
If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I
I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that. |
TheGoebel
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Posted - 2013.07.03 05:04:00 -
[18] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks. 130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator. I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt. If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that. I'm sorry man,this was a really good post, and if I weren't so tired today I would give it the response it deserves, I am afraid you are going to have to settle for this instead. Armor and repair tank is not the only two tanks that the Gal do exceedingly well with. There is also the speed tank. Form what I have read from you I think that this tank would suit you well, if you'll forgiv the pun. Give this a try: Gal pro logi: Pro AR Comp energizer 2x Comp extender 2x ehd ken cat Ehd cardiac regulator Comp repair mod PG expansion mod 2x compact nano 2x adv uplink or better (make sure you have two different kinds, this will alow you 4 active at once). {edit>>>There are also some others VERY good speed fits with the adv logi and the pro and adv assault. You just need to play aruond with it. I'm just happy you didn't take anything personally, it's difficult to attack ideas without attacking the people with those ideas.
Look, I got 6m sp, I barely fit into and advance suit. My struggle is with the proletariat of dust, I don't have lofty ideas of proto suits, let alone multiple varieties of proto suits. That said, I think I could try a speed tank with the assualt, I'm close to unlocking the kinetic metabolizers. One of those, a rep and a ferro plus two shield extenders. Could work. If anything at least it's different. |
TheGoebel
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Posted - 2013.07.03 12:26:00 -
[19] - Quote
Daedric Lothar wrote: 1. 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.
2. 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.
3. 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.
4. 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.
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. |
TheGoebel
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Posted - 2013.07.03 12:45:00 -
[20] - Quote
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. |
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TheGoebel
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Posted - 2013.07.03 13:03:00 -
[21] - Quote
Daedric Lothar wrote: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?
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.
Ferroscale are the plates you are referring to. They are, uh, interesting additions. In their current state I wouldn't consider them viable. |
TheGoebel
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Posted - 2013.07.03 15:52:00 -
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Imp Smash wrote:My 2 isk
As per [P2] I can accept that concept of armor or shield tanking. More to the point I think people should be put into a role/style based on HP type. You decide the type based on the role you want.
As many have stated - armor does not provide enough bonuses to compensate for the penalties. Add to that the majority of weapons are more effective against armor - armor tankers are effectively even with shield tankers (maybe a tad lower on ehp scale) then shield tankers.
Recent armor items are actually more effective for shield tankers. I would know as I am one. Amarr assault with scrambler, 1 regulator, 2 complex reppers. One of those complex reppers has been switched out for Feroscale. I have more armor at no hit to my shield.
Recommendation - small reduction in plate speed penalty. As they get better they should be more hp/speed efficient. I think reactive plates should have their rep speed reduced slightly and their movement penalty reduced. Their effective HP seems fine if this is done. Ferroscale should match shields. A complex ferro being 66 HP. They would be the 'armor varient' for tanking.
Now - one of the advantages to armor tanking is being able to equip damage mods - so is that fair? I believe so as armor takes more damage from weapons in general than shield.
This way armor tankers can go either heavy armor (plates but reduced speed) or ferro for the same HP and speed as shield tankers - but taking more overall damage to compensate for their use of damage mods.
Of the above proposals I think I that the only critical one is that armor plates have movement penalty reduced.
Finally - CPU PG costs of plates should be reviewed.
My 2 isk. I agree with every point but one. If ferro HP matches extender HP then stacking ferro to get the same HP as a shield tank would be a very bad idea. Without local reps that ferro suit would have a very short lifespan. Natural shield regeneration is a big boon because armor tankers have to split their slots to receive any regeneration. |
TheGoebel
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Posted - 2013.07.03 15:56:00 -
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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. |
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Posted - 2013.07.04 04:22:00 -
[24] - Quote
13th Clone wrote:A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . From what I'm gathering death from flux grenade is a bug. Something about jumping. I'm too sleepy to google. |
TheGoebel
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Posted - 2013.07.04 19:17:00 -
[25] - Quote
Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. |
TheGoebel
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Posted - 2013.07.04 19:25:00 -
[26] - Quote
Cat Merc wrote:TheGoebel wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. https://twitter.com/lolerk53/status/352058561611837443 FURY! |
TheGoebel
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Posted - 2013.07.04 19:37:00 -
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So I made a thread and I was immediately disappointed...... le sigh. Also, I think I'm cat merc now
https://forums.dust514.com/default.aspx?g=posts&m=1012459#post1012459 |
TheGoebel
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Posted - 2013.07.04 22:10:00 -
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So what happened to Arkena Wyrnspire? Did he abandon ship? If so I understand. |
TheGoebel
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Posted - 2013.07.05 20:16:00 -
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So according to the new dev blog, explosive should only do 120% damage to armor. That doesn't seem right. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ |
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Posted - 2013.07.05 22:17:00 -
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The following will illustrate how exciting my friday nights are.
