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Torr Wrath
Subdreddit Test Alliance Please Ignore
349
|
Posted - 2013.06.30 17:53:00 -
[211] - Quote
I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. |
Arkena Wyrnspire
Turalyon Plus
1429
|
Posted - 2013.06.30 19:03:00 -
[212] - Quote
Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section. |
Eskel Bondfree
DUST University Ivy League
116
|
Posted - 2013.06.30 19:07:00 -
[213] - Quote
That's some exhaustive work on the matter OP, thanks for that. I completely agree that armor tanking needs to be brought in line with shield tanking. Still I'd like to add some points I think you missed in your write up and that tilt the balance a bit in favor of armor:
- precision enhancers are actually high slot modules, not low slot
- damage modules use less PG and more CPU than shield extenders, so they can be fitted much easier by an armor tank and are much harder to fit on shield tanks when it comes to CPU/PG usage.
- CCP acknowledged that shield recharge timers currently don't work as intended. It seems they should be reset to 0 every time a bullet hits you.
- there are triage nano hives that can regenerate armor. The advanced one (affordable by any one) is healing 20 HP/s, while the prototype one heals 70 HP/s.
- repair tools are actually much more effective than shield regeneration: the triage tool heals 41 HP/s (again affordable by everyone fitting and isk wise), and the prototype focused rep tool heals an insane 105 HP/s.
When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too.
Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking).
And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. |
BL4CKST4R
WarRavens League of Infamy
329
|
Posted - 2013.06.30 21:13:00 -
[214] - Quote
Eskel Bondfree wrote:
When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too.
Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking).
And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant.
Armor repair from another person is very situational, for example a triage nanohive is only effective if your camping at a spot and taking small amounts of damage, and a repair tool is rather useless unless the person doing the healing and the person being healed are out of battle against shield suits it takes two people to do the job one shield tank can do. Even with a 175 HP/s a assault rifle can out-damage the heal since it is around 600 DPS.
Armor suits have the possibility of higher damage, but it comes at a great sacrifice to survivability. For example removing one shield module on a Gallente suit reduces our buffer to explosive damage, we are still slow, and our EHP drops to around 650, while a shield tank can remove one shield module and still have EHP of over 700, high speed, and around 300-400 shield HP. |
Lt Royal
Subdreddit Test Alliance Please Ignore
42
|
Posted - 2013.06.30 21:22:00 -
[215] - Quote
You deserve a medal for the in depth talk on armor and the time taken to write one up. + 1 from me o7 |
Arkena Wyrnspire
Turalyon Plus
1434
|
Posted - 2013.06.30 22:25:00 -
[216] - Quote
Eskel Bondfree wrote:That's some exhaustive work on the matter OP, thanks for that. I completely agree that armor tanking needs to be brought in line with shield tanking. Still I'd like to add some points I think you missed in your write up and that tilt the balance a bit in favor of armor:
- precision enhancers are actually high slot modules, not low slot
Good catch, I'll edit this in.
- damage modules use less PG and more CPU than shield extenders, so they can be fitted much easier by an armor tank and are much harder to fit on shield tanks when it comes to CPU/PG usage.
The CPU usage is significantly higher and the PG usage marginally lower, so overall they're more difficult to fit.
- CCP acknowledged that shield recharge timers currently don't work as intended. It seems they should be reset to 0 every time a bullet hits you.
Indeed. This is a good thing.
- there are triage nano hives that can regenerate armor. The advanced one (affordable by any one) is healing 20 HP/s, while the prototype one heals 70 HP/s.
I find triage nanohives rather meh.On one hand, they can heal a fair bit, but on the other, they're severely limited by ammo constraints, are stationary, destructible, and require quite significant investment to unlock and fit. They also seem to run out very very quickly.
- repair tools are actually much more effective than shield regeneration: the triage tool heals 41 HP/s (again affordable by everyone fitting and isk wise), and the prototype focused rep tool heals an insane 105 HP/s.
