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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:13:00 -
[1] - Quote
THREAD UNDER CONSTRUCTION PLEASE DO NOT POST
[P1] Preface
This is a thread about infantry balance, not vehicle balance. Please restrain yourselves from complaining about vehicle balance in this thread. Similarly, please stay on topic. Posts like GÇÿlol dust suxGÇÖ and GÇÿforget armour, fix xGÇÖ are not welcome. I also request that you post constructively and refrain from being GÇÿwittyGÇÖ in an attempt to gain forum likes. I have previously written at length about the imbalances between shields and armour GÇô as seen in this thread: https://forums.dust514.com/default.aspx?g=posts&t=83983&find=unread
This received a CCP response, and as of Uprising 1.2 we have received a few new toys, primarily reactive and ferroscale plates. WeGÇÖve also apparently gotten a reduction to the speed penalty on armour plates (though we actually havenGÇÖt as of the recent video), and proper bonuses for the Gallente armour tanking dropsuits (this I think IGÇÖll be happy with).
So why am I not happy? Armour has been given new stuff to play with, and a couple of things have been fixed, after all. IGÇÖm not happy because all of this fails to fix the core issues with armour. It also doesnGÇÖt help that the new modules are so horribly underpowered that no-one is going to use them.
This post may seem biased to some. I am an armour tanker, yes. I have tried to avoid being biased in this post, but there may be points which I have omitted which are advantageous to armour. Please feel free to point out bias, but I ask you to read the entire thread first as I may well have covered it. I will happily edit to be fairer.
Some of this post may repeat points stated in the last one. This is necessary because the first time they werenGÇÖt actually noted. I have covered them in more detail here as well. This post is going to be long. For convenience and targeting specific issues, here is a contents table. You can use CTRL-F with the [P#] tag to find the relevant post. In some cases, the sections may not be long enough to warrant their own post. They will still have their own post in order to make organisation easier and also to make adding more information easier. Contents: [P1] Preface [P2] Roles of shield and armour [P3] HP values [P4] Regeneration [P5] Penalties [P6] Fitting requirements and slot layouts [P7] Resistances and weaponry [P8] The new modules [P9] Tanking progression from basic to prototype [P10] Summary [P11] Complex suggestions and feedback [P12] Notable feedback
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster. They should be better at skirmishing with the opponent, being able to dictate range on their opponent, choosing the range to fight at, and be able to get back into another fight quickly with quick, though delayed regen.
Armour tanks should be brawlers. They should move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods. The armour regeneration should be slower, but a steady constant through enemy fire. Armour tanks take longer to recover between fights or reach fights, but are better at sustained combat than shield tanks. These ideals give both tanks the ability to do very well in some situations, and worse in others. Crucially, it gives them both a ROLE.
Further reading: https://forums.dust514.com/default.aspx?g=posts&m=933651#post933651 With this out of the way, we will now look at the failures of the armour role as compared to the shield role.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:14:00 -
[2] - Quote
[P3] HP values HP values are, of course, a very important part of the balance. This is one of the core issues with armour tanking in its current state. In essence, the problem is that armour tankers get lower HP than shield tankers. This wouldnGÇÖt be the case at first glance, with plates giving more base HP than shield extenders, but for a number of reasons such as needing regen and because of the harsh speed penalty.
Armour tankers need to sacrifice some slots for repairer modules, which reduces the number of plates they can use and by extension the amount of HP they can accrue. As a general rule of thumb, to get a regen rate that isnGÇÖt painfully slow an armour tanker must sacrifice approximately half of their slots.
Regeneration aside, armour tankers also canGÇÖt stack plates because of the speed penalty increasing to the point where armour suits become horribly slow and medium frames slow down to heavy speeds.
So we have our armour tankers using half their slots for plates and our shield tankers using all their slots for extenders.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
LetGÇÖs also have a look at the logistics suits. Gallente Logistics: 3x Complex armour plate 210 + 115 + 115 + 115 = 555 Caldari Logistics: 5x Complex shield extender 210 + 66 + 66 + 66 + 66 + 66 = 540 Hey, look! The armour tanker beat the shield tanker by 15 HP! Except heGÇÖs slowed down by 30% and the fitting requirements for 3x complex plates and 2x complex reppers are very PG heavy. In practice, we have: Gallente Logistics: 3x Enhanced armour plate 210 + 87 + 87 + 87 = 471 There is another issue with HP values while weGÇÖre looking at them. The militia shield extender gives 22 HP, as does the standard shield extender. The standard plate, gives 65 HP. However, the militia plate gives 40 HP. The militia is less effective than the standard modules in a way other than fitting requirements. The scaling of HP increases through the module tiers is out of whack with shields. Armour, a tank intended for buffer, doesnGÇÖt increase HP gain as much as shields. Complex shield extender = 66 HP, 3x the Basic shield extenderGÇÖs 22 HP Complex armour plate = 115 HP, 1.69x the Basic armour plateGÇÖs 65 HP This, along with the much higher scaling penalty mentioned later, makes the complex plate practically unusable.
The HP of the normal armour plates needs a significant buff to make them worth using and make armour tankers able to achieve similar or greater levels of HP than shield tankers. I would go so far as to say that complex plates should be pushing 195 HP, 3x the basic. This would make complex plates meaningful to fit, as you can currently only fit a couple of them without your repair or speed being reduced to painfully low levels. There is a lot more reading material on this topic, and I have only skimmed over it. https://forums.dust514.com/default.aspx?g=posts&m=905267#post905267 This is another post by BL4CKST4R comparing overall HP values some more.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:14:00 -
[3] - Quote
[P4] Regeneration Another core issue is the problem of regeneration. A lot of people get confused here about the mechanics and the value of some of them.
A lot of people believe that the shield recharge delay is very significant and that the under-fire recharge quality of armour repair modules is also very important. The short answer GÇô ItGÇÖs not. The long answer GÇô In the 4 seconds or so it takes for shields to start recharging, a complex armour repairer will regenerate 25 HP. ThatGÇÖs a bit less than 1 assault rifle bullet. On the fifth second, the shields start to regenerate as well, at a rate of about 25 HP/s. At this point armour has repaired 31.5 HP and shield has repaired 25 HP. Those two numbers are so close that itGÇÖs not even worth a bullet, most of the time what would kill the shield tanker in this instance (assuming equal HP) would also kill the armour tanker.
Of course, this assumes that the shield recharge starts under fire, and this is another misconception.
The shield recharge DOES start under fire if your shields arenGÇÖt depleted. The timer starts from the first bullet that hits you and doesnGÇÖt reset with subsequent bullets. I have tested this repeatedly, and general gameplay shows this to be true as well. Once it starts another bullet hitting will stop it again, but youGÇÖve still regenerated some HP, enough to prevent the under-fire ability of armour tanking from being useful and gaining a meaningful amount of HP over the shield tanker. Remote armour repairs do not fix the regeneration gap. The normal repair tools repair armour at a very similar rate to shield regeneration, and this requires the assistance of another player who has to fit equipment and stop using his gun while heGÇÖs repairing you. This gets better at the prototype level, but that requires a large SP investment, lots of fitting resources, and itGÇÖs expensive to run prototype equipment.
The repair tool can also function under fire, which can be useful, and is one of armourGÇÖs few good points. However, to do this, the logistics player canGÇÖt use his gun. If the logistics player were to use his gun, the enemy would go down a lot quicker and repairs might not be necessary at all. To use the repair tool, it effectively takes a gun off the field. So now weGÇÖve cleared up a few things, letGÇÖs look at the actual regeneration rates. This will include skills. Armour repairers: Basic armour repairer GÇô 2.5 HP/s Enhanced armour repairer GÇô 3.75 HP/s Complex armour repairer GÇô 6.25 HP/s Logistics bonus GÇô Up to 5 HP/s Shield base regeneration rates: Basic medium frame GÇô 20 HP/s Proto medium frame GÇô 25 HP/s Assault suit GÇô 31.25 HP/s Logistics suit GÇô 20 HP/s LetGÇÖs launch straight into some regeneration comparisons. Any suit with a pair of complex armour repairers on it will regenerate 12.5 HP/s. This is slightly over half of the lowest shield base regeneration rate. We should be comparing this to prototype suits, though, as weGÇÖre fitting complex modules on a proto slot layout.
Compared to prototype suits, itGÇÖs half the normal shield regen, about 1/3rd of an assault shield regen, and slightly over half of the proto shield regen.
Basically, across the board fitting two top-tier modules achieves half the rate of regen that shields gets on the base suit without fitting modules. ThereGÇÖs a slight delay before shields start regenerating, but as mentioned earlier thatGÇÖs not significant enough.
Hey, there are shield regeneration modules too! LetGÇÖs have a look at those. Militia/Basic shield recharger GÇô 17.25% recharge bonus Enhanced shield recharger - 28.75% recharge bonus Complex shield recharger GÇô 48.3% recharge bonus Using even a single one of these skyrockets the recharge rate far beyond what armour can reach, even if 4 complex armour repairers were fitted. Notably, the rechargers also increase by a percentage, so they stack and scale far better than armour repairers do, especially as the base recharge rate is so much higher than armour repair rates.
The one great downside of shield tanking is the recharge delay. There are modules to fix this too though, and quite importantly they donGÇÖt compete with other shield tanking modules GÇô other sacrifices in tank donGÇÖt have to be made to fit them, as they take a low slot. This allows shield tanks to utilise all of their slots for strengthening their tank and minimising their weaknesses.
With a couple of complex shield regulators, shield recharge delays drop down to about 2 seconds for partially depleted shields and about 3 seconds for fully depleted shields. This tiny delay devalues the permanently active property of armour repairers.
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.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:14:00 -
[4] - Quote
[P5] Penalties A very large problem for armour tankers is the penalty on armour plates. This penalty makes it unreasonable to use the higher tier plates or to use large numbers of plates. Fitting armour plates doesnGÇÖt only slow your movement rates (both sprint and normal), it also slows down your turn rates, and by extension your aiming ability.
This is completely unreasonable for an FPS game. Movement speeds are harsh enough, but reducing the playerGÇÖs actual ability to aim in a game where aiming is everything is an unreasonably harsh penalty. This impacts accuracy directly, reducing your ability to hit people at distance or headshot people.
It hurts your CQC ability because people can actually strafe faster than you can turn, meaning it becomes a severe disadvantage in CQC. It prevents you from responding to the threat behind you as quickly as you need to.
There isnGÇÖt really much more to say on this specific point on the issues with penalties, but this is a hugely important point and so IGÇÖm going to bold it.
The penalty, of course, affects mobility. This is important for two main reasons. The first is how easy you are to hit, and the second is power projection.
The ability of other players to hit you is important. If youGÇÖre getting hit more, you are being damaged more and you are dying more. If youGÇÖre running across an open stretch and someone starts shooting at you, the longer you spend in the open running the more damage youGÇÖre taking and the more likely you are to die.
ItGÇÖs also simply easier to aim at a slower moving target, allowing headshots to be achieved more easily and allowing the target to be killed before they can react. Notably, locus grenades, which do ludicrously high damage to armour, are very difficult to evade with an armour tank because youGÇÖre slowed down. It reduces your ability to evade grenades and get into cover, which lets grenadiers apply their damage much better to you. This has the end result of grenade spam being horribly effective against armour tankers.
Again, while there isnGÇÖt much to be said about this, it has a gigantic effect on gameplay and is very important. Power projection is also very important. Mobility allows you to respond to threats quicker, moving across the map between objectives or to hotspots. If you are armour tanking it takes you significantly longer to respond to people at another objective GÇô by the time you get there to help your teammates, the other team may well have dispatched them all and be in position to defend the objective against your slow-moving assault. LAVs can help with this problem, but that effectively tethers you to a vehicle to get around and itGÇÖs also very obvious when you drive an LAV into the middle of a hostile objective.
Mobility should be a drawback of armour, but in its current form itGÇÖs penalising far too heavily for what it gives. For example, the scaling of the speed penalty between tiers is awful. Basic plate GÇô 65 HP, 3% speed penalty Enhanced plate GÇô 87 HP, 5% speed penalty Complex plate GÇô 115 HP, 10% speed penalty
The complex plate doesnGÇÖt even give twice the HP of the basic plate, but it gives over three times the penalty that the basic does, and double the penalty of the previous tier. This is crippling. ItGÇÖs been said that this will be reduced a bit, but the fact that armour has a penalty and shield doesnGÇÖt contributes greatly to the imbalance when armour doesnGÇÖt actually gain anything for being slower.
The penalty on the complex plate is so high that very few people use them because a pair of enhanced plates is a superior option despite the increased slot usage. Personally I do not have a complex plate fitted on any of my fits right now.
As of the trailer for Uprising 1.2 (which wasnGÇÖt a very good method of giving information to a community thatGÇÖs been crying out for dev communication) the speed penalty remains the same. The promised penalty reduction did not appear. I recommend reducing the speed penalty and keeping it constant throughout the tiers. In EvE, the much vaunted linked game, armour plate penalty does not increase when upgrading from tech 1 plates to tech 2 plates. Perhaps ironically, armour is acknowledged to be underpowered there as well.
A constant 4/5% penalty throughout the tiers wouldnGÇÖt be as harsh and it would make the complex plates usable.
Some people would suggest that signature radius as a penalty on shields would fix this imbalance. It wouldnGÇÖt. ItGÇÖs essentially a useless statistic given the current state of scanning.
Cat Merc wrote: Seeing a dot show up on screen doesnGÇÖt make you easier to hit like being slow like a heavy does. Sure, you can anticipate them, but they can anticipate you too. See, the way scanning mechanics work right now is this: If you have line of sight, they shown up. If you use a scanner, they show up. As far as I know, passive scanning is useless garbage, it almost never works. Active scanners detect everyone, even scouts (Except for Gallente scout, unless its a high level scanner), so giving them a sig radius penalty wonGÇÖt do a thing. Unless armor tankers donGÇÖt show up on the active scanner, but then you make the thing bad.
Here is a post which summarises the problem fairly well. Passive scanning isnGÇÖt useful and the sigrad doesnGÇÖt make much of a difference. In active scanning you show up anyway, so nobody cares about a larger sigrad.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:15:00 -
[5] - Quote
[P6] Fittings and slot layouts At first glance, armour is easier to fit. That is, in fact, true to an extent. The lower CPU requirement for armour modules can help fitting quite nicely. This is a good thing for armour tankers. Armour plates do, however, use up a fair bit more PG. This is significant, because PG is harder to come by than CPU GÇô itGÇÖs easy to tweak a fit to get those 3 more units of CPU, but not to get just 1 more unit of CPU. This is a minor thing really and itGÇÖs not worth mucking about with. ItGÇÖs worth noting though that PG and CPU modules can only really be used by shield tankers, which makes fittings much easier for them.
LetGÇÖs look at the slot layouts of things. This is where things go bad for armour tankers. This will exclude shield tank modules from high slots and armour tank modules from low slots. High slots: Myofibril Stimulants Damage Modifiers Low slots: Shield Regulators (Shield tanking module!) Kinetic Catalyzers Cardiac Regulators Precision/Scan Strength Enhancers Scan Range Amplifiers Profile Dampeners CPU Enhancers PG Upgrades Codebreakers So shield tankers have access to literally 5 times more modules than armour tankers do in their free slots.
Damage modifiers are the single greatest advantage that armour tankers have. However, they have very high CPU and PG requirements, and itGÇÖs very easy to push the PG over the limit with the high PG usage of plates. The CPU usage is also high enough to compromise the rest of the fitting in order to fit a full rack of damage mods. Low slot modules donGÇÖt take nearly as much fitting resources. None of them take as much PG or CPU as a damage mod does, and combined with the balanced usage of CPU and PG by shield extenders, shield tanks become generally easier to fit.
The issues with fitting are exacerbated by the fact the CPU and PG upgrades are all low slot modules. An armour tanker simply cannot sacrifice a low slot to fit one of these, but a shield tanker can easily use them.
ItGÇÖs also notable that shield tankers can cover their primary weakness (shield recharge delay) with the use of their low slots, which arenGÇÖt used for their main tank through the use of shield regulators. One of armourGÇÖs several weaknesses, speed, can only be compensated for through the low slots, which compete with the main tanking modules.
I suggest that some of these modules are moved from the low slots to the high slots in order to fix this imbalance. Shield regulators, for instance, should definitely be moved to high slots. I think that CPU modules should definitely remain in low slots, but PG modules would be much better off in high slots, allowing armour tanking, the PG heavy tank, to fit things more reasonably. Speed modules should remain in low slots because thatGÇÖs an inherent shield tanking advantage and being able to cover the weaknesses of tanks completely is not a good thing. There are so many low slot utility modules and so few high slot utility modules that some modules need to be switched.
Master Jaraiya has written about an alternative suggestion with midslots: https://forums.dust514.com/default.aspx?g=posts&t=86590
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:15:00 -
[6] - Quote
[P7] Resistances and weaponry
This is another important problem.
LetGÇÖs look at whatGÇÖs anti-shield and whatGÇÖs anti-armour.
Anti-shield: Scrambler Rifle Laser Rifle Flux Grenade*
Anti-armour: Flaylock Pistol Mass Driver Locus Grenade
This is about equal. Of course, some weapons are used more than others which might sway the overall effect slightly, but GÇ£ItGÇÖs used moreGÇ¥ should never be a balancing argument when likely the usage is due to the balance itself.
The problem occurs when you look at the actual changes in damage. We can class these into damage categories.
Laser damage: Scrambler Rifle Laser Rifle
This does 120% damage against shields and 80% damage against armour, for a net effect of 40% more damage against shields than armour.
Explosive damage: Flaylock Pistol Mass Driver Locus Grenade This does 70% damage against shields and 135~% damage against armour. ItGÇÖs probably actually either 130% or 140%, but in-depth testing always came out to about 135%. This is a 65% difference. This is a 25% bigger difference than the anti-shield weapons. These are also area of effect weapons which are much more difficult to avoid, especially as armour tankers are slowed. It becomes more difficult to move off a grenade or dodge mass driver/flaylock shots, so theyGÇÖre able to apply their full obscene damage to armour. Effectively, anti-armour weapons do much more damage than anti-shield weapons and theyGÇÖre much harder to avoid. It also hurts the usage of these weapons when theyGÇÖre hopelessly ineffective against shield, the most commonly used tank.
*The flux grenade is a notable exception to this. Widely hailed by people who donGÇÖt understand what theyGÇÖre talking about as the greatest counter to shields, it doesnGÇÖt actually do any damage to armour and instead does huge amounts of damage to shields, wiping them out fully pretty much regardless of where they are in the radius. In practice, though, is this really such a great counter to shields? When you flux someone theyGÇÖre immediately going to retreat and let their shields regenerate. If you flux shields they still regenerate normally. If you hit an armour tanker with a locus grenade, what happens? He dies. A locus grenade can one shot straight through the main tank thanks to the huge explosive damage. Of course when your armour is depleted you should retreat and rege- oh wait, youGÇÖre dead. When you get hit by a locus grenade as an armour tanker, you die unless youGÇÖre on the very edge of the blast. When getting hit by a flux grenade as a shield tanker, you hide for a moment before your powerful regen kicks in.
To fix these issues, I suggest tweaking the resistances so that either explosive weapons do 80/120 damage or laser weapons do 135/70 damage, preferably the former. I would also suggest that the radius of flux grenades be increased and that they impede shield recharge delay so that they become a viable counter to shields.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:15:00 -
[7] - Quote
[P8] The new modules
Here we get to the new stuff, the modules which are meant to GÇÿfixGÇÖ armour. They fail in their mission. This is based on data that was taken from the GÇÿFight your own warGÇÖ video. These may not be the final numbers, and this section will be updated as and when more information becomes available. The purpose of this post is to ensure these modules donGÇÖt come into the game pre-nerfed.
These new modules are the Ferroscale Plates, which give less HP than normal plates but without any speed penalty, and the Reactive Plates, which give an even smaller amount of HP but with a small amount of regeneration and a small speed hit. Now this all sounds good in theory, but thatGÇÖs until you get to the numbers that CCP decided to put on the plates.
Complex Ferroscale plates: 60 HP Complex Reactive plates: 45 hp, 2hp/s, 4% movement penalty
For comparison, normal plates: 115 HP, 10% movement penalty.
And for more comparison, Complex Shield extenders: 66 HP
These modules arenGÇÖt good enough. LetGÇÖs start with the Ferroscale plate. Ferroscale plates at the complex level give 60HP, while shield extenders give 66HP. That is 60 armour HP that does not regenerate and is highly vulnerable to damage as opposed to 66 HP that is more resistant and which regenerates at a very fast rate.
So what the ferroscale plates did was make it even worse when comparing shield vs armor, as the HP is even lower than before, and regeneration slow as ever. Math, using base numbers:
Caldari Assault 4x Complex shield extenders 210 + 66 + 66 + 66 + 66 = 474 474 HP + 25hp/s of regeneration and a small 4 seconds delay for regeneration
Gallente Assault 2x Complex ferroscale plates + 2x Complex armor reps 210 + 60 + 60 = 330 330 HP + 12.5 HP/s.regen
In this situation the shield tank wins in almost every way bar the token active armour repairs, which are outpaced within 2 seconds of shield regen.
On to the reactive plate. Reactive plates give 45hp each + 2hp/s regeneration.
LetGÇÖs look at some theoretical setups again. Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 25hp/s of regeneration and a small 4 seconds delay for regeneration
Gallente Assault 4x Complex reactive plates 210 + 45 + 45 + 45 + 45 390 HP + 8HP/s + -16% movement penalty.
Compared to the previous setup, this gives 60 more HP at the cost of 16% movement speed and also 4.5 HP/s regen. ThatGÇÖs not a very good trade-off, though admittedly the buffer it might be somewhat worth it.
LetGÇÖs compare this to an existing setup.
Gallente Assault 2x Complex plate, 2x Complex armour repairer 210 + 115 + 115 = 440 12.5 HP/s regen 20% movement penalty
This setup beats the previous setup by 40 HP and 4.5 HP/s, and requires less fitting, at the cost of 4% movement speed. Essentially, there is no reason to use the Reactive plates. LetGÇÖs compare it to the Ferroscale plates.
Gallente Assault 2x Complex Ferroscale plates + 2x Complex armor reps 210 + 60 + 60 = 330 330 HP + 12.5 HP/s.regen
ThatGÇÖs 110 HP more. Over 100.
This is bad. With the new modules, the Reactive plates are superseded by the existing modules (which are already not good enough), and the Ferroscales are laughably ineffective compared to shields, though they do offer a slightly different (albeit weaker) option to armour.
Suggestions for fixing this:
Ferroscale plates need to give a larger HP buff than shields - otherwise, serious armour tanks wonGÇÖt use them - even with the speed penalty, standard plates (which are weak in their current state) far outperform these.
The HP for the Reactive plates should be slightly higher than shields, with 4hp/s regen, putting it at slightly less regeneration than shields but slightly more HP.
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Arkena Wyrnspire
Turalyon Plus
964
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Posted - 2013.06.16 21:16:00 -
[8] - Quote
[P9] Tanking progression from basic to prototype
Much of this thread has been centred around the complex level, where modules are at their maximum effectiveness. This is not the only place there are problems though - there are lots of them with the lower tiered modules as well. Even more so, in fact.
LetGÇÖs start off with a quick discrepancy. Militia modules are meant to be statistically identical to standard equipment apart from fitting requirements and skill requirements. This is not the case for the militia armour plate - It has 25 HP less than the standard counterpart. The militia shield extender and basic shield extender have identical HP buffs. Militia/Standard plates: 40/65 HP Militia/Standard shield extenders: 22/22 HP
The increase in effectiveness throughout the tiers is lower with armour modules than it is with shields. For example, with the shield extenders it goes 22 HP, 33 HP, 66 HP, ending on 3x the basic. With armour plates, it goes 65 HP, 87 HP, 115 HP, ending on 1.7x the basic. In addition to this, the penalty goes 3%, 5%, 10%, ending on 3.3x the basic. Essentially, youGÇÖre being penalised for going up the tiers and being rewarded much less.
In terms of regeneration, the situation is worse here as well. Previously, shield regen has been compared to complex level armour repairers, the best regeneration armour can get. On the basic Gallente suit, which has two militia repairers, you get a 4 HP/s regeneration rate. That is 1/5th of shieldGÇÖs base regeneration rate. This is abysmal. A militia Gallente suit has 210 HP + 40 HP from the militia plate. This is 250 HP. At 4 HP/s, it will take 63 seconds to fully recover from armour depletion (assuming you donGÇÖt die). They might even be using the standard plate, which adds another 6 seconds to that recovery time. ThatGÇÖs over a minute. The shield recharge takes ~13 seconds, making it 5 times as effective in addition to being able to match the armour HP.
The situation doesnGÇÖt improve much when upgrading to enhanced repairers, only gaining 1 HP/s more. ItGÇÖs only when you reach the complex tier that armour repairers start to become effective, and this is an SP investment of nearly 1 million and it ties you to using more expensive modules, both ISK wise and CPU/PG wise, making low end suits more expensive and difficult to fit.
The single greatest advantage that armour tankers have, the damage modifier, is also completely unavailable to low end suits. ItGÇÖs on a different skill tree entirely, requiring a larger SP investment, and more importantly, the Militia Gallente suits donGÇÖt even have a high slot to fit one. The low end damage modifiers also only give 3%, making it barely worth it at this level, in addition to their harsh fitting requirements.
ItGÇÖs important not to leave armour in the metaphorical dust at the low end but buffing the high end, as nobody will want to specialise into a tank type thatGÇÖs bad for a long time before they get to the good stuff as opposed to a tank type thatGÇÖs good all the way through (and better at the high end). One of armourGÇÖs saving graces, the armour repair tool, is effectively unavailable to newbies. They have to use their single equipment slot for a nanohive to keep their weapons fueled. ItGÇÖs only when logistics suits become available (which requires a significant SP investment) that repair tools become worth it for newbies.
This punishes the new players more than anyone else, and new players are the lifeblood of dust.
There are a few ways to fix this. In the regeneration section I suggested an inherent repair rate on Gallente dropsuits - this would help the low end suits immensely, especially if it was a reasonable number. In addition to this, a small repairer buff would help, especially at the low end. For example, making reps 3/5/7 would improve the situation by 50% for newbies while also helping the upper tiers, which need the assistance. The discrepancy with the militia and basic plates should also be fixed.
I would also like to see militia logistics suits - these would help newer players get into support roles if they want to do them more easily and without having to wait a couple of weeks to get into a logistics suit. This makes armor repair tools more common for the newbie.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:16:00 -
[9] - Quote
[P11] Complex suggestions and feedback
Here is an idea from Cat Merc. His problem is that a lot of fixes just turn armor into slightly different shields - which I agree with. This is a more novel fix, which might take a bit more work to implement, but I think it would really help define roles and help to make armour useful.
Cat Merc wrote:This fix is supposed to make shields and armor have unique roles.
Please read GÇ£[P2] Roles of shield and armourGÇ¥, where the roles of shield and armor are covered.
Here are the list of things done, I will then expand on each: -All plates HP increased by 2x -Plates movement penalties changed to 5/7.5/10 -Armor reps changed to 5/7.5/10 -Armor reps now have a unique mechanic -Gallente suits are given an inherent 5hp/s regeneration, helping lower level armor tanking
You might see the 2x HP increase and think GÇ£WTFGÇ¥, and I expected that. But see, armor is supposed to have much higher HP than shields do, but because we need to use half our slots for reps, the HP gained is lost, while still having less reps.
But then you think GÇ£But didnGÇÖt you just increase reps amount?GÇ¥, and thatGÇÖs true, but hear me out on this. This is the main part of the idea: If you read the Roles of shield and armor part, then you would know that shields are skirmishers, they dictate their range, get out of battle, regenerate quickly and come back. Armor is a brawler, taking a good punch while dealing lots of damage and regenerating under fire, but need repair tools to repair properly outside of battle. Armor is also slow, which means it canGÇÖt dictate range, and canGÇÖt run out of battle as quickly, and its a very easy target. Also has problems with power projection, taking time to respond to enemies taking your objectives, or teammates need help. So taking this into consideration, I have got an idea to solidify the armor tanking role. When you take damage from an enemy (not just any damage, like fall damage), your reps work at 100%. The longer time has passed from the last time you took damage, the slower your reps work, down to 25% at the lowest level. It goes like this: 0-5 seconds = 100% 5-10 seconds = 75% 10-15 seconds = 50% 15 seconds and beyond = 25%
The basic and enhanced plates penalty has been increased, because in its current form, the penalty rises very disproportionately to the HP gained. This fixes the problem, making complex plates worthwhile.
New plates numbers: Basic plate = 130HP, -5% speed Enhanced plate = 174HP - 7.5% speed Complex plate = 230HP - 10% speed
Some numbers. Gallente Assault: 210 Armor HP + 230HP + 230HP (2x Complex plates) = 670 HP The other two slots are used for armor repairers, and in addition to the inherent rep speed this turns into 25hp/s of regeneration at the first 5 seconds you take damage. After 15 seconds this rep drops to 25%, putting it at 6.25, which is painfully slow.
I think that 2x HP on the plates is perhaps a little excessive and bordering on heavy territory, but the concept itself is sound. ItGÇÖs worth noting that heavies are a separate issue. They would benefit from an armour buff in their current state, but this is mostly centred on the state of the modules in general and for the medium and light frames.
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Arkena Wyrnspire
Turalyon Plus
964
|
Posted - 2013.06.16 21:16:00 -
[10] - Quote
[P12] Notable Feedback
Reserved.
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Arkena Wyrnspire
Turalyon Plus
971
|
Posted - 2013.06.16 21:57:00 -
[11] - Quote
Reserved. |
Arkena Wyrnspire
Turalyon Plus
972
|
Posted - 2013.06.16 21:59:00 -
[12] - Quote
Whoops, missed unit 10. This has now been corrected. |
Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:42:00 -
[13] - Quote
Excellent post. +1
I would add something to P5:
Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields.
When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp.
On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates)
or b)for an extended period of time to allow his much slower acting armor repairer to recover hp.
alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill.
In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective.
Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" |
Arkena Wyrnspire
Turalyon Plus
1000
|
Posted - 2013.06.16 22:47:00 -
[14] - Quote
Master Jaraiya wrote:Excellent post. +1 I would add something to P5: Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields. When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp. On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates) or b)for an extended period of time to allow his much slower acting armor repairer to recover hp. alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill. In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective. Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG"
+1. Yeah. A lot of this comes from separating the posts as I did - the issues link together to create bigger problems all over. I covered how much more difficult it was for armour tankers to get away in penalties. I think I'll emphasise this as per your recommendation and add some more stuff to the explanation of the flux grenade vs locus grenade.
I'll add a bit more on the importance of mobility as well.
Good catch on the PG thing! I'm particularly happy with you spotting that because it means you read the thing through. Thanks!
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Master Jaraiya
Ultramarine Corp
228
|
Posted - 2013.06.16 22:51:00 -
[15] - Quote
Arkena Wyrnspire wrote:Master Jaraiya wrote:Excellent post. +1 I would add something to P5: Although you iterated on this when discussing the Flux Grenade, I feel you should go more in depth in the comparison between how easy it is for shield tank suits to quickly escape combat and quickly recharge Shields vs how difficult it is for armor tank suits to escape and slowly recharge shields. When shield tanks lose their shields, they run for cover, and more often than not begin recharging even before an armor tanker can close the distance them to finish them off. Then the shield tanker almost immediately comes back out ready for round 2. Meanwhile the armor tanker has the exact same amount of armor(no repairers) or very little more than before the shield tanker took cover, and likely hasn't started even recharging shields as he is armor tanked. Then must face the newly reemerged shield tanker with a significant amount less hp. On the opposite end of the spectrum, when an armor tanker has lost a significant portion of armor, he must (attempt) to flee either a) completely, and find a logistics to repair or supply depot to refit in order to recover hp (if using only plates) or b)for an extended period of time to allow his much slower acting armor repairer to recover hp. alternatively, and more frequently the end result, the armor tanker dies while trying to escape to cover because of their extremely slow speed, or he makes it to cover, but the shield tanker closes the distance faster than hp can be recovered, and makes the kill. In either of these scenarios, the shield tanker wins the battle, and obtains control of the objective. Also an EDIT (i'm splitting hairs here) line 4 of P6 should be edited to state "1 more unit of PG" +1. Yeah. A lot of this comes from separating the posts as I did - the issues link together to create bigger problems all over. I covered how much more difficult it was for armour tankers to get away in penalties. I think I'll emphasise this as per your recommendation and add some more stuff to the explanation of the flux grenade vs locus grenade. I'll add a bit more on the importance of mobility as well. Good catch on the PG thing! I'm particularly happy with you spotting that because it means you read the thing through. Thanks! I always read posts all the way through, even obvious troll posts!
I also gave you your 1000th like! I should win something! |
Cass Barr
Red Star. EoN.
295
|
Posted - 2013.06.16 23:05:00 -
[16] - Quote
Good post. You might want to explicitly state that the move penalties on plates effect strafe speed as well. |
Stephen Rao
Intrepidus XI Omega Commission
37
|
Posted - 2013.06.16 23:07:00 -
[17] - Quote
Great thread! Just an addition to P5 and P8, here are the numbers for Speed Reduction (SR) % -to- Armor HP: ratio.
______________________HP____SR____SR-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%
While you've covered the fact that the Speed Reduction scale is not proportionate to the benefits, it's a good visual to see that Complex Armor Plates have almost twice as much Speed Reduction per-HP than the Basic Armor Plates do. The Reactive Plates, across the board, have worse ratio's than any of the Armor Plates underlining the fact that they are less desirable than Plates + Reppers. |
TheGoebel
Kite Co. Couriers
0
|
Posted - 2013.06.17 00:08:00 -
[18] - Quote
So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread? |
Master Jaraiya
Ultramarine Corp
230
|
Posted - 2013.06.17 00:18:00 -
[19] - Quote
Post a link on social media
Tell all ppl you play with of its existence |
D legendary hero
Strong-Arm
187
|
Posted - 2013.06.17 00:35:00 -
[20] - Quote
Arkena Wyrnspire wrote:Whoops, missed unit 10. This has now been corrected.
where is the preface?
i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc .
those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
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Master Jaraiya
Ultramarine Corp
233
|
Posted - 2013.06.17 00:51:00 -
[21] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:Whoops, missed unit 10. This has now been corrected. where is the preface? i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc . those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
Which only exacerbates the problem, at least for the the only option we currently have as heavies. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
193
|
Posted - 2013.06.17 03:02:00 -
[22] - Quote
CCP NEEDS TO RESPOND TO THIS..... Im going to link this thread in all of my Feed Back threads until CCP comments on this glorious series of well presented, thought out, and needed fixes. |
BL4CKST4R
WarRavens League of Infamy
275
|
Posted - 2013.06.17 03:35:00 -
[23] - Quote
I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
194
|
Posted - 2013.06.17 03:45:00 -
[24] - Quote
BL4CKST4R wrote:I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
While that's true it must be noted that both types of Tanking have already developed their own identities.
Armour is already considered the brawler type, while shield the skirmishers. You are right no one should be forced into a playstyle but I think the distinction between the two types must be made otherwise there is no point in having two.
Armour fits my playstyle well I like to be right in the middle of things with the bullets flying, tanks driving by, etc. I feel that Armour should better facilitate the brawlers amongst us, while shields the more mobile and hit and run players. |
D legendary hero
One-Armed Bandits
187
|
Posted - 2013.06.17 05:35:00 -
[25] - Quote
^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate.
there should be no niche for one or the other (as people try to do with heavies.)
think about it, if shield vs tank dictated exactly what you should use for what playstlye then i would have no choice as to wether i wanted to skirmish with my armor tank, or imagine the battle conditions changed mid fire fight and i need to engage the enemy brawler style with my shield tank.
granted they are not the same, but they should not hinder you from one another, they should suppliment or enahnce your ability to do one or the other. therefore, if i need to skirmish with an amor tanking suit i should be able to do so however, if some uses the same tactic with a shield tanking suit against me they should have a slight advantage.
according to what your saying the advantage in the aforementioned paragraph of the shield over the armor for skirmishing would be so high that the shield tanker is garunteed the kill. that should never be so |
Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 07:47:00 -
[26] - Quote
It was nice to wake up to this positive response.
Master Jaraiya - Thanks!
Cass Barr wrote: Good post. You might want to explicitly state that the move penalties on plates effect strafe speed as well.
Yes, I think I'll do that. It's pretty damn important.
Stephen Rao wrote: Great thread! Just an addition to P5 and P8, here are the numbers for Speed Reduction (SR) % -to- Armor HP: ratio.
______________________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%
While you've covered the fact that the Speed Reduction scale is not proportionate to the benefits, it's a good visual to see that Complex Armor Plates have almost twice as much Speed Reduction per-HP than the Basic Armor Plates do. The Reactive Plates, across the board, have worse ratio's than any of the Armor Plates underlining the fact that they are less desirable than Plates + Reppers.
Excellent! I'll definitely add this. That's a good table. It also helps highlight how bad the new modules are.
TheGoebel wrote: So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread?
Print it out and hand it to random people in the street, link it in your posts, tell people about it. vOv
D legendary hero wrote: where is the preface?
i read the entire thread (yes the whole thing). but, what was going through my mind (and i couldnt help think it), is that all those penalties you described are a heavy suit, without any mods, armor, etc .
those penalties make armor tanking really bad in comparison to shield tanking, and yet are markedly unbaised as those are the actually numbers. nonetheless, the heavy suit itself has all those downsides before it even puts on a single plate...lol
The preface is the very first post. It includes the table of contents.
Yeah, heavy suits are another issue. They would benefit from any buff to armour tanking, but I think they need their own attention.
Too many quotes, will post again.
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Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 07:55:00 -
[27] - Quote
True Adamance wrote:BL4CKST4R wrote:I would like to add that for the roles of armor and shields that armor should not be forced to be slow, in a way. I believe shields should excel in active battle by having high shield repairs and the ability to use armor repair modules. But armor should get the ability to have similar, not better, performance in battle. Making shields and armor follow a strict gameplay type is limiting to the player using the build. I for example like speedy builds, obviously I will never be as effective as a Minmatar in speed but I should have the chance to be as capable in battle as a Caldari suit with similar repair rates and speed. In most games I go for speedy builds, most MMOs I play an assasin or archer, and most FPS I play as a SMG rusher speed has been hardwired into my gaming style for years and Dust 514 punishes me because the suit I picked, in Dust 514 at least doesn't follow this, keep in mind I was following EVE when picking my suit because I thought Gallente suits where the second fastest. Of course they should not be entirely equal, they should individually excel and fail in some aspects, in this case a Caldari suit should excel in active shield repping but not armor, while a Gallente excels in active armor repping but not shields while having equal speed and EHP.
While that's true it must be noted that both types of Tanking have already developed their own identities. Armour is already considered the brawler type, while shield the skirmishers. You are right no one should be forced into a playstyle but I think the distinction between the two types must be made otherwise there is no point in having two. Armour fits my playstyle well I like to be right in the middle of things with the bullets flying, tanks driving by, etc. I feel that Armour should better facilitate the brawlers amongst us, while shields the more mobile and hit and run players.
This, pretty much. The ferroscale plates should offer the option of being a bit more mobile, assuming they're worth 0.10 isk, but it's all part of the role. If you give both types of tank the ability to do the same things, there isn't any point in speccing into either.
It's notable that the mobility advantage of shields can't be emphasised enough. It allows shield tankers to get out when things start to go wrong for them, dictate range, which allows them to fight at their best range, and get to objectives quicker. It really is significant, and while I don't think armour should have the same advantage I think it should have its own advantage.
D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
570
|
Posted - 2013.06.17 08:03:00 -
[28] - Quote
In tanking there are two types of traditional tank - High HP and damage mitigation.
Instead of having both tanking styles revolve around High HP and Fast regen - armor should instead be about damage resistance and constant regen.
Both would end up being very similar in practice but would lend themselves to two completely different playstyles.
Also, drop the speed penalties and have armor damage resistance mods be a High Slot module. |
Arkena Wyrnspire
Turalyon Plus
1065
|
Posted - 2013.06.17 08:21:00 -
[29] - Quote
Changelog:
Added Stephen Rao's table. Added some more stuff on movement penalties. Fixed an error in comparison in P4. Explained applied skills in P4. Emphasised the importance of role definition. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
326
|
Posted - 2013.06.17 08:47:00 -
[30] - Quote
Awesome thread, need to be seen by CCP.
A little idea for armor tanking love: since shields have a low slot module buffing them (shield regulators) why don't give armor a high slot module? Reactive Nano Membrane, high slot module that increase armor resistance to damage.
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Kitten Empress
Ametat Security Amarr Empire
633
|
Posted - 2013.06.17 09:46:00 -
[31] - Quote
Ignatius Crumwald wrote:In tanking there are two types of traditional tank - High HP and damage mitigation.
Instead of having both tanking styles revolve around High HP and Fast regen - armor should instead be about damage resistance and constant regen.
Both would end up being very similar in practice but would lend themselves to two completely different playstyles.
Also, drop the speed penalties and have armor damage resistance mods be a High Slot module. In Dust regeneration isn't like in EVE. In EVE there is a battle of DPS vs Regeneration. In Dust the highest regen you can get is from a repair tool, giving out 102hp/s. And that's a proto tool. The most basic AR, without any damage mods or skills, dishes out over 400 DPS. That's why in what you described, shields would be favorable, HP is a must. |
Arkena Wyrnspire
Turalyon Plus
1084
|
Posted - 2013.06.17 10:40:00 -
[32] - Quote
Martin0 Brancaleone wrote:Awesome thread, need to be seen by CCP.
A little idea for armor tanking love: since shields have a low slot module buffing them (shield regulators) why don't give armor a high slot module? Reactive Nano Membrane, high slot module that increase armor resistance to damage.
I've thought of this before, and actually there isn't really a reason not to add something like this - I should have put it in. I'll put it in notable feedback. It's not enough for the issue on its own, of course, but it'd help. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 11:31:00 -
[33] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=87797 |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
123
|
Posted - 2013.06.17 11:31:00 -
[34] - Quote
if your not Armour tanking in a amarr suit.
your doing it wrong ;) |
Daedric Lothar
Onslaught Inc RISE of LEGION
642
|
Posted - 2013.06.17 11:36:00 -
[35] - Quote
I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail.. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 12:00:00 -
[36] - Quote
D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other.[/quote]
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
BL4CKST4R
WarRavens League of Infamy
277
|
Posted - 2013.06.17 12:01:00 -
[37] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: ^^the idea is that the particular efficiency of one armor over their other should suppliment a players playstyle rather than dictate
Yes - it should supplement their playstyle, but they should pick what to spec into accordingly. It shouldn't dictate it - and ferroscale plates, again, would give better adaptability assuming they're not useless, but there does need to be a specific role for armour and a specific role for shields, and that means places where one clearly outperforms the other.
Well the topic I brought up wouldn't be a problem if we got a speed buff or Reactive plates didn't have a speed penalty. But I am not saying for armor to be exactly the same as shields in this aspect, I am saying similar because no matter how hard we try we will always have lower regeneration and lower EHP (around 60-80 lower) than a shield tank for trying to be like them, and trying to compensate these gaps just makes us weaker.
We could also go the Armor tanking way and be buffer tanks, but with the current multipliers to explosives and the speed penalty it would makes us relatively weak since we would take almost certainly the full brunt of the damage. |
TheGoebel
Kite Co. Couriers
0
|
Posted - 2013.06.17 13:30:00 -
[38] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote: So I'm new to these forums but not the game and my question is, What can I do to draw attention to this thread?
Print it out and hand it to random people in the street, link it in your posts, tell people about it. vOv Yes SIr!
Daedric Lothar wrote: Armor plates are for team play
I thought it was odd the plate description read, "for 2-6 players." |
Kitten Empress
Ametat Security Amarr Empire
635
|
Posted - 2013.06.17 14:46:00 -
[39] - Quote
Daedric Lothar wrote:I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail.. Your post fails on so many levels. |
Arkena Wyrnspire
Turalyon Plus
1099
|
Posted - 2013.06.17 15:10:00 -
[40] - Quote
Daedric Lothar wrote:I like how everyone in this game plays solo and then complains about imbalance. I've played logi, I've played logi following behind protoheavy with all plates and damage mods. I've played Logi with a heavy who RDVd his own car to get around places so he wasn't so slow.
Armor plates are for team play, Also the OP mentioned that the repair tool sucks because the logi can't use his gun. There are a number of situations where you want your logi out of LOS healing and keeping up resupply, rez and Uplinks. Also when you rez somone with the proto needle when they are armor tanking, then you get fun results when the enemy has to bring down that fatty again.
Make some friends, I am an extremely unlikeable guy and I have friends to play with. It's not hard, just say "hi" to people. And when they invite you to play with them, then say things like "Good Job" and "Thanks" rather then. "OMG I SCORED MORE KILLS THEN YOU ROFLLOL HAHAHAHAHA FAIL LOSER"
Then maybe we won't get more threads saying, OMG armor fail..
This entire post centres on the assumption that armour tanking is for heavies only. You also completely ignored several points, like the entirety of P6, P7, and P9, as well as lots of stuff from the others.
While heavies with logistics support can be good, I don't think you quite realise how it is with the medium frames vs the medium frames. Being completely reliant on your logistics can and will kill you if your logi people go down or get cut off from you. That lucky grenade (which does 92% more damage to armour than it does to shields) will also kill them straight through their armour, or it'll take out the logi which of course leads to the failcascade. If you're not fitted to be completely reliant on logi, you underperform compared to shields.
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ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 15:18:00 -
[41] - Quote
Great post.. except your numbers are wrong:
You should take into account the passive 10% from armor plates and shield extension, as you need both to run complex. Also take into account Caldari Logistics 25% to shield extenders, and Caldari Assault 25% to passive regen.
Caldari Assault is 31.25 hp/s regen (at level 5, but use max out for balance discussions), you use 25 hp/s in some instances.
Complex Shield Extenders give 72hp not 66hp (there is actually no way to get less than 72hp from a complex extender right? Cause shield extension has to be level 5)
Complex Armor Plates give 126.5hp not 115hp.
Caldari Logistics Complex Shield Extender gives 90hp.
Also, posted from another thread.
While I do agree that armor plates probably need a buff to their hp you also can't just straight buff them, or shield tankers get a pretty beastly advantage too.
We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
Also agree with the other sentiments here: PG in high slots (with no CPU penalty) Flat % armor plate reduction ~4-6% Explosives are too effective against armor. I would like to see 85/115 probably, maybe even 90/110, as the damage is so high, any bonus effects the alpha on a locus grenade by a lot.
My thoughts: Armor plates and shield extenders should follow a 1x,2x,3x pattern, so extenders 22-44-66 and armor plates something like 44-88-132. Ferroscale plates should match extenders in hp.
The balance between reactive plates need a rework... as it stands reactive plates and armor reps will always compete against each other, and one set (1 Armor Plate + 1 Armor Rep vs 2 Reactive Plates) will always be better than the other. I do seriously believe at this point that armor reps or reactive plates need to move to the high slot, so that they don't compete.
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Master Jaraiya
Ultramarine Corp
241
|
Posted - 2013.06.17 15:29:00 -
[42] - Quote
ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
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Kitten Empress
Ametat Security Amarr Empire
636
|
Posted - 2013.06.17 15:53:00 -
[43] - Quote
Even removing the speed penalty completely won't do ****. Try to get the same HP vs Regeneration with armor as shields. I dare ya. I double dare ya motherkitten. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
135
|
Posted - 2013.06.17 16:01:00 -
[44] - Quote
Arkena Wyrnspire wrote:[P5] Penalties Fitting armour plates doesnGÇÖt only slow your movement rates (both sprint and normal), it also slows down your turn rates, and by extension your aiming ability. Also your strafe speed, which makes you much easier to hit.
This is completely unreasonable for an FPS game. Movement speeds are harsh enough, but reducing the playerGÇÖs actual ability to aim in a game where aiming is everything is an unreasonably harsh penalty. This impacts accuracy directly, reducing your ability to hit people at distance or headshot people.
It hurts your CQC ability because people can actually strafe faster than you can turn, meaning it becomes a severe disadvantage in CQC. It prevents you from responding to the threat behind you as quickly as you need to.
The penalty, of course, affects mobility. This is important for two main reasons. The first is how easy you are to hit, and the second is power projection.
The ability of other players to hit you is important. If youGÇÖre getting hit more, you are being damaged more and you are dying more. If youGÇÖre running across an open stretch and someone starts shooting at you, the longer you spend in the open running the more damage youGÇÖre taking and the more likely you are to die.
Your strafe speeds are also slowed, so when it comes down to a straight 1 on 1 gunfight you can easily be outgunned as it's so much easier to hit you.
Mobility should be a drawback of armour, but in its current form itGÇÖs penalising far too heavily for what it gives. For example, the scaling of the speed penalty between tiers is awful.
Excellent point here that we all know and feel the effects of too well. I am one of those with the opinion that armor tanking penalties should apply to stamina and stamina recharge rate. Make it so we can't jump as high, or run nearly as far/long, but don't turn an armored scout into a medium suit aiming/speedwise but with even less tank, and don't turn medium suits into heavy suits aiming/speedwise but, again, with even less tank.
Reducing our stamina/stamina recharge gives similar effects to actually being slowed down, without the TERRIBLE drawbacks of not being able to properly aim or sidestep to cover.
That said, I would also like to see implementation of the racial flavorings where Amarr suits favor plates and buffer but Gallente favor armor regeneration. I really don't understand why CCP have made Minmatar/Caldari Shield, Gallente Armor, and Amarr "both"? |
ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 16:01:00 -
[45] - Quote
Master Jaraiya wrote:ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking. The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
True, but its the first, very necessary, step in armor/shield balancing. The armor modules then need rebalancing between tiers as well.
Amarr need their base speed brought up to Gallente/Caldari level. They are hybrid tanks, so should still have armor penalty, but shouldn't start at a base speed lower than Gallente. |
Arkena Wyrnspire
Turalyon Plus
1109
|
Posted - 2013.06.17 16:16:00 -
[46] - Quote
ZDub 303 wrote:Great post.. except your numbers are wrong:
You should take into account the passive 10% from armor plates and shield extension, as you need both to run complex. Also take into account Caldari Logistics 25% to shield extenders, and Caldari Assault 25% to passive regen.
Caldari Assault is 31.25 hp/s regen (at level 5, but use max out for balance discussions), you use 25 hp/s in some instances.
Complex Shield Extenders give 72hp not 66hp (there is actually no way to get less than 72hp from a complex extender right? Cause shield extension has to be level 5)
Complex Armor Plates give 126.5hp not 115hp.
Caldari Logistics Complex Shield Extender gives 90hp.
Also, posted from another thread.
While I do agree that armor plates probably need a buff to their hp you also can't just straight buff them, or shield tankers get a pretty beastly advantage too.
We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking.
Also agree with the other sentiments here: PG in high slots (with no CPU penalty) Flat % armor plate reduction ~4-6% Explosives are too effective against armor. I would like to see 85/115 probably, maybe even 90/110, as the damage is so high, any bonus effects the alpha on a locus grenade by a lot.
My thoughts: Armor plates and shield extenders should follow a 1x,2x,3x pattern, so extenders 22-44-66 and armor plates something like 44-88-132. Ferroscale plates should match extenders in hp.
The balance between reactive plates need a rework... as it stands reactive plates and armor reps will always compete against each other, and one set (1 Armor Plate + 1 Armor Rep vs 2 Reactive Plates) will always be better than the other. I do seriously believe at this point that armor reps or reactive plates need to move to the high slot, so that they don't compete.
I have done all of the numbers without applying skills simply for mathematical simplicity. Using the higher values changes nothing really. It makes the gap slightly wider between shields and armour, but it doesn't matter. I haven't used the skills applied numbers for armour plates either - I have, however, used the skills applied numbers for shield regeneration and armour repairers.
The argument that a straight buff to armour HP is bad because shield tankers will use it is invalid because armour tankers can equally use shield extenders.
If you're going to go down the route of making armour plates only good on armour tanking suits it should be a role bonus rather than a racial bonus, because otherwise newbies get screwed over. PG modules in high slots would make more sense. Flat armour plate reduction - Agreed. I think tweaking the explosive to be in line with the EM is the best solution - it should still be more effective than solid ammunition weapons against armour but it shouldn't be so effective that it wrecks armour with even glancing hits.
Armor plate numbers I somewhat agree but you've effectively nerfed the lower tier so that the progression can look better with those numbers. I think ferroscale plates should actually beat extenders in HP, but only slightly. This is because you still need to sacrifice for repairers on armour suits.
Definitely agreed with plate/rep comboes competing with reactive plates. If they both had different numbers so they were useful in different situations - reactive plates giving more HP but less rep or vice versa, as suggested in the OP - they would be more useful and balanced. It doesn't help that currently the plate/rep combo simply blows reactives out of the water.
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Arkena Wyrnspire
Turalyon Plus
1109
|
Posted - 2013.06.17 16:16:00 -
[47] - Quote
EXASTRA INVICTAS wrote: That said, I would also like to see implementation of the racial flavorings where Amarr suits favor plates and buffer but Gallente favor armor regeneration. I really don't understand why CCP have made Minmatar/Caldari Shield, Gallente Armor, and Amarr "both"?
Absolutely. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
136
|
Posted - 2013.06.17 16:25:00 -
[48] - Quote
Arkena Wyrnspire wrote:[P8] The new modules Here we get to the new stuff, the modules which are meant to GÇÿfixGÇÖ armour. They fail in their mission. These new modules are the Ferroscale Plates, which give less HP than normal plates but without any speed penalty, and the Reactive Plates, which give an even smaller amount of HP but with a small amount of regeneration and a small speed hit. Now this all sounds good in theory, but thatGÇÖs until you get to the numbers that CCP decided to put on the plates.
Complex Ferroscale plates: 60 HP Complex Reactive plates: 45 hp, 2hp/s, 4% movement penalty
For comparison, normal plates: 115 HP, 10% movement penalty.
And for more comparison, Complex Shield extenders: 66 HP
-lots of really good information that I am cutting to make the post itself smaller- I agree here wholeheartedly. For starters, Ferroscale Plating.
They offer LESS HP than equivalent shield extenders, have high fitting requirements, and remove the armor speed penalty entirely (which shields don't have to deal with for one). Considering shields come with a very high natural regeneration rate, and the Ferroscale plates DEMAND an armor repairer (for abysmal recharge), this is an important thing to note. We are getting rid of our armor tank's greatest drawback, at the cost of being just a statistically worse version of a shield extender. A Ferroscale plate should offer ~75 armor at the complex level, giving it a slight edge over shields in RAW EHP. However the armor tanker will still have to spend one or two slots dedicated to armor repair modules, which will not only cut down on overall tank but also eliminate a significant amount of buffer.
I have a feeling CCP was attempting to balance these under the assumption people would be using these plates bare with a dedicated logistics running around and repping you in combat. Which is nice in theory but is just not in practice.
