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D legendary hero
Strong-Arm
254
|
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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1726
|
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. |
Cass Barr
Red Star. EoN.
422
|
Posted - 2013.07.02 21:35:00 -
[4] - Quote
Pretty sure the devs only play as Caldari or Minmatar. |
Johnny Guilt
Algintal Core Gallente Federation
126
|
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 |
zzZaXxx
The Exemplars Top Men.
35
|
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. |
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.) |
D legendary hero
Strong-Arm
254
|
Posted - 2013.07.02 21:56:00 -
[8] - Quote
what would happen if armor plates where moved to be H modules? |
Chankk Saotome
SyNergy Gaming EoN.
413
|
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. |
D legendary hero
Strong-Arm
257
|
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. |
ChromeBreaker
SVER True Blood Public Disorder.
615
|
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 |
Tahir Maru
Circle of Huskarl Minmatar Republic
7
|
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 |
crazy space 1
Unkn0wn Killers
1412
|
Posted - 2013.07.03 09:36:00 -
[14] - Quote
yup |
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. |
The Robot Devil
BetaMax. CRONOS.
503
|
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
|
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 |
D legendary hero
Strong-Arm
267
|
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) |
D legendary hero
Strong-Arm
267
|
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 |
BL4CKST4R
WarRavens League of Infamy
365
|
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
|
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 |
Colonel Killar
DUST CORE DARKSTAR ARMY
100
|
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 |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1129
|
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... |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
|
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 !!!!!!!! |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
41
|
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
|
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. |
Cat Merc
Oculus Felis
1683
|
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. |
Cat Merc
Oculus Felis
1683
|
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. |
Laurent Cazaderon
What The French CRONOS.
1670
|
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.
|
ChromeBreaker
SVER True Blood Public Disorder.
618
|
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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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
|
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.
|
D legendary hero
Strong-Arm
345
|
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?
shhhhh |
D legendary hero
THE WARRIORS OF LEGEND
354
|
Posted - 2013.07.12 15:38:00 -
[60] - Quote
bump |
|
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 |
|
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. |
|
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. |
|
WeapondigitX V7
Planetary Response Organization
33
|
Posted - 2013.07.18 00:37:00 -
[91] - Quote
RINON114 wrote: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.
If I remember correctly the complex ferroscale plates take less CPU but a bit more PG than a complex shield extender and give a bit less armor. To me they seem balanced. Except that you cant have ferroscale plates taking way more CPU and PG and giving way more armor compared to complex shield extenders currently.(that's my only problem).
The plates are better if combined with normal armor plates or reactive plates. Though others might think otherwise. |
RINON114
B.S.A.A. General Tso's Alliance
287
|
Posted - 2013.07.18 04:32:00 -
[92] - Quote
WeapondigitX V7 wrote:RINON114 wrote: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. If I remember correctly the complex ferroscale plates take less CPU but a bit more PG than a complex shield extender and give a bit less armor. To me they seem balanced. Except that you cant have ferroscale plates taking way more CPU and PG and giving way more armor compared to complex shield extenders currently.(that's my only problem). The plates are better if combined with normal armor plates or reactive plates. Though others might think otherwise. How is it balanced? If the CPU/PG is balanced but they give less hp? That is the precise opposite of balance. The point here is that the plates are purely garbage, there is no reason to use ferroscale because they give you an hp disadvantage over using shields with no other positive. |
Galvan Nized
Deep Space Republic Top Men.
157
|
Posted - 2013.07.18 04:57:00 -
[93] - Quote
[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.[/quote]
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. |
Killar-12
Greatness Achieved Through Training EoN.
213
|
Posted - 2013.07.18 04:59:00 -
[94] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
288
|
Posted - 2013.07.18 05:21:00 -
[95] - Quote
I disagree, I personally think that either the new plates receive a small buff and move to high slots OR we move reppers to highs.
I'm in favour of either of these solutions because they counteract the main strength of shields which is that they can tank much more effectively. If we armour tankers want to do anything other than tank, we sacrifice our tank. Shield users do not, except for damage mods which aren't as effective as stacking another complex shield extender anyway.
The point here really is that all of the GÇ£usefulGÇ¥ mods to an armour tanker are in the low slots, cardiac regulators, kinetic catalyzers, PG/CPU upgrades; all of which could help alleviate the penalties of armour, but can't because they're in the wrong slot.
Edit: Removed the quote because it was jacked up from the previous posts. |
Killar-12
Greatness Achieved Through Training EoN.
215
|
Posted - 2013.07.18 05:24:00 -
[96] - Quote
Hey I came up with an idea for a temporary fix to armor |
RINON114
B.S.A.A. General Tso's Alliance
288
|
Posted - 2013.07.18 05:32:00 -
[97] - Quote
Left a comment but it's the same as here: Move reppers and the new plates to highs. |
WeapondigitX V7
Planetary Response Organization
33
|
Posted - 2013.07.18 05:35:00 -
[98] - Quote
The actual benefit of ferroscale plates is that they cost less to use (CPU/PG wise) and give you roughly the same amount of HP compared to shield extenders while not slowing you down. Thus as a result usually you will not need CPU and PG enhancer modules. That's if you use basic modules with basic suits and adv modules with adv suits etc and assuming you have level 5 passive skills that boost CPU and PG along with the weapons you equip with level 5 skills reducing there CPU/PG cost. This may have been CCPs line of thinking.
