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Colonel Killar
DUST CORE DARKSTAR ARMY
102
|
Posted - 2013.07.04 08:30:00 -
[31] - Quote
Laurent Cazaderon wrote: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. agreed partially but a boost to raw armor x1.5? might help too. |
D legendary hero
Strong-Arm
273
|
Posted - 2013.07.05 05:16:00 -
[32] - Quote
that could do the trick. increasing raw armor for galentes, minmintar and heavies could help as armor ends up taking large amounts of damage from everything anyway. increasing base armor and doubling (in the reactive plates case tripling or quadrupling) the values of armor mods can help balance things out a bit. |
Chankk Saotome
SyNergy Gaming EoN.
428
|
Posted - 2013.07.07 01:02:00 -
[33] - Quote
Everyone here is still missing the point and it's just sad.
Increasing the statistics of the new plates will only FURTHER BENEFIT SHIELD TANKERS while slightly benefitting armor tanking.
Some L-slod modules need to be transfered to H-slots in order to actually balance things to prevent anyone from taking advantage of everything, but that's never going to happen.
Shield and Armor tanking will NEVER be balanced, and not only because "CCP loves shields". Just deal with it. Me and my 550 e-hp are, so should you.
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
86
|
Posted - 2013.07.07 01:12:00 -
[34] - Quote
Zeylon Rho wrote: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...
Source on "they are making new mods". |
Tupni
Company of Marcher Lords Amarr Empire
7
|
Posted - 2013.07.07 01:39:00 -
[35] - Quote
Johnny Guilt wrote:The new plates just helps anyone that isnt a pure armor tank,quite sadden by armor update
This. ^
The armor is of little use to anyone planning to go armor heavy, but only convenient for say, a shield heavy character who wants a little armor recovery AND a little extra armor, or someone who wants some armor without sacrificing movement. Basically these interests best serve say, a Caldari scout.
The 'fix' does nothing to truly benefit armor players who still suffer for no/reduced repair.
In my opinion, a quick fix would be to double armor recovery modules to run at 4-7-10 or 3-6-9 by tier with a fair bit a tweaking to CPU/PG costs to prevent uber stacking and encouraging use of reactive armor, though no more than a 1/3 increase; or instead the same momentary delay in recovery that shielding faces when under fire (if it doesn't already, if it does for the love of goodness why do you hate armor so much :( )
Chankk Saotome wrote:Everyone here is still missing the point and it's just sad.
Increasing the statistics of the new plates will only FURTHER BENEFIT SHIELD TANKERS while slightly benefitting armor tanking.
Some L-slod modules need to be transfered to H-slots in order to actually balance things to prevent anyone from taking advantage of everything, but that's never going to happen.
Shield and Armor tanking will NEVER be balanced, and not only because "CCP loves shields". Just deal with it. Me and my 550 e-hp are, so should you.
That 'everything beneficial for shield running but shields are delegated to low slots to optimize shield play' and 'armor has to compete with everything in low slot while having 10 other things stacked against it ' feel. |
Soldner VonKuechle
SAM-MIK
9
|
Posted - 2013.07.07 01:47:00 -
[36] - Quote
BL4CKST4R wrote:D legendary hero wrote:what would happen if armor plates where moved to be H modules? I better have 5 high slots.
Why, you'd just stack shields if that were the case. Unless things would drastically swing the other way. |
D legendary hero
Strong-Arm
279
|
Posted - 2013.07.07 02:22:00 -
[37] - Quote
but if armor values were doubled or in the case of reactive plates quadrupled, you could still be effective by stacking complex damage mods.
shield tankers can't stack damage mods.
the speed penalty although it makes logical and realistic sense, should be removed for the sake of balance. Balance in this case is such an extreme issue that the speed reduction should be removed. |
Killar-12
Greatness Achieved Through Training EoN.
19
|
Posted - 2013.07.07 02:35:00 -
[38] - 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%
|
D legendary hero
Strong-Arm
279
|
Posted - 2013.07.07 02:40:00 -
[39] - Quote
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
|
Killar-12
Greatness Achieved Through Training EoN.