Coming up to the Reactive Plate modules, we feel kind of awkward and dirty now, don't we? We're getting an armor buffer amount that would crumble under angry stares and mean comments, let alone actual bullets. On the plus side, we are getting reduced movement penalty (still a penalty, still stacks =\) and slight armor regeneration rate. It is of my opinion that these plates should be used in order to amplify your armor repair rate by a good margin, whilst sacrificing speed (as per armor) and your raw HP advantage. I think these plates should be closer to complex shield extenders in HP gain, even if they are undercut slightly. For example, a 55 aHP @ 2hp/s could grant us a fitting like:
Gallente Assault 1x Complex Armor Repairer, 1x Complex Armor Plate, 2x Reactive Plates 210 + 115 + 55 + 55 = 435 Armor Regen: 10.25 aHP/s Armor Penalty: 18% movement
This is significantly closer to the fitting you provided of:
Gallente Assault 2x Complex plate, 2x Complex armour repairer 210 + 115 + 115 = 440 12.5 HP/s regen 20% movement penalty
We notice that we would come up only 5HP short on overall HP, and 2.25 HP/s in regen, with 2% added mobility. They're fairly close, which may not be a good thing. Alternatively there is:
Gallente Assault 1x Complex Armor Repairer, 3x Reactive Plates 210 + 55*3 = 375 Armor Regen: 12.25 HP/s Armor Penalty: 12% movement
That's 8% less movement penalty than a "standard" complex fit (which considering Complex plates aren't used, and enhanced are used instead, this is a VERY comparable fit for actual gameplay).
But it doesn't quite feel good yet, huh? Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh? |
ZDub 303
TeamPlayers EoN.
385
|
Posted - 2013.06.17 16:59:00 -
[49] - Quote
Arkena Wyrnspire wrote:I have done all of the numbers without applying skills simply for mathematical simplicity. Using the higher values changes nothing really. It makes the gap slightly wider between shields and armour, but it doesn't matter. I haven't used the skills applied numbers for armour plates either - I have, however, used the skills applied numbers for shield regeneration and armour repairers.
The argument that a straight buff to armour HP is bad because shield tankers will use it is invalid because armour tankers can equally use shield extenders.
If you're going to go down the route of making armour plates only good on armour tanking suits it should be a role bonus rather than a racial bonus, because otherwise newbies get screwed over. PG modules in high slots would make more sense. Flat armour plate reduction - Agreed. I think tweaking the explosive to be in line with the EM is the best solution - it should still be more effective than solid ammunition weapons against armour but it shouldn't be so effective that it wrecks armour with even glancing hits.
Armor plate numbers I somewhat agree but you've effectively nerfed the lower tier so that the progression can look better with those numbers. I think ferroscale plates should actually beat extenders in HP, but only slightly. This is because you still need to sacrifice for repairers on armour suits.
Definitely agreed with plate/rep comboes competing with reactive plates. If they both had different numbers so they were useful in different situations - reactive plates giving more HP but less rep or vice versa, as suggested in the OP - they would be more useful and balanced. It doesn't help that currently the plate/rep combo simply blows reactives out of the water.
Sure thing, I'm not saying the numbers for armor plates are correct, just that simply changing armor values alone is only part of the solution. Or we move away from move speed penalties entirely. Sprint speed and stamina penalties can also achieve the same slow down effect, and then armor can stack away. It might make more sense tbh.
And stamina penalty would also be in line with a profile penalty. Its not totally a brush off penalty but its not gamebreaking either.
I don't mind nerf basic plates to smooth out progression, basic shield extenders are practically worthless at 22hp, but basic plates are quite powerful at 65hp. |
Arkena Wyrnspire
Turalyon Plus
1124
|
Posted - 2013.06.17 22:27:00 -
[50] - Quote
EXASTRA INVICTAS wrote: I agree here wholeheartedly. For starters, Ferroscale Plating.
They offer LESS HP than equivalent shield extenders, have high fitting requirements, and remove the armor speed penalty entirely (which shields don't have to deal with for one). Considering shields come with a very high natural regeneration rate, and the Ferroscale plates DEMAND an armor repairer (for abysmal recharge), this is an important thing to note. We are getting rid of our armor tank's greatest drawback, at the cost of being just a statistically worse version of a shield extender. A Ferroscale plate should offer ~75 armor at the complex level, giving it a slight edge over shields in RAW EHP. However the armor tanker will still have to spend one or two slots dedicated to armor repair modules, which will not only cut down on overall tank but also eliminate a significant amount of buffer.
I have a feeling CCP was attempting to balance these under the assumption people would be using these plates bare with a dedicated logistics running around and repping you in combat. Which is nice in theory but is just not in practice.
I think Ferroscale plates simply need a raw HP buff. They shouldn't be as good as plates, but they should be better than shield extenders for the reasons you mentioned - a need for dedicated armour repairers. Other issues like weapons being more effective against armour don't help, either. Dropping the speed penalty on the Ferroscale plates is frankly overrated for what it gives you right now.
EXASTRA INVICTAS wrote: -stuff on reactive plates-
Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh?
Yeah. See, the problem with reactive plates is that in their current situation they're inevitably going to be compared to normal plate/rep fits, and right now they're simply superceded by them. For them to really work, they need to have their own role compared to plate/rep fits - for example, giving a higher repair rate but lower HP.
And again, you're right, heh. The new modules wouldn't fix the balance even if they were better than they are now. |
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BL4CKST4R
WarRavens League of Infamy
280
|
Posted - 2013.06.17 22:37:00 -
[51] - Quote
Master Jaraiya wrote:ZDub 303 wrote:We absolutely need a Gallente racial passive that reduces armor speed penalty by ~15% per level. This is pretty much the only way you can truly balance armor tanking. The shield vs. armor disparity effects all races and classes. This would do absolutely nothing to balance shield vs armor in anything but Gallente Medium Class
Well it should actually be 10% per level, but for Amarr and Gallente not just Gallente, also we should have a small armor repair rate built unto our suits. Not all logistics run around with repair tools, not because they are running around as assaults but because some of them would rather use other equipment. |
BL4CKST4R
WarRavens League of Infamy
280
|
Posted - 2013.06.17 22:51:00 -
[52] - Quote
Arkena Wyrnspire wrote:EXASTRA INVICTAS wrote: -stuff on reactive plates-
Shields still get higher buffer, and double the regeneration, all without the movement penalty. There is no clear area where armor tanks can say "We've got you, there!" so my suggestion alone may not be quite enough. Perhaps reducing the movement penalty from 4% to 3% as well (making 3 plates give a 9% penalty instead of 12%) would help? Although that's only making it better than it currently is, and not giving it a clear role on the battlefield, let alone being comparable to shields.
At the same time, this brings me to my previous point that Gallente should favor active armor and Amarr passive buffer. The Gallente Assault suit should be getting a LOCAL armor repair bonus. The problem is that while this may make Gallente Armor tanks a very viable thing, it would NOT fix the core problems with armor. There certainly are a lot of things and situations to consider, eh?
Yeah. See, the problem with reactive plates is that in their current situation they're inevitably going to be compared to normal plate/rep fits, and right now they're simply superceded by them. For them to really work, they need to have their own role compared to plate/rep fits - for example, giving a higher repair rate but lower HP. And again, you're right, heh. The new modules wouldn't fix the balance even if they were better than they are now.
Reactives plates need a HP buff of around 25% and +1 buff repair to the adv, and complex module. This is assumes armor tanks have racial bonuses to lower CPU/PG and speed penalty. Although they wont be better than basic plate + complex, they would be pretty close with comparable or lower speed penalty, which would put armor plates in the field of massive HP buffs, and reppers for active tanking and reactives would be the middle ground of both.
Ferroscales need a HP buff of around 25-50% and normal plates need to scale equally with their speed penalty and offer double or close to double HP as ferroscales, this would give suits the choice of mid-high HP with no penalty, or really high HP with a penalty. And because of CPU/PG reductions and speed penalty reductions, racially, heavies would be very hard to kill solo, and Gallente suits have the choice to be buffer tanks, super buffer tanks, or active armor tanks.
Keep in mind Caldari and Minmatar suits have the option to be active shield tanks, regular shield tanks, or dual tanks. So what I posted above does not add more diversity to armor tanks than what shield tanks have. Shield tanks can do this because they can sacrifice shields to buff their regeneration and sacrifice armor to buff their delay, or sacrifice these to buff their shields, or sacrifice the low slots for armor.
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BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 04:34:00 -
[53] - Quote
God these flaylocks are like win button against Gallente... |
D legendary hero
One-Armed Bandits
199
|
Posted - 2013.06.18 05:13:00 -
[54] - Quote
BL4CKST4R wrote:God these flaylocks are like a win button against Gallente I have yet to play a game today where the majority of the team isn't using these... It is literally impossible to kill somebody with a flaylock as a Gallente logistics unless I am super far away, not only can I not strafe fast enough I only have about 2 seconds to dish out enough damage to kill them. If armor isn't fixed by uprising 1.2 I am just leaving this game I cannot handle how bad my character is because I picked the wrong suit... Yep New Eden HTFU or GTFO guess I know which one I fit in, didn't know New Eden was brutal since the time you decide to pick a suit
well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.18 05:58:00 -
[55] - Quote
I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross |
Cass Barr
Red Star. EoN.
311
|
Posted - 2013.06.18 07:31:00 -
[56] - Quote
SMG's aren't even in the same league as Flaylocks for demolishing armor. They're AA to the MLB.
Honestly the HP buff on complex plates would have to be huge to even consider dropping Shields for them. |
Arkena Wyrnspire
Turalyon Plus
1127
|
Posted - 2013.06.18 08:51:00 -
[57] - Quote
D legendary hero wrote: well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
Absolutely not. You must be joking. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:08:00 -
[58] - Quote
D legendary hero wrote:
well, if it isn't flaylocks its SMGs that in close range dessimate armor.. both are better on armor. but its not the flaylocks fault most close range encounters happen after both players get too close after charging each other (normally with ARs), so the secondary that does massive damage to armor is noticeable when shields are down.
the flaylock is a close range weapon that is an explosive with the least blast radius and damage of all explosives in the game. if it didnt work it'd be pointless, it actually needs a slight buff. it takes arm to use it, and the hit dectetion even makes that a 50/50.
the REAL problem is that speed penalty that makes getting out the way impossible. nonetheless, if there was a secondary that did massive damage to shields like the flaylock does to armor (not the scrambler pistol it operates differently altogether) it could solve this issue.
minmintar weapons are good against galente dropsuits, we need some caldari weapons and amar weapons to punish shield tankers. the baance is there it just hasnt been implimented.
until then, spec all you can into scrabler rifles, scambler pistols, flux nades. (or use a scrabler rifle flaylock/SMG combo. thats great against caldari)
It is more complicated than that, you can actually compensate for distance by aiming up with a flaylock, an SMGs max range cannot be compensated for. Even though the flaylock has low blast radius and low damage it still has a 150% damage multiplier and it detonates on impact like a fused locus grenade. Your right about the speed penalty one of the games I played I equipped all my slots with basic modules and I actually died faster its like picking the worst of two worst...
Making weapons that punish shields really wont balance things very well, let me give you this scenario; CCP releases a flaylock pistol that does 150% damage to shields, now take that weapon stick it into your main take a fused locus grenade stick it into your grenade slot... what do you have? You have the power to kill any suit in 2-3 shots regardless of tanking style. What CCP needs to do is lower all of the damage multipliers to 120% MAX, so weapons that specialize will not go over 120% and hybrid weapons will stay at 110/90 or 100/100. And no matter how many "shield killers" CCP releases they will always be ineffective, because shield tanks do not instantly die when their shields are down, when armor dies that is it game over.
EDIT: The only way to make it so shield tanks suffer from shield killing weapons is to make armor so BAD for them they have have no option but to avoid taking armor module or only be able to take one. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 11:49:00 -
[59] - Quote
And about the flaylock pistol
XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :)
https://forums.dust514.com/default.aspx?g=posts&t=87797
Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5
Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125
Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125
Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it.
|
Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 12:24:00 -
[60] - Quote
Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross
I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules.
This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable. |
|
Arkena Wyrnspire
Turalyon Plus
1128
|
Posted - 2013.06.18 12:43:00 -
[61] - Quote
BL4CKST4R wrote:And about the flaylock pistol XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :) https://forums.dust514.com/default.aspx?g=posts&t=87797Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5 Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125 Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125 Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it.
Also bear in mind flaylocks do 135% more damage against armour, compared to 70% with shields. In practice, this is about a 92% difference in damage. |
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 12:56:00 -
[62] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:And about the flaylock pistol XeroTheBigBoss wrote:stlcarlos989 wrote:Flaylock users serious quesqtion, where do aim with it, actual enemy or the ground under their feet? Be honest are you killing the enemy because you are skilled or because you are using weapon that requires less skill because you don't even have to hit your target? If the enemy is moving at you in straight line aim and pop him with rapid direct for the kill. If they are gunfighting with you than jump and just rain hell down at their feet. Core Godlock is fun! Requires no skill to use it's easy :) https://forums.dust514.com/default.aspx?g=posts&t=87797Flaylock stats: Basic Direct: 218 <--- Enough damage to 4 shot me at full HP Splash: 195 Clip size: 3 <-- 4 as a Minmatar assault Max ammo: 21 Reload 2.5 Basic (LVL 5 side arm skills) Direct: 250 Splash: 224 Clip size: 3 Max ammo: 26 Reload: 2.125 Core flaylock pistol (LVL 5 side arm skills) Direct: 276 <--- Enough to kill a heavy with no shields in 2-3 shots Splash: 246 Clip size: 3 Max ammo: 26 Reload: 2.125 Flaylock pistols also have a range of 60M, although very difficult to use at 60M if you aim high enough you can shoot anybody at any distance with it. Also bear in mind flaylocks do 135% more damage against armour, compared to 70% with shields. In practice, this is about a 92% difference in damage.
Yeah I calculated that when typing the shots to kill, even with a damage multiplier of 120 the basic one at 250 DMG can currently 2 shot my armor, only because my armor is 47 HP higher than the the damage it does, and it can a sentinel ak.0 in 5 shots with 4 complex armor plates and 7-8 shots if you include shields. For it to kill a Assault ck.0 it takes 5 shots not including armor, so basically a shield tank can take as many shots to kill from a flaylock as it takes a heavy with max EHP. The weapon needs a clip of 1, slightly lower damage and a multiplier of 120. But this isn't a nerf flaylock thread so lets leave it at that.
|
Stephen Rao
Intrepidus XI Omega Commission
41
|
Posted - 2013.06.18 13:16:00 -
[63] - Quote
Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank. While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival.
By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
|
BL4CKST4R
WarRavens League of Infamy
282
|
Posted - 2013.06.18 13:22:00 -
[64] - Quote
Stephen Rao wrote:Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank. While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable. While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival. By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
But a higher dependance on armor leaves you more vulnerable to explosive damage so you would be faster to kill, the new armor plates need to benefit different playstyles of armor tanking, without removing a dependance on shields so that instead of trying to make a chimera of a build you could instead stack a specific plate for a certain style. Ferroscale for HIGHMID HP high mobile buffer tank, reactive for MID HP mobile active tank, Normal plates for VERYHIGH HP low mobility buffer tank, and armor repairers for LOWHP mobilite active tank. |
Master Jaraiya
Ultramarine Corp
262
|
Posted - 2013.06.18 13:24:00 -
[65] - Quote
Stephen Rao wrote:
While simply moving Reactive Plates to High Slots wouldn't solve all the problems, I think it would help more than you're giving them credit for. By freeing up a Low Slot, an Armor user could use a CPU/PG module without feeling like they're giving up a dedicated portion of their survival.
By taking say, 1-2 Reactive Plates and 1 Damage Mod as High Slot choices, with 1-2 Plates, a Repper and a CPU/PG mod as needed, the Armor user would be given a better option than simply stacking their Low Slots and hopeing for the best.
I agree it would help with some classes/races, but we need solutions that benefit ALL of the classes/races. Moving any kind of armor to highs would outright be a slap in the face to some *lookin at you Sentinel with your LOL 1 High slot. |
Agent Joseph
ROYAL SQUAD Shadow of the Apocalypse
2
|
Posted - 2013.06.18 15:54:00 -
[66] - Quote
Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank. |
Cass Barr
Red Star. EoN.
312
|
Posted - 2013.06.18 16:17:00 -
[67] - Quote
Agent Joseph wrote:Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank.
Have you actually tried that in a competitive match? |
BL4CKST4R
WarRavens League of Infamy
287
|
Posted - 2013.06.18 16:44:00 -
[68] - Quote
Agent Joseph wrote:Keep armor in the lows, but make armor not suck - just as the OP proposed.
I wouldn't mind having a useful utility mod or two in the highs, either. I chose armor specifically so I could fit damage mods, but that's basically ALL high slots offer the armor tanker. I'll be damned if I'm going to dual tank.
Although I agree with keeping armor in the lows stacking damage modifiers is not much of a balancing point, stacking 3 damage modifiers on a Gek only increases damage by 10 points, and since your armor is going to be your health meaning you will incur a high movement penalty good luck actually hitting the enemy. |
Kitten Empress
Ametat Security Amarr Empire
646
|
Posted - 2013.06.18 19:53:00 -
[69] - Quote
meow of justice |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 19:58:00 -
[70] - Quote
Kitten Empress wrote:meow of justice No justice just Dust. |
|
Kitten Empress
Ametat Security Amarr Empire
647
|
Posted - 2013.06.18 20:26:00 -
[71] - Quote
BL4CKST4R wrote:Kitten Empress wrote:meow of justice No justice just Dust. Meow of dustice |
Arkena Wyrnspire
Turalyon Plus
1153
|
Posted - 2013.06.18 22:00:00 -
[72] - Quote
On reactive plates being a high slot: It would be very hard to balance effectively. People would move to stacking a ton of reactive plates with an armour plate/rep combo, which would make an incredibly powerful tank, unless reactive plates weren't very good, in which case they simply wouldn't be used. To move the reactive plate to the high slot would be to admit defeat with the low slots for armour tankers, as people would start filling their highs with their armour tank and leaving the lows for other things like speed mods. It would also make defences more reliant on having a load of different modules just for the tank than tweaking the overall state of things.
I think it would be better to tweak them so that they have situations where they perform differently than plate/rep comboes, like for instance higher HP lower repair rate. That way it doesn't completely step on the toes of plate/rep tanking and both have their purpose. To be honest though reactive plates are always going to be competing with plate/rep comboes. |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 22:07:00 -
[73] - Quote
Arkena Wyrnspire wrote:On reactive plates being a high slot: It would be very hard to balance effectively. People would move to stacking a ton of reactive plates with an armour plate/rep combo, which would make an incredibly powerful tank, unless reactive plates weren't very good, in which case they simply wouldn't be used. To move the reactive plate to the high slot would be to admit defeat with the low slots for armour tankers, as people would start filling their highs with their armour tank and leaving the lows for other things like speed mods. It would also make defences more reliant on having a load of different modules just for the tank than tweaking the overall state of things.
I think it would be better to tweak them so that they have situations where they perform differently than plate/rep comboes, like for instance higher HP lower repair rate. That way it doesn't completely step on the toes of plate/rep tanking and both have their purpose. To be honest though reactive plates are always going to be competing with plate/rep comboes.
Well one thing to really consider is were plates really meant to be combined with reppers? Just a thought, I think they were since stacking 5 reppers isn't really...that...great it blows to be honest, BUT to rephrase my question was it CCP* intention for players tocombine armor and plates in this game? If so it would be obvious for reactives to boast a lower penalty when fully stacked, than a plate + repair combo that would mean that if your willing to have higher repair and HP you must take the higher speed penalty or sacrifice that high HP and repair for a small to no speed penalty. This would really give them a place to shine seperately specially if armor suits came with a passive repair so putting complex armor repairers would make for decent active tanks.
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Jathniel
G I A N T EoN.
479
|
Posted - 2013.06.18 23:09:00 -
[74] - Quote
You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:11:00 -
[75] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
Would love to see his fit. |
Arkena Wyrnspire
Turalyon Plus
1161
|
Posted - 2013.06.18 23:11:00 -
[76] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
I suppose the explanation for approximately 7,000 words must be that I am building my fit poorly. Yes, that makes sense. |
Stephen Rao
Intrepidus XI Omega Commission
41
|
Posted - 2013.06.18 23:17:00 -
[77] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? I would buy that DJINN a beer if he lived near me...
I would then try to get all of his Armor secrets from him |
Iron Wolf Saber
Den of Swords
5315
|
Posted - 2013.06.18 23:17:00 -
[78] - Quote
Tagged and Forwarding. |
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:19:00 -
[79] - Quote
Yay |
Arkena Wyrnspire
Turalyon Plus
1161
|
Posted - 2013.06.18 23:19:00 -
[80] - Quote
Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? |
|
BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 23:23:00 -
[81] - Quote
The best CCP reply we could get is something like "You guys will be happy with 1.2 " classic CCP leave \s you hanging reply since it is probably to late for them to take into account everything we said NOW and put it in 1.2. Unless your old post sufficed, which in that case the above post would be true |
TheGoebel
Kite Co. Couriers
1
|
Posted - 2013.06.18 23:30:00 -
[82] - Quote
Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly?
At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. |
BL4CKST4R
WarRavens League of Infamy
297
|
Posted - 2013.06.18 23:52:00 -
[83] - Quote
I dont think that post was true, or there are some heavy details missing. |
Iron Wolf Saber
Den of Swords
5320
|
Posted - 2013.06.18 23:54:00 -
[84] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process?
Basically its an attempt to cover bases that Dust 514's community "might" have missed.
Most of the time the reports catches about everything of notice but I am just making sure threads like these are at least brought forward before the report makes it out. |
Arkena Wyrnspire
Turalyon Plus
1162
|
Posted - 2013.06.18 23:57:00 -
[85] - Quote
Iron Wolf Saber wrote:Arkena Wyrnspire wrote:Iron Wolf Saber wrote:Tagged and Forwarding. Snazzy. I assume this is some sort of CPM/CCP process? Basically its an attempt to cover bases that Dust 514's community "might" have missed. Most of the time the reports catches about everything of notice but I am just making sure threads like these are at least brought forward before the report makes it out.
Great, thanks. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1176
|
Posted - 2013.06.19 00:16:00 -
[86] - Quote
Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. To be honest I don't think that's an actual possibility, no one is required to use the new plates, the old/current armor rep options still provide for these same options via low slots so all moving it to the high power slot does is create options for differing fittings.
Quote: This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding).
All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations.
Quote: While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits.
This also provides a bit more balance between shields and armor by putting a mod on the table which takes the same slot as primary shield tank mods. Would this fix armor vs shield tank balance? Absolutely not, but it could contribute to a fix. As long as Shield tanking takes high slots and armor is purely low slots then all buffs to armor direct mods are going to fall sort of providing balance because shield tankers can still 'cheery pick' whatever aspects they want without giving up any of their primary tank. Choices aren't meaningful when they cost nothing.
I'm sure reactive plates in the high slots wouldn't work for every fit but honestly that's partly the point and they most certainly would be used I know Mercs who would use them and I would use them on some fits.
Cheers, Cross |
Master Jaraiya
Ultramarine Corp
272
|
Posted - 2013.06.19 00:42:00 -
[87] - Quote
Cross Atu wrote:Master Jaraiya wrote:Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross I have to disagree with this. It sounds good on paper, however, in practice it would further limit fitting options for armor tankers. If you look at the slot layout for armor tank suits, they are extremely limited on the amount of High Slots, while shield tank suits generally have a decent number of lows. This is compounded by the fact that there are currently 10 out of 12 non armor non shield modules that are low slot modules. To be honest I don't think that's an actual possibility, no one is required to use the new plates, the old/current armor rep options still provide for these same options via low slots so all moving it to the high power slot does is create options for differing fittings. Quote: This creates a disparity between fitting options of shields vs fitting options of armor. This would be further exacerbated if one began moving armor modules to high slots by limiting armor's ability to tank and gank.
I'm only suggesting one specific type of mod be placed there not a migration in general, further your statement assumes that everyone runs damage mods which is untrue. Not everyone runs damage mods nor is doing so required to preform well. I've run squads that placed top of the match with no mods between us and I know Assaulters who've been in the top 20 during closed beta that didn't run a single mod (and still don't on their primary fittings, AV notwithstanding). All of that aside I have to reiterate that it is an option not a requirement so it doesn't cost anyone anything just allows for a more diverse pallet from which to draw possible fittings configurations. Quote: While moving Reactive Plates to High Slots could free up a low slot, I don't feel like this would be the case. IMHO this would simply render the Reactive plates almost completely unused as armor tankers would tend to gravitate toward fitting damage modifiers instead if for no other reason than not being able to stack enough of the Reactive plates to make them viable.
I doubt that the Reactive Plates would be the sole source of tank when placed in a high slot. Depending on the suit they may not even be the primary source of tank but that doesn't mean they wouldn't be useful. Two of them would nearly equal a proto repper, plus provides more buffer (assuming current stats). Even fitting only a single reactive could give fits that would otherwise lack all native rep some mild form of self rep, I know some Heavies which would include this in their fits. This also provides a bit more balance between shields and armor by putting a mod on the table which takes the same slot as primary shield tank mods. Would this fix armor vs shield tank balance? Absolutely not, but it could contribute to a fix. As long as Shield tanking takes high slots and armor is purely low slots then all buffs to armor direct mods are going to fall sort of providing balance because shield tankers can still 'cheery pick' whatever aspects they want without giving up any of their primary tank. Choices aren't meaningful when they cost nothing. I'm sure reactive plates in the high slots wouldn't work for every fit but honestly that's partly the point and they most certainly would be used I know Mercs who would use them and I would use them on some fits. Cheers, Cross
While these are good arguments, I still don't feel like moving any armor modules to high slots is the proper route. Look at the Sentinel Suit. It only has 1 High Slot. Having these Reactive plates in high slots would not be beneficial at all. I would much rather be able to run a shield recharger, extender, or damage mod here and still be able to run the Reactive plates. Then again maybe the Sentinel should be reworked entirely because of this.
I'm sure other suits are extremely limited in their high slots, and would benefit more from having all armor as low slot modules. Then again maybe I'm wrong.
I do feel that the shield regulators should definitely be moved to high slots, along with several other utility type modules if my idea for the addition of a Medium slot is unfeasible. |
TheGoebel
Kite Co. Couriers
1
|
Posted - 2013.06.19 01:16:00 -
[88] - Quote
BL4CKST4R wrote:I dont think that post was true, or there are some heavy details missing. Are you telling me that someone lied on the internet? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 01:32:00 -
[89] - Quote
Master Jaraiya wrote:While these are good arguments, I still don't feel like moving any armor modules to high slots is the proper route. Look at the Sentinel Suit. It only has 1 High Slot. Having these Reactive plates in high slots would not be beneficial at all. I would much rather be able to run a shield recharger, extender, or damage mod here and still be able to run the Reactive plates. Then again maybe the Sentinel should be reworked entirely because of this. I'm sure other suits are extremely limited in their high slots, and would benefit more from having all armor as low slot modules. Then again maybe I'm wrong. I do feel that the shield regulators should definitely be moved to high slots, along with several other utility type modules if my idea for the addition of a Medium slot is unfeasible.
I have not done extensive testing with the Heavy but based on what I have done and on the feedback of Heavies I play with I'm of the opinion that the Sentinel needs a bit of polish the entire question of the reactive plates aside. So while I feel for some Heavy builds it would still be useful (FG in over watch for example), I do see how in most cases it wouldn't have broader utility for the Sentinel suit without a rework.
Presuming your suggestion (seen via link) were adopted then having all shield and all armor mods segregated would make sense, most specifically due to the Upgrade mods no longer being in a zero sum relationship with armor tanking mods (part of the impetus for my suggestion, which is also meant to include having a PG mod in a high slot, again assuming current config).
There are some other suits with limited high slots and placing a reactive would be a limitation on stacking damage mods in such configurations if one were to run the reactive plates however that's assuming builds that are gank fit. And while those builds are viable they are not the only viable method as I know both Assaults and Logis who run full tank fits at present (generally stacked towards shields due to the advantage there). I know almost no scouts who run armor tank due to speed but they wouldn't be looking much at the reactive plates anyway for the very same reason, which leaves the heavy.
I also think that there need to be racial skills which support armor tanking (last word from CCP was that this is something they like but currently have some tech barriers due to how their item/skill tagging system works so 'SOONtm'). Ideally two of the four racial Heavies would have some option for skill buffs towards armor tanking while the other two got shield buffs (they're heavies they should have defense skills, no?) leaving the other half of their race/role skill pallet to provide buffs to their offensive role (thus also providing some differentiation from the other suits in the nature of buffs).
There's a whole lot that could/would go into this but I've been trying to keep my comments confined to the mods themselves, which I suppose may have painted an incomplete picture. In either case thank you for conducting a resonable conversation on the issue and I look forward to more in the future.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1179
|
Posted - 2013.06.19 01:42:00 -
[90] - Quote
TheGoebel wrote:Jathniel wrote:You guys sure armor is at a disadvantage? I saw a DJINN running a Gal Logi, that just won't die, earlier today.
Took a ridiculously concerted effort to kill him... with a full-auto Duvolle AR. Seems to me that guy had armor down to an art form. Maybe some people are just building armor fits poorly? At first this post made me mad due to it' being a "my uncle" story but as I thought about it, yes that guy is doing something we're not. If he has a pro logi then he has a free complex repper not to mention five open low slots. Does that mean the armor < shield argument is invalid? No. There's likely to be other reasons available for this man's superman like tanking skills not included in the story as well as the fact this doesn't solve armor for assaults, mediums, heavies, and sentinels. What I can say is that if being a pro logi makes armor tanking feasible then we have only reinforced the need for racial armor bonuses. I'd be very interested in this guys fits. I've seen some fairly durable Gal Logi fits (they can get a higher rep rate than the Amarr even tho the Amarr has a skill buff to reps, for example) but I haven't seen one perform the way that was described either on paper or in a match. That being said my first thought, especially since many of the DJINN are close beta vets, is that player skill factored into the events as witnessed and it may not be a question of fit balance at all.
If one were to say, have above average gun game, run Flux, know optimal weapon ranges to exploit and run a max armor tanked Gal Logi with gank fit then yes a Merc could indeed to a great deal of damage that way. Especially if running double hives, one repping one ammo to keep the flux and the HP flowing. But that's an entire fit which extends it a bit beyond the direct Armor/Shield comparison, relies on player skill (on average the DJINN tend to be pretty good) and even those aspects aside it still doesn't address relative slot consumption and mod cost (in fittings, SP and ISK).
One final note, while addressing skill balance is relevant for balance the racial/role skills are not a good method for considering native mod balance. For example a nerf to shield extenders because of the power of the Cal Logi racial buff would be bad balance. Likewise basing the value of armor tanking in contrast to shield tanking on the Logi role rep buff from skills isn't good balance practice either. Skills should enhance things without breaking them, but mods need to be balanced before skills are applied since no all races/role have the same skills.
0.02 ISK Cross |
|
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 |
|
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!
|
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
|
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
NC Montage
Factions Explained |
|
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) |
|
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
|
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
|
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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Nocturnal Soul
Immortal Retribution
0
|
Posted - 2013.06.26 08:23:00 -
[151] - Quote
kinda sucks being an amarr armor assault tank were already the slowest every day im regretting that i didn't choose gallente back in close beta |
Arkena Wyrnspire
Turalyon Plus
1300
|
Posted - 2013.06.26 09:11:00 -
[152] - Quote
Nocturnal Soul wrote:kinda sucks being an amarr armor assault tank were already the slowest every day im regretting that i didn't choose gallente back in close beta I feel really quite sorry for Amarr suit users, but I see them shield tanking most of the time so I haven't really covered them. |
D3LTA Blitzkrieg II
0uter.Heaven League of Infamy
11
|
Posted - 2013.06.26 14:45:00 -
[153] - Quote
CCP did a smart thing and with the new armor plates that are dropping july 2nd, the amarr n gallente suites will b much more competitive options |
Arkena Wyrnspire
Turalyon Plus
1302
|
Posted - 2013.06.26 15:59:00 -
[154] - Quote
D3LTA Blitzkrieg II wrote:CCP did a smart thing and with the new armor plates that are dropping july 2nd, the amarr n gallente suites will b much more competitive options Have you seen the stats? They're useless.
And also, they don't fix the core issues. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 16:22:00 -
[155] - Quote
Arkena Wyrnspire wrote:D3LTA Blitzkrieg II wrote:CCP did a smart thing and with the new armor plates that are dropping july 2nd, the amarr n gallente suites will b much more competitive options Have you seen the stats? They're useless. And also, they don't fix the core issues. ^This. Very much this. |
Master Jaraiya
Ultramarine Corp
320
|
Posted - 2013.06.26 16:43:00 -
[156] - Quote
Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 16:47:00 -
[157] - Quote
Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh I'm waiting for the stats on this mod, if CCP can find new mods which make shields even better then certainly with the support of all our feedback they can make armor attain some legitimate parity with shields (while not making them clones of each other). Hopefully they will take the opportunity of deploying patch 1.2 to do just that. /emote *crosses fingers* |
XV1
Ninth Legion Freelance
22
|
Posted - 2013.06.26 17:16:00 -
[158] - Quote
I have for some time thought that armor was getting the short end of the stick, especially since the Caldari logistics was released. I believe the core idea for armor is good being that you trade some speed and HP regen for higher EHP. The penalties to armor seem a little harsh when compared to the lack of penalties that shields have. Shields take less damage from projectiles and have less of a penalty when hit with lasers when compared to the penalty armor gets when hit with explosives, both of these put shields in a place that allows their lower HP to become a higher EHP overall. This is most easily seen when you look at a HMG firing on a shield tanker. Not only does the shield tanker takes less bullets due to higher speed, but also covers the HP gap because he takes less damage from each bullet taken than the armor tanker does. Another thing to mention would be that the HP gap is insignificant when looking at the armor/shield counter weapons as explosives get a higher bonus VS armor than lasers get against shields making the HP difference when hit by your weakness.
Another thing to look at is the fact that laser weapons are precision based making them take more skill to use and only affect one target per shot while explosives hit multiple targets and are generally easier to use. This puts shields at yet another advantage as they are harder to hit with precision with their higher speed and this means that it will take a skilled player to really use their weakness against them while armor suffers at the hands of every militia fit with locus grenades.
Flux grenades I agree should do more than just fry the shields. The suggested extra recharge delay sounds good and the increased radius would be good too. I would like to see some kind of recharge penalty as well such as reducing the recharge rate of affected players' shields even when they do start recharging, or making there shields recharged for a short time more susceptible to damage of any kind for a short time. No matter what is done to flux grenades another thing to look at is the fact that they have no militia variant causing them to be more expensive and therefore considered for fits less often and take more SP investment. Another thing to mention is that flux grenades do next to nothing to armor tankers while locus grenades will get a portion of there damage on shield tankers meaning they are taken into battle more often purely because they can be at least somewhat effective on any target. Combining the SP investment with the fact that locus grenades can hurt any tank means that flux grenades are seldom seen in combat.
I think that the ferroscale should at least match the shield extenders due to the fact that my armor does not naturally recharge while shields do. This automatically makes the shield extender a more effective module overall. I think the ferroscale should have a lower fitting requirement than armor plates so they can fill in gaps when you do not have the necessary PG/CPU for another heavy plate or when you are fitting an armor scout ( right lol )
I think reactive plates should either take way less PG/CPU and be cheaper than Rep/Plate fits or be much more effective than they are now. perhaps make them approximately half of a rep and half a plate with half the penalty. This would make them a viable alternative when working with limited slots.
I like the idea of damage reduction modules in high slots and think they should definitely be implemented ASAP if they do not put reactive plates in high slots. I was thinking of something that significantly increases damage resistance when hit with massive damage or just after shields deplete. This would make locus grenades slightly less killer on armor tankers and make then safer bets VS snipers when they are trying to make it through an open space.
I like this thread overall as the Op clearly put a great deal of time and thought into this.
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XV1
Ninth Legion Freelance
22
|
Posted - 2013.06.26 17:40:00 -
[159] - Quote
Also I forgot to mention that I think the current scaling on plates is a little UP when compared to the shields. They should either cut the speed penalties in half or scale the hp much higher than it is currently. The armor rep rate seems a little low too, I liked the suggestion for 3/5/7 rather than the current 2/3/5. This would only really increase rep rate by 50% of its current power.
Also to further balance shields/armor I would recommend remote shield reppers that function like the current remote repair tools. Also nanite injectors that restore a portion of the revived suits shields could make Logis able to support more than just armor. I think shields and armor should both be able to be team based tanks rather than forcing anyone that wants logistic support to be an armor tanker. Nanohives that repair shields would be cool too. |
XV1
Ninth Legion Freelance
22
|
Posted - 2013.06.26 17:41:00 -
[160] - Quote
Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh
Shield Energizer? What is this I see? |
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Arkena Wyrnspire
Turalyon Plus
1307
|
Posted - 2013.06.26 18:08:00 -
[161] - Quote
XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see?
They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1211
|
Posted - 2013.06.26 18:28:00 -
[162] - Quote
Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack.
What's their stated purpose, I can't see any mention of that in the blog, do you have a link? |
Arkena Wyrnspire
Turalyon Plus
1308
|
Posted - 2013.06.26 19:02:00 -
[163] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. What's their stated purpose, I can't see any mention of that in the blog, do you have a link?
At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 19:12:00 -
[164] - Quote
OP where do you get your numbers on the new mods? |
Spycrab Potato
Kinsho Swords Caldari State
37
|
Posted - 2013.06.26 20:04:00 -
[165] - Quote
zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:15:00 -
[166] - Quote
Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked.
link? |
Arkena Wyrnspire
Turalyon Plus
1319
|
Posted - 2013.06.26 20:17:00 -
[167] - Quote
zzZaXxx wrote:Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. link?
http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10 in. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:37:00 -
[168] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. link? http://www.youtube.com/watch?v=n_LlH2c5dyA1:10 in.
Hol crap! Reactive Plates are useless!
2 Complex Reactive Plates =
99 armor 4hp/sec rep 8% movement penalty 72 CPU / 32 PG
1 Enhanced Armor Plate + 1 Complex Armor Repairer =
95 armor 6.25hp/sec rep 5% movement penalty 65 CPU / 17 PG
WTF!!! They are total crap!!!My goodness I hope the numbers in the video change! I'm no math genius but reactive plates are trash with these numbers! |
Sigbjorn Foerik
Vherokior Combat Logistics Minmatar Republic
23
|
Posted - 2013.06.26 20:41:00 -
[169] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:zzZaXxx wrote:Spycrab Potato wrote:zzZaXxx wrote:OP where do you get your numbers on the new mods? They are taken directly from the Uprising 1.2 trailer that CCP leaked. link? http://www.youtube.com/watch?v=n_LlH2c5dyA1:10 in. Hol crap! Reactive Plates are useless! 2 Complex Reactive Plates = 99 armor 4hp/sec rep 8% movement penalty 72 CPU / 32 PG 1 Enhanced Armor Plate + 1 Complex Armor Repairer = 95 armor 6.25hp/sec rep 5% movement penalty 65 CPU / 17 PG WTF!!! They are total crap!!!My goodness I hope the numbers in the video change! I'm no math genius but reactive plates are trash with these numbers!
You say this because you have many slots free. A scout will welcome them. Just one slot for repairer and plates and only 4% penaly. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:42:00 -
[170] - Quote
The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1213
|
Posted - 2013.06.26 20:44:00 -
[171] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:Arkena Wyrnspire wrote:XV1 wrote:Master Jaraiya wrote:Don't forget about the Shield Energizer.. which will probably be another low module to help shield tankers even further. Smh Shield Energizer? What is this I see? They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack. What's their stated purpose, I can't see any mention of that in the blog, do you have a link? At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1213
|
Posted - 2013.06.26 20:46:00 -
[172] - Quote
zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:46:00 -
[173] - Quote
I question whether a scout will welcome a 4% movement penalty for 45 armor and 2hp rep. Anyways if only scouts are using them they're still garbage. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:47:00 -
[174] - Quote
Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders
Not the enhanced. |
Arkena Wyrnspire
Turalyon Plus
1319
|
Posted - 2013.06.26 20:48:00 -
[175] - Quote
zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you?
Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules. |
Arkena Wyrnspire
Turalyon Plus
1319
|
Posted - 2013.06.26 20:49:00 -
[176] - Quote
zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced.
This is a moot point, as the difference in HP is less than a single bullet, and also people rarely use enhanced shield extenders. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1214
|
Posted - 2013.06.26 20:51:00 -
[177] - Quote
zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced.
True but the Proto are only 60 as opposed to 66 making top value of the plates lower than shields even prior to including skills or regen |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:54:00 -
[178] - Quote
Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link?
At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info
Cheers, Cross[/quote]
Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus. |
zzZaXxx
The Exemplars
3
|
Posted - 2013.06.26 20:57:00 -
[179] - Quote
Cross Atu wrote:zzZaXxx wrote:Cross Atu wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? They also have lower HP totals than the extenders Not the enhanced. True but the Proto are only 60 as opposed to 66 making top value of the plates lower than shields even prior to including skills or regen
Yeah and their fitting reqs are basically even, with less CPU/more PG for the plates. All these plates need more HP across the board. |
Arkena Wyrnspire
Turalyon Plus
1319
|
Posted - 2013.06.26 21:01:00 -
[180] - Quote
zzZaXxx wrote:Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link? At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally. Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus.
Yes, they'd be useful for the currently superior tank. However, then you look at the other end, armour, where you have people with 450 HP and 12/13 HP/s. -only- 20 HP/s regen is nearly twice as much as a pair of complex repairers can regen. Buffing that significantly would make armour repairers completely laughable in comparison to shield regen. |
|
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.26 21:08:00 -
[181] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules.
Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots |
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.26 21:09:00 -
[182] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Quote:They're adding new stuff for shields. I doubt it'll actually be effective given the stated purpose, but if it is good then that'll throw the balance even further out of whack What's their stated purpose, I can't see any mention of that in the blog, do you have a link? At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally. Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Shield Energizers would be useful for Caldari Proto Logi since they can have 660hp shield tanks with only 20hp/sec recharge, which would take forever. This mod could bring buffer and recharge more into balance, assuming there's a reason to use it instead of the current Shield Recharger mods. The reason is probably either lower fitting costs or better recharge bonus. Yes, they'd be useful for the currently superior tank. However, then you look at the other end, armour, where you have people with 450 HP and 12/13 HP/s. -only- 20 HP/s regen is nearly twice as much as a pair of complex repairers can regen. Buffing that significantly would make armour repairers completely laughable in comparison to shield regen.
Well maybe once armor becomes completely laughable they'll do something about it. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1215
|
Posted - 2013.06.26 21:47:00 -
[183] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:zzZaXxx wrote:The Ferroscale Plates are basically equivalent to shield extenders....except they don't benefit from passive recharge of course so they have to make room for reppers so only hald as effective as shield extenders. CCP am I missing something or are you? Quite. This is only one part of the problem, though. It'd be nice to see CCP realise that the solution is not just chucking on new (and bad) modules. Yes. You pretty much provided the solution. A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates I would add F) Move Armor Repairers to high slots Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this. |
Arkena Wyrnspire
Turalyon Plus
1323
|
Posted - 2013.06.26 21:55:00 -
[184] - Quote
Cross Atu wrote:zzZaXxx wrote: Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots
Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this.
I would much rather see reactive plates in high slots than armor repairers in low slots. Frankly, though, either would make armour far, far stronger. |
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.27 00:22:00 -
[185] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:zzZaXxx wrote: Yes. You pretty much provided the solution.
A) Increase plating HP across the board. B) Balance plating movement penalties. C) Increase armor repairer rep amount, while causing it to diminish over time D) Give Gallente (and Amarr?) dropsuits appropriate specs and bonuses E) Overhaul these new plates
I would add
F) Move Armor Repairers to high slots
Pretty much, tho I'm of the opinion that "F" should be "put Reactive Plates in high slots", but it seems I may be in the minority with regards to this. I would much rather see reactive plates in high slots than armor repairers in low slots. Frankly, though, either would make armour far, far stronger.
Armor repairers are already in low slots. Typo? |
TheGoebel
Kite Co. Couriers
4
|
Posted - 2013.06.27 00:36:00 -
[186] - Quote
Arkena Wyrnspire wrote:
At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Lets be fair here, eve shields are vastly different things. The reason flux coils don't work is because shield regen is tied to a timer, not a set amount. What I'm trying to say spaceship shields go from zero to full in five minutes(for example), the more potential shields you have the more points you get per second. While mercenary shields receive a set amount of points per cycle. I don't feel I've explained this well so I'm sorry. I'll try to answer any questions best as possible. |
Arkena Wyrnspire
Turalyon Plus
1327
|
Posted - 2013.06.27 07:24:00 -
[187] - Quote
zzZaXxx wrote:
Armor repairers are already in low slots. Typo?
Yes. This has now been fixed. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
|
Posted - 2013.06.27 07:29:00 -
[188] - Quote
TheGoebel wrote:Arkena Wyrnspire wrote: At fanfest they said they'd reduce overall shield HP in favour of increasing regen. Somewhat like flux coils in EvE - which nobody uses, incidentally.
Cross Atu wrote:Interesting to know, also yeah I've never seen an EVE ship with a flux coil fit (not that my even knowledge is exhaustive). Thanks for the info Cheers, Cross Lets be fair here, eve shields are vastly different things. The reason flux coils don't work is because shield regen is tied to a timer, not a set amount. What I'm trying to say spaceship shields go from zero to full in five minutes(for example), the more potential shields you have the more points you get per second. So if you're looking for high per second regen you have two options, less shields with a flux or more shields with about anything else. While mercenary shields receive a set amount of points per cycle. I don't feel I've explained this well so I'm sorry. I'll try to answer any questions best as possible.
If I'm following you properly you're citing the difference in the way Merc shields and Ship shields regen? Ships being scaled based while Mercs are pegged to a raw number, thus making something like the flux coil of more potential value to a Merc than it is if fitted on a ship?
If that's the case I would tend to agree it's more useful ground side than it is in EVE, is that what you were getting at?
Cheers, Cross |
Arkena Wyrnspire
Turalyon Plus
1328
|
Posted - 2013.06.27 07:38:00 -
[189] - Quote
There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1220
|
Posted - 2013.06.27 08:10:00 -
[190] - Quote
Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. So, trade a % of base suit shield HP for a higher overall total regen rate?
Yeah it'd be good to know if that's going to happen, if you do find confirmation on that post it here please and thank you.
~Cross |
|
zzZaXxx
The Exemplars
4
|
Posted - 2013.06.27 08:30:00 -
[191] - Quote
Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation.
That would be in keeping with the Shield Upgrades bonus. I bet that's the case. |
Arkena Wyrnspire
Turalyon Plus
1328
|
Posted - 2013.06.27 10:42:00 -
[192] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:There's a rumour going around that flux coils will only affect base shield HP and not the HP given by extenders. This would be quite bad. I'm going to see if I can get confirmation. That would be in keeping with the Shield Upgrades bonus. I bet that's the case. It does make sense, given the current state of maths, but it trivialises the penalty. One thing I'd really like to know is if it's a low slot or a high slot module. |
BL4CKST4R
WarRavens League of Infamy
327
|
Posted - 2013.06.27 10:50:00 -
[193] - Quote
any idea on the stats of the armor modules? |
Arkena Wyrnspire
Turalyon Plus
1328
|
Posted - 2013.06.27 11:03:00 -
[194] - Quote
BL4CKST4R wrote:any idea on the stats of the armor modules? Haven't you seen them yet? http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10 in. |
BL4CKST4R
WarRavens League of Infamy
327
|
Posted - 2013.06.27 14:25:00 -
[195] - Quote
I meant if they made any changes to those stats |
Arkena Wyrnspire
Turalyon Plus
1330
|
Posted - 2013.06.27 14:29:00 -
[196] - Quote
BL4CKST4R wrote:I meant if they made any changes to those stats Then no. Dev communication is as usual on the subject. |
Cat Merc
Oculus Felis
1234
|
Posted - 2013.06.28 19:17:00 -
[197] - Quote
bump |
Sgt Kirk
SyNergy Gaming EoN.
717
|
Posted - 2013.06.28 21:54:00 -
[198] - Quote
I would also like to point out (if you missed it I'm not sure) that the CPU enhancers take no CPU/PG to fit while PG enhancer modules take a nice but of CPU.
P.S. CCP will forever favor Caldari/Shields. |
Arkena Wyrnspire
Turalyon Plus
1367
|
Posted - 2013.06.28 21:55:00 -
[199] - Quote
Sgt Kirk wrote:I would also like to point out (if you missed it I'm not sure) that the CPU enhancers take no CPU/PG to fit while PG enhancer modules take a nice but of CPU.
P.S. CCP will forever favor Caldari/Shields.
Added to the OP. Thanks for pointing that out. |
Aythadis Smith
The Generals EoN.
28
|
Posted - 2013.06.29 02:05:00 -
[200] - Quote
Shields don't rust
Kudos on the thread
|
|
BL4CKST4R
WarRavens League of Infamy
327
|
Posted - 2013.06.29 02:50:00 -
[201] - Quote
Aythadis Smith wrote:Shields don't rust
Kudos on the thread
You would think thousands of years into the future, with the advancement of technology and humanity as a whole we would stop using iron and steel as armor and use organic compounds which are lighter, stronger, can be organically mass produced, oh and they don't rust.
We know of these organic compounds today, by the way.
https://en.wikipedia.org/wiki/Fullerene
http://en.wikipedia.org/wiki/Graphene |
Arkena Wyrnspire
Turalyon Plus
1382
|
Posted - 2013.06.29 12:44:00 -
[202] - Quote
The section on dual tanking will be up soon(tm). |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
0
|
Posted - 2013.06.29 16:01:00 -
[203] - Quote
I think it will be a bad idea for armor repairs to be in a high slot cause that will hurt armarr dual tanking abilities cause then they have to choose between extenders or armor repair which will make them worse then gallente and caldari. Reactive plates in the highs are better so Gallente can easily buff there total armor and regeneration. |
Arkena Wyrnspire
Turalyon Plus
1397
|
Posted - 2013.06.29 22:20:00 -
[204] - Quote
DRDEEZENUTSZ TWOpointo wrote:I think it will be a bad idea for armor repairs to be in a high slot cause that will hurt armarr dual tanking abilities cause then they have to choose between extenders or armor repair which will make them worse then gallente and caldari. Reactive plates in the highs are better so Gallente can easily buff there total armor and regeneration.
The Amarr dropsuits aren't particularly well done right now. I think it would be better to have an emphasis on a properly built and focused single tank rather than stacking modules for a dual tank - more on this when I finish the next section. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
1
|
Posted - 2013.06.30 03:47:00 -
[205] - Quote
I think it will be a good idea to have standard plates like the ones you suggested with 230 hp and 10% speed reduction so they will be high h p and low fitting requirements but high speed reduction.
Reactive should be med h p and repair and be in high slot but have the highest requirement and med speed reduction so you can't Stack too many without being strapped for resources.
Armor repair should be the same as you suggested higher repair but gets slower as the battle continues these should have the 2nd highest requirement.
Ferro scale plates should be med h p no speed speed reduction and have med requirements.
And so the shield extenders will be low hp fast and natural regeneration but very high fitting requirements like how they are now. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1228
|
Posted - 2013.06.30 03:53:00 -
[206] - Quote
Arkena Wyrnspire wrote: The Amarr dropsuits aren't particularly well done right now.
Agreed and it's not just the Med frames either. I love the concept behind most of them (tho less clear on the intended role of the Sent Heavy) but the mechanical support is lacking. PG is weak on the Logi and another Low may be needed, and the Assault while it's bonus is great in flavor and theory doesn't do much good when the LR itself has been over-nerfed into a sad state that makes it less threatening than a side arm (I've taken out LR users with my SMG when they got the drop on me at long range that's just wrong I should have been a cinder).
/more on topic I'm looking forward to seeing that new section when you get it up
Cheers, Cross |
wild wendigo
KILL-EM-QUICK RISE of LEGION
3
|
Posted - 2013.06.30 09:18:00 -
[207] - Quote
wanna thank the OP and others for doing all this skull sweat for us. I was playing as an assault but am finding the heavy class much more enjoyable right now.
Was thinking how about a high slot armor repper that at a basic level, gives the same repair output as a shield regenerator ( or whatever it's called ) and scales up the same. that would keep low slots open for plates and such. just a random thought before I hit my vacation at a medium pace. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1036
|
Posted - 2013.06.30 10:32:00 -
[208] - Quote
I think a high slot module like "energized plating" that adds DR to armor would be a nice counterpoint to the Shield regulator in the low slot. The focus of shielding is already on flexibility of regen. Armor is about taking more punishment - damage resistance makes more sense to me in that context. |
Cat Merc
Oculus Felis
1319
|
Posted - 2013.06.30 16:02:00 -
[209] - Quote
meow |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
3
|
Posted - 2013.06.30 17:01:00 -
[210] - Quote
Hmm right now I think shields need a penalty but not Sig radius or increase hit box something like decrease in recharge bonous like 20% so they will have to sacrifice h p for better recharge which so it's like armor we have to sacrifice armor for better repair. |
|
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.
|
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
|
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
|
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! |
|
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. |
|
Exardor
Namtar Elite Gallente Federation
5
|
Posted - 2013.07.02 14:09:00 -
[241] - Quote
Likes + Bump for truth.
With 1.2 even more than before. |
Sgt Buttscratch
G I A N T EoN.
291
|
Posted - 2013.07.02 14:22:00 -
[242] - Quote
nice try thread, next time lets try absolute ignorance, irrational and illogigal thinking, maybe that would have been more constructive. |
Sgt Buttscratch
G I A N T EoN.
292
|
Posted - 2013.07.02 14:51:00 -
[243] - Quote
SO... I just grabbed reactive plates..been ignoring leaked stats until I actually saw anything. If i switch 3 enhanced plates and an advanced rep, for 4 reactives, this is what I get. CPU +1 GP +13 Armor HP -171 Repair rate +0.65 movement speed +0.32 Sprint speed +0.45
In other words, these new plates take away A LOT of armor for very little bonus, and also cost a good chunk more GP to equip.
Ferro scale CPU +26 GP +3 armor -149 Rep stays the same, still have enhanced rep equiped movements speed +0.59 sprint speed +0.82
Once again CPU/GP cost already make this bad, big armor loss, sprint speed would be good, movement speed miniscule.
pointless, In full my pre-1.2 fit is superior, and better to use if I want decent gear to go with. |
D legendary hero
Strong-Arm
249
|
Posted - 2013.07.02 15:07:00 -
[244] - Quote
this thread needs some CCP lovin' |
Kador Ouryon
Dead Six Initiative Lokun Listamenn
5
|
Posted - 2013.07.02 15:19:00 -
[245] - Quote
YEAH IT DOES |
Arkena Wyrnspire
Turalyon Plus
1532
|
Posted - 2013.07.02 15:21:00 -
[246] - Quote
I now have the dubious honour of having a QQ thread about this. |
Fox Gaden
DUST University Ivy League
567
|
Posted - 2013.07.02 15:33:00 -
[247] - Quote
I liked all the OPGÇÖs posts because of the very balanced approach he took to this problem. I expect CCP is reading this thread. If they have not responded to it, it is because they donGÇÖt want to corrupt a very good discussion with people who see blue and start pursuing their own private agendas. |
Arkena Wyrnspire
Turalyon Plus
1546
|
Posted - 2013.07.02 15:35:00 -
[248] - Quote
Fox Gaden wrote:If they have not responded to it, it is because they donGÇÖt want to corrupt a very good discussion with people who see blue and start pursuing their own private agendas. I understand the temptation to do it, tbh. I try to be unbiased, but I worry that I'm not sometimes. If you see any clear bias in this thread, please point it out. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1240
|
Posted - 2013.07.02 15:44:00 -
[249] - 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. 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. I agree it's situational, and I wasn't meaning to imply your post was discounting the current situation with armor v shields, sorry if it came off that way.
