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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 21:30:00 -
[1] - Quote
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.
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Luk Manag
of Terror
33
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Posted - 2013.07.02 21:32:00 -
[2] - Quote
You're right. They should basically double the hp on those reactive plates. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1726
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Posted - 2013.07.02 21:33:00 -
[3] - 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.
The only thing thats going to help armor is if CCP gets their head out of their ass and fixes dropsuit skill bonuses. |
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Cass Barr
Red Star. EoN.
422
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Posted - 2013.07.02 21:35:00 -
[4] - Quote
Pretty sure the devs only play as Caldari or Minmatar. |
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Johnny Guilt
Algintal Core Gallente Federation
126
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Posted - 2013.07.02 21:41:00 -
[5] - Quote
The new plates just helps anyone that isnt a pure armor tank,quite sadden by armor update |
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zzZaXxx
The Exemplars Top Men.
35
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Posted - 2013.07.02 21:43:00 -
[6] - 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. |
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Chankk Saotome
SyNergy Gaming EoN.
411
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Posted - 2013.07.02 21:47:00 -
[7] - Quote
I've already gotten into this discussion and it seems all new modules are for shield tankers.
Think about it. You're shield tanking but need a little oomph from a shot or two worth of armor but can't be bothered to waste 2 sets of skills and 2 module slots on plates and repairer or plate and kinetic booster?
F it. Get some Reactive or Ferroscale.
It's not huge but enough to survive a bit longer once some jerk master tactitian hits my 9001 shields with a flux grenade and brings you down to 1 armor. That's totally unfair man. C'mon CCP. Buff shields. If someone fluxes me I should only loose the same shield as if an SMG round hits me.
(This is total troll. I run a Min Logi who balances shields and armor kind of because it's necessary with those kinds of module slots and low base stats. I knew I was never gonna touch the new plates because we already knew the new module stats a month ago and knew they were utter garbage to anyone BUT pure shield tankers.) |
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D legendary hero
Strong-Arm
254
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Posted - 2013.07.02 21:56:00 -
[8] - Quote
what would happen if armor plates where moved to be H modules? |
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Chankk Saotome
SyNergy Gaming EoN.
413
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Posted - 2013.07.02 22:19:00 -
[9] - Quote
D legendary hero wrote:what would happen if armor plates where moved to be H modules?
Basically it would allow for extended armor to armor tankers, and that pittance armor rep, but without giving those benefits to shield tankers who already have a greater speedster benefit.
Also a possible means of getting more armor HP on scouts without hindering their most important asset.
The way it stands, adjusting the modules as they are will only further benefit shield tankers and give "meh" benefits to attempts at armor tanking. |
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D legendary hero
Strong-Arm
257
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Posted - 2013.07.03 07:54:00 -
[10] - Quote
i want this to be a petition to double and/o triple the effectives of all armor modules. its the only way to make armor tanking effective)
(remember everything does more damage to armor anyway) |
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Rei Shepard
Spectre II
354
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Posted - 2013.07.03 08:37:00 -
[11] - Quote
I fiddled around with the plates last night and even while using the Amarr Assault Proto, i can barely fit 2 of them in my already limited 3/3 slot layout while having 92 Powergrid and 437 cpu and i am 15m SP purely into Infantry.
I also see no use in dropping my shield Extenders for these crappy plates.
I dont get these plates, they are nice on paper but having a slab of armor Ferroscale use 16 or is it 14 PG is just stupid, thats more then a complex shield extender and shields are pure energy. |
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ChromeBreaker
SVER True Blood Public Disorder.
615
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Posted - 2013.07.03 08:45:00 -
[12] - Quote
\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 |
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Tahir Maru
Circle of Huskarl Minmatar Republic
7
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Posted - 2013.07.03 08:54:00 -
[13] - Quote
There is a quality thread ongoing about this in the Feedback section:
https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread |
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crazy space 1
Unkn0wn Killers
1412
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Posted - 2013.07.03 09:36:00 -
[14] - Quote
yup |
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Emerald Bellerophon
Nenikekamen
21
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Posted - 2013.07.03 09:43:00 -
[15] - Quote
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
Why not?
I am not aware that it takes a great deal of damage to kill a scout. |
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The Robot Devil
BetaMax. CRONOS.
