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zzZaXxx
The Exemplars
2
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Posted - 2013.06.26 07:22:00 -
[1] - Quote
Wow! thank you so much for your contribution! I agree with pretty much everything you're saying. I think the way you see how both kinds of tank can be effective while being distinct is spot on. Numbers don't lie. Nor does player experience, and it all points to armor tanking being inferior. You make so many good points I can't respond to everything but here are a few of my thoughts.
Yes, the movement penalty on plating is broken. It should be reduced or HP increased. HP increase would be better as it would make armor more distinct from shields and necessitate less plating, leaving more room for reppers. The x2 plating with 5%, 7.5% and 10% speed penalties idea you quoted is perfect. (Higher fittings too I'm sure.) This would also make heavies more useful in their role as point defense mini tanks. Along with a buff to armor repper amount this would allow armor tankers to be the slow beefy brawlers they should be. And the decrease in rep amount over time is a perfect way to balance out the module buff.
I suggest that armor repair modules be switched to high slots. This would give armor tankers more options and allow them to totally focus on armor if they wish. I also suggest that the Gallente Assault suits shield recharge bonus be changed to a bonus that improves all 3 platings: reduced movement penalty to armor plating, increase HP to ferrous plating, increase rep amount to reactive plating. % can be tweaked to make sure it's not OP.
The Gallente scout also needs a passive armor rep and reduced shield recharge amount. (And I guess it would need to be 2 high/ 3 low if reppers were moved to high slots.) |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 19:12:00 -
[2] - Quote
OP where do you get your numbers on the new mods? |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:15:00 -
[3] - Quote
Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked.
link? |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:37:00 -
[4] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. link? http://www.youtube.com/watch?v=n_LlH2c5dyA1:10 in.
Hol crap! Reactive Plates are useless!
2 Complex Reactive Plates =
99 armor 4hp/sec rep 8% movement penalty 72 CPU / 32 PG
1 Enhanced Armor Plate + 1 Complex Armor Repairer =
95 armor 6.25hp/sec rep 5% movement penalty 65 CPU / 17 PG
WTF!!! They are total crap!!!My goodness I hope the numbers in the video change! I'm no math genius but reactive plates are trash with these numbers! |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:42:00 -
[5] - Quote
The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:46:00 -
[6] - Quote
I question whether a scout will welcome a 4% movement penalty for 45 armor and 2hp rep. Anyways if only scouts are using them they're still garbage. |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:47:00 -
[7] - Quote
Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders
Not the enhanced. |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:54:00 -
[8] - Quote
Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link?
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.
Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info
Cheers, Cross[/quote]
Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus. |
zzZaXxx
The Exemplars
3
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Posted - 2013.06.26 20:57:00 -
[9] - Quote
Cross Atu wrote:zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced. True but the Proto are only 60 as opposed to 66 making top value of the plates lower than shields even prior to including skills or regen
Yeah and their fitting reqs are basically even, with less CPU/more PG for the plates. All these plates need more HP across the board. |
zzZaXxx
The Exemplars
4
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Posted - 2013.06.26 21:08:00 -
[10] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules.
Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots |
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zzZaXxx
The Exemplars
4
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Posted - 2013.06.26 21:09:00 -
[11] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link? 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. Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus. Yes, they'd be useful for the currently superior tank. However, then you look at the other end, armour, where you have people with 450 HP and 12/13 HP/s. -only- 20 HP/s regen is nearly twice as much as a pair of complex repairers can regen. Buffing that significantly would make armour repairers completely laughable in comparison to shield regen.
Well maybe once armor becomes completely laughable they'll do something about it. |
zzZaXxx
The Exemplars
4
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Posted - 2013.06.27 00:22:00 -
[12] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:zzZaXxx wrote: Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots
Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this. I would much rather see reactive plates in high slots than armor repairers in low slots. Frankly, though, either would make armour far, far stronger.
Armor repairers are already in low slots. Typo? |
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.27 08:30:00 -
[13] - Quote
Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation.
That would be in keeping with the Shield Upgrades bonus. I bet that's the case. |
zzZaXxx
The Exemplars Top Men.
