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Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.06.28 23:03:00 -
[1] - Quote
In their description, they state that they repair a given amount of armor once every 3 seconds a total of 5 times. Instead, they are currently repairing a given amount of armor once every second a total of 15 times.
For instance, the Heavy IG-L polarized armor regenerator is supposed to repair 342HP 5 times over 15 seconds, a total of 1710HP. Instead, it is repairing 342HP 15 times over 15 seconds, for a total of 5130HP. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.01 20:12:00 -
[2] - Quote
Bump |
Mary Sedillo
BetaMax Beta CRONOS.
128
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Posted - 2013.07.01 23:21:00 -
[3] - Quote
Its working fine for me. You must just hate vehicles, huh? |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
182
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Posted - 2013.07.02 01:41:00 -
[4] - Quote
.... it repairs 345 every three seconds.. you do the math
it just pulses in three second individuals |
Spycrab Potato
Hold-Your-Fire
58
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Posted - 2013.07.02 01:42:00 -
[5] - Quote
Ya I think ur just trying to get a nerf on tanks, seeing as you referenced the Heavy armor repair mod. |
Harpyja
DUST University Ivy League
153
|
Posted - 2013.07.02 12:24:00 -
[6] - Quote
Armor vs shield has always had this imbalance. We're trying to get shield mods buffed to be on a level playing field with armor mods, such as 5000 shield boosted in 5s to make shield a true burst tanker. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.02 22:52:00 -
[7] - Quote
Spycrab Potato wrote:Ya I think ur just trying to get a nerf on tanks, seeing as you referenced the Heavy armor repair mod.
I referenced a heavy armor rep because that is the one I had equipped when i watched the armor on my tank go from ~150 to over 5000 after only activating it once. |
Commander Tzu
L.O.T.I.S. RISE of LEGION
0
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Posted - 2013.07.04 17:27:00 -
[8] - Quote
I can confirm this bug, I have armor tanks and shields tanks and I was just in a domination battle with a Madrugar and saw this happen. I let a swarm launcher soldier get my armor down to about 1400 out of 6000, after killing the guy I drove back to my red line to make sure I could pay attention to it and sure enough every second I was repped for fifteen seconds. The armor repper actually got me to full health before it ran out of pulses. I tried this again just to be sure and this time I was actually able to repair myself so fast I was out repping swarms. CCP please fix this bug, I like my armor tanks but I also like my shield tanks, right now shield tanks can't really do much to armor tanks because of this bug (among other things). |
Villanor Aquarius
Cygnus Tactical Operations
97
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Posted - 2013.07.04 20:14:00 -
[9] - Quote
I use both shield and armor tanks and can also confirm this. By no means do I think the armor reps are overpowered but they should either fix this or make shield reps heal 3 times as much as current. That change would keep armor tanks good as they are now and bring shield tanks up to par a bit. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.06 06:46:00 -
[10] - Quote
Bump |
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Harpyja
DUST University Ivy League
198
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Posted - 2013.07.06 10:32:00 -
[11] - Quote
Armor tanks will be even more squishy than shield tanks if this 'bug' is 'fixed'. Instead, buff shield modules. For example, pulse for 1000 shield every second for five seconds for a total of 5000hp in 5 seconds. The best armor rep will do over 6000 in 15 seconds. Makes sense from an EVE perspective because shield boosters are stronger in short timeframes while armor reps are stronger in long timeframes. |
ladwar
Dead Six Initiative Lokun Listamenn
709
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Posted - 2013.07.06 18:29:00 -
[12] - Quote
actually this is true, but w/e ccp hates shields vehicles. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
661
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Posted - 2013.07.06 18:58:00 -
[13] - Quote
An associated issue is I've seem some people exploiting the logi lav repper where they can turn the repper on themself somehow, jump out and have someone drive away even, and the player remians getting reps for the full amount of time. This is obviously a major issue as it creates a literal 'god mode'
Not a prevalent issue overall yet but obviously this is not as intended and creates a major imbalance on the battlefield |
ladwar
Dead Six Initiative Lokun Listamenn
710
|
Posted - 2013.07.06 19:02:00 -
[14] - Quote
CHICAGOCUBS4EVER wrote:An associated issue is I've seem some people exploiting the logi lav repper where they can turn the repper on themself somehow, jump out and have someone drive away even, and the player remians getting reps for the full amount of time. This is obviously a major issue as it creates a literal 'god mode'
Not a prevalent issue overall yet but obviously this is not as intended and creates a major imbalance on the battlefield thats a targeting issue...but i think they still need LOS to get the reps. |
Commander Tzu
L.O.T.I.S. RISE of LEGION
0
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Posted - 2013.07.07 00:21:00 -
[15] - Quote
I actually agree with buffing shield boosters to bring them on par with the way armor reppers are working currently, at least until AV weapons are balanced out. |
ladwar
Dead Six Initiative Lokun Listamenn
717
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Posted - 2013.07.07 18:04:00 -
[16] - Quote
waiting on word from CCP... |
Beld Errmon
D3M3NT3D M1NDZ Orion Empire
690
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Posted - 2013.07.08 18:52:00 -
[17] - Quote
its been like this for a couple of builds now, I'd imagine CCP changed the stats and never updated the description like so many things in this game. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.19 04:06:00 -
[18] - Quote
Bump. |
SponkSponkSponk
The Southern Legion RISE of LEGION
97
|
Posted - 2013.07.19 04:18:00 -
[19] - Quote
source |
Bendtner92
Internal Error. Negative-Feedback
749
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Posted - 2013.07.19 07:24:00 -
[20] - Quote
It's funny since this bug has existed since forever I believe? It's been present since I ran some low-end tanks back in October (I can't remember exactly when I ran tanks, it might have been earlier than that tbh).