503
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Posted - 2013.07.03 09:47:00 -
[16] - Quote
The whole shiled versus armor debate is very difficult. I understand how some people see it as unbalanced but I can also see how it is close to balance.
1 Flux kills shields but extenders have no speed penalty. Shields have do not regen while under fire and armor does. Shields have a short delay before they bounce back armor does not (Because you are dead). Armor can be repped by multiple Logis while shields can only be transferred by a LLAV. Armor can be repped by Nanohives but shields regen faster than armor reps. Usually. Armor tankers can fit damage mods and a tank while shields only have open low slots. Armor tankers are slower but can rely on logi and hives to augment their survivability but shields have to go it alone.
I see both sides of the argument. I am a armor man, I like to run active armor tanks. I can be fully repped in about 10 seconds with an advanced suit with three complex reps. I have low armor HP but it bounces back quickly. I like the reactive plates because I can take a little more damage and still be repped in a short time. There are ups and downs but to me the pros and cons are similar enough to be close to balance. I would like to see some more HP or rep/s on the reactive plates but I am fairly happy with how they are now.
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ChromeBreaker
SVER True Blood Public Disorder.
615
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Posted - 2013.07.03 09:48:00 -
[17] - Quote
Emerald Bellerophon 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 Why not? I am not aware that it takes a great deal of damage to kill a scout.
true but your not trying to kill a 200hp scout... you'll be trying to kill a 1200hp heavy |
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D legendary hero
Strong-Arm
267
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Posted - 2013.07.03 17:49:00 -
[18] - Quote
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) |
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D legendary hero
Strong-Arm
267
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Posted - 2013.07.03 17:52:00 -
[19] - Quote
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
chromebreaker, you have responed to several of my threads, and i find you to be a very reasonable and inquisitive individual. however, in this case i must disagree. behold:
sheild enegizer's 60% sheild recharge rate, 6% penalty to max shield. no skill requirement...lol
besides with all the weapons that are designed to do 50% more damage to armor, armor tanking must have a purpose. people get mad at flaylocks (which need a slight increase in blast radius, but a longer reload speed because people spam them to easily), MD, HMGs (although utter garbage still do more to armor than sheidls) SMGs, grenades,...etc, etc
these weapons are doing their job well. the problem lies in the fact that for the cost the armor tanking doesn't compensate for the additional damage that is being taken, and for a movement penalty like that its rediculous |
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BL4CKST4R
WarRavens League of Infamy
365
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Posted - 2013.07.03 17:55:00 -
[20] - Quote
D legendary hero wrote:what would happen if armor plates where moved to be H modules?
I better have 5 high slots. |
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D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 03:06:00 -
[21] - Quote
man i really wish we could just get these tripled or doubled already. because right now its really pathetic |
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Colonel Killar
DUST CORE DARKSTAR ARMY
100
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Posted - 2013.07.04 03:37:00 -
[22] - Quote
reducing the speed penalties on normal plates would help also just half the speed penalty and double the HP |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
1129
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Posted - 2013.07.04 03:44:00 -
[23] - Quote
A "new" high slot armor module would be good. Possibly a passive hardener/damage resist plate (infantry version of energized plating I guess).
There's already a low-slot shield module, and they're adding another (power diagnostic - gives shield %, shield recharge, and powergrid). So, perhaps they should probably add two high slot armor modules... |
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Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
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Posted - 2013.07.04 04:24:00 -
[24] - Quote
ok to people who are mad atm ~
ill let you in on a secret
Get 2 plates with the 1% speed debuff and then fit a complex plate with the 10% speed buff and it will only be a 3% debuff
Read in this thread
https://forums.dust514.com/default.aspx?g=posts&t=91636&find=unread
I hope ccp fixes armour tanking before removing this ENJOY AMARRIANS ! LETS KICK SOME MINMITAR ASS !!!!!!!! |
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
41
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Posted - 2013.07.04 04:32:00 -
[25] - Quote
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.
