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Kitten Empress
Ametat Security Amarr Empire
633
|
Posted - 2013.06.17 09:46:00 -
[31] - Quote
Ignatius Crumwald wrote:In tanking there are two types of traditional tank - High HP and damage mitigation.
Instead of having both tanking styles revolve around High HP and Fast regen - armor should instead be about damage resistance and constant regen.
Both would end up being very similar in practice but would lend themselves to two completely different playstyles.
Also, drop the speed penalties and have armor damage resistance mods be a High Slot module. In Dust regeneration isn't like in EVE. In EVE there is a battle of DPS vs Regeneration. In Dust the highest regen you can get is from a repair tool, giving out 102hp/s. And that's a proto tool. The most basic AR, without any damage mods or skills, dishes out over 400 DPS. That's why in what you described, shields would be favorable, HP is a must. |
Arkena Wyrnspire
Turalyon Plus
1084
|
Posted - 2013.06.17 10:40:00 -
[32] - Quote
Martin0 Brancaleone wrote:Awesome thread, need to be seen by CCP.
A little idea for armor tanking love: since shields have a low slot module buffing them (shield regulators) why don't give armor a high slot module? Reactive Nano Membrane, high slot module that increase armor resistance to damage.
I've thought of this before, and actually there isn't really a reason not to add something like this - I should have put it in. I'll put it in notable feedback. It's not enough for the issue on its own, of course, but it'd help. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 11:31:00 -
[33] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=87797 |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
123
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Posted - 2013.06.17 11:31:00 -
[34] - Quote
if your not Armour tanking in a amarr suit.
your doing it wrong ;) |
Daedric Lothar
Onslaught Inc RISE of LEGION
642
|
Posted - 2013.06.17 11:36:00 -
[35] - Quote
I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail.. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 12:00:00 -
[36] - Quote
D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other.[/quote]
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 12:01:00 -
[37] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other.
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
TheGoebel
Kite Co. Couriers
0
|
Posted - 2013.06.17 13:30:00 -
[38] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote: So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread?
Print it out and hand it to random people in the street, link it in your posts, tell people about it. vOv Yes SIr!
Daedric Lothar wrote: Armor plates are for team play
I thought it was odd the plate description read, "for 2-6 players." |
Kitten Empress
Ametat Security Amarr Empire
635
|
Posted - 2013.06.17 14:46:00 -
[39] - Quote
Daedric Lothar wrote:I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail.. Your post fails on so many levels. |
Arkena Wyrnspire
Turalyon Plus
1099
|
Posted - 2013.06.17 15:10:00 -
[40] - Quote
Daedric Lothar wrote:I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail..
This entire post centres on the assumption that armour tanking is for heavies only. You also completely ignored several points, like the entirety of P6, P7, and P9, as well as lots of stuff from the others.
While heavies with logistics support can be good, I don't think you quite realise how it is with the medium frames vs the medium frames. Being completely reliant on your logistics can and will kill you if your logi people go down or get cut off from you. That lucky grenade (which does 92% more damage to armour than it does to shields) will also kill them straight through their armour, or it'll take out the logi which of course leads to the failcascade. If you're not fitted to be completely reliant on logi, you underperform compared to shields.
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ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 15:18:00 -
[41] - Quote
Great post.. except your numbers are wrong:
You should take into account the passive 10% from armor plates and shield extension, as you need both to run complex. Also take into account Caldari Logistics 25% to shield extenders, and Caldari Assault 25% to passive regen.
Caldari Assault is 31.25 hp/s regen (at level 5, but use max out for balance discussions), you use 25 hp/s in some instances.
Complex Shield Extenders give 72hp not 66hp (there is actually no way to get less than 72hp from a complex extender right? Cause shield extension has to be level 5)
Complex Armor Plates give 126.5hp not 115hp.
Caldari Logistics Complex Shield Extender gives 90hp.
Also, posted from another thread.
