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XV1
Ninth Legion Freelance Top Men.
51
|
Posted - 2013.08.04 19:01:00 -
[661] - Quote
Explosive damage should be reduced a bit overall to make it a bit more fair to armor users who die incredibly fast against MD/FL/Grenades. Anti-shield stuff is hard to kill their armor in the end after their shields go down. |
TheGoebel
Kite Co. Couriers
94
|
Posted - 2013.08.05 12:31:00 -
[662] - Quote
Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank.
Honestly, more modules is not the answer. Balanced ones are. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:37:00 -
[663] - Quote
TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are.
I can't +1 this enough. |
BL4CKST4R
WarRavens League of Infamy
923
|
Posted - 2013.08.05 12:40:00 -
[664] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough.
I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:59:00 -
[665] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough. I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs.
Honestly, a straight buff would still help. There are imbalances between the suit types but note that we can shield tank as well. That's always worth noting whenever using dual tanking as a point in any debate between shields and armour. |
BL4CKST4R
WarRavens League of Infamy
924
|
Posted - 2013.08.05 13:14:00 -
[666] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough. I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs. Honestly, a straight buff would still help. There are imbalances between the suit types but note that we can shield tank as well. That's always worth noting whenever using dual tanking as a point in any debate between shields and armour.
Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 13:16:00 -
[667] - Quote
BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. |
BL4CKST4R
WarRavens League of Infamy
924
|
Posted - 2013.08.05 13:24:00 -
[668] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation.
Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields.
Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1397
|
Posted - 2013.08.05 15:21:00 -
[669] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields. Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking. This seems pretty solid to me as an assessment.
I am still concerned about the levels of buffer vs active armor rep (native to the suit and or baseline) because if armor reps as well (or honestly even half as well) as shields do now then it removes a large portion of the tactical value of equipment and thus most support logi, from the battlefield.
Now having read some of your other numbers BL4CKST4R I think they're likely in the right ballpark on all of this but I wanted to make sure for those reading at home that this note was kept in mind. More active rep (especially native) = less tactical and WP value for equipment, and thus Logi.
Also worth noting, even with the weapon efficiency fix that we've heard is coming, and even if the slot layout were addressed and fittings cost per point of HP gain were normalized, Shields > Armor will remain the standard until the armor values are changed because of the speed penalty. Since shields have no debuff on them, armor must provide better eHP (not just HP) to remain balanced. And that assessment must first be made at the pure module level (i.e. before we bring skills into it).
At present shields rep for free (you don't have to fit a mod for it), they have no debuff, they have (on average) better internal scaling... to counterbalance this armor has moderately higher raw HP values, if armor is going to be viable based primarily on buffer (and I'm actually a buffer advocate so bear that in mind as I say this) it's going to need an almost silly buff to raw HP to actually counterbalanced that list of shield advantages.
This leads me to think that while I do believe buffer should be the main source of armor tank eHP it likely can't very viably be the only source. Which would require better native reps, a reduced debuff and/or an equal debuff for shields, an address to the slot disparities, consistent internal scaling that offers proto mods which are clearly more valuable than their lower meta counterparts (just like shields has already), and then the buffer increase.
I actually would not want to see shields nerfed, I think they're at a good point where they are but armor lags behind them and that needs to be fixed. Once that's fixed we can address the racial skills/other skill buffs to make sure they're in line for both types of tanking.
Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:35:00 -
[670] - Quote
Check out my post about tracking w/ armor tanking.
IMO, the reason why the speed penalty to armor matters is because the framerate/hitdetection/stability issues means close range fighting is preferred.
If those things generally get better, and aim-assist makes shooting/tracking at longer ranges a much more doable thing, we will see armor tanking be the preferred tank at longer ranges.
Having armor tankers taking shots at 50m back with +25% damage from damage mods adn 100% effectiveness of weapons range and a bonus to shield while the shield tankers with their ARs are doing about 75% damage with poor dispersion, should be where the meta goes. Logis can sit there and dual-stream rep their team at 70m from the fight will be pretty powerful, too.
I just think the community has learned DUST as a 'CQC' game. This HAS to be unlearned, otherwise, armor will be 'rebalanced', and THEN we will learn that mid/long range engagement is doable, then they will be nerfed again. This is probably mostly a function of all of the starter suits being close range suits. From the beginning you SEE the value of shields, and damage mods, and range fighting isn't the intuitive answer to countering this. You don't even 'SEE' that you died because of damage mods necessarily either.
