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BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:48:00 -
[331] - Quote
Oh and for those of you who are worried about the Caldari Logistics using up our precious modules it is almost impossible for them because of how much CPU/PG they cost. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:50:00 -
[332] - Quote
BL4CKST4R wrote:Oh and for those of you who are worried about the Caldari Logistics using up the new modules it is almost impossible for them because of how much CPU/PG they cost.
That better be true or I'll demand a nerf. |
BL4CKST4R
WarRavens League of Infamy
355
|
Posted - 2013.07.03 03:51:00 -
[333] - Quote
My brother is a Caldari logistics. It is true, the Minmatar... well that's another story won't be long before they become the FOTM now. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:52:00 -
[334] - 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. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 04:01:00 -
[335] - Quote
There's over 480 armor combos gotta find them all. |
BL4CKST4R
WarRavens League of Infamy
355
|
Posted - 2013.07.03 04:03:00 -
[336] - Quote
zzZaXxx wrote: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:
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!
# 4 provides the highest combination of HP/Repair/low Penalty to CPU/PG costs, until a new one arises this will be my current fit.
#5 Provides the highest repair to moderate HP but it is a bit expensive to use, it requires level 4-5 engineering, and probably 4-5 core upgrades. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 05:04:00 -
[337] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks. 130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator. I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt. If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that. I'm sorry man,this was a really good post, and if I weren't so tired today I would give it the response it deserves, I am afraid you are going to have to settle for this instead. Armor and repair tank is not the only two tanks that the Gal do exceedingly well with. There is also the speed tank. Form what I have read from you I think that this tank would suit you well, if you'll forgiv the pun. Give this a try: Gal pro logi: Pro AR Comp energizer 2x Comp extender 2x ehd ken cat Ehd cardiac regulator Comp repair mod PG expansion mod 2x compact nano 2x adv uplink or better (make sure you have two different kinds, this will alow you 4 active at once). {edit>>>There are also some others VERY good speed fits with the adv logi and the pro and adv assault. You just need to play aruond with it. I'm just happy you didn't take anything personally, it's difficult to attack ideas without attacking the people with those ideas.
Look, I got 6m sp, I barely fit into and advance suit. My struggle is with the proletariat of dust, I don't have lofty ideas of proto suits, let alone multiple varieties of proto suits. That said, I think I could try a speed tank with the assualt, I'm close to unlocking the kinetic metabolizers. One of those, a rep and a ferro plus two shield extenders. Could work. If anything at least it's different. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
29
|
Posted - 2013.07.03 06:50:00 -
[338] - Quote
yeap i really hated what they did with this patch in this sector |
Arkena Wyrnspire
Turalyon Plus
1611
|
Posted - 2013.07.03 07:35:00 -
[339] - Quote
Son-Of A-Gun wrote:If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari scum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily.
135%. The error of 150% appearing some places is partially my fault - I wrote that in this thread's progenitor. Through testing I've concluded that it's not the case, and 135% is closer to the true value (My actual results were something like 135.3212094 but I accounted for rounding errors in the game and rounded myself.) |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 10:33:00 -
[340] - Quote
I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now. |
|
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:14:00 -
[341] - 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. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:19:00 -
[342] - Quote
[quote=Arkena Wyrnspire]I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now.[/quote
Your in for a surprise.
|
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:21:00 -
[343] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:24:00 -
[344] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:26:00 -
[345] - Quote
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.
They work best for a Gallente logistic when it comes to repairing. |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:30:00 -
[346] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:31:00 -
[347] - Quote
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. |
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:40:00 -
[348] - 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.
|
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:43:00 -
[349] - 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. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:43:00 -
[350] - Quote
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. |
|
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 11:44:00 -
[351] - Quote
Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP"
You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example.
Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit.
You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking. |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:56:00 -
[352] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP" You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit. You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers.
Daedric Lothar wrote: And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Please try fitting 4 complex plates and damage modifiers before suggesting this. It's not possible. At all. Bear in mind that the armour tanker is also much easier to hit due to the low speed. Stacking 4 complex plates results in 4 10% movement penalties, which is huge. That's coming up to halving your movement rate.
The damage modifiers also have a stacking penalty, which makes the third one a minor bonus.