While I do agree that armor plates probably need a buff to their hp you also can't just straight buff them, or shield tankers get a pretty beastly advantage too.
We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
Also agree with the other sentiments here: PG in high slots (with no CPU penalty) Flat % armor plate reduction ~4-6% Explosives are too effective against armor. I would like to see 85/115 probably, maybe even 90/110, as the damage is so high, any bonus effects the alpha on a locus grenade by a lot.
My thoughts: Armor plates and shield extenders should follow a 1x,2x,3x pattern, so extenders 22-44-66 and armor plates something like 44-88-132. Ferroscale plates should match extenders in hp.
The balance between reactive plates need a rework... as it stands reactive plates and armor reps will always compete against each other, and one set (1 Armor Plate + 1 Armor Rep vs 2 Reactive Plates) will always be better than the other. I do seriously believe at this point that armor reps or reactive plates need to move to the high slot, so that they don't compete.
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Master Jaraiya
Ultramarine Corp
241
|
Posted - 2013.06.17 15:29:00 -
[42] - Quote
ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
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Kitten Empress
Ametat Security Amarr Empire
636
|
Posted - 2013.06.17 15:53:00 -
[43] - Quote
Even removing the speed penalty completely won't do ****. Try to get the same HP vs Regeneration with armor as shields. I dare ya. I double dare ya motherkitten. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
135
|
Posted - 2013.06.17 16:01:00 -
[44] - Quote
Arkena Wyrnspire wrote:[P5] Penalties Fitting armour plates doesnGÇÖt only slow your movement rates (both sprint and normal), it also slows down your turn rates, and by extension your aiming ability. Also your strafe speed, which makes you much easier to hit.
This is completely unreasonable for an FPS game. Movement speeds are harsh enough, but reducing the playerGÇÖs actual ability to aim in a game where aiming is everything is an unreasonably harsh penalty. This impacts accuracy directly, reducing your ability to hit people at distance or headshot people.
It hurts your CQC ability because people can actually strafe faster than you can turn, meaning it becomes a severe disadvantage in CQC. It prevents you from responding to the threat behind you as quickly as you need to.
The penalty, of course, affects mobility. This is important for two main reasons. The first is how easy you are to hit, and the second is power projection.
The ability of other players to hit you is important. If youGÇÖre getting hit more, you are being damaged more and you are dying more. If youGÇÖre running across an open stretch and someone starts shooting at you, the longer you spend in the open running the more damage youGÇÖre taking and the more likely you are to die.
Your strafe speeds are also slowed, so when it comes down to a straight 1 on 1 gunfight you can easily be outgunned as it's so much easier to hit you.
Mobility should be a drawback of armour, but in its current form itGÇÖs penalising far too heavily for what it gives. For example, the scaling of the speed penalty between tiers is awful.
Excellent point here that we all know and feel the effects of too well. I am one of those with the opinion that armor tanking penalties should apply to stamina and stamina recharge rate. Make it so we can't jump as high, or run nearly as far/long, but don't turn an armored scout into a medium suit aiming/speedwise but with even less tank, and don't turn medium suits into heavy suits aiming/speedwise but, again, with even less tank.
Reducing our stamina/stamina recharge gives similar effects to actually being slowed down, without the TERRIBLE drawbacks of not being able to properly aim or sidestep to cover.
That said, I would also like to see implementation of the racial flavorings where Amarr suits favor plates and buffer but Gallente favor armor regeneration. I really don't understand why CCP have made Minmatar/Caldari Shield, Gallente Armor, and Amarr "both"? |
ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 16:01:00 -
[45] - Quote
Master Jaraiya wrote:ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking. The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
True, but its the first, very necessary, step in armor/shield balancing. The armor modules then need rebalancing between tiers as well.