Basic armor plates may slow you down, however I do think the speed penalty does escalate too fast as the modules go from basic to proto. |
RINON114
B.S.A.A. General Tso's Alliance
292
|
Posted - 2013.07.19 02:36:00 -
[99] - Quote
WeapondigitX V7 wrote:The actual benefit of ferroscale plates is that they cost less to use (CPU/PG wise) and give you roughly the same amount of HP compared to shield extenders while not slowing you down. Thus as a result usually you will not need CPU and PG enhancer modules. That's if you use basic modules with basic suits and adv modules with adv suits etc and assuming you have level 5 passive skills that boost CPU and PG along with the weapons you equip with level 5 skills reducing there CPU/PG cost. This may have been CCPs line of thinking.
Basic armor plates may slow you down slightly, however I do think the speed penalty does escalate too fast as the modules go from basic to proto. This would be true if ferroscale cost at least equal in powergrid but lower in CPU, PG requirements for ferroscale are more than the extenders whilst still giving a lesser hp bonus. Fix the PG on ferroscale and they're fine. Let's not forget that you get the same efficacy bonus for shield extenders, which when applied to the slightly higher hp of a complex extender, gives even more hp.
Reactive plates should have a much lesser movement penalty and should be put in the high slots along with reppers. |
D legendary hero
THE WARRIORS OF LEGEND
389
|
Posted - 2013.07.19 03:56:00 -
[100] - Quote
the reason why i requested that the reactive plates have their values fixed is because right now there is no benefit to using them. they are worse than preexisting plates.
i mean serious 15 hp and 1 per second? 2 x reactive plates = 30 and 2 hp/s 1 basic plate and 1 militia rep = 85 and 2 hp
anyone who can add knows that reactive plates are garbage. now if the values were doubled, where 1 reactive plate gives you 30 hp and reps at 2 hp/s then 2 x reactive plates = 60 hp and 4 hp/s
which would make them better than preexisting gear but at the cost of the 25 hp.
if it where quadrupled. where 1 reactive plate gives 60 hp and 4hp/s, and basic armor mods were doubled, then 1 basic armor plate = 170 and armor rep =4 hp/s; then
2 x reactive plates = 120 hp and 8hp/s 1 basic plate and 1 militia rep = 170 and 4 hp/s
these values are nt op considering that dps is always higher than 300 for all weapons, so in the limiting case a breach AR can still kill you if he hits you, explosives will still do the 20% more damage, and projectives will still be sightly more effective, but in this way shield tankers survivablility will be much higher under the pressure of a fire fight. |
|
Killar-12
Greatness Achieved Through Training EoN.
222
|
Posted - 2013.07.19 03:57:00 -
[101] - Quote
Why Increase reps? I'm just interested why you would say that. |
D legendary hero
THE WARRIORS OF LEGEND
389
|
Posted - 2013.07.19 04:06:00 -
[102] - Quote
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. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
21
|
Posted - 2013.07.19 06:03:00 -
[103] - Quote
Let's face it ccp can't fix **** and dust is going to be caned might as well play good games like battlefield. |
Killar-12
Greatness Achieved Through Training EoN.
229
|
Posted - 2013.07.19 06:21:00 -
[104] - 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... |
RINON114
B.S.A.A. General Tso's Alliance
295
|
Posted - 2013.07.19 09:41:00 -
[105] - Quote
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. |
D legendary hero
THE WARRIORS OF LEGEND
390
|
Posted - 2013.07.19 15:32:00 -
[106] - Quote
this is my point^^. than in the most extreme case (using a proto amarr heavy, or proto galente) you can baerly break even with shields on a militia suit.
basically if it takes max skills for armor reping to get even with militia level base shield repairing (when unaltered) then there is a serious problem. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
28
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Posted - 2013.07.19 17:33:00 -
[107] - Quote
Killar-12 wrote: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...
I did leave sorta I'm just not going to play dust till it's fixed. |
RINON114
B.S.A.A. General Tso's Alliance
298
|
Posted - 2013.07.20 00:29:00 -
[108] - Quote
D legendary hero wrote:this is my point^^. than in the most extreme case (using a proto amarr heavy, or proto galente) you can baerly break even with shields on a militia suit.
basically if it takes max skills for armor reping to get even with militia level base shield repairing (when unaltered) then there is a serious problem. You didn't really make that point clear at all, it was written like the two were balanced which they aren't in any way shape or form. I am glad that I could prove your point through disproving it though...
I still retain that reppers and reactive plates go into high slots and Gallente (I don't know about the other races) get an extra high slot. |
Purona
The Vanguardians
24
|
Posted - 2013.07.21 11:28:00 -
[109] - Quote
D legendary hero wrote: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. its reduced to 385 due to the .10 percent reduced damage assault rifles do towards against armor
unless for some reason ccp has this random .10 percent damage added to weapons for no reason that is not reflected in its stats which would be really stupid and lazy |
Killar-12
Intrepidus XI EoN.
232
|
Posted - 2013.07.22 15:41:00 -
[110] - 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 |
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Purona
The Vanguardians
24
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Posted - 2013.07.23 14:05:00 -
[111] - Quote
Stop comparing armor to shields directly its just not going to work
you can remove the movement speed penalty from armor and it would be more overpowered than anything shields can even come to |
D legendary hero
THE WARRIORS OF LEGEND
441
|
Posted - 2013.07.23 18:52:00 -
[112] - Quote
which is why im just giving them more armor because in the long run it disappears faster and recovers slower |
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