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zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 09:58:00 -
[541] - Quote
Arkena Wyrnspire wrote: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.
Yeah the penalty should not affect turning at all and their needs to be a ceiling to the jump penalty so that it doesn't keep you from being able to jump over/on the smallest things. Even with just 2 basics on my Cal logi I couldn't jump onto this little curb that I had to get on in order to reach a ladder. That should never happen even to the heaviest heavies. |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 11:14:00 -
[542] - Quote
zzZaXxx wrote: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!
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses with the addition of all suits getting passive armor repair. |
Cat Merc
BetaMax. CRONOS.
3248
|
Posted - 2013.07.16 11:42:00 -
[543] - Quote
I done Arkena's 2000th like! \o/ |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 11:42:00 -
[544] - Quote
Cat Merc wrote:I done Arkena's 2000th like! \o/
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BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 11:52:00 -
[545] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:I done Arkena's 2000th like! \o/
2002 the year most Dusties were born! |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 12:09:00 -
[546] - Quote
Soon I'll be going MIA again for 2 weeks. Maybe this'll even have a dev response by the time I get back! |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
390
|
Posted - 2013.07.16 12:15:00 -
[547] - Quote
lol 28 pages and over 6k views and still nothing. Tis' a damn shame.....
Peace, Godin |
Arkena Wyrnspire
Turalyon Plus
2005
|
Posted - 2013.07.16 12:20:00 -
[548] - Quote
Godin Thekiller wrote:lol 28 pages and over 6k views and still nothing. Tis' a damn shame..... Peace, Godin
It's actually nearly 7k now. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
721
|
Posted - 2013.07.16 12:58:00 -
[549] - Quote
Arkena Wyrnspire wrote:Godin Thekiller wrote:lol 28 pages and over 6k views and still nothing. Tis' a damn shame..... Peace, Godin It's actually nearly 7k now. Yup wishing a DEV would comment on this and talk to you guys. |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.16 13:05:00 -
[550] - Quote
^^agreed. this thread needs some CCP lovin....ohhhhhhhhhhhh yeahhhhhhhhh |
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Arkena Wyrnspire
Turalyon Plus
2015
|
Posted - 2013.07.16 14:55:00 -
[551] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 15:04:00 -
[552] - Quote
BL4CKST4R wrote:
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses (% efficacy and % CPU/PG reductions) and a penalty not exceeding 7%; with the addition of all suits getting passive armor repair. Buffing armor tanking by buffing the modules is not actually a buff to us but a buff to everyone. If CCP increased all armor modules by 50% what would the armor HP of a Caldari vs a Gallente suit be? Only about 100 HP because of our higher base armor, this is because a Caldari has 3 low slots while a Gallente also has 3 low slots we always lose out on 1 slot due to armor repair.
Also limiting suits by CPU for armor and PG for shields would mean that some modules would need to have their requirements tweaked to not limit certain modules to suits, for example damage mods.
Also isn't that 2 plates 2 reppers make for an extremely weak suit? Even using your numbers...
Using these proposed Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
And this proposed Complex Armor Repairer: 5 HP/sec, +60% peak, -10% base
The following fit would just fit an Assault ck.0 with Electronics 4, Engineering 5, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
Caldari Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier -Complex Shield Extender -Complex Shield Extender
-Basic Armor Plates - Complex Armor Plates -Enhanced CPU Upgrade
- Duvolle Assault Rifle -Core Flaylock Pistol -M1 Locus Grenades
-Nanohive
Shields: 387 Recharge: 31 Delay: 5 SD Delay: 8
Armor: 395 Repair: 0
Movement Penalty: 9.2%
The following fit would just fit an Assault gk.0 with Electronics 5, Engineering 4, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
(includes current Gallente Assault Dropsuit bonus to Hybrid Weapon CPU/PG and proposed Gallente Assault Dropsuit bonus to all Plates CPU/PG, -7% per level)
(includes proposed revision to Armor Repairer causing it to work at +60% effectiveness for a period after taking damage to armor and then gradually decreasing to -10% effectiveness)
(includes proposed addition of 2HP/sec passive repair to all Gallente Medium Frame suits)
Gallente Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier
-Basic Armor Plates -Enhanced Armor Plates -Complex Armor Plates -Complex Armor Repairer -Complex Armor Repairer
- Duvolle Assault Rifle -Core Flaylock Pistol -Locus Grenades
-Nanohive
Shields: 138 Recharge: 20 Delay: 6 SD Delay: 10
Armor: 629 Peak Armor Repair: 20.5 Base Armor Repair: 11.5
Movement Penalty: 11.6%
I think these two fits are pretty balanced considering that the Gallente is getting the 20.5 HP/sec while taking damage. The +60% after taking damage might be too much actually but if so that's just a matter of reducing it to a lesser bonus. Thoughts?
