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TheGoebel
Kite Co. Couriers
15
|
Posted - 2013.07.02 23:22:00 -
[271] - 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?" |
Arkena Wyrnspire
Turalyon Plus
1589
|
Posted - 2013.07.02 23:25:00 -
[272] - Quote
TheGoebel wrote: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?" Yeah, a competent effort to make things work. What I meant was I don't understand why this thread hasn't received a response. Has it not been seen? Is it not worthy? I know it's egotistical of me to want that, but I just want to see things work.
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BL4CKST4R
WarRavens League of Infamy
349
|
Posted - 2013.07.02 23:25:00 -
[273] - Quote
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. |
TheGoebel
Kite Co. Couriers
15
|
Posted - 2013.07.02 23:50:00 -
[274] - 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. |
zzZaXxx
The Exemplars Top Men.
37
|
Posted - 2013.07.03 00:57:00 -
[275] - 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. |
Colonel Killar
DUST CORE DARKSTAR ARMY
88
|
Posted - 2013.07.03 01:10:00 -
[276] - Quote
Armor needs more HP for 3 reasons
It repairs slowly even with a basic repper innate reppers rep slowly Armor is way slower than shields |
Cat Merc
Oculus Felis
1569
|
Posted - 2013.07.03 01:11:00 -
[277] - Quote
Colonel Killar wrote:Armor needs more HP for 3 reasons
It repairs slowly even with a basic repper innate reppers rep slowly Armor is way slower than shields 2x armor for all plates. Mwuhahahaha |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:11:00 -
[278] - Quote
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 |
zzZaXxx
The Exemplars Top Men.
37
|
Posted - 2013.07.03 01:14:00 -
[279] - 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 |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:14:00 -
[280] - 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. 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
But why do shields recharge faster and have more hp and it been proven that extender net more benifits then damange modifiers unless your a sniper.
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TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 01:16:00 -
[281] - 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? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:18:00 -
[282] - Quote
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. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 01:22:00 -
[283] - 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! |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 01:24:00 -
[284] - 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? |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 01:33:00 -
[285] - Quote
TheGoebel wrote: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?
Doesn't work as well with vanilla plates, since stacking 5 carries a hefty penalty with no repair. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:37:00 -
[286] - Quote
DRDEEZENUTSZ TWOpointo 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. 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 But why do shields recharge faster and have more hp and it been proven that extender net more benifits then damange modifiers unless your a sniper.
As far as reacharging faster, that is the nature of the beast. Armor repair thanking can be very competitive against shield tanking. I should know my favorite fit is a armor 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.
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:42:00 -
[287] - Quote
I like how armor was actually buffed but no one knew sorry ccp.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:43:00 -
[288] - Quote
@BL4CKST4R
If you use the basic F and R plates it frees up a lot of CPU/PG so that you can carry some of the high end repair nanos. |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 01:45:00 -
[289] - Quote
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. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:48:00 -
[290] - 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.
Well I did the math a logi with core skills max can get 868.8 armor and shield but will sacrifice 91 p g and 318 c p u.
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zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 01:56:00 -
[291] - 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
|
Posted - 2013.07.03 01:57:00 -
[292] - 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 |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 01:58:00 -
[293] - 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.
It is not directly a "buff" since it requires manipulating the slot layout, for example this will not work if you apply a complex plate first. Now physically applying the stats to the formula give me a 10.59% penalty, applying it in game gives me a 2.75% penalty so I think it is an error. Regardless if CCP intended this or not, I doubt they did, it does not help the cause of armor because our regen is terrible slow, and our HP still doesn't come close to shields. Also without the 5 slots it leads to assaults being slower than Logis. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
78
|
Posted - 2013.07.03 01:59:00 -
[294] - Quote
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.
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DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
22
|
Posted - 2013.07.03 02:00:00 -
[295] - Quote
I have a dream that out there there is a armor armor build that will smack those silly shield caldari logis onto the threads about needing armor I have a dream. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:00:00 -
[296] - Quote
Currently I am looking for a way to maximize repair and armor but since my PG/CPU is not level 5 it is a bit difficult. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:01:00 -
[297] - 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.
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. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 02:04:00 -
[298] - 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. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:07:00 -
[299] - 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. |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 02:07:00 -
[300] - 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. equal HP and equal repair, or higher HP and lower repair* |
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