Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 [18] 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
BL4CKST4R
WarRavens League of Infamy
760
|
Posted - 2013.07.14 00:30:00 -
[511] - Quote
reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes
See thats the problem though a Gallente is supposed to reign supreme in CQC but due to our game mechanics we can exploit ourselves to be long range, this is the role of the Caldari lol. |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.14 02:32:00 -
[512] - Quote
BL4CKST4R wrote:reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes See thats the problem though a Gallente is supposed to reign supreme in CQC but due to our game mechanics we can exploit ourselves to be long range, this is the role of the Caldari lol.
Yeah- in EVE caldari are king supreme at range- and gallente are beast up close- currently working on some things for armor and shields but most of the points have been made already- I want to emphasize that we as gamers have affinity for problem solving - these sorry shield suckers will not even see it coming once we figure away around armor- other than long range- WHICH I HATE! ugh |
TheGoebel
Kite Co. Couriers
89
|
Posted - 2013.07.14 04:16:00 -
[513] - Quote
Galvan Nized wrote: Shields MUST have a penalty, right now they run around unhampered.
Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful. Please refer to
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness. |
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
7
|
Posted - 2013.07.14 04:44:00 -
[514] - Quote
Kinetic Catalyzers and Shield Regulators should be moved to high slots. |
D legendary hero
THE WARRIORS OF LEGEND
355
|
Posted - 2013.07.14 06:08:00 -
[515] - Quote
TheGoebel wrote:Galvan Nized wrote: Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful. Please refer to TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
this is the exact same thing i spoke about wit heavies in a different post. the principle remains the same... the team is not supposed to baby sit its constiuants but rather enhances everyones abilities.
another individual on a different thread highlighted a valid point as well. most poepole speak of nerfs when it comes to imbalances. but really buffing is the cure.
Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking. |
Galvan Nized
Deep Space Republic Top Men.
99
|
Posted - 2013.07.14 06:51:00 -
[516] - Quote
Mordecai Snake wrote:Kinetic Catalyzers and Shield Regulators should be moved to high slots.
Catalyzers No. Biotics=DMG Mods. Moving them may give armor tankers an easy way to mitigate the speed penalty but does not deal with the real problem: shields have no penalty.
Shield Regulators I completely Agree. However, this should also kill the shield regulator skill tying it into rechargers so you have the choice.
Also CPU and PG enhancers should fit into both slots.
|
Galvan Nized
Deep Space Republic Top Men.
100
|
Posted - 2013.07.14 06:59:00 -
[517] - Quote
reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
I too have some ideas on how to use armor effectively, I'm not an armor tanker but would like to test/share ideas in game with the armor community. |
Arkena Wyrnspire
Turalyon Plus
1934
|
Posted - 2013.07.14 07:38:00 -
[518] - Quote
D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. |
Galvan Nized
Deep Space Republic Top Men.
100
|
Posted - 2013.07.14 07:55:00 -
[519] - Quote
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness. [/quote]
I guess I can deal with this a little more directly. You call it a "nice bonus" but all buff to armor is to make it more viable against shields 1v1 but does nothing about this "bonus." It's more than a bonus.
While very true that all gain better effectiveness from team work they do not gain equally. 5 shield tankers gain more damage some tactics and maybe ammo support. 5 armor tankers, if they are set up right, gain the exact same damage and ammo plus tactics. But they also gain enhanced ability to repair. Enough people together and this is many times higher than shields could ever reach. These make the 2 "different. "
I misunderstand what we are aiming for with armor vs shield, is balancing 1v1 in pub matches the only objective, regardless of how it affects anything else? If this is let's just make EHP and forget the debate, blend the 2 together or throw one out completely. Each mod gives 100 hp fitting in any slot with no penalty, give a standard repair of 20 and let's end the debate. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1301
|
Posted - 2013.07.14 16:21:00 -
[520] - Quote
Hybrid tanking shouldn't be prevented as a balance choice. Currently we can see clearly some of the disparity between shields and armor in part because so many armor mods are of equal are (usually) greater value to a shield tanked Merc. Removing that aspect not only eliminates player choice it's only a bandaid on the real problems. Internal scaling is still broken, comparative value between lines is still broken, net value of each merc working together is still broken (note on this last one, it should not be equal, shield values are 'static' with regards to teamwork and take no guns out of the fight etc two mercs devoted to the armot tank of a single merc should result in a clearly superior, not situational superior, tank than the static shields. Otherwise the armor tanks "buffs" acquired through direct teamwork are running at a net loss in tactical value).
