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XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
80
|
Posted - 2013.07.12 15:41:00 -
[61] - Quote
Aeon Amadi wrote: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. gallente should have a 5% increase to armor plate mods per lvl or a passive rep that increases with lvl |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
147
|
Posted - 2013.07.12 15:45:00 -
[62] - 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.
Silly OP, these armour plates are designed for shield tankers, didn't you not know that?
If they made them any use for Armour Tankers that would not be fair, now would it. |
2-Ton Twenty-One
Internal Error. League of Infamy
703
|
Posted - 2013.07.12 16:33:00 -
[63] - Quote
+1
Im a heavy and ignore all the armor plates. |
XxWarlordxX97
Internal Error. League of Infamy
4009
|
Posted - 2013.07.12 16:35:00 -
[64] - Quote
2-Ton Twenty-One wrote:+1
Im a heavy and ignore all the armor plates.
Why? |
D legendary hero
THE WARRIORS OF LEGEND
355
|
Posted - 2013.07.14 05:58:00 -
[65] - Quote
2-Ton Twenty-One wrote:+1
Im a heavy and ignore all the armor plates.
i do too... i move slow enough moving slow with extra armor that takes extra damage and only gives approximately 2 seconds more of life verses a militia AR isn't worth the effort
|
D legendary hero
THE WARRIORS OF LEGEND
355
|
Posted - 2013.07.14 06:01:00 -
[66] - Quote
also default galente suit stats need to be increased so that when the armor plates are added they are slowed down to an average speed, but not to a painfully slow speed.
1. since galente according to lore use mostly armor, it is ludicrous that they do not have a base armor repair rate and get bonuses that benefit armor repairing. this should be implimented. 2. their starting speed is too slow, either caldari suits need a lower speed or galentes need a speed buff.*
*amar speed as a suit is fine, and minmintar must be the fastest so no ones speed should come near theirs. |
Galvan Nized
Deep Space Republic Top Men.
100
|
Posted - 2013.07.14 08:48:00 -
[67] - Quote
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.
|
2-Ton Twenty-One
Internal Error. League of Infamy
705
|
Posted - 2013.07.14 10:23:00 -
[68] - Quote
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! |
XxWarlordxX97
Internal Error. League of Infamy
4134
|
Posted - 2013.07.14 20:52:00 -
[69] - 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?
Hm |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.16 12:46:00 -
[70] - Quote
Vavilia Lysenko 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. Silly OP, these armour plates are designed for shield tankers, didn't you not know that? If they made them any use for Armour Tankers that would not be fair, now would it.
they need to adjust the CPU/PG requirements for shield mods to prevent hybrid tanking |
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ChromeBreaker
SVER True Blood Public Disorder.
878
|
Posted - 2013.07.16 12:53:00 -
[71] - Quote
necro thread is necro |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.16 13:02:00 -
[72] - 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?
basic, this is another good reason. you can start the post ill respond to it.
another is simply the fact that i doesnt increase your life expectance by any significant length of time. if i had 2 complex armor plates, thats 230 hp... a militia AR does a dps of 425 so i survive .5 of a second longer than if i didnt have it. but my actual life expectancy decreases because realistically: 1. when enemies see a heavy they all concentrate fire on him. 2. your surviva time underfire do to your inate low monbility eans you only take 1-2 more shots from an AR. |
zzZaXxx
The Exemplars Top Men.
98
|
Posted - 2013.07.16 16:17:00 -
[73] - 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%.
|
Purona
The Vanguardians
24
|
Posted - 2013.07.17 00:51:00 -
[74] - Quote
D legendary hero wrote:basic, this is another good reason. you can start the post ill respond to it.
another is simply the fact that i doesnt increase your life expectance by any significant length of time. if i had 2 complex armor plates, thats 230 hp... a militia AR does a dps of 425 so i survive .5 of a second longer than if i didnt have it. but my actual life expectancy decreases because realistically: 1. when enemies see a heavy they all concentrate fire on him. 2. your surviva time underfire do to your inate low monbility eans you only take 1-2 more shots from an AR.
it has its damage reduced to 385
as to your second point get a logi ? |
McFurious
TeamPlayers EoN.
