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TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 15:56:00 -
[391] - Quote
Beren Hurin wrote:You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. There are a lot of variables to this issue. Speed, damage resistance, regeneration, fitting requirements, slots and types (like how there are more low slot modules then high slot modules). That's why the OP is so exhaustive. There is no magic bullet to fix it. But, damnit, we should still try. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
836
|
Posted - 2013.07.03 16:35:00 -
[392] - Quote
TheGoebel wrote:Beren Hurin wrote:You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. There are a lot of variables to this issue. Speed, damage resistance, regeneration, fitting requirements, slots and types (like how there are more low slot modules then high slot modules). That's why the OP is so exhaustive. There is no magic bullet to fix it. But, damnit, we should still try.
No idea, I'm not sure the meta has been around long enough for us to really judge. With how hard it is to fully skill into something we may be several months in before a truly accurate assessment of balance comes about.
The only thing I am fairly certain about is that Shield Regen Delay is to short and Regen Boost is to much. As a shield user who stacks Regen Delay and Extenders, my shield is always recharging and its about a half second till the recharge starts and about 2-3 seconds till my shields are at full. With how much cover there is in the game, if I can pop out take a shot and recharge and pop out and take a shot, I have an advantage over a plate user even if they have damage mods.
If this is slowed down I am sure Armor will find itself in a much better competitive place. |
Artificer Ghost
Bojo's School of the Trades
160
|
Posted - 2013.07.03 17:08:00 -
[393] - Quote
I actually tried a Shield Tanker earlier (Every time I make a Caldari, it turns out to be my pure tanker, or it doesn't get far before I decide I want to make room for a Heavy...), and holy crap. I was using a Militia Caldari Medium Dropsuit, with a Complex + Enhanced Shield Extenders on it, a PG Upgrade, Injector, etc. And... I went 12/2 in my first fight. So... I'm keeping that suit. |
BL4CKST4R
WarRavens League of Infamy
365
|
Posted - 2013.07.03 17:48:00 -
[394] - Quote
Artificer Ghost wrote:I actually tried a Shield Tanker earlier (Every time I make a Caldari, it turns out to be my pure tanker, or it doesn't get far before I decide I want to make room for a Heavy...), and holy crap. I was using a Militia Caldari Medium Dropsuit, with a Complex + Enhanced Shield Extenders on it, a PG Upgrade, Injector, etc. And... I went 12/2 in my first fight. So... I'm keeping that suit.
I am contemplating using the SP i have now and the 3x SP and make a Minmatar Logi suit since I refuse to ever wear a Caldari suit. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.07.03 18:09:00 -
[395] - Quote
Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds. |
BL4CKST4R
WarRavens League of Infamy
366
|
Posted - 2013.07.03 18:10:00 -
[396] - Quote
Tallen Ellecon wrote:Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds.
At the cost of your death :P |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
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Posted - 2013.07.03 18:25:00 -
[397] - Quote
I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty |
BL4CKST4R
WarRavens League of Infamy
366
|
Posted - 2013.07.03 18:27:00 -
[398] - Quote
DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty
Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
840
|
Posted - 2013.07.03 19:02:00 -
[399] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer.
Its magic. |
Cat Merc
Oculus Felis
1627
|
Posted - 2013.07.03 19:03:00 -
[400] - Quote
Daedric Lothar wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. Its magic. http://www.youtube.com/watch?v=RSf9aEETnvE |
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Provolonee
Undefined Risk DARKSTAR ARMY
32
|
Posted - 2013.07.03 19:29:00 -
[401] - Quote
I hope it's not a bug, but ferro plates not only have no movement penatly, but also reduce the penalty of regular plates via stacking penalty. Great for true armor tankers with lots of low slots. Try it yourself, put one complex On, then stack ferro plates and watch your speed rise.
But.... With explosives actually working again, I can't count how many of my pro suits have been instantly evaporated.