I'm really also thinking that armor vs. shield suit is about slot use as well. With this active scanner/TACNET change, the gallente/amarr suits will be able to fit dampening mods, much easier than caldari/minmatar suits. I think the Gallente meta should be more along the lines of focusing on "SUPRISE CQC! Plasma to the face!" rather than buffer tanking. |
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Arkena Wyrnspire
Turalyon 514
2357
|
Posted - 2013.08.05 15:41:00 -
[671] - Quote
The problem with your post is that it isn't the ability to outtrack turning ability - armour still makes it easier to aim at a target. It's easier to hit a slow moving target than it is to hit a fast moving target, even if you can turn fast enough to somewhat hit the fast one. |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:43:00 -
[672] - Quote
Cross Atu wrote:Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross
I want to just tease out that point you made there Cross about armor and how the points that logis can get from armor tanks, in a way, shouldn't be disregarded as a side-benefit of an armor meta. Theoretically, armor tanking teams SHOULD be able to get orbitals faster, and in a way are REWARDED for taking extra damage, and even dieing in battle, if they can revive their teammates into survivable situations. Suits with more than 2x the armor HP as shield HP are better oriented to make use of injectors anyway.
Also, I'm spamming this in a lot of places, I REALLY think 'range' is an underestimated form of 'resistances' right now. Somebody with a weapon that allows them to both stack damage mods for ~20% extra effectiveness, while also taking -25% to -50% damage at >50m from AR can make the speed penalty from armor, and the slower armor regen not as much of an issue. |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:57:00 -
[673] - Quote
Arkena Wyrnspire wrote:The problem with your post is that it isn't the ability to outtrack turning ability - armour still makes it easier to aim at a target. It's easier to hit a slow moving target than it is to hit a fast moving target, even if you can turn fast enough to somewhat hit the fast one.
Did you read it? The point is that when you are aiming at a 10m/s shield scout or a heavy at 50m, its like the same difference as if you were aiming at something moving like .5 m/s or .51 m/s up close to you? Instead of distracting this thread, please direct a reply on that thread there though.
My main point was that, I'm not sure I'd want armor tanking to have too much balance to speed reduction, because the logical counter-nerf would HAVE to be some nerf to the damage mods. If armor tankers could have equal or better buffers to shield tanks, AND have regen that wouldn't require eHP sacrifice, AND not have the speed penalty that they do, I do not see how that would be balanced while they could equip damage mods at the same time.
If there is any module I would add for armor tankers it would be an:
Ancillary Repair Booster - A highslot module that compounds the effectiveness of armor repairer modules, but has an endurance recharge penalty. STD/ADV/PRO - +25%/+35%/+45% armor repair module repair rate (or just flat repair rate).
10%/15%/25% endurence regen drawback.
If you want better regen, you essentially then have to sacrifice shield eHP, or damage mods. This would let you magnify the equipping of fewer repairers, while increasing armor tank. Then, if they did reduce speed penalty in some way through skills, or on the raw mods, this would kind of cause 100% armor tankers to have more of an endurance penalty, rather than a raw speed penalty. |
zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 15:58:00 -
[674] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields. Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking.
The problem here is that they have no test server. DUST needs one even more than EVE as FPS behavior is harder to predict. There are so many variables. I guess they must have some in house testing but that's not enough.
Anyways....
