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BL4CKST4R
WarRavens League of Infamy
359
|
Posted - 2013.07.03 12:22:00 -
[361] - Quote
Daedric Lothar wrote: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.
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair. |
BL4CKST4R
WarRavens League of Infamy
359
|
Posted - 2013.07.03 12:25:00 -
[362] - Quote
Cross Atu wrote: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
I think that the Caldari and Minmatar suits will need something from the Logistic suit, because at the moment and in the future it would seem that the Armor suits need the logistic suits while the Caldari and Minmatar can run free as they wish. Maybe force Caldari and Minmatar unable to use nanohives |
TheGoebel
Kite Co. Couriers
17
|
Posted - 2013.07.03 12:26:00 -
[363] - Quote
Daedric Lothar wrote: 1. I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP"
You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example.
2. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit.
You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
3. And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
4. Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Oh boy, its a dog pile. Well hell, I wrote this so I'll be a damned if I'm gonna throw it away.
1. We have to have a baseline. I hesitate to make this assumption but I will say three types of tank exist, speed, armor and shield. Speed tanking is a user skill based tank so it would be impossible to quantify for the purposes of the comparison, if we could I assure you it would be included. Also in many discussions the argument that armor has a higher buffer is made when in fact that is not the truth, take a look at my next number for why.
2. Your are thinking of proto assualt, Proto Gallente is a 3/5 split of high/low and caldari is 5/4. Only 2 slots are used due to those suits requiring a local rep to be effective. You'll find the discussion about outside reps further down the page but most calculations are done within a bubble of a single suit.
3. This argument is based on a suit without local reps. Yes you could have a huge buffer of armor HP but you would be very slow, around 2.5m/s and be unable to repair yourself at any reasonable rate making repeated encounters difficult. It would be a suit with a death clock hanging over its head as every successful battle only brings you closer to death.
4. Of all your statements I find this one to be most insulting, so good job if that was your intention. It is a conclusion based on many half truths. Yes a suit four plates and three damage modifiers would do a lot of damage, however if the enemy strafed you would be unable to apply that damage as the uber-suits turn speed is effected by the movement penalty. As stated before in point 3, an all plated suit is has other penalties associated with it. Namely rep speed. So this suit wouldn't be overpowered. You can add in the fact that a slow target is a easier to hit target and you find the suit to be quiet under powered. |
Arkena Wyrnspire
Turalyon Plus
1617
|
Posted - 2013.07.03 12:28:00 -
[364] - Quote
BL4CKST4R wrote: Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
This fit requires maxed engineering skills, and grenades and equipment don't fit. An actual fit would likely be weaker. |
BL4CKST4R
WarRavens League of Infamy
361
|
Posted - 2013.07.03 12:30:00 -
[365] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
This fit requires maxed engineering skills, and grenades and equipment don't fit. An actual fit would likely be weaker.
Yea but he wants to compare us at extremes... well these are the extremes. And that is exactly why the shield suits are so much better than us. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:30:00 -
[366] - Quote
BL4CKST4R wrote:
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. |
Arkena Wyrnspire
Turalyon Plus
1617
|
Posted - 2013.07.03 12:32:00 -
[367] - Quote
Daedric Lothar wrote:
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day.
Agreed. I think he confused the damage per bullet with dps.
EDIT: Time for GK.0 to kill CK.0 = 1.15 seconds Time for CK.0 to kill GK.0 = 1.51 seconds
This isn't a fair comparison though, as it's looking at specifically HP and damage output. Speed is a significant factor, for instance. Additionally, the GK.0 in this example cannot fit grenades or equipment, whereas the CK.0 can do that and also upgrade its low slots significantly, as well as the fact that the GK.0 has no regeneration. |
BL4CKST4R
WarRavens League of Infamy
361
|
Posted - 2013.07.03 12:35:00 -
[368] - Quote
Daedric Lothar wrote:BL4CKST4R wrote:
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day.
I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits.
