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Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 03:11:00 -
[91] - Quote
Cross Atu wrote: 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.
Exactly!
Cross Atu wrote: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). This is one of the major problems I see in the shield vs tank debate.
Under Current config as far as I can tell the only modules one could reassign to High Slots without adversely effecting the game balance would be the PG Upgrades, and Shield Regulators. While this would be something, I don't feel it would be enough.
Reassigning more than this would force Scouts to sacrifice their shields for their Scan Range and Profile Dampening, which I can tell you from experience are vital to a Sniper Scout. Codebreakers are also imho not a viable choice to move to highs because of the Ninja Scout. These guys need their highs because they run into enemy objectives to stealth hack, so having as much shield for these guys is a must in case they are spotted, but in order to hack quickly before they are discovered they need to have codebreakers equipped. Again speaking from experience on this.
Moving armor modules out of lows would force (current variants of) heavies completely out of their roles by taking their ability to tank as the Basic has 2H/3L at Proto and Sentinel as I stated 1H/4L at Proto. I am a dedicated Heavy, but simply by looking at these slot layouts, you do not need me telling you this is a bad idea!
Moving KinCats to Highs is also a bad choice because it would negate the speed penalty of Armor Plates and at the same time take away the ability of Shield tankers to move faster, thus placing everyone at or near the same speed.
This is what led me to the idea of adding a Medium Slot.
Cross Atu wrote: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 do know there are Assaults and Logis who run full/dual tank fits. I think these guys would benefit More from having all Armor in Low slots simply because they Do depend on shields, and from what I have see use their extra bit of armor to give them a better chance at escaping an adverse situation when their shields are depleted. Sadly we all know the sad state the Heavies are currently in lol, so nothing needs to be said there.
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).
This I definitely agree with. I can't wait to see what they have in store here especially for the Heavies.
Cross Atu wrote: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.
This shield/armor debate is definitely one of the most in depth, and needs to be looked at from many different angles. Currently the speed penalty for existing plates is far to high, while repair rate for repairers is to low. I'm not excellent at coming up with numbers for this sort of thing, but I'll give it a go:
Leaving PG/CPU as is and with no skills takien into consideration,
Plates Basic: ..............66 HP............ Penalty 3% Speed Enhanced:.......99 HP.............Penalty 4.5% Speed Complex:.........165 HP...........Penalty 7.5% Speed
Repairers Basic:..............Regen 3 HP/s Enhanced........Regen 6 HP/s Complex..........Regen 9 HP/s
Ferroscale Basic:..............33HP Enhanced:......49HP Complex:........82HP
Reactive Basic:.............49HP........Penalty 1.5% Speed.......Regen 1.5 HP/s Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s Complex:........124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s
Cross Atu wrote:Cheers, Cross
These numbers are probably OP or at least not the best option, but I gave it a shot. Notice how things progress evenly up the Tiers and that the numbers on the new plates are based off of the normal plates and repairers. What do you guys think.
Cheers |
Kitten Empress
Ametat Security Amarr Empire
666
|
Posted - 2013.06.19 05:04:00 -
[92] - Quote
Iron Wolf Saber wrote:Tagged and Forwarding. Ze Iron Wolf, you earned a like. |
Kitten Empress
Ametat Security Amarr Empire
668
|
Posted - 2013.06.19 05:10:00 -
[93] - Quote
TheGoebel wrote: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? Nooo!! They wouldn't do that! Would they? |
D legendary hero
One-Armed Bandits
212
|
Posted - 2013.06.19 11:15:00 -
[94] - Quote
because when people write in all caps they must be telling the truth.... they took out the time to put it in all caps. |
Arkena Wyrnspire
Turalyon Plus
1184
|
Posted - 2013.06.19 11:24:00 -
[95] - Quote
D legendary hero wrote:because when people write in all caps they must be telling the truth.... they took out the time to put it in all caps. What are you referring to? |
Arkena Wyrnspire
Turalyon Plus
1184
|
Posted - 2013.06.19 11:32:00 -
[96] - Quote
Cross Atu wrote: 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.
I think that if you start relying on reactives being in the high slots to balance the tank, there's something going slightly wrong - while shield regulators are found in the lows, they're not a massive thing that completely changes the balance. In addition, if there are movement penalty plates in both slots, you could be looking at huge speed penalties. It's also had to balance, because if they're useful in the highslots you'd be able to achieve very very strong tanks by using a combination of highslots and lowslots just for your tank. While it reduces your other options, the tank strength would be a little beyond what I would see as reasonable. It would start exceeding heavy tanks as well (though you'd have similar speeds) because heavies have fewer slots.
Quote: 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.
I agree, they're unlikely to be used as the sole source of tank in a high slot, and therein lies the issue. To balance that out, the effectiveness would need to be such that using reactives or plate/rep comboes as the sole source of tank would be ineffective, or setups with both would be overpowered.
Quote: 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
I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12. |
BL4CKST4R
WarRavens League of Infamy
302
|
Posted - 2013.06.19 12:03:00 -
[97] - Quote
Arkena Wyrnspire wrote:[quote=Cross Atu] Quote: 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
I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12.
I am still bit fuzzy as to how adding Reactives to Highs would help, as armor tanks we have very low High slots so we wouldn't really benefit much from this. Since we are opting out shields for the same/lower HP in armor with a speed penalty and around 6/7.5 armor regen, in reality we would actually end up weaker, lower HP and lower speed, than if we used shields and armor/rep combo.
Also it actually makes it easier for shield tanks to dual tank by giving them the option of slightly removing the shield dependency and opting for reactive plates without affecting their low slot usage, while at the same time putting a higher dependence on armor suits on armor and force focusing even more slots into armor instead of other useful modules and in the end would just lead to armor suits being a lot slower and a lot weaker than they are now and more susceptible to explosive damage. |
Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 14:34:00 -
[98] - Quote
BL4CKST4R wrote:
I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12.
I am still bit fuzzy as to how adding Reactives to Highs would help, as armor tanks we have very low High slots so we wouldn't really benefit much from this. Since we are opting out shields for the same/lower HP in armor with a speed penalty and around 6/7.5 armor regen, in reality we would actually end up weaker, lower HP and lower speed, than if we used shields and armor/rep combo.
Also it actually makes it easier for shield tanks to dual tank by giving them the option of slightly removing the shield dependency and opting for reactive plates without affecting their low slot usage, while at the same time putting a higher dependence on armor suits on armor and force focusing even more slots into armor instead of other useful modules and in the end would just lead to armor suits being a lot slower and a lot weaker than they are now and more susceptible to explosive damage.
