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Arkena Wyrnspire
Turalyon Plus
1128
|
Posted - 2013.06.18 12:43:00 -
[61] - Quote
BL4CKST4R wrote:And about the flaylock pistol XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :) https://forums.dust514.com/default.aspx?g=posts&t=87797Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5 Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125 Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125 Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it.
Also bear in mind flaylocks do 135% more damage against armour, compared to 70% with shields. In practice, this is about a 92% difference in damage. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:56:00 -
[62] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:And about the flaylock pistol XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :) https://forums.dust514.com/default.aspx?g=posts&t=87797Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5 Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125 Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125 Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it. Also bear in mind flaylocks do 135% more damage against armour, compared to 70% with shields. In practice, this is about a 92% difference in damage.
Yeah I calculated that when typing the shots to kill, even with a damage multiplier of 120 the basic one at 250 DMG can currently 2 shot my armor, only because my armor is 47 HP higher than the the damage it does, and it can a sentinel ak.0 in 5 shots with 4 complex armor plates and 7-8 shots if you include shields. For it to kill a Assault ck.0 it takes 5 shots not including armor, so basically a shield tank can take as many shots to kill from a flaylock as it takes a heavy with max EHP. The weapon needs a clip of 1, slightly lower damage and a multiplier of 120. But this isn't a nerf flaylock thread so lets leave it at that.
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Stephen Rao
Intrepidus XI Omega Commission
41
|
Posted - 2013.06.18 13:16:00 -
[63] - Quote
Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank. While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival.
By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
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BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 13:22:00 -
[64] - Quote
Stephen Rao wrote:Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank. While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable. While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival. By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
But a higher dependance on armor leaves you more vulnerable to explosive damage so you would be faster to kill, the new armor plates need to benefit different playstyles of armor tanking, without removing a dependance on shields so that instead of trying to make a chimera of a build you could instead stack a specific plate for a certain style. Ferroscale for HIGHMID HP high mobile buffer tank, reactive for MID HP mobile active tank, Normal plates for VERYHIGH HP low mobility buffer tank, and armor repairers for LOWHP mobilite active tank. |
Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 13:24:00 -
[65] - Quote
Stephen Rao wrote:
While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival.
By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 1-2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
I agree it would help with some classes/races, but we need solutions that benefit ALL of the classes/races. Moving any kind of armor to highs would outright be a slap in the face to some *lookin at you Sentinel with your LOL 1 High slot. |
Agent Joseph
ROYAL SQUAD Shadow of the Apocalypse
2
|
Posted - 2013.06.18 15:54:00 -
[66] - Quote
Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank. |
Cass Barr
Red Star. EoN.
312
|
Posted - 2013.06.18 16:17:00 -
[67] - Quote
Agent Joseph wrote:Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank.
Have you actually tried that in a competitive match? |
BL4CKST4R
WarRavens League of Infamy
287
|
Posted - 2013.06.18 16:44:00 -
[68] - Quote
Agent Joseph wrote:Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank.
Although I agree with keeping armor in the lows stacking damage modifiers is not much of a balancing point, stacking 3 damage modifiers on a Gek only increases damage by 10 points, and since your armor is going to be your health meaning you will incur a high movement penalty good luck actually hitting the enemy. |
Kitten Empress
Ametat Security Amarr Empire
646
|
Posted - 2013.06.18 19:53:00 -
[69] - Quote
meow of justice |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 19:58:00 -
[70] - Quote
Kitten Empress wrote:meow of justice No justice just Dust. |
|
Kitten Empress
Ametat Security Amarr Empire
647
|
Posted - 2013.06.18 20:26:00 -
[71] - Quote
BL4CKST4R wrote:Kitten Empress wrote:meow of justice No justice just Dust. Meow of dustice |
Arkena Wyrnspire
Turalyon Plus
1153
|
Posted - 2013.06.18 22:00:00 -
[72] - Quote
On reactive plates being a high slot: It would be very hard to balance effectively. People would move to stacking a ton of reactive plates with an armour plate/rep combo, which would make an incredibly powerful tank, unless reactive plates weren't very good, in which case they simply wouldn't be used. To move the reactive plate to the high slot would be to admit defeat with the low slots for armour tankers, as people would start filling their highs with their armour tank and leaving the lows for other things like speed mods. It would also make defences more reliant on having a load of different modules just for the tank than tweaking the overall state of things.
I think it would be better to tweak them so that they have situations where they perform differently than plate/rep comboes, like for instance higher HP lower repair rate. That way it doesn't completely step on the toes of plate/rep tanking and both have their purpose. To be honest though reactive plates are always going to be competing with plate/rep comboes. |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 22:07:00 -
[73] - Quote
Arkena Wyrnspire wrote:On reactive plates being a high slot: It would be very hard to balance effectively. People would move to stacking a ton of reactive plates with an armour plate/rep combo, which would make an incredibly powerful tank, unless reactive plates weren't very good, in which case they simply wouldn't be used. To move the reactive plate to the high slot would be to admit defeat with the low slots for armour tankers, as people would start filling their highs with their armour tank and leaving the lows for other things like speed mods. It would also make defences more reliant on having a load of different modules just for the tank than tweaking the overall state of things.