If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:36:00 -
[369] - Quote
TheGoebel wrote: Oh boy, its a dog pile. Well hell, I wrote this so I'll be a damned if I'm gonna throw it away.
1. We have to have a baseline. I hesitate to make this assumption but I will say three types of tank exist, speed, armor and shield. Speed tanking is a user skill based tank so it would be impossible to quantify for the purposes of the comparison, if we could I assure you it would be included. Also in many discussions the argument that armor has a higher buffer is made when in fact that is not the truth, take a look at my next number for why.
2. Your are thinking of proto assualt, Proto Gallente is a 3/5 split of high/low and caldari is 5/4. Only 2 slots are used due to those suits requiring a local rep to be effective. You'll find the discussion about outside reps further down the page but most calculations are done within a bubble of a single suit.
3. This argument is based on a suit without local reps. Yes you could have a huge buffer of armor HP but you would be very slow, around 2.5m/s and be unable to repair yourself at any reasonable rate making repeated encounters difficult. It would be a suit with a death clock hanging over its head as every successful battle only brings you closer to death.
4. Of all your statements I find this one to be most insulting, so good job if that was your intention. It is a conclusion based on many half truths. Yes a suit four plates and three damage modifiers would do a lot of damage, however if the enemy strafed you would be unable to apply that damage as the uber-suits turn speed is effected by the movement penalty. As stated before in point 3, an all plated suit is has other penalties associated with it. Namely rep speed. So this suit wouldn't be overpowered. You can add in the fact that a slow target is a easier to hit target and you find the suit to be quiet under powered.
Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
[Edit]: As to your response about half your speed. I don't armor tank, because I appreciate a fast playstyle more then heavy hitting because my aim sucks, so correct me if I wrong, but I thought the movement speed debuff had a stacking penalty.
[Edit]: I am not saying the balance is perfect, but I am saying that its good to go slow in fixing it, because armor tanking has the potential to be extremely overpowered. Right now I feel that shield regen is WAY to fast. On my shield fit I fit all highs with extenders and all lows with regen delay reduction mods. My shields come back almost instantly. I would like to see a longer delay in when shields start to regen and putting more emphasis on how much a shield can heal if you haven't killed him by then, to promote a more cat and mouse game of Shield vs Armor tanker.
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 12:45:00 -
[370] - Quote
Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27.
To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche. |
|
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:48:00 -
[371] - Quote
BL4CKST4R wrote:Daedric Lothar wrote:BL4CKST4R wrote:
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits. If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above
So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:51:00 -
[372] - Quote
TheGoebel wrote:Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27. To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche.
True, but the example was of a Gallente Armor tank using 2 plates to get the same health as a Caldari tanker while having boosted damage. If In a perfect world the armor tanker could fit everything he wanted, he could also fit his remaining low slots with reps to reset the clock if he waited long enough. Therefore making reppers there for more Solo play.
However we have plates which don't reduce movement now right? |
Arkena Wyrnspire
Turalyon Plus
1618
|
Posted - 2013.07.03 12:59:00 -
[373] - Quote
Daedric Lothar wrote: So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it.
The comparison we're talking about isn't actually that great. Nobody ever stacks that many plates, and the suit gets no regeneration at all. That's a huge, huge thing, in addition to the movement penalty. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 13:03:00 -
[374] - Quote
Daedric Lothar wrote:TheGoebel wrote:Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27. To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche. True, but the example was of a Gallente Armor tank using 2 plates to get the same health as a Caldari tanker while having boosted damage. If In a perfect world the armor tanker could fit everything he wanted, he could also fit his remaining low slots with reps to reset the clock if he waited long enough. Therefore making reppers there for more Solo play. However we have plates which don't reduce movement now right?
I'm not trying to be a **** here, but your 2 plates being equal being an equal buffer to a shield tank is potential balance fantasy correct? As it is shield buffers are often time, although sometimes marginally, higher.
So, a having competitive buffer and higher damage versus buffer and regen would be the balance suggested? If you remove the speed penalties then I think that could begin to work.