Assuming some investment, as opposed to having powerful regeneration at base. They also require another player, though this encourages teamwork and is a good thing.When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. That really is an edge case. Remember that if you're using triage nanohives it locks you to a certain location, and they run out very quickly. While those numbers look good on paper, a proper assault would either kill the logistics player or force them off the triage nanohive at the very least. Additionally, weapon dps can exceed those repairs, especially if two people are firing.Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Yes, they are quite important. I haven't touched on them much because they're one of the few things which will apparently get fixed. As a side note, only one part of my shield regen number set (the assault) accounts for that bonus.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. This assumes that you hit your opponent every time, which is never the case. Additionally, shoving on a shield extender in place of the damage module is more beneficial - I don't have the numbers off the top of my head, but someone calculated that a complex shield extender does more for you than a complex damage module even if both people are hitting 100% of their shots.
Answers in bold inside the quote.
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Cross Atu
Conspiratus Immortalis Covert Intervention
1234
|
Posted - 2013.06.30 22:41:00 -
[217] - Quote
Arkena Wyrnspire wrote:Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section.
Speaking as someone who's run the Amarr suits you'll see a lot of shield tanking with them due to their low base speed and somewhat more limited PG both of which make plates harder to fit. Also the Assault role bonus to shields will trend some additional tanking that way for the Assault suit. The Logi has a racial skill to armor reps but even with that skill the Gal Logi can get a better active tank for armor (albeit at a higher ISK cost in mods fit). (Note: I run Logi so my knowledge of the Amarr Assault is primarily theory crafting and prior build context).
Cheers, Cross |
Cat Merc
Oculus Felis
1344
|
Posted - 2013.06.30 22:45:00 -
[218] - Quote
Arkena Wyrnspire wrote:Eskel Bondfree wrote:That's some exhaustive work on the matter OP, thanks for that. I completely agree that armor tanking needs to be brought in line with shield tanking. Still I'd like to add some points I think you missed in your write up and that tilt the balance a bit in favor of armor:
- precision enhancers are actually high slot modules, not low slot
Good catch, I'll edit this in.
- damage modules use less PG and more CPU than shield extenders, so they can be fitted much easier by an armor tank and are much harder to fit on shield tanks when it comes to CPU/PG usage.
The CPU usage is significantly higher and the PG usage marginally lower, so overall they're more difficult to fit.
- CCP acknowledged that shield recharge timers currently don't work as intended. It seems they should be reset to 0 every time a bullet hits you.
Indeed. This is a good thing.
- there are triage nano hives that can regenerate armor. The advanced one (affordable by any one) is healing 20 HP/s, while the prototype one heals 70 HP/s.
I find triage nanohives rather meh.On one hand, they can heal a fair bit, but on the other, they're severely limited by ammo constraints, are stationary, destructible, and require quite significant investment to unlock and fit. They also seem to run out very very quickly.
- repair tools are actually much more effective than shield regeneration: the triage tool heals 41 HP/s (again affordable by everyone fitting and isk wise), and the prototype focused rep tool heals an insane 105 HP/s.
Assuming some investment, as opposed to having powerful regeneration at base. They also require another player, though this encourages teamwork and is a good thing.When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. That really is an edge case. Remember that if you're using triage nanohives it locks you to a certain location, and they run out very quickly. While those numbers look good on paper, a proper assault would either kill the logistics player or force them off the triage nanohive at the very least. Additionally, weapon dps can exceed those repairs, especially if two people are firing.Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Yes, they are quite important. I haven't touched on them much because they're one of the few things which will apparently get fixed. As a side note, only one part of my shield regen number set (the assault) accounts for that bonus.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. This assumes that you hit your opponent every time, which is never the case. Additionally, shoving on a shield extender in place of the damage module is more beneficial - I don't have the numbers off the top of my head, but someone calculated that a complex shield extender does more for you than a complex damage module even if both people are hitting 100% of their shots. Answers in bold inside the quote. I would add that being slower makes you easier to hit, and since the opponent is faster, those damage mods really don't help if you can't hit the bastard. |
Cat Merc
Oculus Felis
1344
|
Posted - 2013.06.30 22:46:00 -
[219] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section. Speaking as someone who's run the Amarr suits you'll see a lot of shield tanking with them due to their low base speed and somewhat more limited PG both of which make plates harder to fit. Also the Assault role bonus to shields will trend some additional tanking that way for the Assault suit. The Logi has a racial skill to armor reps but even with that skill the Gal Logi can get a better active tank for armor (albeit at a higher ISK cost in mods fit). (Note: I run Logi so my knowledge of the Amarr Assault is primarily theory crafting and prior build context). Cheers, Cross More limited PG? Dude, I wish my Gallente suit had the same CPU/PG you had. You beat us on both CPU and PG, in addition for having one less slot meaning that you don't need as much. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
353
|
Posted - 2013.06.30 23:56:00 -
[220] - Quote
Arkena Wyrnspire wrote:Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section.