Though, what's even funnier is that the reps should probably be like this. If they really "nerf" the reps by fixing the bug both shield and armor tanks will be so bad it's not even funny. |
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Torr Wrath
Subdreddit Test Alliance Please Ignore
500
|
Posted - 2013.07.19 17:24:00 -
[21] - Quote
Its listed incorrectly, but if this is changed before a balance pass with the current state of vehicles and ridiculously powerful AV in game HAV's will become completely unusable. |
Casius Hakoke
Fenrir's Wolves RUST415
170
|
Posted - 2013.07.19 17:30:00 -
[22] - Quote
WOW. I am going to have to test this, but if its a bug and gets fixed, it would make tanks useless for anything other than redline sniping. HAV's are very soft right now and the repper as is is the only thing that can actually keep them going.
I do agree that shield mods should be brought to be on par with current armor mods, and I like the idea of them burst tanking regening around 5000 hp in 5 seconds would be one hell of a burst tank. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
1
|
Posted - 2013.07.19 17:40:00 -
[23] - Quote
AFAIK it is working as intented. Interval does not mean the time before next burst happens, it means the length of one burst. So to say 414hp/s for 3 seconds for 5 times for a total lenght of 15 seconds of course. It means that you will get repaired for a total amount of 6210 over the duration of 15 seconds. There is no such thing as wait time before next burst starts, there is only duration of one burst. Now, of course since it reads "414hp" and not "414hp/s" as it should, it might confuse some people. But anyone who knows how modules behave will not be confused by that.
TLDR; 414hp/s x3 seconds x5 bursts = 6210hp = correct. |
ladwar
Dead Six Initiative Lokun Listamenn
950
|
Posted - 2013.07.19 19:10:00 -
[24] - Quote
Bendtner92 wrote:It's funny since this bug has existed since forever I believe? It's been present since I ran some low-end tanks back in October (I can't remember exactly when I ran tanks, it might have been earlier than that tbh).
Though, what's even funnier is that the reps should probably be like this. If they really "nerf" the reps by fixing the bug both shield and armor tanks will be so bad it's not even funny. i know.. im going to LOL when they get put back on par with shields but rather then fixing armor reps, fix shield reps that 1 second interval is really 3 seconds.
BTW meaning in question for CCP to see. interval 2.a period of temporary cessation; pause. big book of words
meaning time when repairer/booster isn't restoring HP. |
Cy Clone1
Internal Error. Negative-Feedback
129
|
Posted - 2013.07.19 23:53:00 -
[25] - Quote
Syther Shadows wrote:.... it repairs 345 every three seconds.. you do the math
it just pulses in three second individuals
no it doesn't.Do the research and testing before you make yourself look like an idiot. It has a longer activation time then reps every second. |
Cy Clone1
Internal Error. Negative-Feedback
129
|
Posted - 2013.07.19 23:56:00 -
[26] - Quote
MarasdF Loron wrote:AFAIK it is working as intented. Interval does not mean the time before next burst happens, it means the length of one burst. So to say 414hp/s for 3 seconds for 5 times for a total lenght of 15 seconds of course. It means that you will get repaired for a total amount of 6210 over the duration of 15 seconds. There is no such thing as wait time before next burst starts, there is only duration of one burst. Now, of course since it reads "414hp" and not "414hp/s" as it should, it might confuse some people. But anyone who knows how modules behave will not be confused by that.