Ferroscale are the plates you are referring to. They are, uh, interesting additions. In their current state I wouldn't consider them viable. |
Artificer Ghost
Bojo's School of the Trades
153
|
Posted - 2013.07.03 13:04:00 -
[375] - Quote
I actually do stack plates. My G-Logi has such small survivability (I keep getting put in terrible games with 12 SVER True Bloods. Thanks, matchmaking! :D) that I have to fit a lot of plating on it to give it some kind of chance against prototypes and whatnot. I'm actually planning on skilling up to Complex Ferroscale plating to get the same HP value for no speed reduction, as I use 3 Basic Armor Plates ATM.
Honestly, speed really isn't an issue for me, nor is Repair (Logi Suit FTW), but I know for say, an Assault, it's a big thing. I support this thread, and forgot to leave a like. :)
@Sorry, this was aimed at the OP's latest post. 2 people posted at the same time and I lost. xD |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:20:00 -
[376] - Quote
TheGoebel wrote:
I'm not trying to be a **** here, but your 2 plates being equal being an equal buffer to a shield tank is potential balance fantasy correct? As it is shield buffers are often time, although sometimes marginally, higher.
So, a having competitive buffer and higher damage versus buffer and regen would be the balance suggested? If you remove the speed penalties then I think that could begin to work.
That is what I am suggesting, Buffer and damage vs buffer and regen or buffer and speed. I would also like to see a Shield Energizer tool or add it on to the repair tool to allow Logi to rep shields as well since having the repair tool currently throws the balance out of whack (Yes I know you will say, but if the Logi could shoot!, but we all know that things are situational, like a heavy defending a choke point or hallway with the Logi hidden providing reps)
With a nerf to shield regen time and speed, and a buff to armor turning speed with only a slight buff to movement speed. I can see the two starting to get a much better balance, but then again, any time you are dealing with damage mods things get alittle psychotic.
However....
If you remove the speed penalty from armor totally, then I would actually kinda like to see a low slot item which increases weapon ROF/accuracy/spread so shield tankers can also get a damage boost. That would also allow speed tanks to just fit all around damage mods.
|
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
111
|
Posted - 2013.07.03 13:30:00 -
[377] - Quote
Multiple types of plates are a great start, but they need work.. And we have not even discussed self repair systems yet. We need to think outside the box..
Reactive Armor Plates - Medium Armor amount, Medium movement penalty, Small self repair, *Provides damage resistance bonus* -Middle ground plate, useful for any suit. The bonus to damage resistance would give a person the ability to stack modules to achieve the level of DR which works best for them, without providing too much. Stacking penalties could apply, or it could be tweaked to be a smaller amount, with no penalty.
Ferroscale Armor Plates - Small Armor Amount, Small movement penalty, *Medium self repair* -Great for high agility armor suits, provides additional protection as well as some form of built-in repair. Still would derive use from stand-alone repair modules, but does not leave the tanker out in the cold should they chose not to use them.
Standard Armor Plates - High Armor amount, High movement penalty, No self repair, *Provides bonus to Remote Repair Amounts* -The 'Go-To' for Heavy tankers. On their own, they provide a very healthy boost in raw HP. In combination with a Remote Repair Buddy, they would encourage team work through the increased repair amounts, and allow a repairman to keep a target up in a far superior manner than any other plate.
But let's also look at repair modules. I propose new ones!
Burst Repair Module - Two modes of repair; Stored and Depleted. This module repairs armor at a Medium(1/2 equivalent stand alone repair module) repair rate, however whenever the users armor is at 100%, the module begins to 'store' armor, up to a certain amount. Once the user takes damage, the module uses the 'stored' armor amounts to provide a drastically increased repair amount, which would allow for burst tanking. Once the modules 'stores' are depleted, it provides the standard Medium repair rate. -This would be an amazing module for people who like to duck in and out of cover, as well as engage in hit and run tactics. It would provide a much higher repair rate for limited duration to the user, enabling a type of 'burst tanking'. While nowhere near the level of shield regeneration, it provides armor users with options potentially on-par with shield tankers.
