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zzZaXxx
The Exemplars Top Men.
35
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Posted - 2013.07.02 21:43:00 -
[1] - Quote
D legendary hero wrote:I won't both putting the math here but you can do it in your head. adding 1/2 the value of these as a hot fix, will just barely help make armor tanking a viable option. right now its abit ridiculous
the reactive plates especially need a major buff, those things are almost pointless. but they are still a good idea. reactive plates should be giving you at least 30-45 armor and heal at a rate of 2 hp per second, with the 1% movement speed penalty.
1 enhanced armor plating + 1 complex armor repairer = 87hp, 5 rep, -5% movement penalty
2 reactive plating = 90hp, 4 rep, -8% movement penalty...and requires more CPU and PG
Anyone who can do math will never use reactive plates. They are garbage. |
zzZaXxx
The Exemplars Top Men.
98
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Posted - 2013.07.16 16:17:00 -
[2] - Quote
2-Ton Twenty-One wrote:XxWarlordxX97 wrote:2-Ton Twenty-One wrote:+1
Im a heavy and ignore all the armor plates. Why? Because you realize while your fighting other suits your ability to move in and out of cover quickly is probably one of your most important skills, If you load up on plates that means your going to get to cover that % slower, and because your FOV is less then your heavy suit hitbox IE your heavy suit is firing from beside a wall then takes fire and moves its body fully behind said wall you will be taking that % more dmg before your Hitbox is fully behind cover, that % of hit based fire is MORE then the amount of tank you are going to get out of the Plates! that is the problem, if you move 10% slower and you need to move your body behind a wall OB is going to take you 10% more time to get there, and seeing as how the plates are not absorbing 10% more damage for the Heavy suit you end up handicapping yourself!! MATH people MATH! BTW this should be its own thread as to WHY doing armor plates in any major capacity as a heavy is Worthless! Its far less noticeable with the faster suits because the enemy weapon ROF is the constant! see?
If Armor Plates were revamped along the following lines...
Basic Armor Plates: 94 HP, 4% movement penalty, 20 CPU, 6 PG
Enhanced Armor Plates: 118 HP, 5% penalty, 28 CPU, 9 PG
Complex Armor Plates: 140 HP, 6% penalty, 36 CPU, 12 PG
Then a Sentinel ak.0 could function as a proper point defense mini-tank (with intermittent logibro assistance) with the following fit:
Complex Heavy Damage Modifier
Enhanced Armor Plates Complex Armor Plates Complex Armor Plates Complex Armor Plates
Freedom Assault Heavy Machine Gun Core Flaylock Pistol Flux Grenades
Shields: 486 Armor: 1078 Movement Penalty: 15%
And the Amarr Sentinal Dropsuit bonus could be changed from receiving less feedback damage to reducing the movement penalty of Armor Plates by 6% per level, which would change the movement penalty to 10.5%.
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zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 04:54:00 -
[3] - Quote
McFurious wrote:How about high slot armor hardeners?
Across the board damage reduction to armor would be OP but I like the idea of high slot explosive hardeners reducing explosive damage by 4%, 7%, and 14%. And low slot EM hardeners for shields with the same stats.
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zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 04:56:00 -
[4] - Quote
RINON114 wrote:ChromeBreaker wrote:\o/ more wild numbers and changes. Anything close to doubling numbers would bring the letters O and P together!
Example from above...
enhanced armour plat + complex rep = 174hp + 10ar/s -5% speeeed
Dat there be crazy talk! your effectivly strapping a scout to your chest Excuse me I'm trying to commute. I don't appreciate almost wetting myself thanks! Edit: On topic! The numbers need a little adjustment for sure, but the ONLY way to fix armour is to put reactive and ferroscale in the highs to stop shield tankers using them. Problem solved. The numbers should be high enough so it's an attractive alternative to just throwing on some complex shields.
Having different plates in different slots is inconsistent and feels wrong. Anyway shield tankers should be able to use armor modules just as armor tankers can use shield modules. |
zzZaXxx
The Exemplars Top Men.
99
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Posted - 2013.07.17 12:15:00 -
[5] - Quote
RINON114 wrote:zzZaXxx wrote:RINON114 wrote:ChromeBreaker wrote:\o/ more wild numbers and changes. Anything close to doubling numbers would bring the letters O and P together!
Example from above...
enhanced armour plat + complex rep = 174hp + 10ar/s -5% speeeed
Dat there be crazy talk! your effectivly strapping a scout to your chest Excuse me I'm trying to commute. I don't appreciate almost wetting myself thanks! Edit: On topic! The numbers need a little adjustment for sure, but the ONLY way to fix armour is to put reactive and ferroscale in the highs to stop shield tankers using them. Problem solved. The numbers should be high enough so it's an attractive alternative to just throwing on some complex shields. Having different plates in different slots is inconsistent and feels wrong. Anyway shield tankers should be able to use armor modules just as armor tankers can use shield modules. 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.
Reppers to highs might work. |
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