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Mobius Wyvern
BetaMax. CRONOS.
2160
|
Posted - 2013.07.05 15:57:00 -
[1] - Quote
While some idea from EVE may not translate well into Dust, I don't see an issue with this one.
If Armor plates have to have some kind of speed penalty, then make Shield Extenders increase your Scan Profile and make you easier to detect from longer ranges. |
Samuel Zelik
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
26
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Posted - 2013.07.05 16:04:00 -
[2] - Quote
I thought they already did that. |
BL4CKST4R
WarRavens League of Infamy
405
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Posted - 2013.07.05 16:08:00 -
[3] - Quote
Useless since scan profile is broken, and that penalty does not translate to death like armor. Yeah people can see you easier but that doesn't mean it is a lose button like armor. |
ZDub 303
TeamPlayers EoN.
582
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Posted - 2013.07.05 16:08:00 -
[4] - Quote
~15% increase to scan profile per extender and ~15% decrease to sta/sta recovery for armor plates..
fairly equal penalties imho... while having unique playstyles as well.
We just desperately need to get rid of the move speed penalty... as it affects aiming and turning as well, which is a terrible idea. |
Oso Peresoso
RisingSuns
120
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Posted - 2013.07.05 16:08:00 -
[5] - Quote
Mobius Wyvern wrote: If Armor plates have to have some kind of speed penalty, then make Shield Extenders increase your Scan Profile and make you easier to detect from longer ranges.
Lol does scan profile even do that?
I'd be happy with shield extended players getting a larger hitbox. Its basically how it works in Eve, and that was always a smaller downside than the reduced speed of armor. |
Harpyja
DUST University Ivy League
184
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Posted - 2013.07.05 16:10:00 -
[6] - Quote
Or perhaps enlarge your hitbox. Now, I don't know enough lore on how shield extenders work, but it would make sense if they "thicken" the shields around you and enlarges your hit box.
It works this way in EVE because they increase a ship's scan signature, and scan signature is one of the factors that determines whether a turret/missile hits and for how much damage. This means battleship guns can easily hit other battleships with scan sigs of several hundred meters, while its near impossible to hit frigates with scan sigs smaller than 50m.
Essentially, shield extenders make ships bigger targets, so shield extenders should also increase a dropsuit's hitbox. |
ZDub 303
TeamPlayers EoN.
582
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Posted - 2013.07.05 16:16:00 -
[7] - Quote
Harpyja wrote: Essentially, shield extenders make ships bigger targets, so shield extenders should also increase a dropsuit's hitbox.
mess with hitboxes in an fps and you'll see a lot of rage quitting.
would much rather they tone down armor plate penalties than give game breaking penalties to shield extenders. |
Stile451
Red Star. EoN.
112
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Posted - 2013.07.05 16:19:00 -
[8] - Quote
Scan profile seems to work properly but the detection distance sucks(seems to be hard capped at 10m - the smaller circle of the minimap). |
ZDub 303
TeamPlayers EoN.
584
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Posted - 2013.07.05 16:31:00 -
[9] - Quote
Stile451 wrote:Scan profile seems to work properly but the detection distance sucks(seems to be hard capped at 10m - the smaller circle of the minimap).
this... we need a scan profile fix similar to the weapon range fix we just got in 1.2.
that why i say.. profile penalties will mean more once they release a fix to ewar. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
1138
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Posted - 2013.07.05 16:51:00 -
[10] - Quote
Base the shield modifier to scan profile off total shields. It translates to "the drawback" of shield tanking, and so it can be a factor regardless of what modules are in use.
Just move the decimal place over twice and use it as a multiplier. You have 100 total shields? Your multiplier is "1.00", and your profile isn't altered. You have 600 shields? Your multiplier is "6.00", and you're 6 times more noticeable.
They could release modules that mitigate the effect for lower shield bonuses. |
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ZDub 303
TeamPlayers EoN.
585
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Posted - 2013.07.05 17:10:00 -
[11] - Quote
Zeylon Rho wrote:Base the shield modifier to scan profile off total shields. It translates to "the drawback" of shield tanking, and so it can be a factor regardless of what modules are in use.
Just move the decimal place over twice and use it as a multiplier. You have 100 total shields? Your multiplier is "1.00", and your profile isn't altered. You have 600 shields? Your multiplier is "6.00", and you're 6 times more noticeable.
They could release modules that mitigate the effect for lower shield bonuses.
so your profile is multiplied by 6 if you have 600 shields?
wow that seems a little harsh.. |
Mobius Wyvern
BetaMax. CRONOS.
2162
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Posted - 2013.07.05 19:36:00 -
[12] - Quote
ZDub 303 wrote:Zeylon Rho wrote:Base the shield modifier to scan profile off total shields. It translates to "the drawback" of shield tanking, and so it can be a factor regardless of what modules are in use.
Just move the decimal place over twice and use it as a multiplier. You have 100 total shields? Your multiplier is "1.00", and your profile isn't altered. You have 600 shields? Your multiplier is "6.00", and you're 6 times more noticeable.