I agree with you here. Moving any armor modules to high slots is not going to produce good results. It may seem like it would add to the armor tanker's ability to tank, but It would hurt it as they would be completely dependent on armor if they used armor modules in High slots. Never a good thing to be completely dependent on one type of HP. It would also add significantly to the speed penalties, making armor tankers even more of an easy target. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
|
Posted - 2013.06.19 15:32:00 -
[99] - Quote
Arkena Wyrnspire wrote: I think that if you start relying on reactives being in the high slots to balance the tank, there's something going slightly wrong - while shield regulators are found in the lows, they're not a massive thing that completely changes the balance. In addition, if there are movement penalty plates in both slots, you could be looking at huge speed penalties. It's also had to balance, because if they're useful in the highslots you'd be able to achieve very very strong tanks by using a combination of highslots and lowslots just for your tank. While it reduces your other options, the tank strength would be a little beyond what I would see as reasonable. It would start exceeding heavy tanks as well (though you'd have similar speeds) because heavies have fewer slots.
I don't think having one of the armor mods being placed on a high slot equates to relying on that change to balance tank. I've said more than once (I believe in this thread?) that this would only aid the situation not solve it and that it is presented as part of a solution not the whole thing.
Ractives and Regulators are fairly analogous in their place within each tanking line. Reactives, especially at their listed fittings cost, do not completely change balance they effectively allow you to fight slightly less function, for slightly higher CPU/PG into 1 slot than you could into 2. As long as they remain on the same slot (low/high/or med as some have suggested) they're likley to remain in direct contention with the combo of standard plate plus rep. Either reacctives will be better, or plate + rep will be better and the other won't get used outside of highly rarefied circumstance. Since CCP has stated the new mods are supposed to help balance the armor/shield gap the current iteration for reactives simply falls short of the mark and I have trouble seeing any way around that aside from moving the slots, I'd be interested in any other ideas on how to break the zero sum deadlock that currently exists.
I don't think the tank with reactive in the highs would be at all out of line with game balance because it does not exceed what is already possible in game currently (even ignoring the racial skill buffs). Reactives grant less HP than Extenders and only 2 HP/s in reps. This means that their not going to provide tank which even equals the use of Extenders on a slot by slot basis. Then we can look at the reps, yes that 2 HP/s is useful but we already have suits in game that can exceed 20 HP/s in reps and Reactives in the Highs wouldn't push any suit over that mark except perhaps the current two that are best at it, so lets look at them Amarr Logi currently underpowered and needs a buff to stand on equal ground with the Logi line, if it's skill buff applied to reactives this could help make it more viable but there's no guarantee that it will and "viable" in this case is equal to "closer to the Gal Logi". Gal Logi Reactives in the highs could indeed provide the Gal Logi with a better set of tanking options, at the cost of even more speed reduction and the use of damage mods. Again I don't see this one as imbalanced, the Gal Logi doesn't have many high slots and can already dedicate all those slots to tanking via shields, what about exchanging 21 HP worth of buffer for 2 HP/s of reps would make it OP? Keeping in mind that the Reactive Plates have a higher overall fittings cost.
There are already plenty of Mercs that use highs and lows completely for tank. It may not be the most common method but it's been present since Closed Beta and full tank hasn't been identifie/brought up as OP'ed during those proceeding builds and I don't see how it is OP under Uprising even with the new mods in. To reiterate even without the change of Reactives to a High full tank is something that will remain in game just with a more hybrid style so I don't see how this change shifts fundamental game balance, could you elaborate?
Arkena Wyrnspire wrote: I agree, they're unlikely to be used as the sole source of tank in a high slot, and therein lies the issue. To balance that out, the effectiveness would need to be such that using reactives or plate/rep combos as the sole source of tank would be ineffective, or setups with both would be overpowered.
Honestly the current numbers work for this, they're already underpowered as it stands and moving them to a High would grant them a place of their own with some enhanced utility as opposed to being what they are now, a way to free up one slot at the cost of more CPU/PG and reduced effectiveness (as compared to standard plate + rep combo). Besides which every mod in the armor line currently holds to this standard, none of them stacked alone are a very effective/viable tank. Pure rep setups can be Alpha OHK with ease and heavy buffer setups are not only painfully slow but also totally dependent on outside sources for any form of rep, on top of which the best HP plates don't provide the best HP to cost ratio currently so their further hampered there. In both cases the mods are generally ineffective when used as the sole source of tank and reactives as well as ferro don't seem to brake that trend (with current numbers).
[continued below] |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
|
Posted - 2013.06.19 15:33:00 -
[100] - Quote
Arkena Wyrnspire wrote: I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12.
I haven't broken down all the fittings case by case but I don't see how the ability to use 1 Reactive in place of 1 Extender is going to result in staggeringly higher eHP. It requires CPU/PG, gives less buffer and while the on board reps most certainly is an asset its still slower than the shield regen native to the suit. This change would let pure armor tankers have more options before/without investing in shield skills all the way to level 5 so that's an advantage but it isn't one which changes the base state of the game, and then there's the extra 4% speed penalty per plate, which is another hindrance the current hybrid tanks don't face.
Heavies - I will be blunt, this is the weakest part of my suggestion. The change does not help most heavy fits and its utility is slanted more towards FG Heavies rather than HMG Heavies. Depending on how you split that hair the proposed change may even be on balance less useful for Heavies than leaving reactives as is. But I agree with you that Heavies are going to need some love regardless of the armor tanking line so I'm mostly looking to that rebalanced for a solution to their current shortfalls. I must admit I also may be biased in that most of the Havies I run with have gone more and more exclusively Forge Gun under Uprising so I have a better understanding of what that build type needs within the current game sate.
Point of clarity Just so there's no question, while I am supporting my proposal with my comments I am not asking the above questions rhetorically. I like to debate ideas so they are challenged and tested and having read several of your posts I know you're capable of it so please let's continue this and do feel free to poke holes in my ideas where and when you see them. There is zero animosity for me in this, I care about game balance not about "being right" and I welcome the review/debate of whatever I put forward.