1LTNORFLEET wrote:drop suit imbalance ive(have) been here since may of 2012 and a lot of the imbalances are with armor tanked suits. So since closed beta there have been suit imbalances. There were only 4 suits then and were 4 months into beta so I guess that makes sense.
1LTNORFLEET wrote: there(they're) are just simply favoring all armor suit(s) leaving the shield tanks suit completely defencless(defenseless). In this thread and in other threads that discuss topics about suit defense we use a phrase EHP, or effective hit points. EHP is a number that totals up all the hit points the suit currently has and is reflective of the suits capabilities. Now having only shields be the majority of EHP isn't necessary a bad thing, as long as the EHP is high enough.
1LTNORFLEET wrote: im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow (down). now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk. I assure you, the penalty for stacking armored plates is definitely implemented. There is currently a module which reduces the penalty but not to the point of nonexistence.
1LTNORFLEET wrote: also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill, two basic gernades will blow up a tank even though the only do 1200 shield damage. some how you can destroy armor. Flux grenades cannot destroy anything but equipent. They may wipe out an extremely high shield buffer but they have no effect on the remaining armor. There is a bug for flux grenades where somehow jumping when hit will cause death. But that is not the intended effect.
1LTNORFLEET wrote: I think armor tankers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields. look at eve we have shield reps there why cant we have them on(in) dust In eve shields recharge slowly. In eve we have hull points. In eve we have ship classes that are drastically different in defenses. In eve we have midslots. In eve we have a market run by players. This is not Eve.
I hope this helps. |
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TheGoebel
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Posted - 2013.07.07 14:22:00 -
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BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor.
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TheGoebel
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Posted - 2013.07.07 21:51:00 -
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DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor. Yeah most independent testing has the damage modifier over 130%. Don't know where the discrepancy is though. Flaylocks fire too fast for me to grab numbers so I can't do it mid-battle. |
TheGoebel
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Posted - 2013.07.08 00:42:00 -
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Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard. |
TheGoebel
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Posted - 2013.07.08 00:47:00 -
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BL4CKST4R wrote:TheGoebel wrote:Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard. CCP says its 120% but they don't know their own game I guess, its more like 70%/135. Take a grenade on a very heavily shielded suit, blow it up in your hands then subtract HP damaged - HP, take that number and divide it by the normal damage of the grenade, and there you have the % multiplier on shields. The same could be done with an armor suit but that requires you carefully dropping your shields and not repairing armor. Are we getting corp battles again? Would be great for better testing. |
TheGoebel
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Posted - 2013.07.08 01:10:00 -
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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%.
Exploding a grenade in my hand is like taking a direct hit from a grenade, so it provides the most accurate damage since at a distance the damage might be lower depending on how CCP calculates explosive damage with radius. Money sent. |
TheGoebel
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Posted - 2013.07.08 15:36:00 -
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So I did some easy math. I just looked at what each HP cost you in fitting for different modules. Again, the following calculations the price in fitting for each hit point gained.
Ferro Plates 25 15/2 .6 .08 40 27/7 .675 .175 60 39/14 .65 .233
Reactive Plates -Here I split the fitting in half and divided it for the two roles. 15/1 10/4 .333 .133 - 5 2 25/1 24/9 .48 .18 - 12 4.5 45/2 36/16 .4 .177 - 9 4
Armor Plates 65 10/1 .153 .015 87 20/6 .229 .06 115 30/12 .26 .104
Armor Reppers 2 20/1 10 .5 3 35/5 11.66 1.66 5 45/11 9 2.2
Shield Extenders 22 18/3 .818 .136 33 36/6 1.09 .18 66 54/11 .81 .166
So why do this? I don't know. Really.
I do see a pattern where enhanced versions are often the worst deal.
Complex plates are the best deal overall if you don't factor in the 10% speed reduction.
Reactive plates aren't a very good deal because you're paying a premium in fitting on top of speed. They provide very little bonuses for the module slots as well so that's also a handicap.