Reduce explosive dmg, or give me my laser counter back and I think all will be good. |
BL4CKST4R
WarRavens League of Infamy
375
|
Posted - 2013.07.03 19:31:00 -
[402] - Quote
Provolonee wrote:I hope it's not a bug, but ferro plates not only have no movement penatly, but also reduce the penalty of regular plates via stacking penalty. Great for true armor tankers with lots of low slots. Try it yourself, put one complex On, then stack ferro plates and watch your speed rise.
But.... With explosives actually working again, I can't count how many of my pro suits have been instantly evaporated.
Reduce explosive dmg, or give me my laser counter back and I think all will be good.
Thats why I run with remote explosives nobody can survive it, sometimes I force flaylockers to commit suicide.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1259
|
Posted - 2013.07.03 19:37:00 -
[403] - Quote
Cross Atu wrote:Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
I'm repeating it, I'm repeating it because there's already been a rash of "nerf Logi suits" based on misguided assessments of balance and a total lack of regard for any role/play style other than the "slayer".
Balancing tank around the idea that "gank" is the primary purpose/goal of every role and therefore directly interchangeable is bad balance.
Many in this thread and other threads have acknowledged the virtues of speed but they are rather situational so they're not often included in balance assessments. Damage mod buffs may not be as situational on paper but applying DPS is highly situational as well. A shotty scout with militia weapons and zero damage mods can OHK the majority of fits if it pops them in the head, more so if it uses the back of the head. I've tested this in several builds now and it's held true. To that scout build speed is of more worth than a damage buff, and that's with the militia shotgun so any damage buff needed can up from upgrading the gun itself no damage mods needed. Add a KinCat to that fit and some sensor mods (damps specifically) and you've got a beast.
We're talking about tank balance, if we want to try addressing game wide mod balance as it applies to all high and low slot mods then that's fine but it's a much bigger conversation and requires a wider scope. The purported damage bonus for armor tanks can only be considered within the context of actual fits since you have to fit at least an equal gun to get any actual paper advantage, then you have to be able to apply that damage which usually means range and/or mobility so we need to include those aspects. Then there's the question of total ammo which effects damage potential as well as the ability to fit grenades, since after all we're talking about the potential damage output for an entire fitting. Then there's the role profile and dampening play.
Finally, especially if we're looking at all mods we need to be sure not to confuse HP and eHP for being the same thing. HP is the raw total hit points on a suit or fit, eHP figures include things like resists, reps and regen. The terms HP and eHP are not interchangeable when trying to discuss tank or mod balance.
0.02 ISK Cross
ps ~ I'll reiterate another thing, if damage mods really are just better than all the other mods it does not mean they're valid to balance tanking around, it would only mean that they are broken and require a nerf so as not to be the only valid (aka Overpowered) mod out there. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
843
|
Posted - 2013.07.03 19:50:00 -
[404] - Quote
Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it
Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat.
So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there.
So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules
Damage or Shield.
[Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank. |
zzZaXxx
The Exemplars Top Men.
50
|
Posted - 2013.07.03 20:09:00 -
[405] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat. So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there. So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules Damage or Shield. [Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank.
The difference between one 10% damage modifier and none is huge, so even shield tankers should sacrifice a bit of tank. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 20:33:00 -
[406] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer.
Oh typo it's suppose to be complex repair not plate. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
295
|
Posted - 2013.07.03 21:04:00 -
[407] - Quote
DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. Oh typo it's suppose to be complex repair not plate.
Yeah but I should be able to run pure Armour assaults as an Amarr because its my racial twink and of course my religious duty!
I DONT WANRT EFFING SHIELDS like half the lame ass 133ts in this game. |
Boot Booter
Elite Gamers Militia
8
|
Posted - 2013.07.03 21:24:00 -
[408] - Quote
I only read the first two pages FYI. 20 seemed kind of excessive.
I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar)
Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? |
Velvet Overkill
Seraphim Initiative. CRONOS.
113
|
Posted - 2013.07.04 02:45:00 -
[409] - Quote
Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade.
CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman
|
Cat Merc
Oculus Felis
1651
|
Posted - 2013.07.04 02:50:00 -
[410] - Quote
Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> |
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Velvet Overkill
Seraphim Initiative. CRONOS.