Another related side note, has anyone looked at the balance in cost and effect of the upgrade mods? CPU upgrades vs PG upgrades are not equivalent even before we take slot layout (which effects which fits can viably use upgrades) into account.
0.02 ISK Cross
|
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1302
|
Posted - 2013.07.14 16:42:00 -
[521] - Quote
Galvan Nized wrote: While very true that all gain better effectiveness from team work they do not gain equally. 5 shield tankers gain more damage some tactics and maybe ammo support. 5 armor tankers, if they are set up right, gain the exact same damage and ammo plus tactics. But they also gain enhanced ability to repair. Enough people together and this is many times higher than shields could ever reach. These make the 2 "different. "
Incorrect.
The situations in which armor tanking mercs will gain rep without taking a hit on squad dps are very ratified and certainly not a broad enough element to derive balance from. Further even in those situations (which lartgely rely on repper hives) a single flux or AI nade will wipe out that rep while harming the squad. In fact likely all of the squad since they have to stay close to benefit from the hive. Also repper hives will not be providing equal ammo to supply hives causing a shortfall in ammo supply for the armor squad when compared with an equal skilled/fit shield squad. The net result is an effective force multiplication to the value of nade use against the armor tankers. (This would also apply to any splash weapons such as the MD, flaylock, FG, and plasma, making them more tactically effective against the armor squad than the shield squad)
The above remains true for an armor tanking squad who's using core forced repair tools as well, their max 10m range requires all reppers to stay very close on their target to avoid braking repper lock. On top of that each tool can only target one squad member (use of the multi target tools comes with a rep rate enough lower it takes ~3 tools aka half a squad to provide the type of rep you get from one core tool). The other modification is that each of the mercs using a tool is not using a weapon thus reducing squad dps. For every weapon out of the fight the rest of the squad needs to collectively pack enough damage buffs on to equal the output of that weapon, assuming three guys repping that requires the other three to have a +100% buff to their dps for the squad to break even.
Then there's the question of mobility which for the most part equals adaptability on the battlefield. The faster a squad can take cover, move to new firing lines, adjust their range of engagement, or redeploy to new areas the more tactical ability to adapt they possess. On a point by point basis the new armor mods do not provide a greater or even equal ability for armor tanks to have the mobility of shield tanks (yes you can fit armor tanks which are as fast but not with equivalent eHP and armor tanking suits are on average slower making the armor mercs slower even without their fit weighing them down).
Balancing the two diverse tanking lines starts with a direct comparison of the mods. That is most clearly presented in a side by side manner of such as one merc verses one merc but it extends as more mercs are added it does not mitigated or diminish. eHP and HP are not the same thing and while seeking a balance in eHP is key looking for a balance in HP is not required, indeed it is essentially required that there not be a direct balance in raw HP if balance is to be found when contrasting different tanking methods. None of this should be mistaken for an attempt to balance the game around solo pub match gunfights however as that is most certainly not what the majority of detailed posters in this thread are doing.
0.02 ISK Cross |
SnakeSix
Pradox One
36
|
Posted - 2013.07.15 05:55:00 -
[522] - Quote
Skiimmed through the rest of the thread.
Probem is that if a flux will outright kill a shield tanker, this will mean that it will do a significant amount of armor damage, furher making armor unviable.
Most people say that a buff will fix more than a nerf. I am in agreement that the new armor plates need higher values.
But I do have an idea, dunno if its been mentioned before.... Raising CPU/PG values for shields/lowering them for sheilds?
Getting late, excuse any errors, sent from my crappy phone. |
zzZaXxx
The Exemplars Top Men.
95
|
Posted - 2013.07.15 07:47:00 -
[523] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff.
I recall you supporting armor mods' hp being doubled along with their fitting requirements, with speed penalty being increased by a lesser amount, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with perhaps more movement penalty but with the penalty more balanced against the hp bonus. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the various armor plates, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) |
Arkena Wyrnspire
Turalyon Plus
1983
|
Posted - 2013.07.15 09:37:00 -
[524] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things.
The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex.
With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.
I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina.
I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition.
As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU.
That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU.
What do you think?
|
Cat Merc
BetaMax. CRONOS.
3229
|
Posted - 2013.07.15 09:48:00 -
[525] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5. Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think? meow Who has mentioned my name? meow |
BL4CKST4R
WarRavens League of Infamy
806
|
Posted - 2013.07.15 11:31:00 -
[526] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5. Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think?
The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1304
|
Posted - 2013.07.15 13:06:00 -
[527] - Quote
A bit of context, at ~3.645 speed a suit is no longer able to jump over small lips or ledges causing it to become trapped in many areas as well as being quite slow moving across the ground (note: this limit may be reached earlier as well, my testing hasn't been exhaustive, but I can confirm that by 3.645 such limitations are definitely in place).