TLDR; 414hp/s x3 seconds x5 bursts = 6210hp = correct.
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses. |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
547
|
Posted - 2013.07.20 00:42:00 -
[27] - Quote
Until a Dev responds we are all just guessing. Without the code in front of someone we are testing/guessing at the intention and the expected results.
There are two problems in the current implementation and, is common in all software, the documentation is part of the problem. If it is 414HP/s then the documentation should be corrected. Which is not likely, documentation is the bastard step child and last on any developers list to correct.
The other is the balance in game as without the current functionality of the Heavy Repair the Armor tank is nearly useless. Couple that with the several second delay before the Repair starts and the high chance that the Repair tool will arbitrarily decide to enter into a cool down cycle when the driver is trying to get it to start only add to the problems with HAV drivers using armor tanks. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
2
|
Posted - 2013.07.20 00:54:00 -
[28] - Quote
Cy Clone1 wrote:
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses.
I have yet to find any repair or booster module that doesn't do X/s even if it is listed as "X" only. Of course booster modules only have 1 second intervals though unless they are remote ones. But if I will be proven wrong, then I will be really surprised and I owe you an apology. |
Cy Clone1
Internal Error. Negative-Feedback
129
|
Posted - 2013.07.20 01:01:00 -
[29] - Quote
MarasdF Loron wrote:Cy Clone1 wrote:
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses.
I have yet to find any repair or booster module that doesn't do X/s even if it is listed as "X" only. Of course booster modules only have 1 second intervals though unless they are remote ones. But if I will be proven wrong, then I will be really surprised and I owe you an apology.
boosters activate instantly giving the hp for the first pulse, then it takes three seconds for the second pulse, and another 3sec for the third pulse etc.
Armor takes 3seconds to start then gives hp every second, even though the pulse interval says every three seconds.
I apologise for coming off to strong its just ive been whining about this for a while. |
ladwar
Dead Six Initiative Lokun Listamenn
952
|
Posted - 2013.07.20 08:08:00 -
[30] - Quote
KalOfTheRathi wrote:Until a Dev responds we are all just guessing. Without the code in front of someone we are testing/guessing at the intention and the expected results.
There are two problems in the current implementation and, is common in all software, the documentation is part of the problem. If it is 414HP/s then the documentation should be corrected. Which is not likely, documentation is the bastard step child and last on any developers list to correct.
The other is the balance in game as without the current functionality of the Heavy Repair the Armor tank is nearly useless. Couple that with the several second delay before the Repair starts and the high chance that the Repair tool will arbitrarily decide to enter into a cool down cycle when the driver is trying to get it to start only add to the problems with HAV drivers using armor tanks. i take this as a dev response weekly bugs
CCP Cmdr Wang wrote:[BUG] Vehicle armor reps repair 3x what they should Status: A defect on this has been reported and a fix planned for in a future update. btw that would bring the armor repair down to just above shield booster which still makes them better then shield boosters in every way.
side note all the remotes show HP/s restored. |
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MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
2
|
Posted - 2013.07.20 08:30:00 -
[31] - Quote
Cy Clone1 wrote:
boosters activate instantly giving the hp for the first pulse, then it takes three seconds for the second pulse, and another 3sec for the third pulse etc.
Armor takes 3seconds to start then gives hp every second, even though the pulse interval says every three seconds.
I apologise for coming off to strong its just ive been whining about this for a while.
Since it has been marked for fix I suppose you were right and I was wrong. But I have to say it is very misleading in either case. And the fix is gonna make armor tanks totally obsolete. Anyway, you were right, so I'm sorry. :)
|
Django Quik
R.I.f.t
1005
|
Posted - 2013.07.20 10:27:00 -
[32] - Quote
Just wanted to note that being filed as a defect does not necessarily mean the repping is wrong - the defect could well be in the description. Of course this being finally recognised might help CCP understand why shield tanks fare so badly these days but we'll have to wait and see on that... |
Harpyja
DUST University Ivy League
303
|
Posted - 2013.07.20 11:09:00 -
[33] - Quote
Something for once works they way it should; CCP deems it to be a defect.