'Hybrid' Repair Module - Medium Repair Rate, Standard Repair Rate, Provides % Increase to Armor Amount -This module acts on a 'layering' premise, providing a flat percentage increase on top of the users current armor amount. Think of it as actively placing an enhanced nanite layer on the user. The user sacrifices repair amount for the additional up-front increase.
Standard Repair Module - Same as current, with an increased level of repair(Let's face it, it needs to go up)
Right now shield tankers have it all. Armor users just need *options*! Something to give us real choices, outside of tiny increases/decreases in movement speed and small increases in EHP. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1252
|
Posted - 2013.07.03 13:35:00 -
[378] - Quote
Daedric Lothar wrote: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.
Unless you get grenaded...
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly. Yes there are absolutely fits which benefit from this but that doesn't make it the best fit bar none. and presenting armor vs shields this way ignores the utility of all the other low slot mods in the game. KenCats on a shotty scout can be just as valuable as damage mods to cite one example.
The dismissal of rep rate is also flawed, should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line. In your example you set the stage for armor tankers to rep each other between battles, thanks fine but let's extend that to take shield into account so we're looking at the whole picture. While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective and when they arrive there their enhanced speed and lack of need to stop while regaining their tank allows them to position as they'd like having the better ground, hacking items, et al. Those are all somewhat situational but so is the ability for armor to rep in the first place so I think it's still a fair comparison.
There's also a fundamental flaw in what you're saying, "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." So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Fully fit Gal Assault suit 3x dmg mod CPU 204 PG 27 4x plate CPU 80 PG 24 1x ProtoAR CPU 90 PG 13
HP from mods: 348 HP dmg from mods: ~24.4% spd reduction: ~12.2 on board rep/regen: 0 HP/s Fittings 374/300 CPU 64/60 PG INVALID FITTING CPU/PG EXCEEDED Note: even using only basic plates which would give the armor tanked suit less raw HP gained from mods the fitting requirements are still exceeded by 34 CPU requiring two 2/3 dmg mods to be Enhanced not Complex before the fitting becomes valid.
Fully fit Cal Assault suit 4x complex extender CPU 256 PG 44 2x Complex CPU mod CPU 0 PG 0 1x Complex PG mod CPU 24 PG 0 1x ProtoAR CPU 90 PG 13 1x Thukker Contact nade CPU 48 PG 6 1x X-3 Hive CPU 50 PG 7
HP from mods: 264 HP dmg from mods: 0 spd reduction: 0 on board rep/regen: 25 HP/s Fittings 468/496 CPU 70/74 PG Note: Fitting is valid, has proto contact nades and advanced hives. Suffers no movement penalty, regens 25 HP/s and only falls 84 HP short of the armor tanked suit. That's 4 seconds of this fits on board regen before it's eHP is higher than the armor tanked suit.
These are all base values so there are skills, for example fittings skills, which can alter the stats listed. These support skills apply to both suits however so the fundamental disparity is not actually altered by them.
0.02 ISK Cross |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:55:00 -
[379] - Quote
Cross Atu wrote:
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly.
Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy.
If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces.
Cross Atu wrote:
Should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line.
While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective.
Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immedaitely. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class?
Cross Atu wrote:
So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing.
Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy.
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:19:00 -
[380] - Quote
Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross
I look at it like a progression.
Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor) Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression).
If you want profile mods, be a sniper. Every mod has its place.
The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. |
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Cat Merc
Oculus Felis
1606
|
Posted - 2013.07.03 14:25:00 -
[381] - Quote
Daedric Lothar wrote:Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross I look at it like a progression. Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor)Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression). If you want profile mods, be a sniper. Every mod has its place. The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed. |
Justin Tymes
Condotta Rouvenor Gallente Federation
177
|
Posted - 2013.07.03 14:27:00 -
[382] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly.
Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy. If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces. Cross Atu wrote:
Should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line.
While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective.
Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immedaitely. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class? Cross Atu wrote:
So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing. Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy.
Except Armour plates come with slow strafing speed, are instantly OHKO'd by Grenades, and have more than double the amount of weaknesses Shields have, which are all detrimental to DPS. When the only reason you're using Armour plates is because damage mods simply will not allow you to use Shield mods, you know you have a problem. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:31:00 -
[383] - Quote
Cat Merc wrote:[ And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed.
I don't have the answer to that. Typically that is how someone who is fast kills someone who is slow, you run around them and blast them. Watch boxing, the slow fighter usually get pummeled by the faster fighter until he connects a hard blow in there and knocks them the F out. So, to me, that would actually seem balanced.
This is why I don't armor tank, I purposefully chose to shield tank beacuse I know my gun game is subpar compared to others. if my aim was really good, sure I would armor tank. But for now I like running around armor tanks and spraying them with bullets. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1254
|
Posted - 2013.07.03 14:46:00 -
[384] - Quote
Daedric Lothar wrote:Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy.
If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces. Yes it is.
The old LR, just like the TAR at the start of Uprising was broken. It already did excessive damage so stacking damage mods on top of it was super powerful but that's a magnification of an already broken mechanic.
Let's assume for a moment however that stacking damage mods really is just better than any other mod option (except shields). This tells us two things, first that damage mods are overpowered since one should not be the best in a balanced game and second that shields are very likely stronger than the rest of the mods as well or no one would ever run them at all, they'd just stack damage mods.
Quote:Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immediately. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class?
My example was 2v2 not 1v1 so no solo play there. Further the example can be extended to a full squad. "While the armor squad is repping up the shield squad with the higher based move rate and no need to stop to restore their tank..." Teamwork trumps pretty much anything but having a self sufficient tank doesn't preclude working as a team, it just reduces the burdens your team mates must shoulder to keep you effective.
Comparing separate frame types is misleading here, a shield tanked scout is faster than an armor tanked scout and an armor tanked scout is weaker than a shield tanked assault. As I stated in a prior post the suits are another mater, they're situational to the mods. When comparing the value of tank types it's the mods themselves that are in question. Also worth noting is that I've not stated "shields are OP" just that armor is weaker and the two should be balanced. I would actually like to see armor buffed to be on balance with shields not shields nerfed to the level of armor, so no matter how you look at it I'm not saying to ban the scout or even mobility for that matter.
Quote:Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing.
Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy. It's important not to confuse raw/buffer HP with eHP (effective hit points). HP is a static total, your actual listed HP. eHP is the dynamic accounting which looks at things like regen, reps, and resists/damage efficiency. As such armor and shields should have equal eHP. Shields gain that through regen armor through raw/buffer HP.
Armor tanking should not be relegated to use only by Heavy frames, it's a general low power mod and should be effective for the proper fittings within light, med, and heavy frames not just one. The attack and retreat method you describe is best played by scouts with a shotty, nove knives, flaylock, etc. but that doesn't mean an assault frame shouldn't use another version of similar tactics, or that a shield tanked heavy can't use a more limited adaptation to fortify an area in a non-static manner. Those are all play style choices and play style should dictate tank choice not vice versa. What I mean here is that if armor are just more or less "immobile" with purportedly high dps then what value do they have? Anyone with a little sense will use long range weapons to take them out in perfect safty. Are they all inside a building safe from snipers surrounding an objective? So what? Let them camp there while the rest of the map is taken and they lose anyway.
