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Madagascan Eagle
3dge of D4rkness SoulWing Alliance
40
|
Posted - 2013.08.22 14:49:00 -
[751] - Quote
Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts? |
BL4CKST4R
WarRavens League of Infamy
1185
|
Posted - 2013.08.22 15:07:00 -
[752] - Quote
Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts?
The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.22 16:26:00 -
[753] - Quote
BL4CKST4R wrote:Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts? The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. I hope they just say it was intentional and walk away. It's not over powered and it presents a choice. A ferroscale isn't better HP wise then a comparable plate and you lose slot for a repper. What I'm trying to say is that it's not a free lunch sort of thing. |
D legendary hero
THE WARRIORS OF LEGEND
678
|
Posted - 2013.08.22 18:05:00 -
[754] - Quote
BL4CKST4R wrote:Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken. Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. This is a modified version of the 3.3.1 fitting tool to include the new armor plate values. Going to use the Gallente and Caldari Assault suits only because the Amarr is meant to dual tank, only the Minmatar logistics has enough slots to dual tank, and the Gallente and Caldari logistics suits do not have an even slot distribution. @ Cross Atu, I see what you mean now about costs and what they sacrifice etc etc, I seemed to have gotten tunnel vision when I was looking at a dual tanked suit vs a purely tanked suit that I didn't realize the costs of running dual tanked. Although a dual tanked Caldari is far better than a dual tanked Gallente, but that is mostly because of the bonus to shield recharge and no passive armor repairs. Caldari Assault dual tankedCPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 945 | ISK: 91,800 | AUR: 0 Gallente Assault dual tankedCPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 993 | ISK: 83,355 | AUR: 0 Caldari Assault shield tankedCPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 703 | ISK: 80,385 | AUR: 0 Gallente Assault armor tankedCPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 775 | ISK: 70,530 | AUR: 0
dnt worry man nobodies gangin up on you (although people love to do that to me on my threads...lol)
nice numbers. makes me wanna respec out of being heavy. my heavy suits right now have 506shield/506armor.
for a total of 1012 ehp.
because we only have 2high and 3 low at proto and to be a heavy that survives longer than 3 seconds under fire you need armor reps. and for your HMG to do any damage you need damage mods, so seeing a lighter faster suit with 990 ehp, whos shields and armor combace faster... i might as well switch over. imma do some calculations on these suits survivability under fire momentarily |
BL4CKST4R
WarRavens League of Infamy
1188
|
Posted - 2013.08.22 22:30:00 -
[755] - Quote
D legendary hero wrote:BL4CKST4R according to your numbers here and the fact that a militia AR does 467 dps with no mods, without proficiency and without head-shots. 110% to shield and 95% efficacy to armor. because with the bonus 1.1x every shot is actually worth 37.4 hp, we can deduce the following regarding these suits tank ability:
*note: this assumes that you are standing still and that the assailant is not missing any shots. milita Ar has 48 rounds in the clip.
CPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 945 | ISK: 91,800 | AUR: 0
553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
392/[37.4*.95] = 11.03 (round up) shots to deplete armor 392/[467 *.95] = 0.88 seconds to deplete armor
Total shots required to kill = 24 rounds. Total time to kill = 1.95 or approximately 2 seconds.
this opponent needs 24 rounds and 2 seconds of direct fire not missing a shot to take out this suit. with good timing and movement variations, including but not limited to using cover this suits survivability is extremely high.
CPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 993 | ISK: 83,355 | AUR: 0
368/[37.4*1.1] = 8.94 (round up) shots to remove 368/[467*1.1] = .716 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots required to kill = 27 rounds. Total time to kill = 2.11 or approximately 2 seconds.
the difference between this one and prior is that it requires 3 more shots to kill under the aforementioed conditions. but this is negligible don't count on those 3 shots making that big a difference.
CPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 703 | ISK: 80,385 | AUR: 0
]553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
150/[37.4*.95] = 4.22 (round up) shots to deplete armor 150/[467 *.95] = .338 seconds to deplete armor
Total shots required to kill = 17 rounds. Total time to kill = 1.4
CPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 775 | ISK: 70,530 | AUR: 0
150/[37.4*1.1] = 3.64 (round up) shots to remove 150/[467*1.1] = .291 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots to kill = 21 total time to kill = 1.7
as you can see your movement speed is proportionally decreased by the slight increase in durability you get. compared to shield tanking, you lose .36 meters per second in movement speed, to gain the ability to tank 3 more shots, or consequently survive. 2seconds longer on average.
of course these numbers only represent your ability to survive direct fire from a single milita AR without damage mods, headshots, or proficiency on the bonus 10% buff given all weapons after the first week of uprising was factored in.
these results would compare diferenctly if i were to use a HMG or scrambelr as a constant. however, as AR fire is the most common arms fire you will encounter this is a good measure of your suits durability.
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
|
D legendary hero
THE WARRIORS OF LEGEND
680
|
Posted - 2013.08.22 22:55:00 -
[756] - Quote
BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit.
the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy.
The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range.
now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold.
Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you.
If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading.
I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
|
BL4CKST4R
WarRavens League of Infamy
1189
|
Posted - 2013.08.22 23:37:00 -
[757] - Quote
D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
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D legendary hero
THE WARRIORS OF LEGEND
682
|
Posted - 2013.08.23 00:54:00 -
[758] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
yeah, thats why i haven't been speaking too much about the heavy suit and HMG right now. because I am waiting to see what 1.4 brings out. the concept of the heavy suit appears sound theoretically but we all now that a tank that isnt mobile is a very uselss and often dead tank.... XD
i used to think it was an issue with the DPS on the HMG and damage pershot (which i still think should be higher). but as you mentioned the min issue is the hit detection. Now back to sheild and armor tanking.
BLACKST4R you know at times are vigorously disagree with what you post. but, in this case, I have no choice but to agree, in fact i am impelled to agree because these fittings and suits you propose allow literally the perfect "tank". You can equip most light weapons (hell even a plasma canon i think, forgot the exact CPU/PG), almost any side arm (i think SMGs on the proto lvevl might have too much CPU/PG), and in the hands of s skilled player can endure the toughest battle conditions.
this set up with proper maneuvers can endure fire and effectively eliminate 4 players of equal skill in militia suits, 3 in completely standar suits with STD weaponry, 2 ADV suits with advanced weaponry and perhaps 2 poor equiped proto suits.
its times like this i wish i hadnt specced into being heavy...lol
only downside is i don't think you can fit drop uplinks on any of these set ups, without a heavy sacrifice to tanking... |
D legendary hero
THE WARRIORS OF LEGEND
684
|
Posted - 2013.08.23 01:03:00 -
[759] - Quote
BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy.
i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect)
OR
i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage.
whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s |
BL4CKST4R
WarRavens League of Infamy
1191
|
Posted - 2013.08.23 01:12:00 -
[760] - Quote
D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s
Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1611
|
Posted - 2013.08.23 04:36:00 -
[761] - Quote
BL4CKST4R wrote:Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken. Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. This is a modified version of the 3.3.1 fitting tool to include the new armor plate values. Going to use the Gallente and Caldari Assault suits only because the Amarr is meant to dual tank, only the Minmatar logistics has enough slots to dual tank, and the Gallente and Caldari logistics suits do not have an even slot distribution. @ Cross Atu, I see what you mean now about costs and what they sacrifice etc etc, I seemed to have gotten tunnel vision when I was looking at a dual tanked suit vs a purely tanked suit that I didn't realize the costs of running dual tanked. Although a dual tanked Caldari is far better than a dual tanked Gallente, but that is mostly because of the bonus to shield recharge and no passive armor repairs. Caldari Assault dual tankedCPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 945 | ISK: 91,800 | AUR: 0 Gallente Assault dual tankedCPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 993 | ISK: 83,355 | AUR: 0 Caldari Assault shield tankedCPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 703 | ISK: 80,385 | AUR: 0 Gallente Assault armor tankedCPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 775 | ISK: 70,530 | AUR: 0
Didn't mean to gang up on you BL4CKST4R, and thank you for the fittings. I can create fittings but I try not to assume that my results are comprehensive hence why I get so insistent about getting others to post them as well, I want to be able to check my conclusions against builds I wasn't part of creating. I'm going to spend awhile chewing on this mentally now, again thanks for the post (first impression says the biggest thing we need is for CCP to make that tech breakthrough so they can give armor suits armor related buffs to level the field with the Cal Assault).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1612
|
Posted - 2013.08.23 05:15:00 -
[762] - Quote
D legendary hero wrote:If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. This is a bug, shield recharge delay is supposed to reset every time a Merc takes damage, so while this assessment is currently accurate it is not working as intended, maybe be patched on the 3rd when 1.4 lands and in any case isn't a good factor to consider building balance around.
