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D legendary hero
One-Armed Bandits
215
|
Posted - 2013.06.20 07:36:00 -
[121] - 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
thats the thing. shield tankers depend on NO ONE. but armor tankers to be effective need logibros.... thats alittle unbalanced.
but i think the whole mechanic of logis needs a fix, within a 20m radius of enemies the logi should get cyclic points for holding a rep tool on teammates (ie.e every 3seconds 5points, etc) whether shots are fired or not.
outside 20m logis should have the current system where only when damage taken does the logi get triage oints.
this way they dnt become useless when armor = balanced with shield. but at the same time armor + logi = shield tanker.
because right now shield > armor, unless there is a logi. why is one shield tank worth 2 people? |
Arkena Wyrnspire
Turalyon Plus
1210
|
Posted - 2013.06.20 09:14:00 -
[122] - Quote
Well, that escalated quickly.
We're getting to the point where we're looking at huge changes to armour right now - having god plates which cost a lot in fittings is drastically different from what we have now, and frankly that isn't balanced either because slots are just as much a resource as PG or CPU. That's not great because ideally we want to have something that CCP would genuinely consider doing.
A lot of the suggested buff to reactive plates I'm seeing here are also drastic and even if they were moved to high slots they'd obsolete plate/rep comboes, and hell, you'd start seeing armour tanking shield suits if you did that stuff in the high slots.
Extreme fittings requirements are a huge pain to deal with as well, even more so than having fewer slots in my opinion, and it'd make the top tiered items unusable simply because they're too difficult to fit.
When looking at the ferroscale and reactive plates please also remember that those might not be the final numbers from CCP. Much of this is about other stuff than the new modules, and focusing too much on that might get a possible dev response to also focus on the fact that they aren't the final numbers.
That said, I'm mucking around updating P8+P12. |
iceyburnz
Crux Special Tasks Group Gallente Federation
854
|
Posted - 2013.06.20 09:38:00 -
[123] - Quote
While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal. |
Arkena Wyrnspire
Turalyon Plus
1210
|
Posted - 2013.06.20 11:02:00 -
[124] - Quote
iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal.
This is a very valid point. If both tanks are viable, why not use both? I hate this argument because it implies that one shouldn't be viable on its own, but it's a valid point.
I think that, ideally, the fitting resources should be balanced such that it's difficult to use both tanks and easier to use one type of tank and using utility modules. Essentially, using PG as a resource primarily for tank types so that it becomes prohibitively PG intensive to dual tank and instead it encourages balanced use of tank modules and utility modules. For this to work, though, tank modules, weapons and equipment would probably have to be the only major consumers of PG.
I think I might change the fittings section to explain this.
The best solution, in my opinion, would be to make it so that the PG you have available is only good enough for one tank type in addition to your weapon and equipment. If tank modules consumed large amounts of PG and utility modules consumed primarily CPU (instead of also using lots of PG like damage mods/kinetic catalyzers) then that would encourage using just a single tank type instead of using both to gain a large durability advantage, and using utility modules in addition to their tank.
What do you think? I'd love to hear your thoughts on this. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 11:02:00 -
[125] - Quote
iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal.
Damage mods are not necessarily worth it now, stacking 3 is less than a 25% damage boost and that comes with a significant HP loss. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 11:05:00 -
[126] - Quote
Arkena Wyrnspire wrote:iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal. This is a very valid point. If both tanks are viable, why not use both? I hate this argument because it implies that one shouldn't be viable on its own, but it's a valid point. I think that, ideally, the fitting resources should be balanced such that it's difficult to use both tanks and easier to use one type of tank and using utility modules. Essentially, using PG as a resource primarily for tank types so that it becomes prohibitively PG intensive to dual tank and instead it encourages balanced use of tank modules and utility modules. For this to work, though, tank modules, weapons and equipment would probably have to be the only major consumers of PG. I think I might change the fittings section to explain this. The best solution, in my opinion, would be to make it so that the PG you have available is only good enough for one tank type in addition to your weapon and equipment. If tank modules consumed large amounts of PG and utility modules consumed primarily CPU (instead of also using lots of PG like damage mods/kinetic catalyzers) then that would encourage using just a single tank type instead of using both to gain a large durability advantage, and using utility modules in addition to their tank. What do you think? I'd love to hear your thoughts on this.