Because this is really double the damage- http://web.ccpgamescdn.com/dust/news.control/64862/1/damageprofiles.jpg
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D legendary hero
Strong-Arm
270
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Posted - 2013.07.04 07:20:00 -
[26] - Quote
and this description of a heavy is actual true then "...with armor designed to withstand concentrated small arms fire and explosives..." doesn't happen
obviously certain numbers aren't right. in fact you want to tell me CCP doesn't make mistakes with their numbers go to the market place in game, and then check out the Advanced scrambler pistols. the basic aurum one costs 4000 aur right now...lol (thank you Disfool for pointing it out)
explosives actually do 50% more damage to armor. |
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Cat Merc
Oculus Felis
1683
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Posted - 2013.07.04 07:58:00 -
[27] - Quote
The Robot Devil wrote:The whole shiled versus armor debate is very difficult. I understand how some people see it as unbalanced but I can also see how it is close to balance.
1 Flux kills shields but extenders have no speed penalty. Shields have do not regen while under fire and armor does. Shields have a short delay before they bounce back armor does not (Because you are dead). Armor can be repped by multiple Logis while shields can only be transferred by a LLAV. Armor can be repped by Nanohives but shields regen faster than armor reps. Usually. Armor tankers can fit damage mods and a tank while shields only have open low slots. Armor tankers are slower but can rely on logi and hives to augment their survivability but shields have to go it alone.
I see both sides of the argument. I am a armor man, I like to run active armor tanks. I can be fully repped in about 10 seconds with an advanced suit with three complex reps. I have low armor HP but it bounces back quickly. I like the reactive plates because I can take a little more damage and still be repped in a short time. There are ups and downs but to me the pros and cons are similar enough to be close to balance. I would like to see some more HP or rep/s on the reactive plates but I am fairly happy with how they are now.
1 Flux DAMAGES shield tankers. 1 Locus grenade KILLS an armor tanker.
Oh so you can regen 5hp for 4 seconds and then shield regen kicks in at a whoping 25hp/s. Yeah, sure is worth it!
A single rep tool < Assault rifle DPS It's just not worth it, and what you're describing is an edge case
Low slots contain all of the most useful items, except for damage mods. Seriously, even CPU/PG upgrades are there, making shield tanks a breeze to fit. And while sure, we got damage mods, but what does it help if we can't hit you thanks to kinetic catalyzers? Or the fact that your strafe is double our speed thanks to plates?
Really, non of your "upsides" to armor are worth all the HUGE downsides. |
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Cat Merc
Oculus Felis
1683
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Posted - 2013.07.04 08:00:00 -
[28] - Quote
This is false actually. I tested it with Arkena extensively, all explosive weaponry does 135~% to armor. (It floats around 140% and 130%) 768 armor + 150 shields gone with a single Core locus grenade. And to get that kind of armor I have no regen, my fit is bad because CPU/PG constaints and I am slow as hell. That's 4x complex plates. |
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Laurent Cazaderon
What The French CRONOS.
1670
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Posted - 2013.07.04 08:16:00 -
[29] - Quote
D legendary hero wrote:I won't bother 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 60 armor and heal at a rate of 4 hp per second, with the 1% movement speed penalty.
EDIT:
all armor values should be doubled. all armor plates, repair modules, reactive plates (except the penalty), ferroscale, all these should have their values and bonuses doubled.
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.
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ChromeBreaker
SVER True Blood Public Disorder.
618
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Posted - 2013.07.04 08:28:00 -
[30] - Quote
D legendary hero 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 chromebreaker, you have responed to several of my threads, and i find you to be a very reasonable and inquisitive individual. however, in this case i must disagree. behold: sheild enegizer's 60% sheild recharge rate, 6% penalty to max shield. no skill requirement...lol besides with all the weapons that are designed to do 50% more damage to armor, armor tanking must have a purpose. people get mad at flaylocks (which need a slight increase in blast radius, but a longer reload speed because people spam them to easily), MD, HMGs (although utter garbage still do more to armor than sheidls) SMGs, grenades,...etc, etc these weapons are doing their job well. the problem lies in the fact that for the cost the armor tanking doesn't compensate for the additional damage that is being taken, and for a movement penalty like that its rediculous
Right, first the no skill bit for the energizer is a bug, second the usefullness of that mod is woefully over exagerated not saying it isnt usefull, but its not the crazy end all that people are crying about.
No weapon does 50% bonus damage (obviously headshots) theres a new dev blog out that proves this. Your precious aparently OP assault rifle of doom... has a bonus against shields...
Armour tanking isnt perfect, true, but your wild "wants" arent the right way of fixing it. |
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