Quote:I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I have sincere doubts about taking on 4 people with these suits, granted all of these cases are somewhat subjective so there is likely no hard and fast answer here but saying "moving around will make your survival better" is fine however at that point we also need to include "taking fire from Mercs with damage mods, who land any headshots lucky or no, who land any shots to your back arc lucky or no, and who have any levels proficiency, will make your survival worse". Keeping that in mind the likelihood of survival when facing multiple enemies continues to drop at a somewhat 'geometric' rate because with each additional foe the probability that someone will have damage mods, proficiency, or land a head/back shot increases.
Now I am not saying these suits are tough to kill, but I am saying we should be careful not to overstate the case. Further I ran around in a logi suit which weighed in at around 800 HP and I was far from unkillable, in fact I was still able to be OHK (not often but it still happened, shotty, nades, sniper rifle). To put proper context on this I was a Logi so slower than an Assault and generally not shooting back, because I was busy with other things, so both of those would make an assault suit at this level have a higher effective hit point total. That being said my experience was that if I ever got caught alone by four guys I was dead within a matter of moments and usually couldn't even survive long enough to round a corner into cover (unless I was already at that corner and only had to take two steps back).
I'm wondering what you're looking at as far as heavy fits by comparison? Just being at a higher HP, or even eHP alone doesn't show a problem, being there while rocking an equal or better weapon and/or costing less per fitting however could start to become a problem.
A few thoughts that occurred to me upon first read.
Cheers, Cross |
D legendary hero
THE WARRIORS OF LEGEND
687
|
Posted - 2013.08.23 06:10:00 -
[763] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max.
touche, touche |
D legendary hero
THE WARRIORS OF LEGEND
690
|
Posted - 2013.08.23 06:34:00 -
[764] - Quote
Cross Atu wrote:D legendary hero wrote:If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. This is a bug, shield recharge delay is supposed to reset every time a Merc takes damage, so while this assessment is currently accurate it is not working as intended, maybe be patched on the 3rd when 1.4 lands and in any case isn't a good factor to consider building balance around. i can agree with this. im just speaking based on current mechanics.
Quote:I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I have sincere doubts about taking on 4 people with these suits, granted all of these cases are somewhat subjective so there is likely no hard and fast answer here but saying "moving around will make your survival better" is fine however at that point we also need to include "taking fire from Mercs with damage mods, who land any headshots lucky or no, who land any shots to your back arc lucky or no, and who have any levels proficiency, will make your survival worse". Keeping that in mind the likelihood of survival when facing multiple enemies continues to drop at a somewhat 'geometric' rate because with each additional foe the probability that someone will have damage mods, proficiency, or land a head/back shot increases. [/quote]
remember my analysis only factored in people using miltia ARs, and using miltia suits with miltia mods. not getting head shots. this is your average new player out the academy (miltia suit, miltia AR, milita mods, no proficiency). so, if you were to pub stomp (not supporting or condoning it), you could effectively take on 4 militia suits at the same time.
