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Terra Thesis
HDYLTA Defiant Legacy
285
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Posted - 2013.07.02 14:57:00 -
[1] - Quote
Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy.
Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. |
Terra Thesis
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Posted - 2013.07.02 15:08:00 -
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Den-tredje Baron wrote:.......... No we don't we DO NOT HAVE ANY BENEFITS!!!
None? Really?
So you can't even think of one benefit? |
Terra Thesis
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Posted - 2013.07.02 15:17:00 -
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Cody Sietz wrote:Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. Ok, lower my complex reppers CPU/Pg usage(so I can fit more then 2 on a proto suit without sacrificing everything else) or give my Gallente assault a rep bonuses like logis do.
Everyone has to sacrifice. It's why putting together a build is interesting. You can't just dump in everything you want and walk away.
Logis are supposed to be tougher to crack - they're about defense and Assaults are offense. I think Logis have too much offensive power, but that's an entirely different argument... |
Terra Thesis
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Posted - 2013.07.02 15:27:00 -
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Den-tredje Baron wrote:..................... WROOOOOOOOONG Shield is about mediocre overall health but you get it back very fast. Armor tanking is about having a major armor EHP pool you can take and tank from but that pool then takes forever to get back at it's maximum aka get in shoot and tank **** and then lay low for the next minute. WTF if armor is about high reps PLEASE give all the armor suits an inherent armor repair rate then... hmm or fix armor plates OMG logic aahh !!!!
You're describing what you think it should be, and the reason you're upset is because CCP is continually "failing" to implement YOUR vision.
I'm describing the game that currently exists. |
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Posted - 2013.07.02 15:41:00 -
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Cody Sietz wrote: Well, I'm just saying that I'm a assault so I should be able to assault.
Once you try to fit a complex plate, or even 2 enhanced armour plates you will know what I'm talking about.
We are slow, and we have low hp...Basically...weak heavys.
Don't fit the old plates on your assault. Assaults should be fast and plates make you slow. It doesn't make sense to me to plate it up. Put on as many reps as you can fit. Assaults aren't about mega defense anyways. |
Terra Thesis
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Posted - 2013.07.02 15:52:00 -
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Abron Garr wrote:I'm sorry but this is so mindlessly stupid I have to comment. Yeah, our vision is something called "a good game". Do you honestly believe no one should complain or suggest changes because it's oversteps CCP's vision?
Of course you should be able to suggest improvements. But first you need to understand CCP's vision before you can suggest meaningful improvements. The current LOUD NOISES are about cut and pasting shield mechanics over to armor mechanics. "SHIELD HAS X EHP, I WANT THE SAME STATS!! GIVE PASSIVE REPAIR TO ARMOR!!" Yeah, that's balanced, but it's also stupid. Copypasta is not a foundation for good game design.
CCP isn't perfect, but they're way more competent than what an army of armchair game designers can stir up. |
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Posted - 2013.07.02 16:09:00 -
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Fox Gaden wrote:I am sure that there is a lot of variation in the amount of thought put into Armour QQ posts, and some Armour QQ posts may be completely ridiculous, but lets consider the post [Feedback] Shields > Armour GÇô A continued imbalance as the gold standard when considering the Armour vs Shield debate. As a shield tanker, with no direct ties to armour tanking, I read this post very carefully and found it to be very reasonable and balanced. They have a valid point. Currently the benefits of Shields are greater than the benefits of armour, and the penalties for Shields are less than the penalties for armour. They should not be made the same, but they do need to be balanced. The current scenario is unbalanced. Currently if you go with armour you give up more for less benefit.
That is an excellent post in that it is thorough and politely written. That should be a baseline. But that doesn't guarantee its correctness.
It starts with the declaration that Shields are for skirmishing and Armor is for brawling. Based off of that initial assumption, OP concludes that armor is not suited for its role. My assertion is that if you consider that Shields are for brawling and Armor is for skirmishing, the way everything is designed makes much more sense, especially in Uprising 1.2 with the new ferroscale plates.
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Terra Thesis
HDYLTA Defiant Legacy
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Posted - 2013.07.02 16:24:00 -
[8] - Quote
Cody Sietz wrote:Were just going in circles now. If I can't equip a plate, I can't take a hit.
If I have a small buffer, and I heal 16.25 armour points per sec, how long can I survive? Whats the point?