Maybe i am just weird, I run primarily heavy but I have some skills put into amarr frame assault suits as well, and i always armour tank them. I know its not ideal, but with a relatively even slot layout you have the choice, and I prefer armour. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1234
|
Posted - 2013.07.01 02:41:00 -
[221] - Quote
Cat Merc wrote:Cross Atu wrote:Arkena Wyrnspire wrote:Torr Wrath wrote:I wish i had the time to reas every single post and page in this thread, as it stands i have got the first page completed and I must say that I am in complete support to the OP save where he specified galentte instead of galentte and amarr suits (which often armour tank as well in my experience. I haven't touched much on the state of Amarr suits because I haven't used them much personally. It's possible to armour tank them, yeah - but I seem to encounter them as shield tankers more frequently. I'll edit to reflect the state of Amarr suits when I finish the next section. Speaking as someone who's run the Amarr suits you'll see a lot of shield tanking with them due to their low base speed and somewhat more limited PG both of which make plates harder to fit. Also the Assault role bonus to shields will trend some additional tanking that way for the Assault suit. The Logi has a racial skill to armor reps but even with that skill the Gal Logi can get a better active tank for armor (albeit at a higher ISK cost in mods fit). (Note: I run Logi so my knowledge of the Amarr Assault is primarily theory crafting and prior build context). Cheers, Cross More limited PG? Dude, I wish my Gallente suit had the same CPU/PG you had. You beat us on both CPU and PG, in addition for having one less slot meaning that you don't need as much. Not on the Logi side, the Amarr Logi has the lowest PG of any Logi in the game and lower than the Amarr Assault as well. Beyond that the Imperial Scrambler Rifle costs 20 PG, and while the Amarr Assault could equip another weapon the other option if making use of the racial is the LR which honestly isn't a functional weapon right now.
Cross |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
3
|
Posted - 2013.07.01 02:45:00 -
[222] - Quote
Here's my idea on the armor modules
Standard
Complex hp 132 c p u. P g 12. 6
5% speed reduction across the board.
Ferro scale
Complex hp 80. C p u p g 10. 8
No speed reduction at a cost for less armor and slightly harder to fit.
Reactive in high slots should be a better alternative then extenders extenders for Gallente and armor tankers
Complex hp 75 hp/s 3. C p u. P g 60. 18
3% speed reduction for all.
Repair module use cat`s idea where as time goes on the less effective repair is.
Complex repair 10. c p u p g 25. 14
Then move power grid enhancers to high slots and make gallente have 78 power grid at the cost of 50 less cpu
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SponkSponkSponk
The Southern Legion RISE of LEGION
40
|
Posted - 2013.07.01 03:32:00 -
[223] - Quote
Cat Merc wrote:I would add that being slower makes you easier to hit, and since the opponent is faster, those damage mods really don't help if you can't hit the bastard.
I'd like to armor tank my suit, but the decreased turn rate really kills it for me. Plus, increased EHP matters little when you get caught between cover. |
Wombat in combat
Internal Error. Negative-Feedback
56
|
Posted - 2013.07.01 04:24:00 -
[224] - Quote
My main gripes are: too much movement penalty on plates. The SR/HP calculations by Stephen Rao show crystal clear that you are penalized for using anything rather than basic plates. I won't even go into the reactive plates.
Shield extenders have no drawback, except taking up a slot that could be used for damage mods. In Eve shield extenders increase your signature radius, making you easier to hit. If it were translated into Dust it would roughly mean a bigger hitbox, for the shields at least. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1234
|
Posted - 2013.07.01 14:39:00 -
[225] - Quote
Responses in bold within quote.
Eskel Bondfree wrote:When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. Let's take a look at your edge case in a few combat situations.