of course as the paraphernalia of the opposition gets more and more advanced, your godlike invincibility simply becomes a slight edge.
but, of course you are totally right about all the additional factors. which in fact show why this is not OP, because it can be countered effectively.
still someone in this proto suit with all these skills verse even veteran players in milita gear can consistantly take on and succeed against 2-3 of them at the same time. if they are new players that number is increased to about 3-4 ppl at the sametime. because you are also dishingout damage with your dovoule which in 1.2 seconds can kill any milita suit build, with about 12 bullets (not including proficiency in which case it would be .9 seconds, and 10 bullets)
Quote: Now I am not saying these suits not are tough to kill, but I am saying we should be careful not to overstate the case. Further I ran around in a logi suit which weighed in at around 800 HP and I was far from unkillable, in fact I was still able to be OHK (not often but it still happened, shotty, nades, sniper rifle).
wel, those are designed for OHK, cant argue with you there. my point is with an AR and this set up, its hard for people of a lower teir to compete. however, using shotguns, nades, forguns, and snipers are still effective. resulting in this build NOT being OP.
indeed, facing opponents in ADV gear can cut the life of proto gear very short. im just going to sum up my mentality this way. i was measuring the effective life span of the build against that of the basic suit. since nothing gets lower than milita. how many miltia suits is this proto of max level suit worth?
it occured to me that the aforementioed set up can easily decimate militia suits in seconds, in fact it can decimate them so fast that even fighting 3-4 of them at the same time isnt sufficient. unless of course your standing still for 2.2 seconds.
Quote: I'm wondering what you're looking at as far as heavy fits by comparison? Just being at a higher HP, or even eHP alone doesn't show a problem, being there while rocking an equal or better weapon and/or costing less per fitting however could start to become a problem.
A few thoughts that occurred to me upon first read.
Cheers, Cross
the thing is when medium frames have similar of equal ehp to those of a heavy they bring the only advantage a heavy has without any of the draw backs. although turn speed is soon to be fixed, they still have a higher movement speed and smaller hit boxes than a heavy. So, when a medium frame can tank as hard as a heavy and still move at mach speed, with a small hit box its a problem.
it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1615
|
Posted - 2013.08.23 09:02:00 -
[765] - Quote
D legendary hero wrote:
wel, those are designed for OHK, cant argue with you there. my point is with an AR and this set up, its hard for people of a lower teir to compete. however, using shotguns, nades, forguns, and snipers are still effective. resulting in this build NOT being OP.
indeed, facing opponents in ADV gear can cut the life of proto gear very short. im just going to sum up my mentality this way. i was measuring the effective life span of the build against that of the basic suit. since nothing gets lower than milita. how many miltia suits is this proto of max level suit worth?
it occured to me that the aforementioed set up can easily decimate militia suits in seconds, in fact it can decimate them so fast that even fighting 3-4 of them at the same time isnt sufficient. unless of course your standing still for 2.2 seconds.
But nades are part of even the starter fits and there are BPO militia nades besides. There are also militia shotties (BPO if desired) and starter + BPO sniper rifles. But lets focus on just the starter front line fit. This fit is the most basic of the basic AR fits in the game as it is not only frontline but it is given to everyone upon creation of a character.
This starter fit comes with an AR, light damage mods, militia grenades, and the ability to land head and back shots (player skill applies here). My point is that you don't have to be standing still, if they spam nades, get lucky hits on your head/back, or are benefiting from any skill buffs/the free on board light damage mods then that figure drops.