113
|
Posted - 2013.07.04 03:25:00 -
[411] - Quote
Cat Merc wrote:Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> Where is the proof? |
13th Clone
The Merc Net
3
|
Posted - 2013.07.04 03:29:00 -
[412] - Quote
Yeah really disappointed in the armour in general my advance suit with 150 shield 460 armour dies to militia locus grenade instantly my minmatar militia fossil bpo with 170 shield 298 armour can actually survive a locus grenade not very well but survives what am i doing wrong apart from stacking armour yay for 3x sp I need it to skill into shield drop suits at least a flux is not instant death . |
Artificer Ghost
Bojo's School of the Trades
163
|
Posted - 2013.07.04 03:31:00 -
[413] - Quote
I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go. |
BL4CKST4R
WarRavens League of Infamy
385
|
Posted - 2013.07.04 03:40:00 -
[414] - Quote
Artificer Ghost wrote:I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go.
It only happens when you jump, if it is the same glitch from Chromosome. |
13th Clone
The Merc Net
3
|
Posted - 2013.07.04 03:40:00 -
[415] - Quote
A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . |
TheGoebel
Kite Co. Couriers
19
|
Posted - 2013.07.04 04:22:00 -
[416] - Quote
13th Clone wrote:A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . From what I'm gathering death from flux grenade is a bug. Something about jumping. I'm too sleepy to google. |
13th Clone
The Merc Net
5
|
Posted - 2013.07.04 08:16:00 -
[417] - Quote
TheGoebel wrote:13th Clone wrote:A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . From what I'm gathering death from flux grenade is a bug. Something about jumping. I'm too sleepy to google.
Thats a shame if they made the flux grenade exact opposite of locus grenade example 450 shield 150 armour 1 flux instant death like my 150 shield 460 armour 1 militia locus grenade instant death imagine |
Kekklian Noobatronic
Goonfeet
128
|
Posted - 2013.07.04 09:24:00 -
[418] - Quote
Threadnought, 21 pages, no CCP post yet.. :-\ |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
4
|
Posted - 2013.07.04 12:51:00 -
[419] - Quote
This man and the people who might have helped him with this get Props!! Finally someone made a shout out that being a Armor build sucks *** and needs to have a buff to it or help it. Its crazy on how much armor builds get hurt overall.
To help come out with a suit that effects ARMOR REPAIR MODULE!! Or Change gellente role bonuses (hint maybe Gallente HEAVY SUIT SKILL can do this
Maybe when a module to protect against explosions as a highslot The idea of a high doing -#% to everything armor is a little much. Explosions resistance module would be nice.
I agree with damage modules costing alot. If they cost less it would be nice. (hint maybe gallente heavy suit skill reduce the cost
Personally I think the roles should be switched with with shields and armor on this
Armor has a better Rep but lower HP. For reps 10-20% and include the penalty if its above or 15%, with lower hp but a higher rep that would make people want to use armor plates for the cost of lower movement speed! Maybe a high slot module that increases the effects of every armor repair module on the suit STD 3% ADV 4% and Proto 5% effect to all armor rep modules)
Shields have energizers now so they could match this powerful rep idea with the energizers at the cost of CPU.
Something needs to change dust never will change. If everyone that ran shields switched to armor for a week people would be all over the forums saying armor sucks and needs to be changed. If you really read all of Arkena Wyrnspire post try armor for a day or two
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Cat Merc
Oculus Felis
1689
|
Posted - 2013.07.04 16:54:00 -
[420] - Quote
Velvet Overkill wrote:Cat Merc wrote:Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> Where is the proof? Tests, tests, and more tests. We know for 100% that before 1.2 strafing speed was slower than forward and backwards. I timed going from one place to another going forward, going backwards and strafing. All did it in the exact same time.
Next, third person walking. Before 1.2 moving backwards or sideways made you walk at a snails speed. Now it's all the same.
Lastly, it isn't the first he was wrong. He didn't even know the mass driver was buffed >_> |
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