Here's the thing I totally agree we should include all relevant data, and your prior post contains information worth noting. Also worth noting is the array of contexts in which what seems like a huge rep rate turns out not to be. There are players who only run one tank type be that shields or armor so providing the full context when they read the thread is important, hence my response
For example 2000 HP sounds like a lot, it is a lot, but it's also only slightly more than 1 clip from an unmodded, unskill buffed, Recruit Assault Rifle which is only getting bodyshots. Getting that HP would also require the Heavy to stack 5 Complex Plates and that's presuming those plates have been upgraded with new values. In essence it's a functional impossibility even with the suggested buff to plates. Now to be fair my example with the Recruit AR is assuming that every shot hits which it clearly would not, but it's also pitting a starter fit against proto armor stacked on a Heavy with the slot layout of the Gal Logi
TL;DR, I'm glad you brought up the aspects and cases that you did, my posts are not to criticize you they are simply to provide a full context for the information presented.
Cheers, Cross |
Arkena Wyrnspire
Turalyon Plus
1548
|
Posted - 2013.07.02 15:46:00 -
[250] - Quote
Cross Atu - Do you have Skype? I would very much like to invite you to a discussion group about balance. We're co-working on this thread and a few other similar length balance threads. Your posts are consistently intelligent and I think we'd benefit from your opinion. |
|
Fox Gaden
DUST University Ivy League
568
|
Posted - 2013.07.02 15:56:00 -
[251] - Quote
I, as a shield tanker with no ties to armour tanking, have posted in this thread suggesting that your thread is the gold standard on the debate on armour vs shield balance, and included a link back to this thread.
I can lead a horse to water, but I canGÇÖt make it drink, so I canGÇÖt say whether shield tankers will actually read 12 posts of clear and articulate discussion, but I did. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1241
|
Posted - 2013.07.02 16:03:00 -
[252] - Quote
Rinzler XVII wrote:This thread is basically a solo playing style issue .. Considering the number of Logi in here I don't see a supportable case for that.
Quote: 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) List responds to your questions in order
- To use a repping hive at all one must stick to it, it's immobile
- Assuming that Logi is me that would make the answer "right behind you with proto reps"
- The posters here mostly run in squads from what I know of them, so we're not alone
- Even rep mods + rep tool still leave armor tankers UP compared to shields
- Armor can be taken out entirely by contact grenades for a single toss OHK something that flux cannot accomplish even at proto level. Flux just aren't a lethal weapon.
- It's about balance shield tanking is stronger than armor tanking and that's poor game balance. As it happens I do run shield mods on most of my fits, armor mods too, and no damage mods, support Logi need high eHP to be effective. But which mods I use on my fittings isn't what decides if something is balanced and armor vs shields isn't
- Armor has the same pitfalls as shields, i.e. weapon types that do extra damage against it. Then armor also has the speed debuff, the poor internal scaling of gains, the somewhat questionable fittings values, and the constrain of being locked into only one slot type where as shields are not.
Final comment, Dev groups are divided up into teams the folks on matchmaking and the folks on item balance are not the same, they're also not the same people as those working on graphics so it's not zero sum by any means. Besides which altering the numbers on an in game item takes less Dev time (figuring the proper values aside) than does creating a matchmaking system. One is inputting new data, the other is building quite a bit of code. Besides while I totally agree matchmaking is vital there's no reason players should stop giving all feedback about the game that isn't matchmaking related, that wouldn't be very constructive.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1241
|
Posted - 2013.07.02 16:06:00 -
[253] - Quote
Arkena Wyrnspire wrote:Cross Atu - Do you have Skype? I would very much like to invite you to a discussion group about balance. We're co-working on this thread and a few other similar length balance threads. Your posts are consistently intelligent and I think we'd benefit from your opinion.
I don't have it at present but if memory serves it's not that hard to get set up. Working with yourself and others who take an active interest in balance above and beyond what would help a single specific playstyle is something I would very much be interested in doing.
Cheers, Cross |
Colonel Killar
DUST CORE DARKSTAR ARMY
85
|
Posted - 2013.07.02 18:15:00 -
[254] - Quote
Time to Reveive... |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
17
|
Posted - 2013.07.02 18:50:00 -
[255] - Quote
Colonel Killar wrote:Time to Reveive...
Yeah I think it's better to think of ideas for balance then to fight then to fight those shield tankers. |
Sgt Buttscratch
G I A N T EoN.
303
|
Posted - 2013.07.02 19:06:00 -
[256] - Quote
well I guess at least gallente mediums look 10x cooler than amarr, minnmouse and caldari combined |
Colonel Killar
DUST CORE DARKSTAR ARMY
85
|
Posted - 2013.07.02 19:07:00 -
[257] - Quote
Sgt Buttscratch wrote:well I guess at least gallente mediums look 10x cooler than amarr, minnmouse and caldari combined True... more posts... |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
17
|
Posted - 2013.07.02 19:32:00 -
[258] - Quote
Well I personally like to see reactive plate basically a repair and and a plate combined so 115 hp and 5 repair but will use more p g and cpu then both combined but it will save you a slot and make it a high slot but and p g enhancers to. |
RoundEy3
Metal Mind Industries
150
|
Posted - 2013.07.02 19:34:00 -
[259] - Quote
It seems the bonuses of each defense system is where most of the imbalance lies. In most situations armor is supposed to have a larger EHP with a slower or more reliant restoration method, the self reppers and logi support. Where as shields have a lower EHP but a constant means of sustenence. What we currently have is the larger EHP reserves of armor combined with it's restoration doesn't compete against shields. That leads me to believe armor doesn't give a high enough inital HP bonus per module. Also it appears the advantage of shields is too great, their regeneration.
In most battle situations the EHP of an armor wearer is inferior to how fast a shield merc can regenerate. In theory of module fitting,an armor guy should be able to soak hits while throwing out higher damage. Where as a shield guy lacks the alpha attack, but has quicker movement to either dodge or move to cover when his shields are taken down.
The length of time a shield user has to wait to become fully combat effective again is too fast compared to the amount of damage an armor merc can take. I believe plates need an overall increase to hp bonus, and shield regen times should be lengthened.
As others have pointed out the fact that assault suits and the Cal logi suit all benefit shields doesn't help the matter at all. It looks to me that the generic and nearly universal suit bonuses are a result of DUST being in beta/release denial. |
TheGoebel
Kite Co. Couriers
12
|
Posted - 2013.07.02 22:38:00 -
[260] - Quote
So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? |
|
Cat Merc
Oculus Felis
1562
|
Posted - 2013.07.02 22:39:00 -
[261] - Quote
TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? The verdict is CCP has no clue on how to balance anything. They're throwing **** at the wall and seeing what sticks. |
Arkena Wyrnspire
Turalyon Plus
1587
|
Posted - 2013.07.02 22:44:00 -
[262] - Quote
TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough?
Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
20
|
Posted - 2013.07.02 22:46:00 -
[263] - Quote
I suppose we wait a weak to see if they fix armor and if they don't we just a f k murder taxi and don't play the game till they do. Let's go on strike. |
BL4CKST4R
WarRavens League of Infamy
348
|
Posted - 2013.07.02 22:47:00 -
[264] - Quote
My retaliation is MCC afking, oh 3x SP will be glorious. |
D legendary hero
Strong-Arm
254
|
Posted - 2013.07.02 22:49:00 -
[265] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues.
it seems like those were desinged for shield tankers...lol |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.02 22:49:00 -
[266] - Quote
It's probably the best way to get ccp attention to be honest. |
Cat Merc
Oculus Felis
1562
|
Posted - 2013.07.02 22:49:00 -
[267] - Quote
D legendary hero wrote:Arkena Wyrnspire wrote:TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues. it seems like those were desinged for shield tankers...lol You know what. That might just be the case. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.02 22:56:00 -
[268] - Quote
Cat Merc wrote:D legendary hero wrote:Arkena Wyrnspire wrote:TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough? Ferroscale and reactive plates are underpowered, and even if they were fine there would be obsolete modules and core issues. it seems like those were desinged for shield tankers...lol You know what. That might just be the case.
Yeah there meant for caldari logis so they can have even more hp without a speed loss. Why to go ccp cal logis are even more powerful. |
TheGoebel
Kite Co. Couriers
14
|
Posted - 2013.07.02 23:15:00 -
[269] - Quote
So I just saw the CCP response.
CCP Mintchip wrote:Hey there!
Yeah, I completely understand where you're coming from, and I can tell you that we are looking into how to better balance the two without obviously homogenizing the different statuses. So while it might seem like we aren't doing anything, that is not the case! It is in the works and we are continually looking at this data and determining how tweak it.
Seems like I've seen something like this before...hmmm....
CCP FoxFour wrote:I am going to be honest, I learnt a fair bit reading this post. I actually asked Arkena to make this post as he was explaining armor tanking to me in IRC.
I can't really comment on this very much though as it is not an area I work on. I can and will say however that those that do work on this stuff have read this thread. It actually made it into our weekly community report today that gets sent around to everyone working on DUST.
Thank you very much for this post. :D
The solution then?
CCP Remnant wrote:We'll be addressing armor tanking with multiple updates going forward: - New armor modules will be released with the Uprising 1.2 patch: - Ferroscale plates (smaller HP buff but no speed penalty) - Reactive plates (small HP buff and minor repair rate buff - plates that heal themselves! ) - We'll be reducing the movement speed penalty slightly on armor plates in a future hot-fix. - Giving proper racial bonuses! The reason the Gallente don't get (the very obvious) bonus to movement speed when armor tanking at the moment is because we use a tag system to confer bonuses to items and currently there is no way to exclude an item from getting a bonus. The only way to do this would be to tag EVERYTHING in the game that isn't the Gallente suit with a tag, which is error-prone and likely to ensure we unintentionally screw up some unrelated skill at some point. This will be corrected as soon as is feasible.
What happened? Well we found out the stats on our precious, precious modules and were disappointed, so we got this.
CCP Eterne wrote:Hey guys.
Yeah, obviously having this information released in a trailer isn't the best thing in the world. We are working on getting dev blogs out about all the new stuff we'll be releasing in our next patch, which is currently scheduled for early July (we'll have an exact release date ready for you in the near future).
But all numbers are still subject to change and we will of course monitor feedback on these numbers and make tweaks as appropriate.
In their defense some of the numbers did change, but in weird schizophrenic ways, like ferro having better hp then extenders in 2 out of 3 cases.
I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
|
Arkena Wyrnspire
Turalyon Plus
1589
|
Posted - 2013.07.02 23:18:00 -
[270] - Quote
TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. |
|
TheGoebel
Kite Co. Couriers
15
|
Posted - 2013.07.02 23:22:00 -
[271] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. I think the point I was trying to make is we get plenty of "hey I see that" but get very little "this is what we are doing to fix it, these are the numbers, response?" |
Arkena Wyrnspire
Turalyon Plus
1589
|
Posted - 2013.07.02 23:25:00 -
[272] - Quote
TheGoebel wrote:Arkena Wyrnspire wrote:TheGoebel wrote: I think we're being trolled. The fact is, I want to play this game. I'm not going to threaten and cajole CCP but I would like a little bit of respect back. Not lies, not half truths. Clearly the fine thinkers of this thread deserve the transparency and frankly they should get it because they are more capable with these numbers then CCP seems to be.
I'm just kind of disappointed by the lack of developer response. Just a simple acknowledgement, a simple "Hey, we see this" would make me feel much better. I think the point I was trying to make is we get plenty of "hey I see that" but get very little "this is what we are doing to fix it, these are the numbers, response?" Yeah, a competent effort to make things work. What I meant was I don't understand why this thread hasn't received a response. Has it not been seen? Is it not worthy? I know it's egotistical of me to want that, but I just want to see things work.
|
BL4CKST4R
WarRavens League of Infamy
349
|
Posted - 2013.07.02 23:25:00 -
[273] - Quote
I am disappointed for all the time I invested trying to get as much information out to at least be noticed by CCP, and maybe just maybe they did notice me, but did they listen to me? No, Did they listen to anybody who posted on any of these threads? No, and chances are they won't listen now. Maybe if we keep bringing up the issue they will notice and they will make a change, in the future, and maybe just maybe armor won't be garbage and those of us who have persevered on will finally get something we enjoy and call our own. Unfortunately we know CCP, we might fool ourselves and we might fool others, but we all know how CCP works that is if they do notice and they decide to do the right thing how long will it take them, 3 months? 6 months? A year? To fix an issue that has been brought up countless times since before Uprising, since closed beta? They obviously have more "important" things to do, like adding new bundle packs to make their wallets fatter instead of fixing one of many broken gameplay elements. |
TheGoebel
Kite Co. Couriers
15
|
Posted - 2013.07.02 23:50:00 -
[274] - Quote
BL4CKST4R wrote:I am disappointed for all the time I invested trying to get as much information out to at least be noticed by CCP, and maybe just maybe they did notice me, but did they listen to me? No, Did they listen to anybody who posted on any of these threads? No, and chances are they won't listen now. Maybe if we keep bringing up the issue they will notice and they will make a change, in the future, and maybe just maybe armor won't be garbage and those of us who have persevered on will finally get something we enjoy and call our own. Unfortunately we know CCP, we might fool ourselves and we might fool others, but we all know how CCP works that is if they do notice and they decide to do the right thing how long will it take them, 3 months? 6 months? A year? To fix an issue that has been brought up countless times since before Uprising, since closed beta? They obviously have more "important" things to do, like adding new bundle packs to make their wallets fatter instead of fixing one of many broken gameplay elements.
EDIT: This is not even about the time I invested, it is about the time and thought we all invested. We didn't just sit here typing a bunch of random ****. We logically took a problem and came up with a infinite amount of solutions none of which CCP took and applied. There's no hallmark card for this. Seriously, I looked. I even asked the girl at the register, "Hey, do you have any 'CCP is a being a thoughtless prick cards." All I can say is I appreciate the work you have done here, that it wasn't wasted because it helped other people see and understand. |
zzZaXxx
The Exemplars Top Men.
37
|
Posted - 2013.07.03 00:57:00 -
[275] - Quote
Sgt Buttscratch wrote:well I guess at least gallente mediums look 10x cooler than amarr, minnmouse and caldari combined
Whatever. Caladari Assault is a storm trooper. The End. |
Colonel Killar
DUST CORE DARKSTAR ARMY
88
|
Posted - 2013.07.03 01:10:00 -
[276] - Quote
Armor needs more HP for 3 reasons
It repairs slowly even with a basic repper innate reppers rep slowly Armor is way slower than shields |
Cat Merc
Oculus Felis
1569
|
Posted - 2013.07.03 01:11:00 -
[277] - Quote
Colonel Killar wrote:Armor needs more HP for 3 reasons
It repairs slowly even with a basic repper innate reppers rep slowly Armor is way slower than shields 2x armor for all plates. Mwuhahahaha |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:11:00 -
[278] - Quote
Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced.
Taken from here:
https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 |
zzZaXxx
The Exemplars Top Men.
37
|
Posted - 2013.07.03 01:14:00 -
[279] - Quote
TheGoebel wrote:So what's the verdict?
Ferro doesn't add competitive HP and cost more fitting-wise then plates? Reactives cost a very high amount fitting and in trying to do two modules work do neither well enough?
Yes, that is the verdict, though i think ferroscale has some value for logis. Reactives are incomprehensibly useless. Maybe the key is to leave them as is but give bonus to Gallente (and Amarr?) suits that make them work as the primary tank on those suits, while not making them OP as a secondary on shield tankers.
For example. scrap both the current bonuses for Gallente Assault and replace them with:
Gallenter Assault: 6% reduction in movement penalty of Armor Plates per level 5% reduction in fitting cost of Ferroscal Plates per level 10% increase in Reactive Plating hp per level 5% increase in Armor Repairer repair amount per level |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:14:00 -
[280] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241
But why do shields recharge faster and have more hp and it been proven that extender net more benifits then damange modifiers unless your a sniper.
|
|
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 01:16:00 -
[281] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:18:00 -
[282] - Quote
TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed?
Yes. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 01:22:00 -
[283] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? Yes.
Holy crap! |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 01:24:00 -
[284] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? Yes. Aw man, I really want my proto suit now. I only have 3 lows and I can't drop a rep to make this work. Also, why did it take so long to figure this out? Or was it some dark secret I didn't know about? |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 01:33:00 -
[285] - Quote
TheGoebel wrote:Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 So your saying if I have a complex and a enhanced plate I wouldn't lose 10% speed? Yes. Aw man, I really want my proto suit now. I only have 3 lows and I can't drop a rep to make this work. Also, why did it take so long to figure this out? Or was it some dark secret I didn't know about?
Doesn't work as well with vanilla plates, since stacking 5 carries a hefty penalty with no repair. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:37:00 -
[286] - Quote
DRDEEZENUTSZ TWOpointo wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 But why do shields recharge faster and have more hp and it been proven that extender net more benifits then damange modifiers unless your a sniper.
As far as reacharging faster, that is the nature of the beast. Armor repair thanking can be very competitive against shield tanking. I should know my favorite fit is a armor tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated.
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:42:00 -
[287] - Quote
I like how armor was actually buffed but no one knew sorry ccp.
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
76
|
Posted - 2013.07.03 01:43:00 -
[288] - Quote
@BL4CKST4R
If you use the basic F and R plates it frees up a lot of CPU/PG so that you can carry some of the high end repair nanos. |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 01:45:00 -
[289] - Quote
DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.03 01:48:00 -
[290] - Quote
Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error.
Well I did the math a logi with core skills max can get 868.8 armor and shield but will sacrifice 91 p g and 318 c p u.
|
|
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 01:56:00 -
[291] - Quote
Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241
I'm thinking:
Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0%
With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 01:57:00 -
[292] - Quote
Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error.
lol it might be a twist of fate that they can take credit for |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 01:58:00 -
[293] - Quote
Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I like how armor was actually buffed but no one knew sorry ccp.
Even with the buff it's still way worse than shields. Plus we don't know if it was intended to be this way, it might just be a mathematical error.
It is not directly a "buff" since it requires manipulating the slot layout, for example this will not work if you apply a complex plate first. Now physically applying the stats to the formula give me a 10.59% penalty, applying it in game gives me a 2.75% penalty so I think it is an error. Regardless if CCP intended this or not, I doubt they did, it does not help the cause of armor because our regen is terrible slow, and our HP still doesn't come close to shields. Also without the 5 slots it leads to assaults being slower than Logis. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
78
|
Posted - 2013.07.03 01:59:00 -
[294] - Quote
zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.)
There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
22
|
Posted - 2013.07.03 02:00:00 -
[295] - Quote
I have a dream that out there there is a armor armor build that will smack those silly shield caldari logis onto the threads about needing armor I have a dream. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:00:00 -
[296] - Quote
Currently I am looking for a way to maximize repair and armor but since my PG/CPU is not level 5 it is a bit difficult. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:01:00 -
[297] - Quote
Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 02:04:00 -
[298] - Quote
Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking.
Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:07:00 -
[299] - Quote
Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though.
or
Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Repairer
= 485hp / 5hp rep with 5.5% movement penalty. That's more like it. Still need logi help but not totally dependant. |
Cat Merc
Oculus Felis
1577
|
Posted - 2013.07.03 02:07:00 -
[300] - Quote
BL4CKST4R wrote:Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though. But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair. equal HP and equal repair, or higher HP and lower repair* |
|
Cat Merc
Oculus Felis
1580
|
Posted - 2013.07.03 02:11:00 -
[301] - Quote
I use: Basic plate Enhanced plate Complex plate Armor repairer Armor repairer
Or if it's the assault, same thing only without the complex plate.
Gives me way better result than any of your configurations guys. Though I might switch my basic plate with a complex ferroscale if I had the CPU/PG. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:12:00 -
[302] - Quote
I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
22
|
Posted - 2013.07.03 02:15:00 -
[303] - Quote
BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty.
I think you just found the build that was in my dreams. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:16:00 -
[304] - Quote
DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams.
About to try it out. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:18:00 -
[305] - Quote
BL4CKST4R wrote:Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though. But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair.
One thing that would make a big difference would be proper armor bonuses for Gallente and maybe Amarr suits instead of the shield recharge bonuses. Also with this you could potentially fit 2 Complex Damage Mods in your high slots without sacrificing tank, whereas Caldari have to make that choice. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
23
|
Posted - 2013.07.03 02:18:00 -
[306] - Quote
Just figured out that caldari logi can get even more hp cause of this and less movement penalty so we gotta keep this a secret. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:18:00 -
[307] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out. What. This gives me 522 HP, and I have all armor skills maxed out. I think you f'd up somewhere. |
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:19:00 -
[308] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Oops I thought I saw an 8 when checking it out, its actually 825 EHP.
321 shields 504 Armor |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:19:00 -
[309] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:I think I found a good one
Basic ferro Basic armor plate Basic armor plates Complex Armor plate complex repairer
905 EHP, 11.25 Repair and a 8% penalty. I think you just found the build that was in my dreams. About to try it out.
Give us the results! |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
79
|
Posted - 2013.07.03 02:22:00 -
[310] - Quote
TheGoebel wrote:Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking. Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face.
If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. |
|
BL4CKST4R
WarRavens League of Infamy
352
|
Posted - 2013.07.03 02:23:00 -
[311] - Quote
I confuse 0 with 8 so when I saw 504 armor in my head I saw 584, it is actually 825 EHP. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
23
|
Posted - 2013.07.03 02:27:00 -
[312] - Quote
At max it's 852.3 h p used calculators. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:33:00 -
[313] - Quote
Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
|
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:37:00 -
[314] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote: As far as reacharging faster, that is the nature of the beast. Armor repair tanking can be very competitive against shield tanking. I should know my favorite fit is an armor repair tank Gal logi, repairing now at 25.75 HP/sec. Armor repair also as no delay, so you are continuously repairing even in the midle of a fire fight. Combo this with the new energizer (complex) and two complex shield extenders and you got yourself a pretty hot fit.
As far as benifits to combat effectiveness to shields over armor, again this is the nature of the beast. Armor has a higher potential eHP than shields especially with the way these new plates are working. All in all though it is not entirely true that shield is more effective, for instance:
Scrambler rifle Laser rifle (if they ever get around to making it relevant again) Flux Gallente AR Caldari gauss rifle (when it finally gets here) Sniper rifle Shot gun
The problem a lot of the time is that a lot of people do not stay mindful of these strengths in battle, and thus get very frustrated. Can I direct you to the beginning of the thread? Fitting more then one plate on a proto assault gal means two reppers, a max 12.5 hp a sec and a smaller buffer then a shield tank with just complex extenders and you have a slower speed (even if that is slightly curtailed now). Yes your gal logi does okay with a natural 5 hp a sec and 5 lows, but that is an exception, not the rule of armor tanking. Yes those weapons do more damage to shields not armor but, as we've discussed, the problem is the hard swing. For instance hybrid weapons, the AR and Shotgun, do 110% damage to shields and 90% to armor. That is a pro. Explosive damage, grenades, flaylocks and mass drivers, do 150% to armor and 80% to shields. That's a pretty hard swing of a con. Maybe I should focus on the pro here, but contact grenades keep exploding in my face. If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. Through extensive testing with Arkena, it was more around 135%~ to armor. It varied, sometimes going up to 140%.
Anyway scrambler rifle does 120/80, still less than 135~/70 that ALL explosives do. And that splash radius really is overkill when you consider that armor is the slowest. So 1+1, anti armor weaponry is far more effective against armor than anti shield weaponry is against shields. |
Cat Merc
Oculus Felis
1581
|
Posted - 2013.07.03 02:38:00 -
[315] - Quote
zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 02:43:00 -
[316] - Quote
Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks.
130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator.
I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt.
If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I
I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 02:45:00 -
[317] - Quote
All gallente needs now is more p g and racial skill We need more power |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 02:47:00 -
[318] - Quote
Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol.
Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 02:59:00 -
[319] - Quote
If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:01:00 -
[320] - Quote
If CCP added the 0% penalty to repairers, linked reactives to repair systems skill, a small reduction to the CPU/PG requirements, and small buffs to the plates or some major nerfs to explosive damage we will be balanced (as long as they don't consider manipulating the penalties an exploit ). We would have the ability to be frontline assaults with no logi dependence and be able to go toe to toe vs other shield frontline suits, or have the choice of being buffer tanks with massive EHP but no repair. |
|
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:02:00 -
[321] - Quote
zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced.
Give me a module with a 50% resistance against explosives and I'm in. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
80
|
Posted - 2013.07.03 03:05:00 -
[322] - Quote
TheGoebel wrote:Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks. 130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator. I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt. If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that.
I'm sorry man,this was a really good post, and if I weren't so tired today I would give it the response it deserves, I am afraid you are going to have to settle for this instead.
Armor and repair tank is not the of two tanks that the Gal do exceedingly well with. There is also the speed tank. Form what I have read from you I think that this tank would suit you well, if you'll forgiv the pun. Give this a try:
Gal pro logi:
Pro AR
Comp energizer 2x Comp extender
2x ehd ken cat Ehd cardiac regulator Comp repair mod PG expansion mod
2x compact nano 2x adv uplink or better (make sure you have two different kinds, this will alow you 4 active at once). |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:06:00 -
[323] - Quote
DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try.
Or try
2x complex ferro 1x basic reactive 1x complex plate
1x complex energizer 2x complex extenders
800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:06:00 -
[324] - Quote
BL4CKST4R wrote:zzZaXxx wrote:Cat Merc wrote:zzZaXxx wrote:Next up needs to be new high slot armor modules. For example...
Armor Hardener: decreases damage taken by armor by a carefully playtested non-OP percentage, with a stacking penalty (2,4,6%?)
Nanite Injector: decreases Armor Repairer cycle time by a carefully playtested non-OP percentage (10,25,40%?)
And why would we use any of the above instead of a plate or armor rep? Especially the resistance one, 6% lol. Because you would use them in high slots my man. That's why. As for the percentages, ignore my numbers. I don't know the math but there must be a percentage that is balanced. Give me a module with a 50% resistance against explosives and I'm in.
Give me something that protects my shields against EM! |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:09:00 -
[325] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. Or try 2x complex ferro 1x basic reactive 1x complex plate 1x complex energizer 2x complex extenders 800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor
No way it's 40 hp. Maybe 34. And that's a lot of CPU. |
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:18:00 -
[326] - Quote
25 HP/s x 1.6 = 40, Gallente proto assault at level 5 gets 40 with a energizer. It might be an impossible build I made it up in my head. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:23:00 -
[327] - Quote
zzZaXxx wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:If you don't have a logi suit but have a assault or basic suit try this out
2x complex Ferro scale 1x enhanced reactive plates 1x complex plate 2x extenders
Needs engineering to max but gives 840 hp but only 1.15 repair. Probably a better fit out there but what I'm going to try. Or try 2x complex ferro 1x basic reactive 1x complex plate 1x complex energizer 2x complex extenders 800 EHP and 40 HP/s on shield repair, and 1 HP/s on armor No way it's 40 hp. Maybe 34. And that's a lot of CPU.
It's only around level 2 electronics.
|
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:27:00 -
[328] - Quote
We need to get a confirmation from CCP if the way the stacking penalties are working in our favor is on purpose or a mistake before we make any suggestions on polishing armor. If they are meant to work in our favor this is a small step into the fixing of armor, but there is still a lot to be done, for example we yet have the ability to buffer tank, racial bonuses still need fixing, and the plates are still very penalizing in terms of CPU/PG. Although a Gallente assault can now get the same HP as a Caldari assault without gimping his speed to much, the repairs are still way off balanced and the Caldari has more CPU/PG in reserve than the Gallente. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:38:00 -
[329] - Quote
BL4CKST4R wrote:We need to get a confirmation from CCP if the way the stacking penalties are working in our favor is on purpose or a mistake before we make any suggestions on polishing armor. If they are meant to work in our favor this is a small step into the fixing of armor, but there is still a lot to be done, for example we yet have the ability to buffer tank, racial bonuses still need fixing, and the plates are still very penalizing in terms of CPU/PG. Although a Gallente assault can now get the same HP as a Caldari assault without gimping his speed to much, the repairs are still way off balanced and the Caldari has more CPU/PG in reserve than the Gallente. P.S: If CCP confirms this is intentional I will take back everything bad I have said about them , although it does not excuse the bad communication between CCP devs and us armor tanks.
1+ I second that |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:47:00 -
[330] - Quote
Assuming the stacking works as Son-of-a-Gun claims and we're not all being epically trolled, here are some configurations for Gallente proto logi with Armor Upgrades 4:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Reactive plate 3: 10.6% of 4.0%
480 hp armor 11hp/sec armor rep 6.5% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Complex Reactive plate 2: 28.3% of 4.0% Complex Armor Repairer
430 hp armor 15.3 hp/sec armor rep 6% movement penalty
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Complex Reactive plate 1: 57.1% of 4.0% Enhanced plate 1: 28.3% of 5.0% Complex Armor Repairer
477 hp armor 13.25 hp/sec armor rep 6.3% movement penalty
#3 looks like a winner
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Enhanced plate 2: 28.3% of 5.0% Complex Armor Repairer
545 hp armor 11.25 hp/sec armor rep 6.8% movement penalty
#4 looks even better
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Complex Armor Repairer Complex Armor Repairer
449 hp armor 17.5 hp/sec armor rep 5.5% movement penalty
#5 is lookin good too
If anyone tries one of these fits let me know! |
|
BL4CKST4R
WarRavens League of Infamy
353
|
Posted - 2013.07.03 03:48:00 -
[331] - Quote
Oh and for those of you who are worried about the Caldari Logistics using up our precious modules it is almost impossible for them because of how much CPU/PG they cost. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 03:50:00 -
[332] - Quote
BL4CKST4R wrote:Oh and for those of you who are worried about the Caldari Logistics using up the new modules it is almost impossible for them because of how much CPU/PG they cost.
That better be true or I'll demand a nerf. |
BL4CKST4R
WarRavens League of Infamy
355
|
Posted - 2013.07.03 03:51:00 -
[333] - Quote
My brother is a Caldari logistics. It is true, the Minmatar... well that's another story won't be long before they become the FOTM now. |
zzZaXxx
The Exemplars Top Men.
38
|
Posted - 2013.07.03 03:52:00 -
[334] - Quote
BL4CKST4R wrote:25 HP/s x 1.6 = 40, Gallente proto assault at level 5 gets 40 with a energizer. It might be an impossible build I made it up in my head.
You're right. I forgot that Gallente Assault has the shield recharge bonus. Having the CPU available for the energizer might happen if you fill your lows with 3 basics and a shield regulator, which you should invest in if you're already investing in recharge, considering Gallente's terrible recharge delays. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 04:01:00 -
[335] - Quote
There's over 480 armor combos gotta find them all. |
BL4CKST4R
WarRavens League of Infamy
355
|
Posted - 2013.07.03 04:03:00 -
[336] - Quote
zzZaXxx wrote:Assuming the stacking works as Son-of-a-Gun claims and we're not all being epically trolled, here are some configurations for Gallente proto logi with Armor Upgrades 4:
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Enhanced plate 2: 28.3% of 5.0% Complex Armor Repairer
545 hp armor 11.25 hp/sec armor rep 6.8% movement penalty
#4 looks even better
Complex Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Enhanced plate 1: 57.1% of 5.0% Complex Armor Repairer Complex Armor Repairer
449 hp armor 17.5 hp/sec armor rep 5.5% movement penalty
#5 is lookin good too
If anyone tries one of these fits let me know!
# 4 provides the highest combination of HP/Repair/low Penalty to CPU/PG costs, until a new one arises this will be my current fit.
#5 Provides the highest repair to moderate HP but it is a bit expensive to use, it requires level 4-5 engineering, and probably 4-5 core upgrades. |
TheGoebel
Kite Co. Couriers
16
|
Posted - 2013.07.03 05:04:00 -
[337] - Quote
Son-Of A-Gun wrote:TheGoebel wrote:Son-Of A-Gun wrote: If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari sum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily. First off, +1 for death to shield tanks. 130 to 70 is a 60% swing to my 70% both are quiet large. Also, how does one play to your strengths in dust? I think this will reveal me as a terribad player but I often don't get to choose who I'm fighting. I can't look out across the field to find the scrambler rifler suits and I defiantly can't avoid a good scout with a flaylock. Explosive grenades are ubiquitous, every militia suits gets one, plus they are easy to fit so how do I avoid those, I mean from the obvious don't walk on the grenade indicator. I apologize if I seem overly aggressive or anything, I welcome discussion, it's just been a frustrating day. That said take the next part with a grain of salt. If you can only play to your strengths then you can't play an armor tank. Decent reps require either standing on a kill me beacon (nano hive which easily shows up on enemy mini maps) or to hug a logi-bro (everyone should get a hug). Without a fast recharge I have to avoid encounters until I repair, however I am slower even with shenanigans, then the people who want to kill me. Even if I take cover, it can take up to a minute to refill my buffer. 60 seconds is a long time to hide if someone is looking for you. I can't out buffer my foes, I can't out rep them. I certainly could equip dedicated anti-shield weaponry but if I do that why shouldn't I just shield tank? My sp is invested, if I am going to change my skill plan why bother with armor at all? I I think that post that say "armor is good in a group" or "it's balanced you just can't see it" are outright fallacious and damaging to creating any semblance of balance. Why? The create false parallels that ghetto-ize the armor tankers. They say you can't play like the rest of us but it's okay, you have your niche. But math and experience shows that the niche does not exist and no amount of platitudes about play style will change that. I'm sorry man,this was a really good post, and if I weren't so tired today I would give it the response it deserves, I am afraid you are going to have to settle for this instead. Armor and repair tank is not the only two tanks that the Gal do exceedingly well with. There is also the speed tank. Form what I have read from you I think that this tank would suit you well, if you'll forgiv the pun. Give this a try: Gal pro logi: Pro AR Comp energizer 2x Comp extender 2x ehd ken cat Ehd cardiac regulator Comp repair mod PG expansion mod 2x compact nano 2x adv uplink or better (make sure you have two different kinds, this will alow you 4 active at once). {edit>>>There are also some others VERY good speed fits with the adv logi and the pro and adv assault. You just need to play aruond with it. I'm just happy you didn't take anything personally, it's difficult to attack ideas without attacking the people with those ideas.
Look, I got 6m sp, I barely fit into and advance suit. My struggle is with the proletariat of dust, I don't have lofty ideas of proto suits, let alone multiple varieties of proto suits. That said, I think I could try a speed tank with the assualt, I'm close to unlocking the kinetic metabolizers. One of those, a rep and a ferro plus two shield extenders. Could work. If anything at least it's different. |
FakeMyDeath
Foxhound Corporation General Tso's Alliance
29
|
Posted - 2013.07.03 06:50:00 -
[338] - Quote
yeap i really hated what they did with this patch in this sector |
Arkena Wyrnspire
Turalyon Plus
1611
|
Posted - 2013.07.03 07:35:00 -
[339] - Quote
Son-Of A-Gun wrote:If I am not mistaken, explosive damage is 130 over 70. I could be wrong however. Once again play to your strengths. That is the nature of this game. Manny a Caldari scum have lost their lives to my pro scrambler rifle and pro flaylock on my Amarr alt. it gives me much pleasure to see them die so easily.
135%. The error of 150% appearing some places is partially my fault - I wrote that in this thread's progenitor. Through testing I've concluded that it's not the case, and 135% is closer to the true value (My actual results were something like 135.3212094 but I accounted for rounding errors in the game and rounded myself.) |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 10:33:00 -
[340] - Quote
I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now. |
|
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:14:00 -
[341] - Quote
Arkena Wyrnspire wrote:I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now.
That would be unfortunate. Let us know your findings. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:19:00 -
[342] - Quote
[quote=Arkena Wyrnspire]I am relatively certain that stacking penalties don't work in the way that Son-Of A-Gun described. Testing now.[/quote
Your in for a surprise.
|
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:21:00 -
[343] - Quote
Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:24:00 -
[344] - Quote
Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak.
Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:26:00 -
[345] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer.
They work best for a Gallente logistic when it comes to repairing. |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:30:00 -
[346] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer.
500 HP with an 11.25 HP/s repair rate. It has a few percent less movement penalty though. What I've been running is triple enhanced plate with dual complex repairers. With that setup I get 470 with 17.5 HP/s and a few percent more movement penalty.
This does give the option of a slightly higher HP build which is slightly faster, at the cost of a significant chunk of your repairing ability. It's a nice option, but it's not really an upgrade. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:31:00 -
[347] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer. 500 HP with an 11.25 HP/s repair rate. It has a few percent less movement penalty though. What I've been running is triple enhanced plate with dual complex repairers. With that setup I get 470 with 17.5 HP/s and a few percent more movement penalty. This does give the option of a slightly higher HP build which is slightly faster, at the cost of a significant chunk of your repairing ability. It's a nice option, but it's not really an upgrade.
My repair build is 1 complex ferroscale with 2 enhanced and 2 repairers, try that one it is 7 HP less than yours but a lot faster. |
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:40:00 -
[348] - Quote
For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
|
zzZaXxx
The Exemplars Top Men.
43
|
Posted - 2013.07.03 11:43:00 -
[349] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote:Arkena Wyrnspire wrote:Interesting. They do indeed work oddly like that. I can't justify putting them on my fits though, because they remain too difficult to fit and too weak. Try 1 enhanced ferro, 1 basic plate, 2. enhanced plates and a complex repairer. 500 HP with an 11.25 HP/s repair rate. It has a few percent less movement penalty though. What I've been running is triple enhanced plate with dual complex repairers. With that setup I get 470 with 17.5 HP/s and a few percent more movement penalty. This does give the option of a slightly higher HP build which is slightly faster, at the cost of a significant chunk of your repairing ability. It's a nice option, but it's not really an upgrade. My repair build is 1 complex ferroscale with 2 enhanced and 2 repairers, try that one it is 7 HP less than yours but a lot faster.
That one ferroscale makes all the difference. |
BL4CKST4R
WarRavens League of Infamy
357
|
Posted - 2013.07.03 11:43:00 -
[350] - Quote
zzZaXxx wrote:For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
What we need is a racial CPU/PG reduction to armor plates on top of a small buff to their HP, and a small buff to the HP/s to reactives and repairers, because even though we can now come close to the HP of shield suits our repairs our very low. When it comes to armor we should either have same or slightly lower HP for equal or almost equal repair, or higher HP but low repair.
And also we are still uncertain if this penalty thing was intentional or not. |
|
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 11:44:00 -
[351] - Quote
Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP"
You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example.
Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit.
You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking. |
Arkena Wyrnspire
Turalyon Plus
1613
|
Posted - 2013.07.03 11:56:00 -
[352] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP" You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit. You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers.
Daedric Lothar wrote: And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
Please try fitting 4 complex plates and damage modifiers before suggesting this. It's not possible. At all. Bear in mind that the armour tanker is also much easier to hit due to the low speed. Stacking 4 complex plates results in 4 10% movement penalties, which is huge. That's coming up to halving your movement rate.
The damage modifiers also have a stacking penalty, which makes the third one a minor bonus.
Daedric Lothar wrote: Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Indeed, the speed penalty is bad. But it's far from the only thing. PG/CPU isn't the only other issue either. |
zzZaXxx
The Exemplars Top Men.
45
|
Posted - 2013.07.03 11:57:00 -
[353] - Quote
BL4CKST4R wrote:zzZaXxx wrote:For Gallente Assault (which really needs an armor related bonus, not shield recharge, to make it work--and it will get it SOON) here's a fit:
Enhanced Ferroscale plate 1: 100% of 0.0% Basic plate 1: 87% of 3.0% Basic plate 2: 57.1% of 3.0% Complex Armor Repairer
439 hp armor 6.3 hp/sec armor rep 4.3% movement penalty
Leaves room for 2 Complex Light Damage Modifiers, Duvolle AR, Core Flaylock, basic grenade, nanohive, and enhanced shield extender.
What we need is a racial CPU/PG reduction to armor plates on top of a small buff to their HP, and a small buff to the HP/s to reactives and repairers, because even though we can now come close to the HP of shield suits our repairs our very low. When it comes to armor we should either have same or slightly lower HP for equal or almost equal repair, or higher HP but low repair. And also we are still uncertain if this penalty thing was intentional or not.
Whether or not it was intentional, let's hope it sticks around.
All armor modules being more effective on Gallente would get them where they need to be and would make sense. It may only be Assault that needs the change. The 5 hp/s rep of logi is good and the equipment bonus gives Gallente logi its role as master of support.
Amarr Assault would need some help with armor too in it's bonus but that's a tougher nut to crack. And then there's Amarr logi which is totally broken. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1248
|
Posted - 2013.07.03 11:57:00 -
[354] - Quote
BL4CKST4R wrote:Son-Of A-Gun wrote:zzZaXxx wrote:Son-Of A-Gun wrote:Son-Of A-Gun wrote:Here, I'll give you another tidbit of info to try to help you guys out with your efforts over there.
The deminishing returns work by taking into acount the lowest percentage first. My guess is that this is because the speed penalty is a negative effect, where as, something like a damage mod would work the opposit way: taking into account the module with highest percentage first, resulting in a higher return. For instance:
Ferroscale plate 1: 100% of 0.0% Ferroscale plate 2: 87% of 0.0% Reactive plate 1: 57.1% of 2.0% Reactive plate 2: 28.3% of 2.0% Vanilla plate 1: 10.6% of 10.0%
This is how it is currently working. This seems very well balanced. Taken from here: https://forums.dust514.com/default.aspx?g=posts&m=1004241#post1004241 I'm thinking: Complex Ferroscale Plate 1: 100% of 0.0% Basic Armor Plate 1: 87% of 3.0% Enhanced Armor Plate 1: 57.1% of 5.0% Complex Armor Plate 1: 28.3% of 10.0% With Armor Upgrades 4 that would result in 608 hp of armor with only an 8.3% movement penalty! (Need a logi for reps though.) There you go. You guys just need to play around with this stuff a little. I run the fit that I posted about because I run a lot of high end equipment. It suits my play stile. There is a lot that can be done with this though. But it forces us to be very Logi dependant and our HP still doesn't exceed shields. In order for there to be a balance or a benefit different than shields we need to have equal HP and slightly lower repair, or Higher HP and lower repair.
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
|
BL4CKST4R
WarRavens League of Infamy
358
|
Posted - 2013.07.03 12:00:00 -
[355] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[P1] Preface
[P2] Roles of shield and armour Before I launch into the thread proper, the role of both armour and shield tanks needs to be considered. They shouldnGÇÖt be very similar, for most intents and purposes just being identical with different names. No, this would not be a good situation GÇô so armour canGÇÖt simply be brought up to the level of shields.
Instead, both types of tank should have their own tactical situations where they shine, where they can outperform the other in some situations but fall behind in others. I have assumed the following roles for them, based on CCP comments and what I know of both EvE and DUST:
Shield tanks should be skirmishers. They move quickly, unimpeded, and have the ability to use modules like profile dampeners and speed modules, making them faster.
Armour tanks should be brawlers. They move slowly, impeded by the weight of their plates. For this, they have significantly more HP than their shield counterparts, allowing them to stay in a sustained fight for a longer amount of time. They should also be able to dish out more damage directly through the use of damage mods.
These first examples leave out skills for the sake of simplicity, but if they were applied they would widen the gap. Gallente Assault: 2x Complex armour plate 210 +115 + 115 = 450 Caldari Assault: 4x Complex shield extender 210 + 66 + 66 + 66 + 66 = 474 ThatGÇÖs interesting, the shield tanker appears to have more HP. The reality is that the Gallente Assault would actually be using enhanced plates, further widening the gap. More on this later.
I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP" You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit. You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up. And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health. Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Stacking 4 complex armor plates reduces our ability to track and aim properly due to how movement penalties also affect your moving speeds with the right analog stick thus the 3x damage modifiers do us no benefit if we cannot actually shoot you. Also 670 armor HP with no shield mods means that after our shields are down, where the shields are now 150, 1 basic locus grenade will 1 shot us. True you can say we you still have shields so you cant be one shotted but 150 shields will go down in only 3-4 gun shots, with shields it would only take 2 basic (fused) locus grenades to kill us, 2 flaylock shots, and 1 forge gun shot. There is nothing that can kill a shield suit this fast because any explosive like damage that favors the destruction of shields barely or doesn't do damage to their armor and thus cannot kill them as fast or as effectively as we can get killed.
Also the reason he used 2 complex armor modules is because we also need to fit repairers, and the more HP we have the more repair we need thus limiting the slots for a Assault to 2-3, and for a Logistics to 3-4. Unless we can find somebody to follow us all day with a repair tool. The reason why this makes shields better at having more HP is because a low base HP + a low requirement for armor modules means that their overall HP and repair rate is higher and faster than anything an armor tank can hope to accomplish even with a Logistic with a repair tool. |
BL4CKST4R
WarRavens League of Infamy
358
|
Posted - 2013.07.03 12:02:00 -
[356] - Quote
Cross Atu wrote:
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. |
zzZaXxx
The Exemplars Top Men.
45
|
Posted - 2013.07.03 12:04:00 -
[357] - Quote
Cross Atu wrote:For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
I like the idea of the armor repper being more effective but tapering off to a smaller and smaller amount as time passes since the last time you were hit. That's still very distinct but more effective. Just more hp would also work for the character that armor tanking should have. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:07:00 -
[358] - Quote
Arkena Wyrnspire wrote:[quote=Daedric Lothar]
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers. The text directly above what you quoted explains this - did you intentionally omit this?
I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do.
Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1249
|
Posted - 2013.07.03 12:10:00 -
[359] - Quote
General comment:
It's also worth keeping in mind that while finding viable fits for the Gal Logi with the new mods is good it doesn't really speak to armor vs shield balance. Which other suit can net a solid benefit from the mods? Does such a benefit equal the tank offered by a comparable number of shield mods? (in some cases comparing across suit types is required such as Gal to Cal due to slot layouts, of course in this case DO NOT factor in skills as that would be misleading)
How many suits have no viable shield tanked fittings, of those how many have such a limitation due to slot layout? Now the reverse, how many have no viable armor tanked fitting? The Mini Logi is a great suit for comparison since it has equal slots, can anyone construct an armor tank with the new mods that as an equal or greater eHP (not just raw HP) tank than best fit shield equivalent?
I fully support trying to find the best use for mods present in game, but mods should be balanced internally and tanking types should be balanced with each other. Until those things are accomplished the suits are mostly just a bias of happenstance.
0.02 ISK Cross
ps ~ as always I'm quite open to being proven wrong with data |
Cross Atu
Conspiratus Immortalis Covert Intervention
1249
|
Posted - 2013.07.03 12:17:00 -
[360] - Quote
BL4CKST4R wrote:Cross Atu wrote:
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. EDIT: Also before our higher HP ever means anything the damage to explosives, and armor killers needs to be toned down because we would technically need 35-50% higher HP than a shield suit to balance how fast it takes to take each of us down.
This is true. There are several possible ways to fix the shield vs armor imbalance and honestly I'm not even saying that a heaving leaning toward buffer over reps is an innately better way to fix the armor/shield gap per se. The great part about buffer is that it's a possible fix for the disparity in tanks which also supports the viability of Logi running support/medic fits where as options that create more armor/shield balance by making armor more self-sustaining (as shields are now) tends to reduce the role value of a support/medic Logi.
Re: EDIT, yes those numbers need looked at I'm not a big fan of OHK weapons in general. Some things like a damage mod stacked sniper? Sure fine but things like the contact nades seem really dubious to me. Regardless of the OHK thing in general however, if there are more OHK weapons against one type of tank than another that's a problem.
0.02 ISK Cross |
|
BL4CKST4R
WarRavens League of Infamy
359
|
Posted - 2013.07.03 12:22:00 -
[361] - Quote
Daedric Lothar wrote:Arkena Wyrnspire wrote:[quote=Daedric Lothar]
I explained this in this post. To regenerate at a reasonable rate, the armour tanker needs to fit two complex armour repairers. Thus, all four low slots are used. A straight HP comparison like the one you suggested is similarly rigged towards shields as they have inbuilt regeneration. In your suggested situation, the armour tanker has no regeneration at all and thus the shield tanker would be able to make up the HP difference with only a few seconds of not being hit. Remote armour repair tools help with this, but it prevents the logistics player from killing the person actually doing the damage, which is far more useful.
In future, if you are going to accuse someone of rigging results, please read their post. If you read mine, then you're rigging yours because you would understand the need for repairers. The text directly above what you quoted explains this - did you intentionally omit this?
I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do. Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair. |
BL4CKST4R
WarRavens League of Infamy
359
|
Posted - 2013.07.03 12:25:00 -
[362] - Quote
Cross Atu wrote:BL4CKST4R wrote:Cross Atu wrote:
For the sake of diversity I think Higher HP and lower repair is the better options. Maintains a clear pro/con to each tanking type and supports the value of Logi on the field while still making Armor more viable.
0.02 ISK Cross
Depending on how CCP chooses to fix the armor and shields debate, the high hp/low repair vs normal hp?/normal-high repair will be an option. EDIT: Also before our higher HP ever means anything the damage to explosives, and armor killers needs to be toned down because we would technically need 35-50% higher HP than a shield suit to balance how fast it takes to take each of us down. This is true. There are several possible ways to fix the shield vs armor imbalance and honestly I'm not even saying that a heaving leaning toward buffer over reps is an innately better way to fix the armor/shield gap per se. The great part about buffer is that it's a possible fix for the disparity in tanks which also supports the viability of Logi running support/medic fits where as options that create more armor/shield balance by making armor more self-sustaining (as shields are now) tends to reduce the role value of a support/medic Logi. Re: EDIT, yes those numbers need looked at I'm not a big fan of OHK weapons in general. Some things like a damage mod stacked sniper? Sure fine but things like the contact nades seem really dubious to me. Regardless of the OHK thing in general however, if there are more OHK weapons against one type of tank than another that's a problem. 0.02 ISK Cross
I think that the Caldari and Minmatar suits will need something from the Logistic suit, because at the moment and in the future it would seem that the Armor suits need the logistic suits while the Caldari and Minmatar can run free as they wish. Maybe force Caldari and Minmatar unable to use nanohives |
TheGoebel
Kite Co. Couriers
17
|
Posted - 2013.07.03 12:26:00 -
[363] - Quote
Daedric Lothar wrote: 1. I find issue with your reasoning in this. You go on to say that the armors should be diferent, but then you come down into the next section and say "Well Armor tanks have less HP"
You cannot say, These things must be different, and then try to compare them like they are the same. Using your own example.
2. Feel free to flame me all you want for this next part. I don't have time for PC and do pubs and I never run proto in Pubs. so I haven't looked at my proto fit in awhile. But if I remember correctly the Gal suit gets 3 High/4 Low and vice versa for the Caldari. Your example only shows 2 low slots for the Gallente suit, but all 4 high slots for the Caldari suit.
You are rigging the results to suit your hypothesis. How about showing 210 +115 + 115 + 115 + 115 = 670 if you are going to compare HP levels straight up.
3. And by your own example, those Shield extenders are all in the highs, which means the Caldari cannot fit Damage mods. However the Gallente soldier can fit 3x damage mods. So therefore in a straight up Brawler vs Skirmisher fight, the Armor tanker does more DPS and has alot more health.
4. Of course you can say, But the speed penalty is SOOOO bad. You are correct. However CCP has to balance the ability of the Armor tanker to be the absolute FOTM because having perfect armor and Damage capabilities is BROKEN... So thats why there is both a speed and a PG/CPU issue, to keep that broke situation from occuring. Thats the price for armor tanking.
Oh boy, its a dog pile. Well hell, I wrote this so I'll be a damned if I'm gonna throw it away.
1. We have to have a baseline. I hesitate to make this assumption but I will say three types of tank exist, speed, armor and shield. Speed tanking is a user skill based tank so it would be impossible to quantify for the purposes of the comparison, if we could I assure you it would be included. Also in many discussions the argument that armor has a higher buffer is made when in fact that is not the truth, take a look at my next number for why.
2. Your are thinking of proto assualt, Proto Gallente is a 3/5 split of high/low and caldari is 5/4. Only 2 slots are used due to those suits requiring a local rep to be effective. You'll find the discussion about outside reps further down the page but most calculations are done within a bubble of a single suit.
3. This argument is based on a suit without local reps. Yes you could have a huge buffer of armor HP but you would be very slow, around 2.5m/s and be unable to repair yourself at any reasonable rate making repeated encounters difficult. It would be a suit with a death clock hanging over its head as every successful battle only brings you closer to death.
4. Of all your statements I find this one to be most insulting, so good job if that was your intention. It is a conclusion based on many half truths. Yes a suit four plates and three damage modifiers would do a lot of damage, however if the enemy strafed you would be unable to apply that damage as the uber-suits turn speed is effected by the movement penalty. As stated before in point 3, an all plated suit is has other penalties associated with it. Namely rep speed. So this suit wouldn't be overpowered. You can add in the fact that a slow target is a easier to hit target and you find the suit to be quiet under powered. |
Arkena Wyrnspire
Turalyon Plus
1617
|
Posted - 2013.07.03 12:28:00 -
[364] - Quote
BL4CKST4R wrote: Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
This fit requires maxed engineering skills, and grenades and equipment don't fit. An actual fit would likely be weaker. |
BL4CKST4R
WarRavens League of Infamy
361
|
Posted - 2013.07.03 12:30:00 -
[365] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
This fit requires maxed engineering skills, and grenades and equipment don't fit. An actual fit would likely be weaker.
Yea but he wants to compare us at extremes... well these are the extremes. And that is exactly why the shield suits are so much better than us. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:30:00 -
[366] - Quote
BL4CKST4R wrote:
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. |
Arkena Wyrnspire
Turalyon Plus
1617
|
Posted - 2013.07.03 12:32:00 -
[367] - Quote
Daedric Lothar wrote:
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day.
Agreed. I think he confused the damage per bullet with dps.
EDIT: Time for GK.0 to kill CK.0 = 1.15 seconds Time for CK.0 to kill GK.0 = 1.51 seconds
This isn't a fair comparison though, as it's looking at specifically HP and damage output. Speed is a significant factor, for instance. Additionally, the GK.0 in this example cannot fit grenades or equipment, whereas the CK.0 can do that and also upgrade its low slots significantly, as well as the fact that the GK.0 has no regeneration. |
BL4CKST4R
WarRavens League of Infamy
361
|
Posted - 2013.07.03 12:35:00 -
[368] - Quote
Daedric Lothar wrote:BL4CKST4R wrote:
Assault suit gk.0 EHP- 888
3x damage modifiers 3x complex plates 1x enhanced plate 1x duvolle AR
Damage-54 Armor repair- 0 Shield repair- 25 Speed-3.97 <-- Almost as slow as a heavy
Assault suit ck.0 EHP- 773
no damage modifers 2x basic plates 1x repairer 1x duvolle AR
Damage-47 Armor repair-5 Shield repair-31.25 speed-4.72 <--5.6% penalty
Time for the GK.0 to kill CK.0 = 14.3 seconds
Time for the CK.0 to kill GK.0= 18.89 seconds
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day.