Well if tanking is made to where using one specific style is better than dual tanking there needs to be a major overhaul in damage modifiers and resistances. I currently dual tank to better survive certain damage types. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 11:09:00 -
[127] - Quote
D legendary hero wrote: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 thats the thing. shield tankers depend on NO ONE. but armor tankers to be effective need logibros.... thats alittle unbalanced. but i think the whole mechanic of logis needs a fix, within a 20m radius of enemies the logi should get cyclic points for holding a rep tool on teammates (ie.e every 3seconds 5points, etc) whether shots are fired or not. outside 20m logis should have the current system where only when damage taken does the logi get triage oints. this way they dnt become useless when armor = balanced with shield. but at the same time armor + logi = shield tanker. because right now shield > armor, unless there is a logi. why is one shield tank worth 2 people?
Or you can just give armor tanks a passive armor repair? |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 11:25:00 -
[128] - Quote
Arkena Wyrnspire wrote:Well, that escalated quickly.
We're getting to the point where we're looking at huge changes to armour right now - having god plates which cost a lot in fittings is drastically different from what we have now, and frankly that isn't balanced either because slots are just as much a resource as PG or CPU. That's not great because ideally we want to have something that CCP would genuinely consider doing.
A lot of the suggested buff to reactive plates I'm seeing here are also drastic and even if they were moved to high slots they'd obsolete plate/rep comboes, and hell, you'd start seeing armour tanking shield suits if you did that stuff in the high slots.
Extreme fittings requirements are a huge pain to deal with as well, even more so than having fewer slots in my opinion, and it'd make the top tiered items unusable simply because they're too difficult to fit.
When looking at the ferroscale and reactive plates please also remember that those might not be the final numbers from CCP. Much of this is about other stuff than the new modules, and focusing too much on that might get a possible dev response to also focus on the fact that they aren't the final numbers.
That said, I'm mucking around updating P8+P12.
To many ways to kill the same bird. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 12:11:00 -
[129] - Quote
CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game.
I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. |
Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 12:32:00 -
[130] - Quote
Well I played with the numbers a little using the existing IWS's spread sheet this morning and this is what I came up with.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html
(couldn't figure out how to tack it onto his) |
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Master Jaraiya
Ultramarine Corp
281
|
Posted - 2013.06.20 13:29:00 -
[131] - Quote
Adjusted Grid for Enhanced Reactive Plates in link above. |
Cass Barr
Red Star. EoN.
330
|
Posted - 2013.06.20 13:44:00 -
[132] - Quote
BL4CKST4R wrote:CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game. I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage.
Kinda why I quit posting. For all the lip service CCP pays to listening to the community, when it comes to anything more specific than "X is OP Nerf immediately!" they completely ignore any well thought out recommendations made.
No they claim to read and pay attention to it then go and pull a complete 180, implementing something that makes no logical sense whatsoever.
IE: Enforcer Tanks |
Arkena Wyrnspire
Turalyon Plus
1215
|
Posted - 2013.06.20 14:36:00 -
[133] - Quote
Cass Barr wrote:BL4CKST4R wrote:CCP Cmdr Wang wrote:Here's this week's update on issues and suggestions that the dev team discussed. [FEEDBACK] Ferroscale and Reactive plates stats https://forums.dust514.com/default.aspx?g=posts&t=86664&find=unreadUpdate: We will improve on getting info regarding changes and new features out to players sooner and also monitor community feedback on the new items after they get the chance to try it in game. I am 90% sure this means CCP is sticking with the video stats for Uprising 1.2. Only way this won't be a major failure is if the 10% holds true or they add bonuses to Gallente and Amarr to their usage. Kinda why I quit posting. For all the lip service CCP pays to listening to the community, when it comes to anything more specific than "X is OP Nerf immediately!" they completely ignore any well thought out recommendations made. No they claim to read and pay attention to it then go and pull a complete 180, implementing something that makes no logical sense whatsoever. IE: Enforcer Tanks
nerf cass barr posting
EDIT: On an on topic note, I'm writing up some more stuff about fittings and making it so that dual tanking isn't the best option with the suggested buffs. |
BL4CKST4R
WarRavens League of Infamy
306
|
Posted - 2013.06.20 14:38:00 -
[134] - Quote
Make sure to suggest a nerf to damage resistances :) |
Cass Barr
Red Star. EoN.