Even totally dismissing that the raw HP values don't scale properly within the armor line offering a weaker progression than the shield extenders and having the speed debuff besides. As others have pointed out damage doesn't matter much if you can't apply it due to range, rate of aim, or because you've been one shotted by a nade. Damage mods don't matter when you can't apply the damage. Let's look at some direct comparisons. Character limit, see part 2 below |
Cross Atu
Conspiratus Immortalis Covert Intervention
1254
|
Posted - 2013.07.03 14:46:00 -
[385] - Quote
EDIT: continued from above
A Cal Assault using 1 slot for a damage mod gets +10% damage output A Gal Assault like the one I post using 1 Complex and 2 Enhance (since that's the best it can fit) gets 17.2%. But that's a lower eHP for the Cal suit an the Gal suit still has higher output right? Not really. The 62 HP less buffer tank that the Cal suit has when compared to the Gal suit is more than overcome with 2 seconds of the Cal suits native regen, a regen which is unlimited given a smart player a massively higher and uncapped eHP in the Cal suit. On the damage front the Cal suit carries Hives and Contact nades, both of which increase damage output. It's true that if the two suits just stood face to face shooting each other the Gal armor suit would come out on top but have the Cal player toss one Contact nade and that ceases to be true. Have the shield tanked suit use it's mobility to regen and that ceases to be true. Compare the potential damage output of both suits before needing a depot or another player and the hives + nades provides a massive advatage in total damage to the shield tanked suit even with the damage mods stacked on the armor suit.
As a redirect, I posted fittings in the post you were responding to, I'd very much like a reaction to them. If you can make better ones that more heavily favor the armor tank then by all means do so but at present the shield tanked suit comes out ahead as long as it's user doesn't simply stand in the open and shoot, a behavior which even an armor tanked heavy shouldn't reasonably expect to survive in the current version of the game.
0.02 ISK Cross |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 15:11:00 -
[386] - Quote
Cross Atu wrote: It's important not to confuse raw/buffer HP with eHP (effective hit points). HP is a static total, your actual listed HP. eHP is the dynamic accounting which looks at things like regen, reps, and resists/damage efficiency. As such armor and shields should have equal eHP. Shields gain that through regen armor through raw/buffer HP.
Alot of good points, I like reading them and your ideology. You make a point that eHP should be equal, I'm not sure that should be the case because you also have other things to take into the equation. Like movement speed and damage. Shields opens up option for better movement, more stealth, more or less regen. Armor opens up damage mods and scan mods, but in mid range combat, you don't really need scan mods, there does need to be better high slot modules though.
Cross Atu wrote:
Those are all play style choices and play style should dictate tank choice not vice versa. What I mean here is that if armor are just more or less "immobile" with purportedly high dps then what value do they have? Anyone with a little sense will use long range weapons to take them out in perfect safty. Are they all inside a building safe from snipers surrounding an objective? So what? Let them camp there while the rest of the map is taken and they lose anyway.
Well yes, thats what snipers do, that is what range does vs close up. In an earlier post I showed my idea of progression. It does make sense for an armored user to use a longer range weapon due to the limited tracking speeds. If you look at most weapon platforms in modern society, most slow moving platforms usually are equipped with heavier and longer range weapons.
Cross Atu wrote:
As a redirect, I posted fittings in the post you were responding to, I'd very much like a reaction to them. If you can make better ones that more heavily favor the armor tank then by all means do so but at present the shield tanked suit comes out ahead as long as it's user doesn't simply stand in the open and shoot, a behavior which even an armor tanked heavy shouldn't reasonably expect to survive in the current version of the game.
I saw those, I didn't see anything I needed to respond to. Yes the fit doesn't fit entirely, but I already admitted that I am a shield tanker and my fitting skills aren't perfect for armor tanking so I didn't know Exactly what could fit. Also I said I was a shield tanker because I can't aim very well.
However with your fit you show 348 boosted HP and 24.4% Boosted damage. vs 264 boosted HP vs 0% Boosted Damage. If someone with boosted damage can chew through someone in 1.1 seconds, then that 2 second regen timer will never activate. As a armor tanker is bad close up, the armor tanker would want to try to stay more in the open to give himself longer ranges to fight from, A tactical AR would probably be preferable.
Yes.. Contact grenades can hurt an armor tanker, they can hurt a shield tanker also. Since armor tankers are slower, they will have more effect, yet another reason for armor to want to dictate a longer range, and just another reason why someone faster would want to get in closer.