Please, don't "fix" armor reps. This "defect" actually makes them survivable. Rather, buff shield boosters! |
Beld Errmon
D3M3NT3D M1NDZ
734
|
Posted - 2013.07.20 11:32:00 -
[34] - Quote
ah well looks like thats the update i'll be retiring from dust, tanking is about the only thing I get to enjoy after they ruined my mouse and ability to shoot straight on foot, once it takes a full cycle of a large rep to repair the damage from 1 volly of advanced swarms it will be game over for tanking, and dropshiping.
|
Alldin Kan
Internal Error. Negative-Feedback
414
|
Posted - 2013.07.20 14:09:00 -
[35] - Quote
Shadowdude3 wrote:In their description, they state that they repair a given amount of armor once every 3 seconds a total of 5 times. Instead, they are currently repairing a given amount of armor once every second a total of 15 times.
For instance, the Heavy IG-L polarized armor regenerator is supposed to repair 342HP 5 times over 15 seconds, a total of 1710HP. Instead, it is repairing 342HP 15 times over 15 seconds, for a total of 5130HP.
GOOD JOB, as if vehicles weren't already in a bad state now all armor vehicles are guaranteed to be taken out by AV quickly. |
Villanor Aquarius
Cygnus Tactical Operations
100
|
Posted - 2013.07.20 16:45:00 -
[36] - Quote
Hopefully this big will cause them to iterate on havs sooner rather than later, tweak modules and balance and hopefully Regine the muddy control zones. HAVs would benefit a lot from a number of small tweaks. |
Harpyja
DUST University Ivy League
307
|
Posted - 2013.07.20 18:09:00 -
[37] - Quote
Villanor Aquarius wrote:Hopefully this big will cause them to iterate on havs sooner rather than later, tweak modules and balance and hopefully Regine the muddy control zones. HAVs would benefit a lot from a number of small tweaks. This "bug" has been here for how many months now? Everybody thought it was working as intended. Everybody thought shields just needed buffs. Apparently CCP thinks armor reps are OP and shield boosters are fine.
The only tweaks CCP needs to do are making passive shield tanking work like in EVE, buff shield boosters so that they can provide burst tanks, and give our PG skill back. |
xSir Campsalotx
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
22
|
Posted - 2013.07.20 18:28:00 -
[38] - Quote
I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. |
ladwar
Dead Six Initiative Lokun Listamenn
954
|
Posted - 2013.07.20 20:02:00 -
[39] - Quote
MarasdF Loron wrote:Cy Clone1 wrote:
boosters activate instantly giving the hp for the first pulse, then it takes three seconds for the second pulse, and another 3sec for the third pulse etc.
Armor takes 3seconds to start then gives hp every second, even though the pulse interval says every three seconds.
I apologise for coming off to strong its just ive been whining about this for a while.
Since it has been marked for fix I suppose you were right and I was wrong. But I have to say it is very misleading in either case. And the fix is gonna make armor tanks totally obsolete. Anyway, you were right, so I'm sorry. :) ladwar wrote: btw that would bring the armor repair down to just above shield booster which still makes them better then shield boosters in every way.
side note all the remotes show HP/s restored.
So you are saying that since shields would repair for 1640hp over 5 seconds it would be worse than 2070hp over 15+3 seconds? That's 3280hp over 40 seconds and 4140hp over 60+6 seconds. On average that's 4920hp/min+1320hp/min (passive) shields and 3763hp/min armor. I don't see how armor is superior in any way? Also Shields take more damage from Flux Grenades and equal damage from Forge Guns, armor takes more damage from Swarms and AV Grenades. So basically, shield tanks are the only viable tanks after that fix. you should just stop posting if you don't know what you are talking about because it makes you look like an idiot. |
NINJAPIRATEROBOTZOMBIE
Subdreddit Test Alliance Please Ignore
81
|
Posted - 2013.07.20 20:20:00 -
[40] - Quote
Shadowdude3 wrote:In their description, they state that they repair a given amount of armor once every 3 seconds a total of 5 times. Instead, they are currently repairing a given amount of armor once every second a total of 15 times.
For instance, the Heavy IG-L polarized armor regenerator is supposed to repair 342HP 5 times over 15 seconds, a total of 1710HP. Instead, it is repairing 342HP 15 times over 15 seconds, for a total of 5130HP.
If it weren't for this then HAV's would stand absolutely no chance at all when AV grenades and swarms are hitting for 3000 to 6000 on the proto lvl. You nurf the armor repair on tanks and you might as well remove them and all vehicles from the game and call this Call of Dust 514. |
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MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
3
|
Posted - 2013.07.20 20:25:00 -
[41] - Quote
ladwar wrote:MarasdF Loron wrote:Cy Clone1 wrote:
boosters activate instantly giving the hp for the first pulse, then it takes three seconds for the second pulse, and another 3sec for the third pulse etc.
Armor takes 3seconds to start then gives hp every second, even though the pulse interval says every three seconds.