332
|
Posted - 2013.06.20 14:59:00 -
[135] - Quote
|
Master Jaraiya
Ultramarine Corp
282
|
Posted - 2013.06.20 21:07:00 -
[136] - Quote
Reworked numbers again tell me your thoughts.
https://docs.google.com/spreadsheet/pub?key=0Aje8xVYW4a2VdHdhVk9wMGZrUDZLdXNuUTFuelgyaEE&output=html |
Cross Atu
Conspiratus Immortalis Covert Intervention
1195
|
Posted - 2013.06.21 01:26:00 -
[137] - Quote
iceyburnz wrote:While Im in favour of your arguments.
My concern is the dual tanking would confer an advantage that would out weigh the need for other modules, specifically damage mods. Especially since thier are shield regen bonuses on Assault suits.
Could I ask that you have a look at duel tanking in relation to your suggestions and see if dual tanking would create a situation were that strategy become overly optimal. This sounds like a game wide situation rather than an internal mod situation.
What I mean is tank balance should be balanced if that provides too hefty of a defense then weapon damage can be adjusted as needed, this would also account for the value of damage mods.
An additional point is that skill buffs should be balanced around item stats not vice verse. If items are rebalanced to accommodate skill buffs then they become balanced only for the class which possesses that specific buff, thus being broken for everyone else.
A final point is that duel tanking shouldn't be preemptively removed from the game. Some battlefield roles call for more gank and some for more tank. Even within general types there's a balance to be struck between direct tank and other aspects such as speed, gank, et al. Duel tanking is already present and used in game, most frequently among support Logi, and not entirely uncommon among Heavy or Assault players depending on their intended goal/role.
While I agree that dual tank shouldn't become "the next TAR" there's less chance of that than a weapon being balance breakingly OP. A weapon is one slot, duel tank requires filling each slot still costing ISK, resources (fittings/slot), SP, and the loss of all tactical advantages provided by other mods. There are also various weapons in game which are OHK against many builds even without inclusion of damage mods (contact grenades are one example), and applied dps on the field right now is weaker than it will be once CCP fixes some current bugs such as client visual lag and splash damage occlusion meaning that effectively we're going to see an increase in damage once the bugs are fixed.
On a closing note if it turns out that hybrid tank is somehow too potent, and adjusting weapon damage is for some reason not a viable option, then both types of tank will need to be toned down not one left gimped or the option for a player to create their own fittings (by duel tanking) be forcibly removed as doing either is more of a crutch/workaround because of a weakness in balance rather than a sign of, or way to, promote proper balance.
0.02 ISK Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1195
|
Posted - 2013.06.21 01:37:00 -
[138] - Quote
Arkena Wyrnspire wrote:A lot of the suggested buff to reactive plates I'm seeing here are also drastic and even if they were moved to high slots they'd obsolete plate/rep comboes, and hell, you'd start seeing armour tanking shield suits if you did that stuff in the high slots.
I honestly think the reverse is true, putting the reactive plates in a high slot decreases their utility for shield or duel tanks as it puts them in direct slot competition with shield tank mods and damage mods. While it's true that suits with high slots could in theory fit more armor that way that doesn't include the effects of either skill buffs or CPU/PG fittings bias.
Shield suits tend to have more CPU, armor tend to have more PG, these values can be tweaked if required and they support the primary tanking style. Skill buffs are still not uniquely applied to races yet but they really should be for a hose of reasons and if they are racial tank emphasis will be supported in this regard as well, can anyone see a Cal Logi fitting plates over extenders regardless of the slot layout required by them?