37
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Posted - 2013.07.03 00:57:00 -
[14] - Quote
Sgt Buttscratch wrote:well I guess at least gallente mediums look 10x cooler than amarr, minnmouse and caldari combined
Whatever. Caladari Assault is a storm trooper. The End. |
zzZaXxx
The Exemplars Top Men.
37
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Posted - 2013.07.03 01:14:00 -
[15] - Quote
TheGoebel wrote: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?
Yes, that is the verdict, though i think ferroscale has some value for logis. Reactives are incomprehensibly useless. Maybe the key is to leave them as is but give bonus to Gallente (and Amarr?) suits that make them work as the primary tank on those suits, while not making them OP as a secondary on shield tankers.
For example. scrap both the current bonuses for Gallente Assault and replace them with:
Gallenter Assault: 6% reduction in movement penalty of Armor Plates per level 5% reduction in fitting cost of Ferroscal Plates per level 10% increase in Reactive Plating hp per level 5% increase in Armor Repairer repair amount per level |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 01:22:00 -
[16] - 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.
Holy crap! |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 01:56:00 -
[17] - 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
I'm thinking:
Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0%
With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 01:57:00 -
[18] - Quote
Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error.
lol it might be a twist of fate that they can take credit for |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 02:07:00 -
[19] - Quote
Son-Of A-Gun wrote:zzZaXxx 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 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
or
Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Repairer
= 485hp / 5hp rep with 5.5% movement penalty. That's more like it. Still need logi help but not totally dependant. |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 02:18:00 -
[20] - Quote
BL4CKST4R wrote:Son-Of A-Gun wrote:zzZaXxx 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 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though. But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair.
One thing that would make a big difference would be proper armor bonuses for Gallente and maybe Amarr suits instead of the shield recharge bonuses. Also with this you could potentially fit 2 Complex Damage Mods in your high slots without sacrificing tank, whereas Caldari have to make that choice. |
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zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 02:19:00 -
[21] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Give us the results! |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 02:33:00 -
[22] - Quote
Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
|
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 02:47:00 -
[23] - Quote
Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol.
Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 03:06:00 -
[24] - Quote
BL4CKST4R wrote:zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. Give me a module with a 50% resistance against explosives and I'm in.
Give me something that protects my shields against EM! |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 03:09:00 -
[25] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. Or try 2x complex ferro 1x basic reactive 1x complex plate 1x complex energizer 2x complex extenders 800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor
No way it's 40 hp. Maybe 34. And that's a lot of CPU. |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 03:47:00 -
[26] - Quote
Assuming the stacking works as Son-of-a-Gun claims and we're not all being epically trolled, here are some configurations for Gallente proto logi with Armor Upgrades 4:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Reactive plate 3: 10.6% of 4.0%
480 hp armor 11hp/sec armor rep 6.5% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Armor Repairer
430 hp armor 15.3 hp/sec armor rep 6% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Enhanced plate 1: 28.3% of 5.0% Complex Armor Repairer
477 hp armor 13.25 hp/sec armor rep 6.3% movement penalty
#3 looks like a winner
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Enhanced plate 2: 28.3% of 5.0% Complex Armor Repairer
545 hp armor 11.25 hp/sec armor rep 6.8% movement penalty
#4 looks even better
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Complex Armor Repairer Complex Armor Repairer
449 hp armor 17.5 hp/sec armor rep 5.5% movement penalty
#5 is lookin good too
If anyone tries one of these fits let me know! |
zzZaXxx
The Exemplars Top Men.
38
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Posted - 2013.07.03 03:52:00 -
[27] - Quote
BL4CKST4R wrote:25 HP/s x 1.6 = 40, Gallente proto assault at level 5 gets 40 with a energizer. It might be an impossible build I made it up in my head.
You're right. I forgot that Gallente Assault has the shield recharge bonus. Having the CPU available for the energizer might happen if you fill your lows with 3 basics and a shield regulator, which you should invest in if you're already investing in recharge, considering Gallente's terrible recharge delays. |
zzZaXxx
The Exemplars Top Men.
43
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Posted - 2013.07.03 11:14:00 -
[28] - Quote
Arkena Wyrnspire wrote:I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now.
That would be unfortunate. Let us know your findings. |
zzZaXxx
The Exemplars Top Men.