[Edit]: Also I never said contact grenades weren't absolutely broken... The damage is far to high for the effect. The lower damage Thunkker versions for ISk are much better balanced. |
Cat Merc
Oculus Felis
1609
|
Posted - 2013.07.03 15:31:00 -
[387] - Quote
It's not just contact grenades. Core locus grenades destroy my 768 armor HP suit + 150 shields in a single shot, tested with Arkena. And that's when I'm using all of my slots for complex armor plates, which you can't really do because that's a terrible fit. |
Imp Smash
Seraphim Auxiliaries CRONOS.
145
|
Posted - 2013.07.03 15:41:00 -
[388] - Quote
My 2 isk
As per [P2] I can accept that concept of armor or shield tanking. More to the point I think people should be put into a role/style based on HP type. You decide the type based on the role you want.
As many have stated - armor does not provide enough bonuses to compensate for the penalties. Add to that the majority of weapons are more effective against armor - armor tankers are effectively even with shield tankers (maybe a tad lower on ehp scale) then shield tankers.
Recent armor items are actually more effective for shield tankers. I would know as I am one. Amarr assault with scrambler, 1 regulator, 2 complex reppers. One of those complex reppers has been switched out for Feroscale. I have more armor at no hit to my shield.
Recommendation - small reduction in plate speed penalty. As they get better they should be more hp/speed efficient. I think reactive plates should have their rep speed reduced slightly and their movement penalty reduced. Their effective HP seems fine if this is done. Ferroscale should match shields. A complex ferro being 66 HP. They would be the 'armor varient' for tanking.
Now - one of the advantages to armor tanking is being able to equip damage mods - so is that fair? I believe so as armor takes more damage from weapons in general than shield.
This way armor tankers can go either heavy armor (plates but reduced speed) or ferro for the same HP and speed as shield tankers - but taking more overall damage to compensate for their use of damage mods.
Of the above proposals I think I that the only critical one is that armor plates have movement penalty reduced.
Finally - CPU PG costs of plates should be reviewed.
My 2 isk. |
Beren Hurin
OMNI Endeavors
571
|
Posted - 2013.07.03 15:44:00 -
[389] - Quote
You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 15:52:00 -
[390] - Quote
Imp Smash wrote:My 2 isk
As per [P2] I can accept that concept of armor or shield tanking. More to the point I think people should be put into a role/style based on HP type. You decide the type based on the role you want.
As many have stated - armor does not provide enough bonuses to compensate for the penalties. Add to that the majority of weapons are more effective against armor - armor tankers are effectively even with shield tankers (maybe a tad lower on ehp scale) then shield tankers.
Recent armor items are actually more effective for shield tankers. I would know as I am one. Amarr assault with scrambler, 1 regulator, 2 complex reppers. One of those complex reppers has been switched out for Feroscale. I have more armor at no hit to my shield.
Recommendation - small reduction in plate speed penalty. As they get better they should be more hp/speed efficient. I think reactive plates should have their rep speed reduced slightly and their movement penalty reduced. Their effective HP seems fine if this is done. Ferroscale should match shields. A complex ferro being 66 HP. They would be the 'armor varient' for tanking.
Now - one of the advantages to armor tanking is being able to equip damage mods - so is that fair? I believe so as armor takes more damage from weapons in general than shield.
This way armor tankers can go either heavy armor (plates but reduced speed) or ferro for the same HP and speed as shield tankers - but taking more overall damage to compensate for their use of damage mods.
Of the above proposals I think I that the only critical one is that armor plates have movement penalty reduced.
Finally - CPU PG costs of plates should be reviewed.
My 2 isk. I agree with every point but one. If ferro HP matches extender HP then stacking ferro to get the same HP as a shield tank would be a very bad idea. Without local reps that ferro suit would have a very short lifespan. Natural shield regeneration is a big boon because armor tankers have to split their slots to receive any regeneration. |
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