We have to choose between dmg mods or extenders? Isn't that what caldari assaults are suppose to do? Pick having a high HP or high dmg output?
If we tank hp, we get slow, if we try to tank shields we lose dmg.
That's the thing, if you want to brawl, you want to eat bullets and spit them back, then you need EHP... and that's shield's niche.
I'm trying to suggest that armor tanking equals a skirmish playstyle, where mobility and cover and DPS are your tank, and reps are king. Don't focus on stacking EHP, use ferroscale if you really feel like you have to.
All I'm saying is, yeah, I agree, stacking complex plates on an assault sucks. Maybe it sucks because you weren't meant to use them that way. There are other better options. |
Terra Thesis
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Posted - 2013.07.02 16:29:00 -
[9] - Quote
Abron Garr wrote:And just what exactly is CCP Shanghai's vision? Most people with an EVE background expected Dust to be similar to EVE mechanic-wise. Dust's tanking concept is the complete opposite of what EVE currently has. That isn't automatically a bad thing but it does leave some of us scratching our heads in confusion.
I agree it is confusing if it really is flipped from EVE to Dust. I would have rather they didn't do that. But I think that for better or worse, that's what happened.
EVE implants: slave = armor HP, crystal = shield boost Dust dropsuit bonuses: caldari = shield HP, amarr = armor rep
In both games there's plenty of counter examples to support multiple playstyles. Further confusion the issue is that the old plates had more HP than the extenders - but they were also the only modules that came with big drawbacks. I think in Dust, especially given the new modules that have been released (specifically ferroscale), the evidence is that the intention is opposite. |
Terra Thesis
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Posted - 2013.07.02 19:16:00 -
[10] - Quote
Fox Gaden wrote: Shields are not setup for a brawling style of play, and armour most certainly does not work well for a skirmishing style of play. To make your assertion work they would have to fundamentally change the nature of Shields and Armour, and then they would not line up with EVE where armour is most definitely meant for bawling.
I'll go ahead and repeat myself.
I'm not talking about changing one bit. I'm observing the game as it stands today and describing what I see.
The most important stat for brawling is EHP. Currently, the bonuses in the game encourage shield tankers to stack EHP up.
Yes, armor definitely works great for skirmishing. I am speaking from personal experience. The constant armor repair lets me soak up tons of damage. The only problem is that the old plates had a movement penalty, which is incovenient for skirmishing. I didn't use them except on certain niche fits. However, now that we have ferroscale, it seems pretty clear that the armor paradigm is skirmish.
People keep insisting that armor is supposed to be for brawling but then turning around and complaining and complaining that it doesn't work well that way. Well, what I'm trying to say is that from what I can see, looking at the bonuses in the game and the design of all the suits and modules, armor simply isn't designed to work that way.
It is strange that it's flipped from EVE, but matching up everything between the two games is probably the least of my concerns. |
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Terra Thesis
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Posted - 2013.07.02 19:34:00 -
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Doyle Reese wrote:What's the point of having armor and shields if they could both attain the same amount of hp? The point if they can not be AT LEAST comparable, then Dust has made 2 of the 4 playable races useless.
So if two different dropsuit has a different amount of HP, the lower one is useless? So, you are saying no other stat matters? |
Terra Thesis
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Posted - 2013.07.02 19:54:00 -
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Doyle Reese wrote:Okay, lets go with the other stats, Armor tanking reduces your overall speed, making your strafe not as effective. Armor reduces your ability to increase your sprint speed as they both use the same slot. Shield tanks are sacrificing damage mods, but they can also be faster, run longer, walk stealthier and hack faster. Now tell me which is better
That's because you're still trying to use armor plates to get max EHP. That's the shield niche. Use reps and then check the numbers again.
And correction - shield tanks sacrifice damage mods for speed OR endurance OR stealth (lol) OR hack speed (again, lol). In reality, they usually fit none of those. |
Terra Thesis
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Posted - 2013.07.02 20:13:00 -
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Promethius Franklin wrote:Reps won't keep you alive through any actual fight. You won't regen HP fast enough to beat the increased buffer of a shield suit with extenders even with damage mods without a logi glued to you. So unless your suggestion is for it to take 2 players to make 1 capable armor character it doesn't work. Not to mention this makes it easier to be alpha'd by locus grenades and flaylocks making regen irrelevant.