I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits.
If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:36:00 -
[369] - Quote
TheGoebel wrote: Oh boy, its a dog pile. Well hell, I wrote this so I'll be a damned if I'm gonna throw it away.
1. We have to have a baseline. I hesitate to make this assumption but I will say three types of tank exist, speed, armor and shield. Speed tanking is a user skill based tank so it would be impossible to quantify for the purposes of the comparison, if we could I assure you it would be included. Also in many discussions the argument that armor has a higher buffer is made when in fact that is not the truth, take a look at my next number for why.
2. Your are thinking of proto assualt, Proto Gallente is a 3/5 split of high/low and caldari is 5/4. Only 2 slots are used due to those suits requiring a local rep to be effective. You'll find the discussion about outside reps further down the page but most calculations are done within a bubble of a single suit.
3. This argument is based on a suit without local reps. Yes you could have a huge buffer of armor HP but you would be very slow, around 2.5m/s and be unable to repair yourself at any reasonable rate making repeated encounters difficult. It would be a suit with a death clock hanging over its head as every successful battle only brings you closer to death.
4. Of all your statements I find this one to be most insulting, so good job if that was your intention. It is a conclusion based on many half truths. Yes a suit four plates and three damage modifiers would do a lot of damage, however if the enemy strafed you would be unable to apply that damage as the uber-suits turn speed is effected by the movement penalty. As stated before in point 3, an all plated suit is has other penalties associated with it. Namely rep speed. So this suit wouldn't be overpowered. You can add in the fact that a slow target is a easier to hit target and you find the suit to be quiet under powered.
Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
[Edit]: As to your response about half your speed. I don't armor tank, because I appreciate a fast playstyle more then heavy hitting because my aim sucks, so correct me if I wrong, but I thought the movement speed debuff had a stacking penalty.
[Edit]: I am not saying the balance is perfect, but I am saying that its good to go slow in fixing it, because armor tanking has the potential to be extremely overpowered. Right now I feel that shield regen is WAY to fast. On my shield fit I fit all highs with extenders and all lows with regen delay reduction mods. My shields come back almost instantly. I would like to see a longer delay in when shields start to regen and putting more emphasis on how much a shield can heal if you haven't killed him by then, to promote a more cat and mouse game of Shield vs Armor tanker.
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 12:45:00 -
[370] - Quote
Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27.
To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche. |
|
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:48:00 -
[371] - Quote
BL4CKST4R wrote:Daedric Lothar wrote:BL4CKST4R wrote:
Now account for the CK.0 being able to outrun the tracking speed of the GK.0, and the ability to repair the damage it is taking against the GK.0 extremely fast, while the GK.0 only does 10 more damage to you, can barely hit you, cannot chase you if you run to take cover and also takes longer for him to take cover, while he cannot also repair his armor. Oh and if the GK.0 removed any of his modules for a repairer his HP will go under that of the CK.0 and his CPU/PG will get capped, so he needs to remove 1 module and downgrade another and thus lead him to lower EHP, lower speed, and overall lower repair.
I think your math is wrong.. I have never pumped bullets into someone for 14 seconds before they die. pretty much everyone dies in about 1, 2 or 3 seconds. This isn't wow where we circle the boss mob and whack a mole all day. I didn't account for ROF this is if the gun has a ROF of 1, it makes it easier to see the difference in time to kill between both suits. If I used the actual rate of fire values the time for the GK.0 to kill the CK.0 is 1.14 seconds, and for the CK.0 to kill the GK.0 it is 1.5 seconds. But regardless it doesn't account for the above
So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 12:51:00 -
[372] - Quote
TheGoebel wrote:Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27. To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche.
True, but the example was of a Gallente Armor tank using 2 plates to get the same health as a Caldari tanker while having boosted damage. If In a perfect world the armor tanker could fit everything he wanted, he could also fit his remaining low slots with reps to reset the clock if he waited long enough. Therefore making reppers there for more Solo play.
However we have plates which don't reduce movement now right? |
Arkena Wyrnspire
Turalyon Plus
1618
|
Posted - 2013.07.03 12:59:00 -
[373] - Quote
Daedric Lothar wrote: So taking that 1.14 and 1.5, what should the penalty be for about a 24% increase in surviveability? Yes he can out run, out track and repair. But the CK.0 needs something to make up for it.
The comparison we're talking about isn't actually that great. Nobody ever stacks that many plates, and the suit gets no regeneration at all. That's a huge, huge thing, in addition to the movement penalty. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 13:03:00 -
[374] - Quote
Daedric Lothar wrote:TheGoebel wrote:Daedric Lothar wrote: Good post, and I appreciate it, I edited my post before you finished posting this and I will repost it here in case you missed
So yes, I am with you in saying there needs to be fixes, but not just on the armor side either. But its getting better I like your idea of the Death Clock, if a person put on 2 armor plates and all damage and the clock started ticking. It relys on team play and between battle reps. Along with a fix to shield regen delay, I think that would be a good start.
Oh no, I could update my post but by then we'll be on page 27. To your point about team play I think we need to be careful here. Team work should always be a force multiplier but never a requirement. I have said before if we put armor tankers in a only-competitive-if-paired-with-logi category we truly haven't balanced the tanks, we have relegated them to a niche. True, but the example was of a Gallente Armor tank using 2 plates to get the same health as a Caldari tanker while having boosted damage. If In a perfect world the armor tanker could fit everything he wanted, he could also fit his remaining low slots with reps to reset the clock if he waited long enough. Therefore making reppers there for more Solo play. However we have plates which don't reduce movement now right?
I'm not trying to be a **** here, but your 2 plates being equal being an equal buffer to a shield tank is potential balance fantasy correct? As it is shield buffers are often time, although sometimes marginally, higher.
So, a having competitive buffer and higher damage versus buffer and regen would be the balance suggested? If you remove the speed penalties then I think that could begin to work.
Ferroscale are the plates you are referring to. They are, uh, interesting additions. In their current state I wouldn't consider them viable. |
Artificer Ghost
Bojo's School of the Trades
153
|
Posted - 2013.07.03 13:04:00 -
[375] - Quote
I actually do stack plates. My G-Logi has such small survivability (I keep getting put in terrible games with 12 SVER True Bloods. Thanks, matchmaking! :D) that I have to fit a lot of plating on it to give it some kind of chance against prototypes and whatnot. I'm actually planning on skilling up to Complex Ferroscale plating to get the same HP value for no speed reduction, as I use 3 Basic Armor Plates ATM.
Honestly, speed really isn't an issue for me, nor is Repair (Logi Suit FTW), but I know for say, an Assault, it's a big thing. I support this thread, and forgot to leave a like. :)
@Sorry, this was aimed at the OP's latest post. 2 people posted at the same time and I lost. xD |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:20:00 -
[376] - Quote
TheGoebel wrote:
I'm not trying to be a **** here, but your 2 plates being equal being an equal buffer to a shield tank is potential balance fantasy correct? As it is shield buffers are often time, although sometimes marginally, higher.
So, a having competitive buffer and higher damage versus buffer and regen would be the balance suggested? If you remove the speed penalties then I think that could begin to work.
That is what I am suggesting, Buffer and damage vs buffer and regen or buffer and speed. I would also like to see a Shield Energizer tool or add it on to the repair tool to allow Logi to rep shields as well since having the repair tool currently throws the balance out of whack (Yes I know you will say, but if the Logi could shoot!, but we all know that things are situational, like a heavy defending a choke point or hallway with the Logi hidden providing reps)
With a nerf to shield regen time and speed, and a buff to armor turning speed with only a slight buff to movement speed. I can see the two starting to get a much better balance, but then again, any time you are dealing with damage mods things get alittle psychotic.
However....
If you remove the speed penalty from armor totally, then I would actually kinda like to see a low slot item which increases weapon ROF/accuracy/spread so shield tankers can also get a damage boost. That would also allow speed tanks to just fit all around damage mods.
|
Kekklian Noobatronic
Goonfeet Special Planetary Emergency Response Group
111
|
Posted - 2013.07.03 13:30:00 -
[377] - Quote
Multiple types of plates are a great start, but they need work.. And we have not even discussed self repair systems yet. We need to think outside the box..
Reactive Armor Plates - Medium Armor amount, Medium movement penalty, Small self repair, *Provides damage resistance bonus* -Middle ground plate, useful for any suit. The bonus to damage resistance would give a person the ability to stack modules to achieve the level of DR which works best for them, without providing too much. Stacking penalties could apply, or it could be tweaked to be a smaller amount, with no penalty.
Ferroscale Armor Plates - Small Armor Amount, Small movement penalty, *Medium self repair* -Great for high agility armor suits, provides additional protection as well as some form of built-in repair. Still would derive use from stand-alone repair modules, but does not leave the tanker out in the cold should they chose not to use them.
Standard Armor Plates - High Armor amount, High movement penalty, No self repair, *Provides bonus to Remote Repair Amounts* -The 'Go-To' for Heavy tankers. On their own, they provide a very healthy boost in raw HP. In combination with a Remote Repair Buddy, they would encourage team work through the increased repair amounts, and allow a repairman to keep a target up in a far superior manner than any other plate.
But let's also look at repair modules. I propose new ones!
Burst Repair Module - Two modes of repair; Stored and Depleted. This module repairs armor at a Medium(1/2 equivalent stand alone repair module) repair rate, however whenever the users armor is at 100%, the module begins to 'store' armor, up to a certain amount. Once the user takes damage, the module uses the 'stored' armor amounts to provide a drastically increased repair amount, which would allow for burst tanking. Once the modules 'stores' are depleted, it provides the standard Medium repair rate. -This would be an amazing module for people who like to duck in and out of cover, as well as engage in hit and run tactics. It would provide a much higher repair rate for limited duration to the user, enabling a type of 'burst tanking'. While nowhere near the level of shield regeneration, it provides armor users with options potentially on-par with shield tankers.
'Hybrid' Repair Module - Medium Repair Rate, Standard Repair Rate, Provides % Increase to Armor Amount -This module acts on a 'layering' premise, providing a flat percentage increase on top of the users current armor amount. Think of it as actively placing an enhanced nanite layer on the user. The user sacrifices repair amount for the additional up-front increase.
Standard Repair Module - Same as current, with an increased level of repair(Let's face it, it needs to go up)
Right now shield tankers have it all. Armor users just need *options*! Something to give us real choices, outside of tiny increases/decreases in movement speed and small increases in EHP. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1252
|
Posted - 2013.07.03 13:35:00 -
[378] - Quote
Daedric Lothar wrote:I am rigging my results, I omitted it just to create a bias to promote different playstyles. Yes you can use armor reppers, but if you are stacking regen then you are basically trying to turn your armor into shields and might as well just use shields. The whole plus I see of armor is the ability to have protection while stacking damage mods. Yes it is slow and you will just get grenaded, but as you see, you can indeed just stack 2 Armor plates to get the same health and then stack full damage mods, which the Caldari can't do.
Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen. And then inbetween battles your logi or your other armor tanker friend both repair each other and move on.
Unless you get grenaded...
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly. Yes there are absolutely fits which benefit from this but that doesn't make it the best fit bar none. and presenting armor vs shields this way ignores the utility of all the other low slot mods in the game. KenCats on a shotty scout can be just as valuable as damage mods to cite one example.
The dismissal of rep rate is also flawed, should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line. In your example you set the stage for armor tankers to rep each other between battles, thanks fine but let's extend that to take shield into account so we're looking at the whole picture. While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective and when they arrive there their enhanced speed and lack of need to stop while regaining their tank allows them to position as they'd like having the better ground, hacking items, et al. Those are all somewhat situational but so is the ability for armor to rep in the first place so I think it's still a fair comparison.
There's also a fundamental flaw in what you're saying, "Yes he can hide and regen, but thats the whole point of shields, hide and regen. The whole point I see with armor is you kill him so fast he can't regen." So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Fully fit Gal Assault suit 3x dmg mod CPU 204 PG 27 4x plate CPU 80 PG 24 1x ProtoAR CPU 90 PG 13
HP from mods: 348 HP dmg from mods: ~24.4% spd reduction: ~12.2 on board rep/regen: 0 HP/s Fittings 374/300 CPU 64/60 PG INVALID FITTING CPU/PG EXCEEDED Note: even using only basic plates which would give the armor tanked suit less raw HP gained from mods the fitting requirements are still exceeded by 34 CPU requiring two 2/3 dmg mods to be Enhanced not Complex before the fitting becomes valid.
Fully fit Cal Assault suit 4x complex extender CPU 256 PG 44 2x Complex CPU mod CPU 0 PG 0 1x Complex PG mod CPU 24 PG 0 1x ProtoAR CPU 90 PG 13 1x Thukker Contact nade CPU 48 PG 6 1x X-3 Hive CPU 50 PG 7
HP from mods: 264 HP dmg from mods: 0 spd reduction: 0 on board rep/regen: 25 HP/s Fittings 468/496 CPU 70/74 PG Note: Fitting is valid, has proto contact nades and advanced hives. Suffers no movement penalty, regens 25 HP/s and only falls 84 HP short of the armor tanked suit. That's 4 seconds of this fits on board regen before it's eHP is higher than the armor tanked suit.
These are all base values so there are skills, for example fittings skills, which can alter the stats listed. These support skills apply to both suits however so the fundamental disparity is not actually altered by them.
0.02 ISK Cross |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 13:55:00 -
[379] - Quote
Cross Atu wrote:
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly.
Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy.
If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces.
Cross Atu wrote:
Should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line.
While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective.
Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immedaitely. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class?
Cross Atu wrote:
So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing.
Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy.
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Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:19:00 -
[380] - Quote
Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross
I look at it like a progression.
Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor) Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression).
If you want profile mods, be a sniper. Every mod has its place.
The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. |
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Cat Merc
Oculus Felis
1606
|
Posted - 2013.07.03 14:25:00 -
[381] - Quote
Daedric Lothar wrote:Cross Atu wrote: So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
0.02 ISK Cross I look at it like a progression. Scouts are fast, they are true skirmish DPS, they cap stuff or they get into your face really fast and blow you away (Speed or Damage) Assault are DPSers Shield DPS are Fast, they are mobile, they take more hits then Scouts (Shield Speed Regen) Armor DPS are Slow, they are powerful, you dont' go toe to toe with them (Damage, Armor)Heavies are very slow, they are tanks, they sit on the objective and stay alive and keep the enemy away until help comes (Survival, Supression). If you want profile mods, be a sniper. Every mod has its place. The problem I see right now is that Scouts aren't scouty enough and Heavies aren't heavy enough. And that shield regen is to high and Armor movement is to low. And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed. |
Justin Tymes
Condotta Rouvenor Gallente Federation
177
|
Posted - 2013.07.03 14:27:00 -
[382] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Seriously though the idea that the triple stacked damage mods trump any other option is a bit silly.
Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy. If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces. Cross Atu wrote:
Should shields gain their eHP through on board regen while armor is focused on buffer? Sure. That however does not equate to a legitimate reason for dismissing the reps disparity and directly comparing only raw HP totals. The support of a teammate is not a given nor is it a viable way to compare the balance of mods within each tanking line.
While those two armor tankers are repping each other after battle the shield tankers, with their higher base move rate, are already en route to the next tactical objective.
Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immedaitely. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class? Cross Atu wrote:
So the whole point of a shield tank is to tank, while the whole point of an armor tank is to fit damage mods? In essence the drawback to shields is that you can't fit damage mods and the drawback to damage mods is you can't fit shields so armor is useful because it's on a low slot... that doesn't sound like it's balanced that sounds like it's describing the utility of armor mods to a shield tanker. It ignores movement, it ignores profile, it ignores fittings upgrade mods. It's also assuming that stacked damage mods are the best value for all fittings and roles, but lets get back to fittings.
Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing. Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy.
Except Armour plates come with slow strafing speed, are instantly OHKO'd by Grenades, and have more than double the amount of weaknesses Shields have, which are all detrimental to DPS. When the only reason you're using Armour plates is because damage mods simply will not allow you to use Shield mods, you know you have a problem. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 14:31:00 -
[383] - Quote
Cat Merc wrote:[ And that's where the problem is. We aren't powerful enough to be feared in toe to toe combat. Shields trump us, and those damage mods don't do a lot if they can just evade it all thanks to their superior strafe speed.
I don't have the answer to that. Typically that is how someone who is fast kills someone who is slow, you run around them and blast them. Watch boxing, the slow fighter usually get pummeled by the faster fighter until he connects a hard blow in there and knocks them the F out. So, to me, that would actually seem balanced.
This is why I don't armor tank, I purposefully chose to shield tank beacuse I know my gun game is subpar compared to others. if my aim was really good, sure I would armor tank. But for now I like running around armor tanks and spraying them with bullets. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1254
|
Posted - 2013.07.03 14:46:00 -
[384] - Quote
Daedric Lothar wrote:Is It? The role of the Assault is like the DPS role in any other MMO. It's to apply Damage and apply it fast. If you wanted to tank damage then you would stack all shields and all armor or roll a Heavy.
If you are defending a location and the enemy is coming, you want to apply damage and apply it fast. So why would damage mods not trump everything. i seem to remember people losing their minds about the old LR and damage mods and how it melted people's faces. Yes it is.
The old LR, just like the TAR at the start of Uprising was broken. It already did excessive damage so stacking damage mods on top of it was super powerful but that's a magnification of an already broken mechanic.
Let's assume for a moment however that stacking damage mods really is just better than any other mod option (except shields). This tells us two things, first that damage mods are overpowered since one should not be the best in a balanced game and second that shields are very likely stronger than the rest of the mods as well or no one would ever run them at all, they'd just stack damage mods.
Quote:Yes, but you can't just balance on solo play. Watch any pub match, the side that doesn't play as a team gets ROFLstomp Redlined almost immediately. its how the game works. The point is that 1v1 with alittle distance and no cover, the armor tank will wreck the shield tank and there should be some downside to that. And that the shield tank is more mobile is the downside, just like the scout can't stand up to the Assault, but the scout is faster. and can do the same things you have said. Should we ban the scout class?
My example was 2v2 not 1v1 so no solo play there. Further the example can be extended to a full squad. "While the armor squad is repping up the shield squad with the higher based move rate and no need to stop to restore their tank..." Teamwork trumps pretty much anything but having a self sufficient tank doesn't preclude working as a team, it just reduces the burdens your team mates must shoulder to keep you effective.
Comparing separate frame types is misleading here, a shield tanked scout is faster than an armor tanked scout and an armor tanked scout is weaker than a shield tanked assault. As I stated in a prior post the suits are another mater, they're situational to the mods. When comparing the value of tank types it's the mods themselves that are in question. Also worth noting is that I've not stated "shields are OP" just that armor is weaker and the two should be balanced. I would actually like to see armor buffed to be on balance with shields not shields nerfed to the level of armor, so no matter how you look at it I'm not saying to ban the scout or even mobility for that matter.
Quote:Looking back to MMOs, you have Melee DPS and Kiting DPS (Kiting means to skirmish). Given again the job of Assault is to apply DPS, Shields with their regenitive nature are all about Skirmishing, you attack, you fall back, Attack, you are highly mobile. They are best used against people with NO REGEN because that is the nature of Skirmishing. if you attack and fall back and they just regen, you gain nothing.
Armor PLATES. HEAVY PLATES you wrap around your body, they make you slow. but in return you carry more firepower. So yes, you should have a higher EHP, no regen (Because really. Repairing an armor plate in 3 seconds? It can take hours and days at a repair shop). But you deal more damage and are more stationary. Just like a Heavy. It's important not to confuse raw/buffer HP with eHP (effective hit points). HP is a static total, your actual listed HP. eHP is the dynamic accounting which looks at things like regen, reps, and resists/damage efficiency. As such armor and shields should have equal eHP. Shields gain that through regen armor through raw/buffer HP.
Armor tanking should not be relegated to use only by Heavy frames, it's a general low power mod and should be effective for the proper fittings within light, med, and heavy frames not just one. The attack and retreat method you describe is best played by scouts with a shotty, nove knives, flaylock, etc. but that doesn't mean an assault frame shouldn't use another version of similar tactics, or that a shield tanked heavy can't use a more limited adaptation to fortify an area in a non-static manner. Those are all play style choices and play style should dictate tank choice not vice versa. What I mean here is that if armor are just more or less "immobile" with purportedly high dps then what value do they have? Anyone with a little sense will use long range weapons to take them out in perfect safty. Are they all inside a building safe from snipers surrounding an objective? So what? Let them camp there while the rest of the map is taken and they lose anyway.
Even totally dismissing that the raw HP values don't scale properly within the armor line offering a weaker progression than the shield extenders and having the speed debuff besides. As others have pointed out damage doesn't matter much if you can't apply it due to range, rate of aim, or because you've been one shotted by a nade. Damage mods don't matter when you can't apply the damage. Let's look at some direct comparisons. Character limit, see part 2 below |
Cross Atu
Conspiratus Immortalis Covert Intervention
1254
|
Posted - 2013.07.03 14:46:00 -
[385] - Quote
EDIT: continued from above
A Cal Assault using 1 slot for a damage mod gets +10% damage output A Gal Assault like the one I post using 1 Complex and 2 Enhance (since that's the best it can fit) gets 17.2%. But that's a lower eHP for the Cal suit an the Gal suit still has higher output right? Not really. The 62 HP less buffer tank that the Cal suit has when compared to the Gal suit is more than overcome with 2 seconds of the Cal suits native regen, a regen which is unlimited given a smart player a massively higher and uncapped eHP in the Cal suit. On the damage front the Cal suit carries Hives and Contact nades, both of which increase damage output. It's true that if the two suits just stood face to face shooting each other the Gal armor suit would come out on top but have the Cal player toss one Contact nade and that ceases to be true. Have the shield tanked suit use it's mobility to regen and that ceases to be true. Compare the potential damage output of both suits before needing a depot or another player and the hives + nades provides a massive advatage in total damage to the shield tanked suit even with the damage mods stacked on the armor suit.
As a redirect, I posted fittings in the post you were responding to, I'd very much like a reaction to them. If you can make better ones that more heavily favor the armor tank then by all means do so but at present the shield tanked suit comes out ahead as long as it's user doesn't simply stand in the open and shoot, a behavior which even an armor tanked heavy shouldn't reasonably expect to survive in the current version of the game.
0.02 ISK Cross |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
827
|
Posted - 2013.07.03 15:11:00 -
[386] - Quote
Cross Atu wrote: It's important not to confuse raw/buffer HP with eHP (effective hit points). HP is a static total, your actual listed HP. eHP is the dynamic accounting which looks at things like regen, reps, and resists/damage efficiency. As such armor and shields should have equal eHP. Shields gain that through regen armor through raw/buffer HP.
Alot of good points, I like reading them and your ideology. You make a point that eHP should be equal, I'm not sure that should be the case because you also have other things to take into the equation. Like movement speed and damage. Shields opens up option for better movement, more stealth, more or less regen. Armor opens up damage mods and scan mods, but in mid range combat, you don't really need scan mods, there does need to be better high slot modules though.
Cross Atu wrote:
Those are all play style choices and play style should dictate tank choice not vice versa. What I mean here is that if armor are just more or less "immobile" with purportedly high dps then what value do they have? Anyone with a little sense will use long range weapons to take them out in perfect safty. Are they all inside a building safe from snipers surrounding an objective? So what? Let them camp there while the rest of the map is taken and they lose anyway.
Well yes, thats what snipers do, that is what range does vs close up. In an earlier post I showed my idea of progression. It does make sense for an armored user to use a longer range weapon due to the limited tracking speeds. If you look at most weapon platforms in modern society, most slow moving platforms usually are equipped with heavier and longer range weapons.
Cross Atu wrote:
As a redirect, I posted fittings in the post you were responding to, I'd very much like a reaction to them. If you can make better ones that more heavily favor the armor tank then by all means do so but at present the shield tanked suit comes out ahead as long as it's user doesn't simply stand in the open and shoot, a behavior which even an armor tanked heavy shouldn't reasonably expect to survive in the current version of the game.
I saw those, I didn't see anything I needed to respond to. Yes the fit doesn't fit entirely, but I already admitted that I am a shield tanker and my fitting skills aren't perfect for armor tanking so I didn't know Exactly what could fit. Also I said I was a shield tanker because I can't aim very well.
However with your fit you show 348 boosted HP and 24.4% Boosted damage. vs 264 boosted HP vs 0% Boosted Damage. If someone with boosted damage can chew through someone in 1.1 seconds, then that 2 second regen timer will never activate. As a armor tanker is bad close up, the armor tanker would want to try to stay more in the open to give himself longer ranges to fight from, A tactical AR would probably be preferable.
Yes.. Contact grenades can hurt an armor tanker, they can hurt a shield tanker also. Since armor tankers are slower, they will have more effect, yet another reason for armor to want to dictate a longer range, and just another reason why someone faster would want to get in closer.
[Edit]: Also I never said contact grenades weren't absolutely broken... The damage is far to high for the effect. The lower damage Thunkker versions for ISk are much better balanced. |
Cat Merc
Oculus Felis
1609
|
Posted - 2013.07.03 15:31:00 -
[387] - Quote
It's not just contact grenades. Core locus grenades destroy my 768 armor HP suit + 150 shields in a single shot, tested with Arkena. And that's when I'm using all of my slots for complex armor plates, which you can't really do because that's a terrible fit. |
Imp Smash
Seraphim Auxiliaries CRONOS.
145
|
Posted - 2013.07.03 15:41:00 -
[388] - Quote
My 2 isk
As per [P2] I can accept that concept of armor or shield tanking. More to the point I think people should be put into a role/style based on HP type. You decide the type based on the role you want.
As many have stated - armor does not provide enough bonuses to compensate for the penalties. Add to that the majority of weapons are more effective against armor - armor tankers are effectively even with shield tankers (maybe a tad lower on ehp scale) then shield tankers.
Recent armor items are actually more effective for shield tankers. I would know as I am one. Amarr assault with scrambler, 1 regulator, 2 complex reppers. One of those complex reppers has been switched out for Feroscale. I have more armor at no hit to my shield.
Recommendation - small reduction in plate speed penalty. As they get better they should be more hp/speed efficient. I think reactive plates should have their rep speed reduced slightly and their movement penalty reduced. Their effective HP seems fine if this is done. Ferroscale should match shields. A complex ferro being 66 HP. They would be the 'armor varient' for tanking.
Now - one of the advantages to armor tanking is being able to equip damage mods - so is that fair? I believe so as armor takes more damage from weapons in general than shield.
This way armor tankers can go either heavy armor (plates but reduced speed) or ferro for the same HP and speed as shield tankers - but taking more overall damage to compensate for their use of damage mods.
Of the above proposals I think I that the only critical one is that armor plates have movement penalty reduced.
Finally - CPU PG costs of plates should be reviewed.
My 2 isk. |
Beren Hurin
OMNI Endeavors
571
|
Posted - 2013.07.03 15:44:00 -
[389] - Quote
You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. |
TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 15:52:00 -
[390] - Quote
Imp Smash wrote:My 2 isk
As per [P2] I can accept that concept of armor or shield tanking. More to the point I think people should be put into a role/style based on HP type. You decide the type based on the role you want.
As many have stated - armor does not provide enough bonuses to compensate for the penalties. Add to that the majority of weapons are more effective against armor - armor tankers are effectively even with shield tankers (maybe a tad lower on ehp scale) then shield tankers.
Recent armor items are actually more effective for shield tankers. I would know as I am one. Amarr assault with scrambler, 1 regulator, 2 complex reppers. One of those complex reppers has been switched out for Feroscale. I have more armor at no hit to my shield.
Recommendation - small reduction in plate speed penalty. As they get better they should be more hp/speed efficient. I think reactive plates should have their rep speed reduced slightly and their movement penalty reduced. Their effective HP seems fine if this is done. Ferroscale should match shields. A complex ferro being 66 HP. They would be the 'armor varient' for tanking.
Now - one of the advantages to armor tanking is being able to equip damage mods - so is that fair? I believe so as armor takes more damage from weapons in general than shield.
This way armor tankers can go either heavy armor (plates but reduced speed) or ferro for the same HP and speed as shield tankers - but taking more overall damage to compensate for their use of damage mods.
Of the above proposals I think I that the only critical one is that armor plates have movement penalty reduced.
Finally - CPU PG costs of plates should be reviewed.
My 2 isk. I agree with every point but one. If ferro HP matches extender HP then stacking ferro to get the same HP as a shield tank would be a very bad idea. Without local reps that ferro suit would have a very short lifespan. Natural shield regeneration is a big boon because armor tankers have to split their slots to receive any regeneration. |
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TheGoebel
Kite Co. Couriers
18
|
Posted - 2013.07.03 15:56:00 -
[391] - Quote
Beren Hurin wrote:You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. There are a lot of variables to this issue. Speed, damage resistance, regeneration, fitting requirements, slots and types (like how there are more low slot modules then high slot modules). That's why the OP is so exhaustive. There is no magic bullet to fix it. But, damnit, we should still try. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
836
|
Posted - 2013.07.03 16:35:00 -
[392] - Quote
TheGoebel wrote:Beren Hurin wrote:You guys can't forget weapon damage profiles and their effects on tanks' resistances.
I don't think we can say that 500 shield HP = 500 armor HP.
When it comes to the AR, 600 Shield HP = 500 armor HP. When it comes to the scrambler rifle, 700 shield HP = 500 armor HP. Mass driver: 500 shield = 800 armor. There are a lot of variables to this issue. Speed, damage resistance, regeneration, fitting requirements, slots and types (like how there are more low slot modules then high slot modules). That's why the OP is so exhaustive. There is no magic bullet to fix it. But, damnit, we should still try.
No idea, I'm not sure the meta has been around long enough for us to really judge. With how hard it is to fully skill into something we may be several months in before a truly accurate assessment of balance comes about.
The only thing I am fairly certain about is that Shield Regen Delay is to short and Regen Boost is to much. As a shield user who stacks Regen Delay and Extenders, my shield is always recharging and its about a half second till the recharge starts and about 2-3 seconds till my shields are at full. With how much cover there is in the game, if I can pop out take a shot and recharge and pop out and take a shot, I have an advantage over a plate user even if they have damage mods.
If this is slowed down I am sure Armor will find itself in a much better competitive place. |
Artificer Ghost
Bojo's School of the Trades
160
|
Posted - 2013.07.03 17:08:00 -
[393] - Quote
I actually tried a Shield Tanker earlier (Every time I make a Caldari, it turns out to be my pure tanker, or it doesn't get far before I decide I want to make room for a Heavy...), and holy crap. I was using a Militia Caldari Medium Dropsuit, with a Complex + Enhanced Shield Extenders on it, a PG Upgrade, Injector, etc. And... I went 12/2 in my first fight. So... I'm keeping that suit. |
BL4CKST4R
WarRavens League of Infamy
365
|
Posted - 2013.07.03 17:48:00 -
[394] - Quote
Artificer Ghost wrote:I actually tried a Shield Tanker earlier (Every time I make a Caldari, it turns out to be my pure tanker, or it doesn't get far before I decide I want to make room for a Heavy...), and holy crap. I was using a Militia Caldari Medium Dropsuit, with a Complex + Enhanced Shield Extenders on it, a PG Upgrade, Injector, etc. And... I went 12/2 in my first fight. So... I'm keeping that suit.
I am contemplating using the SP i have now and the 3x SP and make a Minmatar Logi suit since I refuse to ever wear a Caldari suit. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
167
|
Posted - 2013.07.03 18:09:00 -
[395] - Quote
Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds. |
BL4CKST4R
WarRavens League of Infamy
366
|
Posted - 2013.07.03 18:10:00 -
[396] - Quote
Tallen Ellecon wrote:Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds.
At the cost of your death :P |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 18:25:00 -
[397] - Quote
I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty |
BL4CKST4R
WarRavens League of Infamy
366
|
Posted - 2013.07.03 18:27:00 -
[398] - Quote
DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty
Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
840
|
Posted - 2013.07.03 19:02:00 -
[399] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer.
Its magic. |
Cat Merc
Oculus Felis
1627
|
Posted - 2013.07.03 19:03:00 -
[400] - Quote
Daedric Lothar wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. Its magic. http://www.youtube.com/watch?v=RSf9aEETnvE |
|
Provolonee
Undefined Risk DARKSTAR ARMY
32
|
Posted - 2013.07.03 19:29:00 -
[401] - Quote
I hope it's not a bug, but ferro plates not only have no movement penatly, but also reduce the penalty of regular plates via stacking penalty. Great for true armor tankers with lots of low slots. Try it yourself, put one complex On, then stack ferro plates and watch your speed rise.
But.... With explosives actually working again, I can't count how many of my pro suits have been instantly evaporated.
Reduce explosive dmg, or give me my laser counter back and I think all will be good. |
BL4CKST4R
WarRavens League of Infamy
375
|
Posted - 2013.07.03 19:31:00 -
[402] - Quote
Provolonee wrote:I hope it's not a bug, but ferro plates not only have no movement penatly, but also reduce the penalty of regular plates via stacking penalty. Great for true armor tankers with lots of low slots. Try it yourself, put one complex On, then stack ferro plates and watch your speed rise.
But.... With explosives actually working again, I can't count how many of my pro suits have been instantly evaporated.
Reduce explosive dmg, or give me my laser counter back and I think all will be good.
Thats why I run with remote explosives nobody can survive it, sometimes I force flaylockers to commit suicide.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1259
|
Posted - 2013.07.03 19:37:00 -
[403] - Quote
Cross Atu wrote:Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
I'm repeating it, I'm repeating it because there's already been a rash of "nerf Logi suits" based on misguided assessments of balance and a total lack of regard for any role/play style other than the "slayer".
Balancing tank around the idea that "gank" is the primary purpose/goal of every role and therefore directly interchangeable is bad balance.
Many in this thread and other threads have acknowledged the virtues of speed but they are rather situational so they're not often included in balance assessments. Damage mod buffs may not be as situational on paper but applying DPS is highly situational as well. A shotty scout with militia weapons and zero damage mods can OHK the majority of fits if it pops them in the head, more so if it uses the back of the head. I've tested this in several builds now and it's held true. To that scout build speed is of more worth than a damage buff, and that's with the militia shotgun so any damage buff needed can up from upgrading the gun itself no damage mods needed. Add a KinCat to that fit and some sensor mods (damps specifically) and you've got a beast.
We're talking about tank balance, if we want to try addressing game wide mod balance as it applies to all high and low slot mods then that's fine but it's a much bigger conversation and requires a wider scope. The purported damage bonus for armor tanks can only be considered within the context of actual fits since you have to fit at least an equal gun to get any actual paper advantage, then you have to be able to apply that damage which usually means range and/or mobility so we need to include those aspects. Then there's the question of total ammo which effects damage potential as well as the ability to fit grenades, since after all we're talking about the potential damage output for an entire fitting. Then there's the role profile and dampening play.
Finally, especially if we're looking at all mods we need to be sure not to confuse HP and eHP for being the same thing. HP is the raw total hit points on a suit or fit, eHP figures include things like resists, reps and regen. The terms HP and eHP are not interchangeable when trying to discuss tank or mod balance.
0.02 ISK Cross
ps ~ I'll reiterate another thing, if damage mods really are just better than all the other mods it does not mean they're valid to balance tanking around, it would only mean that they are broken and require a nerf so as not to be the only valid (aka Overpowered) mod out there. |
Daedric Lothar
Tritan's Onslaught RISE of LEGION
843
|
Posted - 2013.07.03 19:50:00 -
[404] - Quote
Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it
Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat.
So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there.
So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules
Damage or Shield.
[Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank. |
zzZaXxx
The Exemplars Top Men.
50
|
Posted - 2013.07.03 20:09:00 -
[405] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat. So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there. So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules Damage or Shield. [Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank.
The difference between one 10% damage modifier and none is huge, so even shield tankers should sacrifice a bit of tank. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
24
|
Posted - 2013.07.03 20:33:00 -
[406] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer.
Oh typo it's suppose to be complex repair not plate. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
295
|
Posted - 2013.07.03 21:04:00 -
[407] - Quote
DRDEEZENUTSZ TWOpointo wrote:BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:I found another good build for assaults and basics One Ferro scale plates two enhanced plates and 1 complex plate and three complex extenders This will give you 887.7 hp with 6.25 repair at the cost of 7% movement penalty Where is the 6.25 repair coming from your stacking 4 plates and I see no repairer. Oh typo it's suppose to be complex repair not plate.
Yeah but I should be able to run pure Armour assaults as an Amarr because its my racial twink and of course my religious duty!
I DONT WANRT EFFING SHIELDS like half the lame ass 133ts in this game. |
Boot Booter
Elite Gamers Militia
8
|
Posted - 2013.07.03 21:24:00 -
[408] - Quote
I only read the first two pages FYI. 20 seemed kind of excessive.
I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar)
Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? |
Velvet Overkill
Seraphim Initiative. CRONOS.
113
|
Posted - 2013.07.04 02:45:00 -
[409] - Quote
Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade.
CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman
|
Cat Merc
Oculus Felis
1651
|
Posted - 2013.07.04 02:50:00 -
[410] - Quote
Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> |
|
Velvet Overkill
Seraphim Initiative. CRONOS.
113
|
Posted - 2013.07.04 03:25:00 -
[411] - Quote
Cat Merc wrote:Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> Where is the proof? |
13th Clone
The Merc Net
3
|
Posted - 2013.07.04 03:29:00 -
[412] - Quote
Yeah really disappointed in the armour in general my advance suit with 150 shield 460 armour dies to militia locus grenade instantly my minmatar militia fossil bpo with 170 shield 298 armour can actually survive a locus grenade not very well but survives what am i doing wrong apart from stacking armour yay for 3x sp I need it to skill into shield drop suits at least a flux is not instant death . |
Artificer Ghost
Bojo's School of the Trades
163
|
Posted - 2013.07.04 03:31:00 -
[413] - Quote
I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go. |
BL4CKST4R
WarRavens League of Infamy
385
|
Posted - 2013.07.04 03:40:00 -
[414] - Quote
Artificer Ghost wrote:I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go.
It only happens when you jump, if it is the same glitch from Chromosome. |
13th Clone
The Merc Net
3
|
Posted - 2013.07.04 03:40:00 -
[415] - Quote
A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . |
TheGoebel
Kite Co. Couriers
19
|
Posted - 2013.07.04 04:22:00 -
[416] - Quote
13th Clone wrote:A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . From what I'm gathering death from flux grenade is a bug. Something about jumping. I'm too sleepy to google. |
13th Clone
The Merc Net
5
|
Posted - 2013.07.04 08:16:00 -
[417] - Quote
TheGoebel wrote:13th Clone wrote:A flux grenade kills did they get a buff ? I know a av grenade can kill a passenger of a llav always thought flux was only useful in breaking up a group of cal logis for at least 10sec till they get all their shield back . From what I'm gathering death from flux grenade is a bug. Something about jumping. I'm too sleepy to google.
Thats a shame if they made the flux grenade exact opposite of locus grenade example 450 shield 150 armour 1 flux instant death like my 150 shield 460 armour 1 militia locus grenade instant death imagine |
Kekklian Noobatronic
Goonfeet
128
|
Posted - 2013.07.04 09:24:00 -
[418] - Quote
Threadnought, 21 pages, no CCP post yet.. :-\ |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
4
|
Posted - 2013.07.04 12:51:00 -
[419] - Quote
This man and the people who might have helped him with this get Props!! Finally someone made a shout out that being a Armor build sucks *** and needs to have a buff to it or help it. Its crazy on how much armor builds get hurt overall.
To help come out with a suit that effects ARMOR REPAIR MODULE!! Or Change gellente role bonuses (hint maybe Gallente HEAVY SUIT SKILL can do this
Maybe when a module to protect against explosions as a highslot The idea of a high doing -#% to everything armor is a little much. Explosions resistance module would be nice.
I agree with damage modules costing alot. If they cost less it would be nice. (hint maybe gallente heavy suit skill reduce the cost
Personally I think the roles should be switched with with shields and armor on this
Armor has a better Rep but lower HP. For reps 10-20% and include the penalty if its above or 15%, with lower hp but a higher rep that would make people want to use armor plates for the cost of lower movement speed! Maybe a high slot module that increases the effects of every armor repair module on the suit STD 3% ADV 4% and Proto 5% effect to all armor rep modules)
Shields have energizers now so they could match this powerful rep idea with the energizers at the cost of CPU.
Something needs to change dust never will change. If everyone that ran shields switched to armor for a week people would be all over the forums saying armor sucks and needs to be changed. If you really read all of Arkena Wyrnspire post try armor for a day or two
|
Cat Merc
Oculus Felis
1689
|
Posted - 2013.07.04 16:54:00 -
[420] - Quote
Velvet Overkill wrote:Cat Merc wrote:Velvet Overkill wrote:Boot Booter wrote:I only read the first two pages FYI. 20 seemed kind of excessive. I am mainly a shield guy but entirely agree with a lot that has been said by the OP. I think a large increase in armour plates should be implemented, but (CCP) PLEASE try to balance this in a controlled, rigorous, and even slow, if necessary, manner. I've only been playing for a few months and the one thing I've noticed is that every balancing attempt results in overkill. The TAR is maybe a good example. The incredible strafe speed upgrade in 1.2 is maybe another. Anyway, nice thread I hope to see some repossession to this soon; I'm tired of picking on gallentes constantly, I'd like to equally love killing caldaris (I'm a minmatar ) Also! PG and CPU upgrades should fit in both high and low... I mean why not. Limiting them to just low hurts low module powered suits. Wasn't that obvious from day one? There was no strafe speed upgrade. CCP Wolfman wrote:Hi guys,
There have been no changes to strafe speed. The movement settings in 1.2 are the same as they were before. I suspect it simply feels a little different because performance is now so much better :-)
CCP Wolfman Well, that was proven wrong. There IS a strafe speed increase, they don't even know >_> Where is the proof? Tests, tests, and more tests. We know for 100% that before 1.2 strafing speed was slower than forward and backwards. I timed going from one place to another going forward, going backwards and strafing. All did it in the exact same time.
Next, third person walking. Before 1.2 moving backwards or sideways made you walk at a snails speed. Now it's all the same.
Lastly, it isn't the first he was wrong. He didn't even know the mass driver was buffed >_> |
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
28
|
Posted - 2013.07.04 19:03:00 -
[421] - Quote
I think the gallente assault should get these bonouses
6% per level cpu and p g reduction for Ferro scale and reactive plate
5% per level damage mode efficiency.
|
Cat Merc
Oculus Felis
1700
|
Posted - 2013.07.04 19:05:00 -
[422] - Quote
DRDEEZENUTSZ TWOpointo wrote:I think the gallente assault should get these bonouses
6% per level cpu and p g reduction for Ferro scale and reactive plate
5% per level damage mode efficiency.
And what about low level assaults?
And what about basic medium frame? |
Cat Merc
Oculus Felis
1700
|
Posted - 2013.07.04 19:06:00 -
[423] - Quote
Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... |
TheGoebel
Kite Co. Couriers
19
|
Posted - 2013.07.04 19:17:00 -
[424] - Quote
Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. |
Cat Merc
Oculus Felis
1706
|
Posted - 2013.07.04 19:19:00 -
[425] - Quote
TheGoebel wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. https://twitter.com/lolerk53/status/352058561611837443 |
TheGoebel
Kite Co. Couriers
19
|
Posted - 2013.07.04 19:25:00 -
[426] - Quote
Cat Merc wrote:TheGoebel wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. https://twitter.com/lolerk53/status/352058561611837443 FURY! |
BL4CKST4R
WarRavens League of Infamy
396
|
Posted - 2013.07.04 19:34:00 -
[427] - Quote
Cat Merc wrote:TheGoebel wrote:Cat Merc wrote:Kekklian Noobatronic wrote:Threadnought, 21 pages, no CCP post yet.. :-\ I linked it to CCP Mintchip on Twitter when this thread had like 2 pages. I asked her to move this on to CCP and she said yes. After 1.2 I got angry and asked her why didn't you do anything when this thread clearly shows the problems and how to fix them. She said we saw the thread and nothing else... Wut? Can you provide a link? Not because I don't believe you but I want it to put it in every post I ever make. https://twitter.com/lolerk53/status/352058561611837443
That convo took me 5 minutes to read, just cant stop staring at Mintchip, and then there is that fine ass cat in the mix! Meow Mix! |
TheGoebel
Kite Co. Couriers
21
|
Posted - 2013.07.04 19:37:00 -
[428] - Quote
So I made a thread and I was immediately disappointed...... le sigh. Also, I think I'm cat merc now
https://forums.dust514.com/default.aspx?g=posts&m=1012459#post1012459 |
TheGoebel
Kite Co. Couriers
26
|
Posted - 2013.07.04 22:10:00 -
[429] - Quote
So what happened to Arkena Wyrnspire? Did he abandon ship? If so I understand. |
SponkSponkSponk
The Southern Legion RISE of LEGION
47
|
Posted - 2013.07.04 23:57:00 -
[430] - Quote
Cat Merc wrote:https://twitter.com/lolerk53/status/352058561611837443
Maybe use her CCP twitter account next time. |
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
34
|
Posted - 2013.07.05 03:33:00 -
[431] - Quote
Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I think the gallente assault should get these bonouses
6% per level cpu and p g reduction for Ferro scale and reactive plate
5% per level damage mode efficiency.
And what about low level assaults? And what about basic medium frame?
Don't know but the new plate need a slight buff like complex Ferro need 70 hp and reactive need more repair and less penalty and a slight armor buff. |
BL4CKST4R
WarRavens League of Infamy
398
|
Posted - 2013.07.05 03:39:00 -
[432] - Quote
DRDEEZENUTSZ TWOpointo wrote:Cat Merc wrote:DRDEEZENUTSZ TWOpointo wrote:I think the gallente assault should get these bonouses
6% per level cpu and p g reduction for Ferro scale and reactive plate
5% per level damage mode efficiency.
And what about low level assaults? And what about basic medium frame? Don't know but the new plate need a slight buff like complex Ferro need 70 hp and reactive need more repair and less penalty and a slight armor buff.
Before this is done we definately need a reduction in CPU/PG racially, buffing their HP just makes it better for shield suits. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
35
|
Posted - 2013.07.05 03:44:00 -
[433] - Quote
BL4CKST4R wrote:DRDEEZENUTSZ TWOpointo wrote:[quote=Cat Merc][quote=DRDEEZENUTSZ TWOpointo]
Don't know but the new plate need a slight buff like complex Ferro need 70 hp and reactive need more repair and less penalty and a slight armor buff. Before this is done we definately need a reduction in CPU/PG racially, buffing their HP just makes it better for shield suits.
Agreed cant bee having those caldari logi having 2000 hp and going faster then scout. |
Delenne Arran
Ivory Hounds
19
|
Posted - 2013.07.05 03:59:00 -
[434] - Quote
Perhaps the reactive plates should give half the repair of a same-level repairer, as well as half the armor and move penalty of a same-level plate, with ~1.25x the CPU of a same level plate, and ~1.25x the PG of a repairer, rounded up to the nearest whole? So a Basic Reactive Plate would go from 15HP to 33, a 1% penalty to a 1.5, keep its current repair bonus, and go from 10/4 CPU/PG to 13/2.
Although perhaps that armor bonus needs to be reduced further so it's still worse than a Ferroscale Plate. Or maybe give Ferroscale the "half as effective" values and give these Ferroscale's current ones... I dunno, this requires additional thought. |
BL4CKST4R
WarRavens League of Infamy
398
|
Posted - 2013.07.05 04:06:00 -
[435] - Quote
Delenne Arran wrote:Perhaps the reactive plates should give half the repair of a same-level repairer, as well as half the armor and move penalty of a same-level plate, with ~1.25x the CPU of a same level plate, and ~1.25x the PG of a repairer, rounded up to the nearest whole? So a Basic Reactive Plate would go from 15HP to 33, a 1% penalty to a 1.5, keep its current repair bonus, and go from 10/4 CPU/PG to 13/2.
Although perhaps that armor bonus needs to be reduced further so it's still worse than a Ferroscale Plate. Or maybe give Ferroscale the "half as effective" values and give these Ferroscale's current ones... I dunno, this requires additional thought.
CPU cannot exceed 40 and PG for the cannot exceed 10 or they will continue to be impossible to stack.
Ferroscales need around 65% to 75% of the HP of armor modules, and reactive plates need 50% to 75% of the HP of ferroscales, half the repair of a repairer of the same level and a penalty of 1/2/3.
|
Delenne Arran
Ivory Hounds
20
|
Posted - 2013.07.05 04:26:00 -
[436] - Quote
BL4CKST4R wrote: CPU cannot exceed 40 and PG for the cannot exceed 10 or they will continue to be impossible to stack.
Ferroscales need around 65% to 75% of the HP of armor modules, and reactive plates need 50% to 75% of the HP of ferroscales, half the repair of a repairer of the same level and a penalty of 1/2/3.
CPU staying below 40, I can get behind, although PG being less than or equal to 10, I'm not sure about. That'd give the Complex version a lower PG requirement than either an equivalent level repairer or plate. Now, granted it'd be less effective than either of them so I can see why you'd suggest it, but I'm not entirely sure the cost matches the benefit in those cases. Maybe give them the mean PG +1/1/2 of a same level repairer and plate? That'd be 3/7/13 rather than 4/9/16... |
BL4CKST4R
WarRavens League of Infamy
399
|
Posted - 2013.07.05 04:34:00 -
[437] - Quote
Delenne Arran wrote:BL4CKST4R wrote: CPU cannot exceed 40 and PG for the cannot exceed 10 or they will continue to be impossible to stack.
Ferroscales need around 65% to 75% of the HP of armor modules, and reactive plates need 50% to 75% of the HP of ferroscales, half the repair of a repairer of the same level and a penalty of 1/2/3.
CPU staying below 40, I can get behind, although PG being less than or equal to 10, I'm not sure about. That'd give the Complex version a lower PG requirement than either an equivalent level repairer or plate. Now, granted it'd be less effective than either of them so I can see why you'd suggest it, but I'm not entirely sure the cost matches the benefit in those cases. Maybe give them the mean PG +1/1/2 of a same level repairer and plate? That'd be 3/7/13 rather than 4/9/16...
10 puts it at 2 PG under Plate and 1 PG under Repairer. Even then all the values for armor need to be reduced by at least 25%, aside from a HP buff and small penalty reduction, the ability to effectively stack modules will really help the armor suits take their place. Of course like I mentioned before the reduction needs to be racial, not enough to make the modules exclusive to armor suits but enough to were we can actually get an edge when armor stacking. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1261
|
Posted - 2013.07.05 17:40:00 -
[438] - Quote
Daedric Lothar wrote:Cross Atu wrote:
Lest it be forgotten I would like to once again remind everyone that not every role in the game is a "slayer" role focused on DPS. Hacking, scouting, support (and if we were talking about vehicles transport as well) are all valid non-slayer battlefield roles which may have little to no use for damage mods whatsoever. Balancing tanking as if it's all about slayers is bad balance.
0.02 ISK Cross
You are pretty funny, I like it Look, check the high slots. You have Scanner, Shield and Damage. Scanner doesn't mean anything in midrange combat. I can see its use in sniper and shotgun close range building combat. So that leaves you with a choice. Damage mods or Shields. For high slots, pick one. If you pick damage mods, you are an Armor Tank or a Speed Tank or Terrain/Profile Tank (Sniper). If you pick Shields, then you go from there. So talk the "Slayer" talk all you want, Until CCP adds new High Slot modules Damage or Shield. [Edit]: Yea yea yea, you can run Damage AND shield. but you are gimping your tank.
Statements without game data aside from slot allocation of mods and still not fittings to back up overall point of posts. I'm glad I'm "funny" now can you please be informative and provide in game numbers and their contexts for ideas that you're trying to dispute or dismiss. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1261
|
Posted - 2013.07.05 17:44:00 -
[439] - Quote
BL4CKST4R wrote:Artificer Ghost wrote:I had no idea a Flux could kill until today. I was being shot at, someone threw a Flux, and... Yea. Every time I try to kill with a Flux, I get disappointed and somehow, much more than 1 HMG is pointed at my face.
EDIT: 13th, it looks like you need a like. So here you go. It only happens when you jump, if it is the same glitch from Chromosome.
Yes the bugs for both Flux and AV are still present. Either one can kill you while jumping and sometimes AV deals it's damage to the passenger not the vehicle (mostly in LAVs). |
TheGoebel
Kite Co. Couriers
26
|
Posted - 2013.07.05 20:16:00 -
[440] - Quote
So according to the new dev blog, explosive should only do 120% damage to armor. That doesn't seem right. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ |
|
Arkena Wyrnspire
Turalyon Plus
1707
|
Posted - 2013.07.05 20:30:00 -
[441] - Quote
I think that may be a tweaked statistic. I might test this. |
1LTNORFLEET
The Merc Net
24
|
Posted - 2013.07.05 20:42:00 -
[442] - Quote
drop suit imbalance ive been here since may of 2012 and a lot of the imbalances are with armor tanked suits there are just simply favoring all ,armor suit leaving the shield tanks suit completely defencless im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill two basic gernades will blow up a tank even though the only do 1200 shield damage some how you can destroy armor I think armor tamnkers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields look at eve we have shield reps there why cant we have them on dust |
Arkena Wyrnspire
Turalyon Plus
1708
|
Posted - 2013.07.05 21:53:00 -
[443] - Quote
1LTNORFLEET wrote:drop suit imbalance ive been here since may of 2012 and a lot of the imbalances are with armor tanked suits there are just simply favoring all ,armor suit leaving the shield tanks suit completely defencless im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill two basic gernades will blow up a tank even though the only do 1200 shield damage some how you can destroy armor I think armor tamnkers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields look at eve we have shield reps there why cant we have them on dust
Where to start? I hope this is a troll post, because "favouring all armour suits leaving the shield tanks suit completely defenceless" seems incredibly stupid. I suggest reading the thread if you're not trolling, as it answers all of your points. |
Cat Merc
Oculus Felis
1809
|
Posted - 2013.07.05 22:05:00 -
[444] - Quote
Arkena Wyrnspire wrote:1LTNORFLEET wrote:drop suit imbalance ive been here since may of 2012 and a lot of the imbalances are with armor tanked suits there are just simply favoring all ,armor suit leaving the shield tanks suit completely defencless im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill two basic gernades will blow up a tank even though the only do 1200 shield damage some how you can destroy armor I think armor tamnkers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields look at eve we have shield reps there why cant we have them on dust Where to start? I hope this is a troll post, because "favouring all armour suits leaving the shield tanks suit completely defenceless" seems incredibly stupid. I suggest reading the thread if you're not trolling, as it answers all of your points. I think my brain lost half it's brain cells reading that. |
Arkena Wyrnspire
Turalyon Plus
1709
|
Posted - 2013.07.05 22:07:00 -
[445] - Quote
Alright guys. I'm going to be absent for a week - this means I'll be unable to update the thread. Thanks for the good posts in this thread, I'll see you all again in a week. |
TheGoebel
Kite Co. Couriers
26
|
Posted - 2013.07.05 22:17:00 -
[446] - Quote
The following will illustrate how exciting my friday nights are.