Thanks for the response,
Cheers, Cross |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
|
Posted - 2013.06.19 15:45:00 -
[101] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:[quote=Cross Atu] Quote: 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
I guess it does help a bit. I'm concerned that the tanks you'd get from dedicating all your slots to it would be too strong, but then you get a very large speed penalty... It's not a great thing for heavies, but reactive plates were never going to help heavies that much anyway. I think heavies need their own love, more so than just armour tanking tweaks. It's an interesting idea, even if it's difficult to balance properly. It definitely makes reactive plates have more of a role, and so I'm going to add this to P12. I am still bit fuzzy as to how adding Reactives to Highs would help, as armor tanks we have very low High slots so we wouldn't really benefit much from this. Since we are opting out shields for the same/lower HP in armor with a speed penalty and around 6/7.5 armor regen, in reality we would actually end up weaker, lower HP and lower speed, than if we used shields and armor/rep combo. Also it actually makes it easier for shield tanks to dual tank by giving them the option of slightly removing the shield dependency and opting for reactive plates without affecting their low slot usage, while at the same time putting a higher dependence on armor suits on armor and force focusing even more slots into armor instead of other useful modules and in the end would just lead to armor suits being a lot slower and a lot weaker than they are now and more susceptible to explosive damage. As I see them the Pros and Cons are
Cons
- More susceptible to explosive damage
- Slower
- Higher average fittings cost
Pros
- Flexibility in slot allocation
- Greater possibility to use fittings Upgrade mods (due to #1)
- Lower early game SP 'buy in' threshold (only requires Armor skills not Armor + Shield)
It's not a fix on it's own and wasn't meant to be. It does help however by providing more options. When you're saying it forces armor tanks to be more armor dependent I'm not sure where that's coming from, or for that matter how it helps shield tanks more, could you elaborate on both? As I see it the value of the Reactive moved to a High is situational on a fit by fit basis. As such it provides a piece of the flexibility needed but only a piece. The internal balance of armor mods still needs to be looked at, the average cost of shield and armor fittings needs to be addressed, the racial skills need to be specific with two of each per med frame type (IMO) etc. And even at that threshold I'd honestly give a serious eye to altering the numbers on both reactives and ferro, but that's a lot of changes at once and pretty sweeping and I'm wary of sweeping changes they have this tendency to hold hidden problems.
Looking forward to your reply o7
Cheers, Cross
|
Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 16:24:00 -
[102] - Quote
Cross Atu wrote: When you're saying it forces armor tanks to be more armor dependent I'm not sure where that's coming from
It forces armor tanks to be more dependent on armor because to equip a Reactive plate in a high slot they would need to sacrifice one of the slots they may otherwise use to tank shields. Thus making them more dependent on armor.
Cross Atu wrote:As I see it the value of the Reactive moved to a High is situational on a fit by fit basis. As such it provides a piece of the flexibility needed but only a piece. If left in low slots, these would still be situational plates used on a fit by fit basis. I think by moving them to highs you take away the versatility that armor tankers rely on when it comes to tank.
Assuming Reactives are left as lows: an armor tanker can go for sheer HP (all plates) they can go for all regen (repairers) They can use both. This is where the Reactives and Ferroscale come into play. By equipping lets say a Normal Plates and 2 Reactives, the sheer HP guys will have the added ability to regen a tiny bit, and a small amount of extra speed, without having to sacrifice one of their few highs.
Alternatively a if one wanted to focus on local repair, but needed just a small amoung more hp they could equip repairers and reactives at only a small penalty to movement speed, again without having to sacrifice their ability to dual tank or gank.
Cross Atu wrote:The internal balance of armor mods still needs to be looked at, the average cost of shield and armor fittings needs to be addressed,
Have a look at my numbers if you haven't already. I think they are at the very least a decent starting point, if not balanced. They are slightly buffed from where they are now, but still do not overpower shields. The new plates are brought into line with the current plates instead of seemingly having random statistics applied to them. The Ferroscale plates are simply scaled down from the standard plates, and the Reactive plates fall somewhere in between with slightly less movement speed and slightly less local rep. They would be useful on their own, or complimentary to the current standard plates and repairers.
Cross Atu wrote:And even at that threshold I'd honestly give a serious eye to altering the numbers on both reactives and ferro, but that's a lot of changes at once and pretty sweeping and I'm wary of sweeping changes they have this tendency to hold hidden problems.
This is all to true, but imho may well be necessary to balance shields and armor. |
Arkena Wyrnspire
Turalyon Plus
1185
|
Posted - 2013.06.19 17:03:00 -
[103] - Quote
I'm getting slightly confused with all the shield numbers coming in on armour tanks. Cross Atu - you're dual tanking, yeah? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1183
|
Posted - 2013.06.19 17:21:00 -
[104] - Quote
Arkena Wyrnspire wrote:I'm getting slightly confused with all the shield numbers coming in on armour tanks. Cross Atu - you're dual tanking, yeah? I frequently duel tank yes. Not every fit I run is duel tanked but as a support Logi I find the single most important thing for my effectiveness is my eHP. Tanks > Gank as it were.
For those who need more gank and are still going with an armor tank those options are already on the table (despite the likely need for an internal rework of those mods) so I've been focusing on the straight across comparison of tank mods when considering the movement of reactives to a high slot. At present complex reactive plates give less HP at a high fittings cost and with a 4% movement debuff as compared to complex shield extenders. As such I'm not seeing how having the reactives on a high slot results in the chance for total fit eHP that exceeds current options already in game, even when the armor reps are included they're still short of the regen rate native to shields so they'll only be useful to specific fits not outstrip the current tanks available.
In other words comping the change to the shield tank that can already be used in high slots, even by armor tankers, it's not going to create an imbalance, just make pure armor a bit more viable in reaching a benchmark that already exists.
0.02 ISK Cross |
Scheneighnay McBob
Bojo's School of the Trades
1677
|
Posted - 2013.06.19 17:49:00 -
[105] - Quote
I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields |
Cross Atu
Conspiratus Immortalis Covert Intervention
1184
|
Posted - 2013.06.19 18:03:00 -
[106] - Quote
Master Jaraiya wrote:It forces armor tanks to be more dependent on armor because to equip a Reactive plate in a high slot they would need to sacrifice one of the slots they may otherwise use to tank shields. Thus making them more dependent on armor.
But it doesn't force anything, it allows for an option which will not otherwise be present even with reactive plates in the game on a low slot. Use of the reactive plates is not required and their net benefit (if kept on a low slot at these numbers) is freeing up an extra low slot by giving up performance in both buffer HP and HP/s Reps, and even then only if you can pay a higher fittings cost.
Quote:If left in low slots, these would still be situational plates used on a fit by fit basis. I think by moving them to highs you take away the versatility that armor tankers rely on when it comes to tank.
Assuming Reactives are left as lows: an armor tanker can go for sheer HP (all plates very slow)
they can go for all regen (less HP but faster reps)
They can use both. This is where the Reactives and Ferroscale come into play.
By equipping lets say a Normal Plates and 2 Reactives, the sheer HP guys will have the added ability to regen a tiny bit, and a small amount of extra speed, without having to sacrifice one of their few highs.