Caldari Assault's shield extender bonus should be increased to 3% and shield recharge to 6.5%
Gallente Assault should be 2 High/ 5 Low with 2 new bonuses and 2hp/sec passive rep: +1.6 hp/sec armor repair per level -5% fitting cost of armor plating (all plates)
Minmatar Assault should have 20 hp/sec shield recharge and 1 new bonus instead of shield recharge: -6% shield recharge delay per level
Amarr Assault should be 2 High/ 4 Low with 1hp/sec passive rep and one new bonus instead of shield recharge: +2% efficacy of armor modules per level
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zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 16:13:00 -
[675] - Quote
Armor Modules:
All plating's hp should be increased by 50% Movement penalties should scale like this: 4% - 7% - 9% The stacking bonus reducing movement penalty for each additional plate should be kept.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1398
|
Posted - 2013.08.05 16:13:00 -
[676] - Quote
Beren Hurin wrote:Cross Atu wrote:Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross I want to just tease out that point you made there Cross about armor and how the points that logis can get from armor tanks, in a way, shouldn't be disregarded as a side-benefit of an armor meta. Theoretically, armor tanking teams SHOULD be able to get orbitals faster, and in a way are REWARDED for taking extra damage, and even dieing in battle, if they can revive their teammates into survivable situations. Suits with more than 2x the armor HP as shield HP are better oriented to make use of injectors anyway. Also, I'm spamming this in a lot of places, I REALLY think 'range' is an underestimated form of 'resistances' right now. Somebody with a weapon that allows them to both stack damage mods for ~20% extra effectiveness, while also taking -25% to -50% damage at >50m from AR can make the speed penalty from armor, and the slower armor regen not as much of an issue.
I've underlined a few key points in what you've said above. So looking at the underlined portion; being able to earn WP from downed clones/reps is, as you say based on survivable situations, which mostly means based on having won that specific fight. That requires armor to hold its own against shields in the first place before those potential WP come into play. If armor were balanced with shields, then this would be an effect and a balanced one as well. At that point you'd have 1)Shield tankers which are more self reliant filling fire team and flanking roles while 2) Armor tankers who have to stay interdependent to function properly earn some WP based on their teamwork.
Currently what is happening is that many weapons (I'm looking at you explosives) OHK armor tanked clones into an un-revivable state, thus bypassing the potential to earn WP from either reps or revives. Further the potential fro WP from reps is about 150 WP (or three kills) before it gets capped by 'cool down'. A cap which is not indicated anywhere within the UI while playing a match. Revives also seem to have a cool down cap but that at least is bound to a specific Merc (though once reviving that Merc is 'capped' no one reviving him earns anything even if they haven't revived him previously at all). So while I agree that armor tanking (if buffed into a functional state) would be suited to entrenched tactics, and would be rewarded for using those tactics (via WP for reps/revives) it is not currently there and will require some improvements to both the armor tanking mods and the equipment WP systems before that's really solid.
Re: Range, honestly I tend to agree with you, however I think that speed is even more undervalued and sniper positions aside Speed > Range when it comes to battlefield effects. Just as the Proto LR users from Chrome who I killed using my scout suit.
The other thing to consider with range is that not all armor tankers have it, the HMG is attached to the Heavy, the Heavy suit armor tanks (most often) and the HMG is not a long range weapon. A Heavy with a LR is usually less effective than a faster frame with the same weapon and that can be extended to the AR and Scram as well (if perhaps to a lessor extent). For the Heavy to gain ranged advantage they essentially need to FG snipe after being placed by a DS.
It's also bad balance to create a fitting which requires another mod before it can be balanced. Armor plates should be balanced internally before we look at armor reppers. Armor tanking should be balanced with shields before we stack on damage mods. If the value of armor tanking is the use of a completely different non-tank mod then clearly armor is not currently balanced. When was the last time someone stated or implied that the value of shield tanking was the ability to fit upgrade mods, sensor mods, speed mods, etc? Shield tanks are useful in their own right, and then they gain the advantages of that more diverse/flexible slot layout. Again, range is great and I agree with you it's value is often understated, but speed is consistently more understated and range (as well as damage mods) are not directly part of tanking. Further if a major value of the "slow-moving-can't-out-run-anyone" armor tanking line is range then we have a serious problem because the armor tankers have no way to maintain that range against the faster moving shield tankers.
0.02 ISK Cross
PS ~ @thread, any word on CCP changing the Move speed = Aiming speed thing?
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Cross Atu
Conspiratus Immortalis Covert Intervention
1398
|
Posted - 2013.08.05 16:28:00 -
[677] - Quote
Beren Hurin wrote: the logical counter-nerf would HAVE to be some nerf to the damage mods. I realize this is not your main point, and I actually agree that stripping away the negs on armor too much likely is not the best option for finding balance here. So that being said I'd like to address the quoted text.
I think that this would be a good thing. Nerf damage mods, give Assault suits some role buff to enhance the effects of damage mods (so they still have the same ballpark of performance from them), give armor much better eHP mostly via buffer (but also the other things esp native reps) and let things develop.