They could release modules that mitigate the effect for lower shield bonuses. so your profile is multiplied by 6 if you have 600 shields? wow that seems a little harsh.. It doesn't need to be that drastic, but if you think about it, you're boosting the intensity of an electromagnetic field projected around your suit.
Naturally, that field would become easier to detect with more power pumped into it. |
Cat Merc
Oculus Felis
1797
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Posted - 2013.07.05 19:42:00 -
[13] - Quote
Detection > Speed
Won't fix a damn thing, unless armor tankers suddenly stop showing up as red dots unless that person has some modules that increase scanning power. |
Chunky Munkey
Amarr Templars Amarr Empire
637
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Posted - 2013.07.05 19:56:00 -
[14] - Quote
What do you mean?
All those devs in Caldari gear can verify that armour is perfectly balanced. |
Meeko Fent
Seituoda Taskforce Command Caldari State
146
|
Posted - 2013.07.05 20:06:00 -
[15] - Quote
Zeylon Rho wrote:Base the shield modifier to scan profile off total shields. It translates to "the drawback" of shield tanking, and so it can be a factor regardless of what modules are in use.
Just move the decimal place over twice and use it as a multiplier. You have 100 total shields? Your multiplier is "1.00", and your profile isn't altered. You have 600 shields? Your multiplier is "6.00", and you're 6 times more noticeable.
They could release modules that mitigate the effect for lower shield bonuses. This.
Except base it on the suits base shields.
Start your own thread about armor and shield balance using this mechanic, and give AOE a stamina usage penalty as opposed to speed penalties.
Then armorers have a high HP low rep tank that can dodge a bullet or two. And shield tanking isn't I Win as they say it is. |
Oso Peresoso
RisingSuns
132
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Posted - 2013.07.05 20:16:00 -
[16] - Quote
ZDub 303 wrote:Harpyja wrote: Essentially, shield extenders make ships bigger targets, so shield extenders should also increase a dropsuit's hitbox.
mess with hitboxes in an fps and you'll see a lot of rage quitting. would much rather they tone down armor plate penalties than give game breaking penalties to shield extenders.
Of course, which is why they didn't do it. Shield extenders should have some downside though. Increasing the profile is a good idea, but under the current mechanics it would be a rather pointless downside. I think separately they should also tone down the speed penalties on armor. |
ZDub 303
TeamPlayers EoN.
588
|
Posted - 2013.07.05 20:18:00 -
[17] - Quote
Oso Peresoso wrote:I think separately they should also tone down the speed penalties on armor.
Or change it altogether.
Speed penalties are a bad idea in an fps.. always have been and always will be.
Be better off with a sta penalty... something we've all suggested for a while now. |
Meeko Fent
Seituoda Taskforce Command Caldari State
148
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Posted - 2013.07.06 00:45:00 -
[18] - Quote
ZDub 303 wrote:Oso Peresoso wrote:I think separately they should also tone down the speed penalties on armor. Or change it altogether. Speed penalties are a bad idea in an fps.. always have been and always will be. Be better off with a sta penalty... something we've all suggested for a while now. So when an armor tanker sprints or jumps they use more sta?
Nice idea.
But leave melee alone. In the hecticity of CQC, armor tankers shouldn't be gimped, and then they'll say what CCP did to balance SvA was useless and all for none. |
Mobius Wyvern
BetaMax. CRONOS.
2165
|
Posted - 2013.07.06 00:47:00 -
[19] - Quote
Meeko Fent wrote:ZDub 303 wrote:Oso Peresoso wrote:I think separately they should also tone down the speed penalties on armor. Or change it altogether. Speed penalties are a bad idea in an fps.. always have been and always will be. Be better off with a sta penalty... something we've all suggested for a while now. So when an armor tanker sprints or jumps they use more sta? Nice idea. But leave melee alone. In the hecticity of CQC, armor tankers shouldn't be gimped, and then they'll say what CCP did to balance SvA was useless and all for none. I still prefer the idea of just making you accelerate to full speed a little more slowly. Penalizing stamina has the potential to produce the same issue for armor tankers that the current speed penalties do.
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Scheneighnay McBob
Bojo's School of the Trades
1918
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Posted - 2013.07.06 01:09:00 -
[20] - Quote
Mobius Wyvern wrote:Meeko Fent wrote:ZDub 303 wrote:Oso Peresoso wrote:I think separately they should also tone down the speed penalties on armor. Or change it altogether. Speed penalties are a bad idea in an fps.. always have been and always will be. Be better off with a sta penalty... something we've all suggested for a while now. So when an armor tanker sprints or jumps they use more sta? Nice idea. But leave melee alone. In the hecticity of CQC, armor tankers shouldn't be gimped, and then they'll say what CCP did to balance SvA was useless and all for none. I still prefer the idea of just making you accelerate to full speed a little more slowly. Penalizing stamina has the potential to produce the same issue for armor tankers that the current speed penalties do. You probably have already noticed, but a PS2 spambot is trying to copy your name |
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