Alternatively a if one wanted to focus on local repair, but needed just a small amoung more hp they could equip repairers and reactives at only a small penalty to movement speed, again without having to sacrifice their ability to dual tank or gank. Yes if left in the lows it would still be situational but it would also be in direct competition with the base plate + rep combo thus narrowing it's situational niche even further by creating two bottlenecks, fitting and slot competition against other armor mods, as uppose to the single one, fittings, if placed on the high. Armor tanks can already "do both" when it comes to tanking with base plates and rep combinations. In your example using the reactive in place of a repper with two base plates nets the following changes. Pros
Cons
- -4% movement speed
- 3 HP/s less rep
- Higher on balance fittings cost (in CPU/PG)
Now granted outside of the direct effect on armor tank there is the free high slot to consider. That slot essentially offers either some shield tank, or a damage mod. Both of these mods will still require CPU/PG to fit in addition to what's already consumed by the low slots and since the lows are full (on most suits anyway) there's no way to run a CPU/PG Upgrade mod making the Reactive Plates even less valuable in this context as their higher fittings cost constrains what could theoretically be fit in that high slot.
In the reverse using a lower grade plate and two complex repairers will usually be more effective on balance, looking at a basic armor plate with two reps as opposed to the reactive we get Pros
Cons
- 20 less HP
- 1% more speed reduction
- higher fittings cost
- higher ISK cost
Again the Reactive when kept in the low has less average utility then the current offerings even when considering the high slot because the increased fittings cost make it less viable than current options when planing to fit those high mods.
I'll do a more through review on your numbers, but without even bringing specific numbers into it there is a basic problem with the reactive plates which needs to be answered. Namely what do they do? I'll elaborate; right now the reactive provides a mixture of buffer and reps with a speed debuff. This is the same thing that current plates + reps provide which puts them in direct competition since they use the same slots and are buffed by the same skills et al. Left in that state one of the two options Reactive vs Plate + Rep will do the job better marginalizing the other. So to resolve that situation we need the reactive plates to do something unique, to find a new niche which can provide utility. My thought was to break to deadlock by moving them to a high slot but leaving that aside their current unique value is that they provide both reps and HP on the same slot, but they do so at a higher fittings cost. This is somewhat unique possibly freeing up a low for something else provided you have the extra CPU/PG to burn. The drawback here is that Reactive + Ferro were supposed to contribute to Armor vs Shield parity and left in their present niche Reactive plates honestly benefit shield and hybrid tanks far more than pure armor thus doing nothing for the Shield/Armor balance or perhaps even tipping it more towards Shield.
For those not using Low Power slots as their main/only tank the reactive is great because they can compensate for it's higher fittings cost with an Upgrade mode and still have some left over equating to a net gain. Further with a greater focus on shields their armor takes damage less frequently and is often a lower total HP pool thus allowing a reactive to more fully provide all the reps they need. So while the reactive does little to nothing for dedicated armor tankers when compared to present, who's tank is based on their Lows it is a buff to fits that focus their tank primarily on the Highs, thus doing the opposite of its supposed goal and actually increasing the disparity between shield focused, and armor focused tanking.
0.02 ISK Cross |
Cass Barr
Red Star. EoN.
326
|
Posted - 2013.06.19 18:03:00 -
[107] - Quote
Scheneighnay McBob wrote:I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields
I'm just gonna go ahead and assume you haven't actually read anything in the thread. |
BL4CKST4R
WarRavens League of Infamy
303
|
Posted - 2013.06.19 18:09:00 -
[108] - Quote
Scheneighnay McBob wrote:I think shields should regen slower by default- there's no reason for shield users to fit a shield recharger.
But let me also point out a few disadvantages for shield users: Once their armor is gone, it's gone (unless they have a logi) Since armor plates give more HP than shield extenders, armor users can stack damage mods in their high slots Logibro + armor > logibro + shields
This is incorrect because to stack damage mods and plates is rather redundant. Not that it doesnt make sense but its just that the movement penalty slows down your ability to turn and track with your camera. Also most armor tanks will and shield tanks will not stack over 2-3 plates so it leaves room for repairers on both suits, and due to the low armor HP of a shield suit 2 complex repairers is enough to sustain them.
Also if you look at the suit comparison ive done a shield tank has enough HP to switch to 1 damage mod and havr similar HP to an armor tank, this holds true unless comparing a fully complex module stacked suit but because of the penalty this is generally not worth it. |
Master Jaraiya
Ultramarine Corp
277
|
Posted - 2013.06.19 18:50:00 -
[109] - Quote
Cross Atu wrote:I'll do a more through review on your numbers, but without even bringing specific numbers into it there is a basic problem with the reactive plates which needs to be answered. Namely what do they do? I'll elaborate; right now the reactive provides a mixture of buffer and reps with a speed debuff. This is the same thing that current plates + reps provide which puts them in direct competition since they use the same slots and are buffed by the same skills et al.
To answer your question what do they do They offer a trade off of HP/Reps for more movement speed. They (are supposed to) offer armor tankers a compromise between less overall HP and less regen, but more movement speed than they would with the standard plate + reps. To the extent that 1 Reactives = more movement and less but close to the same HP+Reps than 1 Standard Plate + 1 Rep. So although they wouldn't have as much HP or reps, they could move out of harms way faster, while still having some HP and some Reps. I don't think they would necessarily be in competition because the amount of movement speed the Reactive Plates should allow would be significant enough to warrant their use over simple plates+reps for those armor tankers who do not want to be slowed down so much. I do think the DEVs will have to adjust the numbers on all the reps and plates to make the Reactives regardless of what slot they are assigned to.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1184
|
Posted - 2013.06.19 19:36:00 -
[110] - Quote
Master Jaraiya wrote: To answer your question what do they do They offer a trade off of HP/Reps for more movement speed. They (are supposed to) offer armor tankers a compromise between less overall HP and less regen, but more movement speed than they would with the standard plate + reps. To the extent that 1 Reactives = more movement and less but close to the same HP+Reps than 1 Standard Plate + 1 Rep. So although they wouldn't have as much HP or reps, they could move out of harms way faster, while still having some HP and some Reps. I don't think they would necessarily be in competition because the amount of movement speed the Reactive Plates should allow would be significant enough to warrant their use over simple plates+reps for those armor tankers who do not want to be slowed down so much. I do think the DEVs will have to adjust the numbers on all the reps and plates to make the Reactives regardless of what slot they are assigned to.
To clarify when I used "basic plate" during the comparison of my prior post I am taking about the meta 1 item that is literally referred to as Basic Armor Plates, not just the current standard plate type. The meta 1 version of standard plates has more HP and a lessor speed penalty than the Prototype Reactive Plates. Combine that with the rep applying no penalty and it's going to be very hard to find an effective niche for the Reactive Plates.