43
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Posted - 2013.07.03 11:40:00 -
[29] - Quote
For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
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zzZaXxx
The Exemplars Top Men.
43
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Posted - 2013.07.03 11:43:00 -
[30] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer. 500 HP with an 11.25 HP/s repair rate. It has a few percent less movement penalty though. What I've been running is triple enhanced plate with dual complex repairers. With that setup I get 470 with 17.5 HP/s and a few percent more movement penalty. This does give the option of a slightly higher HP build which is slightly faster, at the cost of a significant chunk of your repairing ability. It's a nice option, but it's not really an upgrade. My repair build is 1 complex ferroscale with 2 enhanced and 2 repairers, try that one it is 7 HP less than yours but a lot faster.
That one ferroscale makes all the difference. |
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zzZaXxx
The Exemplars Top Men.
45
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Posted - 2013.07.03 11:57:00 -
[31] - Quote
BL4CKST4R wrote:zzZaXxx wrote:For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
What we need is a racial CPU/PG reduction to armor plates on top of a small buff to their HP, and a small buff to the HP/s to reactives and repairers, because even though we can now come close to the HP of shield suits our repairs our very low. When it comes to armor we should either have same or slightly lower HP for equal or almost equal repair, or higher HP but low repair. And also we are still uncertain if this penalty thing was intentional or not.
Whether or not it was intentional, let's hope it sticks around.
All armor modules being more effective on Gallente would get them where they need to be and would make sense. It may only be Assault that needs the change. The 5 hp/s rep of logi is good and the equipment bonus gives Gallente logi its role as master of support.
Amarr Assault would need some help with armor too in it's bonus but that's a tougher nut to crack. And then there's Amarr logi which is totally broken. |
zzZaXxx
The Exemplars Top Men.
45
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Posted - 2013.07.03 12:04:00 -
[32] - Quote
Cross Atu wrote:For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
I like the idea of the armor repper being more effective but tapering off to a smaller and smaller amount as time passes since the last time you were hit. That's still very distinct but more effective. Just more hp would also work for the character that armor tanking should have. |
zzZaXxx
The Exemplars Top Men.
50
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Posted - 2013.07.03 20:09:00 -
[33] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat. So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there. So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules Damage or Shield. [Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank.
The difference between one 10% damage modifier and none is huge, so even shield tankers should sacrifice a bit of tank. |
zzZaXxx
The Exemplars Top Men.
55
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Posted - 2013.07.07 11:45:00 -
[34] - Quote
True Adamance wrote:Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP
You need to cap out with boosters during this event. And take this time to start a new toon and cap it out with boosters too so you can try the alternative play style. As for Amarr, well eventually you'll get less heat build up. Until then I would get up to scrambler rifle 4 and use the assault scrambler rifle. buy a couple aurum ones to check it out. it's awesome, and it optimal range was just increased from 30 to 45. Use it to get shields down then flaylock for armor if you're in range. Forget about your KDR for now. Just learn. Join a corp that has guys that you can squad up with and learn from. You're slow yes so stay with others if you can and use cover. if a scout comes at you take his shields down with 2-3 SR shots and then flaylock his face off. |
zzZaXxx
The Exemplars Top Men.
95
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Posted - 2013.07.15 07:47:00 -
[35] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff.
I recall you supporting armor mods' hp being doubled along with their fitting requirements, with speed penalty being increased by a lesser amount, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with perhaps more movement penalty but with the penalty more balanced against the hp bonus. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the various armor plates, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 09:50:00 -
[36] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:
Example:
Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG
Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG
Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG
Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think?
Splitting PG and CPU between tank and utility could work. It would have the benefit of giving both armor and shield tanks equal access to the same non-tank mods, but also might lead to a kind of homogeneity that would work against armor and shields having very distinct characters. I don't know. There are so many variables in this one, and it's unlikely to happen since it would require everything to be overhauled.
Looking at those numbers I suggested again it's clear that no one would ever use anything other than Basic Plates. Just doubling their fitting numbers doesn't match with the x2 benefits. I think armor plates need to have more to HP to make up for the lack of slots and to counterbalance slow movement and repair, but doubling the HP might be going too far. How about this:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (15/4.5 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (21/6.8 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (27/9 Gallente Assault gk.0)
If Gallente Assault were given the fitting bonus for plates and an extra low slot instead of high slot a proto could fit a CPU upgrade, 2 plates, 2 reppers, and 2 damage mods ( or high slot armor mods like Nanobot Accelerator for faster repping!)