I apologise for coming off to strong its just ive been whining about this for a while.
Since it has been marked for fix I suppose you were right and I was wrong. But I have to say it is very misleading in either case. And the fix is gonna make armor tanks totally obsolete. Anyway, you were right, so I'm sorry. :) ladwar wrote: btw that would bring the armor repair down to just above shield booster which still makes them better then shield boosters in every way.
side note all the remotes show HP/s restored.
So you are saying that since shields would repair for 1640hp over 5 seconds it would be worse than 2070hp over 15+3 seconds? That's 3280hp over 40 seconds and 4140hp over 60+6 seconds. On average that's 4920hp/min+1320hp/min (passive) shields and 3763hp/min armor. I don't see how armor is superior in any way? Also Shields take more damage from Flux Grenades and equal damage from Forge Guns, armor takes more damage from Swarms and AV Grenades. So basically, shield tanks are the only viable tanks after that fix. you should just stop posting if you don't know what you are talking about because it makes you look like an idiot.
I bet I know more about vehicles than you ever will.
|
Harpyja
DUST University Ivy League
308
|
Posted - 2013.07.20 21:01:00 -
[42] - Quote
xSir Campsalotx wrote:I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. Who has said that? I will rip them apart for you. I as a shield tanker push for buffs to shields. AV is already powerful enough where we can get soloed by PRO AV, and that's how it should be as we are in STD tanks. But give us ADV and PRO.
I am very well aware that the only thing that keeps armor tanks running is their repping power. All AV except for fluxes and lolplasma cannons are bonused against armor. Nerf their armor reps by "fixing" this "bug" will remove any repping power they have and will make them even squishier than shield tanks. I as a shield tanker do not want this scenario as it will mean the end of tanks. |
Void Echo
Internal Error. Negative-Feedback
779
|
Posted - 2013.07.20 23:53:00 -
[43] - Quote
Harpyja wrote:xSir Campsalotx wrote:I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. Who has said that? I will rip them apart for you. I as a shield tanker push for buffs to shields. AV is already powerful enough where we can get soloed by PRO AV, and that's how it should be as we are in STD tanks. But give us ADV and PRO. I am very well aware that the only thing that keeps armor tanks running is their repping power. All AV except for fluxes and lolplasma cannons are bonused against armor. Nerf their armor reps by "fixing" this "bug" will remove any repping power they have and will make them even squishier than shield tanks. I as a shield tanker do not want this scenario as it will mean the end of tanks.
il be back when the introduce jet fighters |
ladwar
Dead Six Initiative Lokun Listamenn
954
|
Posted - 2013.07.21 00:07:00 -
[44] - Quote
Void Echo wrote:Harpyja wrote:xSir Campsalotx wrote:I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. Who has said that? I will rip them apart for you. I as a shield tanker push for buffs to shields. AV is already powerful enough where we can get soloed by PRO AV, and that's how it should be as we are in STD tanks. But give us ADV and PRO. I am very well aware that the only thing that keeps armor tanks running is their repping power. All AV except for fluxes and lolplasma cannons are bonused against armor. Nerf their armor reps by "fixing" this "bug" will remove any repping power they have and will make them even squishier than shield tanks. I as a shield tanker do not want this scenario as it will mean the end of tanks. il be back when the introduce jet fighters cya in a year or two maybe. |
Harpyja
DUST University Ivy League
308
|
Posted - 2013.07.21 00:12:00 -
[45] - Quote
ladwar wrote:Void Echo wrote:Harpyja wrote:xSir Campsalotx wrote:I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. Who has said that? I will rip them apart for you. I as a shield tanker push for buffs to shields. AV is already powerful enough where we can get soloed by PRO AV, and that's how it should be as we are in STD tanks. But give us ADV and PRO. I am very well aware that the only thing that keeps armor tanks running is their repping power. All AV except for fluxes and lolplasma cannons are bonused against armor. Nerf their armor reps by "fixing" this "bug" will remove any repping power they have and will make them even squishier than shield tanks. I as a shield tanker do not want this scenario as it will mean the end of tanks. il be back when the introduce jet fighters cya in a year or two maybe. But then he will have millions of unallocated SP.... he'll be able to max out fighters the day they are released |
ladwar
Dead Six Initiative Lokun Listamenn
954
|
Posted - 2013.07.21 00:13:00 -
[46] - Quote