19
|
Posted - 2013.07.07 02:46:00 -
[40] - 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 |
|
Logi Bro
Greatness Achieved Through Training EoN.
1588
|
Posted - 2013.07.07 04:15:00 -
[41] - Quote
To be honest, I think they should keep reactive plates as they are and make them a high-slot module, since armor tankers still don't have a high slot armor module.
Just a thought.
EDIT: Since I completely neglected to read your edit:
I disagree with doubling any of the plates, but rather scale them with their movement penalty, this is hardly an original idea, but it goes like this.
Basic armor plates- 68 armor, 3% penalty Enhanced armor plates- 87 armor, 5% penalty
But after you change it to scale with the movement penalty
Basic armor plates- 68 armor, 3% penalty Enhanced armor plates- 108 armor, 5% penalty Complex armor plates- 216 armor, 10% penalty
I am going off of complete memory, and I can't remember the current complex armor plate amount, but you get the idea, the 3% to 5% penalty increase is a 1.6 multiplier, so you multiply the 68 armor bonus by 1.6 and get the above amount, then the 5% to 10% increase is a 2 multiplier, so you do just that.
And I think the ferroscale plates are fine as is. |
XxWarlordxX97
Internal Error. League of Infamy
2233
|
Posted - 2013.07.07 04:29:00 -
[42] - 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.
What if a AR Shield and armor tank then, Is the 1 question I have |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
22
|
Posted - 2013.07.07 06:22:00 -
[43] - Quote
The worst thing about the new plates is their drain on CPU & PG is way more than it should be. I understand that armor is supposed to be harder to get through at the expense of speed, though I don't see that much of a difference. The new plates with the ridiculous consumption of PG makes anything but regular plates not worth running. The only use I see for them is to put the Ferroscale on a Gallente scout so your speedie, survivable, and a surprise to the people trying to kill you.
It is frustrating that these plates (long awaited by me at least) are a huge let down, because at proto level the CPU and PG consumption used by the plates make them bad alternatives at best un-useable most of the time. |
D legendary hero
Strong-Arm
283
|
Posted - 2013.07.08 02:36:00 -
[44] - Quote
Logi Bro wrote:To be honest, I think they should keep reactive plates as they are and make them a high-slot module, since armor tankers still don't have a high slot armor module.
Just a thought.
EDIT: Since I completely neglected to read your edit:
I disagree with doubling any of the plates, but rather scale them with their movement penalty, this is hardly an original idea, but it goes like this.
Basic armor plates- 68 armor, 3% penalty Enhanced armor plates- 87 armor, 5% penalty
But after you change it to scale with the movement penalty
Basic armor plates- 68 armor, 3% penalty Enhanced armor plates- 108 armor, 5% penalty Complex armor plates- 216 armor, 10% penalty
I am going off of complete memory, and I can't remember the current complex armor plate amount, but you get the idea, the 3% to 5% penalty increase is a 1.6 multiplier, so you multiply the 68 armor bonus by 1.6 and get the above amount, then the 5% to 10% increase is a 2 multiplier, so you do just that.
And I think the ferroscale plates are fine as is.
this could work but reactive plates are still garbage unless fixed |
D legendary hero
Strong-Arm
284
|
Posted - 2013.07.08 02:45:00 -
[45] - Quote
Bettie Boop 2100190003 wrote:The worst thing about the new plates is their drain on CPU & PG is way more than it should be. I understand that armor is supposed to be harder to get through at the expense of speed, though I don't see that much of a difference. The new plates with the ridiculous consumption of PG makes anything but regular plates not worth running. The only use I see for them is to put the Ferroscale on a Gallente scout so your speedie, survivable, and a surprise to the people trying to kill you.
It is frustrating that these plates (long awaited by me at least) are a huge let down, because at proto level the CPU and PG consumption used by the plates make them bad alternatives at best un-useable most of the time.