I think it would be better to tweak them so that they have situations where they perform differently than plate/rep comboes, like for instance higher HP lower repair rate. That way it doesn't completely step on the toes of plate/rep tanking and both have their purpose. To be honest though reactive plates are always going to be competing with plate/rep comboes.
Well one thing to really consider is were plates really meant to be combined with reppers? Just a thought, I think they were since stacking 5 reppers isn't really...that...great it blows to be honest, BUT to rephrase my question was it CCP* intention for players tocombine armor and plates in this game? If so it would be obvious for reactives to boast a lower penalty when fully stacked, than a plate + repair combo that would mean that if your willing to have higher repair and HP you must take the higher speed penalty or sacrifice that high HP and repair for a small to no speed penalty. This would really give them a place to shine seperately specially if armor suits came with a passive repair so putting complex armor repairers would make for decent active tanks.
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Jathniel
G I A N T EoN.
479
|
Posted - 2013.06.18 23:09:00 -
[74] - Quote
You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:11:00 -
[75] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
Would love to see his fit. |
Arkena Wyrnspire
Turalyon Plus
1161
|
Posted - 2013.06.18 23:11:00 -
[76] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
I suppose the explanation for approximately 7,000 words must be that I am building my fit poorly. Yes, that makes sense. |
Stephen Rao
Intrepidus XI Omega Commission
41
|
Posted - 2013.06.18 23:17:00 -
[77] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? I would buy that DJINN a beer if he lived near me...
I would then try to get all of his Armor secrets from him |
Iron Wolf Saber
Den of Swords
5315
|
Posted - 2013.06.18 23:17:00 -
[78] - Quote
Tagged and Forwarding. |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:19:00 -
[79] - Quote
Yay |
Arkena Wyrnspire
Turalyon Plus
1161
|
Posted - 2013.06.18 23:19:00 -
[80] - Quote
Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? |
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BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:23:00 -
[81] - Quote
The best CCP reply we could get is something like "You guys will be happy with 1.2 " classic CCP leave \s you hanging reply since it is probably to late for them to take into account everything we said NOW and put it in 1.2. Unless your old post sufficed, which in that case the above post would be true |
TheGoebel
Kite Co. Couriers
1
|
Posted - 2013.06.18 23:30:00 -
[82] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. |
BL4CKST4R
WarRavens League of Infamy
297
|
Posted - 2013.06.18 23:52:00 -
[83] - Quote
I dont think that post was true, or there are some heavy details missing. |
Iron Wolf Saber
Den of Swords
5320
|
Posted - 2013.06.18 23:54:00 -
[84] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process?
Basically its an attempt to cover bases that Dust 514's community "might" have missed.
Most of the time the reports catches about everything of notice but I am just making sure threads like these are at least brought forward before the report makes it out. |
Arkena Wyrnspire
Turalyon Plus
1162
|
Posted - 2013.06.18 23:57:00 -
[85] - Quote
Iron Wolf Saber wrote:Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? Basically its an attempt to cover bases that Dust 514's community "might" have missed. Most of the time the reports catches about everything of notice but I am just making sure threads like these are at least brought forward before the report makes it out.
Great, thanks. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.19 00:16:00 -
[86] - Quote
Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. To be honest I don't think that's an actual possibility, no one is required to use the new plates, the old/current armor rep options still provide for these same options via low slots so all moving it to the high power slot does is create options for differing fittings.
Quote: This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding).
All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations.
Quote: While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits.
This also provides a bit more balance between shields and armor by putting a mod on the table which takes the same slot as primary shield tank mods. Would this fix armor vs shield tank balance? Absolutely not, but it could contribute to a fix. As long as Shield tanking takes high slots and armor is purely low slots then all buffs to armor direct mods are going to fall sort of providing balance because shield tankers can still 'cheery pick' whatever aspects they want without giving up any of their primary tank. Choices aren't meaningful when they cost nothing.
I'm sure reactive plates in the high slots wouldn't work for every fit but honestly that's partly the point and they most certainly would be used I know Mercs who would use them and I would use them on some fits.
Cheers, Cross |
Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 00:42:00 -
[87] - Quote
Cross Atu wrote:Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. To be honest I don't think that's an actual possibility, no one is required to use the new plates, the old/current armor rep options still provide for these same options via low slots so all moving it to the high power slot does is create options for differing fittings. Quote: This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding). All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations. Quote: While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits. This also provides a bit more balance between shields and armor by putting a mod on the table which takes the same slot as primary shield tank mods. Would this fix armor vs shield tank balance? Absolutely not, but it could contribute to a fix. As long as Shield tanking takes high slots and armor is purely low slots then all buffs to armor direct mods are going to fall sort of providing balance because shield tankers can still 'cheery pick' whatever aspects they want without giving up any of their primary tank. Choices aren't meaningful when they cost nothing. I'm sure reactive plates in the high slots wouldn't work for every fit but honestly that's partly the point and they most certainly would be used I know Mercs who would use them and I would use them on some fits. Cheers, Cross
While these are good arguments, I still don't feel like moving any armor modules to high slots is the proper route. Look at the Sentinel Suit. It only has 1 High Slot. Having these Reactive plates in high slots would not be beneficial at all. I would much rather be able to run a shield recharger, extender, or damage mod here and still be able to run the Reactive plates. Then again maybe the Sentinel should be reworked entirely because of this.