QCQ Scouts generally do not need damage mods to get 1-2 hit kills.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine.
Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications)
Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit.
Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker).
0.02 ISK Cross |
zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 16:29:00 -
[678] - Quote
New high slot armor module:
Auxiliary Armor Repairer:
When HP dips below 60% each module reps 10 hp for 10 seconds and then begins a 10 second cooldown.
Otherwise functions as a normal armor repairer repping at 4 hp/s.
48 CPU / 10 PG at Complex
Scales 5 - 7 - 10
(2 - 3 - 4 for normal function)
EDIT: Added normal rep function |
Text Grant
Planetary Response Organization Test Friends Please Ignore
75
|
Posted - 2013.08.07 12:10:00 -
[679] - Quote
Bump |
Beren Hurin
The Vanguardians
998
|
Posted - 2013.08.07 12:26:00 -
[680] - Quote
Alright, another module idea then...
IF a problem with armor tanking is its ability to be annihilated by explosives so as to completely nullify their teamwork aspect.
What if: you added a highslot Damage Control module.
It could increase the clone survivability rate after being killed. Basically it would increase that extra HP that is hit after all armor is depleted. Or it could give clones a few extra seconds after dieing.
I am understanding and agreeing more though, that WHILE the key to armor tanking is teamwork, explosives are in very direct oposition to that teamwork. I am still undetermined whether the problem is that people haven't learned to adapt out of the solo focus yet or if mechanics make it that much more difficult.
For example, remote repair tools have the ability to repair outside of anything's splash range. So if an armor tanking team were to attack an objective, they could all fight withing eachother's optimals while exposing each other only to isolated explosives damage.
Also, being able to identify and stay up to date on targets easier, would let your team know, "Hey this area is covered by explosves we can't go there until we can suprise them" would help. They have talked as if this is a direction they may take EWAR, where you can scan an area and see the suit/weapons of the chevrons.
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BL4CKST4R
WarRavens League of Infamy
957
|
Posted - 2013.08.07 12:30:00 -
[681] - Quote
Beren Hurin wrote:Alright, another module idea then...
IF a problem with armor tanking is its ability to be annihilated by explosives so as to completely nullify their teamwork aspect.
What if: you added a highslot Damage Control module.
It could increase the clone survivability rate after being killed. Basically it would increase that extra HP that is hit after all armor is depleted. Or it could give clones a few extra seconds after dieing.
I am understanding and agreeing more though, that WHILE the key to armor tanking is teamwork, explosives are in very direct oposition to that teamwork. I am still undetermined whether the problem is that people haven't learned to adapt out of the solo focus yet or if mechanics make it that much more difficult.
For example, remote repair tools have the ability to repair outside of anything's splash range. So if an armor tanking team were to attack an objective, they could all fight withing eachother's optimals while exposing each other only to isolated explosives damage.
Also, being able to identify and stay up to date on targets easier, would let your team know, "Hey this area is covered by explosves we can't go there until we can suprise them" would help. They have talked as if this is a direction they may take EWAR, where you can scan an area and see the suit/weapons of the chevrons.
Throwing more modules to fix armor is not the best idea, that just makes good armor tanking an SP sink. |
Beren Hurin
The Vanguardians
998
|
Posted - 2013.08.07 12:39:00 -
[682] - Quote
Cross Atu wrote: ... 1) The other thing to consider with range is that not all armor tankers have it, the HMG is attached to the Heavy, the Heavy suit armor tanks (most often) and the HMG is not a long range weapon. A Heavy with a LR is usually less effective than a faster frame with the same weapon and that can be extended to the AR and Scram as well (if perhaps to a lessor extent). For the Heavy to gain ranged advantage they essentially need to FG snipe after being placed by a DS...
2) ...Further if a major value of the "slow-moving-can't-out-run-anyone" armor tanking line is range then we have a serious problem because the armor tankers have no way to maintain that range against the faster moving shield tankers.
Part 1: I agree here. But, I think the Amarr Heavy paired with the minmatar heavy weapon was about the worst combination they could have started with. I don't think it is too hard to imagine a Minmatar heavy with a balanced slot layout and at least 10% faster base speed compared to the Amarry Heavy. Its also not hard to imagine that the Amarr heavy weapon should have significantly more range. For this reason, I don't think we will get a proper idea of each races tanking meta + weapon combinations until all of the racial heavies come out. The new problem for a lot of gunplay will become "How do I chew through all of this Heavy HP".