Harpyja wrote:ladwar wrote:Void Echo wrote:Harpyja wrote:xSir Campsalotx wrote:I love how shield tankers want to nerf the armor tank, what's your logic. My tank is **** make their tank **** too. Just buff shield tanks to something of this effect, this bug makes armor tanks good and thus viable. I am a forgegunner btw just think tanks need some work. Who has said that? I will rip them apart for you. I as a shield tanker push for buffs to shields. AV is already powerful enough where we can get soloed by PRO AV, and that's how it should be as we are in STD tanks. But give us ADV and PRO. I am very well aware that the only thing that keeps armor tanks running is their repping power. All AV except for fluxes and lolplasma cannons are bonused against armor. Nerf their armor reps by "fixing" this "bug" will remove any repping power they have and will make them even squishier than shield tanks. I as a shield tanker do not want this scenario as it will mean the end of tanks. il be back when the introduce jet fighters cya in a year or two maybe. But then he will have millions of unallocated SP.... he'll be able to max out fighters the day they are released if dust makes it that long |
Commander Tzu
L.O.T.I.S. RISE of LEGION
4
|
Posted - 2013.07.21 08:52:00 -
[47] - Quote
MarasdF Loron wrote:
So you are saying that since shields would repair for 1640hp over 5 seconds it would be worse than 2070hp over 15+3 seconds? That's 3280hp over 40 seconds and 4140hp over 60+6 seconds. On average that's 4920hp/min+1320hp/min (passive) shields and 3763hp/min armor. I don't see how armor is superior in any way? Also Shields take more damage from Flux Grenades and equal damage from Forge Guns, armor takes more damage from Swarms and AV Grenades. So basically, shield tanks are the only viable tanks after that fix.
Shields take more damage from Forge than armor. Also, when comparing shield vs armor tanks you need to take into account armor tanks usually have more EHP since they generally have more raw hp and resist. Taking that into account you see that Armor tanks usually need to inflict less damage overall than a shield tank if they are shooting each other, with rail gun fights this is more obvious as a shield shooting an armor tank will do less damage relative to the EHP and an Armor tank vica versa. It's true shield tanks can stack damage mods to over come this, but not without giving up either a good chunk of their raw hp, resist, or both. Now when talking about a rail tank versus a blaster or blaster maddy vs missle logi there are other factors that are more important, namely range dictation, so this is much less than an issue. Plus, you have to take into account armor tanks can rely on supply depots or friendly logis (which when I run my maddy I usually have in my top blaster) to offset those figures. I run both shield tanks and armor tanks and I think if this is fixed it would make shield vs armor tanking more in line with what it was supposed to be, armor tanks able to stay in the fight longer against a shield tank but longer to rep unless they use a supply depot or friendly logi and shield tanks needing to use their mobility and quick shield boost to make sure they can get the first shot against the armor tank and if they need to move to a new position, they can arrive with full shields. Now, this says nothing about the proto AV weapons out there and that's a whole other discussion. |
Harpyja
DUST University Ivy League
315
|
Posted - 2013.07.21 14:38:00 -
[48] - Quote
Commander Tzu wrote:MarasdF Loron wrote:
So you are saying that since shields would repair for 1640hp over 5 seconds it would be worse than 2070hp over 15+3 seconds? That's 3280hp over 40 seconds and 4140hp over 60+6 seconds. On average that's 4920hp/min+1320hp/min (passive) shields and 3763hp/min armor. I don't see how armor is superior in any way? Also Shields take more damage from Flux Grenades and equal damage from Forge Guns, armor takes more damage from Swarms and AV Grenades. So basically, shield tanks are the only viable tanks after that fix.
Shields take more damage from Forge than armor. Also, when comparing shield vs armor tanks you need to take into account armor tanks usually have more EHP since they generally have more raw hp and resist. Taking that into account you see that Armor tanks usually need to inflict less damage overall than a shield tank if they are shooting each other, with rail gun fights this is more obvious as a shield shooting an armor tank will do less damage relative to the EHP and an Armor tank vica versa. It's true shield tanks can stack damage mods to over come this, but not without giving up either a good chunk of their raw hp, resist, or both. Now when talking about a rail tank versus a blaster or blaster maddy vs missle logi there are other factors that are more important, namely range dictation, so this is much less an issue. Plus, you have to take into account armor tanks can rely on supply depots or friendly logis (which when I run my maddy I usually have in my top blaster) to offset those figures. I run both shield tanks and armor tanks and I think if this is fixed it would make shield vs armor tanking more in line with what it was supposed to be, armor tanks able to stay in the fight longer against a shield tank but longer to rep unless they use a supply depot or friendly logi and shield tanks needing to use their mobility and quick shield boost to make sure they can get the first shot against the armor tank and if they need to move to a new position, they can arrive with full shields. Now, this says nothing about the proto AV weapons out there and that's a whole other discussion. I take it you are for this "fix".