Your theory is true assuming two people meet up face to face and stand still, holding down their triggers until one person falls down. That's pretty much brawling and the type of combat Caldari shields are for. If you like that playstyle, you'll find Caldari better suited to it. That's okay, different races are suited to different things. If all the races were the same, it'd be pointless to have four different races. |
Terra Thesis
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Posted - 2013.07.02 20:38:00 -
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Promethius Franklin wrote:Edit: Also, since this is the "regen" tanking style, why is my HP/s with 4 complex mods on an assault gk.0 the same as the base shield regen on a ck.0 without even going into the fact that the ck.0 can actually fit buffer as well or further enhance their regen?
Because like many people other people, for whatever reason, you disregard the fact that armor suits get almost the same base regen as a "shield" suit (0 during combat, 20-25 out of combat). My armor reps are on top of shield regen that all other suits have. Shield suits have little to no armor regen.
In combat - armor suits are continuously repping, shield suits aren't. Out of combat, shield suits are regenning your EHP, but armor suits are regenning AND repping, mitigating combat damage twice as fast. |
Terra Thesis
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Posted - 2013.07.02 21:41:00 -
[15] - Quote
Promethius Franklin wrote:So during the 10s depleted delay, which I'm more likely to encounter as I have less shields, my regen is only 25hp/s. This is less than 1 round from any AR, less than 2 from SMG's or 3 from HMG's. My regen is cancelled out by any weapon in under 0.12 seconds and each has the DPS to kill a no buffer gk.0 in under ~1.1s. By the time you hit the 2s mark you are dead with 8s to go before your shield regen kicks in.
Yes, you mitigate about 0.12 seconds of DPS over 1 second, assuming two people standing in front of each other with no cover unloading their weapons. If it was significantly higher than that, everyone would run out of ammo before anyone died. Your math assumes you're going to stand in the line of fire against an ck.0, holding down the trigger until someone drops. I'm not claiming reps will allow you to stand in front of a AR and just eat it.
Promethius Franklin wrote:Damage projection is at a level where current amounts of regen are pointless without high mobility, which armor tanks still cannot invest in. Meanwhile shield tanks can invest in regen, buffer, and mobility at the same time to enhance the ability to skirmish, which is what you say armor is for.
This underscores the fact that regen isn't an encounter survivability tool, it a means to recover between encounters. Shield can do survivability better and recovery better while armor, as you say it should be used, doesn't last long enough for the regen to be an asset under fire.
When I say skirmish style combat, I mean that you're not staying in the line of fire. You take shots when you're on their flank and you cover or reposition when they're sending bullets your way. You recover faster between encounters, because you have shield regen as well as armor regen, whereas a shield user only has shield regen. A shield user can absorb more lead upfront, but over a sustained period of time, you can stay in the action more.
In my experience, gallente has plenty of mobility - all you need to do is to duck into cover before you die. Only minmatar goes faster. There aren't a lot of things that can one-shot even a base medium frame (mostly headshots and high level sniper rifles). |
Terra Thesis
HDYLTA Defiant Legacy
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Posted - 2013.07.02 21:46:00 -
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Arkena Wyrnspire wrote:Terra Thesis, on your assumption that armour is, in fact, for skirmishing:
A movement penalty clearly flies in the face of that idea. Biotic modules can't be fitted by armour tankers without compromising tank. Assuming skirmishing is more hit and run warfare, that goes much better with shield tankers, who have a delay on their regen - essentially, they do their hit, duck into cover and regen. One of armour's strong points is holding a position, as remote armour repair tools allow logistics to set up and help the others. This is much more difficult to move around - it's not feasible to 'skirmish' when carrying around a logibro.
I'm not sure who you're responding to. You put my name on there, but I'm not talking about wearing slow plates and getting a logi. But sure, I agree, if you stack plates and have a logi following you, it's doesn't make sense to skirmish. |
Terra Thesis
HDYLTA Defiant Legacy
286
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Posted - 2013.07.02 22:09:00 -
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Arkena Wyrnspire wrote:I am responding to your posts in general, and perhaps particularly the earlier post. Remote armour repairers are one of the best things about armour - if actually attempting to increase your HP and/or using rep tools prevents you from skirmishing, why do you believe it's about skirmishing?