I'm not saying a skilled player with a Proto AR against 2-4 equally skilled players with pure militia wouldn't be doing some major damage, I'm just saying that he's far from guaranteed a win and that's comparing a 100% free fitting which everyone gets to an expensive (in both ISK and SP) fitting. How many of these free starter fits does our proto bear have to rack up just to break even on the loss of one suit? Taking the Cal Assault that was listed and swapping in a GEK (the proto rifles won't fit on the suit due to CPU/PG shortfall) we're looking at 95,985 ISK per fit. Based on personal experience it takes around 3100 WP to earn approximately 400,000 iSK in a pub (there are so many factors these figures are general). So that gives us 4.2 deaths, but since it's approximate lets give our Proto the edge and round out of 5. That means 5 deaths over the course of the match and he's not making any ISK, 6 and he's in the hole. At base values it takes 62 kills to earn 3100 WP, so that's 15.5 kills per death to earn a profit (12.4 to break even). So our Proto has to survive more than 3 waves of 4 guys 5 times during the match just to break even. There are guys in the game who can do it, but a kdr over 12 as a front line Assault isn't an average benchmark, even for a vet during a pub stomp, which is why I'm saying that the assessment of it as taking out 3-4 man teams with ease seems a bit overstated to me.
Could the suit do it? Sure. Could the suit do it consistently in a way that isn't going to bankrupt the user? Probably not.
To be clear, I doubt I'm telling you anything you don't already know, but for anyone reading this thread who isn't crunching all the numbers I feel compelled to provide a more full context so the impression isn't given that these fittings are more potent then they actually are.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1615
|
Posted - 2013.08.23 09:44:00 -
[766] - Quote
D legendary hero wrote: the thing is when medium frames have similar of equal ehp to those of a heavy they bring the only advantage a heavy has without any of the draw backs.
That's why I was asking about fits, because SP and ISK cost becomes highly pertinent at this point.
Quote:although turn speed is soon to be fixed, they still have a higher movement speed and smaller hit boxes than a heavy. So, when a medium frame can tank as hard as a heavy and still move at mach speed, with a small hit box its a problem. To the best of my knowladge the differing hitbox size is a myth. I have never seen a 100% confirmation on this from the Devs either way but as I understand it the 'Scout < Assault < Logi < Heavy hit box size', isn't an actual game mechanic (if it is then the recent across the board logi suit nerf is even more ill conceived than I already believe it to be).
Quote:it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. Dabbling with the fitting tool I get EHP 1591 | ISK 88,515 | AUR 0 Note: These are all 1.3 numbers
So the total HP will be higher and the movement speed will be improved as well with the new patch. This is worth noting simply because BL4CKST4R corrected for the changes where I have not. However using the numbers directly from his post compared to the 1.3 numbers from the fitting tool for my max tang sentinel the heavy fit has EHP ~40.6% more than the Duel Tanked Cladari Assault.
So on balance that Cal Assault is getting ~40.6% less EHP at a cost of 3,285 more ISK per fitting. In a broader sense I'm inclined to think the Heavy could use some love, but based on the numbers here I don't see how these duel tanked suits can qualify as defeating the point of being a heavy, they have less EHP at a higher ISK per fitting cost and possess no access to heavy weapons. Even dropping a shield extender to add a damage mod the heavy still has ~38% more EHP and a prototype damage mod, while still being the less expensive fit. When we're not comparing 1.3 Heavy to 1.4 Assault the EHP gap will be even larger, the aiming will be fix and the speed penalty will be reduced.
0.02 ISK Cross |
D legendary hero
THE WARRIORS OF LEGEND
694
|
Posted - 2013.08.23 22:35:00 -
[767] - Quote
Cross Atu wrote:[quote=D legendary hero] a compelling argument Cheers, Cross
a compelling argument indeed. I am still convinced though that the suits BLACKST4R listed would produce consistently positive results, even against multiple opponents.