I think there should be a difference in penalty because that fits with armor's character and allows for a bit lower fitting costs, but only a 1% difference or it quickly gets out of hand.
Gallente Assault must be 2/5 for any of this to work though. And 2/4 for Amarr Assault would allow them to focus more (and be more Amarr). And for Amarr Logistics to benefit from this and it's repper bonus it must be 1/5! |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 09:58:00 -
[37] - Quote
Arkena Wyrnspire wrote:Imp Smash wrote:Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that? I quite like the idea of tweaking the penalty so it's a sprint penalty or a stamina penalty rather than a sprint+walk+strafe+aiming+jumping penalty. It does have the desired effect of making armour less mobile overall, but without penalising it so heavily in a firefight. The penalty on aiming and jumping imo absolutely has to go - if you stack too many plates you can't get over some obstacles at all, and stacking plates makes your aim slower.
Yeah the penalty should not affect turning at all and their needs to be a ceiling to the jump penalty so that it doesn't keep you from being able to jump over/on the smallest things. Even with just 2 basics on my Cal logi I couldn't jump onto this little curb that I had to get on in order to reach a ladder. That should never happen even to the heaviest heavies. |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 15:04:00 -
[38] - Quote
BL4CKST4R wrote:
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses (% efficacy and % CPU/PG reductions) and a penalty not exceeding 7%; with the addition of all suits getting passive armor repair. Buffing armor tanking by buffing the modules is not actually a buff to us but a buff to everyone. If CCP increased all armor modules by 50% what would the armor HP of a Caldari vs a Gallente suit be? Only about 100 HP because of our higher base armor, this is because a Caldari has 3 low slots while a Gallente also has 3 low slots we always lose out on 1 slot due to armor repair.
Also limiting suits by CPU for armor and PG for shields would mean that some modules would need to have their requirements tweaked to not limit certain modules to suits, for example damage mods.
Also isn't that 2 plates 2 reppers make for an extremely weak suit? Even using your numbers...
Using these proposed Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
And this proposed Complex Armor Repairer: 5 HP/sec, +60% peak, -10% base
The following fit would just fit an Assault ck.0 with Electronics 4, Engineering 5, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
Caldari Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier -Complex Shield Extender -Complex Shield Extender
-Basic Armor Plates - Complex Armor Plates -Enhanced CPU Upgrade
- Duvolle Assault Rifle -Core Flaylock Pistol -M1 Locus Grenades
-Nanohive
Shields: 387 Recharge: 31 Delay: 5 SD Delay: 8
Armor: 395 Repair: 0
Movement Penalty: 9.2%
The following fit would just fit an Assault gk.0 with Electronics 5, Engineering 4, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
(includes current Gallente Assault Dropsuit bonus to Hybrid Weapon CPU/PG and proposed Gallente Assault Dropsuit bonus to all Plates CPU/PG, -7% per level)
(includes proposed revision to Armor Repairer causing it to work at +60% effectiveness for a period after taking damage to armor and then gradually decreasing to -10% effectiveness)
(includes proposed addition of 2HP/sec passive repair to all Gallente Medium Frame suits)
Gallente Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier
-Basic Armor Plates -Enhanced Armor Plates -Complex Armor Plates -Complex Armor Repairer -Complex Armor Repairer
- Duvolle Assault Rifle -Core Flaylock Pistol -Locus Grenades
-Nanohive
Shields: 138 Recharge: 20 Delay: 6 SD Delay: 10
Armor: 629 Peak Armor Repair: 20.5 Base Armor Repair: 11.5
Movement Penalty: 11.6%
I think these two fits are pretty balanced considering that the Gallente is getting the 20.5 HP/sec while taking damage. The +60% after taking damage might be too much actually but if so that's just a matter of reducing it to a lesser bonus. Thoughts?
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zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 15:50:00 -
[39] - Quote
BL4CKST4R wrote:Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair. Also the Gallente suit is more resource constrained, for example the use of locus grenades instead of M1.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually.