1LTNORFLEET wrote:drop suit imbalance ive(have) been here since may of 2012 and a lot of the imbalances are with armor tanked suits. So since closed beta there have been suit imbalances. There were only 4 suits then and were 4 months into beta so I guess that makes sense.
1LTNORFLEET wrote: there(they're) are just simply favoring all armor suit(s) leaving the shield tanks suit completely defencless(defenseless). In this thread and in other threads that discuss topics about suit defense we use a phrase EHP, or effective hit points. EHP is a number that totals up all the hit points the suit currently has and is reflective of the suits capabilities. Now having only shields be the majority of EHP isn't necessary a bad thing, as long as the EHP is high enough.
1LTNORFLEET wrote: im mean look at caldari suits for instance they have nothing but shields very little armor and when you put amor plates on them the are slow (down). now look at gallente when you put amor plates on them they move the same speed I think the stacking penalty dosent apply or idk. I assure you, the penalty for stacking armored plates is definitely implemented. There is currently a module which reduces the penalty but not to the point of nonexistence.
1LTNORFLEET wrote: also repair tools only repair armor and nanite injectors only repair armour and flux gernades are over kill, two basic gernades will blow up a tank even though the only do 1200 shield damage. some how you can destroy armor. Flux grenades cannot destroy anything but equipent. They may wipe out an extremely high shield buffer but they have no effect on the remaining armor. There is a bug for flux grenades where somehow jumping when hit will cause death. But that is not the intended effect.
1LTNORFLEET wrote: I think armor tankers are fine its the shield tanker that need to either have a small buff or come out with gear to rep shields. look at eve we have shield reps there why cant we have them on(in) dust In eve shields recharge slowly. In eve we have hull points. In eve we have ship classes that are drastically different in defenses. In eve we have midslots. In eve we have a market run by players. This is not Eve.
I hope this helps. |
danny12343331
SyNergy Gaming EoN.
97
|
Posted - 2013.07.06 19:24:00 -
[447] - Quote
bump |
Kekklian Noobatronic
Goonfeet Top Men.
136
|
Posted - 2013.07.06 22:22:00 -
[448] - Quote
Bbbump |
Cat Merc
Oculus Felis
1832
|
Posted - 2013.07.06 22:24:00 -
[449] - Quote
Glorious cat bump! Silly humans, thinking your bump is as good as mine. |
SnakeSix
Pradox One
2
|
Posted - 2013.07.07 02:44:00 -
[450] - Quote
Been reading on other threads. Will doubling the current armor bonuses balance things out? |
|
Cat Merc
Oculus Felis
1833
|
Posted - 2013.07.07 02:58:00 -
[451] - Quote
SnakeSix wrote:Been reading on other threads. Will doubling the current armor bonuses balance things out? bonuses? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
316
|
Posted - 2013.07.07 04:46:00 -
[452] - Quote
Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP |
RINON114
B.S.A.A. General Tso's Alliance
227
|
Posted - 2013.07.07 07:44:00 -
[453] - Quote
Put reactive and ferroscale in low slots, could that help? |
zzZaXxx
The Exemplars Top Men.
55
|
Posted - 2013.07.07 11:45:00 -
[454] - Quote
True Adamance wrote:Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP
You need to cap out with boosters during this event. And take this time to start a new toon and cap it out with boosters too so you can try the alternative play style. As for Amarr, well eventually you'll get less heat build up. Until then I would get up to scrambler rifle 4 and use the assault scrambler rifle. buy a couple aurum ones to check it out. it's awesome, and it optimal range was just increased from 30 to 45. Use it to get shields down then flaylock for armor if you're in range. Forget about your KDR for now. Just learn. Join a corp that has guys that you can squad up with and learn from. You're slow yes so stay with others if you can and use cover. if a scout comes at you take his shields down with 2-3 SR shots and then flaylock his face off. |
BL4CKST4R
WarRavens League of Infamy
434
|
Posted - 2013.07.07 13:05:00 -
[455] - Quote
RINON114 wrote:Put reactive and ferroscale in low slots, could that help?
They are in the low slots? If you mean high slots, thats a bad idea because the more armor we stack the faster we die from explosives and it makes no difference in EHP. Also it would make shield suits the best armor tanks due to their 4-5 high slots. |
RINON114
B.S.A.A. General Tso's Alliance
227
|
Posted - 2013.07.07 13:08:00 -
[456] - Quote
BL4CKST4R wrote:RINON114 wrote:Put reactive and ferroscale in low slots, could that help? They are in the low slots? If you mean high slots, thats a bad idea because the more armor we stack the faster we die from explosives and it makes no difference in EHP. Also it would make shield suits the best armor tanks due to their 4-5 high slots. Oh my goodness lol, sorry for the noob mistake! Yes I did mean highs. It might not be the best solution but it would be worth a try. Sure a locus would kill us but to be fair I got killed by a flux while stood at a supply depot. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
319
|
Posted - 2013.07.07 13:14:00 -
[457] - Quote
zzZaXxx wrote:True Adamance wrote:Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP You need to cap out with boosters during this event. And take this time to start a new toon and cap it out with boosters too so you can try the alternative play style. As for Amarr, well eventually you'll get less heat build up. Until then I would get up to scrambler rifle 4 and use the assault scrambler rifle. buy a couple aurum ones to check it out. it's awesome, and it optimal range was just increased from 30 to 45. Use it to get shields down then flaylock for armor if you're in range. Forget about your KDR for now. Just learn. Join a corp that has guys that you can squad up with and learn from. You're slow yes so stay with others if you can and use cover. if a scout comes at you take his shields down with 2-3 SR shots and then flaylock his face off.
..... I know how to play an amarrian dropsuit but thanks for the advice anyway.... im also in the only amarrian RP corp out there. |
BL4CKST4R
WarRavens League of Infamy
434
|
Posted - 2013.07.07 13:16:00 -
[458] - Quote
True Adamance wrote:Currently I'm ******* done with this.
I want to make am AmarrI RP toon, the one I made and spent money on was something I was proud of walked out of academy with less than 750 SP unspent with a KDR of 11 damn proud of that.
Joined the big boys only to find im goddamn not even able to compete due to lack of SP, Armour is gimped as hell, its not even possible to play armour all that well with its slow movement speed that means I'm being run down by every type of shield user in town.
Explosive weapons with no draw back to being used, while anti shield guns continue to sit with numerous repercussions for continued use including potential to kill oneself....
It's all just getting to me. After that my 11KDR went down to 3....then to 2.5, then to 2 and now its dropped below two because I don't have the SP, don't have any bonues for using armour tanked toons..... no wonder Im AFKING through this 3x SP even even if I did get 4 mill SP at the end of it (my current 2.5+ the 1.5) It wont fix the ******* glaring issues CCP is cocking around with and not fixing.
******* do something CCP
We know CCP and they won't balance suits until maybe uprising 1.7 (4 months +) they are much more satisfied with realising useless new things, than reworking all of the suits. Its not just armor thats broken its everything, all the suits, all the roles, all of the bonuses, most of the weapons, and vehicles everything is broken. CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. CCP is extremely lazy when it comes to balance, these issues existed before chromosome but since we had no racial variants what most players did is use the shield variant of suits. These issues also exist in EVE but atleast CCP started fixing them in EVE, 10 years later. I just made a Minmatar assault alt, and its so much gunner playing with a shield suit, I only have 400 EHP but I'm not worried about some blueberry with a flaylock blowing me up.to a thousand pieces. |
TheGoebel
Kite Co. Couriers
27
|
Posted - 2013.07.07 14:22:00 -
[459] - Quote
BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor.
|
Cat Merc
Oculus Felis
1851
|
Posted - 2013.07.07 14:24:00 -
[460] - Quote
Cat, I'm a kitty cat, and I dance dance dance and I dance dance dance. |
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
54
|
Posted - 2013.07.07 17:45:00 -
[461] - Quote
TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor.
They still shouldn't blast through my 202 shield and kill my 436 armor. |
TheGoebel
Kite Co. Couriers
29
|
Posted - 2013.07.07 21:51:00 -
[462] - Quote
DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor. Yeah most independent testing has the damage modifier over 130%. Don't know where the discrepancy is though. Flaylocks fire too fast for me to grab numbers so I can't do it mid-battle. |
DildoMcnutz
The Tickle Monsters
44
|
Posted - 2013.07.08 00:07:00 -
[463] - Quote
DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor.
Is it just me or when a grenade goes off and gets through your shield it then applies the grenades full damage to your armour rather than what is left over? It certainly feels that way to me at times. |
BL4CKST4R
WarRavens League of Infamy
447
|
Posted - 2013.07.08 00:21:00 -
[464] - Quote
DildoMcnutz wrote:DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor. Is it just me or when a grenade goes off and gets through your shield it then applies the grenades full damage to your armour rather than what is left over? It certainly feels that way to me at times.
Hmmm... thats a good question.
EDIT: The answer is no, detonated a grenade in my hand with 216 shields and 182 armor, I lived. |
Cat Merc
Oculus Felis
1888
|
Posted - 2013.07.08 00:22:00 -
[465] - Quote
BL4CKST4R wrote:DildoMcnutz wrote:DRDEEZENUTSZ TWOpointo wrote:TheGoebel wrote:BL4CKST4R wrote: CCP does not understand that what makes a good tactical game is giving everything small advantages against other things, not huge obvious advantages. Look at explosives they do 135% damage vs armor, this is huge specially since there is not that hurts shield like this, and there never will be according to their roadmap for future weapons. In all fairness CCP thinks explosive weapons do 120% damage armor. They still shouldn't blast through my 202 shield and kill my 436 armor. Is it just me or when a grenade goes off and gets through your shield it then applies the grenades full damage to your armour rather than what is left over? It certainly feels that way to me at times. Hmmm... thats a good question. No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. |
DildoMcnutz
The Tickle Monsters
60
|
Posted - 2013.07.08 00:29:00 -
[466] - Quote
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time. |
Cat Merc
Oculus Felis
1930
|
Posted - 2013.07.08 00:33:00 -
[467] - Quote
DildoMcnutz wrote:
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time.
461.5 damage against shields. Not nearly the same as armor. Armor gets more than double the hit. |
SnakeSix
Pradox One
12
|
Posted - 2013.07.08 00:38:00 -
[468] - Quote
Shields aren't as OP as most think.. I run with flux grenades ever game now, takes out Cal Logis like nothing. |
DildoMcnutz
The Tickle Monsters
62
|
Posted - 2013.07.08 00:39:00 -
[469] - Quote
Cat Merc wrote:DildoMcnutz wrote:
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time.
461.5 damage against shields. Not nearly the same as armor. Armor gets more than double the hit.
I haven't done any in game testing so i guess i cant comment but ive seen that grenade blow up the ass of many a merc who had more shield than that upon explosion, im assuming there is less damage the further out in the blast radius? |
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:40:00 -
[470] - Quote
SnakeSix wrote:Shields aren't as OP as most think.. I run with flux grenades ever game now, takes out Cal Logis like nothing. Flux grenades drops their shields. Locus grenades outright kills us.
Would only be fair if Flux outright killed them too.
And even if you forget about grenades overall, shields beat the crap out of armor in every way. |
|
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:41:00 -
[471] - Quote
DildoMcnutz wrote:Cat Merc wrote:DildoMcnutz wrote:
In all fairness that grenade doesn't discriminate and kills any suit dead, i dont think i have seen anyone survive one of those, my corp mates chuck em all the time.
461.5 damage against shields. Not nearly the same as armor. Armor gets more than double the hit. I haven't done any in game testing so i guess i cant comment but ive seen that grenade blow up the ass of many a merc who had more shield than that upon explosion, im assuming there is less damage the further out in the blast radius? They could have been already damaged. |
TheGoebel
Kite Co. Couriers
32
|
Posted - 2013.07.08 00:42:00 -
[472] - Quote
Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard. |
BL4CKST4R
WarRavens League of Infamy
466
|
Posted - 2013.07.08 00:46:00 -
[473] - Quote
TheGoebel wrote:Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard.
CCP says its 120% but they don't know their own game I guess, its more like 70%/135. Take a grenade on a very heavily shielded suit, blow it up in your hands then subtract HP damaged - HP, take that number and divide it by the normal damage of the grenade, and there you have the % multiplier on shields. The same could be done with an armor suit but that requires you carefully dropping your shields and not repairing armor. |
TheGoebel
Kite Co. Couriers
32
|
Posted - 2013.07.08 00:47:00 -
[474] - Quote
BL4CKST4R wrote:TheGoebel wrote:Cat Merc wrote: No, they just do extreme damage so it feels like that. Core locus grenade kills 923.07 armor. That's more then 120% like 78% more. Wait. Math is hard. CCP says its 120% but they don't know their own game I guess, its more like 70%/135. Take a grenade on a very heavily shielded suit, blow it up in your hands then subtract HP damaged - HP, take that number and divide it by the normal damage of the grenade, and there you have the % multiplier on shields. The same could be done with an armor suit but that requires you carefully dropping your shields and not repairing armor. Are we getting corp battles again? Would be great for better testing. |
BL4CKST4R
WarRavens League of Infamy
466
|
Posted - 2013.07.08 00:54:00 -
[475] - Quote
About to risk my 150K suit to test it for you :( |
TheGoebel
Kite Co. Couriers
32
|
Posted - 2013.07.08 01:10:00 -
[476] - Quote
BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Exploding a grenade in my hand is like taking a direct hit from a grenade, so it provides the most accurate damage since at a distance the damage might be lower depending on how CCP calculates explosive damage with radius. Money sent. |
BL4CKST4R
WarRavens League of Infamy
467
|
Posted - 2013.07.08 01:12:00 -
[477] - Quote
TheGoebel wrote:BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Exploding a grenade in my hand is like taking a direct hit from a grenade, so it provides the most accurate damage since at a distance the damage might be lower depending on how CCP calculates explosive damage with radius. Money sent.
LMAO I was JK but thanks :P |
TheGoebel
Kite Co. Couriers
32
|
Posted - 2013.07.08 15:36:00 -
[478] - Quote
So I did some easy math. I just looked at what each HP cost you in fitting for different modules. Again, the following calculations the price in fitting for each hit point gained.
Ferro Plates 25 15/2 .6 .08 40 27/7 .675 .175 60 39/14 .65 .233
Reactive Plates -Here I split the fitting in half and divided it for the two roles. 15/1 10/4 .333 .133 - 5 2 25/1 24/9 .48 .18 - 12 4.5 45/2 36/16 .4 .177 - 9 4
Armor Plates 65 10/1 .153 .015 87 20/6 .229 .06 115 30/12 .26 .104
Armor Reppers 2 20/1 10 .5 3 35/5 11.66 1.66 5 45/11 9 2.2
Shield Extenders 22 18/3 .818 .136 33 36/6 1.09 .18 66 54/11 .81 .166
So why do this? I don't know. Really.
I do see a pattern where enhanced versions are often the worst deal.
Complex plates are the best deal overall if you don't factor in the 10% speed reduction.
Reactive plates aren't a very good deal because you're paying a premium in fitting on top of speed. They provide very little bonuses for the module slots as well so that's also a handicap.
Ferro scale seem fairly in line with shield extenders when it comes to cost per hit point. However, Armor tanking is a no-free-lunch proposition meaning that a ferro scale gets pricier when you add the needed armor repairer to the fitting.
So summary? Armor modules in a bubble are often competitive with shield extenders but there are many hidden cost to armor tanking, namely speed reduction and no passive regen. Maybe that's why balancing is hard? CCP may not be considering all the factors? |
D legendary hero
Strong-Arm
290
|
Posted - 2013.07.08 17:36:00 -
[479] - Quote
SnakeSix wrote:Shields aren't as OP as most think.. I run with flux grenades ever game now, takes out Cal Logis like nothing.
indeed i have seen a serious improvement in my game play since i started using flux grenades. still i think flux should do damage to shields and do minminal damage to armor as well. because some of these shield guys dual tank and its kinda rediculous.
the problem with flux grenades is that the flux does inperminant damge, where as the locus grenade does permanant damage. observe.
-throw a flux a few seconds later their shields are back to full, (4 second recharge delay, 25 per second no mods, you can get back 500 shield in 20 seconds. total recharge time needed 24seconds without recharge mods or regulator mods or enegizer mods...lolol)
-throw a locus grenade if they have repair mods their armor is full in a few minutes. (for with 2 proto rep mods you can get back your 300 hp in 30secs.... 300 armor is nothing)
main point: flux grenaeds need a way of doing lasting damage to a shield tanker. per haps even reducing their maximum shield after being hit.
i.e. lets say you have 500 shield. if you get hit with a flux grenade, after you recharge you should only be able to reach 400shields, if it happens again your new max (for that life) will be 300, etc, etc. this way at least lasting damage will be done to shield tankers.
|
RINON114
B.S.A.A. General Tso's Alliance
233
|
Posted - 2013.07.09 15:16:00 -
[480] - Quote
If flux start doing damage to armour I will quit. |
|
BL4CKST4R
WarRavens League of Infamy
493
|
Posted - 2013.07.09 15:18:00 -
[481] - Quote
RINON114 wrote:If flux start doing damage to armour I will quit.
I wouldn't mind if they did as long as armor wasn't so crappy. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
202
|
Posted - 2013.07.09 18:10:00 -
[482] - Quote
BL4CKST4R wrote:Tallen Ellecon wrote:Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds. At the cost of your death :P
If KD is your thing then yeah it's not ideal, but if your in it for the ISK and clonecount (things that matter) it works well.
|
SponkSponkSponk
The Southern Legion RISE of LEGION
77
|
Posted - 2013.07.10 02:50:00 -
[483] - Quote
BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'.
400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage.
This implies that armor takes 131% locus damage.
So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
|
BL4CKST4R
WarRavens League of Infamy
684
|
Posted - 2013.07.10 02:58:00 -
[484] - Quote
SponkSponkSponk wrote:BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%. Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'. 400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage. This implies that armor takes 131% locus damage. So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
Still not 120% like CCP says.
According to this explosives do 10% less damage to shields, and 10% more damage to armor according to the data shown by us, and the data that CCP claims. Although fixing the damage multipliers to 80/120 would do nothing for us since on a 200 damage flaylock shot it is only saving us 20 HP. I think the best course of action is to make explosives 90/110, or 100/100, hell even 110/90 to compensate for our higher susceptibility to explosive damage. |
TheGoebel
Kite Co. Couriers
81
|
Posted - 2013.07.10 04:02:00 -
[485] - Quote
SponkSponkSponk wrote: Seems reasonable. *snicker* |
SponkSponkSponk
The Southern Legion RISE of LEGION
77
|
Posted - 2013.07.10 05:59:00 -
[486] - Quote
Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. |
TheGoebel
Kite Co. Couriers
83
|
Posted - 2013.07.11 03:34:00 -
[487] - Quote
SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? |
BL4CKST4R
WarRavens League of Infamy
707
|
Posted - 2013.07.11 03:37:00 -
[488] - Quote
TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable?
It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them... |
TheGoebel
Kite Co. Couriers
83
|
Posted - 2013.07.11 03:50:00 -
[489] - Quote
BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. I can't imagine a world where armor is balanced to be a buffer but yeah then it wouldn't be so bad. note: at this point I can't imagine a world were they balance armor at all. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 06:35:00 -
[490] - Quote
You may be interested in this.
I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post.
These modules would fit in the high slots. |
|
D legendary hero
Strong-Arm
350
|
Posted - 2013.07.11 07:40:00 -
[491] - Quote
RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots.
great idea
|
Imp Smash
Seraphim Auxiliaries CRONOS.
167
|
Posted - 2013.07.11 12:07:00 -
[492] - Quote
Seems to me the fact that extra ehp with armor has so many drawbacks (speed - no passive regen -etc) oupled with the fact that armor takes significantly extra damage from explosions is creating the imbalance.
So what if explosive damage did extra damage to shield and reduced to armor, and Projectiles did extra damage to armor and reduced to shields (stills the current +\- 10%)? Everything else remains unchanged. Maybe tighten the scrambler damage spread a bit so that like ARs it was only +10% shield -10% armor.
Then the drawbacks to armor would actually be worth it and the passive regen and speed of shields would be more counterable. |
TheGoebel
Kite Co. Couriers
85
|
Posted - 2013.07.11 13:08:00 -
[493] - Quote
RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage.
Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive.
Is there something I'm missing? |
BL4CKST4R
WarRavens League of Infamy
722
|
Posted - 2013.07.11 13:41:00 -
[494] - Quote
TheGoebel wrote:RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage. Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive. Is there something I'm missing?
Yeah I don't like how it works at all, it is very punishing. And if it was on a low slot it would be even worse. |
TheGoebel
Kite Co. Couriers
85
|
Posted - 2013.07.11 18:08:00 -
[495] - Quote
So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
Well there's mine, do you guys have any? |
BL4CKST4R
WarRavens League of Infamy
722
|
Posted - 2013.07.11 18:18:00 -
[496] - Quote
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
Well there's mine, do you guys have any?
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
This one is the dumbest one to me, because SOON Gäó there will be a tool to repair shields. Also CCP can easily release a proper repair tool and nanite injector that heals total HP not just armor, its kinda stupid have it like that because it drives a wedge between who I want to heal and revive. Also no matter what anybody says we definetely need a passive repair because without it we will not reach our true potential since even getting a miniscule repair comes at the cost of 67-115 HP. Also the fact that armor suits have a slower shield repair is even more reason for us to have a passive armor repair.
|
Arkena Wyrnspire
Turalyon Plus
1903
|
Posted - 2013.07.13 12:13:00 -
[497] - Quote
I see quite a bit has happened in my absence. I'll set about updating later, after I sleep. |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.13 12:56:00 -
[498] - Quote
I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
|
BL4CKST4R
WarRavens League of Infamy
745
|
Posted - 2013.07.13 13:05:00 -
[499] - Quote
reydient wrote:I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
Most of the low slot modules are pretty situational, or do not add to survivability like raw HP. Also since our main form of HP comes from armor by adding these modules we lose all form of surviability, since after 3 modules their effects become miniscule to negligible. On the case of the Assault GK.0 and the Logistics GK.0 we can stack 1 or 2 more of these modules at the expense of the majority of our HP. A Assault CK.0 and Logistics CK.0 they can stack low slot modules without sacrificing their main tank, thus they can actually get more out of low slot modules than we can, even if we have more slots.
The best usage for a Gallente suit is for sniping, stacking 3 complex damage mods, and a crap ton of armored plates with some triage nanohives it makes us near impossible to kill when redline sniping. But that completely defeats the purpose of being a front line medium suit. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:06:00 -
[500] - Quote
BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon.
Armor does have more hp, unless you bring in Cal Logi who are kind of screwy and deserve a different bonus. More hp per plate is deserved but let's not go crazy. Flux does not affect everyone equally, armor tankers must admit this. Plus these kill now (takes at least a 2nd grenade and the kill zone has a much smaller radius. )
I can agree with the number of explosive weapons and their huge dmg increase vs armor. Really should have been like 120% max. It's really only the MDs and Flaylocks that are the problem.
Plasma cannon greatly attacks shields, but it's a killer regardless. Forge gun I thought was a hybrid... doesn't matter though as it kills all in 1 hit. ScR and laser Rifles both do moderately better damage vs shields. |
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BL4CKST4R
WarRavens League of Infamy
745
|
Posted - 2013.07.13 13:13:00 -
[501] - Quote
Galvan Nized wrote:BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. Armor does have more hp, unless you bring in Cal Logi who are kind of screwy and deserve a different bonus. More hp per plate is deserved but let's not go crazy. Flux does not affect everyone equally, armor tankers must admit this. Plus these kill now (takes at least a 2nd grenade and the kill zone has a much smaller radius. ) I can agree with the number of explosive weapons and their huge dmg increase vs armor. Really should have been like 120% max. It's really only the MDs and Flaylocks that are the problem. Plasma cannon greatly attacks shields, but it's a killer regardless. Forge gun I thought was a hybrid... doesn't matter though as it kills all in 1 hit. ScR and laser Rifles both do moderately better damage vs shields.
Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repair, and lower speed than a shield suit. Flux do affect everyone equally because a fluxed then flaylocked shield suit will die just as fluxed then flaylocked armor suit. Although it hurts armor suits a lot more since we cannot recover from fluxes as fast.
Explosive damage should be 90/110, or 100/120.
Forge gun should be flipped to 1 shot shield suits and 2 shot armor suits, even out the playing field once the armor killers show up, 5/8 of the new weapons to be released are going to be armor killers, and the 3 shield killers only one will be a heavy shield killing weapon, and the only heavy shield killing weapon. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:16:00 -
[502] - Quote
reydient wrote:I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
I know I'm dbl posting but you make some good points. Shields MUST have a penalty, right now they run around unhampered.
Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful.
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Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:32:00 -
[503] - Quote
BL4CKST4R wrote:
Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repair, and lower speed than a shield suit. Flux do affect everyone equally because a fluxed then flaylocked shield suit will die just as fluxed then flaylocked armor suit. Although it hurts armor suits a lot more since we cannot recover from fluxes as fast.
Explosive damage should be 90/110, or 100/120.
Forge gun should be flipped to 1 shot shield suits and 2 shot armor suits, even out the playing field once the armor killers show up, 5/8 of the new weapons to be released are going to be armor killers, and the 3 shield killers only one will be a heavy shield killing weapon, and the only heavy shield killing weapon.
Shields have no penalty so it's hard to deny your argument about mitigating the armor penalty. Shields need one.
The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker, should not be so for Armor tankers unless they have too little hp. And the Flaylock has issues of its own and needs looked at separate from this debate. Change that to MD and it still 1 shots shield tankers without shields but is a 3 shot minimum to armor tankers.
Forge gun will always be a 1 shot kill, it's damage is just too high for either suit to compete. As it is meant for AV noone is running around using these in the middle of a firefight with infantry.
So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what? |
Arkena Wyrnspire
Turalyon Plus
1905
|
Posted - 2013.07.13 13:37:00 -
[504] - Quote
Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?!
Also,
Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
269
|
Posted - 2013.07.13 13:43:00 -
[505] - Quote
Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor....... |
BL4CKST4R
WarRavens League of Infamy
748
|
Posted - 2013.07.13 14:19:00 -
[506] - Quote
Godin Thekiller wrote:Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor.......
Idk why they hate armor so much, releasing armor killers with armor being so weak is like making a weapon that locks on and kills scouts in 1 shot. To balance armor our HP needs to fit that ratio without speed penalties. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 14:23:00 -
[507] - Quote
Godin Thekiller wrote:Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor.......
Thank you for this, really fills in the gaps. Going by this there are/will be 13 handheld weapons that deal greater armor damage.
9 that are better against shields. 3 of these can be removed from armor as these 1 shot anything or are not infantry focused (REs, swarms, forge).
1 can be removed from shields as it is not infantry focused (plasma cannon), maybe 3 depending on those new heavy weapons.
Letd add in grenades, flux against shields and locusts against armor.
So in total it is 11v9 armor/shields. That's pretty close, sucks right now with disparity between armor and shields (shields really need a penalty. ) |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 15:43:00 -
[508] - Quote
Arkena Wyrnspire wrote:Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?! Also, Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes.
You miss the point where Blackstar makes the point that shield/armor are equally affected by the flux. That was what I was basing the Flaylock on...shield vs armor against a Flaylock after a flux is thrown.
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Arkena Wyrnspire
Turalyon Plus
1910
|
Posted - 2013.07.13 16:31:00 -
[509] - Quote
Galvan Nized wrote:Arkena Wyrnspire wrote:Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?! Also, Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. You miss the point where Blackstar makes the point that shield/armor are equally affected by the flux. That was what I was basing the Flaylock on...shield vs armor against a Flaylock after a flux is thrown. Ah, I see. I skimmed over it slightly, sorry. I'll look through in more detail soon(tm). |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.13 22:15:00 -
[510] - Quote
Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes |
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BL4CKST4R
WarRavens League of Infamy
760
|
Posted - 2013.07.14 00:30:00 -
[511] - Quote
reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes
See thats the problem though a Gallente is supposed to reign supreme in CQC but due to our game mechanics we can exploit ourselves to be long range, this is the role of the Caldari lol. |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.14 02:32:00 -
[512] - Quote
BL4CKST4R wrote:reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes See thats the problem though a Gallente is supposed to reign supreme in CQC but due to our game mechanics we can exploit ourselves to be long range, this is the role of the Caldari lol.
Yeah- in EVE caldari are king supreme at range- and gallente are beast up close- currently working on some things for armor and shields but most of the points have been made already- I want to emphasize that we as gamers have affinity for problem solving - these sorry shield suckers will not even see it coming once we figure away around armor- other than long range- WHICH I HATE! ugh |
TheGoebel
Kite Co. Couriers
89
|
Posted - 2013.07.14 04:16:00 -
[513] - Quote
Galvan Nized wrote: Shields MUST have a penalty, right now they run around unhampered.
Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful. Please refer to
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness. |
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
7
|
Posted - 2013.07.14 04:44:00 -
[514] - Quote
Kinetic Catalyzers and Shield Regulators should be moved to high slots. |
D legendary hero
THE WARRIORS OF LEGEND
355
|
Posted - 2013.07.14 06:08:00 -
[515] - Quote
TheGoebel wrote:Galvan Nized wrote: Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful. Please refer to TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
this is the exact same thing i spoke about wit heavies in a different post. the principle remains the same... the team is not supposed to baby sit its constiuants but rather enhances everyones abilities.
another individual on a different thread highlighted a valid point as well. most poepole speak of nerfs when it comes to imbalances. but really buffing is the cure.
Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking. |
Galvan Nized
Deep Space Republic Top Men.
99
|
Posted - 2013.07.14 06:51:00 -
[516] - Quote
Mordecai Snake wrote:Kinetic Catalyzers and Shield Regulators should be moved to high slots.
Catalyzers No. Biotics=DMG Mods. Moving them may give armor tankers an easy way to mitigate the speed penalty but does not deal with the real problem: shields have no penalty.
Shield Regulators I completely Agree. However, this should also kill the shield regulator skill tying it into rechargers so you have the choice.
Also CPU and PG enhancers should fit into both slots.
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Galvan Nized
Deep Space Republic Top Men.
100
|
Posted - 2013.07.14 06:59:00 -
[517] - Quote
reydient wrote:Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
I too have some ideas on how to use armor effectively, I'm not an armor tanker but would like to test/share ideas in game with the armor community. |
Arkena Wyrnspire
Turalyon Plus
1934
|
Posted - 2013.07.14 07:38:00 -
[518] - Quote
D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. |
Galvan Nized
Deep Space Republic Top Men.
100
|
Posted - 2013.07.14 07:55:00 -
[519] - Quote
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one. 4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness. [/quote]
I guess I can deal with this a little more directly. You call it a "nice bonus" but all buff to armor is to make it more viable against shields 1v1 but does nothing about this "bonus." It's more than a bonus.
While very true that all gain better effectiveness from team work they do not gain equally. 5 shield tankers gain more damage some tactics and maybe ammo support. 5 armor tankers, if they are set up right, gain the exact same damage and ammo plus tactics. But they also gain enhanced ability to repair. Enough people together and this is many times higher than shields could ever reach. These make the 2 "different. "
I misunderstand what we are aiming for with armor vs shield, is balancing 1v1 in pub matches the only objective, regardless of how it affects anything else? If this is let's just make EHP and forget the debate, blend the 2 together or throw one out completely. Each mod gives 100 hp fitting in any slot with no penalty, give a standard repair of 20 and let's end the debate. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1301
|
Posted - 2013.07.14 16:21:00 -
[520] - Quote
Hybrid tanking shouldn't be prevented as a balance choice. Currently we can see clearly some of the disparity between shields and armor in part because so many armor mods are of equal are (usually) greater value to a shield tanked Merc. Removing that aspect not only eliminates player choice it's only a bandaid on the real problems. Internal scaling is still broken, comparative value between lines is still broken, net value of each merc working together is still broken (note on this last one, it should not be equal, shield values are 'static' with regards to teamwork and take no guns out of the fight etc two mercs devoted to the armot tank of a single merc should result in a clearly superior, not situational superior, tank than the static shields. Otherwise the armor tanks "buffs" acquired through direct teamwork are running at a net loss in tactical value).
Another related side note, has anyone looked at the balance in cost and effect of the upgrade mods? CPU upgrades vs PG upgrades are not equivalent even before we take slot layout (which effects which fits can viably use upgrades) into account.
0.02 ISK Cross
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Cross Atu
Conspiratus Immortalis Covert Intervention
1302
|
Posted - 2013.07.14 16:42:00 -
[521] - Quote
Galvan Nized wrote: While very true that all gain better effectiveness from team work they do not gain equally. 5 shield tankers gain more damage some tactics and maybe ammo support. 5 armor tankers, if they are set up right, gain the exact same damage and ammo plus tactics. But they also gain enhanced ability to repair. Enough people together and this is many times higher than shields could ever reach. These make the 2 "different. "
Incorrect.
The situations in which armor tanking mercs will gain rep without taking a hit on squad dps are very ratified and certainly not a broad enough element to derive balance from. Further even in those situations (which lartgely rely on repper hives) a single flux or AI nade will wipe out that rep while harming the squad. In fact likely all of the squad since they have to stay close to benefit from the hive. Also repper hives will not be providing equal ammo to supply hives causing a shortfall in ammo supply for the armor squad when compared with an equal skilled/fit shield squad. The net result is an effective force multiplication to the value of nade use against the armor tankers. (This would also apply to any splash weapons such as the MD, flaylock, FG, and plasma, making them more tactically effective against the armor squad than the shield squad)
The above remains true for an armor tanking squad who's using core forced repair tools as well, their max 10m range requires all reppers to stay very close on their target to avoid braking repper lock. On top of that each tool can only target one squad member (use of the multi target tools comes with a rep rate enough lower it takes ~3 tools aka half a squad to provide the type of rep you get from one core tool). The other modification is that each of the mercs using a tool is not using a weapon thus reducing squad dps. For every weapon out of the fight the rest of the squad needs to collectively pack enough damage buffs on to equal the output of that weapon, assuming three guys repping that requires the other three to have a +100% buff to their dps for the squad to break even.
Then there's the question of mobility which for the most part equals adaptability on the battlefield. The faster a squad can take cover, move to new firing lines, adjust their range of engagement, or redeploy to new areas the more tactical ability to adapt they possess. On a point by point basis the new armor mods do not provide a greater or even equal ability for armor tanks to have the mobility of shield tanks (yes you can fit armor tanks which are as fast but not with equivalent eHP and armor tanking suits are on average slower making the armor mercs slower even without their fit weighing them down).
Balancing the two diverse tanking lines starts with a direct comparison of the mods. That is most clearly presented in a side by side manner of such as one merc verses one merc but it extends as more mercs are added it does not mitigated or diminish. eHP and HP are not the same thing and while seeking a balance in eHP is key looking for a balance in HP is not required, indeed it is essentially required that there not be a direct balance in raw HP if balance is to be found when contrasting different tanking methods. None of this should be mistaken for an attempt to balance the game around solo pub match gunfights however as that is most certainly not what the majority of detailed posters in this thread are doing.
0.02 ISK Cross |
SnakeSix
Pradox One
36
|
Posted - 2013.07.15 05:55:00 -
[522] - Quote
Skiimmed through the rest of the thread.
Probem is that if a flux will outright kill a shield tanker, this will mean that it will do a significant amount of armor damage, furher making armor unviable.
Most people say that a buff will fix more than a nerf. I am in agreement that the new armor plates need higher values.
But I do have an idea, dunno if its been mentioned before.... Raising CPU/PG values for shields/lowering them for sheilds?
Getting late, excuse any errors, sent from my crappy phone. |
zzZaXxx
The Exemplars Top Men.
95
|
Posted - 2013.07.15 07:47:00 -
[523] - Quote
Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff.
I recall you supporting armor mods' hp being doubled along with their fitting requirements, with speed penalty being increased by a lesser amount, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with perhaps more movement penalty but with the penalty more balanced against the hp bonus. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the various armor plates, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) |
Arkena Wyrnspire
Turalyon Plus
1983
|
Posted - 2013.07.15 09:37:00 -
[524] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things.
The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex.
With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.
I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina.
I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition.
As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU.
That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU.
What do you think?
|
Cat Merc
BetaMax. CRONOS.
3229
|
Posted - 2013.07.15 09:48:00 -
[525] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5. Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think? meow Who has mentioned my name? meow |
BL4CKST4R
WarRavens League of Infamy
806
|
Posted - 2013.07.15 11:31:00 -
[526] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:Arkena Wyrnspire wrote:D legendary hero wrote: Armor is imbalanced against shields. i think armor should be buffed drastically. as a temporary fix, all the armor mods should have their benefits doubled except the reactive plates which should have their values quadrupled.
shield extenders, should have higher pg requirement to help prevent duel tanking.
I disagree with these ideas very strongly. That's far too much of a buff. I recall you supporting armor mods' hp being doubled along with their fitting requirements and speed penalty, in order to open more slots for reppers and/or to enable armor tankers to have higher hp tanks with more movement penalty. Along with buffing armor reppers (make them more effective upon taking damage but less effective after some passing of time) removing Gallente Assault's current shield recharge bonus, replacing it with bonuses to the armor plate fitting requirements, making Gallente Assault 2 High/5 Low, Amarr Assault 2 High/4 Low and Amarr Logistics 1 High/5Low with more PG, I think that would fix it! :) Example: Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5. Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think?
The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1304
|
Posted - 2013.07.15 13:06:00 -
[527] - Quote
A bit of context, at ~3.645 speed a suit is no longer able to jump over small lips or ledges causing it to become trapped in many areas as well as being quite slow moving across the ground (note: this limit may be reached earlier as well, my testing hasn't been exhaustive, but I can confirm that by 3.645 such limitations are definitely in place).
This is important to keep in mind as it's a major debarkation point for what a fitting can and cannot do on the field and on the Amarr Logi for example it occurs with the use of two complex plates (~20% speed reduction).
Cheers, Cross |
BL4CKST4R
WarRavens League of Infamy
806
|
Posted - 2013.07.15 16:00:00 -
[528] - Quote
Cross Atu wrote:A bit of context, at ~3.645 speed a suit is no longer able to jump over small lips or ledges causing it to become trapped in many areas as well as being quite slow moving across the ground (note: this limit may be reached earlier as well, my testing hasn't been exhaustive, but I can confirm that by 3.645 such limitations are definitely in place).
This is important to keep in mind as it's a major debarkation point for what a fitting can and cannot do on the field and on the Amarr Logi for example it occurs with the use of two complex plates (~20% speed reduction).
Cheers, Cross
My 5 complex module Gallente logi sniper can't jump over anything with max stamina, only way to get up hills is with an LAV. Armor is so penalizing for so little :( |
Omen Astrul
Red Star. EoN.
96
|
Posted - 2013.07.15 16:08:00 -
[529] - Quote
Yeah, jumping with armor is ridiculous. |
Arkena Wyrnspire
Turalyon Plus
1986
|
Posted - 2013.07.15 18:55:00 -
[530] - Quote
BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. |
|
iLol'd iSerious'd
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.07.15 21:23:00 -
[531] - Quote
Omen Astrul wrote:Yeah, jumping with armor is ridiculous. I don't generally mind being marginally slower, but with armor you can barely get over the smallest bumps... |
Cat Merc
BetaMax. CRONOS.
3239
|
Posted - 2013.07.15 21:24:00 -
[532] - Quote
I think an obese man can jump higher than a Gallente with plates. |
SponkSponkSponk
The Southern Legion rise of legion
89
|
Posted - 2013.07.16 03:33:00 -
[533] - Quote
I would prefer -stamina to -speed. |
Imp Smash
Seraphim Auxiliaries CRONOS.
177
|
Posted - 2013.07.16 03:45:00 -
[534] - Quote
Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
720
|
Posted - 2013.07.16 03:45:00 -
[535] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting.
DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:26:00 -
[536] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: The problem with that idea is that it limits what the Gallentes can fit since most modules are in the lows.
Yes, of course that's an issue. It's no magic bullet and it's not the only fix - It's just something to think about when fitting. DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are. See, if slot layouts and fitting stuff was redone Amarr could also get a hefty chunk of powergrid suitable for fitting ton of plates as well as giving them a number of low slots. |
Arkena Wyrnspire
Turalyon Plus
1992
|
Posted - 2013.07.16 08:28:00 -
[537] - Quote
Imp Smash wrote:Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that?
I quite like the idea of tweaking the penalty so it's a sprint penalty or a stamina penalty rather than a sprint+walk+strafe+aiming+jumping penalty. It does have the desired effect of making armour less mobile overall, but without penalising it so heavily in a firefight. The penalty on aiming and jumping imo absolutely has to go - if you stack too many plates you can't get over some obstacles at all, and stacking plates makes your aim slower. |
Kekklian Noobatronic
Goonfeet Top Men.
189
|
Posted - 2013.07.16 09:27:00 -
[538] - Quote
True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually.. |
Arkena Wyrnspire
Turalyon Plus
1994
|
Posted - 2013.07.16 09:28:00 -
[539] - Quote
Kekklian Noobatronic wrote:True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced). It balances out.. Eventually..
I thought it had less? |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 09:50:00 -
[540] - Quote
Arkena Wyrnspire wrote:zzZaXxx wrote:
Example:
Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG
Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG
Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG
Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think?
Splitting PG and CPU between tank and utility could work. It would have the benefit of giving both armor and shield tanks equal access to the same non-tank mods, but also might lead to a kind of homogeneity that would work against armor and shields having very distinct characters. I don't know. There are so many variables in this one, and it's unlikely to happen since it would require everything to be overhauled.
Looking at those numbers I suggested again it's clear that no one would ever use anything other than Basic Plates. Just doubling their fitting numbers doesn't match with the x2 benefits. I think armor plates need to have more to HP to make up for the lack of slots and to counterbalance slow movement and repair, but doubling the HP might be going too far. How about this:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (15/4.5 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (21/6.8 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (27/9 Gallente Assault gk.0)
If Gallente Assault were given the fitting bonus for plates and an extra low slot instead of high slot a proto could fit a CPU upgrade, 2 plates, 2 reppers, and 2 damage mods ( or high slot armor mods like Nanobot Accelerator for faster repping!)
I think there should be a difference in penalty because that fits with armor's character and allows for a bit lower fitting costs, but only a 1% difference or it quickly gets out of hand.
Gallente Assault must be 2/5 for any of this to work though. And 2/4 for Amarr Assault would allow them to focus more (and be more Amarr). And for Amarr Logistics to benefit from this and it's repper bonus it must be 1/5! |
|
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 09:58:00 -
[541] - Quote
Arkena Wyrnspire wrote:Imp Smash wrote:Just want to say this thread continues to be full of win with rational discussion, innovative ideas, and objective scrutiny of concepts. There should be a like all thread button.
I wanted to discuss the effect of armor on side stepping. As far as movement goes I am ok with sprint being significantly reduced. However armor has the undesired effect of making you easier to hit in a fire fight. Basically you take more damage which negates the point of armor.
So I now leaning more towards the armor reducing sprint penalty but not walk penalty. How do y'all feel about that? I quite like the idea of tweaking the penalty so it's a sprint penalty or a stamina penalty rather than a sprint+walk+strafe+aiming+jumping penalty. It does have the desired effect of making armour less mobile overall, but without penalising it so heavily in a firefight. The penalty on aiming and jumping imo absolutely has to go - if you stack too many plates you can't get over some obstacles at all, and stacking plates makes your aim slower.
Yeah the penalty should not affect turning at all and their needs to be a ceiling to the jump penalty so that it doesn't keep you from being able to jump over/on the smallest things. Even with just 2 basics on my Cal logi I couldn't jump onto this little curb that I had to get on in order to reach a ladder. That should never happen even to the heaviest heavies. |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 11:14:00 -
[542] - Quote
zzZaXxx wrote:Arkena Wyrnspire wrote:zzZaXxx wrote:
Example:
Basic Armor Plates: 130 HP, 6% movement penalty, 20 CPU, 2 PG
Enhanced Armor Plates: 174 HP, 10%, 40 CPU, 12 PG
Complex Armor Plates: 224 HP, 20%, 60 CPU, 24 PG
Complex Armor Repairer: 6 HP/sec (+30% HP upon receiving damage, leveling out over the next several seconds to a constant -20% HP, so a CAR would rep 8 HP/sec after getting hit, stay there for a bit, and then over the next several seconds of not getting hit it would decrease to 7...6...5...and stay at 5.
Cat Merc's idea, the one that I was supporting, isn't quite like that. I do like the idea of using fitting requirements to balance things out more, but I would be very hesitant to have 'super mods' which do massive things but need loads of resources, because then you get lots of slots free, and inherently slots can be used in turn for resource expanders so you can get more on. In addition to being disciplined with your fitting practices, you can get a situation where you can fit quite a few of these modules on and that ends up unbalancing things. The other thing is that the penalties on those plates are very harsh. If you're going to go that route, I'd say 5/10/15 or 5/7.5/10, because if it's a jump from 10% to 20% penalty for only 60 more HP, then people will be hesitant to use them, especially with the massive requirements for the complex. With the numbers you've suggested, I think that people would stick to using enhanced plates, or maybe even stacking basics. Indeed, stacking basics would have a very powerful effect because they have barely any fitting requirements, and they give very large amounts of HP. You could quite feasibly stack 3 of them on with a pair of complex reppers on a GaLogi and end up with 617 raw armour HP, in addition to a repair rate of 17.5 - 25 HP/s, without a very big penalty. That's actually really quite powerful, and you have to remember that it's leaving lots of fitting resources free. You could then quite easily get triple complex damage mods or proto equipment in addition to a proto weapon/grenade.I think that the movement penalty for armour plates should definitely be there, but not in such a draconian form that it encourages people to use the lower tiers exclusively. A flat rate throughout the tiers might be ideal, like 5% all the way through, or otherwise tweak the penalty so it only affects sprint speed/stamina. I do quite like your repairer - it's very similar to the Cat Merc idea and I've become fond of it. It's less that it's a straight buff and more that it improves role definition. As a side note, I've been thinking about fitting resources and looking the the EvE model (which isn't the greatest comparison for dust, but in terms of fitting it really is very similar). What if HP, tank, and weapon modules were the main things which consumed powergrid? You could weight the requirements for those so you could fit a solid tank with them, but then have more CPU free for utility modules. Basically: - HP, and tank modules (e.g. repairers and plates) more heavily weighted for powergrid. Shields would take mroe CPU and armour more PG, but they'd still be emphasising the PG requriement. - Utility modules (e.g. kinetic catalyzers and damage modifiers) more heavily weighted for CPU. That would encourage people fitting a solid tank for one type of HP, but then taking advantage of the various utilities available to the tank type, like speed modules for shield tankers. The dropsuit resources could also be tweaked so that, say, Caldari dropsuits could have lots of CPU but less PG, and Gallente dropsuits could have lots of PG but less CPU. If Amarr dropsuits were to be brought firmly into the armour tanking fold, in addition to slot tweaks they could be given a hefty chunk of PG but lacking in CPU. What do you think? Splitting PG and CPU between tank and utility could work. It would have the benefit of giving both armor and shield tanks equal access to the same non-tank mods, but also might lead to a kind of homogeneity that would work against armor and shields having very distinct characters. I don't know. There are so many variables in this one, and it's unlikely to happen since it would require everything to be overhauled. Looking at those numbers I suggested again it's clear that no one would ever use anything other than Basic Plates. Just doubling their fitting numbers doesn't match with the x2 benefits. I think armor plates need to have more to HP to make up for the lack of slots and to counterbalance slow movement and repair, but doubling the HP might be going too far. How about this: Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (15/4.5 Gallente Assault gk.0) Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (21/6.8 Gallente Assault gk.0) Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (27/9 Gallente Assault gk.0) If Gallente Assault were given the fitting bonus for plates and an extra low slot instead of high slot a proto could fit a CPU upgrade, 2 plates, 2 reppers, and 2 damage mods ( or high slot armor mods like Nanobot Accelerator for faster repping!) I think there should be a difference in penalty because that fits with armor's character and allows for a bit lower fitting costs, but only a 1% difference or it quickly gets out of hand. Gallente Assault must be 2/5 for any of this to work though. And 2/4 for Amarr Assault would allow them to focus more (and be more Amarr). And for Amarr Logistics to benefit from this and it's repper bonus it must be 1/5!
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses with the addition of all suits getting passive armor repair. |
Cat Merc
BetaMax. CRONOS.
3248
|
Posted - 2013.07.16 11:42:00 -
[543] - Quote
I done Arkena's 2000th like! \o/ |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 11:42:00 -
[544] - Quote
Cat Merc wrote:I done Arkena's 2000th like! \o/
|
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 11:52:00 -
[545] - Quote
Arkena Wyrnspire wrote:Cat Merc wrote:I done Arkena's 2000th like! \o/
2002 the year most Dusties were born! |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 12:09:00 -
[546] - Quote
Soon I'll be going MIA again for 2 weeks. Maybe this'll even have a dev response by the time I get back! |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
390
|
Posted - 2013.07.16 12:15:00 -
[547] - Quote
lol 28 pages and over 6k views and still nothing. Tis' a damn shame.....
Peace, Godin |
Arkena Wyrnspire
Turalyon Plus
2005
|
Posted - 2013.07.16 12:20:00 -
[548] - Quote
Godin Thekiller wrote:lol 28 pages and over 6k views and still nothing. Tis' a damn shame..... Peace, Godin
It's actually nearly 7k now. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
721
|
Posted - 2013.07.16 12:58:00 -
[549] - Quote
Arkena Wyrnspire wrote:Godin Thekiller wrote:lol 28 pages and over 6k views and still nothing. Tis' a damn shame..... Peace, Godin It's actually nearly 7k now. Yup wishing a DEV would comment on this and talk to you guys. |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.16 13:05:00 -
[550] - Quote
^^agreed. this thread needs some CCP lovin....ohhhhhhhhhhhh yeahhhhhhhhh |
|
Arkena Wyrnspire
Turalyon Plus
2015
|
Posted - 2013.07.16 14:55:00 -
[551] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 15:04:00 -
[552] - Quote
BL4CKST4R wrote:
What this does is put armor in line with shields in overall HP it does not account for resistances, speed, or overall repair. We can't look it as add x HP to make up for the slots lost for repair. Armor needs to stay the same, and buffed through racial bonuses (% efficacy and % CPU/PG reductions) and a penalty not exceeding 7%; with the addition of all suits getting passive armor repair. Buffing armor tanking by buffing the modules is not actually a buff to us but a buff to everyone. If CCP increased all armor modules by 50% what would the armor HP of a Caldari vs a Gallente suit be? Only about 100 HP because of our higher base armor, this is because a Caldari has 3 low slots while a Gallente also has 3 low slots we always lose out on 1 slot due to armor repair.
Also limiting suits by CPU for armor and PG for shields would mean that some modules would need to have their requirements tweaked to not limit certain modules to suits, for example damage mods.
Also isn't that 2 plates 2 reppers make for an extremely weak suit? Even using your numbers...
Using these proposed Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
And this proposed Complex Armor Repairer: 5 HP/sec, +60% peak, -10% base
The following fit would just fit an Assault ck.0 with Electronics 4, Engineering 5, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
Caldari Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier -Complex Shield Extender -Complex Shield Extender
-Basic Armor Plates - Complex Armor Plates -Enhanced CPU Upgrade
- Duvolle Assault Rifle -Core Flaylock Pistol -M1 Locus Grenades
-Nanohive
Shields: 387 Recharge: 31 Delay: 5 SD Delay: 8
Armor: 395 Repair: 0
Movement Penalty: 9.2%
The following fit would just fit an Assault gk.0 with Electronics 5, Engineering 4, Core Upgrades 5, Light Weapons 3, Sidearms 3, Shield Upgrades 3, and Armor Upgrades 3
(includes current Gallente Assault Dropsuit bonus to Hybrid Weapon CPU/PG and proposed Gallente Assault Dropsuit bonus to all Plates CPU/PG, -7% per level)
(includes proposed revision to Armor Repairer causing it to work at +60% effectiveness for a period after taking damage to armor and then gradually decreasing to -10% effectiveness)
(includes proposed addition of 2HP/sec passive repair to all Gallente Medium Frame suits)
Gallente Assault
-Complex Light Damage Modifier -Complex Light Damage Modifier
-Basic Armor Plates -Enhanced Armor Plates -Complex Armor Plates -Complex Armor Repairer -Complex Armor Repairer
- Duvolle Assault Rifle -Core Flaylock Pistol -Locus Grenades
-Nanohive
Shields: 138 Recharge: 20 Delay: 6 SD Delay: 10
Armor: 629 Peak Armor Repair: 20.5 Base Armor Repair: 11.5
Movement Penalty: 11.6%
I think these two fits are pretty balanced considering that the Gallente is getting the 20.5 HP/sec while taking damage. The +60% after taking damage might be too much actually but if so that's just a matter of reducing it to a lesser bonus. Thoughts?
|
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 15:16:00 -
[553] - Quote
Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 15:50:00 -
[554] - Quote
BL4CKST4R wrote:Gallente is getting less HP for lower speed. Although he has armor repair and the caldari doesn't. If you removed damage modifiers and put both suits at lvl 5 CPU/PG skills the caldari will have repair and have around 100 more HP instead of 20 plus higher overall repair. Also the Gallente suit is more resource constrained, for example the use of locus grenades instead of M1.
I'm not saying its a bad idea but armor buffs need to be racially. Unless CCP nerfs explosive modifiers and speed penalty to non existance and then armor wouldn't need to be buffed actually.
With this fit the ck.0 has 0 PG remaining, so with Electronics 5 the Complex Plate could be traded for a Complex Repper. Perhaps the solution could be for only Gallente and Amarr suits to be optimized for dynamic armor repair, so on the Caldari and Minmatar suits a repper would behave normally.
Speaking of the Amarr, what do you think would be a good suit bonus for them to replace shield recharge, assuming they were made to be 2 high/4 low and geared towards armor? I was thinking +2% adjusted armor HP per level. |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 15:54:00 -
[555] - Quote
Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 16:20:00 -
[556] - Quote
BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor.
Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:28:00 -
[557] - Quote
Kekklian Noobatronic wrote:True Adamance wrote: DONT NO BODY FORGET ABOUT THE AMARR.. just because CCP cocked up the slot lay out does not means we aren't as dedicated armour tankers as you Gallenteans are.
Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced). It balances out.. Eventually..
Amarr Assault ..... Logi PG 70 ..... 66 CPU 350 ..... 390
So within the medium frame it very much matters what role suit you're talking about because the Amarr [b[assault[/b] has superior fittings resources while the Amarr Logi is the weakest in the line when it comes to combined CPU/PG even falling short of the PG offered by it's Assault counterpart. (The logi has only 2 more PG than the Minmatar Assault and 6 more than the Cal assault suit. When compensation for the base stats is taken into account this put the Amarr Logistics dropsuit in contention for the weakest medium frame on the market within it's meta level).