Let me tell you what the real fix should be, like it or not. Buff shield boosters so they can provide burst tanks (say 5000 shield in 5 seconds). Buff shield hardeners. Buff shield recharge so it is based on time. Voila. Shields are on equal ground with armor. |
Commander Tzu
L.O.T.I.S. RISE of LEGION
4
|
Posted - 2013.07.21 14:50:00 -
[49] - Quote
Harpyja wrote:Commander Tzu wrote:MarasdF Loron wrote:
So you are saying that since shields would repair for 1640hp over 5 seconds it would be worse than 2070hp over 15+3 seconds? That's 3280hp over 40 seconds and 4140hp over 60+6 seconds. On average that's 4920hp/min+1320hp/min (passive) shields and 3763hp/min armor. I don't see how armor is superior in any way? Also Shields take more damage from Flux Grenades and equal damage from Forge Guns, armor takes more damage from Swarms and AV Grenades. So basically, shield tanks are the only viable tanks after that fix.
Shields take more damage from Forge than armor. Also, when comparing shield vs armor tanks you need to take into account armor tanks usually have more EHP since they generally have more raw hp and resist. Taking that into account you see that Armor tanks usually need to inflict less damage overall than a shield tank if they are shooting each other, with rail gun fights this is more obvious as a shield shooting an armor tank will do less damage relative to the EHP and an Armor tank vica versa. It's true shield tanks can stack damage mods to over come this, but not without giving up either a good chunk of their raw hp, resist, or both. Now when talking about a rail tank versus a blaster or blaster maddy vs missle logi there are other factors that are more important, namely range dictation, so this is much less an issue. Plus, you have to take into account armor tanks can rely on supply depots or friendly logis (which when I run my maddy I usually have in my top blaster) to offset those figures. I run both shield tanks and armor tanks and I think if this is fixed it would make shield vs armor tanking more in line with what it was supposed to be, armor tanks able to stay in the fight longer against a shield tank but longer to rep unless they use a supply depot or friendly logi and shield tanks needing to use their mobility and quick shield boost to make sure they can get the first shot against the armor tank and if they need to move to a new position, they can arrive with full shields. Now, this says nothing about the proto AV weapons out there and that's a whole other discussion. I take it you are for this "fix". Let me tell you what the real fix should be, like it or not. Buff shield boosters so they can provide burst tanks (say 5000 shield in 5 seconds). Buff shield hardeners. Buff shield recharge so it is based on time. Voila. Shields are on equal ground with armor.
Lolz, never said I was for this "fix". People seem to think that this fix will make Maddys fall to Logis like crazy and that's just not true. The biggest problem affecting tank balancing is their balancing vs AV weapons, namely the fact that we are stuck with Standard level hulls against Prototype level AV. All I am saying is that if this "fix" is implemented it would fix the tank vs tank balance while destroying any semblance of armor tank vs AV balance. I have actually posted on other threads I would rather have it stay the same and have shields buffed to be the burst tanks they were meant to be, it would bring tank vs tank combat in line with what it was meant to be and also give both tanks an actual chance against one guy with a nanohive and invisible swarms. |
Garrett Blacknova
Codex Troopers
3359
|
Posted - 2013.07.22 11:11:00 -
[50] - Quote
They need to fix this "problem" the same way they fixed the "problem" with Vehicle Engineering not giving a PG buff the way it should.
Change the description to match the effect.
Once that's done, they can admit that even though armour tanks have literally triple the survivability they're "meant to" have, they're generally seen as well-balanced. Logical progression from that is the idea that shield tanks need a LOT of love to catch up. |
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Sana Rayya
WASTELAND JUNK REMOVAL EoN.
45
|
Posted - 2013.07.22 11:54:00 -
[51] - Quote
Glad that they are fixing this bug. It's total BS that an armor tank with an ounce of health left can just go full reverse and fully regen its armor in 15 seconds. |
daishi mk03
Brutor Vanguard Minmatar Republic
19
|
Posted - 2013.07.22 12:20:00 -
[52] - Quote
God, I love how shield tankers think they will be viable now.
Now, and even after a radical bug fix armor tanks are and will be superior to shield tanks. Armor tanks will always survive way more damage income, due to hardeners, passive resistance and reppers multiplying these. Every 100 hp repped translates to at least 200 ehp. Even more, since ehp follows 1/(1-resistance) and diverges for resistance -> 1.
I love the feeling when the enemy shields are down and they pop with the next shot.