It's going to be hard finding the sweet spot to buff reactive plates so that they're useful while not making the plate + rep combo obsolete or the entire armor line overpowered, harder still if they remain in direct slot competition.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1196
|
Posted - 2013.06.21 02:12:00 -
[139] - Quote
BL4CKST4R wrote: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: Nada 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. Also no offensive bonuses to encourage offensive focused players to go assault, although 1% per level might seem low but people are willing to spend an extra 40K ISK for a 5% damage increase (Gek -> Duvolle is only 5% more damage) Also a 3% speed increase for the Gallente might seem like a lot but after stacking plates they would still be slow, and even with a movement penalty reduction on already small numbers the difference will slightly be felt by the armor user, but still remain relatively slower than a shield tank.
Also I decided a 6% speed buff would be to much and would require a speed buff for minmatar so 3% is fine. What fittings values are you looking at applying for the complex reactive in combination with the stats you've listed?
I don't think a base speed buff to the Gal suits is a good idea because that starts to diminish game diversity as an unarmor tanked Gal suit, or even one running Ferro plates would then be baseline faster, and that still doesn't address the idea of a more 'flavorful' racial skill. What would you think of a skill that reduced the speed penalty from plates? True this would make Ferro plates much less useful for the Gal suits but it would allow them to get more buffer/reps without being so slow they aren't viable while maintaining unique fittings possibilities between the races.
Regarding the Min Assault on board repair, again it seems too homogenizing to increase the similarity of suit stats this way, but perhaps others don't agree so that aside there's still the issue of suit balance. Are the Gal and Amarr suits weaker than the Cal and Min suits right now? Unless they are adding extra stats to them pushes them out of line with the other assault suits.
Logistics: 5% CPU/PG reduction on equipment per level Speaking as a Logi I honestly don't see the 5% CPU/PG reduction on equipment as very useful. It's not filling my equipment slots that I've ever really had trouble with (unless I'm running more than one type of uplink at a time) and the fittings cost for equipment is rarely high enough to enable me to squeeze on a better [insert item from any other slot] by downgrading my equipment to save on fittings. I have not sat down with the numbers to see what total savings could be gained with this so perhaps I'd be surprised by actual figures in some cases but my experience tells me it's not highly useful as a buff, certainly not equivalent to the vital ability to self rep. For this change to not be an outright nerf the 25% fittings cost reduction would have to save enough to fit a Complex Rep out of the saving alone with more left over. Even then it's still costing a slot among the already constrained lows. At present I have no trouble fitting all my equipment slots for PC battles (much less pubs or FW) to whatever configuration squad/team command requests, but I most certainly do have trouble maintaining sufficient buffer HP to allow me to stay where I'm required to employ all that gear for best effect, which is why I hybrid tank. This change would make that durability aspect even lower, and my effective ability to support along with it.
The rest I like the clear flavor/role support the method provides so general thumbs up here. These changes would require a rework for the Laser and Scram rifles since they're currently geared to have optimal performance with their race which would now be impossible. Also no Minmatar hacking bonus that's one of my favorite aspects of the line as it provides great utility that isn't essentially combat focused, but I suppose if it balanced the rest of things I'd be content to let it go (although personally I'd rather have that than a fittings reduction on Equipment).