- Hostile player throws a flux - 70 HP/s is removed as the hive is destroyed
- Hostile player throws a AP nade - 70 to 175 HP/s is removed as hive and possibly Logi are destroyed. Heavy takes up to 400 HP damage assuming militia nade
- Hostile player uses splash damage weapon; Flaylock, Forge Gun et al - Results comparable to AP nade.
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range, since the Heavy is tied to the spot by the nanohive he must either lose those reps or hold position in fire
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range with Logi primary - Heavy remains rooted to the hive for reps, Logi must stay within 10m of Heavy. Heavy loses 105 HP/s when Logi dies.
- Hostile player uses LAV or DS to crush the Heavy + Logi pair - Pair is more vulnerable to this tactic as they are bound in place by the hive [Note: situational, location may preclude this threat]
- More than one Hostile present, incoming dps outstrips repaired HP/s - I don't have the numbers in front of me but if memory serves two GEKs will do this without the use of headshots, damage mods or skill buffs.
Mobility is a big deal. Staying within a nanohive is on viable in very select circumstances and as shown above there are a lot of direct counters for it. The other aspect to keep in mind is that 105 HP/s of that rep requires proto level support from a second player and as such is taking a gun out of the fight or is not occurring during battle. Meaning that either the "more room for damage mods" bonus or the "can rep during a fight" bonus of armor tanking is effectively negated. Using your numbers from below the Heavy needs 20% less time to take down his opponent but the Heavy + Logi pair needs 80% more time as the Heavy is providing dps for both of them (numbers approximate as weapons are not identical). So now in addition to moving slower and being tied to a location by the hive this pair is also facing a dps shortfall and a range limitation. The edge case sounds good on paper but doesn't hold up very well in practice. Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Agreed there need to be more/better racial skills for supporting armor tanking. The basic scaling and stats of the armor vs shield mods themselves is still weak however so even with equally powerful tanking skills the gap between shields and armor would widen.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. There's also rotation speed and jumping to consider. In a scout suit jumping for cover and flanking are both vital tactics which aren't terribly viable with an armor tank. When fighting a heavy or a deeply armor tanked logi rotation speed becomes relevant because if you can simply stay ahead of their aim you'll never take a shot, this is something I've done to more than one Merc in all builds I've played from closed beta to present.
Even that aside 20% damage bonus isn't equal to 20% reduction in life. Fictional example numbers:
- 100 dps vs 1000 HP = 10 sec to kill
- 120 dps vs 1000 HP = 9 sec to kill
- 100 dps vs 800 HP = 8 sec to kill
All which assumes that every shot hits, something less likely due to movement and further than no stacking penalty applies to damage mods which is not actually the case. Damage mods are useful no question there, but lets not overstate the case.
My 0.02 ISK Cross |
Cat Merc
Oculus Felis
1358
|
Posted - 2013.07.01 15:54:00 -
[226] - Quote
Cross Atu wrote:Responses in bold within quote. Eskel Bondfree wrote:When attempting to rebalance armor, everyone should keep the existence of triage hives and rep tools in mind. Otherwise we might end up with a Gallente heavy, stacking armor plates in the lows and having insane amounts of HP, while being repped for 175 HP/s by a logi and his triage hive/rep tool. It's an edge case, of course, but I think good balancing should account for edge cases, too. Let's take a look at your edge case in a few combat situations.
- Hostile player throws a flux - 70 HP/s is removed as the hive is destroyed
- Hostile player throws a AP nade - 70 to 175 HP/s is removed as hive and possibly Logi are destroyed. Heavy takes up to 400 HP damage assuming militia nade
- Hostile player uses splash damage weapon; Flaylock, Forge Gun et al - Results comparable to AP nade.
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range, since the Heavy is tied to the spot by the nanohive he must either lose those reps or hold position in fire
- Hostile player uses TAR, LR, Scram, et al to apply damage from outside the Heavies range with Logi primary - Heavy remains rooted to the hive for reps, Logi must stay within 10m of Heavy. Heavy loses 105 HP/s when Logi dies.
- Hostile player uses LAV or DS to crush the Heavy + Logi pair - Pair is more vulnerable to this tactic as they are bound in place by the hive [Note: situational, location may preclude this threat]
- More than one Hostile present, incoming dps outstrips repaired HP/s - I don't have the numbers in front of me but if memory serves two GEKs will do this without the use of headshots, damage mods or skill buffs.