Amarr need their base speed brought up to Gallente/Caldari level. They are hybrid tanks, so should still have armor penalty, but shouldn't start at a base speed lower than Gallente. |
Arkena Wyrnspire
Turalyon Plus
1109
|
Posted - 2013.06.17 16:16:00 -
[46] - Quote
ZDub 303 wrote:Great post.. except your numbers are wrong:
You should take into account the passive 10% from armor plates and shield extension, as you need both to run complex. Also take into account Caldari Logistics 25% to shield extenders, and Caldari Assault 25% to passive regen.
Caldari Assault is 31.25 hp/s regen (at level 5, but use max out for balance discussions), you use 25 hp/s in some instances.
Complex Shield Extenders give 72hp not 66hp (there is actually no way to get less than 72hp from a complex extender right? Cause shield extension has to be level 5)
Complex Armor Plates give 126.5hp not 115hp.
Caldari Logistics Complex Shield Extender gives 90hp.
Also, posted from another thread.
While I do agree that armor plates probably need a buff to their hp you also can't just straight buff them, or shield tankers get a pretty beastly advantage too.
We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
Also agree with the other sentiments here: PG in high slots (with no CPU penalty) Flat % armor plate reduction ~4-6% Explosives are too effective against armor. I would like to see 85/115 probably, maybe even 90/110, as the damage is so high, any bonus effects the alpha on a locus grenade by a lot.
My thoughts: Armor plates and shield extenders should follow a 1x,2x,3x pattern, so extenders 22-44-66 and armor plates something like 44-88-132. Ferroscale plates should match extenders in hp.
The balance between reactive plates need a rework... as it stands reactive plates and armor reps will always compete against each other, and one set (1 Armor Plate + 1 Armor Rep vs 2 Reactive Plates) will always be better than the other. I do seriously believe at this point that armor reps or reactive plates need to move to the high slot, so that they don't compete.
I have done all of the numbers without applying skills simply for mathematical simplicity. Using the higher values changes nothing really. It makes the gap slightly wider between shields and armour, but it doesn't matter. I haven't used the skills applied numbers for armour plates either - I have, however, used the skills applied numbers for shield regeneration and armour repairers.
The argument that a straight buff to armour HP is bad because shield tankers will use it is invalid because armour tankers can equally use shield extenders.
If you're going to go down the route of making armour plates only good on armour tanking suits it should be a role bonus rather than a racial bonus, because otherwise newbies get screwed over. PG modules in high slots would make more sense. Flat armour plate reduction - Agreed. I think tweaking the explosive to be in line with the EM is the best solution - it should still be more effective than solid ammunition weapons against armour but it shouldn't be so effective that it wrecks armour with even glancing hits.
Armor plate numbers I somewhat agree but you've effectively nerfed the lower tier so that the progression can look better with those numbers. I think ferroscale plates should actually beat extenders in HP, but only slightly. This is because you still need to sacrifice for repairers on armour suits.
Definitely agreed with plate/rep comboes competing with reactive plates. If they both had different numbers so they were useful in different situations - reactive plates giving more HP but less rep or vice versa, as suggested in the OP - they would be more useful and balanced. It doesn't help that currently the plate/rep combo simply blows reactives out of the water.
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Arkena Wyrnspire
Turalyon Plus
1109
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Posted - 2013.06.17 16:16:00 -
[47] - Quote
EXASTRA INVICTAS wrote: That said, I would also like to see implementation of the racial flavorings where Amarr suits favor plates and buffer but Gallente favor armor regeneration. I really don't understand why CCP have made Minmatar/Caldari Shield, Gallente Armor, and Amarr "both"?
Absolutely. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
136
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Posted - 2013.06.17 16:25:00 -
[48] - Quote
Arkena Wyrnspire wrote:[P8] The new modules Here we get to the new stuff, the modules which are meant to GÇÿfixGÇÖ armour. They fail in their mission. These new modules are the Ferroscale Plates, which give less HP than normal plates but without any speed penalty, and the Reactive Plates, which give an even smaller amount of HP but with a small amount of regeneration and a small speed hit. Now this all sounds good in theory, but thatGÇÖs until you get to the numbers that CCP decided to put on the plates.