^^even further reason for a buff. the CPU/PG values should be changed in such a way that it is difficult to hybrid tank (unless your minmintar, but minmintar have lower base stats and are by design supposed to be speedy and versitile).
but even if the CPU/PG values stayed the same the reward you get verses the penalty of the armor, repair mods and reactive plates is all around pathetic.
think about it the sacrifices you must make to armor tank, all the armor freindly mods are low power slots. granted you have the advantage of using damage mods and other speed boosters in the high slots, but at what cost? increasing the beneficial values by 100% on all mods (reactive plates by 400%) would give them a purpose. you may take a hit to speed, but you can compensate with complex damage mods, other shield extenders and the like.
think about it the current basic reactive plate gives you 15 armor and 1 hp per sec. 2 of those give you 30 armor and 2 hp per second. even 1 militia armor plate and repair mod is more effective and the disparity becomes wider as you aproach proto level.
if the basic reactive plates gave you 60 armor and 4 hp/s then there would be a point to using them.
shields without any mods still recharge at 20hp/s anyway so there is no harm done to shield tankers this just makes armor tanking more effective. |
D legendary hero
Strong-Arm
284
|
Posted - 2013.07.08 02:49:00 -
[46] - Quote
XxWarlordxX97 wrote: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. What if a AR Shield and armor tank then, Is the 1 question I have
well they sacrifice damage mods, for the sake of tanking. caldari can do it, minmintar can do it, galente can do it... but caldari do it better.
the core issue is the base stats of the galente verses the base stats of the caldari. the galente suits can't tank as hard because they dnt have enough CPU/PG, slots and base armor to compensate for the disparity. moreover, their base movement speed should be higher than a caldari's by 33% so that after armor tanking starts their speed reduction isn't to the point of becoming a heavy.*
*this is a discusion about medium frames only however. as the heavy suit has a variety of tasks it is desinged to perform but still plays a support role it needs to be treated differently as well. i discuss this in the thread entitled "heavies should have resistance to small armrs fire by 30%" |
D legendary hero
Strong-Arm
293
|
Posted - 2013.07.09 16:05:00 -
[47] - Quote
bump |
XxWarlordxX97
Internal Error. League of Infamy
3951
|
Posted - 2013.07.10 04:28:00 -
[48] - Quote
D legendary hero wrote:XxWarlordxX97 wrote: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. What if a AR Shield and armor tank then, Is the 1 question I have well they sacrifice damage mods, for the sake of tanking. caldari can do it, minmintar can do it, galente can do it... but caldari do it better. the core issue is the base stats of the galente verses the base stats of the caldari. the galente suits can't tank as hard because they dnt have enough CPU/PG, slots and base armor to compensate for the disparity. moreover, their base movement speed should be higher than a caldari's by 33% so that after armor tanking starts their speed reduction isn't to the point of becoming a heavy.* *this is a discusion about medium frames only however. as the heavy suit has a variety of tasks it is desinged to perform but still plays a support role it needs to be treated differently as well. i discuss this in the thread entitled "heavies should have resistance to small armrs fire by 30%" But then they have speed on their side |
D legendary hero
Strong-Arm
340
|
Posted - 2013.07.10 06:23:00 -
[49] - Quote
^^the point is that when a galente armor tank completely they should have the same base speed as a caldari, so untanked they should move fast. galente and minmintar = fast, amar and caldari = slow |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
521
|
Posted - 2013.07.10 06:25:00 -
[50] - 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 Hardly the one thing armour tankers should have is high EHP, with low regen rate, opposite the Shield lower EHP, faster regen.
This is a must. |
|
Gigatron Prime
The.Primes
175
|
Posted - 2013.07.10 06:26:00 -
[51] - Quote
I second this motion! |
D legendary hero
Strong-Arm
341
|
Posted - 2013.07.10 18:13:00 -
[52] - Quote
remember im puttting this out as a temp fix, the issues go deep than this, down to the fundamental concepts behind sheild and armor tanking. CCP needs to look over that, but in the mean they can do this... |
Michael Cratar
Fenrir's Wolves RUST415
241
|
Posted - 2013.07.10 18:43:00 -
[53] - 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.