Mobility is a big deal. Staying within a nanohive is on viable in very select circumstances and as shown above there are a lot of direct counters for it. The other aspect to keep in mind is that 105 HP/s of that rep requires proto level support from a second player and as such is taking a gun out of the fight or is not occurring during battle. Meaning that either the "more room for damage mods" bonus or the "can rep during a fight" bonus of armor tanking is effectively negated. Using your numbers from below the Heavy needs 20% less time to take down his opponent but the Heavy + Logi pair needs 80% more time as the Heavy is providing dps for both of them (numbers approximate as weapons are not identical). So now in addition to moving slower and being tied to a location by the hive this pair is also facing a dps shortfall and a range limitation. The edge case sounds good on paper but doesn't hold up very well in practice. Also about racial armor tanking boni: I think they are important when discussing balance. The reality is, caldari suits already have strong shield tank boni, while Gallente suits lack any bonus to armor tanking. For example logi suits: shield recharge 25 on Cal vs 15 on Gal. I'm saying this because in your comparison, you usually use numbers that are taken from suits designed for shield tanking, and so those numbers already have a racial bonus applied to them (when compared to the same numbers on suits.that are designed for armor tanking). Agreed there need to be more/better racial skills for supporting armor tanking. The basic scaling and stats of the armor vs shield mods themselves is still weak however so even with equally powerful tanking skills the gap between shields and armor would widen.And I feel when you discuss the lower strafe speed of armor, you should mention that the armor tank has a higher damage output due to damage mods in the high slots. I think in a 1 vs 1 situation, higher damage makes up for lower strafe speed. With a 20% damage bonus, you need 20% less time to take down you opponent. Putting it another way, you effectively reduce the total HP of your opponent by 20%, which is very significant. There's also rotation speed and jumping to consider. In a scout suit jumping for cover and flanking are both vital tactics which aren't terribly viable with an armor tank. When fighting a heavy or a deeply armor tanked logi rotation speed becomes relevant because if you can simply stay ahead of their aim you'll never take a shot, this is something I've done to more than one Merc in all builds I've played from closed beta to present.
Even that aside 20% damage bonus isn't equal to 20% reduction in life. Fictional example numbers:
- 100 dps vs 1000 HP = 10 sec to kill
- 120 dps vs 1000 HP = 9 sec to kill
- 100 dps vs 800 HP = 8 sec to kill
All which assumes that every shot hits, something less likely due to movement and further than no stacking penalty applies to damage mods which is not actually the case. Damage mods are useful no question there, but lets not overstate the case. My 0.02 ISK Cross
Cross Atu wrote:
More than one Hostile present, incoming dps outstrips repaired HP/s - I don't have the numbers in front of me but if memory serves two GEKs will do this without the use of headshots, damage mods or skill buffs. [/list]
One standard AR without any damage mods or skills still beats his edge case. No need for two GEK's. |
matsumoto yuichi san
SVER True Blood Public Disorder.
12
|
Posted - 2013.07.01 16:57:00 -
[227] - Quote
also consider, with triage hives -> you can kill them easy with a flux logi -> minus a gun as mentioned both -> limits mobility with the hives, somewhat with the logi both -> this either took setup or teamwork to be able to get comparable performance or superior (reasonable) both -> a much more expensive option
so all in all even looking at that case it's just not very impressive
BTW i run the triage hives proto on my fits and they are very nice but VERY situational i have to either retreat and then take them out which is nigh impossible sometimes with m/kb then hope i switch fast enough , it stops moving soon enough , and the enemy is scared enough for it to do anything at all even throwing it out, and if i set up beforehand now my tank is limited to a specific place and they can use their speed and mobility to out play me
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Eskel Bondfree
DUST University Ivy League
116
|
Posted - 2013.07.01 19:16:00 -
[228] - Quote
Guys, I did not argue that rep tools or triage hives are the saving grace for armor tanking. There is no need to explain again why armor tanking is inferior to shield tanking, we have all come to that conclusion already.