Part 2: Well this was the point of my "scrambler shuffle" post.
If I'm at 85m away from you and you have to get within 55m of me. You can sprint straight at me or off to the side a little bit with minimal transversal. Or you can zig-zag toward me trying to strafe my guns. In the former you can close distance faster than I can backstep, but for the 6-7 seconds you are still not in your optimal you should be a VERY easy target for my charged shots to hit. In the latter, if you are closing range by strafing, you are drastically reducing your forward speed letting me keep my range.
Also I've tried to compile a lot of my ArmorBro stuff here. |
TheGoebel
Kite Co. Couriers
96
|
Posted - 2013.08.07 18:08:00 -
[683] - Quote
Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.
Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1421
|
Posted - 2013.08.07 18:36:00 -
[684] - Quote
TheGoebel wrote:Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross |
Beren Hurin
The Vanguardians
1019
|
Posted - 2013.08.07 19:27:00 -
[685] - Quote
So they are working on scanning changes right now...and I'm working on a scanning 101 post atm, but I'm thinking...
It makes me wonder if this might be their attempt at fixing shield/armor issues. If they make it much harder to see enemies as a team...THEN they made having SQUAD supporters from scanner/logis more important....THEN they made shield tankers have bigger profiles (caldari assault with 3 complex shields LOOKs like a heavy) that would REALLY change engagements.
You'd be walking around with your armor squad...scanning every 8-9 seconds or so. In that time your squad could move about 50 m.
You'd have a 100m-200m advantage on anything you can see, unless they are in vehicles, or unless they have dampeners, or are similarly armored.
As things stand right now...
Any medium suit has to sacrifice a valuable lowslot (speed/PG/CPU/armor regen) in order to hide from an STD scanner (or have dampening 'V' trained). Even then, to hide from a regular ADV scanner (or the AUR STD one), they would need dampening V and a PRO dampener, OR dampening IV and 2 dampening mods. These slots are a lot more valuable on a shield oriented suits as they have very few lowslots to spare and low base armor amounts.
However, as far as balancing via a profile penalty on shield mods...this would also harm armor tankers, as you'd probably equip at least one or more shield mod, increasing your own profile. So if you do anything, rather than putting a penalty on shield modules, modify base suits' dB.
I think Gallente medium suits should start at 45 dB, Amarr 46 dB, Caldari 52, and Minmatar would stay 50. Light and heavy suits would be modified by the same proportions.
I really think this scanning change is going to have a very different 'feel' to battle.
So lets say that armor tankers start going around also equipping w/o dampeners in their lowslots with the buff/nerfs I'm suggesting...
Gallente and Amarr medium suits would be able to avoid detection from other non-skilled medium profile suits... At dampening V Gallente and Medium suits could avoid the STD scanners.
@ dampening V + basic dampener they both can avoid ADV (36 dB) scanners. @ dampening V + PRO and ADV dampener they can avoid all PRO (28 dB) scanners but the Duvolle Focused (15 dB) @ dampening V + 4x PRO dampeners they can avoid all scanners.
This would also advantage armor scouts much earlier in thier tier/skill progression by making gallente/amarr scouts able to avoid ADV scanners (36dB) with just dampening lvl 1 and a STD dampener. They could hide from all PRO 28 dB scanners with a PRO dampener. They would need 3x PRO dampeners then to hide from everything. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.07 20:58:00 -
[686] - Quote
Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far.
It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1421
|
Posted - 2013.08.08 05:13:00 -
[687] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive? |
SponkSponkSponk
The Southern Legion
165
|
Posted - 2013.08.08 06:16:00 -
[688] - Quote
high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:22:00 -
[689] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive?
I'd be even more hesitant. The ferroscale (when it gets buffed, hopefully) is likely going to be the go-to plate for armour tanking scouts. If you put it in the high slot, then the armour tanking scouts become pretty awful.
I think the main reason I'd agree with moving reactive plates to highslots is because it would give them more of a role - otherwise, normal plate/rep comboes are always going to step on its toes. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:23:00 -
[690] - Quote
SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective.
I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. |
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