Complex Ferroscale plates: 60 HP Complex Reactive plates: 45 hp, 2hp/s, 4% movement penalty
For comparison, normal plates: 115 HP, 10% movement penalty.
And for more comparison, Complex Shield extenders: 66 HP
-lots of really good information that I am cutting to make the post itself smaller- I agree here wholeheartedly. For starters, Ferroscale Plating.
They offer LESS HP than equivalent shield extenders, have high fitting requirements, and remove the armor speed penalty entirely (which shields don't have to deal with for one). Considering shields come with a very high natural regeneration rate, and the Ferroscale plates DEMAND an armor repairer (for abysmal recharge), this is an important thing to note. We are getting rid of our armor tank's greatest drawback, at the cost of being just a statistically worse version of a shield extender. A Ferroscale plate should offer ~75 armor at the complex level, giving it a slight edge over shields in RAW EHP. However the armor tanker will still have to spend one or two slots dedicated to armor repair modules, which will not only cut down on overall tank but also eliminate a significant amount of buffer.
I have a feeling CCP was attempting to balance these under the assumption people would be using these plates bare with a dedicated logistics running around and repping you in combat. Which is nice in theory but is just not in practice.
Coming up to the Reactive Plate modules, we feel kind of awkward and dirty now, don't we? We're getting an armor buffer amount that would crumble under angry stares and mean comments, let alone actual bullets. On the plus side, we are getting reduced movement penalty (still a penalty, still stacks =\) and slight armor regeneration rate. It is of my opinion that these plates should be used in order to amplify your armor repair rate by a good margin, whilst sacrificing speed (as per armor) and your raw HP advantage. I think these plates should be closer to complex shield extenders in HP gain, even if they are undercut slightly. For example, a 55 aHP @ 2hp/s could grant us a fitting like:
Gallente Assault 1x Complex Armor Repairer, 1x Complex Armor Plate, 2x Reactive Plates 210 + 115 + 55 + 55 = 435 Armor Regen: 10.25 aHP/s Armor Penalty: 18% movement
This is significantly closer to the fitting you provided of:
Gallente Assault 2x Complex plate, 2x Complex armour repairer 210 + 115 + 115 = 440 12.5 HP/s regen 20% movement penalty
We notice that we would come up only 5HP short on overall HP, and 2.25 HP/s in regen, with 2% added mobility. They're fairly close, which may not be a good thing. Alternatively there is:
Gallente Assault 1x Complex Armor Repairer, 3x Reactive Plates 210 + 55*3 = 375 Armor Regen: 12.25 HP/s Armor Penalty: 12% movement
That's 8% less movement penalty than a "standard" complex fit (which considering Complex plates aren't used, and enhanced are used instead, this is a VERY comparable fit for actual gameplay).
But it doesn't quite feel good yet, huh? Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh? |
ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 16:59:00 -
[49] - Quote
Arkena Wyrnspire wrote:I have done all of the numbers without applying skills simply for mathematical simplicity. Using the higher values changes nothing really. It makes the gap slightly wider between shields and armour, but it doesn't matter. I haven't used the skills applied numbers for armour plates either - I have, however, used the skills applied numbers for shield regeneration and armour repairers.
The argument that a straight buff to armour HP is bad because shield tankers will use it is invalid because armour tankers can equally use shield extenders.
If you're going to go down the route of making armour plates only good on armour tanking suits it should be a role bonus rather than a racial bonus, because otherwise newbies get screwed over. PG modules in high slots would make more sense. Flat armour plate reduction - Agreed. I think tweaking the explosive to be in line with the EM is the best solution - it should still be more effective than solid ammunition weapons against armour but it shouldn't be so effective that it wrecks armour with even glancing hits.