What I'm saying is simply that armor tanking does have pros to it, and there's no shame in acknowledging them even in an 'armor is UP' thread. Fairness demands that the existence and situational effectiveness of rep tools and triage hives are mentioned when comparing armor to shields, otherwise the comparison risks to appear biased.
I think it's also fair to bring proto equipment into the equation when we are using HP values of complex mods in slot layouts of proto suits and dps values of proto ARs with AR proficiency at 5.
And what would you think if 2 heavies, each with 2000 HP and being repped for 100 HP/s are defending a choke point? You might think that's a little OP. I said keep it in mind when you propose changes like increasing armor HP by 100%.
Repping under fire is not about out healing the incoming dps, it's about letting you survive those few extra seconds longer that you need to take down the enemy before he takes down you. Then you reduce the incoming dps to 0 by going from partial to full cover, and heal up again before you engage the next enemy. Keep in mind the 600 dps of a proto AR are easily reduced to less than half of that when the enemy is engaging outside of optimal range and only 1 out of 2 bullets hit because you don't stand in the open like a moron.
There are also plenty of situations when not all people in a squad have line of sight to engage the enemy, or would block each other's shots in doing so. The repping logi is not a lost gun in that situation. And when you need every gun you can get, of course the logi player brings out his gun as well. You don't need a logi suit to use a repair tool, six assaults in a squad have 6 equipment slots at their disposal at any time.
You guys said it, it's all situational, and that's why nothing of this should simply be dismissed as a non-factor in this discussion. I think we can agree on that and I hope I made my point more clear now. |
Arkena Wyrnspire
Turalyon Plus
1460
|
Posted - 2013.07.01 20:12:00 -
[229] - Quote
Eskel Bondfree wrote:Guys, I did not argue that rep tools or triage hives are the saving grace for armor tanking. There is no need to explain again why armor tanking is inferior to shield tanking, we have all come to that conclusion already.
I think this is perfectly reasonable, and we may well have jumped the gun about by systematically deconstructing your edge case. Your point there wasn't that it was unbeatable, after all - it was that it was very good.
The 100% armour buff is a side thing for drastic changes that I'm trying to get the person who came up with to write a thread about, btw. And yeah - it hasn't accounted for the effect of rep tools, which becomes important at that stage. |
TheGoebel
Kite Co. Couriers
5
|
Posted - 2013.07.02 12:11:00 -
[230] - Quote
*takes a look at the new modules. takes a seat with some popcorn*
Oh this is gonna be good! |
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SponkSponkSponk
The Southern Legion RISE of LEGION
41
|
Posted - 2013.07.02 12:30:00 -
[231] - Quote
TheGoebel wrote:*takes a look at the new modules. takes a seat with some popcorn*
Oh this is gonna be good!
Maybe you should post some stats, then. |
TheGoebel
Kite Co. Couriers
5
|
Posted - 2013.07.02 12:37:00 -
[232] - Quote
SponkSponkSponk wrote:
Maybe you should post some stats, then.
Oh! Yeah, sorry
Ferroscale CPU/PG Bas 25 hp 15/2 Ehn 40hp 27/7 Comp 60 hp 39/14
reactive CPU/PG basic 15 hp, 1 rep, 1% speed penalty 10/4 Enh 25hp, 1 rep, 2% speed 24/9 Compl 45 hp, 2 rep, 4% speed 36/16
all low slots. |
Cat Merc
Oculus Felis
1433
|
Posted - 2013.07.02 12:48:00 -
[233] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=90936&find=unread
Classic CCP |
TheGoebel
Kite Co. Couriers
6
|
Posted - 2013.07.02 12:51:00 -
[234] - Quote
As far as I can tell, the new modules work with the armor plating skills but not the armor repair skill. The reactive plates seem unaffected as they give me a straight 1 hp rate, not 1.15. |
Cat Merc
Oculus Felis
1434
|
Posted - 2013.07.02 13:03:00 -
[235] - Quote
TheGoebel wrote:As far as I can tell, the new modules work with the armor plating skills but not the armor repair skill. The reactive plates seem unaffected as they give me a straight 1 hp rate, not 1.15. *Clap* *Clap* *Clap* CCP |
Rinzler XVII
Forsaken Immortals
0
|
Posted - 2013.07.02 13:06:00 -
[236] - Quote