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BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 15:16:00 -
[553] - Quote
Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 15:50:00 -
[554] - Quote
BL4CKST4R wrote:Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair. Also the Gallente suit is more resource constrained, for example the use of locus grenades instead of M1.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually.
With this fit the ck.0 has 0 PG remaining, so with Electronics 5 the Complex Plate could be traded for a Complex Repper. Perhaps the solution could be for only Gallente and Amarr suits to be optimized for dynamic armor repair, so on the Caldari and Minmatar suits a repper would behave normally.
Speaking of the Amarr, what do you think would be a good suit bonus for them to replace shield recharge, assuming they were made to be 2 high/4 low and geared towards armor? I was thinking +2% adjusted armor HP per level. |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 15:54:00 -
[555] - Quote
Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 16:20:00 -
[556] - Quote
BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor.
Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:28:00 -
[557] - 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..
Amarr Assault ..... Logi PG 70 ..... 66 CPU 350 ..... 390
So within the medium frame it very much matters what role suit you're talking about because the Amarr [b[assault[/b] has superior fittings resources while the Amarr Logi is the weakest in the line when it comes to combined CPU/PG even falling short of the PG offered by it's Assault counterpart. (The logi has only 2 more PG than the Minmatar Assault and 6 more than the Cal assault suit. When compensation for the base stats is taken into account this put the Amarr Logistics dropsuit in contention for the weakest medium frame on the market within it's meta level).
Then there's base speed
Caldari Assault ..... Logi
Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
~~
Amarr Assault ..... Logi Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s
~~~
Minmitar Assault ..... Logi Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s
~~~ Galentte Assault ..... Logi Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Base speed values are Minmitar > Caldari & Galentte > Amarr Meaning that a shield tanking suit suffers less under the speed reduction due to it's higher base (it's worth noting that the higher movement suits do take a larger raw speed reduction due to the reductions being percentage based but slot and other fittings limitations tend to limit how many plates are fit thus keeping the overall net effects generally in favor of the faster suits).
Caldari Assault ..... Logi Armor 120 HP ..... 90 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor 180 HP ..... 180 HP Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s ~~~ Minmitar Assault ..... Logi
Armor 135 HP ..... 150 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s ~~~ Galentte Assault ..... Logi Armor 210 HP ..... 180 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Using the Cal Logi as the baseline, due to it possessing the lowest on board armor value here are the devation values.