With this fit the ck.0 has 0 PG remaining, so with Electronics 5 the Complex Plate could be traded for a Complex Repper. Perhaps the solution could be for only Gallente and Amarr suits to be optimized for dynamic armor repair, so on the Caldari and Minmatar suits a repper would behave normally.
Speaking of the Amarr, what do you think would be a good suit bonus for them to replace shield recharge, assuming they were made to be 2 high/4 low and geared towards armor? I was thinking +2% adjusted armor HP per level. |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 16:20:00 -
[40] - Quote
BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor.
Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
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zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 17:51:00 -
[41] - Quote
Cross Atu wrote:BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods. Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place. That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.) 0.02 ISK Cross ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be.
I daresay 2 High / 6 Low would better fit Gallente Logi, as neither shields nor damage ought to be a priority for them. |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 18:18:00 -
[42] - Quote
Alena Ventrallis wrote:I don't agree with the OP's assertion to move shield regulators to high slots. However, this does cause an imbalance in tank, this point I cannot argue. So suppose there was a high slot module that increased the passive regen of armor reps by a percentage? To start it out, keep this module at the same percentages as the regulators, and then buff/nerf that percentage from there. This allows both tanks to have a module that doesn't compete with their primary tank, and allows them to shore up where there tank is weak.
Also, armor plates do need a massive buff to hp they give. Especially considering how slow they regen armor now, they should have a ridiculous buffer, in contrast to the ridiculous regen shield has. This would make the two styles of tanking distinct, yet equally viable depending on the situation at hand.
Also, there should be a much lower, if not outright removed, movement penalty for plates. In EVE, shield modules increase the sig radius of ships, which makes them easier to target and hit with weaponry. But this cannot carry over to Dust as seamlessly. Therefore, remove/drastically reduce the movement penalty, and definitely remove the turn penalty. Alternatively, keep the movement penalty, but have armor suits move faster than shield suits. It would make sense lore-wise. For the first suggestion, perhaps the armor plates have energy coils embedded in them to increase the power flowing to the suit, thus allowing the wearer to cary the extra weight without encumbrance. For the second suggestion, the armor tanked suits would expect the extra weight, and would therefore add servomotors, or whatever sci-fi gizmo CCP so desires, to increase the strength and speed of the wearer in anticipation of this extra weight. This would also allow people to run faster than others in armor suits if they forgo their armor plates.
Also, to avoid abuse of dual-tanking, assuming some of the changes mentioned in this post were put into effect, armor tanked dropsuits should have reduced shield hp/regen. It would make sense lore-wise, as the race who cares about armor would sacrifice shield strength in order to push the armor envelope even further.
There should definitely be a high slot option for armor tankers that want to focus more on that and less on shields or damage.
i.e. Nanobot Accelerator
Basic: 10% increased armor repairer cycle speed - 28 CPU / 5 PG Enhanced: 15% - 41 CPU / 7 PG Complex: 20% - 53 CPU / 9 PG
Stacking penalty applies |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 03:30:00 -
[43] - Quote
Cat Merc wrote:SponkSponkSponk wrote: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* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module.
I beg to differ, though maxing Electronics to 5 is required to even things out.
Amarr Assault ak.0, all fitting skills to 5:
CPU: 450 PG: 91
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex CPU Upgrade
CPU: 491 PG: 78
That's about even, with the Amarr more balanced and the others geared towards CPU. CPU tends to run out before PG though, for shield tankers at least. On the other hand...
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex PG Upgrade
CPU: 390 PG: 92
Clearly Amarr has the advantage here, another reason why their suits should be low slot focused (2/4 Assault), so that they can take advantage of all that powergrid. As for Gallente Assault, a -7% per level reduction in CPU/PG cost of all varieties of armor plates (and revamping of all the plates of course) would give them the edge they need. |
zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 03:33:00 -
[44] - Quote
Cat Merc wrote:XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go? That's why armor modules need less both CPU AND PG than shield extenders.
A suit bonus providing that for Gallente Assault, at least for the plates, would do the trick, along with switching a high to a low.
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zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 04:40:00 -
[45] - Quote
I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 10:58:00 -
[46] - Quote
BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward.