Then there's base speed
Caldari Assault ..... Logi
Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
~~
Amarr Assault ..... Logi Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s
~~~
Minmitar Assault ..... Logi Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s
~~~ Galentte Assault ..... Logi Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Base speed values are Minmitar > Caldari & Galentte > Amarr Meaning that a shield tanking suit suffers less under the speed reduction due to it's higher base (it's worth noting that the higher movement suits do take a larger raw speed reduction due to the reductions being percentage based but slot and other fittings limitations tend to limit how many plates are fit thus keeping the overall net effects generally in favor of the faster suits).
Caldari Assault ..... Logi Armor 120 HP ..... 90 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor 180 HP ..... 180 HP Movement Speed 4.8 m/s ..... 4.5 m/s Sprint Speed 6.7 m/s ..... 6.4 m/s ~~~ Minmitar Assault ..... Logi
Armor 135 HP ..... 150 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed 5.3 m/s ..... 5.0 m/s Sprint Speed 7.4 m/s ..... 7.0 m/s ~~~ Galentte Assault ..... Logi Armor 210 HP ..... 180 HP Movement Speed 5.0 m/s ..... 4.7 m/s Sprint Speed 7.0 m/s ..... 6.6 m/s
Using the Cal Logi as the baseline, due to it possessing the lowest on board armor value here are the devation values.
Caldari Assault ..... Logi Armor +30 HP ..... 90 HP Movement Speed +0.3 m/s ..... 4.7 m/s Sprint Speed +0.4 m/s ..... 6.6 m/s ~~ Amarr Assault ..... Logi
Armor +90 HP ..... +90 HP Movement Speed +0.1 m/s ..... -0.2 m/s Sprint Speed +0.1 m/s ..... -0.2 m/s ~~~ Minmitar Assault ..... Logi
Armor +45 HP ..... +60 HP Armor Repair Rate 1.0 HP/s ..... 0.0 HP/s Movement Speed +0.6 m/s ..... +0.3 m/s Sprint Speed +0.8 m/s ..... +0.4 m/s ~~~ Galentte Assault ..... Logi Armor +120 HP ..... +90 HP Movement Speed +0.3 m/s ..... +0.0 m/s Sprint Speed +0.4 m/s ..... +0.0 m/s
And for the sake of context, the base value of a prototype Kinetic Catalyzer is +12% (bonus only applied to sprint speed) Movement Speed gains ... 0.0 m/s Sprint Speed gains .... ~0.79 m/s
Giving the Minmitar Assault a proto mods worth of speed advantage over the Cal and Gal Logi, and even more over the Amarr. The Gal, and Cal Assault along with the Min Logi have half a proto mods worth of base speed advantage. All of which is before consideration of the superior rates of their movement speeds out side of sprinting. This shows a trend of both lower overall speed in armor tankers and lower overall speed in logi, whos [i]role]/i] bonus supports armor tanking. In all cases making it more of a burden for the armor tank oriented suits to actually fit armor plates. (For example the Min assault suit can fit a Complex Plate and still be faster than the Cal, Gal, or Amarr logi suits base, or the base Amarr assault).
Granted these comparisons only tell part of the story regarding dropsuit balance, but they tell a very important part when considering disparities between taking types.
0.02 ISK Cross |
BL4CKST4R
WarRavens League of Infamy
808
|
Posted - 2013.07.16 16:37:00 -
[558] - Quote
zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods.
Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:38:00 -
[559] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=94926&find=unread I'll see you all in two weeks. Better to take a break than to burn out. I do hope however that this is only a break from the forums not from the game as a whole because I'd love to catch you in your pub chat and run a few squads and/or do some testing
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1305
|
Posted - 2013.07.16 16:51:00 -
[560] - Quote
BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods. Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place.
That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.)
0.02 ISK Cross
ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be. |
|
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 17:51:00 -
[561] - Quote
Cross Atu wrote:BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:Well I don't think that the suits should have their module distribution changed, but since the amarr are dual tanks looking at their distribution 2% for both shields and armor. Why not? Armor tankers need as many low slots as they can get due to having to fit repairers, and you don't need more than 2 damage mods. Because we shouldnt be forced to lose a low slot for armor repair, it should be an option. Also the differencw between 2 damage mods and 3 is 6.5%, so 3 damage mods is pretty good. This is true, depending on role, 3 damage mods for most logi isn't a good trade off. It is down to play style and weapon choice in many ways true but I run close support in firefights and it's tank > dps for my role every time, if I can't take a few hits to employ the equipment I have on board I may as well not carry it in the first place. That being said I don't think it would be a bad thing for the medium frame Assault and Logi suits to have a greater diversity between how they're set up (assault suits being more likely to have high slots on average for example when comparing the slot ratios within each given race. But that's race not role, logi will still require higher total slot count to balance out the base suit stats of the assault otherwise they simply become a weaker suit even before things like skill buffs are applied.) 0.02 ISK Cross ps ~ just trying to make sure we keep in mind that while mod contention is relevant to tank mod balance, tank balance does not include damage mods any more than it does upgrade mods or KinCats et al. Not every role is slayer based, nor should balance be.
I daresay 2 High / 6 Low would better fit Gallente Logi, as neither shields nor damage ought to be a priority for them. |
Alena Ventrallis
Osmon Surveillance Caldari State
8
|
Posted - 2013.07.16 18:01:00 -
[562] - Quote
I don't agree with the OP's assertion to move shield regulators to high slots. However, this does cause an imbalance in tank, this point I cannot argue. So suppose there was a high slot module that increased the passive regen of armor reps by a percentage? To start it out, keep this module at the same percentages as the regulators, and then buff/nerf that percentage from there. This allows both tanks to have a module that doesn't compete with their primary tank, and allows them to shore up where there tank is weak.
Also, armor plates do need a massive buff to hp they give. Especially considering how slow they regen armor now, they should have a ridiculous buffer, in contrast to the ridiculous regen shield has. This would make the two styles of tanking distinct, yet equally viable depending on the situation at hand.
Also, there should be a much lower, if not outright removed, movement penalty for plates. In EVE, shield modules increase the sig radius of ships, which makes them easier to target and hit with weaponry. But this cannot carry over to Dust as seamlessly. Therefore, remove/drastically reduce the movement penalty, and definitely remove the turn penalty. Alternatively, keep the movement penalty, but have armor suits move faster than shield suits. It would make sense lore-wise. For the first suggestion, perhaps the armor plates have energy coils embedded in them to increase the power flowing to the suit, thus allowing the wearer to cary the extra weight without encumbrance. For the second suggestion, the armor tanked suits would expect the extra weight, and would therefore add servomotors, or whatever sci-fi gizmo CCP so desires, to increase the strength and speed of the wearer in anticipation of this extra weight. This would also allow people to run faster than others in armor suits if they forgo their armor plates.
Also, to avoid abuse of dual-tanking, assuming some of the changes mentioned in this post were put into effect, armor tanked dropsuits should have reduced shield hp/regen. It would make sense lore-wise, as the race who cares about armor would sacrifice shield strength in order to push the armor envelope even further. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 18:18:00 -
[563] - Quote
Alena Ventrallis wrote:I don't agree with the OP's assertion to move shield regulators to high slots. However, this does cause an imbalance in tank, this point I cannot argue. So suppose there was a high slot module that increased the passive regen of armor reps by a percentage? To start it out, keep this module at the same percentages as the regulators, and then buff/nerf that percentage from there. This allows both tanks to have a module that doesn't compete with their primary tank, and allows them to shore up where there tank is weak.
Also, armor plates do need a massive buff to hp they give. Especially considering how slow they regen armor now, they should have a ridiculous buffer, in contrast to the ridiculous regen shield has. This would make the two styles of tanking distinct, yet equally viable depending on the situation at hand.
Also, there should be a much lower, if not outright removed, movement penalty for plates. In EVE, shield modules increase the sig radius of ships, which makes them easier to target and hit with weaponry. But this cannot carry over to Dust as seamlessly. Therefore, remove/drastically reduce the movement penalty, and definitely remove the turn penalty. Alternatively, keep the movement penalty, but have armor suits move faster than shield suits. It would make sense lore-wise. For the first suggestion, perhaps the armor plates have energy coils embedded in them to increase the power flowing to the suit, thus allowing the wearer to cary the extra weight without encumbrance. For the second suggestion, the armor tanked suits would expect the extra weight, and would therefore add servomotors, or whatever sci-fi gizmo CCP so desires, to increase the strength and speed of the wearer in anticipation of this extra weight. This would also allow people to run faster than others in armor suits if they forgo their armor plates.
Also, to avoid abuse of dual-tanking, assuming some of the changes mentioned in this post were put into effect, armor tanked dropsuits should have reduced shield hp/regen. It would make sense lore-wise, as the race who cares about armor would sacrifice shield strength in order to push the armor envelope even further.
There should definitely be a high slot option for armor tankers that want to focus more on that and less on shields or damage.
i.e. Nanobot Accelerator
Basic: 10% increased armor repairer cycle speed - 28 CPU / 5 PG Enhanced: 15% - 41 CPU / 7 PG Complex: 20% - 53 CPU / 9 PG
Stacking penalty applies |
XV1
Ninth Legion Freelance
43
|
Posted - 2013.07.16 20:29:00 -
[564] - Quote
I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. |
Cat Merc
BetaMax. CRONOS.
3262
|
Posted - 2013.07.16 20:37:00 -
[565] - Quote
XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go?
That's why armor modules need less both CPU AND PG than shield extenders. |
SponkSponkSponk
The Southern Legion rise of legion
95
|
Posted - 2013.07.17 01:02:00 -
[566] - Quote
Kekklian Noobatronic wrote:Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually..
*cough*fitting modules*cough* |
Cat Merc
BetaMax. CRONOS.
3265
|
Posted - 2013.07.17 01:03:00 -
[567] - Quote
SponkSponkSponk wrote:Kekklian Noobatronic wrote:Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually.. *cough*fitting modules*cough* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module. |
Dynnen Vvardenfell
187. League of Infamy
18
|
Posted - 2013.07.17 01:41:00 -
[568] - Quote
Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 03:30:00 -
[569] - Quote
Cat Merc wrote:SponkSponkSponk wrote:Kekklian Noobatronic wrote:Amarr has far superior PG/CPU, so while Gallente people may have to run around with Enhanced with maybe 1 complex mod, we can usually roll the opposite (Lots of complex with maybe 1 enhanced).
It balances out.. Eventually.. *cough*fitting modules*cough* *Cough* Having to use it all on armor *Cough* Besides, they gain a lot more CPU/PG than you can do with one module.
I beg to differ, though maxing Electronics to 5 is required to even things out.
Amarr Assault ak.0, all fitting skills to 5:
CPU: 450 PG: 91
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex CPU Upgrade
CPU: 491 PG: 78
That's about even, with the Amarr more balanced and the others geared towards CPU. CPU tends to run out before PG though, for shield tankers at least. On the other hand...
Caldari/Gallente Assault ck.0/gk.0, all fitting skills to 5, with a Complex PG Upgrade
CPU: 390 PG: 92
Clearly Amarr has the advantage here, another reason why their suits should be low slot focused (2/4 Assault), so that they can take advantage of all that powergrid. As for Gallente Assault, a -7% per level reduction in CPU/PG cost of all varieties of armor plates (and revamping of all the plates of course) would give them the edge they need. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 03:33:00 -
[570] - Quote
Cat Merc wrote:XV1 wrote:I think that the CPU/PG of reactive plates needs to be cut down. Ferroscale is not that bad as it falls about in line with shields extenders though shield extenders are still a bit better with natural regeneration. Reactive is DEFINITELY not worth it on anything other than maybe a scout that has no room for a repair module.
EDIT: Even for scouts reactive are not very good as light frames have limited PG/CPU and reactives take a ridiculous level of fitting. You should think about it this way: Shields go to high slots. Armor go to low slots. Where do CPU/PG upgrades go? That's why armor modules need less both CPU AND PG than shield extenders.
A suit bonus providing that for Gallente Assault, at least for the plates, would do the trick, along with switching a high to a low.
|
|
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 04:40:00 -
[571] - Quote
I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! |
BL4CKST4R
WarRavens League of Infamy
810
|
Posted - 2013.07.17 10:43:00 -
[572] - Quote
zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process!
These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium not not shield suits |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 10:58:00 -
[573] - Quote
BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward.
You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option.
Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. |
BL4CKST4R
WarRavens League of Infamy
810
|
Posted - 2013.07.17 11:11:00 -
[574] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus.
We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit.
Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 12:13:00 -
[575] - Quote
BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit. Speed is not a problem aslong as we have the HP to represent the penalty and the vulnerability we get from applying complex plates. For example if you take a Gallente and a Caldari suit and give them the same modules, the Gallente should have around 30%-40% higher HP than that suit since we are more vulnerable to weapons fire and explosives. The only way to justify for equally stacked Gallente and Caldari suits to have the Same HP is if there were an equal amount of shield and armor killers, and explosives did 100/100 and there was no speed penalty. Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option.
Giving Amarr Logi 1 High and 5 Low would work fine with the UI. I think Gallente Logi should be 2 / 6 but that may not work with the UI. Yeah you're right the beefier and slower heavies are, the more they fit their role. Maybe they could get a damage reduction bonus. With the above plates and a hardening bonus heavies would be a lot tougher to take down, which would be good for the game. Taking down a heavy would require teamwork. Actually with those improved plates they might need to have their base speed reduced to not be OP.
A bonus to plate fitting, with the new plates and dynamic repairer, would give Gallente Assault roughly equal HP and rep to Caldari, as shown in the example in this thread, while making armor tanking even more distinct from shield tanking. Caldari would have to spend more to fit the same armor, and Gallente (and Amarr?) would have the advantage of getting their peak reps (+60%) in the middle of a firefight as opposed to having to fall back until shields start recharging again--a perfect counterpoint to shields! Once the firefight is over a logi bro can top them up. |
BL4CKST4R
warravens League of Infamy
810
|
Posted - 2013.07.17 12:38:00 -
[576] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:I already suggested a change for Armor Plates, so here for your perusal is a revamping of all 3 varieties of plates, with the adjusted fittings for Gallente Assault based on the proposed -7% per level reduction to armor plates CPU/PG, replacing the shield recharge bonus.
Armor Plates:
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG (13/4 Gallente Assault gk.0)
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG (18/6 Gallente Assault gk.0)
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG (23/8 Gallente Assault gk.0)
Ferroscale Plates:
Basic Ferroscale Plates: 42 HP, 23 CPU, 5 PG (15/3 Gallente Assault gk.0)
Enhanced Ferroscale Plates: 68 HP, 31 CPU, 8 PG (20/5 Gallente Assault gk.0)
Complex Ferroscale Plates: 93 HP, 40 CPU, 11 PG (26/7 Gallente Assault gk.0)
Reactive Plates:
Basic Reactive Plates: 34 HP, 1 HP/sec repair, 1% movement penalty, 22 CPU, 6 PG (14/4 Gallente Assault gk.0)
Enhanced Reactive Plates: 45 HP, 2 HP/sec repair, 2% movement penalty, 28 CPU, 10 PG (16/6.5 Gallente Assault gk.0)
Complex Reactive Plates: 62 HP, 3 HP/sec repair, 3% movement penalty, 39 CPU, 12 PG (25/8 Gallente Assault gk.0)
With these numbers the 3 different plates would each have distinct and effective roles:
a) Armor Plates: Basic go-to tank for armor tankers. Useful for shield tankers who expect external reps.
b) Ferroscale Plates: Complementary module for armor tankers which can drastically reduce movement penalty. Useful for shield tankers and scouts to keep their speed up.
c) Reactive Plates: Go-to module for shield tankers and scouts to provide some buffer and rep. Complimentary module for armor tankers that allows them to fine tune their fit in regards to HP, rep, and movement penalty.
I really think these numbers work and if you can find any ***** in their armor please let me know. CCP I don't need any response but I hope you're reading! I make no claim on these ideas. Feel free to use them and I hope they help your revision process! These are good stats but the racial bonus should be for every armor suit not the Gallente assault. By making the bonus only dor them it limits armor to being remotely useful just for them. All suits need CPU/PG reductions and efficacy bonuses. Also the reactive plates are best used for the medium armor suits not shield suits, because if we could stack 4-5 reactives our movement penalty is around 12% with decent HP buffer and a decent armor repair, stacking 3 or less you feel most of the penalty with little HP as a reward. You can't take away Gallente Logi's bonuses and Amarr Logi's work as is too if they're given more low slots. Minmatar and Caldari shouldn't get help with armor, so that leaves Amarr Assault. Fitting isn't a problem for it so it needs another bonus. I was thinking +2% per level to adjusted armor HP, or +1% per level to adjusted armor and shields HP, but maybe there's a better option. Oh and maybe a bonus to movement penalty would be a good change for Amarr Heavy, and then Gallente Heavy could have an armor related bonus. We can have more than 1 bonus :/ also our bonuses aren't actually racial, they apply to the racial role. A racial bonus would apply to both the assault and the Logi. The bonus could be applied to the medium frame skill since its pretty useless unless you dont want a role. The Amarr heavy needs HP not speed, their base speed is so low that any bonuses to them should be applied to the suit. Speed is not a problem aslong as we have the HP to represent the penalty and the vulnerability we get from applying complex plates. For example if you take a Gallente and a Caldari suit and give them the same modules, the Gallente should have around 30%-40% higher HP than that suit since we are more vulnerable to weapons fire and explosives. The only way to justify for equally stacked Gallente and Caldari suits to have the Same HP is if there were an equal amount of shield and armor killers, and explosives did 100/100 and there was no speed penalty. Also it doesnt seem possible to add more slots than what we have now without changing the fitting U.I. So more lows to the logi suits doesnt seem to be an option. Giving Amarr Logi 1 High and 5 Low would work fine with the UI. I think Gallente Logi should be 2 / 6 but that may not work with the UI. Yeah you're right the beefier and slower heavies are, the more they fit their role. Maybe they could get a damage reduction bonus. With the above plates and a hardening bonus heavies would be a lot tougher to take down, which would be good for the game. Taking down a heavy would require teamwork. Actually with those improved plates they might need to have their base speed reduced to not be OP. A bonus to plate fitting, with the new plates and dynamic repairer, would give Gallente Assault roughly equal HP and rep to Caldari, as shown in the example in this thread, while making armor tanking even more distinct from shield tanking. Caldari would have to spend more to fit the same armor, and Gallente (and Amarr?) would have the advantage of getting their peak reps (+60%) in the middle of a firefight as opposed to having to fall back until shields start recharging again--a perfect counterpoint to shields! Once the firefight is over a logi bro can top them up.
Armor tanking needs more HP not equal HP in order for it to be fair against explosives and damage vulnerability due to speed reductions. |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.18 15:53:00 -
[577] - Quote
Yay! New dev blog! Double Yay! Caldari Logi changes!
Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? |
BL4CKST4R
warravens League of Infamy
811
|
Posted - 2013.07.18 16:38:00 -
[578] - Quote
TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut?
Thats bs didnt even do anything for the Gallente except nerf the logistics suit. |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.18 16:40:00 -
[579] - Quote
BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. |
BL4CKST4R
warravens League of Infamy
811
|
Posted - 2013.07.18 16:42:00 -
[580] - Quote
TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now.
Just shows how much CCP worships the Caldari. |
|
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.18 16:46:00 -
[581] - Quote
BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari. Call me naive but I believe in incompetence over pointed favoritism. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1308
|
Posted - 2013.07.19 01:48:00 -
[582] - Quote
Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields.
The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options.
While you are correct that the disparity within the suits (leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated.
Ack, company just showed up, don't mean to be brusque but I have to cut this short.
Cheers, Cross |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
20
|
Posted - 2013.07.19 03:58:00 -
[583] - Quote
Guess what instead of a armor and shield balance in 1.3 they buff the caldari assault and hit the caldari logi with a baby hammer.but the assault gets a 2% shield extender efficiency wtf ccp you took the time to do that but you can't put speed reduction for gallente ccp fits their priorities mixed up. But it's nice the armarr logi got a buff. |
DildoMcnutz
The Tickle Monsters
154
|
Posted - 2013.07.20 04:32:00 -
[584] - Quote
BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari.
Tbh the caldari assault bonus is now even worse than it was before, running four complex extenders will net them like 21 extra shield more than what they currently were running, if it was 25% like the logi had it would be an issue but id rather reload faster than have 21 more shield.
|
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
28
|
Posted - 2013.07.20 05:28:00 -
[585] - Quote
New Edens' difficulty level.
Insane-Armarr
Hard-Gallente
Normal-Mimatar
Easy-Caldari |
Dimitri Rascolovitch
The Immortal Knights
0
|
Posted - 2013.07.20 08:47:00 -
[586] - Quote
Cross Atu wrote:I need to do a real read of this whole thread, but while I'm getting to that I do want to make one statement out of the gate.
Reactive plates should be moved to a High Power Slot this instantly breaks the deadlock between then and the standard plate + rep fittings question providing more diversity in options and also serves to ameliorate some degree of the shield/armor division.
Also as others in this thread have said we need some armor specific racial skills. Gallente and Amarr are armor tanking races (yes this is EVE lore, but it's also maintained in dust stats, just weakly) and should be getting racial bonuses to support that. Giving such bonuses would make armor taking balance more attainable (provide active buffs for one race and passive buffs for the other, then you have build diversity as well).
Cheers, Cross
BUMPITY BUMP BUMP
this i something i completely agree with, and sadly i feel like an idiot for having so little to say about this post, what with all you other DUSTers and your referencing the main post, which i read fully |
zzZaXxx
The Exemplars Top Men.
115
|
Posted - 2013.07.20 09:11:00 -
[587] - Quote
DildoMcnutz wrote:BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Yay! New dev blog!Double Yay! Caldari Logi changes! Oh, the caldari assault gets that bonus? Instead of hybrid reloading speed? Uh. Wut? Thats bs didnt even do anything for the Gallente except nerf the logistics suit. I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari. Tbh the caldari assault bonus is now even worse than it was before, running four complex extenders will net them like 21 extra shield more than what they currently were running, if it was 25% like the logi had it would be an issue but id rather reload faster than have 21 more shield.
Yes, it's a nerf, and the number is 26.4 with 4 complex. Faster reload is much, much better and much more interesting. |
zzZaXxx
The Exemplars Top Men.
115
|
Posted - 2013.07.20 09:15:00 -
[588] - Quote
Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross
Go on... |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.20 15:01:00 -
[589] - Quote
zzZaXxx wrote:DildoMcnutz wrote:BL4CKST4R wrote:TheGoebel wrote:BL4CKST4R wrote: Thats bs didnt even do anything for the Gallente except nerf the logistics suit.
I don't understand why they felt they had to keep the bonus in there somewhere. Or why they had to use it to replace the reload speed bonus over the shield recharge speed bonus. Caldari assualts are kind of awesome now. Just shows how much CCP worships the Caldari. Tbh the caldari assault bonus is now even worse than it was before, running four complex extenders will net them like 21 extra shield more than what they currently were running, if it was 25% like the logi had it would be an issue but id rather reload faster than have 21 more shield. Yes, it's a nerf, and the number is 26.4 with 4 complex, which means no damage mod, which is bad. With 2 its 13.2. Faster reload is much, much better and much more interesting. Of course 26 hp isn't much and the reload speed as a skill is seriously overpriced, I think its previous bonus was better so I am aware this is in a way a nerf. That bing said, being an infantry tanking thread, not an caldari are op thread, we're trying to parse out what suit bonuses can do for a tank and what CCPs intended effect of those. The bonus, albeit small, continues to disrupt the idea that armor is for buffer. Now the caldari suit has a bonus to buffer and regen while its counter parts in the armor suits receive no bonuses to their tank. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1321
|
Posted - 2013.07.20 17:11:00 -
[590] - Quote
zzZaXxx wrote:Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross Go on...
The easy way to consider this is via some (fictional) % numbers. Numbers below are provided for illustration purposes only and should not be construed as actual game data, they're only here to highlight trends.
Say shield suits have an average of 20% more shield based HP and further that shield HP is 25% more effective than an equal amount of armor HP. Now let's assume that racial skills provide an equal % buff effect to both shields and armor say 10% (in reality the shield buffs seem to edge out armor here but we'll leave that aside). Let's further assume that shield and armor tanking skills both net the Merc a 33% increase in effectiveness of their chosen tank.
To keep it simple we'll say that first 20% has an actual 20 HP raw value. That becomes 25 after efficiency. With racial skills the gap becomes 27.5 (Now wait! You said racial skills were an equal % buff and you're disparity tally just went up, what gives? Good question. The answer is that while the % buff is the same the base value which is being buffed is not equal so the net gain is higher for shields). Now the tanking skills are included, giving us 36.575 HP advantage for our totally fictional gap.
Even this compounded widening of the gap doesn't tell us the whole story however. Due to weak internal scaling for armor mods when compared either to shield mods or to fittings costs (once other drawbacks are included) the ISK and SP values of each tanking type are not kept in balance either. There is effectively a higher cost to run an equivalent tank with armor. When that is applied to our example case from above you have the armor tanker paying more to deploy in a fit that has a lower eHP, plus a average lower movement speed (sprint and standard) thus depressing the average eHP still farther. All the related passive skills providing % buffs are by their very nature unable to close, and in fact only magnify, any gaps in effect or value between suits and tank types (skills linked to a single race can be an exception here). So at best skill we now have a shield tanker who is faster, has higher eHP, is spending less ISK on average for it and gaining more net utility from passive skills.
But wait, there's more! Due to the competition for slot space only the shield tanker has a serious option in regards to fitting flexibility since Upgrade mods are available only in the low slots required to fit an armor tank. The mobility mods are also tied to low slots. Further shields have tanking mods in both high and low slots while armor has mods only in lows.
In short the theorycrafting shows that we need tanking balanced at the mod level first. With regards to both internal scaling and eHP value (not to be confused with raw HP value) in shield vs armor comparisons. Once that balanced base has been established balance in other related areas can be extrapolated without becoming a crutch for weaknesses in the mods themselves.
Cheers, Cross
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Cat Merc
BetaMax. CRONOS.
3393
|
Posted - 2013.07.20 21:31:00 -
[591] - Quote
Bump of justice |
zzZaXxx
The Exemplars Top Men.
119
|
Posted - 2013.07.20 22:22:00 -
[592] - Quote
Cross Atu wrote:zzZaXxx wrote:Cross Atu wrote:Dynnen Vvardenfell wrote:Great postings. I read the initial postings and didnt read the 29 pages after. So I have to ask was there any theorycrafting in the subsequent postings that took the shields of the armor tanker into account? If this is done then the discrepancy isn't as terrible as it looks. Although it still significantly favors shields. The theory crafting has been focused on the shield and armor mods much more than the shield and armor suits. The suits are mentioned but usually only in context with their fittings options. While you are correct that the disparity within the suits ( leaving aside CCPs upcoming changes) are not as huge that actually doesn't address the balance of shield and armor mods at all. There are some drastic balance problems within the two lines especially as compared to each other and that disparity is compounded by the suit discrepancies and the skills rather than being mitigated. Ack, company just showed up, don't mean to be brusque but I have to cut this short. Cheers, Cross Go on... The easy way to consider this is via some ( fictional) % numbers. Numbers below are provided for illustration purposes only and should not be construed as actual game data, they're only here to highlight trends. Say shield suits have an average of 20% more shield based HP and further that shield HP is 25% more effective than an equal amount of armor HP. Now let's assume that racial skills provide an equal % buff effect to both shields and armor say 10% (in reality the shield buffs seem to edge out armor here but we'll leave that aside). Let's further assume that shield and armor tanking skills both net the Merc a 33% increase in effectiveness of their chosen tank. To keep it simple we'll say that first 20% has an actual 20 HP raw value. That becomes 25 after efficiency. With racial skills the gap becomes 27.5 ( Now wait! You said racial skills were an equal % buff and you're disparity tally just went up, what gives? Good question. The answer is that while the % buff is the same the base value which is being buffed is not equal so the net gain is higher for shields). Now the tanking skills are included, giving us 36.575 HP advantage for our totally fictional gap. Even this compounded widening of the gap doesn't tell us the whole story however. Due to weak internal scaling for armor mods when compared either to shield mods or to fittings costs (once other drawbacks are included) the ISK and SP values of each tanking type are not kept in balance either. There is effectively a higher cost to run an equivalent tank with armor. When that is applied to our example case from above you have the armor tanker paying more to deploy in a fit that has a lower eHP, plus a average lower movement speed (sprint and standard) thus depressing the average eHP still farther. All the related passive skills providing % buffs are by their very nature unable to close, and in fact only magnify, any gaps in effect or value between suits and tank types (skills linked to a single race can be an exception here). So at best skill we now have a shield tanker who is faster, has higher eHP, is spending less ISK on average for it and gaining more net utility from passive skills. But wait, there's more! Due to the competition for slot space only the shield tanker has a serious option in regards to fitting flexibility since Upgrade mods are available only in the low slots required to fit an armor tank. The mobility mods are also tied to low slots. Further shields have tanking mods in both high and low slots while armor has mods only in lows. In short the theorycrafting shows that we need tanking balanced at the mod level first. With regards to both internal scaling and eHP value (not to be confused with raw HP value) in shield vs armor comparisons. Once that balanced base has been established balance in other related areas can be extrapolated without becoming a crutch for weaknesses in the mods themselves. Cheers, Cross
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5065
|
Posted - 2013.07.20 23:18:00 -
[593] - Quote
Amazing thread. |
BL4CKST4R
WarRavens League of Infamy
820
|
Posted - 2013.07.20 23:24:00 -
[594] - Quote
zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits.
Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. |
zzZaXxx
The Exemplars Top Men.
120
|
Posted - 2013.07.21 02:38:00 -
[595] - Quote
BL4CKST4R wrote:zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits. Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. Edit: the reason all.armor suits need a 25% bonus to armor modules is because buffing armor plates only slightly increase the gap and would require possibly doubling the HP of armor.modules to ensure armor has higher HP like it is meant, the only other option is to give all armor suits an HP buff of 150-250. When I say before other racial bonuses is that i do not want racial suits losing their bonuses that makes them useful for example the Amarr commandos bonus, which should honestly go to all Amarr suits.
Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related.
Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option. |
BL4CKST4R
WarRavens League of Infamy
820
|
Posted - 2013.07.21 02:44:00 -
[596] - Quote
zzZaXxx wrote:BL4CKST4R wrote:zzZaXxx wrote:
Yeah exactly. The mods are what give armor and shields their value. Their imbalances need to be addressed and then dropsuits balanced to work with that. Having said that, looking at Assault, if we start with Caldari Assault as the control then Gallente would need double armor suit bonuses to match Caldari's double shield suit bonuses and something, maybe passive rep, to match Caldari's extra 5hp of shield recharge. If the value of those bonuses are balanced and the mods are balanced, and you've dealt with the problem of fitting mod, only then are the two suits balanced IMHO.
As for Minmatar Assault I think it needs a new bonus that suits its strengths better than the current shield recharge bonus, which only gives it 4.5 extra recharge at proto. If a Min Assault wants decent recharge, starting from 18, it needs a shield energizer, which is a good fit considering it has 5 high slots. I think a passive bonus to shield delay would work well.
The Amarr currently has the benefit of being able to tank either way, but when and if they fix armor they may want to gear Amarr towards armor to balance the use of armor and shields in the game, at which point an armor bonus instead of shield recharge and moving a high slot to a low slot would do the trick I think.
As you said a big problem for armor tankers is that they have sacrifice a low slot for a fitting mod if they want to fit all complex mods. The solution for this, I believe, is to replace a high slot with a low slot for Gallente Assault (2/5), Gallente Logisitcs (2/6), and Amarr Logistics (2/5). The alternative would be to enable fitting mods to go in either high or low slots.
I think the best way to go about fixing armor is to keep all slots as they are, switch all shield mods to high slots, and either add s medium slot or have some modules go both ways. On top of that give all armor suits bonuses to armor module usage 15-25% (before applying other racial bonuses) , a reduction in CPU/PG of all reactive and ferroscale plates, a reduction in the speed penalty of armor modules maxing out at 5-7%, making explosives do 90/110, and adding passive armor repairs to all suits. Essentially what this does is make the max penalty of armor tanking about 15%, also ensures that a max tanked armor suit retains 25% more HP than an equally max tanked shield suit of the same role. The armor repair should be small, nothing higher than 7, a reduction in CPU/PG or atleast just PG, ensures that a complex suit stays effective and has more diversity. In this scenario a Gallente Assault with a passive repair of 5, with all complex tank modules vs a Caldari assault with a armor repair of 1 will have a tankHP difference of 22% (168), and a speed difference of 2%. While this does seem like the Gallente suit has the advantage keep in mind he is marginally slower, his total HP reps 6.25x slower, although constantly and a higher number of weapons do damage to his main tank. This is only a comparison at extreme numbers, and only uses two max tanked Gallente and Caldari suits. Edit: the reason all.armor suits need a 25% bonus to armor modules is because buffing armor plates only slightly increase the gap and would require possibly doubling the HP of armor.modules to ensure armor has higher HP like it is meant, the only other option is to give all armor suits an HP buff of 150-250. When I say before other racial bonuses is that i do not want racial suits losing their bonuses that makes them useful for example the Amarr commandos bonus, which should honestly go to all Amarr suits. Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related. Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option.
By different tank bonuses do you mean like Assault gets efficacy and Scout repair? I see where this is going but keep in mind that let's say a Caldari scout and a Gallente scout come face to face, technically their HP will be the same or the Gallente will be lower since the Gallente didnt get an efficacy bonus, that Gallente scout should have 25% more HP than the Caldari when both equally focused on tank. A different tank bonus should be applied after the 25% bonus, if not then some role suits will be balanced while others will remain UP.
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DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
44
|
Posted - 2013.07.22 04:24:00 -
[597] - Quote
Here's another bump |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
45
|
Posted - 2013.07.22 07:15:00 -
[598] - Quote
Hmm wonder why there is no dev post here cause there is 30 pages |
Kekklian Noobatronic
Goonfeet Top Men.
195
|
Posted - 2013.07.22 09:29:00 -
[599] - Quote
From a dev perspective, I'd probably hate to be roped in to a thread this long.. |
Cat Merc
BetaMax. CRONOS.
3439
|
Posted - 2013.07.22 09:34:00 -
[600] - Quote
Kekklian Noobatronic wrote:From a dev perspective, I'd probably hate to be roped in to a thread this long.. From they said, they are watching, they just don't want to interfere. Thing is, after 30 pages it's just a repeat of what is being said on the first pages, might as well comment already |
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BL4CKST4R
WarRavens League of Infamy
820
|
Posted - 2013.07.22 10:45:00 -
[601] - Quote
Maybe if we do some butt kissing... |
zzZaXxx
The Exemplars Top Men.
122
|
Posted - 2013.07.22 22:21:00 -
[602] - Quote
BL4CKST4R wrote:zzZaXxx wrote:Bonuses should work like ship bonuses in EVE. You have your racial tank bonus (Caldari & Minmatar - Shields, Amarr & Gallente - Armor) and then you have your bonus which is specific to that ship's role, i.e. +5% rate of fire, -10% capacitor usage, +10% drone HP and damage, +5% max velocity. So all Cal and Min medium, light, and heavy should have a different shield bonus, and all Amarr and Gallente a different armor bonus. Then each suit has a bonus for it's specific role, which could be tank, weapon, fitting, speed, or scan related.
Regulators should be kept in low slots so shield tankers can focus fully on shields if they wish, but armor tankers need a high slot module to give them that option too. And I think we need to explore how armor modules can be make armor tanking equally effective before we give huge buffs to to of the races to solve its UPness for them, because that would pigeonhole armor into two races and shields into the other, whereas balanced modules and suit stats would make one more effective on each suit but wouldn't rule out the other as a secondary option. By different tank bonuses do you mean like Assault gets efficacy and Scout repair? I see where this is going but keep in mind that let's say a Caldari scout and a Gallente scout come face to face, technically their HP will be the same or the Gallente will be lower since the Gallente didnt get an efficacy bonus, that Gallente scout should have 25% more HP than the Caldari when both equally focused on tank. A different tank bonus should be applied after the 25% bonus, if not then some role suits will be balanced while others will remain UP.
By tank bonus I mean some kind of bonus to either shields or armor, depending on faction. I agree armor tanks should have more HP, slower (but dynamic) rep, and slower movement but we have to keep in mind that each change ripples out to affect other aspects. For example if they're able to fix hit detection so that strafing back and forth doesn't make you immune to bullet spray then movement speed will be less of a factor. Also the armor modules need to be reimagined, so talking specifics about suit bonuses is moot until that happens.
Another thing to keep in mind is that standard and advanced suits perform very differently from prototype, and most people run advanced, myself included. (I won't get to proto for a while.) Balancing everything based on proto may imbalance advanced. |
Killar-12
Intrepidus XI EoN.
237
|
Posted - 2013.07.22 22:54:00 -
[603] - Quote
BL4CKST4R wrote:Maybe if we do some butt kissing... You know the difference between a butt kisser and a brown noser?
Here's an update to my thread on Armor/Shield tanking |
SponkSponkSponk
The Southern Legion
102
|
Posted - 2013.07.22 23:42:00 -
[604] - Quote
I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. |
Draco Cerberus
Hellstorm Inc League of Infamy
205
|
Posted - 2013.07.23 00:21:00 -
[605] - Quote
SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. I agree with you, there really needs to be less of a movement penalty as the amount of DPS on the individual increases seemingly exponentially with the larger movement penalties. As an alternative to a buffer tank I believe we need to have some more options with our fittings in the way of armor and shields. Here is my thread expanding on this point of view https://forums.dust514.com/default.aspx?g=posts&t=95980&find=unread |
Killar-12
Intrepidus XI EoN.
239
|
Posted - 2013.07.23 00:33:00 -
[606] - Quote
SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. Here's an extension of that idea |
Draco Cerberus
Hellstorm Inc League of Infamy
206
|
Posted - 2013.07.23 00:50:00 -
[607] - Quote
Killar-12 wrote:SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. Here's an extension of that idea I'm not sure I like the idea of an increased movement penalty for the size of suit I wear. Already a 3%-10% penalty is bad enough leading to really really slow moving mercs, I'd rather see the movement penalty reduced to the same level as the Basic armor plates and have a bigger visible signature on the Tac Net depending on level of armor plating. It is a big enough penalty already if only running basic armor and the light frame suits are meant to be speed tanked anyways, why give them a compounding bonus by making their plates less restrictive in movement, they are already the fastest suits on the battle field and have the smallest signature. Because the movement penalty is a percentage of base movement there is already a reduced movement penalty on the scout suits. |
Killar-12
Intrepidus XI EoN.
241
|
Posted - 2013.07.23 00:53:00 -
[608] - Quote
Draco Cerberus wrote:Killar-12 wrote:SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. Here's an extension of that idea I'm not sure I like the idea of an increased movement penalty for the size of suit I wear. Already a 3%-10% penalty is bad enough leading to really really slow moving mercs, I'd rather see the movement penalty reduced to the same level as the Basic armor plates and have a bigger visible signature on the Tac Net depending on level of armor plating. It is a big enough penalty already if only running basic armor and the light frame suits are meant to be speed tanked anyways, why give them a compounding bonus by making their plates less restrictive in movement, they are already the fastest suits on the battle field and have the smallest signature. Because the movement penalty is a percentage of base movement there is already a reduced movement penalty on the scout suits. Give armor scouts the ability to partially negate speed penalties letting them get away with using light plates Give shield scouts the ability to partially negate signiture penalties letting them get away with using light extenders
|
Alena Ventrallis
Osmon Surveillance Caldari State
21
|
Posted - 2013.07.23 05:55:00 -
[609] - Quote
Bump. |
Dj grammer
Red Star. EoN.
19
|
Posted - 2013.07.23 06:07:00 -
[610] - Quote
bump |
|
Killar-12
Intrepidus XI EoN.
286
|
Posted - 2013.07.23 06:38:00 -
[611] - Quote
BAMP! |
SponkSponkSponk
The Southern Legion
104
|
Posted - 2013.07.23 06:42:00 -
[612] - Quote
I'm going to miss my scrambler rifle being adequate once armor plates get fixed.
After that, I won't be able to get through the plates before I overheat. |
Killar-12
Intrepidus XI EoN.
286
|
Posted - 2013.07.23 06:45:00 -
[613] - Quote
SponkSponkSponk wrote:I'm going to miss my scrambler rifle being adequate once armor plates get fixed.
After that, I won't be able to get through the plates before I overheat. I'll run MD with you if you want |
SponkSponkSponk
The Southern Legion
104
|
Posted - 2013.07.23 07:13:00 -
[614] - Quote
So far I'm resisting jumping on the flaylock bandwagon, but I'll do it if I have to. |
Kekklian Noobatronic
Goonfeet Top Men.
201
|
Posted - 2013.07.23 08:24:00 -
[615] - Quote
SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on.
If shields had a penalty it wouldn't be so bad. But thinking up penalties for shields IS HARD GUYZ
Oh wait.
Your suit can only output so much shield recharge power. Smaller amounts of shields will recharge faster, tapering off to a smaller number the more shields past the base you put on. So stacking 5 extenders means that extra buffer takes an *increasingly long time* regen.
Oh snap, I guess it's not so hard after all to spitball ideas. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5098
|
Posted - 2013.07.23 08:40:00 -
[616] - Quote
KAGEHOSHI Horned Wolf wrote:Reactive plates: basically shield extenders (low HP, self repairing), but with less HP, and have movement penalty. Not only are the HP values lower than their shield counterparts, but their armor repair rates are so low (1 for STD & ADV, 2 for PRO) that they don't even come close to matching the shield recharge rate of the worst shield recharging dropsuit. Reactive plates need to have at least as much HP as their shield extender counterpart, or else you're just better off using shield extenders.
Ferroscale plates: They need to have more HP than their shield extender counterparts, they may not have movement penalty (neither do shields), but they still can't repair themselves unlike shields, so they should have more HP to make up for that.
The PG/CPU costs compared to the regular armor plates are terrible for the reactives and ferroscales; they have to sacrifice HP to get what little advantages they possess, increased fitting cost on top of that is unnecessary
My suggestions for the new armor plates specifically. https://forums.dust514.com/default.aspx?g=posts&t=91014 |
Draco Cerberus
Hellstorm Inc League of Infamy
209
|
Posted - 2013.07.23 18:39:00 -
[617] - Quote
The problems with the new plates are relatively small compared with the fact that rather than give us something that balances shield vs armor they just gave us another couple types of plating. Movement penalties are a natural attribute for armor but I still feel that the benefits from using the feroscale and reactive armors are small and the resistance plating/shielding that is used in EVE should be ported into Dust. This would allow us to just tweak our tanks however we want to be better at what we do. |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.23 19:39:00 -
[618] - Quote
SponkSponkSponk wrote:I've been thinking. I think armor isn't hard enough to skill into a good fit with.
Consider shield extenders. 22hp, 33hp, 66hp at complex. It really encourages you to use complex extenders.
Consider armor plates: 65hp, 87hp, 115hp at complex, with increasing penalties. It actively discourages using complex plates.
If the armor plates were 65hp, 97hp and 195hp with a flat 3% speed penalty, it would encourage armor suits to actually expend CPU and PG on. Ha, so now we're in "it's so bad it's good" territory. Bigger plates did get a little bit more manageable with the ferro plates bug so you still will want to skill up.
And seriously, armor tanking is more skill intensive if you want to max out your tank. You have 3 necessary skill, armor tanking, plates and repair. Shields only need concern themselves with 2 to be as effective, shield tanking and shield extenders. The other shield skills are useful only if you use the connected modules, which most don't.
Draco Cerberus wrote:The problems with the new plates are relatively small compared with the fact that rather than give us something that balances shield vs armor they just gave us another couple types of plating. Movement penalties are a natural attribute for armor but I still feel that the benefits from using the feroscale and reactive armors are small and the resistance plating/shielding that is used in EVE should be ported into Dust. This would allow us to just tweak our tanks however we want to be better at what we do. I think what you're talking about here is resistance tanking. I believe the CCP party line on this is that there's no way for the attacker to know if his attacks are missing or are mostly being resisted. They don't know how to effectively portray that information so we're at a standstill there. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
31
|
Posted - 2013.07.24 07:47:00 -
[619] - Quote
Make shield extenders enlarge hit box size but once shields go down they return back to original size.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1327
|
Posted - 2013.07.24 15:56:00 -
[620] - Quote
I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix.
Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around.
Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc.
Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate).
I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability.
Cheers, Cross |
|
BL4CKST4R
WarRavens League of Infamy
842
|
Posted - 2013.07.24 19:53:00 -
[621] - Quote
Cross Atu wrote:I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix. Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around. Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc. Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate). I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability. Cheers, Cross
The only problem with this is that the buff needs to be large enough were stacking that extra low with a armor module makes a significant difference but doesnt actually hinder playability. The best way to resolve this is by providing a bonus to armor efficacy not higher than 40%, and a small bonus to base armor not higher than 60, along with passive repair to all suits nothing above 5. So basically it fixes armor.modules for all suits, but st the ssme time extends the usagr of them for srmor duits keeping them ontop as buffers at any level, even eithout stacking modules. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1328
|
Posted - 2013.07.25 01:19:00 -
[622] - Quote
BL4CKST4R wrote:Cross Atu wrote:I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix. Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around. Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc. Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate). I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability. Cheers, Cross The only problem with this is that the buff needs to be large enough were stacking that extra low with a armor module makes a significant difference but doesnt actually hinder playability. The best way to resolve this is by providing a bonus to armor efficacy not higher than 40%, and a small bonus to base armor not higher than 60, along with passive repair to all suits nothing above 5. So basically it fixes armor.modules for all suits, but st the ssme time extends the usagr of them for srmor duits keeping them ontop as buffers at any level, even eithout stacking modules.
I think I like where you're going with this (I'm doing three things so may have overlooked an aspect lol) would you mind elaborating a bit or providing an example case (I'm not worried about use of 'actual' numbers per se, just an example to make sure I'm properly following you, though if you have specific numbers those would be great too ).
Cheers, Cross |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.25 05:01:00 -
[623] - Quote
xSir Campsalotx wrote:Make shield extenders enlarge hit box size but once shields go down they return back to original size.
I would say this solution would be fine but I propose another idea.
How about we don't punish either tank? |
BL4CKST4R
WarRavens League of Infamy
842
|
Posted - 2013.07.25 10:31:00 -
[624] - Quote
Cross Atu wrote:BL4CKST4R wrote:Cross Atu wrote:I'm still a major proponent of increasing the buffer provided by an armor tank as part of a fix. Having said that here are some ideas (many already mentioned in this thread) that I think would combine well with buffer to near a fix on basic plates. With the basic type of armor mod fixed we'd have a baseline to balance the others around. Changes to basic plates
- Increase total buffer HP offered
- Fix internal scaling so that the value of fitting the plates increased with meta level
- Normalize the movement penalty from plates and/or provide a 'honeycombing' skill to lessen impact
- Replace the speed penalty with a penalty to total stamina and/or stamina regeneration
- Move the speed penalty to a sprint penalty, thereby still limiting movement while not impacting basic functions
- Add a signature profile debuff
- Retouch CPU/PG fitting requirements to provide an even eHP per CPU/PG spent with shields. This must be eHP specific not HP because the innate regen of shields needs to be accounted for in mod balance.
Specific values have intentionally been omitted because many of these aspects interact heavily so their values will be interdependent. Giving suits with more armor stacked on them a higher presence on TacNet preserves some of the current play where armor tankers draw more fire thus relying on their buffer as opposed to the shield skirmish tactics. However drawing fire due to being seen more often creates less of a hard counter situation than the current stacked speed penalties which prevent taking cover, jumping over even small objects, correcting aim to engage a hostile etc. Other options listed with a * are alternatives for handling the speed penalty and not specifically intended to be stacked. All three options for #3 are also geared to be less Dev intensive regarding new code and tools (although this effort is based on my own guesswork so may not be accurate). I'd be very interested in thoughts on these ideas and other ways to deepen balance between the two tank types while maintaining clearly unique methods for each to accomplish their goal of enhancing survivability. Cheers, Cross The only problem with this is that the buff needs to be large enough were stacking that extra low with a armor module makes a significant difference but doesnt actually hinder playability. The best way to resolve this is by providing a bonus to armor efficacy not higher than 40%, and a small bonus to base armor not higher than 60, along with passive repair to all suits nothing above 5. So basically it fixes armor.modules for all suits, but st the ssme time extends the usagr of them for srmor duits keeping them ontop as buffers at any level, even eithout stacking modules. I think I like where you're going with this (I'm doing three things so may have overlooked an aspect lol) would you mind elaborating a bit or providing an example case (I'm not worried about use of 'actual' numbers per se, just an example to make sure I'm properly following you, though if you have specific numbers those would be great too ). Cheers, Cross
I wrote a post about it https://forums.dust514.com/default.aspx?g=posts&m=1086580#post1086580, that along with the changes you posted above would be really good for all suits, and even better for armor tanks. Armor tanking suits always nerd to have more HP than their shield counterparts, the fact our HP is the same means that damage to us needs to be the same but it is not, and it should not, but we should have a reason to actually have so much damage incoming. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1330
|
Posted - 2013.07.26 03:54:00 -
[625] - Quote
BL4CKST4R wrote:I wrote a post about it https://forums.dust514.com/default.aspx?g=posts&m=1086580#post1086580, that along with the changes you posted above would be really good for all suits, and even better for armor tanks. Armor tanking suits always nerd to have more HP than their shield counterparts, the fact our HP is the same means that damage to us needs to be the same but it is not, and it should not, but we should have a reason to actually have so much damage incoming. Thanks for the link, read and replied in thread.
I agree with you if we take some of the suggestions I compiled in my prior post as a way to attain internal mod balance for armor and then extended it via your suggestions from that thread we'd very likely be in the right ball park and only need to fine tune actual values past that point.
Cheers, Cross |
Text Grant
Planetary Response Organization
36
|
Posted - 2013.07.26 06:36:00 -
[626] - Quote
Are the devs just in denial about how much armor sucks or do they hate us? |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.07.26 07:00:00 -
[627] - Quote
Text Grant wrote:Are the devs just in denial about how much armor sucks or do they hate us?
The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds. |
Gorgoth24Reborn
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.07.26 07:08:00 -
[628] - Quote
+1 again
For the 1.2 update |
Text Grant
Planetary Response Organization
38
|
Posted - 2013.07.26 07:35:00 -
[629] - Quote
Gorgoth24Reborn wrote:Text Grant wrote:Are the devs just in denial about how much armor sucks or do they hate us? The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds. Or at all. It helped sheild tankers and commandos |
SponkSponkSponk
The Southern Legion
108
|
Posted - 2013.07.26 14:06:00 -
[630] - Quote
Wolfman mentioned that MKB will have uncapped turn rate in 1.3 (or was it 1.4?)
Being able to wear heavy plates without gimping your turn rate would be an interesting change. I know I try to minimise my armour penalty mostly for the turn rate rather than the speed. |
|
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.26 16:58:00 -
[631] - Quote
Text Grant wrote:Gorgoth24Reborn wrote:Text Grant wrote:Are the devs just in denial about how much armor sucks or do they hate us? The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds. Or at all. It helped sheild tankers and commandos 1.2 was pretty awful. We first saw the numbers in an E3 video. We knew they wouldn't work and created this thread to say so. That's right, this 32 page post is only a month old and was created to balance those new modules before they came out. As you can tell it was an abject failure.
Worst yet there are so many issues on CCP's plate that it's like we just got a drink by a busy bartender, it's wrong but we'll never get a chance to order again. |
Mobius Wyvern
BetaMax. CRONOS.
2705
|
Posted - 2013.07.26 21:20:00 -
[632] - Quote
TheGoebel wrote:Text Grant wrote:Gorgoth24Reborn wrote:Text Grant wrote:Are the devs just in denial about how much armor sucks or do they hate us? The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds. Or at all. It helped sheild tankers and commandos 1.2 was pretty awful. We first saw the numbers in an E3 video. We knew they wouldn't work and created this thread to say so. That's right, this 32 page post is only a month old and was created to balance those new modules before they came out. As you can tell it was an abject failure. Worst yet there are so many issues on CCP's plate that it's like we just got a drink by a busy bartender, it's wrong but we'll never get a chance to order again. After reading the CPM AMA transcript, I'm confident that we're going to see a change in the balance work coming out of CCP.
I will agree though, that having been given the numbers accidentally via the Market scroll in that trailer, and suggesting that they were non-optimal, we still ended up with them released the way we had feared.
Actually, there was even a Dev post in one of the threads on the topic "reminding people that all values are subject to change before deployment".
Welp. |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.28 04:07:00 -
[633] - Quote
Mobius Wyvern wrote:TheGoebel wrote:Text Grant wrote:Gorgoth24Reborn wrote: The problem is that overpowered gets balanced before underpowered. CCP is still balancing flaylocks, log suits, contact nades, murder taxis, etc. trying to knock all the overpowered stuff into line. It's only after this that I see them taking a serious look at underpowered things. This is besides the token advance in armor tanking given in 1.2 which, let's face it, didn't improve armor tanking by leaps and bounds.
Or at all. It helped sheild tankers and commandos 1.2 was pretty awful. We first saw the numbers in an E3 video. We knew they wouldn't work and created this thread to say so. That's right, this 32 page post is only a month old and was created to balance those new modules before they came out. As you can tell it was an abject failure. Worst yet there are so many issues on CCP's plate that it's like we just got a drink by a busy bartender, it's wrong but we'll never get a chance to order again. After reading the CPM AMA transcript, I'm confident that we're going to see a change in the balance work coming out of CCP. I will agree though, that having been given the numbers accidentally via the Market scroll in that trailer, and suggesting that they were non-optimal, we still ended up with them released the way we had feared. Actually, there was even a Dev post in one of the threads on the topic "reminding people that all values are subject to change before deployment". Welp.
Iron Wolf Saber wrote: Bonuses?
CCP Remnant has expressed he wanted to get the bonus system up to part in current design. While this would see like a short sight in design this is probably largely attributed to 'deadline design.' But with the new bonus system things can get far more interesting on the current suits in buffing or niching every class into its own corner much better giving even the base suits a reason for their use that would make those familiar with eve instantly recognizable in the Tech 1 to Tech 2 progression strengths and weaknesses of every role. So interesting bonuses such as Amarr and Gallente relationship with armor tanking with one focusing on hp the later on speed.
So this'll help. Couldn't tell when this is going to happen. I've been on a rage-cation for a bit here, I guess I'll stay put.
|
Alena Ventrallis
Osmon Surveillance Caldari State
28
|
Posted - 2013.07.29 08:23:00 -
[634] - Quote
Bump |
D legendary hero
THE WARRIORS OF LEGEND
466
|
Posted - 2013.07.29 20:38:00 -
[635] - Quote
still no dev response... |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.30 00:53:00 -
[636] - Quote
D legendary hero wrote:still no dev response... I too would enjoy some news on this subject. They've put out twice as many dev blogs this year then the last two years combined so I know they are communicating finally but why the silence on this? |
Alena Ventrallis
Osmon Surveillance Caldari State
30
|
Posted - 2013.07.30 18:29:00 -
[637] - Quote
Bump again. |
Cat Merc
BetaMax.