Cheers, Cross |
Kitten Empress
Ametat Security Amarr Empire
747
|
Posted - 2013.06.21 08:52:00 -
[140] - Quote
bump |
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WASTED MERC
The Southern Legion RISE of LEGION
20
|
Posted - 2013.06.21 12:30:00 -
[141] - Quote
Stephen Rao wrote: ______________________HP____SR____SR -per- 1 HP Basic Armor Plates_______65_____3%___0.046% Advanced Armor Plates____85_____5%___0.059% Complex Armor Plates____115____10%__0.087%
Basic Reactive Plates_____15_____1%___0.067% Advanced Reactive Plates__25____2%___0.08% Complex Reactive Plates___45____4%___0.089%
other way round, easy to understand if its hp gained per % lost in speed
BAP 21.6hp/% AAP 17hp/% CAP 11.5hp/%
BRP 15hp/% ARP 12.5hp/% CRP 11.25hp/%
What if they changed the type of slots to defense and offense/other so all shields, armour repair, boosters, regen etc all have the same slots everything else, damage mods, scanning, running boosters get the other slots
this way both have the same limits in choices to make |
BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.21 12:56:00 -
[142] - Quote
Cross Atu wrote:What fittings values are you looking at applying for the complex reactive in combination with the stats you've listed? I don't think a base speed buff to the Gal suits is a good idea because that starts to diminish game diversity as an unarmor tanked Gal suit, or even one running Ferro plates would then be baseline faster, and that still doesn't address the idea of a more 'flavorful' racial skill. What would you think of a skill that reduced the speed penalty from plates? True this would make Ferro plates much less useful for the Gal suits but it would allow them to get more buffer/reps without being so slow they aren't viable while maintaining unique fittings possibilities between the races. Regarding the Min Assault on board repair, again it seems too homogenizing to increase the similarity of suit stats this way, but perhaps others don't agree so that aside there's still the issue of suit balance. Are the Gal and Amarr suits weaker than the Cal and Min suits right now? Unless they are adding extra stats to them pushes them out of line with the other assault suits. Logistics: 5% CPU/PG reduction on equipment per level Speaking as a Logi I honestly don't see the 5% CPU/PG reduction on equipment as very useful. It's not filling my equipment slots that I've ever really had trouble with (unless I'm running more than one type of uplink at a time) and the fittings cost for equipment is rarely high enough to enable me to squeeze on a better [insert item from any other slot] by downgrading my equipment to save on fittings. I have not sat down with the numbers to see what total savings could be gained with this so perhaps I'd be surprised by actual figures in some cases but my experience tells me it's not highly useful as a buff, certainly not equivalent to the vital ability to self rep. For this change to not be an outright nerf the 25% fittings cost reduction would have to save enough to fit a Complex Rep out of the saving alone with more left over. Even then it's still costing a slot among the already constrained lows. At present I have no trouble fitting all my equipment slots for PC battles (much less pubs or FW) to whatever configuration squad/team command requests, but I most certainly do have trouble maintaining sufficient buffer HP to allow me to stay where I'm required to employ all that gear for best effect, which is why I hybrid tank. This change would make that durability aspect even lower, and my effective ability to support along with it. The restI like the clear flavor/role support the method provides so general thumbs up here. These changes would require a rework for the Laser and Scram rifles since they're currently geared to have optimal performance with their race which would now be impossible. Also no Minmatar hacking bonus that's one of my favorite aspects of the line as it provides great utility that isn't essentially combat focused, but I suppose if it balanced the rest of things I'd be content to let it go (although personally I'd rather have that than a fittings reduction on Equipment). Cheers, Cross On reactive plates I still think they should have Low HP- half the repair of a repairer of the same tier- low speed penalty- and medium CPU/PG costs compared to armor modules. The bonuses I suggested do not directly affect the usefulness of most modules, except the speed penalty reduction. And because I believe reactives should have low speed penalty a 25% reduction would barely be felt.
Yeah I realize now that a speed buff + a speed reduction is redundant so that can be ignored.
Yes the Gallente and Amarr are actually weaker than the Caldari and Minmatar, in my opinion and based on suit comparisons, unless the Gallente and Amarr take a huge hit in speed to "kinda" come close to the HP of both these suits.
I am a Gallente logistic, and once I get my lvl 5 CPU/PG skills and repair tool to level 5 I can equip a core focused repair tool without having to remove any modules or equipment. I tried this with other Logistic suits and they can't do this. Repair for Logistic suits I removed it as a racial because I believe Shield Logistic suits should not repair armor better than Armor suits, the best possible way I see to give them back this bonus is to give all suits a base repair tiered repair,and then reapply the logistic buff at a rate of 2HP/s instead of 5. Thus:
Caldari Assault: 0 HP/s Caldari Logistic: 2 HP/s
Gallente Assault: 3 HP/s Gallente Logistic: 5 HP/s
Minmatar Assault: 1 HP/s Minmatar Logistic: 3 HP/s
Amarr Assault: 5 HP/s Amarr Logistic: 7 HP/s
On the point of the hacking bonus, I honestly missed this one when going through the list on the top of my head. Although hacking speeds can be buffed suit side, I don't remember, but I recall the Logistics VK.0 (Chromosome) having a hacking speed bonus. |
BL4CKST4R
WarRavens League of Infamy
320
|
Posted - 2013.06.23 11:01:00 -
[143] - Quote
Bump |
Cross Atu
Conspiratus Immortalis Covert Intervention
1202
|
Posted - 2013.06.24 16:02:00 -
[144] - Quote
BL4CKST4R wrote: On reactive plates I still think they should have Low HP- half the repair of a repairer of the same tier- low speed penalty- and medium CPU/PG costs compared to armor modules. The bonuses I suggested do not directly affect the usefulness of most modules, except the speed penalty reduction. And because I believe reactives should have low speed penalty a 25% reduction would barely be felt.