This thread is basically a solo playing style issue .. why would you need to stick to a nano hive ? Where is your logi repper ? Why are you on your own ? Why do you need to rely on armor rep mods when a repper does the job better ? Can armour be taken out entirely by lasers and flux grenades like shields ? Dont your shields have to be taken out b4 you get through to armour ? You could add shield mods if you sacrificed damage mods but no you go solely for armor plates and complain shields are better .. why not try balancing your defence and sacrifice some damage to increase your shields to make it harder to get through to your armour ? Every suit has shields and armor if you spec solely armour then you have to accept the pitfalls just as shield users do (losing 500 shield with 1 flux or having a laser user totally wipe your shield is alot worse than a movement penalty or not being able to have full plate mods if you want higher rep rate on armour) I have both and love both but i also know that both have pitfalls and bonuses, a good squad can sort those pitfalls out, there are bigger gameplay issues that need dealing with before we get to anything like this (matchmaking has to be a number 1 priority if this game is to attract and keep new and old players) |
Cat Merc
Oculus Felis
1437
|
Posted - 2013.07.02 13:19:00 -
[237] - Quote
How awesome! Shield energizers only affect base shields, in addition to their amazing stats! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
272
|
Posted - 2013.07.02 13:26:00 -
[238] - Quote
Rinzler XVII wrote:This thread is basically a solo playing style issue .. why would you need to stick to a nano hive ? Where is your logi repper ? Why are you on your own ? Why do you need to rely on armor rep mods when a repper does the job better ? Can armour be taken out entirely by lasers and flux grenades like shields ? Dont your shields have to be taken out b4 you get through to armour ? You could add shield mods if you sacrificed damage mods but no you go solely for armor plates and complain shields are better .. why not try balancing your defence and sacrifice some damage to increase your shields to make it harder to get through to your armour ? Every suit has shields and armor if you spec solely armour then you have to accept the pitfalls just as shield users do (losing 500 shield with 1 flux or having a laser user totally wipe your shield is alot worse than a movement penalty or not being able to have full plate mods if you want higher rep rate on armour) I have both and love both but i also know that both have pitfalls and bonuses, a good squad can sort those pitfalls out, there are bigger gameplay issues that need dealing with before we get to anything like this (matchmaking has to be a number 1 priority if this game is to attract and keep new and old players)
We shouldn't be forced to dual tank our suits especially when that makes no sense in relation to racial combat doctrines in EvE. There would be no point for CCP to stack gallente suit in favour of armour if they weren't expecting them to tank armour, and by in large the amarr are ****** because they aren't even Shield tankers yet the field the best hybrid toons out there?
This makes no sense. The one positive about armour is that we can have a higher base damage than shield tankers, however this is mitigated by the sheer speed at which the shield tankers core EHP recharges over a given time.
Arkena did the math in here about recharge time and the shield beat down Armour every time. IM not saying I want armour to work the same way because then there'd be no variety however I want armour to have what it should, high EHP values that shield to compensate for shield recharge. |
BL4CKST4R
WarRavens League of Infamy
341
|
Posted - 2013.07.02 13:41:00 -
[239] - Quote
Thank you CCP it is clear to us that you want armor to be subpar vs shields, don't worry my fellow Gallente at least our tanks don't suck like we do. But in all honesty CCP I now believe you have the IQ of a chimp, the logic of a rock, and the balls of a gorilla to throw at us this garbage. We ask for armor to be better yet you give us 3 modules that do not even benefit armor tanks, shield tanks had high HP without armor, now they can stack armor with no penalty while now we have to use complex armor plates to try and catch up to the massive buff shields just got! Good job |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
277
|
Posted - 2013.07.02 13:53:00 -
[240] - Quote
235 Posts
3000+ Views
402 Likes
And this thread is still ignored by Devs.....
IVE SEEN TROLL POSTS WITH SINGLE DIGIT VIEWS GET MORE ATTENTION THAN THIS.
In all honesty great work to you all BL4CKST4R, Arkena, Cat Merc, and all of you others for your imput even the shield tankers you all gave your best thoughts and logical comments to this thread only for CCP to ignore in favour of 14yr olds bitching in general.
I Salute you Veterans of the Amarr and Gallente. |
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