3651
|
Posted - 2013.07.31 13:24:00 -
[638] - Quote
meow |
TheGoebel
Kite Co. Couriers
93
|
Posted - 2013.07.31 13:30:00 -
[639] - Quote
I'm beginning to wonder/worry that the flaylock nerf is all the armor balance we're going to get. Maybe CCP thinks their new modules are fine if not for that dastardly flaylock. |
Alena Ventrallis
Osmon Surveillance Caldari State
32
|
Posted - 2013.08.01 02:07:00 -
[640] - Quote
Bump, because I want to mae sure CCP doesn't forget this thread.
|
|
Arkena Wyrnspire
Turalyon Plus
2179
|
Posted - 2013.08.01 07:03:00 -
[641] - Quote
I'm back. Still no dev response though. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
958
|
Posted - 2013.08.01 07:16:00 -
[642] - Quote
Arkena Wyrnspire wrote:I'm back. Still no dev response though. Their constant lack of attention to this thread is incredibly worrying.... |
Arkena Wyrnspire
Turalyon Plus
2179
|
Posted - 2013.08.01 07:19:00 -
[643] - Quote
True Adamance wrote:Arkena Wyrnspire wrote:I'm back. Still no dev response though. Their constant lack of attention to this thread is incredibly worrying.... I hear that they're taking note, though there's no evidence of it. I believe Cat Merc also managed to talk to CCP Wolfman on IRC:
[31/07/2013 22:13:05] A kitten: News from the front: Spoke with Wolfman on IRC [31/07/2013 22:13:09] A kitten: He's working on balancing armor [31/07/2013 22:13:21] A kitten: Infact he already had new plate numbers in the testing |
Jathniel
G I A N T EoN.
733
|
Posted - 2013.08.01 09:08:00 -
[644] - Quote
Another bump. A quick blue tag from Wolfman would be nice, whenever he gets the chance. |
Musta Tornius
Cannonfodder PMC
541
|
Posted - 2013.08.01 09:44:00 -
[645] - Quote
Confirming that CCP Wolfman spoke to the kitty. Unfortunately he wouldn't give us any armour numbers quite yet as they were still debating with CCP Remnant about specifics. So we still have to wait a while but at least it's being worked on which is great! |
Arkena Wyrnspire
Turalyon Plus
2180
|
Posted - 2013.08.01 10:32:00 -
[646] - Quote
Musta Tornius wrote:Confirming that CCP Wolfman spoke to the kitty. Unfortunately he wouldn't give us any armour numbers quite yet as they were still debating with CCP Remnant about specifics. So we still have to wait a while but at least it's being worked on which is great! Thanks for additional confirmation. This is good news! |
BL4CKST4R
warravens League of Infamy
873
|
Posted - 2013.08.01 23:57:00 -
[647] - Quote
Bump |
Text Grant
Planetary Response Organization Test Friends Please Ignore
59
|
Posted - 2013.08.02 09:50:00 -
[648] - Quote
Bump |
BL4CKST4R
warravens League of Infamy
876
|
Posted - 2013.08.02 09:58:00 -
[649] - Quote
Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. |
Cat Merc
BetaMax.
3743
|
Posted - 2013.08.02 17:09:00 -
[650] - Quote
BL4CKST4R wrote:Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. The tutorial should tell them: "Oh, you're Gallente? Go Caldari or be ready to be punished!". |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1381
|
Posted - 2013.08.03 00:45:00 -
[651] - Quote
BL4CKST4R wrote:Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. It might also effect the level of saturation within the meta of explosive damage. If the easy, and most frequent, kills are to be had against armor then a trend towards use of weapons which punish armor would make sense. Why kill one shield tanker when you can take out 3 armor tankers instead? (hence the vital need for diverse tanking methods which maintain parity, because without it the whole context of the game could slowly become distorted). |
BL4CKST4R
warravens League of Infamy
882
|
Posted - 2013.08.03 01:22:00 -
[652] - Quote
Cross Atu wrote:BL4CKST4R wrote:Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. It might also effect the level of saturation within the meta of explosive damage. If the easy, and most frequent, kills are to be had against armor then a trend towards use of weapons which punish armor would make sense. Why kill one shield tanker when you can take out 3 armor tankers instead? (hence the vital need for diverse tanking methods which maintain parity, because without it the whole context of the game could slowly become distorted).
It might even go as far as to where new players are told specifically not to level up Gallente and Amarr suits by other, experienced, players leading to a greater division between armor and shield tanking by player count alone. And then of course comes the part where the player base becomes comfortable with the majority being shield tankers that when armor tanking becomes useful players will cry OP and thus we will be nerfed So the sooner the fixes come the better.
EDIT: I feel I am threading close to the tinfoil debacle. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1382
|
Posted - 2013.08.03 06:52:00 -
[653] - Quote
BL4CKST4R wrote:Cross Atu wrote:BL4CKST4R wrote:Was playing academy yesterday and I noticed most new players are Gallente. I really hope they fix the suits soon because that might be part of the bad NPE. It might also effect the level of saturation within the meta of explosive damage. If the easy, and most frequent, kills are to be had against armor then a trend towards use of weapons which punish armor would make sense. Why kill one shield tanker when you can take out 3 armor tankers instead? (hence the vital need for diverse tanking methods which maintain parity, because without it the whole context of the game could slowly become distorted). It might even go as far as to where new players are told specifically not to level up Gallente and Amarr suits by other, experienced, players leading to a greater division between armor and shield tanking by player count alone. And then of course comes the part where the player base becomes comfortable with the majority being shield tankers that when armor tanking becomes useful players will cry OP and thus we will be nerfed So the sooner the fixes come the better. EDIT: I feel I am threading close to the tinfoil debacle. lol
It wouldn't be the first time something like that has happened in an MMO. However having seen how CCP copes with balance in the long term I have more confidence in the outcome for Dust.
|
Arkena Wyrnspire
Turalyon Plus
2270
|
Posted - 2013.08.03 07:37:00 -
[654] - Quote
I wish the explosive damage was 120%/80% rather than 135%/70% - I keep getting instagibbed by grenade spam or mass drivers today.
EDIT: I know that's meant to be coming but I'm pretty sure it's not here yet. |
Text Grant
Planetary Response Organization Test Friends Please Ignore
60
|
Posted - 2013.08.03 22:07:00 -
[655] - Quote
Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? |
Arkena Wyrnspire
Turalyon Plus
2295
|
Posted - 2013.08.03 22:09:00 -
[656] - Quote
Text Grant wrote:Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? They do seem to be very common right now. I'm reserving judgement on them until explosive damage is tweaked so they don't instagib me. |
kellyn whiteheart
ZionTCD
55
|
Posted - 2013.08.03 22:31:00 -
[657] - Quote
i think the simplest stop gap at minimum should be just increasing the armor of all plates. ferroscale and reactive. that would help by giving more buffer then shields. making it so they can go toe to toe longer. just my opinion. after that a high slot armor mod would be nice. a damage reducer almost like what vehicles have would be nice. i think it was mentioned earlier |
BL4CKST4R
WarRavens League of Infamy
894
|
Posted - 2013.08.03 23:02:00 -
[658] - Quote
Arkena Wyrnspire wrote:Text Grant wrote:Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? They do seem to be very common right now. I'm reserving judgement on them until explosive damage is tweaked so they don't instagib me.
Is there confirmation of explosive tweaking? |
Arkena Wyrnspire
Turalyon Plus
2295
|
Posted - 2013.08.03 23:04:00 -
[659] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:Text Grant wrote:Mass drivers are the new FOTM. Ever noticed how this has 30+ pages and no blue posts? They do seem to be very common right now. I'm reserving judgement on them until explosive damage is tweaked so they don't instagib me. Is there confirmation of explosive tweaking?
Yes. There was a devblog saying that it would be 120% vs armour and 80% vs shields in the future instead of 135% vs armour and 70% vs shields. |
Text Grant
Planetary Response Organization Test Friends Please Ignore
64
|
Posted - 2013.08.04 18:43:00 -
[660] - Quote
Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. |
|
XV1
Ninth Legion Freelance Top Men.
51
|
Posted - 2013.08.04 19:01:00 -
[661] - Quote
Explosive damage should be reduced a bit overall to make it a bit more fair to armor users who die incredibly fast against MD/FL/Grenades. Anti-shield stuff is hard to kill their armor in the end after their shields go down. |
TheGoebel
Kite Co. Couriers
94
|
Posted - 2013.08.05 12:31:00 -
[662] - Quote
Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank.
Honestly, more modules is not the answer. Balanced ones are. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:37:00 -
[663] - Quote
TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are.
I can't +1 this enough. |
BL4CKST4R
WarRavens League of Infamy
923
|
Posted - 2013.08.05 12:40:00 -
[664] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough.
I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 12:59:00 -
[665] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough. I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs.
Honestly, a straight buff would still help. There are imbalances between the suit types but note that we can shield tank as well. That's always worth noting whenever using dual tanking as a point in any debate between shields and armour. |
BL4CKST4R
WarRavens League of Infamy
924
|
Posted - 2013.08.05 13:14:00 -
[666] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote:Arkena Wyrnspire wrote:TheGoebel wrote:Text Grant wrote:Explosive dampening isn't enough. A resistance to damage added to the plates or put in a high slot would be happily accepted. Yes, sign me up for using all my low slots and some of my mid slots for my tank. Honestly, more modules is not the answer. Balanced ones are. I can't +1 this enough. I want to see how CCP is fixing armor tanking, I have a feeling they are just buffing modules but forgetting that Shield suits can equip those same modules, and both shield and armor suits have the same module distribution due to us losing a slot for repairs. Honestly, a straight buff would still help. There are imbalances between the suit types but note that we can shield tank as well. That's always worth noting whenever using dual tanking as a point in any debate between shields and armour.
Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot. |
Arkena Wyrnspire
Turalyon 514
2355
|
Posted - 2013.08.05 13:16:00 -
[667] - Quote
BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. |
BL4CKST4R
WarRavens League of Infamy
924
|
Posted - 2013.08.05 13:24:00 -
[668] - Quote
Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation.
Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields.
Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1397
|
Posted - 2013.08.05 15:21:00 -
[669] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields. Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking. This seems pretty solid to me as an assessment.
I am still concerned about the levels of buffer vs active armor rep (native to the suit and or baseline) because if armor reps as well (or honestly even half as well) as shields do now then it removes a large portion of the tactical value of equipment and thus most support logi, from the battlefield.
Now having read some of your other numbers BL4CKST4R I think they're likely in the right ballpark on all of this but I wanted to make sure for those reading at home that this note was kept in mind. More active rep (especially native) = less tactical and WP value for equipment, and thus Logi.
Also worth noting, even with the weapon efficiency fix that we've heard is coming, and even if the slot layout were addressed and fittings cost per point of HP gain were normalized, Shields > Armor will remain the standard until the armor values are changed because of the speed penalty. Since shields have no debuff on them, armor must provide better eHP (not just HP) to remain balanced. And that assessment must first be made at the pure module level (i.e. before we bring skills into it).
At present shields rep for free (you don't have to fit a mod for it), they have no debuff, they have (on average) better internal scaling... to counterbalance this armor has moderately higher raw HP values, if armor is going to be viable based primarily on buffer (and I'm actually a buffer advocate so bear that in mind as I say this) it's going to need an almost silly buff to raw HP to actually counterbalanced that list of shield advantages.
This leads me to think that while I do believe buffer should be the main source of armor tank eHP it likely can't very viably be the only source. Which would require better native reps, a reduced debuff and/or an equal debuff for shields, an address to the slot disparities, consistent internal scaling that offers proto mods which are clearly more valuable than their lower meta counterparts (just like shields has already), and then the buffer increase.
I actually would not want to see shields nerfed, I think they're at a good point where they are but armor lags behind them and that needs to be fixed. Once that's fixed we can address the racial skills/other skill buffs to make sure they're in line for both types of tanking.
Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:35:00 -
[670] - Quote
Check out my post about tracking w/ armor tanking.
IMO, the reason why the speed penalty to armor matters is because the framerate/hitdetection/stability issues means close range fighting is preferred.
If those things generally get better, and aim-assist makes shooting/tracking at longer ranges a much more doable thing, we will see armor tanking be the preferred tank at longer ranges.
Having armor tankers taking shots at 50m back with +25% damage from damage mods adn 100% effectiveness of weapons range and a bonus to shield while the shield tankers with their ARs are doing about 75% damage with poor dispersion, should be where the meta goes. Logis can sit there and dual-stream rep their team at 70m from the fight will be pretty powerful, too.
I just think the community has learned DUST as a 'CQC' game. This HAS to be unlearned, otherwise, armor will be 'rebalanced', and THEN we will learn that mid/long range engagement is doable, then they will be nerfed again. This is probably mostly a function of all of the starter suits being close range suits. From the beginning you SEE the value of shields, and damage mods, and range fighting isn't the intuitive answer to countering this. You don't even 'SEE' that you died because of damage mods necessarily either.
I'm really also thinking that armor vs. shield suit is about slot use as well. With this active scanner/TACNET change, the gallente/amarr suits will be able to fit dampening mods, much easier than caldari/minmatar suits. I think the Gallente meta should be more along the lines of focusing on "SUPRISE CQC! Plasma to the face!" rather than buffer tanking. |
|
Arkena Wyrnspire
Turalyon 514
2357
|
Posted - 2013.08.05 15:41:00 -
[671] - Quote
The problem with your post is that it isn't the ability to outtrack turning ability - armour still makes it easier to aim at a target. It's easier to hit a slow moving target than it is to hit a fast moving target, even if you can turn fast enough to somewhat hit the fast one. |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:43:00 -
[672] - Quote
Cross Atu wrote:Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross
I want to just tease out that point you made there Cross about armor and how the points that logis can get from armor tanks, in a way, shouldn't be disregarded as a side-benefit of an armor meta. Theoretically, armor tanking teams SHOULD be able to get orbitals faster, and in a way are REWARDED for taking extra damage, and even dieing in battle, if they can revive their teammates into survivable situations. Suits with more than 2x the armor HP as shield HP are better oriented to make use of injectors anyway.
Also, I'm spamming this in a lot of places, I REALLY think 'range' is an underestimated form of 'resistances' right now. Somebody with a weapon that allows them to both stack damage mods for ~20% extra effectiveness, while also taking -25% to -50% damage at >50m from AR can make the speed penalty from armor, and the slower armor regen not as much of an issue. |
Beren Hurin
The Vanguardians
951
|
Posted - 2013.08.05 15:57:00 -
[673] - Quote
Arkena Wyrnspire wrote:The problem with your post is that it isn't the ability to outtrack turning ability - armour still makes it easier to aim at a target. It's easier to hit a slow moving target than it is to hit a fast moving target, even if you can turn fast enough to somewhat hit the fast one.
Did you read it? The point is that when you are aiming at a 10m/s shield scout or a heavy at 50m, its like the same difference as if you were aiming at something moving like .5 m/s or .51 m/s up close to you? Instead of distracting this thread, please direct a reply on that thread there though.
My main point was that, I'm not sure I'd want armor tanking to have too much balance to speed reduction, because the logical counter-nerf would HAVE to be some nerf to the damage mods. If armor tankers could have equal or better buffers to shield tanks, AND have regen that wouldn't require eHP sacrifice, AND not have the speed penalty that they do, I do not see how that would be balanced while they could equip damage mods at the same time.
If there is any module I would add for armor tankers it would be an:
Ancillary Repair Booster - A highslot module that compounds the effectiveness of armor repairer modules, but has an endurance recharge penalty. STD/ADV/PRO - +25%/+35%/+45% armor repair module repair rate (or just flat repair rate).
10%/15%/25% endurence regen drawback.
If you want better regen, you essentially then have to sacrifice shield eHP, or damage mods. This would let you magnify the equipping of fewer repairers, while increasing armor tank. Then, if they did reduce speed penalty in some way through skills, or on the raw mods, this would kind of cause 100% armor tankers to have more of an endurance penalty, rather than a raw speed penalty. |
zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 15:58:00 -
[674] - Quote
BL4CKST4R wrote:Arkena Wyrnspire wrote:BL4CKST4R wrote: Yes but a dual tanked Gallente suit is < a dual tanked Caldari suit. Even if the modules were buffed this difference would still remain, the only way to make this at least close to equal would be by adding a degree of passive armor repair thereby freeing up 1 low slot.
Why? I don't disagree, but I want to hear your explanation. Well it depends on the mindset of both players but, lets say a Caldari suits equip 3 slots with armor modules, then we have a Gallente suit and equips 3 armor modules this leaves him with the decision of sacrificing his only form of repair to his main tank for a bit of HP or sacrificing that HP for a small repair if he goes with the repairer, his overall repairing and HP is actually lower than the Caldari suit, while if he goes with armor his HP is only a tiny bit higher than the Caldari. If we had passive armor repair and some buffs to modules, then armor repairers would be a choice not a requirement just like regulators are to shields. Although I personally think that buffing armor via racial bonuses would be the best option since it gives armor the choice of always being higher in HP, and makes it more significant to us and at the same time it gives us the ability to sacrifice it for repairers and active tank, or to build on it for buffer tanking.
The problem here is that they have no test server. DUST needs one even more than EVE as FPS behavior is harder to predict. There are so many variables. I guess they must have some in house testing but that's not enough.
Anyways....
Caldari Assault's shield extender bonus should be increased to 3% and shield recharge to 6.5%
Gallente Assault should be 2 High/ 5 Low with 2 new bonuses and 2hp/sec passive rep: +1.6 hp/sec armor repair per level -5% fitting cost of armor plating (all plates)
Minmatar Assault should have 20 hp/sec shield recharge and 1 new bonus instead of shield recharge: -6% shield recharge delay per level
Amarr Assault should be 2 High/ 4 Low with 1hp/sec passive rep and one new bonus instead of shield recharge: +2% efficacy of armor modules per level
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zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 16:13:00 -
[675] - Quote
Armor Modules:
All plating's hp should be increased by 50% Movement penalties should scale like this: 4% - 7% - 9% The stacking bonus reducing movement penalty for each additional plate should be kept.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1398
|
Posted - 2013.08.05 16:13:00 -
[676] - Quote
Beren Hurin wrote:Cross Atu wrote:Until both the skill buffs and the "naked" mods are balanced for both sides of tanking there won't be actual balance between the two types.
0.02 ISK Cross I want to just tease out that point you made there Cross about armor and how the points that logis can get from armor tanks, in a way, shouldn't be disregarded as a side-benefit of an armor meta. Theoretically, armor tanking teams SHOULD be able to get orbitals faster, and in a way are REWARDED for taking extra damage, and even dieing in battle, if they can revive their teammates into survivable situations. Suits with more than 2x the armor HP as shield HP are better oriented to make use of injectors anyway. Also, I'm spamming this in a lot of places, I REALLY think 'range' is an underestimated form of 'resistances' right now. Somebody with a weapon that allows them to both stack damage mods for ~20% extra effectiveness, while also taking -25% to -50% damage at >50m from AR can make the speed penalty from armor, and the slower armor regen not as much of an issue.
I've underlined a few key points in what you've said above. So looking at the underlined portion; being able to earn WP from downed clones/reps is, as you say based on survivable situations, which mostly means based on having won that specific fight. That requires armor to hold its own against shields in the first place before those potential WP come into play. If armor were balanced with shields, then this would be an effect and a balanced one as well. At that point you'd have 1)Shield tankers which are more self reliant filling fire team and flanking roles while 2) Armor tankers who have to stay interdependent to function properly earn some WP based on their teamwork.
Currently what is happening is that many weapons (I'm looking at you explosives) OHK armor tanked clones into an un-revivable state, thus bypassing the potential to earn WP from either reps or revives. Further the potential fro WP from reps is about 150 WP (or three kills) before it gets capped by 'cool down'. A cap which is not indicated anywhere within the UI while playing a match. Revives also seem to have a cool down cap but that at least is bound to a specific Merc (though once reviving that Merc is 'capped' no one reviving him earns anything even if they haven't revived him previously at all). So while I agree that armor tanking (if buffed into a functional state) would be suited to entrenched tactics, and would be rewarded for using those tactics (via WP for reps/revives) it is not currently there and will require some improvements to both the armor tanking mods and the equipment WP systems before that's really solid.
Re: Range, honestly I tend to agree with you, however I think that speed is even more undervalued and sniper positions aside Speed > Range when it comes to battlefield effects. Just as the Proto LR users from Chrome who I killed using my scout suit.
The other thing to consider with range is that not all armor tankers have it, the HMG is attached to the Heavy, the Heavy suit armor tanks (most often) and the HMG is not a long range weapon. A Heavy with a LR is usually less effective than a faster frame with the same weapon and that can be extended to the AR and Scram as well (if perhaps to a lessor extent). For the Heavy to gain ranged advantage they essentially need to FG snipe after being placed by a DS.
It's also bad balance to create a fitting which requires another mod before it can be balanced. Armor plates should be balanced internally before we look at armor reppers. Armor tanking should be balanced with shields before we stack on damage mods. If the value of armor tanking is the use of a completely different non-tank mod then clearly armor is not currently balanced. When was the last time someone stated or implied that the value of shield tanking was the ability to fit upgrade mods, sensor mods, speed mods, etc? Shield tanks are useful in their own right, and then they gain the advantages of that more diverse/flexible slot layout. Again, range is great and I agree with you it's value is often understated, but speed is consistently more understated and range (as well as damage mods) are not directly part of tanking. Further if a major value of the "slow-moving-can't-out-run-anyone" armor tanking line is range then we have a serious problem because the armor tankers have no way to maintain that range against the faster moving shield tankers.
0.02 ISK Cross
PS ~ @thread, any word on CCP changing the Move speed = Aiming speed thing?
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1398
|
Posted - 2013.08.05 16:28:00 -
[677] - Quote
Beren Hurin wrote: the logical counter-nerf would HAVE to be some nerf to the damage mods. I realize this is not your main point, and I actually agree that stripping away the negs on armor too much likely is not the best option for finding balance here. So that being said I'd like to address the quoted text.
I think that this would be a good thing. Nerf damage mods, give Assault suits some role buff to enhance the effects of damage mods (so they still have the same ballpark of performance from them), give armor much better eHP mostly via buffer (but also the other things esp native reps) and let things develop.
QCQ Scouts generally do not need damage mods to get 1-2 hit kills.
Snipers would have a choice
- Scouts for stealth and speed
- Heavies for HP
- Assaults for high Alpha damage
- Logi for supplies
So snipers will be fine.
Assaults get a buff to their role as skirmishers/hit and run gankers. They'll be great slayers but won't be able to "stand in the fight" much. (This will also give Assaults some reason to seriously consider armor tanking despite the possible speed implications)
Logi are able to build up meaningful eHP totals but even with stacked damage mods won't reach the dps output of a similarly built Assault suit.
Heavy will lose a little bit of dps (but Heavies can't stack damage mods the way Med Frames can anyway so this will impact them less) and will get a meaningful boost to their overall eHP. They'll still be deadly in their optimal ranges and won't be as vulnerable to sudden death via one nade toss or a 'falank-n'gank' (unless it's an assault flanker).
0.02 ISK Cross |
zzZaXxx
The Exemplars Top Men.
156
|
Posted - 2013.08.05 16:29:00 -
[678] - Quote
New high slot armor module:
Auxiliary Armor Repairer:
When HP dips below 60% each module reps 10 hp for 10 seconds and then begins a 10 second cooldown.
Otherwise functions as a normal armor repairer repping at 4 hp/s.
48 CPU / 10 PG at Complex
Scales 5 - 7 - 10
(2 - 3 - 4 for normal function)
EDIT: Added normal rep function |
Text Grant
Planetary Response Organization Test Friends Please Ignore
75
|
Posted - 2013.08.07 12:10:00 -
[679] - Quote
Bump |
Beren Hurin
The Vanguardians
998
|
Posted - 2013.08.07 12:26:00 -
[680] - Quote
Alright, another module idea then...
IF a problem with armor tanking is its ability to be annihilated by explosives so as to completely nullify their teamwork aspect.
What if: you added a highslot Damage Control module.
It could increase the clone survivability rate after being killed. Basically it would increase that extra HP that is hit after all armor is depleted. Or it could give clones a few extra seconds after dieing.
I am understanding and agreeing more though, that WHILE the key to armor tanking is teamwork, explosives are in very direct oposition to that teamwork. I am still undetermined whether the problem is that people haven't learned to adapt out of the solo focus yet or if mechanics make it that much more difficult.
For example, remote repair tools have the ability to repair outside of anything's splash range. So if an armor tanking team were to attack an objective, they could all fight withing eachother's optimals while exposing each other only to isolated explosives damage.
Also, being able to identify and stay up to date on targets easier, would let your team know, "Hey this area is covered by explosves we can't go there until we can suprise them" would help. They have talked as if this is a direction they may take EWAR, where you can scan an area and see the suit/weapons of the chevrons.
|
|
BL4CKST4R
WarRavens League of Infamy
957
|
Posted - 2013.08.07 12:30:00 -
[681] - Quote
Beren Hurin wrote:Alright, another module idea then...
IF a problem with armor tanking is its ability to be annihilated by explosives so as to completely nullify their teamwork aspect.
What if: you added a highslot Damage Control module.
It could increase the clone survivability rate after being killed. Basically it would increase that extra HP that is hit after all armor is depleted. Or it could give clones a few extra seconds after dieing.
I am understanding and agreeing more though, that WHILE the key to armor tanking is teamwork, explosives are in very direct oposition to that teamwork. I am still undetermined whether the problem is that people haven't learned to adapt out of the solo focus yet or if mechanics make it that much more difficult.
For example, remote repair tools have the ability to repair outside of anything's splash range. So if an armor tanking team were to attack an objective, they could all fight withing eachother's optimals while exposing each other only to isolated explosives damage.
Also, being able to identify and stay up to date on targets easier, would let your team know, "Hey this area is covered by explosves we can't go there until we can suprise them" would help. They have talked as if this is a direction they may take EWAR, where you can scan an area and see the suit/weapons of the chevrons.
Throwing more modules to fix armor is not the best idea, that just makes good armor tanking an SP sink. |
Beren Hurin
The Vanguardians
998
|
Posted - 2013.08.07 12:39:00 -
[682] - Quote
Cross Atu wrote: ... 1) The other thing to consider with range is that not all armor tankers have it, the HMG is attached to the Heavy, the Heavy suit armor tanks (most often) and the HMG is not a long range weapon. A Heavy with a LR is usually less effective than a faster frame with the same weapon and that can be extended to the AR and Scram as well (if perhaps to a lessor extent). For the Heavy to gain ranged advantage they essentially need to FG snipe after being placed by a DS...
2) ...Further if a major value of the "slow-moving-can't-out-run-anyone" armor tanking line is range then we have a serious problem because the armor tankers have no way to maintain that range against the faster moving shield tankers.
Part 1: I agree here. But, I think the Amarr Heavy paired with the minmatar heavy weapon was about the worst combination they could have started with. I don't think it is too hard to imagine a Minmatar heavy with a balanced slot layout and at least 10% faster base speed compared to the Amarry Heavy. Its also not hard to imagine that the Amarr heavy weapon should have significantly more range. For this reason, I don't think we will get a proper idea of each races tanking meta + weapon combinations until all of the racial heavies come out. The new problem for a lot of gunplay will become "How do I chew through all of this Heavy HP".
Part 2: Well this was the point of my "scrambler shuffle" post.
If I'm at 85m away from you and you have to get within 55m of me. You can sprint straight at me or off to the side a little bit with minimal transversal. Or you can zig-zag toward me trying to strafe my guns. In the former you can close distance faster than I can backstep, but for the 6-7 seconds you are still not in your optimal you should be a VERY easy target for my charged shots to hit. In the latter, if you are closing range by strafing, you are drastically reducing your forward speed letting me keep my range.
Also I've tried to compile a lot of my ArmorBro stuff here. |
TheGoebel
Kite Co. Couriers
96
|
Posted - 2013.08.07 18:08:00 -
[683] - Quote
Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.
Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1421
|
Posted - 2013.08.07 18:36:00 -
[684] - Quote
TheGoebel wrote:Please, please, please stop coming up with new module ideas. I'm not saying the ideas aren't creative, because they are, or have no use, because they could, but they sideline examining the actual problem. The problem is that those who spec into shields have a competitive advantage over those who choose armor. Until that ceases to be true adding new wrinkles with modules will only complicate the issue. For example. It was put forward that the ferro and reactive plates would solve the armor tanking issue in uprising 1.2. They did not. The issue is a core issue and cannot be solved without looking at the the most basic components. Until repair rates, penalties and other armor issues are fixed there can be no magic-bullet-module that can help. It's like fixing a motorcycle engine by adding a sidecar.Tracking is a great idea to bring down from eve and if the modules found their way to high slots it would be even better. Though it seems many of the examples provided all seem to put two opponents at certain ranges from each other with little cover in between which is not how I've found Dust to play like. Very rarely do I get into a distances match, most of the time there's darting into cover. Cover, a shield tankers best friend. I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross |
Beren Hurin
The Vanguardians
1019
|
Posted - 2013.08.07 19:27:00 -
[685] - Quote
So they are working on scanning changes right now...and I'm working on a scanning 101 post atm, but I'm thinking...
It makes me wonder if this might be their attempt at fixing shield/armor issues. If they make it much harder to see enemies as a team...THEN they made having SQUAD supporters from scanner/logis more important....THEN they made shield tankers have bigger profiles (caldari assault with 3 complex shields LOOKs like a heavy) that would REALLY change engagements.
You'd be walking around with your armor squad...scanning every 8-9 seconds or so. In that time your squad could move about 50 m.
You'd have a 100m-200m advantage on anything you can see, unless they are in vehicles, or unless they have dampeners, or are similarly armored.
As things stand right now...
Any medium suit has to sacrifice a valuable lowslot (speed/PG/CPU/armor regen) in order to hide from an STD scanner (or have dampening 'V' trained). Even then, to hide from a regular ADV scanner (or the AUR STD one), they would need dampening V and a PRO dampener, OR dampening IV and 2 dampening mods. These slots are a lot more valuable on a shield oriented suits as they have very few lowslots to spare and low base armor amounts.
However, as far as balancing via a profile penalty on shield mods...this would also harm armor tankers, as you'd probably equip at least one or more shield mod, increasing your own profile. So if you do anything, rather than putting a penalty on shield modules, modify base suits' dB.
I think Gallente medium suits should start at 45 dB, Amarr 46 dB, Caldari 52, and Minmatar would stay 50. Light and heavy suits would be modified by the same proportions.
I really think this scanning change is going to have a very different 'feel' to battle.
So lets say that armor tankers start going around also equipping w/o dampeners in their lowslots with the buff/nerfs I'm suggesting...
Gallente and Amarr medium suits would be able to avoid detection from other non-skilled medium profile suits... At dampening V Gallente and Medium suits could avoid the STD scanners.
@ dampening V + basic dampener they both can avoid ADV (36 dB) scanners. @ dampening V + PRO and ADV dampener they can avoid all PRO (28 dB) scanners but the Duvolle Focused (15 dB) @ dampening V + 4x PRO dampeners they can avoid all scanners.
This would also advantage armor scouts much earlier in thier tier/skill progression by making gallente/amarr scouts able to avoid ADV scanners (36dB) with just dampening lvl 1 and a STD dampener. They could hide from all PRO 28 dB scanners with a PRO dampener. They would need 3x PRO dampeners then to hide from everything. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.07 20:58:00 -
[686] - Quote
Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far.
It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1421
|
Posted - 2013.08.08 05:13:00 -
[687] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive? |
SponkSponkSponk
The Southern Legion
165
|
Posted - 2013.08.08 06:16:00 -
[688] - Quote
high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:22:00 -
[689] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote: I do think adding an armor tank related mod to a high power slot position would help the situation. Not be a complete fix on its own of course, that requires internal scaling of mod types et al but having some armor tank options in the highs would help. However that doesn't require a new mod, in fact I've long supported the idea of putting the Reactive plates into a high powered slot.
In any case you observation is a good one.
Cheers, Cross
Adding full-fledged tank mods to the high slots worries me, generally. They're not hugely powerful as such in this instance, but comparatively I'd say they're more powerful than shield regulators and combining that with a buff to other armour tanking capabilities tends to make me worry about buffs going too far. It's tricky balancing a full on tank mod like a reactive plate in what is, effectively, a utility slot. How would you assess the comparative balance risk of moving the ferro as opposed to the reactive?
I'd be even more hesitant. The ferroscale (when it gets buffed, hopefully) is likely going to be the go-to plate for armour tanking scouts. If you put it in the high slot, then the armour tanking scouts become pretty awful.
I think the main reason I'd agree with moving reactive plates to highslots is because it would give them more of a role - otherwise, normal plate/rep comboes are always going to step on its toes. |
Arkena Wyrnspire
Turalyon 514
2400
|
Posted - 2013.08.08 07:23:00 -
[690] - Quote
SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective.
I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. |
|
Catina Mercia
Commando Perkone Caldari State
26
|
Posted - 2013.08.09 17:15:00 -
[691] - Quote
meow |
Text Grant
Planetary Response Organization Test Friends Please Ignore
81
|
Posted - 2013.08.10 04:25:00 -
[692] - Quote
bump |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1820
|
Posted - 2013.08.10 05:28:00 -
[693] - Quote
Totally agree. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 15:05:00 -
[694] - Quote
Arkena Wyrnspire wrote:SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. I'm starting to lean towards this as well, I still have concerns about role overlap/contention between the reactive plates and the standard plate + rep combo but that may need a fix of its own.
Cheers, Cross |
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
34
|
Posted - 2013.08.10 15:22:00 -
[695] - Quote
What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1430
|
Posted - 2013.08.10 15:43:00 -
[696] - Quote
Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk.
To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods).
0.02 ISK Cross |
gargantuise aaron
Sanguine Knights
15
|
Posted - 2013.08.10 15:45:00 -
[697] - Quote
As a shielder I spport this, bad regen and speed is why I wont use armor modules I may use a a repairer just so I can repair armor when someone broke through sheilds |
BL4CKST4R
WarRavens League of Infamy
1020
|
Posted - 2013.08.10 16:31:00 -
[698] - Quote
Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross
I think new players get destroyed because this game focuses on strafe shooting while most modern FPS have done away with this mechanic, strafe shooters are actually pretty old school by now. I personally think this game should nerf strafing so its more inline with todays FPS games and its easier for new players to get into it, time after time do i see new players stand there shooting at me while I am going matrix on them. Also I think dropsuits slot layout should be homogenized to allow for more customization at lower levels, the only difference between suits in the same class and race would be CPU/PG, this would increase the life of newbies and keep proto suits exactly the same. |
TheGoebel
Kite Co. Couriers
99
|
Posted - 2013.08.11 20:19:00 -
[699] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:SponkSponkSponk wrote:high-slot Armor modules have to be force multipliers rather than pure +ehp, IMO (otherwise just put on complex shield extenders since they regen by themselves anyway).
So, something like 10% armor damage reduction is useless on a Caldari suit, but if you can scrape up 500 armor hp (262.5 from a GK.0 + 253 from two complex plates) then you've added 73EHP as well as made your armor repairers 10% more effective. I completely agree with this. That would be the best way. Perhaps if reactive plates were rejigged as resistance modules then they'd have their own part to play. I'm starting to lean towards this as well, I still have concerns about role overlap/contention between the reactive plates and the standard plate + rep combo but that may need a fix of its own. Cheers, Cross
I'm sorry I don't post more often but you'll understand why in a second. When I first read about a resistance high slot module I thought it was dumb. Basically its just another reaction to low armor EHP. If that gets fixed then it becomes a non issue right?
As I continued to roll the idea around the old brain-case it became a brilliant. So if the divide between shields and armor is regen versus buffer then a resistance mod in an off slot is perfect for communicating that . When you would look at the available modules for shield you see one that increases hp and three that increases regen. When you look at armor mods you would see 2 that increase hp and 2 that increase regen. We add a high slot module that increases hp then I think those who are deciding their speccing would have a clearer picture.
I'm short on time so I can't really express myself as clearly as I like but I wanted to put that out there as soon as possible. |
Arc-08
Horizons' Edge Orion Empire
32
|
Posted - 2013.08.11 20:55:00 -
[700] - Quote
this is one of the most popular threads recently....
where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen |
|
Arkena Wyrnspire
Turalyon 514
2478
|
Posted - 2013.08.11 21:02:00 -
[701] - Quote
Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen
It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP.
We'll see in 1.4, I guess. Thanks for your support. |
TheGoebel
Kite Co. Couriers
99
|
Posted - 2013.08.11 22:41:00 -
[702] - Quote
Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? |
BL4CKST4R
WarRavens League of Infamy
1032
|
Posted - 2013.08.11 22:46:00 -
[703] - Quote
TheGoebel wrote:Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough?
Until everything is fixed. |
Arkena Wyrnspire
Turalyon 514
2484
|
Posted - 2013.08.11 22:56:00 -
[704] - Quote
Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross
I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits.
It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though.
The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire.
When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit. |
TheGoebel
Kite Co. Couriers
99
|
Posted - 2013.08.11 23:09:00 -
[705] - Quote
BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here? |
Arkena Wyrnspire
Turalyon 514
2484
|
Posted - 2013.08.11 23:12:00 -
[706] - Quote
TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:Arc-08 wrote:this is one of the most popular threads recently.... where are the DEV'S??? they need to be HERE agreeing with you!!! telling you that this will happen It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here?
[REQUEST] Infantry Shield Transporter - https://forums.dust514.com/default.aspx?g=posts&m=1107071#post1107071 Status: Good idea, we can add this, but after we balance armor vs. shield tank first. https://forums.dust514.com/default.aspx?g=posts&m=1154291#post1154291
Oh hey, they might be doing that.
Personally, I'll give it 10k more words before I walk away. |
TheGoebel
Kite Co. Couriers
99
|
Posted - 2013.08.12 01:06:00 -
[707] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:BL4CKST4R wrote:TheGoebel wrote:Arkena Wyrnspire wrote:It's actually slowing down quite a bit now. I'm fairly certain that they've taken note - my work is done, at least until the next round of balancing comes out and I have to complain about role definition/armour OP/armour UP. We'll see in 1.4, I guess. Thanks for your support. When is enough, enough? Until everything is fixed. And if that becomes increasingly unlikely? Like 1.4 adds shield boosters to infantry or the regen bug doesn't get fixed soon. In a relationship its good to know when you feel like its okay to walk away. When does that happen here? [REQUEST] Infantry Shield Transporter - https://forums.dust514.com/default.aspx?g=posts&m=1107071#post1107071Status: Good idea, we can add this, but after we balance armor vs. shield tank first. https://forums.dust514.com/default.aspx?g=posts&m=1154291#post1154291Oh hey, they might be doing that. Personally, I'll give it 10k more words before I walk away. Isn't 1.4 suppose to be the 'big' one? I guess I give it till then. |
BL4CKST4R
WarRavens League of Infamy
1034
|
Posted - 2013.08.12 01:09:00 -
[708] - Quote
100 likes for Goebel! |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.12 01:12:00 -
[709] - Quote
BL4CKST4R wrote:100 likes for Goebel! YAY! Considering I only signed onto the forums to post here, I'm pretty proud of myself. Also, Thank you. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1443
|
Posted - 2013.08.12 04:00:00 -
[710] - Quote
Arkena Wyrnspire wrote:Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits. It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though. The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire. When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit.
I was most specifically comparing the tanking mods to the weapon dps, so while I do think a moderately higher average TTK would be a good thing it is most specifically a statement of "to balance armor tank vs shield tank it is better to buff armor tank than nerf shield tank even if this means that some players hybrid tank and created a somewhat increased TTK".
The ability to endure more fire shouldn't be too heavily throttled when it comes to mods used because, as you know, each mod fit is taking up a slot which could be providing another advantage so we need to be very careful about not creating artificial bottlenecks or ceilings to value of any given mod type or it can negatively effect overall balance.
Playing my "I've invested not even 1 SP into anything and run only starter fits" character for testing purposes it is speed most of all which I feel the lack of. My dps is lower but I can compensate by being more careful with where and how I fire. My eHP is lower but I can compensate by being mindful of where and how I engage, albeit this is harder to accomplish than the dps compensation and leans on map knowledge which a truly new player will not have as much of. Range is just a matter of knowing what weapons you're up against, and is a bit of a coin toss how quickly someone will pick it up. But speed, speed is almost a hard cap on performance and it effects almost everything. Getting into and out of fights/cover, getting to and from objectives and hot zones, moving to resupply yourself or support allies, essentially every aspect is effected by speed and the less of it you have the more other attributes you need to approximate the same level of function. While I understand why CCP removed the free LAVs doing so was one of the biggest blows to new players in quite a long time. Leaving the issue of "murder taxi" aside for the moment those new players now cannot adapt and react as well as the higher SP players can because they do not have access to the same mobility.
While I agree that in the hands of a skilled player a properly fit prototype kit can handily take on militia gear it is positioning and adaptability which wins those fights more often than raw HP or dps. Give a vet militia gear and good ground against a new player with proto gear and poor placement and the vet wins most days of the week. This statement is not simply hypothetical either as the "game show" even displayed.
I agree that low meta gear vs high meta gear is not ideal and hopefully matchmaking will address that, but I also think that balancing low meta gear against high meta gear isn't the best practice either, taken to its fullest extent there can't be balance between the types until meta ceases to have meaning.
0.02 ISK Cross
|
|
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.13 21:55:00 -
[711] - Quote
Cross Atu wrote:Arkena Wyrnspire wrote:Cross Atu wrote:Madagascan Eagle wrote:What about some kind of nerf to shields? The time to kill is too long in this game (current explosives excluded). Limit the amount of shield extenders you can fit perhaps? I'd honestly go the other way a bit. I think the average time to kill could stand to be increased by about 20%. The faster you make all deaths the faster new players die as they'll take the harsh end of the stick there. The faster the average rate of death is the more effect you need out of your gear in a short time to make it worth running at all, this compressed risk vs reward is problematic as, taken too far, it will discourage players from fully leveling skills and thus shorten the lifespan of the game. Also, the shorter the average lifespan becomes, i.e. the easier it is to kill someone, the more focus it puts on pure slayer tactics and meta within the game which isn't an improvement IMO. Besides the blow to support roles it all increases the FotM behavior and the use of things like redline sniping, murder taxi, etc. as ways to mitigate risk. To kill faster under present, or even higher average, eHP standards it's relatively simple. Shoot them in the back and/or head, that's a OHK with many militia weapons using zero damage mods or SP to support them. Even with 20% more eHP in game there would be many weapons that are OHK simply by investing SP into their use (to say nothing of stacking on damage mods). 0.02 ISK Cross I think that the time to kill for the higher end, i.e. prototype, suits is fine. It's rarely instant or quick apart from with particularly high damage, and they can soak up a fair bit of normal fire. The problem comes for the lower tiered suits. They have minimal HP compared to the prototype suits, and due to the way weapon scaling works dps remains similar (though it does increase) as you go up through the tiers. This means that while you can have a longish TTK for the protosuits, it's much much shorter for the militia and standard suits. It's a little more of a problem when you need to restock your gear like you do - it's more frustrating to be instagibbed, even in a relatively cheap suit, than it is when that suit is free. That's not really a balance concern though. The other problem with low-end gear coming up against high end gear is that the slightly lower dps, in addition to being used to softer targets, means that the high end gear seems practically invincible to the average newbie - A prototype suit can bully through a substantial amount of low-grade militia fire. When thinking about TTK I would much prefer the toughness of lower tier gear to be increased specifically rather than do a blanket increase. Of course, with weapon nerfing TTK increases anyway, so over time I think we can expect TTK to go up a little bit. I was most specifically comparing the tanking mods to the weapon dps, so while I do think a moderately higher average TTK would be a good thing it is most specifically a statement of "to balance armor tank vs shield tank it is better to buff armor tank than nerf shield tank even if this means that some players hybrid tank and created a somewhat increased TTK". The ability to endure more fire shouldn't be too heavily throttled when it comes to mods used because, as you know, each mod fit is taking up a slot which could be providing another advantage so we need to be very careful about not creating artificial bottlenecks or ceilings to value of any given mod type or it can negatively effect overall balance. Playing my "I've invested not even 1 SP into anything and run only starter fits" character for testing purposes it is speed most of all which I feel the lack of. My dps is lower but I can compensate by being more careful with where and how I fire. My eHP is lower but I can compensate by being mindful of where and how I engage, albeit this is harder to accomplish than the dps compensation and leans on map knowledge which a truly new player will not have as much of. Range is just a matter of knowing what weapons you're up against, and is a bit of a coin toss how quickly someone will pick it up. But speed, speed is almost a hard cap on performance and it effects almost everything. Getting into and out of fights/cover, getting to and from objectives and hot zones, moving to resupply yourself or support allies, essentially every aspect is effected by speed and the less of it you have the more other attributes you need to approximate the same level of function. While I understand why CCP removed the free LAVs doing so was one of the biggest blows to new players in quite a long time. Leaving the issue of "murder taxi" aside for the moment those new players now cannot adapt and react as well as the higher SP players can because they do not have access to the same mobility. While I agree that in the hands of a skilled player a properly fit prototype kit can handily take on militia gear it is positioning and adaptability which wins those fights more often than raw HP or dps. Give a vet militia gear and good ground against a new player with proto gear and poor placement and the vet wins most days of the week. This statement is not simply hypothetical either as the "game show" even displayed. I agree that low meta gear vs high meta gear is not ideal and hopefully matchmaking will address that, but I also think that balancing low meta gear against high meta gear isn't the best practice either, taken to its fullest extent there can't be balance between the types until meta ceases to have meaning. 0.02 ISK Cross
I have an idea, hear me out now, what if increased sp investment didn't lead to better versions of the same gear but instead more variations of that gear. Giving vets options versus raw power. I dunno. I think I'm drunk. |
D legendary hero
THE WARRIORS OF LEGEND
631
|
Posted - 2013.08.14 07:04:00 -
[712] - Quote
is CCP going to fix this or not? thats all i want to know. and if o, when? an ETA is nessesary. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1222
|
Posted - 2013.08.14 07:29:00 -
[713] - Quote
D legendary hero wrote:is CCP going to fix this or not? thats all i want to know. and if o, when? an ETA is nessesary. Wolfman just confirmed buffs to Plate HP grants, decreases to speed penalties, but for now has not commented on rep rates.
https://forums.dust514.com/default.aspx?g=posts&t=101975&find=unread
I think that's the link. |
Arkena Wyrnspire
Turalyon 514
2499
|
Posted - 2013.08.14 19:08:00 -
[714] - Quote
https://forums.dust514.com/default.aspx?g=posts&find=unread&t=101975 I CAN DIE HAPPY
Well. I'm a very happy man. There'll be a little more on this topic (about reactive plates, in particular) but this has made my day. This is the culmination of 3 months of campaigning! <3 you all. |
BL4CKST4R
WarRavens League of Infamy
1067
|
Posted - 2013.08.14 19:58:00 -
[715] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&find=unread&t=101975 I CAN DIE HAPPY
Well. I'm a very happy man. There'll be a little more on this topic (about reactive plates, in particular) but this has made my day. This is the culmination of 3 months of campaigning! <3 you all.
People already started crying OP and they want to nerf my Logi suit :( |
Cosgar
ParagonX
4200
|
Posted - 2013.08.14 20:42:00 -
[716] - Quote
BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? |
Arkena Wyrnspire
Turalyon 514
2499
|
Posted - 2013.08.14 20:43:00 -
[717] - Quote
Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3147
|
Posted - 2013.08.14 20:52:00 -
[718] - Quote
Arkena Wyrnspire wrote:https://forums.dust514.com/default.aspx?g=posts&t=101975 I can die happy.
VICTORY.
I can't wait to run my Amarr suit some more, now. |
Cosgar
ParagonX
4202
|
Posted - 2013.08.14 20:56:00 -
[719] - Quote
Arkena Wyrnspire wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. Pretty much. Let's consider this a preview to the butthurt that will ensue when the Gallente and Amarr assault get armor related bonuses. |
Arkena Wyrnspire
Turalyon 514
2502
|
Posted - 2013.08.14 21:10:00 -
[720] - Quote
Cosgar wrote:Arkena Wyrnspire wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Everything is OP, nothing is okay. Pretty much. Let's consider this a preview to the butthurt that will ensue when the Gallente and Amarr assault get armor related bonuses. I want a respeeeeeec. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1471
|
Posted - 2013.08.14 21:12:00 -
[721] - Quote
Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Most people equate "balance" with "comfort" if ti's not comfortable for them then they get upset when it's effective against them (or sometimes even effective on their same side, if that makes them feel overshadowed) and cry nerf.
Consider the number of threads that justify a nerf/buff primarily on the shoulders of comparing it to something else and saying "look it should be better/worse than X, and it isn't". How often do you hear "it should be equal to, but different than X, and it isn't" whether in rhetoric or in suggestions.
This is a larger portion of the reason why many threads degenerate into AR vs other weapons or Assault Suit vs other suits. Because many people are comfortable playing an AR using Assault so it's a common advocacy, and a common target. Same with AV vs Vehicles, the players of each advocate that their end is fine or UP and needs help while the other is over the top, again because it is what's comfortable for their game play.
Back during closed beta I was convinced that the MD was OP, then someone challenged me in thread to go and use the MD for awhile and report the results. I accepted that challenge and discovered that the MD was not in fact OP at all, just radically different which caused my misconceptions about it. The LR (viziam bug aside) was similar last build, I know of many who were sure the whole line was broken can couldn't be beaten, but my free dragonfly fit could take out even viziam users 8/10 times (much like my free logi fit can do to MD users right now), however those players, mostly Heavies and Cal Assaults (shield tanked) struggled and so declared the weapon OP, now look at the state of it.
Player opinions are still worth hearing and I'm glad CCP does it but for the most part valuable feedback requires a whole lot more than reporting what happens to you/your preferred play style when it encounters something that forces you outside your comfort zone. A fact which many players are rather emotionally opposed to accepting or acknowledging.
0.02 ISK Cross |
BL4CKST4R
WarRavens League of Infamy
1069
|
Posted - 2013.08.14 21:33:00 -
[722] - Quote
Cross Atu wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? Most people equate "balance" with "comfort" if ti's not comfortable for them then they get upset when it's effective against them (or sometimes even effective on their same side, if that makes them feel overshadowed) and cry nerf. Consider the number of threads that justify a nerf/buff primarily on the shoulders of comparing it to something else and saying "look it should be better/worse than X, and it isn't". How often do you hear "it should be equal to, but different than X, and it isn't" whether in rhetoric or in suggestions. This is a larger portion of the reason why many threads degenerate into AR vs other weapons or Assault Suit vs other suits. Because many people are comfortable playing an AR using Assault so it's a common advocacy, and a common target. Same with AV vs Vehicles, the players of each advocate that their end is fine or UP and needs help while the other is over the top, again because it is what's comfortable for their game play. Back during closed beta I was convinced that the MD was OP, then someone challenged me in thread to go and use the MD for awhile and report the results. I accepted that challenge and discovered that the MD was not in fact OP at all, just radically different which caused my misconceptions about it. The LR (viziam bug aside) was similar last build, I know of many who were sure the whole line was broken can couldn't be beaten, but my free dragonfly fit could take out even viziam users 8/10 times (much like my free logi fit can do to MD users right now), however those players, mostly Heavies and Cal Assaults (shield tanked) struggled and so declared the weapon OP, now look at the state of it. Player opinions are still worth hearing and I'm glad CCP does it but for the most part valuable feedback requires a whole lot more than reporting what happens to you/your preferred play style when it encounters something that forces you outside your comfort zone. A fact which many players are rather emotionally opposed to accepting or acknowledging. 0.02 ISK Cross
Most people say the MD and the AR are OP. I have used the MD and it takes a while to master but it is very rewarding, the gun is not at all OP except the 70/130 and that damage isn't reduced at the edge of the blast radius. And the AR is only OP because the other automatic rifles aren't released. So really most of the OP threads are misinterpretation, or manipulating numbers, for example saying the AR is the best gun because it has high DPS... |
Cosgar
ParagonX
4205
|
Posted - 2013.08.14 21:36:00 -
[723] - Quote
Cross Atu wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? ......... That was a rhetorical question lol. But as always you hit the nail on the head. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1476
|
Posted - 2013.08.14 21:37:00 -
[724] - Quote
Cosgar wrote:Cross Atu wrote:Cosgar wrote:BL4CKST4R wrote:People already started crying OP and they want to nerf my Logi suit :( I saw that. What the hell is wrong with people? ......... That was a rhetorical question lol. But as always you hit the nail on the head. I know it was my man, sometimes I just can't help myself |
SponkSponkSponk
The Southern Legion
195
|
Posted - 2013.08.14 23:16:00 -
[725] - Quote
My thoughts on the 1.4 updates are here and here. |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.15 03:47:00 -
[726] - Quote
So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. |
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 03:59:00 -
[727] - Quote
TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen.
They are going to be okay but not as a module to depend on, CCP Wolfman confirmed the fitting restrictions were not changed. |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.15 04:04:00 -
[728] - Quote
BL4CKST4R wrote:TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. They are going to be okay but not as a module to depend on, CCP Wolfman confirmed the fitting restrictions were not changed. Agreed. But movement on the issue is encouraging. Too bad we might not see anything else until 1.6. |
Cosgar
ParagonX
4222
|
Posted - 2013.08.15 04:06:00 -
[729] - Quote
TheGoebel wrote:So plates and ferro are soon to be in a reasonable place. Now we can continue to push for reactives to not suck and get us some racial bonuses to help with regen. The only thing I would change about the reactive plates is increase the HP regen to 1/2/3 HP/s at standard/advanced/prototype. It'd make them worth the fitting cost. |
zzZaXxx
The Exemplars Top Men.
180
|
Posted - 2013.08.15 06:06:00 -
[730] - Quote
I sure hope that when armor gets balanced with shields, especially if they give a penalty to extenders, that my Cal Logi can have his CPU back. |
|
Pocket Rocket Girl
Psygod9
7
|
Posted - 2013.08.15 07:30:00 -
[731] - Quote
I do not know if it has been mentioned or not but, I wondered why shields do not have any sort of penalty like armor (moment speed). What if shielding increased your Energy signature so the more shielding you have on the more likely you will show up on radar. It makes sense to me that it would work that way, if the radar picks up energy signals and shielding is basically energy based (As far as i know) then why would it not be able to pick up a player with 2 or 3 complex shield extenders? |
Alena Ventrallis
Osmon Surveillance Caldari State
72
|
Posted - 2013.08.15 08:12:00 -
[732] - Quote
Shield increasing your ability to be tracked make sense according to the lore. Still, armor tanks would have the smaller end of the shaft. However, I'm interested to see how these plates play out. |
BL4CKST4R
WarRavens League of Infamy
1075
|
Posted - 2013.08.15 11:39:00 -
[733] - Quote
I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults. |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.21 19:26:00 -
[734] - Quote
So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied. |
Beren Hurin
The Vanguardians
1140
|
Posted - 2013.08.21 19:30:00 -
[735] - Quote
Here's my suggestion for a role/application for reactive plates. Basically make them significantly resistant to any burst damage that breaks through shield.