While I'm still not totally sold on this being the best iteration for reactive plates, within the context you present that is quite true a reduction to the speed nerf wouldn't be very effective. However being able to run a standard plate with the same speed penalty as a reactive (after skill effect) + a rep with higher HP/s restored would still be more effective and thus even with the additional slot configuration required this seems viable as a possibility. Is there something specific about it that I'm overlooking?
Quote: Yes the Gallente and Amarr are actually weaker than the Caldari and Minmatar, in my opinion and based on suit comparisons, unless the Gallente and Amarr take a huge hit in speed to "kinda" come close to the HP of both these suits.
I haven't done a deep comparason of the Assault suits internal balance but yes if the Gal & Am suits are weaker then this would be a way to bring more parity to the line.
Quote: I am a Gallente logistic, and once I get my lvl 5 CPU/PG skills and repair tool to level 5 I can equip a core focused repair tool without having to remove any modules or equipment. I tried this with other Logistic suits and they can't do this. Repair for Logistic suits I removed it as a racial because I believe Shield Logistic suits should not repair armor better than Armor suits, the best possible way I see to give them back this bonus is to give all suits a base repair tiered repair,and then reapply the logistic buff at a rate of 2HP/s instead of 5. Thus:
Caldari Assault: 0 HP/s Caldari Logistic: 2 HP/s
Gallente Assault: 3 HP/s Gallente Logistic: 5 HP/s
Minmatar Assault: 1 HP/s Minmatar Logistic: 3 HP/s
Amarr Assault: 5 HP/s Amarr Logistic: 7 HP/s
On the point of the hacking bonus, I honestly missed this one when going through the list on the top of my head. Although hacking speeds can be buffed suit side, I don't remember, but I recall the Logistics VK.0 (Chromosome) having a hacking speed bonus.
I'm running an Amarr Logi right now and can fit the Core Repair Tool while leaving no mod slots empty. Granted not all the slots are filled with Proto gear but I also have skills untouched which will improve my total fittings resources/decrease fittings cost of various equipped items. Even without all fittings related skills maxed I'm able to run a Proto MD, full Proto armor tank and the Core Tool while filling the Amarr suit fully. The Amarr has the lowest fittings resources of any Logi suit so if the other suits cannot accomplish this it must be a function of having more slots total to use. I also had no trouble with fittings during all my time running Min Logi in prior builds but the Core was not present then and some values may have changed so this may no longer apply. Perhaps I need to study the issue in greater depth, there seems to be a piece missing somewhere.
Suggested Numbers - The suggested numbers look fine on first inspection since other stats would be balancing overall line parity. So these would be purely native reps build directly into the suit and not related at all to the buffs each of those suits would unlock via skills correct?
Hacking Under Chrome all Logi suits were Min suits and had a on board buff to hacking speed of 10%. Under Uprising only the Min suits retain this buff but it's been moved to 5% per skill level so now requires an SP investment but caps out at 25% rather than 10. Some of the SP investment however is negligible because the skill granting these buffs is also required to unlock the suit for use.
I think that covers everything but I'm just waking up so please let me know if I've overlooked any aspect which needs attention.
Cheers, Cross
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TheGoebel
Kite Co. Couriers
4
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Posted - 2013.06.25 19:55:00 -
[145] - Quote
What are you doing on page three? Did CCP fix the issue? |
Arkena Wyrnspire
Turalyon Plus
1276
|
Posted - 2013.06.25 20:10:00 -
[146] - Quote
TheGoebel wrote:What are you doing on page three? Did CCP fix the issue? I am wallowing in my own inadequacy in getting CCP to resolve the issue.