Daedric Lothar wrote: Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Indeed, the speed penalty is bad. But it's far from the only thing. PG/CPU isn't the only other issue either. |
zzZaXxx
The Exemplars Top Men.
45
|
Posted - 2013.07.03 11:57:00 -
[353] - 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. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1248
|
Posted - 2013.07.03 11:57:00 -
[354] - 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.
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
|
BL4CKST4R
WarRavens League of Infamy
358
|
Posted - 2013.07.03 12:00:00 -
[355] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP" You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit. You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up. And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health. Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Stacking 4 complex armor plates reduces our ability to track and aim properly due to how movement penalties also affect your moving speeds with the right analog stick thus the 3x damage modifiers do us no benefit if we cannot actually shoot you. Also 670 armor HP with no shield mods means that after our shields are down, where the shields are now 150, 1 basic locus grenade will 1 shot us. True you can say we you still have shields so you cant be one shotted but 150 shields will go down in only 3-4 gun shots, with shields it would only take 2 basic (fused) locus grenades to kill us, 2 flaylock shots, and 1 forge gun shot. There is nothing that can kill a shield suit this fast because any explosive like damage that favors the destruction of shields barely or doesn't do damage to their armor and thus cannot kill them as fast or as effectively as we can get killed.
Also the reason he used 2 complex armor modules is because we also need to fit repairers, and the more HP we have the more repair we need thus limiting the slots for a Assault to 2-3, and for a Logistics to 3-4. Unless we can find somebody to follow us all day with a repair tool. The reason why this makes shields better at having more HP is because a low base HP + a low requirement for armor modules means that their overall HP and repair rate is higher and faster than anything an armor tank can hope to accomplish even with a Logistic with a repair tool. |
BL4CKST4R
WarRavens League of Infamy
358
|
Posted - 2013.07.03 12:02:00 -
[356] - 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
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. |
zzZaXxx
The Exemplars Top Men.
45
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Posted - 2013.07.03 12:04:00 -
[357] - 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. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
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Posted - 2013.07.03 12:07:00 -
[358] - Quote
Arkena Wyrnspire wrote:[quote=Daedric Lothar]
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers. The text directly above what you quoted explains this - did you intentionally omit this?
I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do.
Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1249
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Posted - 2013.07.03 12:10:00 -
[359] - Quote
General comment:
It's also worth keeping in mind that while finding viable fits for the Gal Logi with the new mods is good it doesn't really speak to armor vs shield balance. Which other suit can net a solid benefit from the mods? Does such a benefit equal the tank offered by a comparable number of shield mods? (in some cases comparing across suit types is required such as Gal to Cal due to slot layouts, of course in this case DO NOT factor in skills as that would be misleading)
How many suits have no viable shield tanked fittings, of those how many have such a limitation due to slot layout? Now the reverse, how many have no viable armor tanked fitting? The Mini Logi is a great suit for comparison since it has equal slots, can anyone construct an armor tank with the new mods that as an equal or greater eHP (not just raw HP) tank than best fit shield equivalent?
I fully support trying to find the best use for mods present in game, but mods should be balanced internally and tanking types should be balanced with each other. Until those things are accomplished the suits are mostly just a bias of happenstance.
0.02 ISK Cross
ps ~ as always I'm quite open to being proven wrong with data |
Cross Atu
Conspiratus Immortalis Covert Intervention
1249
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Posted - 2013.07.03 12:17:00 -
[360] - Quote
BL4CKST4R wrote: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
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. EDIT: Also before our higher HP ever means anything the damage to explosives, and armor killers needs to be toned down because we would technically need 35-50% higher HP than a shield suit to balance how fast it takes to take each of us down.
This is true. There are several possible ways to fix the shield vs armor imbalance and honestly I'm not even saying that a heaving leaning toward buffer over reps is an innately better way to fix the armor/shield gap per se. The great part about buffer is that it's a possible fix for the disparity in tanks which also supports the viability of Logi running support/medic fits where as options that create more armor/shield balance by making armor more self-sustaining (as shields are now) tends to reduce the role value of a support/medic Logi.
Re: EDIT, yes those numbers need looked at I'm not a big fan of OHK weapons in general. Some things like a damage mod stacked sniper? Sure fine but things like the contact nades seem really dubious to me. Regardless of the OHK thing in general however, if there are more OHK weapons against one type of tank than another that's a problem.
0.02 ISK Cross |
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