So in the end you get less eHP against constant damage, but you are harder to kill from OHKs or grenades. High armor dropsuits, and quick-regen dropsuits would do the best with this. |
Arkena Wyrnspire
Turalyon 514
2687
|
Posted - 2013.08.21 19:30:00 -
[736] - Quote
TheGoebel wrote:So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied.
It'll be better than it was in 1.4. You saw the suggested changes, yes? Once 1.4 is out I suspect I'll post one last one of these though. |
zzZaXxx
The Exemplars Top Men.
198
|
Posted - 2013.08.21 21:12:00 -
[737] - Quote
BL4CKST4R wrote:I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults.
More like 567/461 at most. |
Cosgar
ParagonX
4501
|
Posted - 2013.08.21 21:18:00 -
[738] - Quote
BL4CKST4R wrote:I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults. Once they work out the tagging system, armor tanking can be more personalized for armor tanking suits. Even if Amarr get a plate efficacy bonus and Gallente get a movement penalty reduction, they'll be better at armor tanking than shield tankers looking for an extra buffer. |
Alena Ventrallis
Osmon Surveillance Caldari State
95
|
Posted - 2013.08.21 22:39:00 -
[739] - Quote
I'm glad that armor is getting a buff. I still think that every suit should have an innate armor rep, lowest for Caldari at 1, highest for Gallente at 4. |
Bojo The Mighty
Zanzibar Concept
1536
|
Posted - 2013.08.21 22:47:00 -
[740] - Quote
Alena Ventrallis wrote:I'm glad that armor is getting a buff. I still think that every suit should have an innate armor rep, lowest for Caldari at 1, highest for Gallente at 4. And destroy the economy that is held up by repair modules, units, and equipment? For shame |
|
BL4CKST4R
WarRavens League of Infamy
1175
|
Posted - 2013.08.22 00:52:00 -
[741] - Quote
Bojo The Mighty wrote:Alena Ventrallis wrote:I'm glad that armor is getting a buff. I still think that every suit should have an innate armor rep, lowest for Caldari at 1, highest for Gallente at 4. And destroy the economy that is held up by repair modules, units, and equipment? For shame
Passive repair for dropsuits would have no effect on these items, its not like they are commonly used to begin with. |
SponkSponkSponk
The Southern Legion
235
|
Posted - 2013.08.22 02:08:00 -
[742] - Quote
If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers).
e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.:
http://i.imgur.com/0y6sXIK.png
However, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates) |
D legendary hero
THE WARRIORS OF LEGEND
675
|
Posted - 2013.08.22 02:37:00 -
[743] - Quote
SponkSponkSponk wrote:If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers). e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.: http://i.imgur.com/0y6sXIK.pngHowever, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates)
with reference to your last sentence minmintar suits need an extra low slot per level starting from milita (which has zero) on upward. because their base ehp is really low, and they are supposed to be the most versitile suits, and fastest. yet, their speed is only marginally better than other suits.
its a delicate balance because too much speed and you essentially have a medium suit with scout speed, too much versitility and they become your all-in-all go to suit for everything, too much ehp..well you get the point.
adding this one extra slot per level will enable your minmintar suit to do more and be more versitile while simulataneously, still being the weakest in terms of tanking.
i mean seriously, i can get 550+ ehp on my milita galente suit, but now where near that amount on my milita minmintar, and the trade off, is only .30m in speed.... that is laughable.
onw im using milita as an example but of course going up hgher its easy to see that the minmintar can't tank as they should. (they should not tank better than anyother suit, but they shouldn't be so far behind that they are 200+ ehp behind.) |
Beren Hurin
The Vanguardians
1146
|
Posted - 2013.08.22 03:27:00 -
[744] - Quote
D legendary hero wrote:SponkSponkSponk wrote:If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers). e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.: http://i.imgur.com/0y6sXIK.pngHowever, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates) with reference to your last sentence minmintar suits need an extra low slot per level starting from milita (which has zero) on upward. because their base ehp is really low, and they are supposed to be the most versitile suits, and fastest. yet, their speed is only marginally better than other suits. its a delicate balance because too much speed and you essentially have a medium suit with scout speed, too much versitility and they become your all-in-all go to suit for everything, too much ehp..well you get the point. adding this one extra slot per level will enable your minmintar suit to do more and be more versitile while simulataneously, still being the weakest in terms of tanking. i mean seriously, i can get 550+ ehp on my milita galente suit, but now where near that amount on my milita minmintar, and the trade off, is only .30m in speed.... that is laughable. onw im using milita as an example but of course going up hgher its easy to see that the minmintar can't tank as they should. (they should not tank better than anyother suit, but they shouldn't be so far behind that they are 200+ ehp behind.)
Their speed is only part of their benefit. GIving them more eHP would be overpowered. They also have more stamina, which means they end up sprinting about 25% further than other suits of the same class. Basically they can make the most use of cardiac regulators and kincats.
|
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.22 03:30:00 -
[745] - Quote
Arkena Wyrnspire wrote:TheGoebel wrote:So it looks like we've taken a wait and see attitude here but I'm unsure we should rest. One, the problem isn't resolved. Two, we don't have a road map to its resolution.
Maybe I'm a sore winner but I'm happy, not satisfied. It'll be better than it was in 1.4. You saw the suggested changes, yes? Once 1.4 is out I suspect I'll post one last one of these though. Yeah, we can see the shore but we're still drowning.
If you do another write up, what are the chances you can just edit the beginning of this thread? hate to lose 38 pages of "look-at-me." |
D legendary hero
THE WARRIORS OF LEGEND
675
|
Posted - 2013.08.22 03:32:00 -
[746] - Quote
Beren Hurin wrote:D legendary hero wrote:SponkSponkSponk wrote:If they want to encourage pure shield or pure armour tanking, they need more percentage bonuses (like shield rechargers). e.g. if shield extenders and plates provided percentage bonuses you could still provide equivalent protection on suits designed for it, e.g.: http://i.imgur.com/0y6sXIK.pngHowever, it means that you can't dual tank effectively because your base armor is too low to be worth it (you could use non-percentage stuff like reactive or ferroscale plates) with reference to your last sentence minmintar suits need an extra low slot per level starting from milita (which has zero) on upward. because their base ehp is really low, and they are supposed to be the most versitile suits, and fastest. yet, their speed is only marginally better than other suits. its a delicate balance because too much speed and you essentially have a medium suit with scout speed, too much versitility and they become your all-in-all go to suit for everything, too much ehp..well you get the point. adding this one extra slot per level will enable your minmintar suit to do more and be more versitile while simulataneously, still being the weakest in terms of tanking. i mean seriously, i can get 550+ ehp on my milita galente suit, but now where near that amount on my milita minmintar, and the trade off, is only .30m in speed.... that is laughable. onw im using milita as an example but of course going up hgher its easy to see that the minmintar can't tank as they should. (they should not tank better than anyother suit, but they shouldn't be so far behind that they are 200+ ehp behind.) Their speed is only part of their benefit. GIving them more eHP would be overpowered. They also have more stamina, which means they end up sprinting about 25% further than other suits of the same class. Basically they can make the most use of cardiac regulators and kincats.
we throw around the word OP alot these days. but having slightly more ehp won't make them overpowered. im actaully trying to prevent them from become underpowered. because in a straigght up gun fight movement speed is more important that run speed. and movement speed doesnt effect stamina.
again im not begging for equal ehp if you do the math it is impossible for a minmintar suit to have as much ehp as anyother suit even with an extra low slot.
the extra slot would help the becaome what lore says, versitile.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1606
|
Posted - 2013.08.22 05:38:00 -
[747] - Quote
zzZaXxx wrote:BL4CKST4R wrote:I think most people are going to swarm to plates now, so there is a high chance shields won't even need a penalty I think deoending on how 1.4 goes the next thread I make is to add a low slot shield HP module, or some fitting restrictions for HP modules by suit tank type. We are going to see some very crazy dual tank set ups, like 594 shield/595 armor Caldari assaults. More like 567/461 at most.
I'd love to see an actual example fitting for these, what else could a suit like this run? What are they giving up? How much does it cost to run such a fit in both SP and ISK?
I don't think the 'specter' of dual tanking is all that intimidating, each of these mods still has associated costs and even with maxed fitting skills on a logistics suit it's not easy to proto every slot, even assuming both ISK and SP were no object.
0.02 ISK Cross |
D legendary hero
THE WARRIORS OF LEGEND
677
|
Posted - 2013.08.22 05:46:00 -
[748] - Quote
you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1607
|
Posted - 2013.08.22 05:56:00 -
[749] - Quote
D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken. |
BL4CKST4R
WarRavens League of Infamy
1182
|
Posted - 2013.08.22 10:13:00 -
[750] - Quote
Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken.
Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. |
|
Madagascan Eagle
3dge of D4rkness SoulWing Alliance
40
|
Posted - 2013.08.22 14:49:00 -
[751] - Quote
Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts? |
BL4CKST4R
WarRavens League of Infamy
1185
|
Posted - 2013.08.22 15:07:00 -
[752] - Quote
Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts?
The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. |
TheGoebel
Kite Co. Couriers
100
|
Posted - 2013.08.22 16:26:00 -
[753] - Quote
BL4CKST4R wrote:Madagascan Eagle wrote:Do we know if they are changing the current speed penalty bug where the ferroscale plates negate movement speed penalties?
If they fix that to work as intended what do you guys project will be the NET result of movement speed? I suppose we'll feel a slight buff in actual terms but nothing ground breaking.
Thoughts? The ferroscale bug or whatever it is, is a good thing so I hope they never fix it. I hope they just say it was intentional and walk away. It's not over powered and it presents a choice. A ferroscale isn't better HP wise then a comparable plate and you lose slot for a repper. What I'm trying to say is that it's not a free lunch sort of thing. |
D legendary hero
THE WARRIORS OF LEGEND
678
|
Posted - 2013.08.22 18:05:00 -
[754] - Quote
BL4CKST4R wrote:Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken. Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. This is a modified version of the 3.3.1 fitting tool to include the new armor plate values. Going to use the Gallente and Caldari Assault suits only because the Amarr is meant to dual tank, only the Minmatar logistics has enough slots to dual tank, and the Gallente and Caldari logistics suits do not have an even slot distribution. @ Cross Atu, I see what you mean now about costs and what they sacrifice etc etc, I seemed to have gotten tunnel vision when I was looking at a dual tanked suit vs a purely tanked suit that I didn't realize the costs of running dual tanked. Although a dual tanked Caldari is far better than a dual tanked Gallente, but that is mostly because of the bonus to shield recharge and no passive armor repairs. Caldari Assault dual tankedCPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 945 | ISK: 91,800 | AUR: 0 Gallente Assault dual tankedCPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 993 | ISK: 83,355 | AUR: 0 Caldari Assault shield tankedCPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 703 | ISK: 80,385 | AUR: 0 Gallente Assault armor tankedCPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 775 | ISK: 70,530 | AUR: 0
dnt worry man nobodies gangin up on you (although people love to do that to me on my threads...lol)
nice numbers. makes me wanna respec out of being heavy. my heavy suits right now have 506shield/506armor.
for a total of 1012 ehp.
because we only have 2high and 3 low at proto and to be a heavy that survives longer than 3 seconds under fire you need armor reps. and for your HMG to do any damage you need damage mods, so seeing a lighter faster suit with 990 ehp, whos shields and armor combace faster... i might as well switch over. imma do some calculations on these suits survivability under fire momentarily |
BL4CKST4R
WarRavens League of Infamy
1188
|
Posted - 2013.08.22 22:30:00 -
[755] - Quote
D legendary hero wrote:BL4CKST4R according to your numbers here and the fact that a militia AR does 467 dps with no mods, without proficiency and without head-shots. 110% to shield and 95% efficacy to armor. because with the bonus 1.1x every shot is actually worth 37.4 hp, we can deduce the following regarding these suits tank ability:
*note: this assumes that you are standing still and that the assailant is not missing any shots. milita Ar has 48 rounds in the clip.
CPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 945 | ISK: 91,800 | AUR: 0
553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
392/[37.4*.95] = 11.03 (round up) shots to deplete armor 392/[467 *.95] = 0.88 seconds to deplete armor
Total shots required to kill = 24 rounds. Total time to kill = 1.95 or approximately 2 seconds.
this opponent needs 24 rounds and 2 seconds of direct fire not missing a shot to take out this suit. with good timing and movement variations, including but not limited to using cover this suits survivability is extremely high.
CPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 993 | ISK: 83,355 | AUR: 0
368/[37.4*1.1] = 8.94 (round up) shots to remove 368/[467*1.1] = .716 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots required to kill = 27 rounds. Total time to kill = 2.11 or approximately 2 seconds.
the difference between this one and prior is that it requires 3 more shots to kill under the aforementioed conditions. but this is negligible don't count on those 3 shots making that big a difference.
CPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 703 | ISK: 80,385 | AUR: 0
]553/[37.4*1.1] = 12.50 (approx 13 shots) shots to remove 553/[467*1.1] = 1.07 seconds to remove
150/[37.4*.95] = 4.22 (round up) shots to deplete armor 150/[467 *.95] = .338 seconds to deplete armor
Total shots required to kill = 17 rounds. Total time to kill = 1.4
CPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110
EHP: 775 | ISK: 70,530 | AUR: 0
150/[37.4*1.1] = 3.64 (round up) shots to remove 150/[467*1.1] = .291 seconds to remove
625/[37.4*.95] = 17.59 (round up) shots to deplete armor 625/[467 *.95] = 1.4 seconds to deplete armor
Total shots to kill = 21 total time to kill = 1.7
as you can see your movement speed is proportionally decreased by the slight increase in durability you get. compared to shield tanking, you lose .36 meters per second in movement speed, to gain the ability to tank 3 more shots, or consequently survive. 2seconds longer on average.
of course these numbers only represent your ability to survive direct fire from a single milita AR without damage mods, headshots, or proficiency on the bonus 10% buff given all weapons after the first week of uprising was factored in.
these results would compare diferenctly if i were to use a HMG or scrambelr as a constant. however, as AR fire is the most common arms fire you will encounter this is a good measure of your suits durability.
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
|
D legendary hero
THE WARRIORS OF LEGEND
680
|
Posted - 2013.08.22 22:55:00 -
[756] - Quote
BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit.
the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy.
The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range.
now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold.
Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you.
If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading.
I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
|
BL4CKST4R
WarRavens League of Infamy
1189
|
Posted - 2013.08.22 23:37:00 -
[757] - Quote
D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
|
D legendary hero
THE WARRIORS OF LEGEND
682
|
Posted - 2013.08.23 00:54:00 -
[758] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:[quote=D legendary hero]
[to avoid distorting the page i have removed the numbers]
Adding a passive armor repair of 7-9 would definately increase the survivability of the Gallente suits by making armor repairers optional, the Caldari suits have very high survivability even with the 110% damage modifier.
my point exactly. the enemy would need to put on average for these suits (min 17, max 27) 22 shots into your suit s in order to cause significant damage or to kill your suit. the average life span of these suits under direct sustained fire is 2.2 seconds, the average life span of a heavy is 2.7 seconds. so in short were the suit designs you suggested ever implemented your caldari OR galente set up would be able to tank as hard as a heavy. The important thing to note is that this is assuming that you are standing still, not fighting back and the enemy is not missing a single shot within their effective range. now factor in the fact that your suits: 1. have between 4.7 and 5.2 movement speed. 2. have great armor and shield recharge/repair rates 3. can hold a GEK or duvolle AR 4. can be alterted to carry all grenade types and some equipment.
Now, your survivability has increased exponentially. because you can recover from battle at a high speed, can endure punishment, can dishout high damage, and can replenish your ammo as need be, inaddition to holding AV nades or flux, etc. these alone increase your life span several fold. Now factor in that your movement speeds are still 4.6-5.2 m/s and that as aforementioned your opponent needs to hit you consistently with anywhere between 22-27 bullets from an AR to kill you. If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK. at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair, for the Amarr suits only they need a % efficacy for armor plates. The speed might not be as important when 1.4 hits and tracking speeds are no longer dropsuit dependant and hit detection fixes which the HMG suffers from. But nevertheless the first sentence is extremely essential in balancing armor and shields.
yeah, thats why i haven't been speaking too much about the heavy suit and HMG right now. because I am waiting to see what 1.4 brings out. the concept of the heavy suit appears sound theoretically but we all now that a tank that isnt mobile is a very uselss and often dead tank.... XD
i used to think it was an issue with the DPS on the HMG and damage pershot (which i still think should be higher). but as you mentioned the min issue is the hit detection. Now back to sheild and armor tanking.
BLACKST4R you know at times are vigorously disagree with what you post. but, in this case, I have no choice but to agree, in fact i am impelled to agree because these fittings and suits you propose allow literally the perfect "tank". You can equip most light weapons (hell even a plasma canon i think, forgot the exact CPU/PG), almost any side arm (i think SMGs on the proto lvevl might have too much CPU/PG), and in the hands of s skilled player can endure the toughest battle conditions.
this set up with proper maneuvers can endure fire and effectively eliminate 4 players of equal skill in militia suits, 3 in completely standar suits with STD weaponry, 2 ADV suits with advanced weaponry and perhaps 2 poor equiped proto suits.
its times like this i wish i hadnt specced into being heavy...lol
only downside is i don't think you can fit drop uplinks on any of these set ups, without a heavy sacrifice to tanking... |
D legendary hero
THE WARRIORS OF LEGEND
684
|
Posted - 2013.08.23 01:03:00 -
[759] - Quote
BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy.
i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect)
OR
i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage.
whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s |
BL4CKST4R
WarRavens League of Infamy
1191
|
Posted - 2013.08.23 01:12:00 -
[760] - Quote
D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s
Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max. |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1611
|
Posted - 2013.08.23 04:36:00 -
[761] - Quote
BL4CKST4R wrote:Cross Atu wrote:D legendary hero wrote:you knwo they have a program that calculates fittings for you now. DEVs put the link up on tuesday. You're right, that would be a great tool for someone to use if they have a fitting they'd like to post as an example of something that is purported to be broken. Don't gang up on me I did that already on my Dual tanking post, but I will provide some links to fitting tools with comparisons of every suit whilst pure shield tanking, pure armor tanking, and pure dual tanking. This is a modified version of the 3.3.1 fitting tool to include the new armor plate values. Going to use the Gallente and Caldari Assault suits only because the Amarr is meant to dual tank, only the Minmatar logistics has enough slots to dual tank, and the Gallente and Caldari logistics suits do not have an even slot distribution. @ Cross Atu, I see what you mean now about costs and what they sacrifice etc etc, I seemed to have gotten tunnel vision when I was looking at a dual tanked suit vs a purely tanked suit that I didn't realize the costs of running dual tanked. Although a dual tanked Caldari is far better than a dual tanked Gallente, but that is mostly because of the bonus to shield recharge and no passive armor repairs. Caldari Assault dual tankedCPU- 344/394 PG- 72/79 Shield- 553 Armor- 392 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 4.72 Sprint- 6.94 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 945 | ISK: 91,800 | AUR: 0 Gallente Assault dual tankedCPU- 267/394 PG- 62/79 Shield- 368 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 993 | ISK: 83,355 | AUR: 0 Caldari Assault shield tankedCPU- 261/394 PG- 55/79 Shield- 553 Armor- 150 Shield Recharge Rate- 31.25 Shield Delay- 5 Shield Depleted Delay- 8 Armor Repair Rate- 6.25 Movement- 5 Sprint- 7.35 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 703 | ISK: 80,385 | AUR: 0 Gallente Assault armor tankedCPU- 105/394 PG- 29/79 Shield- 150 Armor- 625 Shield Recharge Rate- 25 Shield Delay- 7 Shield Depleted Delay- 10 Armor Repair Rate- 6.25 Movement- 4.64 Sprint- 6.82 Duration- 15 Stamina- 157.5 Stamina Recovery- 15.75 Scan Profile- 45 Scan Precision- 49.5 Scan Radius- 15 Melee- 110 EHP: 775 | ISK: 70,530 | AUR: 0
Didn't mean to gang up on you BL4CKST4R, and thank you for the fittings. I can create fittings but I try not to assume that my results are comprehensive hence why I get so insistent about getting others to post them as well, I want to be able to check my conclusions against builds I wasn't part of creating. I'm going to spend awhile chewing on this mentally now, again thanks for the post (first impression says the biggest thing we need is for CCP to make that tech breakthrough so they can give armor suits armor related buffs to level the field with the Cal Assault).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1612
|
Posted - 2013.08.23 05:15:00 -
[762] - Quote
D legendary hero wrote:If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. This is a bug, shield recharge delay is supposed to reset every time a Merc takes damage, so while this assessment is currently accurate it is not working as intended, maybe be patched on the 3rd when 1.4 lands and in any case isn't a good factor to consider building balance around.
Quote:I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I have sincere doubts about taking on 4 people with these suits, granted all of these cases are somewhat subjective so there is likely no hard and fast answer here but saying "moving around will make your survival better" is fine however at that point we also need to include "taking fire from Mercs with damage mods, who land any headshots lucky or no, who land any shots to your back arc lucky or no, and who have any levels proficiency, will make your survival worse". Keeping that in mind the likelihood of survival when facing multiple enemies continues to drop at a somewhat 'geometric' rate because with each additional foe the probability that someone will have damage mods, proficiency, or land a head/back shot increases.
Now I am not saying these suits are tough to kill, but I am saying we should be careful not to overstate the case. Further I ran around in a logi suit which weighed in at around 800 HP and I was far from unkillable, in fact I was still able to be OHK (not often but it still happened, shotty, nades, sniper rifle). To put proper context on this I was a Logi so slower than an Assault and generally not shooting back, because I was busy with other things, so both of those would make an assault suit at this level have a higher effective hit point total. That being said my experience was that if I ever got caught alone by four guys I was dead within a matter of moments and usually couldn't even survive long enough to round a corner into cover (unless I was already at that corner and only had to take two steps back).
I'm wondering what you're looking at as far as heavy fits by comparison? Just being at a higher HP, or even eHP alone doesn't show a problem, being there while rocking an equal or better weapon and/or costing less per fitting however could start to become a problem.
A few thoughts that occurred to me upon first read.
Cheers, Cross |
D legendary hero
THE WARRIORS OF LEGEND
687
|
Posted - 2013.08.23 06:10:00 -
[763] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote: I think what the Heavy suit needs first and foremost, along with all other suits, is a passive armor repair that is dependable by itself but not as high as shield repair.
this could be advantageous. it will also, cause players to tank easier because they know they won't NEED reps per say. nonetheless, there should be a limiting factor or a limit to this self repair efficacy. i.e limits Armor reps lower limit should be 1. armor reps upper limit should be 20 per second max. (after so many armor repair mods are put on if this limit is reached they have zero effect) OR i.e limiting factor initial armor rep (inherent rate) is 1 (for example) any skill that increases this rate is not effected by the limiting factor. however, every armor repair mod after the 1st that is added, is reduced by a specific percentage. whichever of these two allows the highest possible armor repair per second that is lower than 25 hp/s Well any suit repairing at 25 HP/s will die instantly. Lets say the Gallente Logistics got 11 armor repair and the Logistics role bonus did not exist, then this suit adds in x5 complex armor repairers that would be a total armor repair of 36 HP/s shields at 326 and armor at 216, but thats not all this is a Logistics suit and even with its massive CPU/PG with this sort of fitting it has 387CPU/88PG meaning that the CPU/PG fittings apply this limiting factor, thus the highest most players would go for is around 15-20 that's one or two complex armor repairers max.
touche, touche |
D legendary hero
THE WARRIORS OF LEGEND
690
|
Posted - 2013.08.23 06:34:00 -
[764] - Quote
Cross Atu wrote:D legendary hero wrote:If you are moving around and dodging, even if your opponent hits you with 10 shots, out of 60 (due to missing and spray and pray, for lower skilled players that number is much lower) your shields will start recovering before he finishes reloading. This is a bug, shield recharge delay is supposed to reset every time a Merc takes damage, so while this assessment is currently accurate it is not working as intended, maybe be patched on the 3rd when 1.4 lands and in any case isn't a good factor to consider building balance around. i can agree with this. im just speaking based on current mechanics.
Quote:I dare say you can take on 4 people at the same time and consistently in CQC just by being mobile and spraying a GEK because your tank is so effective! but, this is not OP because it is by design you need max level skills to be able to tank like this, and it cost you 100k ISK.
at longer ranges (preferably mid-range) you become a GOD due to damage fall off your shields and armor will take almost no damage from all save a sniper or forgun gun
I have sincere doubts about taking on 4 people with these suits, granted all of these cases are somewhat subjective so there is likely no hard and fast answer here but saying "moving around will make your survival better" is fine however at that point we also need to include "taking fire from Mercs with damage mods, who land any headshots lucky or no, who land any shots to your back arc lucky or no, and who have any levels proficiency, will make your survival worse". Keeping that in mind the likelihood of survival when facing multiple enemies continues to drop at a somewhat 'geometric' rate because with each additional foe the probability that someone will have damage mods, proficiency, or land a head/back shot increases. [/quote]
remember my analysis only factored in people using miltia ARs, and using miltia suits with miltia mods. not getting head shots. this is your average new player out the academy (miltia suit, miltia AR, milita mods, no proficiency). so, if you were to pub stomp (not supporting or condoning it), you could effectively take on 4 militia suits at the same time.
of course as the paraphernalia of the opposition gets more and more advanced, your godlike invincibility simply becomes a slight edge.
but, of course you are totally right about all the additional factors. which in fact show why this is not OP, because it can be countered effectively.
still someone in this proto suit with all these skills verse even veteran players in milita gear can consistantly take on and succeed against 2-3 of them at the same time. if they are new players that number is increased to about 3-4 ppl at the sametime. because you are also dishingout damage with your dovoule which in 1.2 seconds can kill any milita suit build, with about 12 bullets (not including proficiency in which case it would be .9 seconds, and 10 bullets)
Quote: Now I am not saying these suits not are tough to kill, but I am saying we should be careful not to overstate the case. Further I ran around in a logi suit which weighed in at around 800 HP and I was far from unkillable, in fact I was still able to be OHK (not often but it still happened, shotty, nades, sniper rifle).
wel, those are designed for OHK, cant argue with you there. my point is with an AR and this set up, its hard for people of a lower teir to compete. however, using shotguns, nades, forguns, and snipers are still effective. resulting in this build NOT being OP.
indeed, facing opponents in ADV gear can cut the life of proto gear very short. im just going to sum up my mentality this way. i was measuring the effective life span of the build against that of the basic suit. since nothing gets lower than milita. how many miltia suits is this proto of max level suit worth?
it occured to me that the aforementioed set up can easily decimate militia suits in seconds, in fact it can decimate them so fast that even fighting 3-4 of them at the same time isnt sufficient. unless of course your standing still for 2.2 seconds.
Quote: I'm wondering what you're looking at as far as heavy fits by comparison? Just being at a higher HP, or even eHP alone doesn't show a problem, being there while rocking an equal or better weapon and/or costing less per fitting however could start to become a problem.
A few thoughts that occurred to me upon first read.
Cheers, Cross
the thing is when medium frames have similar of equal ehp to those of a heavy they bring the only advantage a heavy has without any of the draw backs. although turn speed is soon to be fixed, they still have a higher movement speed and smaller hit boxes than a heavy. So, when a medium frame can tank as hard as a heavy and still move at mach speed, with a small hit box its a problem.
it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1615
|
Posted - 2013.08.23 09:02:00 -
[765] - Quote
D legendary hero wrote:
wel, those are designed for OHK, cant argue with you there. my point is with an AR and this set up, its hard for people of a lower teir to compete. however, using shotguns, nades, forguns, and snipers are still effective. resulting in this build NOT being OP.
indeed, facing opponents in ADV gear can cut the life of proto gear very short. im just going to sum up my mentality this way. i was measuring the effective life span of the build against that of the basic suit. since nothing gets lower than milita. how many miltia suits is this proto of max level suit worth?
it occured to me that the aforementioed set up can easily decimate militia suits in seconds, in fact it can decimate them so fast that even fighting 3-4 of them at the same time isnt sufficient. unless of course your standing still for 2.2 seconds.
But nades are part of even the starter fits and there are BPO militia nades besides. There are also militia shotties (BPO if desired) and starter + BPO sniper rifles. But lets focus on just the starter front line fit. This fit is the most basic of the basic AR fits in the game as it is not only frontline but it is given to everyone upon creation of a character.
This starter fit comes with an AR, light damage mods, militia grenades, and the ability to land head and back shots (player skill applies here). My point is that you don't have to be standing still, if they spam nades, get lucky hits on your head/back, or are benefiting from any skill buffs/the free on board light damage mods then that figure drops.
I'm not saying a skilled player with a Proto AR against 2-4 equally skilled players with pure militia wouldn't be doing some major damage, I'm just saying that he's far from guaranteed a win and that's comparing a 100% free fitting which everyone gets to an expensive (in both ISK and SP) fitting. How many of these free starter fits does our proto bear have to rack up just to break even on the loss of one suit? Taking the Cal Assault that was listed and swapping in a GEK (the proto rifles won't fit on the suit due to CPU/PG shortfall) we're looking at 95,985 ISK per fit. Based on personal experience it takes around 3100 WP to earn approximately 400,000 iSK in a pub (there are so many factors these figures are general). So that gives us 4.2 deaths, but since it's approximate lets give our Proto the edge and round out of 5. That means 5 deaths over the course of the match and he's not making any ISK, 6 and he's in the hole. At base values it takes 62 kills to earn 3100 WP, so that's 15.5 kills per death to earn a profit (12.4 to break even). So our Proto has to survive more than 3 waves of 4 guys 5 times during the match just to break even. There are guys in the game who can do it, but a kdr over 12 as a front line Assault isn't an average benchmark, even for a vet during a pub stomp, which is why I'm saying that the assessment of it as taking out 3-4 man teams with ease seems a bit overstated to me.
Could the suit do it? Sure. Could the suit do it consistently in a way that isn't going to bankrupt the user? Probably not.
To be clear, I doubt I'm telling you anything you don't already know, but for anyone reading this thread who isn't crunching all the numbers I feel compelled to provide a more full context so the impression isn't given that these fittings are more potent then they actually are.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1615
|
Posted - 2013.08.23 09:44:00 -
[766] - Quote
D legendary hero wrote: the thing is when medium frames have similar of equal ehp to those of a heavy they bring the only advantage a heavy has without any of the draw backs.
That's why I was asking about fits, because SP and ISK cost becomes highly pertinent at this point.
Quote:although turn speed is soon to be fixed, they still have a higher movement speed and smaller hit boxes than a heavy. So, when a medium frame can tank as hard as a heavy and still move at mach speed, with a small hit box its a problem. To the best of my knowladge the differing hitbox size is a myth. I have never seen a 100% confirmation on this from the Devs either way but as I understand it the 'Scout < Assault < Logi < Heavy hit box size', isn't an actual game mechanic (if it is then the recent across the board logi suit nerf is even more ill conceived than I already believe it to be).
Quote:it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. Dabbling with the fitting tool I get EHP 1591 | ISK 88,515 | AUR 0 Note: These are all 1.3 numbers
So the total HP will be higher and the movement speed will be improved as well with the new patch. This is worth noting simply because BL4CKST4R corrected for the changes where I have not. However using the numbers directly from his post compared to the 1.3 numbers from the fitting tool for my max tang sentinel the heavy fit has EHP ~40.6% more than the Duel Tanked Cladari Assault.
So on balance that Cal Assault is getting ~40.6% less EHP at a cost of 3,285 more ISK per fitting. In a broader sense I'm inclined to think the Heavy could use some love, but based on the numbers here I don't see how these duel tanked suits can qualify as defeating the point of being a heavy, they have less EHP at a higher ISK per fitting cost and possess no access to heavy weapons. Even dropping a shield extender to add a damage mod the heavy still has ~38% more EHP and a prototype damage mod, while still being the less expensive fit. When we're not comparing 1.3 Heavy to 1.4 Assault the EHP gap will be even larger, the aiming will be fix and the speed penalty will be reduced.
0.02 ISK Cross |
D legendary hero
THE WARRIORS OF LEGEND
694
|
Posted - 2013.08.23 22:35:00 -
[767] - Quote
Cross Atu wrote:[quote=D legendary hero] a compelling argument Cheers, Cross
a compelling argument indeed. I am still convinced though that the suits BLACKST4R listed would produce consistently positive results, even against multiple opponents.
However, as you brough tto light there are many factors to take into consideration. I have been able to take on 3-4 opponents with my Caldari STD sdren suit. i stacked 2 milita shield extenders and 1 armor plate 1 reactive plate, and have 308 shield and 288 armor, for a total of 596 ehp. I use an Assault scrambler with it and flux.
if i had the 990 ehp and proto ar of the other suit. i know i would WTF pwn people...lol. I guess what im saying is this. In skilled hands with this suit you can become a god. |
D legendary hero
THE WARRIORS OF LEGEND
694
|
Posted - 2013.08.23 22:44:00 -
[768] - Quote
Cross Atu wrote:Quote:it literally defeats the point to a heavy being a heavy. I haven't used the fitting calculator, but i added up the numbers my self. with maximum shield and armor core upgrades at lvl5, and shield and armor extenders and plates at lvl5 respectively. both the proto basic and proto sentinel achieve the same ehp of 1580. but at the cost of mobility (you literally move slower than a turret). under miltia AR fire a heavy with the aforementioed ehp dies in 3.7 secs, the builds mentioed above survive up to 2.2 sec but move 2x as fast. Dabbling with the fitting tool I get EHP 1591 | ISK 88,515 | AUR 0 Note: These are all 1.3 numbers
i was off by 11...lolz
Quote: So on balance that Cal Assault is getting ~40.6% less EHP at a cost of 3,285 more ISK per fitting. In a broader sense I'm inclined to think the Heavy could use some love, but based on the numbers here I don't see how these duel tanked suits can qualify as defeating the point of being a heavy, they have less EHP at a higher ISK per fitting cost and possess no access to heavy weapons.
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
case-and-point = in many cases where a heavy would have to absorb damage due to poor movement and run speed, these fits can evade the damage altogether via jumping, taking cover, vaulting objects [jumping over small barriers heavies can't), and making other tactical maneuvers. all in all these fittings can in many cases avoid damage to begin with resulting in increased longevity.
this thread isnt about weaponry but in short AR > HMG in almost all respects. AR dps ~ HMG dps.
hopefully 1.4 will help heavies out.
0.02 ISK Cross[/quote]
|
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
34
|
Posted - 2013.08.24 11:06:00 -
[769] - Quote
The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
|
Cosgar
ParagonX
4550
|
Posted - 2013.08.24 11:12:00 -
[770] - Quote
Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. |
|
BL4CKST4R
WarRavens League of Infamy
1211
|
Posted - 2013.08.24 11:17:00 -
[771] - Quote
Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives.
Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. |
D legendary hero
THE WARRIORS OF LEGEND
713
|
Posted - 2013.08.24 14:17:00 -
[772] - Quote
the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. |
BL4CKST4R
WarRavens League of Infamy
1216
|
Posted - 2013.08.24 14:20:00 -
[773] - Quote
D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit..
The logic... it burns my neurons |
D legendary hero
THE WARRIORS OF LEGEND
716
|
Posted - 2013.08.24 14:35:00 -
[774] - Quote
BL4CKST4R wrote:D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit.. The logic... it burns my neurons
logic burning your neurons? buy AURUM today. |
TheGoebel
Kite Co. Couriers
104
|
Posted - 2013.08.24 14:47:00 -
[775] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate
Yissss, let it your hate make your more powerful.
Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses.
We got a small plate buff, which is nice but this war is far from over. |
D legendary hero
THE WARRIORS OF LEGEND
721
|
Posted - 2013.08.24 14:49:00 -
[776] - Quote
TheGoebel wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate Yissss, let it your hate make your more powerful. Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses. We got a small plate buff, which is nice but this war is far from over.
Power unlimited power!
anikin walking into chamber with younglings = shield tanker
younglings = armor tankers |
TheGoebel
Kite Co. Couriers
105
|
Posted - 2013.08.24 14:53:00 -
[777] - Quote
D legendary hero wrote:TheGoebel wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:fear anger hate Yissss, let it your hate make your more powerful. Seriously, this issue is better but not resolved. The armor tank still requires more SP. They need more modules to get lower regen and only slightly better buffer. We are still, for some unknowable reason, slower then shield tanks. Modules are still balanced in such a way that are free high slots are only useful for buffer shields or damage mods. There's absolutely no word on changes like this or racial bonuses. We got a small plate buff, which is nice but this war is far from over. Power unlimited power! anikin walking into chamber with younglings = shield tanker younglings = armor tankers
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
|
BL4CKST4R
WarRavens League of Infamy
1218
|
Posted - 2013.08.24 14:57:00 -
[778] - Quote
TheGoebel wrote:
What is it that people who argue that we are balanced always say? "Well the younglings could have just used flux grenades!" "Where were the younglings logibros?"
Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare. |
TheGoebel
Kite Co. Couriers
105
|
Posted - 2013.08.24 15:11:00 -
[779] - Quote
BL4CKST4R wrote: Because they cry about losing their shields instantly, my counter argument is well you should of used a core locus grenade. The logibro argument well anybody with a brain can realize that since almost everybody shield tanks triage logibros aren't high demand and thus rare.
They want something to cry about? Lets give them something to cry about!
I don't know what that something is but I'm angry! |
Lazy Scumbag
The Unholy Legion Of DarkStar DARKSTAR ARMY
36
|
Posted - 2013.08.24 22:56:00 -
[780] - Quote
D legendary hero wrote:the problem with using the blanket term 'defending' (this is totally related to armor vs shield), is that the ONLY difference between an attacker and a defender is that the 'defender' is already there.
really, if shield tankers are good at attacking a position how much more so can they defend the same position? since, difference is simply positioning, relative to offense, shield tankers can Do both better than armor tankers.
if armor tankers are ok at defending then they are ok at offense inversely, under the same conditions. the problem is this is flawed. If they need triage to defend a position they need it to assault. and since this doesnt work on defense it wont work on offense in a similar situation.
i.e. if galente armor tankers were defending a hallway and shield tankers take them out, in the same location with roles reversed, the shield tankers would be superior defenders
TL;DR the difference between offense and defense is position. and since positioning is a tactic, and we are comparing equipment and dropsuits. a superior dropsuit on offense or defense will always be a superior drop suit..
Also, the first thing most people think of when encountering an enemy under cover is lobbing explosives to flush them out. My biggest weakness as an armor tanker is that I can be one shotted by grenades that are supposed to do less damage than I have health. Would still like to see the damage scale displayed from 100% down, instead of +/- 20%, etc. I don't believe explosive damage is being calculated correctly. |
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Cosgar
ParagonX
4567
|
Posted - 2013.08.24 23:13:00 -
[781] - Quote
BL4CKST4R wrote:Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. It's kind of the nature of the beast. I've seen people have success with full repper gank fittings for that hit and run playstyle, but at the cost of a large buffer. Armor will never emulate shields and I don't think it has to as long as it can be better than shields in certain aspects. |
joe29140
Contract Hunters
3
|
Posted - 2013.08.24 23:40:00 -
[782] - Quote
I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles. |
BL4CKST4R
WarRavens League of Infamy
1221
|
Posted - 2013.08.25 02:59:00 -
[783] - Quote
joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles.
What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 03:06:00 -
[784] - Quote
D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? |
Beren Hurin
The Vanguardians
1224
|
Posted - 2013.08.25 03:08:00 -
[785] - Quote
Cross Atu wrote:D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here?
I'm pretty sure I've seen confirmation that hitboxes are different sizes based on suit size. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 03:18:00 -
[786] - Quote
Beren Hurin wrote:Cross Atu wrote:D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? I'm pretty sure I've seen confirmation that hitboxes are different sizes based on suit size. Where?
I've heard this stated a whole lot starting in closed beta but I've never once seen it stated by an official source. It is not listed or even hinted at in the state blocks in game and despite I and a few corp mates looking on the forums no links or posts were turned up.
Now I am nowhere near convinced that if it were on the forums I "couldn't have missed it" or some such, which is why I'm asking. If there is indeed confirmation of this from the development side then that is vital information that should be in a sticky and listed in the stat block for suits in game.
Further if there is such a scaled iteration then the recent logi nerfs are plain silly (unless boxes are done by frame size not suit specialization) and honestly shield extenders should absolutely expand the users hitbox by some amount.
This is something that I really don't trust client side testing to establish because of all the continuing latency issues. If we can get so many false reads on things like large scale explosions and injector placement then pinning down a hitbox size from our end is going to be effectively impossible.
0.02 ISK Cross |
Beren Hurin
The Vanguardians
1224
|
Posted - 2013.08.25 03:34:00 -
[787] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1141246#post1141246
CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
I thought I've seen it before this, but this wasn't too long ago. |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 03:48:00 -
[788] - Quote
BL4CKST4R wrote:joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles. What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during.
TL;DR AR dps = 467 triage repair per second 30-40
467 > 40 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 04:00:00 -
[789] - Quote
Beren Hurin wrote:https://forums.dust514.com/default.aspx?g=posts&m=1141246#post1141246 CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
I thought I've seen it before this, but this wasn't too long ago. Thank you Beren Hurin.
Also, hummm.
But most importantly grrr
I am at this very moment debating whether to wait on typing up my response to this information (not directed at you Beren) because I am, quite frankly, agitated.
The concept of this information not be presented front and center within the game to new players is.... well it's not good. The idea of balancing other things without this being clearly addressed within the context of that balance is, in my view also a profound lack. Maybe it is being taken into consideration but there's no information being discriminated which talks about it and that alone bothers me quite a bit.
Lastly, and perhaps most importantly, shield extenders should increase hitbox size. Likely not but a lot per extender, it can and should scale with the HP gain, but it is the most sensible counterpart to speed. Both speed and hit box effect how readily damage is applied to the target, both armor and shields add extra ability to survive incoming applied damage. If armor reduces speed but gives the higher buffer and shields don't reduce speed but make the target easier to hit (while the shields are up) then it creates a role for both. Furthermore it gives incentives to avoid high amounts of duel tanking because you'll be expanding your hitbox and slowing yourself down, in effect becoming low quality Heavy frame. While the Heavy with its higher standard HP pool built in would gain a more specific role and utility as directly competing with it would carry a higher drawback.
I am going to close this post here and perhaps revisit the issue when I'm feeling a bit more level headed, call it a pet peeve but omission of this kind of information really gets my back up sometimes.
Cheers, Cross
PS ~ D legendary hero, looks like that addresses our discussion before and moves me even more adamantly into thinking the Heavy frame needs some love to give it proper utility. What is your take on how having a hit box increase tied to shield extender use would effect the state of the game for Heavies?
EDIT: All of the above assumes that I don't come back later and realize I've somehow misread something key |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 06:31:00 -
[790] - Quote
Cross Atu wrote:PS ~ D legendary hero, looks like that addresses our discussion before and moves me even more adamantly into thinking the Heavy frame needs some love to give it proper utility. What is your take on how having a hit box increase tied to shield extender use would effect the state of the game for Heavies? EDIT: All of the above assumes that I don't come back later and realize I've somehow misread something key
Having the shield extenders increase hit box size could adversely affect minmintars who shiled tank and use other mods. they are supposed to be the most versitile class but quite frankly they seem like just faster caldaris with lower ehp.
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
however, the heavy frame does need a reworking. I recommended i the past.
1. increasing the turn speed. 2. slightly improving the movement speed. 3. giving the suit an inherent resistance to small arms fire by 30%. (not to include turret damage, explosives, and heavy weapons). 4. an improved jump
having better mobility, turn speed, and resistances to small arms fire will make the heavy suit do what its supposed to do. Tank hard! the mobility buff will justify its current hit box size. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1626
|
Posted - 2013.08.25 07:05:00 -
[791] - Quote
D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast).
0.02 ISK Cross |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 16:29:00 -
[792] - Quote
Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross
just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) |
BL4CKST4R
WarRavens League of Infamy
1227
|
Posted - 2013.08.25 16:55:00 -
[793] - Quote
D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots)
Just remove a low from the Caldari suit. |
D legendary hero
THE WARRIORS OF LEGEND
725
|
Posted - 2013.08.25 20:48:00 -
[794] - Quote
BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit.
tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4. |
BL4CKST4R
WarRavens League of Infamy
1229
|
Posted - 2013.08.25 23:17:00 -
[795] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit. tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4.
Agreed although 4/3 for the Minmatar seems more logical. But then again I like their 5/2. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1634
|
Posted - 2013.08.26 14:44:00 -
[796] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote: just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots)
Just remove a low from the Caldari suit. tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4. Agreed although 4/3 for the Minmatar seems more logical. But then again I like their 5/2. Minmatar at proto level have 4/4 currently as has been the case since closed beta. (Unless you're talking Assault suits ) I know this because that's what my proto Min Logi had yesterday when I played, and has had ever since I first saw it.
0.02 ISK Cross |
Cosgar
ParagonX
4824
|
Posted - 2013.09.06 15:45:00 -
[797] - Quote
Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. |
Beren Hurin
The Vanguardians
1444
|
Posted - 2013.09.06 15:53:00 -
[798] - Quote
Cosgar wrote:Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds.
Disagree.
I see WAY TOO MUCH fighting in AR range. That is the gun that WILL level you in no time flat. At about 65m the AR gets about 30% efficiency while the ASR/SR/Laser/MD and TAC AR all can hit really hard still.
We shouldn't be arguing that your tank should be able to last so long for such and such a time. The longer a tank can last, the mmore irrelevant weapon damage profiles become, unless we want more weapons that do 30% damage to one or the other tank types. When you can take away 350 shield with one burst shot of your SR at 65m, and then follow up with a few more rounds you are engaging a strategy of tanking (kiting/tactical sniping) that isn't currently existing.
People need to spread out.
Don't forget that shield tanks were good, not because of how long they could survive, but because how quickly they could reengage after the fight. It was regen that mattered. Now we are all getting out of the bad strafing habit. If you are engaging in open terrain, then that is a huge risk. If you are engaging around or near cover, you have a better chance at surviving. Also, if you can engage and have an escape route that is not in the enemies LOS you have a better chance of getting away, especially if you are outside the detection zone of 10m-15m for most suits. |
Cosgar
ParagonX
4832
|
Posted - 2013.09.06 16:20:00 -
[799] - Quote
Beren Hurin wrote:Cosgar wrote:Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. Disagree. I see WAY TOO MUCH fighting in AR range. That is the gun that WILL level you in no time flat. At about 65m the AR gets about 30% efficiency while the ASR/SR/Laser/MD and TAC AR all can hit really hard still. We shouldn't be arguing that your tank should be able to last so long for such and such a time. The longer a tank can last, the mmore irrelevant weapon damage profiles become, unless we want more weapons that do 30% damage to one or the other tank types. When you can take away 350 shield with one burst shot of your SR at 65m, and then follow up with a few more rounds you are engaging a strategy of tanking (kiting/tactical sniping) that isn't currently existing. People need to spread out. Don't forget that shield tanks were good, not because of how long they could survive, but because how quickly they could reengage after the fight. It was regen that mattered. Now we are all getting out of the bad strafing habit. If you are engaging in open terrain, then that is a huge risk. If you are engaging around or near cover, you have a better chance at surviving. Also, if you can engage and have an escape route that is not in the enemies LOS you have a better chance of getting away, especially if you are outside the detection zone of 10m-15m for most suits. I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect. |
Beren Hurin
The Vanguardians
1444
|
Posted - 2013.09.06 16:43:00 -
[800] - Quote
Cosgar wrote: I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect.
Yeah I already posted on the manus peak map. I agree that map more than any has very little cover. But you get my point that TTK is directly proportional to weapon efficiency? When people are fighting against a really high DPS weapon inside its optimals they shouldn't expect the TTK to be very long right? And if you can strafe the fire of the highest RoF/highes DPS weapon then how do you balance weapons that are low RoF and medium DPS? If strafing is THAT effective against that kind of weapon, using any other weapon type becomes pointless, you see? If RoF is REQUIRED in order to land a significant fraction of your weapon's damage then either they would HAVE to buff the lower RoF weapons to hit even harder, or do something to negate the effectiveness of strafing as a counter. If for example there was a type of locus grenade (that I have suggested) that slows the enemy down, that could be helpful for combating it. But the most damaging aspect of strafing is its ability to negate incoming damage, especially against low RoF weapons. You can't say that there is a skill equivalent between the AR and the TAC-AR when it comes to landing shots. There is a huge advantage to that high RoF inside the optimals. |
|
Cosgar
ParagonX
4834
|
Posted - 2013.09.06 16:49:00 -
[801] - Quote
Beren Hurin wrote:Cosgar wrote: I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect.
Yeah I already posted on the manus peak map. I agree that map more than any has very little cover. But you get my point that TTK is directly proportional to weapon efficiency? When people are fighting against a really high DPS weapon inside its optimals they shouldn't expect the TTK to be very long right? And if you can strafe the fire of the highest RoF/highes DPS weapon then how do you balance weapons that are low RoF and medium DPS? If strafing is THAT effective against that kind of weapon, using any other weapon type becomes pointless, you see? If RoF is REQUIRED in order to land a significant fraction of your weapon's damage then either they would HAVE to buff the lower RoF weapons to hit even harder, or do something to negate the effectiveness of strafing as a counter. If for example there was a type of locus grenade (that I have suggested) that slows the enemy down, that could be helpful for combating it. But the most damaging aspect of strafing is its ability to negate incoming damage, especially against low RoF weapons. You can't say that there is a skill equivalent between the AR and the TAC-AR when it comes to landing shots. There is a huge advantage to that high RoF inside the optimals. And that advantage to defend yourself through evasion is completely gone. 1.3 was near perfect when it came to gunplay with the exception of hit detection and aiming issues. Speed tanking was a thing and scouts had some degree of survivability after their only advantage (speed) was taken from them. Which is easier to fix? TTK and mobility to promote tanking diversity or maps? |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3413
|
Posted - 2013.09.22 15:57:00 -
[802] - Quote
Well then. After some time of playing the recent update, I have to say that armour is competitive now. This makes me happy indeed.
There are still issues however, and not just with armour. Reactive plates are done badly, and shield rechargers/shield energizers work badly as well. In the future there will be one more thread on this.
Thanks for your support! |
Cat Merc
Ahrendee Mercenaries EoN.
4063
|
Posted - 2013.11.06 19:41:00 -
[803] - Quote
The stalin of the great armor revolution has returned. Lenin, GTFO
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
Beren Hurin
Onslaught Inc RISE of LEGION
1764
|
Posted - 2013.11.06 20:45:00 -
[804] - Quote
Yep I think armor tanking is a seriously competitive thing now. Along with shield tanking and hybrid bricking (hybricking?). Speed tanking isn't really viable for anything other than just having the speed to get around to kill/place equipment (and I haven't heard a good reason for why it needs to be)
With added weapon ranges, they (scouts/speedy guys) may be able to be a little more competitive at tactical/skirmish ranges, but it would be REALLY hard to try and make it somehow so there is a mechanic that MAKES speed an actual way to mitigate damage. It only was a possibility because hit detection was so buggy. Speed tanking was a bug, IOW.
Instead of speed tanking the third option isn't so much tanking, but detection/avoidance with signal disruption. It shouldn't be underestimated as the ranges of weapons start to stretch out. If people are looking further down the horizon on the outer circles of their TACNET for targets, they will have to divide their attention. Being able to slip in closer, or be able to more comfortably search for cover because you are dampened enough to avoid a scanner means you will be able to get the jump on the enemy squad. |
Beta Bob
The Omega Strain
1
|
Posted - 2013.11.06 20:59:00 -
[805] - Quote
It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all |
Beren Hurin
Onslaught Inc RISE of LEGION
1764
|
Posted - 2013.11.06 21:12:00 -
[806] - Quote
Beta Bob wrote:It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all
I feel like the loudest folks on TTK here are the PC folks. I think in pub/FW matches with completely manageable latency (most of my experience) I'm at EASILY able to get by as a very logi oriented logi that gives most of my fitting budget to equipment rather than tank ending up with 500ish eHP. 500 eHP can die to a sneeze according to some folks, and can't stand up to the lucky core locus grenade, but more often than not, since I can detect enemies ahead of time I can keep enough distiance between us to make my scrambler rifle or mass driver deadly enough, and in those instances where I am close, I feel like I have enough of a grasp on the scrambler pistol that I am safe.
I do not expect to be able to dive into 3-4 people and come out alive as some people think they should.
The problem with PC still isn't TTK is it latency. Poor lag forces a closer gun game because AR has the best DPS and RoF combo. AR requires close range, and close range fighting requires enough of a balance of speed and tank. This favors shield tanking for a variety of reasons that are pretty obvious.
Therefore, I think it stands pretty clearly to reason that the problem with the meta now isn't weapon/suit stats, its hardware/network capability and reliability. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4672
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Posted - 2013.11.06 22:19:00 -
[807] - Quote
Beren Hurin wrote:Beta Bob wrote:It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all I feel like the loudest folks on TTK here are the PC folks. I think in pub/FW matches with completely manageable latency (most of my experience) I'm at EASILY able to get by as a very logi oriented logi that gives most of my fitting budget to equipment rather than tank ending up with 500ish eHP. 500 eHP can die to a sneeze according to some folks, and can't stand up to the lucky core locus grenade, but more often than not, since I can detect enemies ahead of time I can keep enough distiance between us to make my scrambler rifle or mass driver deadly enough, and in those instances where I am close, I feel like I have enough of a grasp on the scrambler pistol that I am safe. I do not expect to be able to dive into 3-4 people and come out alive as some people think they should. The problem with PC still isn't TTK is it latency. Poor lag forces a closer gun game because AR has the best DPS and RoF combo. AR requires close range, and close range fighting requires enough of a balance of speed and tank. This favors shield tanking for a variety of reasons that are pretty obvious. Therefore, I think it stands pretty clearly to reason that the problem with the meta now isn't weapon/suit stats, its hardware/network capability and reliability.
I'm not so sure. TTK really has shortened quite significantly - using some weapons if you are properly on target there is barely any difference between highly tanked targets and weaker ones. Even the new heavies can die remarkably quickly currently.
I quite firmly believe that weapons have been balanced for a game with shoddy hit detection. Hit detection is now working fine - this has, however, exposed problems in the weapon balance.
I'll be writing much more on this topic shortly though, I think, so I'm probably not going to elaborate more here.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Patrick57
GunFall Mobilization Covert Intervention
1308
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Posted - 2013.11.07 23:19:00 -
[808] - Quote
So THIS is where all your likes came from!
Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself.
-Mark Twain
:D
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4709
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Posted - 2013.11.07 23:28:00 -
[809] - Quote
Patrick57 wrote:So THIS is where all your likes came from! It is, yes. I'm in the process of preparing more threadnaughts like this atm.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Lorhak Gannarsein
577
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Posted - 2013.11.11 07:47:00 -
[810] - Quote
+1, would read (and 'like') again.
Too busy clicking cookies to play DUST...
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