I'm sure other suits are extremely limited in their high slots, and would benefit more from having all armor as low slot modules. Then again maybe I'm wrong.
I do feel that the shield regulators should definitely be moved to high slots, along with several other utility type modules if my idea for the addition of a Medium slot is unfeasible. |
TheGoebel
Kite Co. Couriers
1
|
Posted - 2013.06.19 01:16:00 -
[88] - Quote
BL4CKST4R wrote:I dont think that post was true, or there are some heavy details missing. Are you telling me that someone lied on the internet? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 01:32:00 -
[89] - Quote
Master Jaraiya wrote:While these are good arguments, I still don't feel like moving any armor modules to high slots is the proper route. Look at the Sentinel Suit. It only has 1 High Slot. Having these Reactive plates in high slots would not be beneficial at all. I would much rather be able to run a shield recharger, extender, or damage mod here and still be able to run the Reactive plates. Then again maybe the Sentinel should be reworked entirely because of this. I'm sure other suits are extremely limited in their high slots, and would benefit more from having all armor as low slot modules. Then again maybe I'm wrong. I do feel that the shield regulators should definitely be moved to high slots, along with several other utility type modules if my idea for the addition of a Medium slot is unfeasible.
I have not done extensive testing with the Heavy but based on what I have done and on the feedback of Heavies I play with I'm of the opinion that the Sentinel needs a bit of polish the entire question of the reactive plates aside. So while I feel for some Heavy builds it would still be useful (FG in over watch for example), I do see how in most cases it wouldn't have broader utility for the Sentinel suit without a rework.
Presuming your suggestion (seen via link) were adopted then having all shield and all armor mods segregated would make sense, most specifically due to the Upgrade mods no longer being in a zero sum relationship with armor tanking mods (part of the impetus for my suggestion, which is also meant to include having a PG mod in a high slot, again assuming current config).
There are some other suits with limited high slots and placing a reactive would be a limitation on stacking damage mods in such configurations if one were to run the reactive plates however that's assuming builds that are gank fit. And while those builds are viable they are not the only viable method as I know both Assaults and Logis who run full tank fits at present (generally stacked towards shields due to the advantage there). I know almost no scouts who run armor tank due to speed but they wouldn't be looking much at the reactive plates anyway for the very same reason, which leaves the heavy.
I also think that there need to be racial skills which support armor tanking (last word from CCP was that this is something they like but currently have some tech barriers due to how their item/skill tagging system works so 'SOONtm'). Ideally two of the four racial Heavies would have some option for skill buffs towards armor tanking while the other two got shield buffs (they're heavies they should have defense skills, no?) leaving the other half of their race/role skill pallet to provide buffs to their offensive role (thus also providing some differentiation from the other suits in the nature of buffs).
There's a whole lot that could/would go into this but I've been trying to keep my comments confined to the mods themselves, which I suppose may have painted an incomplete picture. In either case thank you for conducting a resonable conversation on the issue and I look forward to more in the future.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
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Posted - 2013.06.19 01:42:00 -
[90] - Quote
TheGoebel wrote:Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. I'd be very interested in this guys fits. I've seen some fairly durable Gal Logi fits (they can get a higher rep rate than the Amarr even tho the Amarr has a skill buff to reps, for example) but I haven't seen one perform the way that was described either on paper or in a match. That being said my first thought, especially since many of the DJINN are close beta vets, is that player skill factored into the events as witnessed and it may not be a question of fit balance at all.
If one were to say, have above average gun game, run Flux, know optimal weapon ranges to exploit and run a max armor tanked Gal Logi with gank fit then yes a Merc could indeed to a great deal of damage that way. Especially if running double hives, one repping one ammo to keep the flux and the HP flowing. But that's an entire fit which extends it a bit beyond the direct Armor/Shield comparison, relies on player skill (on average the DJINN tend to be pretty good) and even those aspects aside it still doesn't address relative slot consumption and mod cost (in fittings, SP and ISK).
One final note, while addressing skill balance is relevant for balance the racial/role skills are not a good method for considering native mod balance. For example a nerf to shield extenders because of the power of the Cal Logi racial buff would be bad balance. Likewise basing the value of armor tanking in contrast to shield tanking on the Logi role rep buff from skills isn't good balance practice either. Skills should enhance things without breaking them, but mods need to be balanced before skills are applied since no all races/role have the same skills.
0.02 ISK Cross |
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