Best thing, just ram that shield tank and it is gone. |
Harpyja
DUST University Ivy League
345
|
Posted - 2013.07.22 14:07:00 -
[53] - Quote
daishi mk03 wrote:God, I love how shield tankers think they will be viable now.
Now, and even after a radical bug fix armor tanks are and will be superior to shield tanks. Armor tanks will always survive way more damage income, due to hardeners, passive resistance and reppers multiplying these. Every 100 hp repped translates to at least 200 ehp. Even more, since ehp follows 1/(1-resistance) and diverges for resistance -> 1.
I love the feeling when the enemy shields are down and they pop with the next shot.
Best thing, just ram that shield tank and it is gone. Are you for real? Armor tanks and shield tanks have roughly the same resists. Shield tanks have better natural resists against common AV. Armor reps help armor tanks against AV by providing such repping power. But nerf them to 1/3 and they will be worse than shield tanks.
I think it's stupid for shield tankers to think they will now be viable again as they are taking advantage of an armor nerf. True, but it's a step in the wrong direction. Shield tankers should want to become viable again with a shield buff, not an armor nerf. |
Villanor Aquarius
Cygnus Tactical Operations
100
|
Posted - 2013.07.23 11:45:00 -
[54] - Quote
Condense the current armor repping capability into burst so each pulse heals 3 times as much and happens every three seconds.Take Shields and triple their rep amount.
Make shield passive Regen based on time to Regen not a fixed rate so increasing shield hp increases Shields recharge. Make shield regenerators do 25%, 35%, and 45% respectively. Take Shields active hardeners and make on time 15 seconds and off time 20.
Reduce madrugar speed so that it's only 15% faster than agunnlogiagunnlogi base. Nicely balanced effective vehicles. |
Void Echo
Internal Error. Negative-Feedback
830
|
Posted - 2013.07.23 18:59:00 -
[55] - Quote
on a side note, thank you for finally getting rid of the reason to spec into tanks at all, now that we are going to be nerfed to complete uselessness nobody is going to be tanking except for the dumbsses, and the new players will see how they are useless and not skill into them thus making tanks finally extinct in this game.... thanks for giving me a reasonto give up on Dust 514 and losing all faith in CCP's power to do the right thing.
you OP have single handedly destroyed whats left of an endangered class (im impressed it even took some effort to do with your biased research)... |
Zael Junma
Federated Consultants PMC
1
|
Posted - 2013.07.23 22:36:00 -
[56] - Quote
Villanor Aquarius wrote:Reduce madrugar speed so that it's only 15% faster than agunnlogiagunnlogi base. Nicely balanced effective vehicles.
You apparently don't use armor plating on your armor tank. Yes, please make them slower than they already are. May as well remove the wheels at that point :P
|
Psychotic Shooter
Hellstorm Inc League of Infamy
114
|
Posted - 2013.07.23 22:48:00 -
[57] - Quote
Void Echo wrote:on a side note, thank you for finally getting rid of the reason to spec into tanks at all, now that we are going to be nerfed to complete uselessness nobody is going to be tanking except for the dumbsses, and the new players will see how they are useless and not skill into them thus making tanks finally extinct in this game.... thanks for giving me a reasonto give up on Dust 514 and losing all faith in CCP's power to do the right thing.
you OP have single handedly destroyed whats left of an endangered class (im impressed it even took some effort to do with your biased research)...
VOID YOU CANT TANK ANYWAY |
Villanor Aquarius
Cygnus Tactical Operations
102
|
Posted - 2013.07.25 11:42:00 -
[58] - Quote
Zael Junma wrote:Villanor Aquarius wrote:Reduce madrugar speed so that it's only 15% faster than agunnlogiagunnlogi base. Nicely balanced effective vehicles. You apparently don't use armor plating on your armor tank. Yes, please make them slower than they already are. May as well remove the wheels at that point :P
I do in fact use armor tanks, there agility is trash, aka turning, their speed however is very high. With a base of about 93km/h compared to Shields 73km/h there abouts. This means that with an 18% movement penalty plate the armor tank has about 76km/h as well as armor tanks being easier and more likely to have afterburners. I purpose armor tanks be 15% faster than Shields tanks so that unplated they are quick but played they become slightly slower. This gives armor tanks the option to have now versatility or fit an afterburner to catch fast tanks. |
Villanor Aquarius
Cygnus Tactical Operations
102
|
Posted - 2013.07.25 11:43:00 -
[59] - Quote
There should also be a skill that improves tank agility per level similar to spaceship commands in eve. |
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