Caldari Assault ..... Logi Armor +30 HP ..... 90 HP Movement Speed +0.3 m/s ..... 4.7 m/s Sprint Speed +0.4 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor +90 HP ..... +90 HP Movement Speed +0.1 m/s ..... -0.2 m/s Sprint Speed +0.1 m/s ..... -0.2 m/s ~~~ Minmitar Assault ..... Logi
Armor +45 HP ..... +60 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed +0.6 m/s ..... +0.3 m/s Sprint Speed +0.8 m/s ..... +0.4 m/s ~~~ Galentte Assault ..... Logi Armor +120 HP ..... +90 HP Movement Speed +0.3 m/s ..... +0.0 m/s Sprint Speed +0.4 m/s ..... +0.0 m/s
And for the sake of context, the base value of a prototype Kinetic Catalyzer is +12% (bonus only applied to sprint speed) Movement Speed gains ... 0.0 m/s Sprint Speed gains .... ~0.79 m/s
Giving the Minmitar Assault a proto mods worth of speed advantage over the Cal and Gal Logi, and even more over the Amarr. The Gal, and Cal Assault along with the Min Logi have half a proto mods worth of base speed advantage. All of which is before consideration of the superior rates of their movement speeds out side of sprinting. This shows a trend of both lower overall speed in armor tankers and lower overall speed in logi, whos [i]role]/i] bonus supports armor tanking. In all cases making it more of a burden for the armor tank oriented suits to actually fit armor plates. (For example the Min assault suit can fit a Complex Plate and still be faster than the Cal, Gal, or Amarr logi suits base, or the base Amarr assault).
Granted these comparisons only tell part of the story regarding dropsuit balance, but they tell a very important part when considering disparities between taking types.
0.02 ISK Cross |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 16:37:00 -
[558] - Quote
zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:38:00 -
[559] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. Better to take a break than to burn out. I do hope however that this is only a break from the forums not from the game as a whole because I'd love to catch you in your pub chat and run a few squads and/or do some testing
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:51:00 -
[560] - Quote
BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods. Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place.
That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.)
0.02 ISK Cross
ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be. |
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zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 17:51:00 -
[561] - Quote
Cross Atu wrote:BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods. Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place. That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.) 0.02 ISK Cross ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be.
I daresay 2 High / 6 Low would better fit Gallente Logi, as neither shields nor damage ought to be a priority for them. |
Alena Ventrallis
Osmon Surveillance Caldari State
8
|
Posted - 2013.07.16 18:01:00 -
[562] - Quote
I don't agree with the OP's assertion to move shield regulators to high slots. However, this does cause an imbalance in tank, this point I cannot argue. So suppose there was a high slot module that increased the passive regen of armor reps by a percentage? To start it out, keep this module at the same percentages as the regulators, and then buff/nerf that percentage from there. This allows both tanks to have a module that doesn't compete with their primary tank, and allows them to shore up where there tank is weak.
Also, armor plates do need a massive buff to hp they give. Especially considering how slow they regen armor now, they should have a ridiculous buffer, in contrast to the ridiculous regen shield has. This would make the two styles of tanking distinct, yet equally viable depending on the situation at hand.
Also, there should be a much lower, if not outright removed, movement penalty for plates. In EVE, shield modules increase the sig radius of ships, which makes them easier to target and hit with weaponry. But this cannot carry over to Dust as seamlessly. Therefore, remove/drastically reduce the movement penalty, and definitely remove the turn penalty. Alternatively, keep the movement penalty, but have armor suits move faster than shield suits. It would make sense lore-wise. For the first suggestion, perhaps the armor plates have energy coils embedded in them to increase the power flowing to the suit, thus allowing the wearer to cary the extra weight without encumbrance. For the second suggestion, the armor tanked suits would expect the extra weight, and would therefore add servomotors, or whatever sci-fi gizmo CCP so desires, to increase the strength and speed of the wearer in anticipation of this extra weight. This would also allow people to run faster than others in armor suits if they forgo their armor plates.
Also, to avoid abuse of dual-tanking, assuming some of the changes mentioned in this post were put into effect, armor tanked dropsuits should have reduced shield hp/regen. It would make sense lore-wise, as the race who cares about armor would sacrifice shield strength in order to push the armor envelope even further. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 18:18:00 -
[563] - Quote
Alena Ventrallis wrote:I don't agree with the OP's assertion to move shield regulators to high slots. However, this does cause an imbalance in tank, this point I cannot argue. So suppose there was a high slot module that increased the passive regen of armor reps by a percentage? To start it out, keep this module at the same percentages as the regulators, and then buff/nerf that percentage from there. This allows both tanks to have a module that doesn't compete with their primary tank, and allows them to shore up where there tank is weak.