Basic Armor Repairer 20 CPU 1 Grid 2 HP/s
Basic Armor Plates 10 CPU 1 Grid 65 HP 3% Penalty 500 isk
Complex Reactive Plates 36 CPU 16 Grid 45 HP 4% Penalty 2 HP/s 3945 isk
Net comparison of the meta 1 plate + rep combo with a Proto reactive plate. Pros of the Reactive
Cons of the Reactive
- 6 more CPU cost
- 14 more PG cost
- 1% higher movement penalty
- 20 Less buffer HP
- Higher overall ISK cost
Now we both agree current numbers are going to need a pass regardless of slot placement but that's a pretty huge change required when the Proto Reactive is in almost all respects inferior to the basic Plate + Rep combo. I don't have the militia numbers in front of me but since they're generally less ISK with more CPU/PG and BPO versions that can be purchased if you use AUR it means that someone with a bit of AUR can run the equivalent of a Reactive BPO, but with a faster move speed and more buffer HP, for the cost of an extra Low Slot.
In addition to that there's the question of the Ferroscale Plates, Net comparison of the Ferroscale + rep combo with a Proto reactive plate. Pros of the Reactive
- One more free Low slot
- 23 less CPU cost
Cons of the Reactive
- 1 more PG cost
- 4% higher movement penalty
- 15 Less buffer HP
OR if we use the Enhanced Ferroscale Plate rather than the Complex Pros of the Reactive
- One more free Low slot
- 5 more buffer HP
Cons of the Reactive
- 7 more CPU cost
- 8 more PG cost
- 4% higher movement penalty
Here once again the Reactive essentially loses out as the rep + Ferroscale provides superior performance for those seeking to maintain mobility and does so with comparable fittings and HP buffer, even allowing the player to choose an emphasis on buffer or cost as required.
In all listed cases the only advantage niche of the Reactive is to provide one more free slot at the cost of higher fittings requirements especially for PG which is already the throttle point for armor tankers.
I also think it's going to be hard to adjust certain aspects of these numbers to squeeze the reactive plates in because the mobility penalties on standard plates are already rather brutal when running more than a single plate and those would have to be increased starting with the Meta 1 to give the reactive plates a niche which means all HP values on standard plates will have to be increased across the boards and I'm not sure how much extra HP can be stacked onto them without eclipsing shields, and we can't just raise shield HP or overall gank vs tank balance game wide is effected (just look at the fuss over the Cal Logi racial skill).
I'll go finish a complete read of your numbers now and post back after.
Cheers, Cross |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1184
|
Posted - 2013.06.19 20:06:00 -
[111] - Quote
Master Jaraiya wrote:Hypothetical Numbers For Current and New Armor Plates and Repairers
These are theoretical base stats for modules only, no skill buffs are taken into consideration. Any suggestions to CPU/PG usage are welcome.
Plates Basic: ..............66 HP............ Penalty 3% Speed Enhanced:.......99 HP.............Penalty 4.5% Speed Complex:.........165 HP...........Penalty 7.5% Speed
Repairers Basic:..............Regen 3 HP/s Enhanced........Regen 6 HP/s Complex..........Regen 9 HP/s
Ferroscale Basic:..............33HP Enhanced:......49HP Complex:........82HP
Reactive Basic:.............49HP........Penalty 1.5% Speed.......Regen 1.5 HP/s Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s Complex:........124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s
These numbers are probably OP or at least not the best option, but I gave it a shot. Notice how things progress evenly up the Tiers and that the numbers on the new plates are based off of the normal plates and repairers. What do you guys think.
Cheers
My math fu is not as strong as my theory crafting but here's what I see (anyone else please jump in if I drop a sign somewhere or make some other flub).
Basic Plates 50 more HP with 2.5% less speed reduction on the Complex plates. I like the direction this is going but if basic plates get both more HP and less 'extra weight' we may have to see a fittings increase to keep them in line. I'll have to chew through a bunch of numbers to come up with a context on that.
Repairers The Amarr Logi in me drools over this and jumps up and down with glee The game balance fiend in me says that roughly doubling the on board reps game wide risks being over powered and also runs afoul of two other problems. 1) It reduces diversity between shields and armor in tank styles (shields to rep armor does buffer) 2) It diminishes the value of repair tools and repair nanohives thus by extension nerfing the support logi role. No more targets for hives/tools to rep and fewer non-OHK/instant bleed deaths for needles to revive. And possibly fewer deaths at all also nefing the tactical/WP value of uplinks.
Some buff to reppers seems fine, and a stronger armor tank line will likely result in a bit of a down turn for support players regardless but both need to be kept in mind regarding ratios.
Ferroscale Specific values aren't my strongest suit but I think the trend of progression here makes solid sense, granting armor tank more buffer than shield. However there needs to be a trade off and with no speed reduction their going to need higher CPU/PG costs than the current values from the video to prevent them overreaching Extenders and causing armor to become the new Shields.
Reactive Without fittings costs applied I can't say this unequivocally but taking the numbers as listed fittings notwithstanding I think they're likely over the top. I'd love to run them but as listed the Complex would give 9 more HP than the current Complex plates, and 0.5 HP/s more reps than the current Complex Repper, with a 6.25% lessor speed cost and it's all stacked into a single mod.... the ISK and CPU/PG costs required to keep that in line with the rest of tanking makes my wallet and dropsuit resources both cry.
Comparing them to your new numbers listed above for Reps and Plates the Reactive still outstrip the rest. A complex plate + complex rep fall short of tank provided by running two Reactive. With the providing 83 more HP and all other stats being equal. Again the ISK and CPU/PG costs required to counterbalance such a clear advantage seem likely to be painful.
I truly don't mean to harp but having Reactive plates that are potent in this way also runs into the same trouble the current reactive plates do. They are in direct competition for slots and placement with the standard plates and repper thus meaning that in most cases their primary value will be to those who are hybrid or shield tanking because they can devote fewer low slots to gain more overall armor tank effect. Free low slots are the current major limitation on most shield suits when looking at adding some more armor tank while PG is just as often/more often a limit for armor tankers who are trying to get more armor tank. I'm still left wondering how the Reactive can co-exist with the current Plate + Rep combo without one or the other becoming effectively obsolete. We need something that makes their interaction not zero sum or I don't see a way around it.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1185
|
Posted - 2013.06.19 21:53:00 -
[112] - Quote
I've been giving the OP section a second and more in depth read. First great post(s) second a question
Arkena Wyrnspire wrote:[P8] The new modules The HP for the Reactive plates should be slightly higher than shields, with 3-4hp/s regen, putting it at slightly less regeneration than shields but slightly more HP. The idea with Reactive plates is that they should either give more HP and less repair rate than a normal plate/rep fit, or they should give less HP and more repair rate than a normal plate/rep fit, so that there's a reason to use either depending on how you want to use your fitting. How would this goal be accomplished without rendering one of the mods from the plate + rep combo obsolete? If reactive can out rep or out tank an aspect of that combo why would Merc not simply use them in place of either the plate or rep (depending on which they do better) in the combo and keep the other?
