|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Killar-12
Greatness Achieved Through Training EoN.
19
|
Posted - 2013.07.07 02:35:00 -
[1] - Quote
Here a more comprehensive post that the earlier ones I've made on my alt Colonel Killar Armor Reps and the reps on Reactives are fine but the problem is how slow armor is and how little armor HP is given. It's not that I want my armor to regen in ten seconds It should take a few minutes but I should be harder to kill compared to a shield tanker one on one but if his buddy comes afterwards then I'll be screwed but if he and his friend take turs their superior regen will allow them to continue coming back at full health
But for in-game values Don't mess with any regen values
Plate Type-----------------------------------HP-------------------------------------Movement Penalty
Basic Armor Plates 100 3%
Enhanced Armor Plates 150 5%
Complex Armor Plates 200 7%
Basic Ferroscale Plates 40 N/A
Enhanced Ferroscale Plates 80 N/A
Complex Ferroscale Plates 120 N/A
Basic Reactive Plates 50 2%
Enhanced Reactive Plates 90 4%
Complex Reactive Plates 140 6%
|
Killar-12
Greatness Achieved Through Training EoN.
19
|
Posted - 2013.07.07 02:46:00 -
[2] - Quote
D legendary hero wrote:Killar-12 wrote:Here a more comprehensive post that the earlier ones I've made on my alt Colonel Killar Armor Reps and the reps on Reactives are fine but the problem is how slow armor is and how little armor HP is given. It's not that I want my armor to regen in ten seconds It should take a few minutes but I should be harder to kill compared to a shield tanker one on one but if his buddy comes afterwards then I'll be screwed but if he and his friend take turs their superior regen will allow them to continue coming back at full health
But for in-game values Don't mess with any regen values
Plate Type-----------------------------------HP-------------------------------------Movement Penalty
Basic Armor Plates 100 3%
Enhanced Armor Plates 150 5%
Complex Armor Plates 200 7%
Basic Ferroscale Plates 40 N/A
Enhanced Ferroscale Plates 80 N/A
Complex Ferroscale Plates 120 N/A
Basic Reactive Plates 50 2%
Enhanced Reactive Plates 90 4%
Complex Reactive Plates 140 6%
^^this is a brilliant idea. in fact i applaud it. reparing armor by percentage is a great idea. and those values for the reactive plates gives them a purpose as right now they are inferior tech, but if this^^ were implimented things could improve. with careful monitering this could temporarily fix the shield tanking problem. againt yes shield tankers can tank harder using these, but the complex damage mods combined with this^^ and scrambler rifle tech can imporve over all galente performance I think that the Repping is fine as is, just numbers for armor's total HP are pitifully low Armor tanking is a buffer tankers wet dream and shield tanking is a regen tanker's wet dream The percentages are only the movement penalty reduction, also Kin Cats need to boost base speed not just sprinting speed |
Killar-12
Greatness Achieved Through Training EoN.
97
|
Posted - 2013.07.10 22:10:00 -
[3] - Quote
Michael Cratar wrote:D legendary hero wrote:you for get 1 thing. everything does close to double damage to armor. even doubling the numbers on all armor modules wouldn't make it balanced.
if you have 2 complex armor repairs thats only 20 hp per second. a caldari milita suit gets 20 shield back by default. the shiled enegizer's make it so that shields come at impossible speeds. and seriously, doudes running around with 500+ shields that regenarate almost insantly and that are resistant to almost everything can't be good. especially since they can also armor tank because armor is a low slot acomplishment.
everyone screams "OMG...THROW FLUX NADES DATZ WAT DEY DER 4...HERPIDDY DERP DERP". seriously, flux grenades are not that effective because its hit or miss, and these guys have no speed penalty they are moving rediculously fast thanks to the movement speed increase that CCP ninja'd into the game. worse yet we have the fact that even from full depletion shields recover extremely fast.
scrambler rifles do wonders on shields but the semiauto one is hit or miss because people move so fast with their shields, the only real way to combate shields is to use an assault scrambler rifle, because the regular AR outguns the semi-auto everytime (which makes sense, the problem lies in that scramblers are the only practical way to combat the shield tanking)
even if the values of all armor mods were doubled armor repairs slower and takes 50% more damage to everything. in fact these values should be doubled.
reactive plates the basic give you 15 armor and repair your armor at 1 hp per second. thats pathetic. i round from an HMG (one bullet) does more than that.
reactive plates in order to be worth anything need to be at least quadrupled otherwise there is no point to having them in the game. (60 armor and 4hp per second) keeping the 1% movement penalty the same.
complex armor plates when 2 doubled would give you 230 additional armor. but think all the explosives and plasma weaponry does extra damage to armor, so it would on begin to help break even.
the solution to the armor verse shield problem lies in give great values to armor modules. (the reactive plates have to be quadrupled or quintipled to even be consideed useful) 60 armor and 4hp a second, with a 1% movement penalty at basic? Im an armor tanker and even I think that is op as fk. it's only 2hp/s not 4 hp |
Killar-12
Greatness Achieved Through Training EoN.