However, as you brough tto light there are many factors to take into consideration. I have been able to take on 3-4 opponents with my Caldari STD sdren suit. i stacked 2 milita shield extenders and 1 armor plate 1 reactive plate, and have 308 shield and 288 armor, for a total of 596 ehp. I use an Assault scrambler with it and flux.
if i had the 990 ehp and proto ar of the other suit. i know i would WTF pwn people...lol. I guess what im saying is this. In skilled hands with this suit you can become a god. |
D legendary hero
THE WARRIORS OF LEGEND
694
|
Posted - 2013.08.23 22:44:00 -
[768] - Quote
Cross Atu wrote:Quote:it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. Dabbling with the fitting tool I get EHP 1591 | ISK 88,515 | AUR 0 Note: These are all 1.3 numbers
i was off by 11...lolz
Quote: So on balance that Cal Assault is getting ~40.6% less EHP at a cost of 3,285 more ISK per fitting. In a broader sense I'm inclined to think the Heavy could use some love, but based on the numbers here I don't see how these duel tanked suits can qualify as defeating the point of being a heavy, they have less EHP at a higher ISK per fitting cost and possess no access to heavy weapons.
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
case-and-point = in many cases where a heavy would have to absorb damage due to poor movement and run speed, these fits can evade the damage altogether via jumping, taking cover, vaulting objects [jumping over small barriers heavies can't), and making other tactical maneuvers. all in all these fittings can in many cases avoid damage to begin with resulting in increased longevity.
this thread isnt about weaponry but in short AR > HMG in almost all respects. AR dps ~ HMG dps.
hopefully 1.4 will help heavies out.
0.02 ISK Cross[/quote]
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Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
34
|
Posted - 2013.08.24 11:06:00 -
[769] - Quote
The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
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Cosgar
ParagonX
4550
|
Posted - 2013.08.24 11:12:00 -
[770] - Quote
Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. |
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BL4CKST4R
WarRavens League of Infamy
1211
|
Posted - 2013.08.24 11:17:00 -
[771] - Quote
Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives.
Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. |
D legendary hero
THE WARRIORS OF LEGEND
713
|
Posted - 2013.08.24 14:17:00 -
[772] - Quote
the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. |
BL4CKST4R
WarRavens League of Infamy
1216
|
Posted - 2013.08.24 14:20:00 -
[773] - Quote
D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit..
The logic... it burns my neurons |
D legendary hero
THE WARRIORS OF LEGEND
716
|
Posted - 2013.08.24 14:35:00 -
[774] - Quote
BL4CKST4R wrote:D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. The logic... it burns my neurons
logic burning your neurons? buy AURUM today. |
TheGoebel
Kite Co. Couriers
104
|
Posted - 2013.08.24 14:47:00 -
[775] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate
Yissss, let it your hate make your more powerful.
Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses.
We got a small plate buff, which is nice but this war is far from over. |
D legendary hero
THE WARRIORS OF LEGEND
721
|
Posted - 2013.08.24 14:49:00 -
[776] - Quote
TheGoebel wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate Yissss, let it your hate make your more powerful. Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses. We got a small plate buff, which is nice but this war is far from over.
Power unlimited power!
anikin walking into chamber with younglings = shield tanker
younglings = armor tankers |
TheGoebel
Kite Co. Couriers
105
|
Posted - 2013.08.24 14:53:00 -
[777] - Quote
D legendary hero wrote:TheGoebel wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate Yissss, let it your hate make your more powerful. Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses. We got a small plate buff, which is nice but this war is far from over. Power unlimited power! anikin walking into chamber with younglings = shield tanker younglings = armor tankers
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
|
BL4CKST4R
WarRavens League of Infamy
1218
|
Posted - 2013.08.24 14:57:00 -
[778] - Quote
TheGoebel wrote:
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare. |
TheGoebel
Kite Co. Couriers
105
|
Posted - 2013.08.24 15:11:00 -
[779] - Quote
BL4CKST4R wrote: Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare.
They want something to cry about? Lets give them something to cry about!
I don't know what that something is but I'm angry! |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
36
|
Posted - 2013.08.24 22:56:00 -
[780] - Quote
D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit..
Also, the first thing most people think of when encountering an enemy under cover is lobbing explosives to flush them out. My biggest weakness as an armor tanker is that I can be one shotted by grenades that are supposed to do less damage than I have health. Would still like to see the damage scale displayed from 100% down, instead of +/- 20%, etc. I don't believe explosive damage is being calculated correctly. |
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