In essence if reactive rep better than reppers what point is there to using a repper? If reactive tank better than plates what point is there to using a plate? If reactive do neither one better than either why use them at all?
The direct function and slot competition seems really problematic, even with fittings included it isn't much better because you can still break things down to a question of which one does it's job, be that rep or HP, better the reactive or the other on a per fitting cost basis and you're pretty much back to square one. Granted if the 'better' of the two options costs more in PG/CPU per point of benefit then there's still some diversity but relegating an entire mod type to "I'll use it if I can't squeeze in X" seems suboptimal.
Ok back to reading more
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
304
|
Posted - 2013.06.19 23:13:00 -
[113] - Quote
Cross Atu wrote:I've been giving the OP section a second and more in depth read. First great post(s) second a question Arkena Wyrnspire wrote:[P8] The new modules The HP for the Reactive plates should be slightly higher than shields, with 3-4hp/s regen, putting it at slightly less regeneration than shields but slightly more HP. The idea with Reactive plates is that they should either give more HP and less repair rate than a normal plate/rep fit, or they should give less HP and more repair rate than a normal plate/rep fit, so that there's a reason to use either depending on how you want to use your fitting. How would this goal be accomplished without rendering one of the mods from the plate + rep combo obsolete? If reactive can out rep or out tank an aspect of that combo why would Merc not simply use them in place of either the plate or rep (depending on which they do better) in the combo and keep the other? In essence if reactive rep better than reppers what point is there to using a repper? If reactive tank better than plates what point is there to using a plate? If reactive do neither one better than either why use them at all? The direct function and slot competition seems really problematic, even with fittings included it isn't much better because you can still break things down to a question of which one does it's job, be that rep or HP, better the reactive or the other on a per fitting cost basis and you're pretty much back to square one. Granted if the 'better' of the two options costs more in PG/CPU per point of benefit then there's still some diversity but relegating an entire mod type to "I'll use it if I can't squeeze in X" seems suboptimal. Ok back to reading more Cheers, Cross EDIT: Arkena Wyrnspire wrote:[P4] Regeneration To help this issue, I would suggest an inherent repair rate of 5 HP/s on Gallente armour tanking suits, and also give a small buff to the repair rate of all armor repairers, in particular the lower tiered ones. A few problems here, it nagged at me and I finally collected my thoughts enough to pin them down, or at least most of them
- Minmintar Assault already have a built in rep at 1 HP/s
- Logi have a built in rep of 1 HP/s at proto 5
- Amarr are also Armor tankers not just Gallente.
Now I'm not saying any of these, singly or collectively, are insurmountable when considering your suggestion but I am say that they need to be considered. So in order; If such a bonus is added to the Gal suits the Min suits need some sort of alternate and/or additional buff to maintain their current balance. If a 5 HP/s native buff is applied to any suit then the Logi role skill will require a buff as it's very distorted to have suits giving native status equal to level 5 role specialization skills which cost millions of SP. If Gallente are to get a native racial buff to armor tanking then the Amarr should not be left out. Ideally they will both get one and each buff while it would support armor would do so in a unique way to preserve game diversity (active vs passive tank buff seeming to be the most simple solution here). So I'm not strictly opposed to the quoted idea, and I am very much in support of racial armor tanking skill buffs but implications must be accounted for so as not to create one problem while solving another.
I think the best way to make it so reactives do not outstrip the armor/rep combo is to buff armor and repairers but give them higher CPU/PG costs, so in combination they would be more effective but also more expensive. This would also make specializing in pure armor and pure repair worthwhile.
I do agree the Gallente and Amarr should get a passive armor repair, I think Arkena accidentally left out the Amarr. Also the Amarr should get a Higher bonus than the Gallente since the Amarr have a very low shield recharge rate and a very long wait time. I think if a passive armor is added to these races it should be +3 Gallente and +5 Amarr, also removing the passive armor repair from the Logi Caldari and Logi Minmatar and giving them the +25% shield repair should be added. Also the Minmatar suits don't really work as I think they should, which is LOW HP, High speed, High regen. At the moment they get the 2nd highest HP of the medium suits, the Highest speed of all the suits, and the 2nd highest regen (but not by much), so balancing the Min suits would actually be outside the scope the armor repair dilemma. I think the Minmatar suits and the Gallente suits should have their speed buffed, their regen buffed and delay dropped slightly, and their HP dropped slightly.
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BL4CKST4R
WarRavens League of Infamy
304
|
Posted - 2013.06.19 23:16:00 -
[114] - Quote
Cross Atu wrote:Master Jaraiya wrote:Hypothetical Numbers For Current and New Armor Plates and Repairers
These are theoretical base stats for modules only, no skill buffs are taken into consideration. Any suggestions to CPU/PG usage are welcome.
Plates Basic: ..............66 HP............ Penalty 3% Speed Enhanced:.......99 HP.............Penalty 4.5% Speed Complex:.........165 HP...........Penalty 7.5% Speed
Repairers Basic:..............Regen 3 HP/s Enhanced........Regen 6 HP/s Complex..........Regen 9 HP/s
Ferroscale Basic:..............33HP Enhanced:......49HP Complex:........82HP
Reactive Basic:.............49HP........Penalty 1.5% Speed.......Regen 1.5 HP/s Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s Complex:........124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s
These numbers are probably OP or at least not the best option, but I gave it a shot. Notice how things progress evenly up the Tiers and that the numbers on the new plates are based off of the normal plates and repairers. What do you guys think.