194
|
Posted - 2013.07.17 03:33:00 -
[4] - Quote
Galvan Nized wrote:Laurent Cazaderon wrote:LOL, you serious dude ? You want your basic reactive plate to give 60 armor AND 4 hp rep/ sec Reactive plates were never meant to be good at both role. They're clearly intended to be a small HP buff and small repair buff. For those who lack low slots. Not be uber powerfull two-in-one miracle product from your usual tv shopping show. Doubling armor modules wont do anything except switch the balance fully. There are a lot more subtle changes to be made : - Not having plate penalty reducing base movement. - Switching some modules from low to high (ferroscale or reactive, PG extension, regs) Now, regarding the regen debate, armor is NOT supposed to be able to reach the same regen shield has. But on the other hand, you're supposed to get more HP for the same investment. so, having 10 or more HP\s armor repairers is just not realistic. Too many armor tankers just want a straight buff but I think with some tweaks balance is closer than it appears. These reactive plates NEED a buff, but people are saying quadruple AND give 10 hp/s, this is is just plain insanity. Moving mods will help: Shield Regs should be a high, PG/CPU should be both (to me). Shields NEED a penalty, they really do. This is a subject of its own. Reppers need a buff but not crazy: 2,4,8 maybe 3,6,10. Plates need a buff too but taking it slow, maybe 130 for a complex (dbl that of a complex shield). Not even mentioning armor and repair from outside one self. Reps are fine Plates and Raw HP are my concern High HP, slow Regen not low regen, mediocre HP |
Killar-12
Greatness Achieved Through Training EoN.
194
|
Posted - 2013.07.17 03:51:00 -
[5] - Quote
Why should Armor tankers be penalized for better plates? there should be three types of plates
Light armor plates 3% movement penalty across the board slightly lower CPU/PG used for scout who want more protection than a Ferroscale plate
Basic Light Plates 60 HP Enhanced Light Plates 90 HP Complex Light Plates 120HP
Medium Armor plates 5% movement penalties Same as current PG/CPU needs for medium suits Basic Medium Plates 90 HP Enhanced Medium Plates 130 HP Complex Meduim Plates 170 HP
Heavy Plates 15% movement penalty triple PG needs x1.5 CPU needs, for heavies Basic Heavy Plates 125 HP Enhanced Heavy Plates 200 HP Complex Heavy Plates 275 HP |
Killar-12
Greatness Achieved Through Training EoN.
213
|
Posted - 2013.07.18 04:59:00 -
[6] - Quote
Galvan Nized wrote:[quote=RINON1 How? We have the same equivalent for shields with the regulators and rechargers in lows. Move plates or reppers to highs and it's fixed.
This isn't exactly equivalent. Shields take a 3rd skill to armor's 2. Honestly though regulators should have been a high slot.
The slot disparity really is apparent in CPU/PG enhancers. Why do these not fit in both?
Armor plates and reppers need a buff, slight (at least to start). Shields NEED a penalty and regulators need to go in high slots. Let's do this and see where we are from here. [/quote] Reps seem fine but Plates are the issue for me. |
Killar-12
Greatness Achieved Through Training EoN.
215
|
Posted - 2013.07.18 05:24:00 -
[7] - Quote
Hey I came up with an idea for a temporary fix to armor |
Killar-12
Greatness Achieved Through Training EoN.
222
|
Posted - 2013.07.19 03:57:00 -
[8] - Quote
Why Increase reps? I'm just interested why you would say that. |
Killar-12
Greatness Achieved Through Training EoN.
229
|
Posted - 2013.07.19 06:21:00 -
[9] - Quote
DRDEEZE TWO POINTO wrote:Let's face it ccp can't fix **** and dust is going to be caned might as well play good games like battlefield. Okay then leave... |
Killar-12
Intrepidus XI EoN.
232
|
Posted - 2013.07.22 15:41:00 -
[10] - Quote
RINON114 wrote:D legendary hero wrote:Killar-12 wrote:Why Increase reps? I'm just interested why you would say that. shields have a slight delay before reping, but once they do, they recover at enormus rates 20+ hp/s. if i have 400 shields and they are depleted after my 3-4 second own time, and my hp heals at 20 per second in 24 seconds my shields are full if i have 400 armor and i am at 0 armor (and still alive), with two 4 complex armor repairers i heal at 20 hp/s, so i get to 400 in 20 seconds. may look balanced but there are several things to keep in mind: 1. 20 hp/s for sheilds is a basic level and can be increased, (with shield enegizers you can heal shield at almost 50 hp/s) 2. this is assuming i have complex level amor repairers. even with proficiency it doesn't equal the sheids superiority in this matter 3. when shields are gone you have armor, when armor is gone your dead. 4. due to high dps of most guns under direct fire this will not impact longevity. Your maths are a little wonky which is why it looks balanced. Please tell me how you can fit 4 complex reppers and have 400hp? I have all armour skills to 5 and I use two basic plates. I get 405 armour with skills included. 4 complex reppers would give you 20hp/s repair rate (plus the 25% from the skill required to use them) BUT your HP would be terribad. Shields CAN do this though, and have more than 400hp WITH 20hp/s regen. Why not increase raw HP and not mess with reps making it take a long time to regen to full health and have large amounts of raw HP |
|
|
|
|