Armor plate numbers I somewhat agree but you've effectively nerfed the lower tier so that the progression can look better with those numbers. I think ferroscale plates should actually beat extenders in HP, but only slightly. This is because you still need to sacrifice for repairers on armour suits.
Definitely agreed with plate/rep comboes competing with reactive plates. If they both had different numbers so they were useful in different situations - reactive plates giving more HP but less rep or vice versa, as suggested in the OP - they would be more useful and balanced. It doesn't help that currently the plate/rep combo simply blows reactives out of the water.
Sure thing, I'm not saying the numbers for armor plates are correct, just that simply changing armor values alone is only part of the solution. Or we move away from move speed penalties entirely. Sprint speed and stamina penalties can also achieve the same slow down effect, and then armor can stack away. It might make more sense tbh.
And stamina penalty would also be in line with a profile penalty. Its not totally a brush off penalty but its not gamebreaking either.
I don't mind nerf basic plates to smooth out progression, basic shield extenders are practically worthless at 22hp, but basic plates are quite powerful at 65hp. |
Arkena Wyrnspire
Turalyon Plus
1124
|
Posted - 2013.06.17 22:27:00 -
[50] - Quote
EXASTRA INVICTAS wrote: I agree here wholeheartedly. For starters, Ferroscale Plating.
They offer LESS HP than equivalent shield extenders, have high fitting requirements, and remove the armor speed penalty entirely (which shields don't have to deal with for one). Considering shields come with a very high natural regeneration rate, and the Ferroscale plates DEMAND an armor repairer (for abysmal recharge), this is an important thing to note. We are getting rid of our armor tank's greatest drawback, at the cost of being just a statistically worse version of a shield extender. A Ferroscale plate should offer ~75 armor at the complex level, giving it a slight edge over shields in RAW EHP. However the armor tanker will still have to spend one or two slots dedicated to armor repair modules, which will not only cut down on overall tank but also eliminate a significant amount of buffer.
I have a feeling CCP was attempting to balance these under the assumption people would be using these plates bare with a dedicated logistics running around and repping you in combat. Which is nice in theory but is just not in practice.
I think Ferroscale plates simply need a raw HP buff. They shouldn't be as good as plates, but they should be better than shield extenders for the reasons you mentioned - a need for dedicated armour repairers. Other issues like weapons being more effective against armour don't help, either. Dropping the speed penalty on the Ferroscale plates is frankly overrated for what it gives you right now.
EXASTRA INVICTAS wrote: -stuff on reactive plates-
Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh?
Yeah. See, the problem with reactive plates is that in their current situation they're inevitably going to be compared to normal plate/rep fits, and right now they're simply superceded by them. For them to really work, they need to have their own role compared to plate/rep fits - for example, giving a higher repair rate but lower HP.
And again, you're right, heh. The new modules wouldn't fix the balance even if they were better than they are now. |
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BL4CKST4R
WarRavens League of Infamy
280
|
Posted - 2013.06.17 22:37:00 -
[51] - Quote
Master Jaraiya wrote:ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking. The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
Well it should actually be 10% per level, but for Amarr and Gallente not just Gallente, also we should have a small armor repair rate built unto our suits. Not all logistics run around with repair tools, not because they are running around as assaults but because some of them would rather use other equipment. |
BL4CKST4R
WarRavens League of Infamy
280
|
Posted - 2013.06.17 22:51:00 -
[52] - Quote
Arkena Wyrnspire wrote:EXASTRA INVICTAS wrote: -stuff on reactive plates-
Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh?
Yeah. See, the problem with reactive plates is that in their current situation they're inevitably going to be compared to normal plate/rep fits, and right now they're simply superceded by them. For them to really work, they need to have their own role compared to plate/rep fits - for example, giving a higher repair rate but lower HP. And again, you're right, heh. The new modules wouldn't fix the balance even if they were better than they are now.