Cheers My math fu is not as strong as my theory crafting but here's what I see (anyone else please jump in if I drop a sign somewhere or make some other flub). I'll applying approximate fittings costs via EDITS, the method used is simply an extrapolation of the current fittings costs, which means that if those values need revised these values will as well.Basic Plates50 more HP with 2.5% less speed reduction on the Complex plates. I like the direction this is going but if basic plates get both more HP and less 'extra weight' we may have to see a fittings increase to keep them in line. I'll have to chew through a bunch of numbers to come up with a context on that. Complex PlateCPU = ~86 PG = ~17 Both values are rounded down so may be higher if CCP uses a non-standard method of rounding with regard to fittings requirements. Also these values have not been corrected for the lower speed reduction and as such might be moved higher if scaled directly from our current in game values. RepairersThe Amarr Logi in me drools over this and jumps up and down with glee The game balance fiend in me says that roughly doubling the on board reps game wide risks being over powered and also runs afoul of two other problems. 1) It reduces diversity between shields and armor in tank styles (shields to rep armor does buffer) 2) It diminishes the value of repair tools and repair nanohives thus by extension nerfing the support logi role. No more targets for hives/tools to rep and fewer non-OHK/instant bleed deaths for needles to revive. And possibly fewer deaths at all also nefing the tactical/WP value of uplinks. Some buff to reppers seems fine, and a stronger armor tank line will likely result in a bit of a down turn for support players regardless but both need to be kept in mind regarding ratios. Complex RepperCPU = 81 PG = 20 New values derived from current Complex Repper, use of other reppers as baseline results in higher total fittings requirements. FerroscaleSpecific values aren't my strongest suit but I think the trend of progression here makes solid sense, granting armor tank more buffer than shield. However there needs to be a trade off and with no speed reduction their going to need higher CPU/PG costs than the current values from the video to prevent them overreaching Extenders and causing armor to become the new Shields. Complex FerroscaleCPU = 50 PG = 20 ReactiveWithout fittings costs applied I can't say this unequivocally but taking the numbers as listed fittings notwithstanding I think they're likely over the top. I'd love to run them but as listed the Complex would give 9 more HP than the current Complex plates, and 0.5 HP/s more reps than the current Complex Repper, with a 6.25% lessor speed cost and it's all stacked into a single mod.... the ISK and CPU/PG costs required to keep that in line with the rest of tanking makes my wallet and dropsuit resources both cry. Complex Reactive PlateCPU = 114 PG = 33 New values do not account for value of speed reduction and as such would likely be higher with speed cost factored in. Comparing them to your new numbers listed above for Reps and Plates the Reactive still outstrip the rest. A complex plate + complex rep fall short of tank provided by running two Reactive. With the providing 83 more HP and all other stats being equal. Again the ISK and CPU/PG costs required to counterbalance such a clear advantage seem likely to be painful. I truly don't mean to harp but having Reactive plates that are potent in this way also runs into the same trouble the current reactive plates do. They are in direct competition for slots and placement with the standard plates and repper thus meaning that in most cases their primary value will be to those who are hybrid or shield tanking because they can devote fewer low slots to gain more overall armor tank effect. Free low slots are the current major limitation on most shield suits when looking at adding some more armor tank while PG is just as often/more often a limit for armor tankers who are trying to get more armor tank. I'm still left wondering how the Reactive can co-exist with the current Plate + Rep combo without one or the other becoming effectively obsolete. We need something that makes their interaction not zero sum or I don't see a way around it. 0.02 ISK Cross
Holy crap, those CPU/PG values are way to high! it would be impossible to fit more than 2 reactive plates on any suit and fitting 5 complex armor plates would leave you with no CPU for shields or even an ADV weapon, and I am calculating this using a Logistics suit!
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Master Jaraiya
Ultramarine Corp
278
|
Posted - 2013.06.19 23:19:00 -
[115] - Quote
Numbers updated with fitting costs:
Plates Basic: ..............66 HP............ Penalty 3% Speed.............fitting 12 CPU 4 PG Enhanced:.......99 HP.............Penalty 4.5% Speed..........fitting 24 CPU 8 PG Complex:.........165 HP...........Penalty 7.5% Speed..........fitting 36 CPU 16 PG
Repairers Basic:..........Regen 3 HP/s......fitting 20 CPU 3 PG Enhanced....Regen 6 HP/sGǪ..fitting 40 CPU 6 PG Complex......Regen 9 HP/sGǪ..fitting 60 CPU 12 PG
Ferroscale Basic:..............33HP.............fitting 18 CPU 6 PG Enhanced:......49HP.............fitting 36 CPU 10 PG Complex:........82HP.............fitting 54 CPU 14 PG
Reactive Basic:.............49HP........Penalty 1.5% Speed.........Regen 1.5 HP/s......fitting 22 CPU 9 PG Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s..........fitting 42 CPU 16 PG Complex:.......124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s.......fitting 62 CPU 23 PG
Again probably not viable, just tinkering! Not good at spread sheeting |
BL4CKST4R
WarRavens League of Infamy
304
|
Posted - 2013.06.19 23:26:00 -
[116] - Quote
Master Jaraiya wrote:Numbers updated with fitting costs: Plates Basic: ..............66 HP............ Penalty 3% Speed.............fitting 12 CPU 4 PG Enhanced:.......99 HP.............Penalty 4.5% Speed..........fitting 24 CPU 8 PG Complex:.........165 HP...........Penalty 7.5% Speed..........fitting 36 CPU 16 PG Repairers Basic:..........Regen 3 HP/s......fitting 20 CPU 3 PG Enhanced....Regen 6 HP/sGǪ..fitting 40 CPU 6 PG Complex......Regen 9 HP/sGǪ..fitting 60 CPU 12 PG Ferroscale Basic:..............33HP.............fitting 18 CPU 6 PG Enhanced:......49HP.............fitting 36 CPU 10 PG Complex:........82HP.............fitting 54 CPU 14 PG Reactive Basic:.............49HP........Penalty 1.5% Speed.........Regen 1.5 HP/s......fitting 22 CPU 9 PG Enhanced:......73HP.......Penalty 2.25% Speed......Regen 3 HP/s..........fitting 42 CPU 16 PG Complex:.......124HP.....Penalty 3.75% Speed.......Regen 4.5 HP/s.......fitting 62 CPU 23 PG Again probably not viable, just tinkering! Not good at spread sheeting
Wow these costs are very penalizing also, a complex shield extender only costs 54 PG/CPU and we are trying to balance shield vs armor, these costs make it very hard to stack plates while also trying to get weapons and such. Unless we get a 50%+ reduction on these armor plates racially, instead of lacking HP we would lack good weapons and such.
The CPU costs of these plates need to be kept under Complex shield extenders, while the highest PG costs cannot stray over 25% of the most PG expensive armor module. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1187
|
Posted - 2013.06.20 00:59:00 -
[117] - Quote
BL4CKST4R wrote:Holy crap, those CPU/PG values are way to high! it would be impossible to fit more than 2 reactive plates on any suit and fitting 5 complex armor plates would leave you with no CPU for shields or even an ADV weapon, and I am calculating this using a Logistics suit! I think this spreadsheet has some good numbers on the stats of things. Spreadsheet
Agreed, the numbers I posted were extrapolations based on current fittings numbers they were not intended as suggested values but rather for contexts sake. Honestly as I dig through the numbers I begin think part of the rework we're looking at may include a reduction of the per HP fittings cost points.
Cheers, Cross
EDIT: It should also be noted that my numbers were only directed at the complex level and as such did nothing to address the internal line imbalances currently present within the Uprising build. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1187
|
Posted - 2013.06.20 01:17:00 -
[118] - Quote
BL4CKST4R wrote:I think the best way to make it so reactives do not outstrip the armor/rep combo is to buff armor and repairers but give them higher CPU/PG costs, so in combination they would be more effective but also more expensive. This would also make specializing in pure armor and pure repair worthwhile.