This is important to keep in mind as it's a major debarkation point for what a fitting can and cannot do on the field and on the Amarr Logi for example it occurs with the use of two complex plates (~20% speed reduction).
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
806
|
Posted - 2013.07.15 16:00:00 -
[528] - Quote
Cross Atu wrote:A bit of context, at ~3.645 speed a suit is no longer able to jump over small lips or ledges causing it to become trapped in many areas as well as being quite slow moving across the ground (note: this limit may be reached earlier as well, my testing hasn't been exhaustive, but I can confirm that by 3.645 such limitations are definitely in place).
This is important to keep in mind as it's a major debarkation point for what a fitting can and cannot do on the field and on the Amarr Logi for example it occurs with the use of two complex plates (~20% speed reduction).
Cheers, Cross
My 5 complex module Gallente logi sniper can't jump over anything with max stamina, only way to get up hills is with an LAV. Armor is so penalizing for so little :( |
Omen Astrul
Red Star. EoN.
96
|
Posted - 2013.07.15 16:08:00 -
[529] - Quote
Yeah, jumping with armor is ridiculous. |
Arkena Wyrnspire
Turalyon Plus
1986
|
Posted - 2013.07.15 18:55:00 -
[530] - Quote
BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. |
|
iLol'd iSerious'd
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.07.15 21:23:00 -
[531] - Quote
Omen Astrul wrote:Yeah, jumping with armor is ridiculous. I don't generally mind being marginally slower, but with armor you can barely get over the smallest bumps... |
Cat Merc
BetaMax. CRONOS.
3239
|
Posted - 2013.07.15 21:24:00 -
[532] - Quote
I think an obese man can jump higher than a Gallente with plates. |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 03:33:00 -
[533] - Quote
I would prefer -stamina to -speed. |
Imp Smash
Seraphim Auxiliaries CRONOS.
177
|
Posted - 2013.07.16 03:45:00 -
[534] - Quote
Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
720
|
Posted - 2013.07.16 03:45:00 -
[535] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting.
DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:26:00 -
[536] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are. See, if slot layouts and fitting stuff was redone Amarr could also get a hefty chunk of powergrid suitable for fitting ton of plates as well as giving them a number of low slots. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:28:00 -
[537] - Quote
Imp Smash wrote:Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that?
I quite like the idea of tweaking the penalty so it's a sprint penalty or a stamina penalty rather than a sprint+walk+strafe+aiming+jumping penalty. It does have the desired effect of making armour less mobile overall, but without penalising it so heavily in a firefight. The penalty on aiming and jumping imo absolutely has to go - if you stack too many plates you can't get over some obstacles at all, and stacking plates makes your aim slower. |
Kekklian Noobatronic
Goonfeet Top Men.
189
|
Posted - 2013.07.16 09:27:00 -
[538] - Quote
True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually.. |
Arkena Wyrnspire
Turalyon Plus
1994
|
Posted - 2013.07.16 09:28:00 -
[539] - Quote
Kekklian Noobatronic wrote:True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced). It balances out.. Eventually..
I thought it had less? |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 09:50:00 -
[540] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:
Example:
Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG
Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG
Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG
Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think?
Splitting PG and CPU between tank and utility could work. It would have the benefit of giving both armor and shield tanks equal access to the same non-tank mods, but also might lead to a kind of homogeneity that would work against armor and shields having very distinct characters. I don't know. There are so many variables in this one, and it's unlikely to happen since it would require everything to be overhauled.
Looking at those numbers I suggested again it's clear that no one would ever use anything other than Basic Plates. Just doubling their fitting numbers doesn't match with the x2 benefits. I think armor plates need to have more to HP to make up for the lack of slots and to counterbalance slow movement and repair, but doubling the HP might be going too far. How about this:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (15/4.5 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (21/6.8 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (27/9 Gallente Assault gk.0)
If Gallente Assault were given the fitting bonus for plates and an extra low slot instead of high slot a proto could fit a CPU upgrade, 2 plates, 2 reppers, and 2 damage mods ( or high slot armor mods like Nanobot Accelerator for faster repping!)
I think there should be a difference in penalty because that fits with armor's character and allows for a bit lower fitting costs, but only a 1% difference or it quickly gets out of hand.
Gallente Assault must be 2/5 for any of this to work though. And 2/4 for Amarr Assault would allow them to focus more (and be more Amarr). And for Amarr Logistics to benefit from this and it's repper bonus it must be 1/5! |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 [18] 19 20 :: one page |
First page | Previous page | Next page | Last page |