You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option.
Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. |
zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 12:13:00 -
[47] - Quote
BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit. Speed is not a problem aslong as we have the HP to represent the penalty and the vulnerability we get from applying complex plates. For example if you take a Gallente and a Caldari suit and give them the same modules, the Gallente should have around 30%-40% higher HP than that suit since we are more vulnerable to weapons fire and explosives. The only way to justify for equally stacked Gallente and Caldari suits to have the Same HP is if there were an equal amount of shield and armor killers, and explosives did 100/100 and there was no speed penalty. Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option.
Giving Amarr Logi 1 High and 5 Low would work fine with the UI. I think Gallente Logi should be 2 / 6 but that may not work with the UI. Yeah you're right the beefier and slower heavies are, the more they fit their role. Maybe they could get a damage reduction bonus. With the above plates and a hardening bonus heavies would be a lot tougher to take down, which would be good for the game. Taking down a heavy would require teamwork. Actually with those improved plates they might need to have their base speed reduced to not be OP.
A bonus to plate fitting, with the new plates and dynamic repairer, would give Gallente Assault roughly equal HP and rep to Caldari, as shown in the example in this thread, while making armor tanking even more distinct from shield tanking. Caldari would have to spend more to fit the same armor, and Gallente (and Amarr?) would have the advantage of getting their peak reps (+60%) in the middle of a firefight as opposed to having to fall back until shields start recharging again--a perfect counterpoint to shields! Once the firefight is over a logi bro can top them up. |
zzZaXxx
The Exemplars Top Men.
115
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Posted - 2013.07.20 09:11:00 -
[48] - Quote
DildoMcnutz wrote: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. 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. Faster reload is much, much better and much more interesting. |
zzZaXxx
The Exemplars Top Men.
115
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Posted - 2013.07.20 09:15:00 -
[49] - Quote
Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross
Go on... |
zzZaXxx
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Posted - 2013.07.20 22:22:00 -
[50] - Quote
Cross Atu wrote:zzZaXxx wrote:Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross Go on... The easy way to consider this is via some ( fictional) % numbers. Numbers below are provided for illustration purposes only and should not be construed as actual game data, they're only here to highlight trends. Say shield suits have an average of 20% more shield based HP and further that shield HP is 25% more effective than an equal amount of armor HP. Now let's assume that racial skills provide an equal % buff effect to both shields and armor say 10% (in reality the shield buffs seem to edge out armor here but we'll leave that aside). Let's further assume that shield and armor tanking skills both net the Merc a 33% increase in effectiveness of their chosen tank. To keep it simple we'll say that first 20% has an actual 20 HP raw value. That becomes 25 after efficiency. With racial skills the gap becomes 27.5 ( Now wait! You said racial skills were an equal % buff and you're disparity tally just went up, what gives? Good question. The answer is that while the % buff is the same the base value which is being buffed is not equal so the net gain is higher for shields). Now the tanking skills are included, giving us 36.575 HP advantage for our totally fictional gap. Even this compounded widening of the gap doesn't tell us the whole story however. Due to weak internal scaling for armor mods when compared either to shield mods or to fittings costs (once other drawbacks are included) the ISK and SP values of each tanking type are not kept in balance either. There is effectively a higher cost to run an equivalent tank with armor. When that is applied to our example case from above you have the armor tanker paying more to deploy in a fit that has a lower eHP, plus a average lower movement speed (sprint and standard) thus depressing the average eHP still farther. All the related passive skills providing % buffs are by their very nature unable to close, and in fact only magnify, any gaps in effect or value between suits and tank types (skills linked to a single race can be an exception here). So at best skill we now have a shield tanker who is faster, has higher eHP, is spending less ISK on average for it and gaining more net utility from passive skills. But wait, there's more! Due to the competition for slot space only the shield tanker has a serious option in regards to fitting flexibility since Upgrade mods are available only in the low slots required to fit an armor tank. The mobility mods are also tied to low slots. Further shields have tanking mods in both high and low slots while armor has mods only in lows. In short the theorycrafting shows that we need tanking balanced at the mod level first. With regards to both internal scaling and eHP value (not to be confused with raw HP value) in shield vs armor comparisons. Once that balanced base has been established balance in other related areas can be extrapolated without becoming a crutch for weaknesses in the mods themselves. Cheers, Cross
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots. |
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zzZaXxx
The Exemplars Top Men.