I do agree the Gallente and Amarr should get a passive armor repair, I think Arkena accidentally left out the Amarr. Also the Amarr should get a Higher bonus than the Gallente since the Amarr have a very low shield recharge rate and a very long wait time. I think if a passive armor is added to these races it should be +3 Gallente and +5 Amarr, also removing the passive armor repair from the Logi Caldari and Logi Minmatar and giving them the +25% shield repair should be added. Also the Minmatar suits don't really work as I think they should, which is LOW HP, High speed, High regen. At the moment they get the 2nd highest HP of the medium suits, the Highest speed of all the suits, and the 2nd highest regen (but not by much), so balancing the Min suits would actually be outside the scope the armor repair dilemma. I think the Minmatar suits and the Gallente suits should have their speed buffed, their regen buffed and delay dropped slightly, and their HP dropped slightly.
Sounds reasonable on a level by level basis but wouldn't that result in a proto reactive being roughly analogous to use of a plate + rep combo from one step down, or a half proto half adv combo fit (depending on specific numbers?
With regards to the racial armor buffs what about giving the Gal suits repair bonuses and giving the Amarr suits either a 'weight reduction' buff, a HP per plate buff or a combined buff which granted very mild bump to both? This would give both races a solid foundation for armor tanking but some diversity of emphasis as well.
As to on board reps 3 and 5 sound like reasonable numbers (presuming a rework of the plates/other mods to promote higher overall buffer this wouldn't be likely to have a notably averse effect on support roles either). There would need to be a pass on the overall suit stats to keep balance within the respective lines with the added stats (just because armor tanking needs a buff doesn't mean the suits themselves are out of line per se, and we don't want to break them). I agree the Mini suits are a great place for specialty features but what specifically would make a good counter balance for their current innate reps if those are getting removed? Also having the logi skills be tank specific by race sounds great but the armor tanking versions are still going to need some love because their role buff which costs them millions of SP really can't be less then or equal to something the assault line gets standard.
Anyway not trying to drag this thread too far off topic just want to make sure some of the other aspects are being kept in mind, as soon as we start talking about changing more than the mods themselves we have to start also considering the broader implications of those changes and their context be that dropsuit, skill, or other.
0.02 ISK Cross |
BL4CKST4R
WarRavens League of Infamy
304
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Posted - 2013.06.20 02:06:00 -
[119] - Quote
Cross Atu wrote:BL4CKST4R wrote:I think the best way to make it so reactives do not outstrip the armor/rep combo is to buff armor and repairers but give them higher CPU/PG costs, so in combination they would be more effective but also more expensive. This would also make specializing in pure armor and pure repair worthwhile.
I do agree the Gallente and Amarr should get a passive armor repair, I think Arkena accidentally left out the Amarr. Also the Amarr should get a Higher bonus than the Gallente since the Amarr have a very low shield recharge rate and a very long wait time. I think if a passive armor is added to these races it should be +3 Gallente and +5 Amarr, also removing the passive armor repair from the Logi Caldari and Logi Minmatar and giving them the +25% shield repair should be added. Also the Minmatar suits don't really work as I think they should, which is LOW HP, High speed, High regen. At the moment they get the 2nd highest HP of the medium suits, the Highest speed of all the suits, and the 2nd highest regen (but not by much), so balancing the Min suits would actually be outside the scope the armor repair dilemma. I think the Minmatar suits and the Gallente suits should have their speed buffed, their regen buffed and delay dropped slightly, and their HP dropped slightly.
Sounds reasonable on a level by level basis but wouldn't that result in a proto reactive being roughly analogous to use of a plate + rep combo from one step down, or a half proto half adv combo fit (depending on specific numbers? With regards to the racial armor buffs what about giving the Gal suits repair bonuses and giving the Amarr suits either a 'weight reduction' buff, a HP per plate buff or a combined buff which granted very mild bump to both? This would give both races a solid foundation for armor tanking but some diversity of emphasis as well. As to on board reps 3 and 5 sound like reasonable numbers (presuming a rework of the plates/other mods to promote higher overall buffer this wouldn't be likely to have a notably averse effect on support roles either). There would need to be a pass on the overall suit stats to keep balance within the respective lines with the added stats (just because armor tanking needs a buff doesn't mean the suits themselves are out of line per se, and we don't want to break them). I agree the Mini suits are a great place for specialty features but what specifically would make a good counter balance for their current innate reps if those are getting removed? Also having the logi skills be tank specific by race sounds great but the armor tanking versions are still going to need some love because their role buff which costs them millions of SP really can't be less then or equal to something the assault line gets standard. Anyway not trying to drag this thread too far off topic just want to make sure some of the other aspects are being kept in mind, as soon as we start talking about changing more than the mods themselves we have to start also considering the broader implications of those changes and their context be that dropsuit, skill, or other. 0.02 ISK Cross
Well my idea of a complex reactive would be to have the same or slightly higher hp than a Complex shield extender and a repair of 3, so in reality they would be like having a basic armor module with a ADV repairer, but I also think repairers should be buffed to 2/4/6 so in my "fantasy world" they would be like having a basic armor module + a slightly better basic repair module.
Repair bonuses aren't as effective as solid + bonuses, since repair is very low unless stacked. I don't think Gallente should get a HP buff per plate because then that would put them at very high HP even with low to no movement penalty, what they need ,in my opinion, is a movement speed buff by around 6% (With a 6% speed buff to the Minmatar suit also). The only suit that would deserve this buff is a Amarr suit.
I never said to remove their repair actually, I believe they should keep it at 1HP/s to slightly balance out the overall repairs, not completely but slightly, meaning no HP/s for Caldari suits sorry.
Well I am picking from my idea of racial bonuses so I am just going to list them all here so you can see what I have in mind for balancing suits racially.
Suit bonuses Assault: 1% light damage increase per level Logistics: 5% CPU/PG reduction on equipment per level Scouts: 5% scan profile reduction per level Heavies: 3% damage reduction per level
Caldari Racial bonus: 5% shield regen per level Racial bonus: 3% scan profile reduction
Gallente 3% speed increase, 3 HP/s Racial bonus: 1 HP/s repair per level Racial bonus: 5% movement penalty reduction per level
Amarr: 5 HP/s, buff to overall EHP per suit Racial bonus: 1HP/s repair per level Racial bonus: 2% shield module efficacy increase per level 2% armor module efficacy per level
Minmatar: small reduction in EHP Racial bonus: 5% shield regen per level Racial bonus: 3% recharge delay reduction per level
The idea behing this is an obvious separation between role and race, each role is affected equally but each race gets a bonus pertaining to their defensive specialization, no bonuses in racial weapon to encourage changing weapons and not feeling penalized. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.06.20 03:16:00 -
[120] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
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