Also, armor plates do need a massive buff to hp they give. Especially considering how slow they regen armor now, they should have a ridiculous buffer, in contrast to the ridiculous regen shield has. This would make the two styles of tanking distinct, yet equally viable depending on the situation at hand.
Also, there should be a much lower, if not outright removed, movement penalty for plates. In EVE, shield modules increase the sig radius of ships, which makes them easier to target and hit with weaponry. But this cannot carry over to Dust as seamlessly. Therefore, remove/drastically reduce the movement penalty, and definitely remove the turn penalty. Alternatively, keep the movement penalty, but have armor suits move faster than shield suits. It would make sense lore-wise. For the first suggestion, perhaps the armor plates have energy coils embedded in them to increase the power flowing to the suit, thus allowing the wearer to cary the extra weight without encumbrance. For the second suggestion, the armor tanked suits would expect the extra weight, and would therefore add servomotors, or whatever sci-fi gizmo CCP so desires, to increase the strength and speed of the wearer in anticipation of this extra weight. This would also allow people to run faster than others in armor suits if they forgo their armor plates.
Also, to avoid abuse of dual-tanking, assuming some of the changes mentioned in this post were put into effect, armor tanked dropsuits should have reduced shield hp/regen. It would make sense lore-wise, as the race who cares about armor would sacrifice shield strength in order to push the armor envelope even further.
There should definitely be a high slot option for armor tankers that want to focus more on that and less on shields or damage.
i.e. Nanobot Accelerator
Basic: 10% increased armor repairer cycle speed - 28 CPU / 5 PG Enhanced: 15% - 41 CPU / 7 PG Complex: 20% - 53 CPU / 9 PG
Stacking penalty applies |
XV1
Ninth Legion Freelance
43
|
Posted - 2013.07.16 20:29:00 -
[564] - Quote
I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. |
Cat Merc
BetaMax. CRONOS.
3262
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Posted - 2013.07.16 20:37:00 -
[565] - Quote
XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go?
That's why armor modules need less both CPU AND PG than shield extenders. |
SponkSponkSponk
The Southern Legion rise of legion
95
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Posted - 2013.07.17 01:02:00 -
[566] - Quote
Kekklian Noobatronic wrote: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..
*cough*fitting modules*cough* |
Cat Merc
BetaMax. CRONOS.
3265
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Posted - 2013.07.17 01:03:00 -
[567] - Quote
SponkSponkSponk wrote:Kekklian Noobatronic wrote: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.. *cough*fitting modules*cough* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module. |
Dynnen Vvardenfell
187. League of Infamy
18
|
Posted - 2013.07.17 01:41:00 -
[568] - Quote
Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 03:30:00 -
[569] - Quote
Cat Merc wrote:SponkSponkSponk wrote:Kekklian Noobatronic wrote: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.. *cough*fitting modules*cough* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module.
I beg to differ, though maxing Electronics to 5 is required to even things out.
Amarr Assault ak.0, all fitting skills to 5:
CPU: 450 PG: 91
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex CPU Upgrade
CPU: 491 PG: 78
That's about even, with the Amarr more balanced and the others geared towards CPU. CPU tends to run out before PG though, for shield tankers at least. On the other hand...
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex PG Upgrade
CPU: 390 PG: 92
Clearly Amarr has the advantage here, another reason why their suits should be low slot focused (2/4 Assault), so that they can take advantage of all that powergrid. As for Gallente Assault, a -7% per level reduction in CPU/PG cost of all varieties of armor plates (and revamping of all the plates of course) would give them the edge they need. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 03:33:00 -
[570] - Quote
Cat Merc wrote:XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go? That's why armor modules need less both CPU AND PG than shield extenders.
A suit bonus providing that for Gallente Assault, at least for the plates, would do the trick, along with switching a high to a low.
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