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Posted - 2013.07.21 02:38:00 -
[51] - Quote
BL4CKST4R wrote:zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits. Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. Edit: the reason all.armor suits need a 25% bonus to armor modules is because buffing armor plates only slightly increase the gap and would require possibly doubling the HP of armor.modules to ensure armor has higher HP like it is meant, the only other option is to give all armor suits an HP buff of 150-250. When I say before other racial bonuses is that i do not want racial suits losing their bonuses that makes them useful for example the Amarr commandos bonus, which should honestly go to all Amarr suits.
Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related.
Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option. |
zzZaXxx
The Exemplars Top Men.
122
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Posted - 2013.07.22 22:21:00 -
[52] - Quote
BL4CKST4R wrote:zzZaXxx wrote:Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related.
Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option. By different tank bonuses do you mean like Assault gets efficacy and Scout repair? I see where this is going but keep in mind that let's say a Caldari scout and a Gallente scout come face to face, technically their HP will be the same or the Gallente will be lower since the Gallente didnt get an efficacy bonus, that Gallente scout should have 25% more HP than the Caldari when both equally focused on tank. A different tank bonus should be applied after the 25% bonus, if not then some role suits will be balanced while others will remain UP.
By tank bonus I mean some kind of bonus to either shields or armor, depending on faction. I agree armor tanks should have more HP, slower (but dynamic) rep, and slower movement but we have to keep in mind that each change ripples out to affect other aspects. For example if they're able to fix hit detection so that strafing back and forth doesn't make you immune to bullet spray then movement speed will be less of a factor. Also the armor modules need to be reimagined, so talking specifics about suit bonuses is moot until that happens.
Another thing to keep in mind is that standard and advanced suits perform very differently from prototype, and most people run advanced, myself included. (I won't get to proto for a while.) Balancing everything based on proto may imbalance advanced. |
zzZaXxx
The Exemplars Top Men.
156
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Posted - 2013.08.05 15:58:00 -
[53] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields. Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking.
The problem here is that they have no test server. DUST needs one even more than EVE as FPS behavior is harder to predict. There are so many variables. I guess they must have some in house testing but that's not enough.
Anyways....
Caldari Assault's shield extender bonus should be increased to 3% and shield recharge to 6.5%
Gallente Assault should be 2 High/ 5 Low with 2 new bonuses and 2hp/sec passive rep: +1.6 hp/sec armor repair per level -5% fitting cost of armor plating (all plates)
Minmatar Assault should have 20 hp/sec shield recharge and 1 new bonus instead of shield recharge: -6% shield recharge delay per level
Amarr Assault should be 2 High/ 4 Low with 1hp/sec passive rep and one new bonus instead of shield recharge: +2% efficacy of armor modules per level
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zzZaXxx
The Exemplars Top Men.
156
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Posted - 2013.08.05 16:13:00 -
[54] - Quote
Armor Modules:
All plating's hp should be increased by 50% Movement penalties should scale like this: 4% - 7% - 9% The stacking bonus reducing movement penalty for each additional plate should be kept.
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zzZaXxx
The Exemplars Top Men.
156
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Posted - 2013.08.05 16:29:00 -
[55] - Quote
New high slot armor module:
Auxiliary Armor Repairer:
When HP dips below 60% each module reps 10 hp for 10 seconds and then begins a 10 second cooldown.
Otherwise functions as a normal armor repairer repping at 4 hp/s.
48 CPU / 10 PG at Complex
Scales 5 - 7 - 10
(2 - 3 - 4 for normal function)
EDIT: Added normal rep function |
zzZaXxx
The Exemplars Top Men.
180
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Posted - 2013.08.15 06:06:00 -
[56] - Quote
I sure hope that when armor gets balanced with shields, especially if they give a penalty to extenders, that my Cal Logi can have his CPU back. |
zzZaXxx
The Exemplars Top Men.
198
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Posted - 2013.08.21 21:12:00 -
[57] - Quote
BL4CKST4R wrote:I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults.
More like 567/461 at most. |
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