Because local reps don't require multiple players to coordinate, and don't cause your team to lose a gun off the field, and in general is a lot easier to make work (in my opinion). |
Terra Thesis
HDYLTA Defiant Legacy
286
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Posted - 2013.07.02 22:34:00 -
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Promethius Franklin wrote:You're literraly coming to the point of saying I should be expected as an armor tanker to always maintain a 10 to 1 ratio of regen time vs combat time without enhanced mobility. You are literally telling us to not take damage.
Yes, I'm saying reps work better in low DPS scenarios. The purpose of playing a skirmish style is to minimize incoming DPS by taking cover frequently and dragging out the combat window.
Promethius Franklin wrote:And funny thing is that you overlook the fact that shield tankers needn't have these same demands. Yet they can do the same things you say armor tanker should, only better due to enhancing mobility through modules, enhancing buffer to allow greater survival under fire, and faster regen and delay reduction to get back into the action and being a useable team asset faster.
The key here is that shield users DON'T have better regen. You're forgetting again that armor dropsuits have a significant shield system as a baseline. Shield suits have slightly better regen if you only look at the shield system, but looking at the overall dropsuit, armor suits configured for reps have better overall regen. This means a shield suit can try to play the skirmish style, but they will be outlasted. It's not a hard counter by any means, but the advantage is definitely on the side of the suit that can rep up twice as fast.
Promethius Franklin wrote:They have the same speed as the Caldari and the Min are shield tankers. The Amarr are the only ones that the Gallente beat. As far as tactics the issue is that they are the same ones shield tankers can use and they can make superior use of them. Yes, your strategies make armor tanking potentially more workable, when you have a positional advantage, but they still work better with shields, which also can be fit to have an easier time getting that positional advantage.
Minmatar assault are shields, but logi is armor. Amarr suits are pretty evenly balanced between both systems. Minmatar's speed works well as a shield skirmish, but they don't have the EHP of the Caldari that everyone is comparing against. That's why people choose Caldari over Minmatar for stand-up brawling. Minmatar has less base HP than a Gallente suit. In my opinion, Minmatar and Gallente work the same way, fast and
Promethius Franklin wrote:You accused me at one point of ignoring factors, you seem determined to do the same here.
You're absolutely right about mobility and the Cardiac Regulator (I hope you're not talking about the Kincat, I don't think that mod is useful for anyone except knifers). I am constantly running out of stam on my Gallente. Although, I think I should just train up for em and sacrifice that last repper - it's always a ***** to fit anyways. I think I still have a point, but it does put a dent in my numbers. |
Terra Thesis
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Posted - 2013.07.02 22:40:00 -
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Arkena Wyrnspire wrote:Again - So armour tankers have to shield tank to work?
All dropsuits, including those designed for armor, have a shield system built-in to them. You cannot remove it, nor can you shut it off. As a "dedicated" armor tanker, you might want to ignore any shields you have when you're crunching your numbers, but there it is anyways, giving you 120 EHP and 20 HP/S regen and there's nothing you can do about it. |
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Posted - 2013.07.02 22:57:00 -
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Cody Sietz wrote: 25hp per second after ten seconds is 250, great(if you can actually fit that on a assault)
10 secs on a depleted caldari assault?(less if there is regulators) nearly all shields are almost instantly restored.
Uh, no. The baseline Caldari Assault regens at 25 HP/s after 8s. |
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Terra Thesis
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Posted - 2013.07.02 23:26:00 -
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You know what? I'm not here to argue that Gallente is OP or UP compared to Caldari or anything else. I certainly have no problem if you buff the hell out of Gallente or armor. I only came here to say that I felt Gallente currently played much better if you treated it as a skirmishy armor rep rather than an slow as balls EHP mini tank, and I'd rather any balance to reflect this difference in playstyle. Anything else I've said, I apologize and please allow me to retract. |
Terra Thesis
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Posted - 2013.07.03 00:05:00 -
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Cody Sietz wrote:But thats what I'm telling you, I've try rep tanking, its not a viable strategy.
Okay. Well, at least you tried it. I guess we'll just have to keep playing our own ways. |
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Posted - 2013.07.03 23:30:00 -
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Kador Ouryon wrote:What you don't don't realise is that these are all tankers who know both sides of the argument
As am I. |
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