188
|
Posted - 2013.07.17 01:02:00 -
[75] - Quote
How about high slot armor hardeners? |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 02:55:00 -
[76] - Quote
Purona wrote:D legendary hero wrote:basic, this is another good reason. you can start the post ill respond to it.
another is simply the fact that i doesnt increase your life expectance by any significant length of time. if i had 2 complex armor plates, thats 230 hp... a militia AR does a dps of 425 so i survive .5 of a second longer than if i didnt have it. but my actual life expectancy decreases because realistically: 1. when enemies see a heavy they all concentrate fire on him. 2. your surviva time underfire do to your inate low monbility eans you only take 1-2 more shots from an AR. it has its damage reduced to 385 as to your second point get a logi ?
no its damage is still 425 because of the bonus 10% give all weapons. |
D legendary hero
THE WARRIORS OF LEGEND
368
|
Posted - 2013.07.17 02:56:00 -
[77] - Quote
McFurious wrote:How about high slot armor hardeners?
actually this would be a great idea. and a skill that reduced damage to armor by upto 20% for galente suits.
minmintar would have a skill that increases resistance to armor, shield damage by 5% per lvl and gives a 2% bonus movement speed. because they are supposed to be versitile and have basically no shield/armor anyway. |
Killar-12
Greatness Achieved Through Training EoN.
194
|
Posted - 2013.07.17 03:33:00 -
[78] - 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 -
[79] - 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 |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
333
|
Posted - 2013.07.17 04:04:00 -
[80] - Quote
as a armour tanker
GTFO op you noob. |
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RINON114
B.S.A.A. General Tso's Alliance
286
|
Posted - 2013.07.17 04:35:00 -
[81] - 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 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. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 04:54:00 -
[82] - 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.
|
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 04:56:00 -
[83] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
286
|
Posted - 2013.07.17 12:02:00 -
[84] - Quote
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. |
zzZaXxx
The Exemplars Top Men.
99
|
Posted - 2013.07.17 12:15:00 -
[85] - 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. |
WeapondigitX V7
Planetary Response Organization
32
|
Posted - 2013.07.17 13:36:00 -
[86] - Quote
In a recent dev blog the damage bonuses against armor and shield were shown. (I think the dev blog was released around July 8 roughly give or take 7 days.)
All explosives were shown to do 120% damage to armor and projectile weapons did roughly 110% damage to armor etc. Nothing did more than 120% damage to armor. ARs did roughly 90% damage to armor if I remember correctly.
The basic reactive plates need there repping speed increased by 1 hp/sec
The advanced reactive plates need there repping speed increased by 2 hp/sec
The proto version needs the repping speed increased by 1 hp/sec
I don't seem to have problems with the other plates states. However the ferroscale and reactive plates should also be available in the high slots as well as low slots. |
RINON114
B.S.A.A. General Tso's Alliance
286
|
Posted - 2013.07.17 13:49:00 -
[87] - Quote
WeapondigitX V7 wrote:In a recent dev blog the damage bonuses against armor and shield were shown. (I think the dev blog was released around July 8 roughly give or take 7 days.)
All explosives were shown to do 120% damage to armor and projectile weapons did roughly 110% damage to armor etc. Nothing did more than 120% damage to armor. ARs did roughly 90% damage to armor if I remember correctly.
The basic reactive plates need there repping speed increased by 1 hp/sec
The advanced reactive plates need there repping speed increased by 2 hp/sec
The proto version needs the repping speed increased by 1 hp/sec
I don't seem to have problems with the other plates states. However the ferroscale and reactive plates should also be available in the high slots as well as low slots. How do you not see a problem? Currently all armour modules are in the low slots, and both reactive and ferroscale plates are outmatched easily by basic armour plates or complex reppers. Complex ferroscale sound nice but their PG/CPU usage is way too high to make them an option over two sets of basic plates.
The new modules should be put into high slots and tweaked a little, so they're actually a viable solution.
You may also find this interesting. |
D legendary hero
THE WARRIORS OF LEGEND
383
|
Posted - 2013.07.17 19:00:00 -
[88] - Quote
this is a good solution |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
212
|
Posted - 2013.07.17 19:26:00 -
[89] - Quote
D legendary hero wrote:
if its quadrupled it would become 4hp/sec but even that is not alot.
You are losing credibility with this - throw on 4 of those plus a repper |
2-Ton Twenty-One
Internal Error. League of Infamy
737
|
Posted - 2013.07.17 19:40:00 -
[90] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=95208&find=unread
made my post, it ended up evolving into a whole mishmash about heavys and dust in general. |
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