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.
|
Nya Rand
Commando Perkone Caldari State
0
|
Posted - 2013.07.10 19:48:00 -
[54] - Quote
Hi, I'm new to DUST, so feel free to ignore this comment - and I'll get straight to the point.
Aren't CCP planning to work on scanning/stealth etc.? At some point I thought I have read that the whole shield sig radius aspect similar to EVE would be introduced - which is why my main is Gallente (no point training those armour skills on the starter Amar/Min suits like you would on EVE equivalent frigates).
I know we have no numbers (just the general gist from EVE) but would you more experienced guys not consider this a 'buff' to armour tanking - if so, is it still not enough to make armour tanking 'equal but different'? Though I don't know how they would incorporate a mechanic similar to the increased missile damage aspect like EVE.
Also I'm glad I'm not crazy-when I saw the reactive plates and compared against using mixed plates/armour reppers I thought I must have not have grasped some fundamental concept. |
D legendary hero
Strong-Arm
343
|
Posted - 2013.07.10 20:08:00 -
[55] - 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.
how so? 60 armor is 2 shots from a militia AR bro. almost everything in the game does double damage to armor. 60 armor at 4hp/s doesnt mean anything to a locus grenade, a flaylock, mass driver, SMG, HMG (even though they still suck), a militia AR or any rail gun tech...
in one clip a militia AR does 1600+ damage (wihout including 10% or damage mods). so under direct fire you will still die. what tis will do is allow you to survive longer while playing tactically taking cover, and help bridge the gap between dshied tankers recharge and armor repair.
and reactive plates now suck ass... they need a boost like this to even be a viable option. if you double basic plates numbers from 65 to 130, the enhanced from 85 to 170 and the complex from 115 to 230 things will begin balancing out. remember, the penalty makes you an easier target and most weapons in the game right now make you take extra damage to shields.
do you know holw long 230 extra ehp makes you last under direct fire? .5 of a second. a militia AR does 425 dps. so 2 complex plates will give an extra second of life. if you are playing tactically you will survive longer, and that is the point to armor tanking.
|
Booby Tuesdays
Ahrendee Mercenaries EoN.
147
|
Posted - 2013.07.10 22:06:00 -
[56] - Quote
Was messing around with fits the other day and I discovered either a glitch or a perk to ferroscale plates. Using my minmitar logi fit and my dragonfly scout fit I noticed something strange. I put a basic armor plate on both dropsuits, giving me a 3% movement penalty. I then began stacking ferroscale plates, both basic and enhanced. The results were the same, each time I added a ferroscale plate, a little of my movement penalty was diminished. Eventually I was down to a 2% movement penalty, and had an extra 130 armor. Anyone else notice this? |
Killar-12
Greatness Achieved Through Training EoN.
97
|
Posted - 2013.07.10 22:10:00 -
[57] - 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 |
D legendary hero
Strong-Arm
345
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Posted - 2013.07.10 22:26:00 -
[58] - Quote
Killar-12 wrote: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
if its quadrupled it would become 4hp/sec but even that is not alot.
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D legendary hero
Strong-Arm
345
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Posted - 2013.07.10 22:27:00 -
[59] - Quote
Booby Tuesdays wrote:Was messing around with fits the other day and I discovered either a glitch or a perk to ferroscale plates. Using my minmitar logi fit and my dragonfly scout fit I noticed something strange. I put a basic armor plate on both dropsuits, giving me a 3% movement penalty. I then began stacking ferroscale plates, both basic and enhanced. The results were the same, each time I added a ferroscale plate, a little of my movement penalty was diminished. Eventually I was down to a 2% movement penalty, and had an extra 130 armor. Anyone else notice this?
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D legendary hero
THE WARRIORS OF LEGEND
354
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Posted - 2013.07.12 15:38:00 -
[60] - Quote
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