No, I've just been busy lately. I'm going to update this further this evening. |
low genius
The Sound Of Freedom Renegade Alliance
114
|
Posted - 2013.06.25 20:18:00 -
[147] - Quote
another thread by a person who doesn't understand how logistics gives the armour class an advantage. this is my surprised face. |
Arkena Wyrnspire
Turalyon Plus
1276
|
Posted - 2013.06.25 20:58:00 -
[148] - Quote
low genius wrote:another thread by a person who doesn't understand how logistics gives the armour class an advantage. this is my surprised face. Another post by a person who didn't read the thread and completely missed where I addressed that point. This is my sadly unsurprised face. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 07:21:00 -
[149] - Quote
A quick comparison of 5 HP/s reps and 25% savings on equipment fittings.
Some contextual information Complex repper costs ~ 5,595 ISK 932,760 SP, 1 Low Power Slot, CPU 45, PG 10
1 level of Dropsuit Electronics grants 19.5 CPU 1 level of Dropsuit Engineering grants; Caldari 3.9 PG Amarr 3.3 PG Minmitar 3.9 PG Galentte 3.9 PG
CPU & PG savings for equipment fittings
3 Slot layout Amarr and Caldari Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
Total Cost: CPU 210 PG 49 Total Savings at 25%: CPU 52.5 PG 12.25 Net gain: CPU 7.5 PG 2.25
Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
Total Cost: CPU 167 PG 29 Total Savings at 25%: CPU 41.75 PG 7.25 Net gain: CPU -3.25 PG -2.75
4 Slot layout Minmatar & Gallente Max Cost Items
- Allotek Nanohive (R) CPU 88 PG 16
- Duvolle Focused Active Scanner CPU 38 PG 18
- Wiyrkomi Triage Nanohive CPU 84 PG 15
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 281 PG 63 Total Savings at 25%: CPU 70.25 PG 15.75 Net Gain: CPU 25.25 PG 5.75
Actual Loadout Items
- Ishukone Gauged Nanohive CPU 59 PG 11
- Core Focused Repair Tool CPU 60 PG 10
- Wiyrkomi Nanite Injector CPU 48 PG 8
- Ishukone Gauged Drop Uplink CPU 71 PG 14
Total Cost: CPU 238 PG 43 Total Savings at 25%: CPU 59.5 PG 10.75 Net gain: CPU 14.5 PG 0.75
Total Savings = Value of CPU/PG saved Neg gain = Value of CPU/PG saved minus the cost of one complex repper |
zzZaXxx
The Exemplars
2
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Posted - 2013.06.26 07:22:00 -
[150] - Quote
Wow! thank you so much for your contribution! I agree with pretty much everything you're saying. I think the way you see how both kinds of tank can be effective while being distinct is spot on. Numbers don't lie. Nor does player experience, and it all points to armor tanking being inferior. You make so many good points I can't respond to everything but here are a few of my thoughts.
Yes, the movement penalty on plating is broken. It should be reduced or HP increased. HP increase would be better as it would make armor more distinct from shields and necessitate less plating, leaving more room for reppers. The x2 plating with 5%, 7.5% and 10% speed penalties idea you quoted is perfect. (Higher fittings too I'm sure.) This would also make heavies more useful in their role as point defense mini tanks. Along with a buff to armor repper amount this would allow armor tankers to be the slow beefy brawlers they should be. And the decrease in rep amount over time is a perfect way to balance out the module buff.
I suggest that armor repair modules be switched to high slots. This would give armor tankers more options and allow them to totally focus on armor if they wish. I also suggest that the Gallente Assault suits shield recharge bonus be changed to a bonus that improves all 3 platings: reduced movement penalty to armor plating, increase HP to ferrous plating, increase rep amount to reactive plating. % can be tweaked to make sure it's not OP.
The Gallente scout also needs a passive armor rep and reduced shield recharge amount. (And I guess it would need to be 2 high/ 3 low if reppers were moved to high slots.) |
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