Ferro scale seem fairly in line with shield extenders when it comes to cost per hit point. However, Armor tanking is a no-free-lunch proposition meaning that a ferro scale gets pricier when you add the needed armor repairer to the fitting.
So summary? Armor modules in a bubble are often competitive with shield extenders but there are many hidden cost to armor tanking, namely speed reduction and no passive regen. Maybe that's why balancing is hard? CCP may not be considering all the factors? |
TheGoebel
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Posted - 2013.07.10 04:02:00 -
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SponkSponkSponk wrote: Seems reasonable. *snicker* |
TheGoebel
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Posted - 2013.07.11 03:34:00 -
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SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? |
TheGoebel
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Posted - 2013.07.11 03:50:00 -
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BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. I can't imagine a world where armor is balanced to be a buffer but yeah then it wouldn't be so bad. note: at this point I can't imagine a world were they balance armor at all. |
TheGoebel
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Posted - 2013.07.11 13:08:00 -
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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. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage.
Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive.
Is there something I'm missing? |
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TheGoebel
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Posted - 2013.07.11 18:08:00 -
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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.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
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.
Well there's mine, do you guys have any? |
TheGoebel
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Posted - 2013.07.14 04:16:00 -
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Galvan Nized wrote: Shields MUST have a penalty, right now they run around unhampered.
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. |
TheGoebel
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Posted - 2013.07.18 15:53:00 -
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Yay! New dev blog! Double Yay! Caldari Logi changes!
Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? |
TheGoebel
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Posted - 2013.07.18 16:40:00 -
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BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. |
TheGoebel
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Posted - 2013.07.18 16:46:00 -
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BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari. Call me naive but I believe in incompetence over pointed favoritism. |
TheGoebel
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Posted - 2013.07.20 15:01:00 -
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zzZaXxx wrote:DildoMcnutz wrote:BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote: Thats bs didnt even do anything for the Gallente except nerf the logistics suit.
I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari. Tbh the caldari assault bonus is now even worse than it was before, running four complex extenders will net them like 21 extra shield more than what they currently were running, if it was 25% like the logi had it would be an issue but id rather reload faster than have 21 more shield. Yes, it's a nerf, and the number is 26.4 with 4 complex, which means no damage mod, which is bad. With 2 its 13.2. Faster reload is much, much better and much more interesting. Of course 26 hp isn't much and the reload speed as a skill is seriously overpriced, I think its previous bonus was better so I am aware this is in a way a nerf. That bing said, being an infantry tanking thread, not an caldari are op thread, we're trying to parse out what suit bonuses can do for a tank and what CCPs intended effect of those. The bonus, albeit small, continues to disrupt the idea that armor is for buffer. Now the caldari suit has a bonus to buffer and regen while its counter parts in the armor suits receive no bonuses to their tank. |
TheGoebel
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Posted - 2013.07.23 19:39:00 -
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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. Ha, so now we're in "it's so bad it's good" territory. Bigger plates did get a little bit more manageable with the ferro plates bug so you still will want to skill up.
And seriously, armor tanking is more skill intensive if you want to max out your tank. You have 3 necessary skill, armor tanking, plates and repair. Shields only need concern themselves with 2 to be as effective, shield tanking and shield extenders. The other shield skills are useful only if you use the connected modules, which most don't.
Draco Cerberus wrote:The problems with the new plates are relatively small compared with the fact that rather than give us something that balances shield vs armor they just gave us another couple types of plating. Movement penalties are a natural attribute for armor but I still feel that the benefits from using the feroscale and reactive armors are small and the resistance plating/shielding that is used in EVE should be ported into Dust. This would allow us to just tweak our tanks however we want to be better at what we do. I think what you're talking about here is resistance tanking. I believe the CCP party line on this is that there's no way for the attacker to know if his attacks are missing or are mostly being resisted. They don't know how to effectively portray that information so we're at a standstill there. |
TheGoebel
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Posted - 2013.07.25 05:01:00 -
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xSir Campsalotx wrote:Make shield extenders enlarge hit box size but once shields go down they return back to original size.
I would say this solution would be fine but I propose another idea.
How about we don't punish either tank? |
TheGoebel
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Posted - 2013.07.26 16:58:00 -
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Text Grant wrote:Gorgoth24Reborn wrote:Text Grant wrote:Are the devs just in denial about how much armor sucks or do they hate us? The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds. Or at all. It helped sheild tankers and commandos 1.2 was pretty awful. We first saw the numbers in an E3 video. We knew they wouldn't work and created this thread to say so. That's right, this 32 page post is only a month old and was created to balance those new modules before they came out. As you can tell it was an abject failure.