Reactives plates need a HP buff of around 25% and +1 buff repair to the adv, and complex module. This is assumes armor tanks have racial bonuses to lower CPU/PG and speed penalty. Although they wont be better than basic plate + complex, they would be pretty close with comparable or lower speed penalty, which would put armor plates in the field of massive HP buffs, and reppers for active tanking and reactives would be the middle ground of both.
Ferroscales need a HP buff of around 25-50% and normal plates need to scale equally with their speed penalty and offer double or close to double HP as ferroscales, this would give suits the choice of mid-high HP with no penalty, or really high HP with a penalty. And because of CPU/PG reductions and speed penalty reductions, racially, heavies would be very hard to kill solo, and Gallente suits have the choice to be buffer tanks, super buffer tanks, or active armor tanks.
Keep in mind Caldari and Minmatar suits have the option to be active shield tanks, regular shield tanks, or dual tanks. So what I posted above does not add more diversity to armor tanks than what shield tanks have. Shield tanks can do this because they can sacrifice shields to buff their regeneration and sacrifice armor to buff their delay, or sacrifice these to buff their shields, or sacrifice the low slots for armor.
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BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 04:34:00 -
[53] - Quote
God these flaylocks are like win button against Gallente... |
D legendary hero
One-Armed Bandits
199
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Posted - 2013.06.18 05:13:00 -
[54] - Quote
BL4CKST4R wrote:God these flaylocks are like a win button against Gallente I have yet to play a game today where the majority of the team isn't using these... It is literally impossible to kill somebody with a flaylock as a Gallente logistics unless I am super far away, not only can I not strafe fast enough I only have about 2 seconds to dish out enough damage to kill them. If armor isn't fixed by uprising 1.2 I am just leaving this game I cannot handle how bad my character is because I picked the wrong suit... Yep New Eden HTFU or GTFO guess I know which one I fit in, didn't know New Eden was brutal since the time you decide to pick a suit
well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.18 05:58:00 -
[55] - Quote
I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross |
Cass Barr
Red Star. EoN.
311
|
Posted - 2013.06.18 07:31:00 -
[56] - Quote
SMG's aren't even in the same league as Flaylocks for demolishing armor. They're AA to the MLB.
Honestly the HP buff on complex plates would have to be huge to even consider dropping Shields for them. |
Arkena Wyrnspire
Turalyon Plus
1127
|
Posted - 2013.06.18 08:51:00 -
[57] - Quote
D legendary hero wrote: well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
Absolutely not. You must be joking. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:08:00 -
[58] - Quote
D legendary hero wrote:
well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari)
It is more complicated than that, you can actually compensate for distance by aiming up with a flaylock, an SMGs max range cannot be compensated for. Even though the flaylock has low blast radius and low damage it still has a 150% damage multiplier and it detonates on impact like a fused locus grenade. Your right about the speed penalty one of the games I played I equipped all my slots with basic modules and I actually died faster its like picking the worst of two worst...
Making weapons that punish shields really wont balance things very well, let me give you this scenario; CCP releases a flaylock pistol that does 150% damage to shields, now take that weapon stick it into your main take a fused locus grenade stick it into your grenade slot... what do you have? You have the power to kill any suit in 2-3 shots regardless of tanking style. What CCP needs to do is lower all of the damage multipliers to 120% MAX, so weapons that specialize will not go over 120% and hybrid weapons will stay at 110/90 or 100/100. And no matter how many "shield killers" CCP releases they will always be ineffective, because shield tanks do not instantly die when their shields are down, when armor dies that is it game over.
EDIT: The only way to make it so shield tanks suffer from shield killing weapons is to make armor so BAD for them they have have no option but to avoid taking armor module or only be able to take one. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:49:00 -
[59] - Quote
And about the flaylock pistol
XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :)
https://forums.dust514.com/default.aspx?g=posts&t=87797
Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5
Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125
Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125
Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it.
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Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 12:24:00 -
[60] - Quote
Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross
I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules.
This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable. |
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