Worst yet there are so many issues on CCP's plate that it's like we just got a drink by a busy bartender, it's wrong but we'll never get a chance to order again. |
TheGoebel
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Posted - 2013.07.28 04:07:00 -
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Mobius Wyvern wrote:TheGoebel wrote:Text Grant wrote:Gorgoth24Reborn wrote: The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds.
Or at all. It helped sheild tankers and commandos 1.2 was pretty awful. We first saw the numbers in an E3 video. We knew they wouldn't work and created this thread to say so. That's right, this 32 page post is only a month old and was created to balance those new modules before they came out. As you can tell it was an abject failure. Worst yet there are so many issues on CCP's plate that it's like we just got a drink by a busy bartender, it's wrong but we'll never get a chance to order again. After reading the CPM AMA transcript, I'm confident that we're going to see a change in the balance work coming out of CCP. I will agree though, that having been given the numbers accidentally via the Market scroll in that trailer, and suggesting that they were non-optimal, we still ended up with them released the way we had feared. Actually, there was even a Dev post in one of the threads on the topic "reminding people that all values are subject to change before deployment". Welp.
Iron Wolf Saber wrote: Bonuses?
CCP Remnant has expressed he wanted to get the bonus system up to part in current design. While this would see like a short sight in design this is probably largely attributed to 'deadline design.' But with the new bonus system things can get far more interesting on the current suits in buffing or niching every class into its own corner much better giving even the base suits a reason for their use that would make those familiar with eve instantly recognizable in the Tech 1 to Tech 2 progression strengths and weaknesses of every role. So interesting bonuses such as Amarr and Gallente relationship with armor tanking with one focusing on hp the later on speed.
So this'll help. Couldn't tell when this is going to happen. I've been on a rage-cation for a bit here, I guess I'll stay put.
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TheGoebel
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Posted - 2013.07.30 00:53:00 -
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D legendary hero wrote:still no dev response... I too would enjoy some news on this subject. They've put out twice as many dev blogs this year then the last two years combined so I know they are communicating finally but why the silence on this? |
TheGoebel
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Posted - 2013.07.31 13:30:00 -
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I'm beginning to wonder/worry that the flaylock nerf is all the armor balance we're going to get. Maybe CCP thinks their new modules are fine if not for that dastardly flaylock. |
TheGoebel
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Posted - 2013.08.05 12:31:00 -
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Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank.
Honestly, more modules is not the answer. Balanced ones are. |
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Posted - 2013.08.07 18:08:00 -
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Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.
Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. |
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Posted - 2013.08.11 20:19:00 -
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Cross Atu wrote:Arkena Wyrnspire wrote:SponkSponkSponk wrote: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. I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. I'm starting to lean towards this as well, I still have concerns about role overlap/contention between the reactive plates and the standard plate + rep combo but that may need a fix of its own. Cheers, Cross
I'm sorry I don't post more often but you'll understand why in a second. When I first read about a resistance high slot module I thought it was dumb. Basically its just another reaction to low armor EHP. If that gets fixed then it becomes a non issue right?
As I continued to roll the idea around the old brain-case it became a brilliant. So if the divide between shields and armor is regen versus buffer then a resistance mod in an off slot is perfect for communicating that . When you would look at the available modules for shield you see one that increases hp and three that increases regen. When you look at armor mods you would see 2 that increase hp and 2 that increase regen. We add a high slot module that increases hp then I think those who are deciding their speccing would have a clearer picture.
I'm short on time so I can't really express myself as clearly as I like but I wanted to put that out there as soon as possible. |
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Posted - 2013.08.11 22:41:00 -
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Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? |
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Posted - 2013.08.11 23:09:00 -
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BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here? |
TheGoebel
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Posted - 2013.08.12 01:06:00 -
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Arkena Wyrnspire wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here? [REQUEST] Infantry Shield Transporter - https://forums.dust514.com/default.aspx?g=posts&m=1107071#post1107071Status: Good idea, we can add this, but after we balance armor vs. shield tank first. https://forums.dust514.com/default.aspx?g=posts&m=1154291#post1154291Oh hey, they might be doing that. Personally, I'll give it 10k more words before I walk away. Isn't 1.4 suppose to be the 'big' one? I guess I give it till then. |
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Posted - 2013.08.12 01:12:00 -
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BL4CKST4R wrote:100 likes for Goebel! YAY! Considering I only signed onto the forums to post here, I'm pretty proud of myself. Also, Thank you. |
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Posted - 2013.08.13 21:55:00 -
[60] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits. It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though. The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire. When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit. I was most specifically comparing the tanking mods to the weapon dps, so while I do think a moderately higher average TTK would be a good thing it is most specifically a statement of "to balance armor tank vs shield tank it is better to buff armor tank than nerf shield tank even if this means that some players hybrid tank and created a somewhat increased TTK". The ability to endure more fire shouldn't be too heavily throttled when it comes to mods used because, as you know, each mod fit is taking up a slot which could be providing another advantage so we need to be very careful about not creating artificial bottlenecks or ceilings to value of any given mod type or it can negatively effect overall balance. Playing my "I've invested not even 1 SP into anything and run only starter fits" character for testing purposes it is speed most of all which I feel the lack of. My dps is lower but I can compensate by being more careful with where and how I fire. My eHP is lower but I can compensate by being mindful of where and how I engage, albeit this is harder to accomplish than the dps compensation and leans on map knowledge which a truly new player will not have as much of. Range is just a matter of knowing what weapons you're up against, and is a bit of a coin toss how quickly someone will pick it up. But speed, speed is almost a hard cap on performance and it effects almost everything. Getting into and out of fights/cover, getting to and from objectives and hot zones, moving to resupply yourself or support allies, essentially every aspect is effected by speed and the less of it you have the more other attributes you need to approximate the same level of function. While I understand why CCP removed the free LAVs doing so was one of the biggest blows to new players in quite a long time. Leaving the issue of "murder taxi" aside for the moment those new players now cannot adapt and react as well as the higher SP players can because they do not have access to the same mobility. While I agree that in the hands of a skilled player a properly fit prototype kit can handily take on militia gear it is positioning and adaptability which wins those fights more often than raw HP or dps. Give a vet militia gear and good ground against a new player with proto gear and poor placement and the vet wins most days of the week. This statement is not simply hypothetical either as the "game show" even displayed. I agree that low meta gear vs high meta gear is not ideal and hopefully matchmaking will address that, but I also think that balancing low meta gear against high meta gear isn't the best practice either, taken to its fullest extent there can't be balance between the types until meta ceases to have meaning. 0.02 ISK Cross
I have an idea, hear me out now, what if increased sp investment didn't lead to better versions of the same gear but instead more variations of that gear. Giving vets options versus raw power. I dunno. I think I'm drunk. |
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TheGoebel
Kite Co. Couriers
100
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Posted - 2013.08.15 03:47:00 -
[61] - Quote
So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. |
TheGoebel
Kite Co. Couriers
100
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Posted - 2013.08.15 04:04:00 -
[62] - Quote
BL4CKST4R wrote:TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. They are going to be okay but not as a module to depend on, CCP Wolfman confirmed the fitting restrictions were not changed. Agreed. But movement on the issue is encouraging. Too bad we might not see anything else until 1.6. |
TheGoebel
Kite Co. Couriers
100
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Posted - 2013.08.21 19:26:00 -
[63] - Quote
So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied. |
TheGoebel
Kite Co. Couriers
100
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Posted - 2013.08.22 03:30:00 -
[64] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied. It'll be better than it was in 1.4. You saw the suggested changes, yes? Once 1.4 is out I suspect I'll post one last one of these though. Yeah, we can see the shore but we're still drowning.
If you do another write up, what are the chances you can just edit the beginning of this thread? hate to lose 38 pages of "look-at-me." |
TheGoebel
Kite Co. Couriers
100
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Posted - 2013.08.22 16:26:00 -
[65] - Quote
BL4CKST4R wrote:Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts? The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. I hope they just say it was intentional and walk away. It's not over powered and it presents a choice. A ferroscale isn't better HP wise then a comparable plate and you lose slot for a repper. What I'm trying to say is that it's not a free lunch sort of thing. |
TheGoebel
Kite Co. Couriers
104
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Posted - 2013.08.24 14:47:00 -
[66] - Quote
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. |
TheGoebel
Kite Co. Couriers
105
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Posted - 2013.08.24 14:53:00 -
[67] - Quote
D legendary hero wrote: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
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
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TheGoebel
Kite Co. Couriers
105
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Posted - 2013.08.24 15:11:00 -
[68] - Quote
BL4CKST4R wrote: Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare.
They want something to cry about? Lets give them something to cry about!
I don't know what that something is but I'm angry! |
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