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Mobius Wyvern
BetaMax. CRONOS.
2236
|
Posted - 2013.07.07 23:25:00 -
[1] - Quote
Cat Merc wrote:This fix is supposed to make shields and armor have unique roles.
Please read GÇ£[P2] Roles of shield and armourGÇ¥, where the roles of shield and armor are covered.
Here are the list of things done, I will then expand on each: -All plates HP increased by 2x -Plates movement penalties changed to 5/7.5/10 -Armor reps changed to 5/7.5/10 -Armor reps now have a unique mechanic -Gallente suits are given an inherent 5hp/s regeneration, helping lower level armor tanking
You might see the 2x HP increase and think GÇ£WTFGÇ¥, and I expected that. But see, armor is supposed to have much higher HP than shields do, but because we need to use half our slots for reps, the HP gained is lost, while still having less reps.
But then you think GÇ£But didnGÇÖt you just increase reps amount?GÇ¥, and thatGÇÖs true, but hear me out on this. This is the main part of the idea: If you read the Roles of shield and armor part, then you would know that shields are skirmishers, they dictate their range, get out of battle, regenerate quickly and come back. Armor is a brawler, taking a good punch while dealing lots of damage and regenerating under fire, but need repair tools to repair properly outside of battle. Armor is also slow, which means it canGÇÖt dictate range, and canGÇÖt run out of battle as quickly, and its a very easy target. Also has problems with power projection, taking time to respond to enemies taking your objectives, or teammates need help. So taking this into consideration, I have got an idea to solidify the armor tanking role. When you take damage from an enemy (not just any damage, like fall damage), your reps work at 100%. The longer time has passed from the last time you took damage, the slower your reps work, down to 25% at the lowest level. It goes like this: 0-5 seconds = 100% 5-10 seconds = 75% 10-15 seconds = 50% 15 seconds and beyond = 25%
The basic and enhanced plates penalty has been increased, because in its current form, the penalty rises very disproportionately to the HP gained. This fixes the problem, making complex plates worthwhile.
New plates numbers: Basic plate = 130HP, -5% speed Enhanced plate = 174HP - 7.5% speed Complex plate = 230HP - 10% speed
Some numbers. Gallente Assault: 210 Armor HP + 230HP + 230HP (2x Complex plates) = 670 HP The other two slots are used for armor repairers, and in addition to the inherent rep speed this turns into 25hp/s of regeneration at the first 5 seconds you take damage. After 15 seconds this rep drops to 25%, putting it at 6.25, which is painfully slow.
This is a post made by Cat Merc on this topic, but I wanted to add some ideas we brainstormed while conversing about it.
Cat Merc suggested that we could actually do the "unthinkable" - as some have called it - and have Shield Extenders tied to a player hitbox increase.
If you think about it, Armor tankers pay for their higher HP with their lower mobility in whatever fashion that's implemented.
With this concept, a Shield Tanker would have no penalties to their movement, but stacking 5 Extenders would still force the player to consider if they could compensate for a slightly larger hitbox.
In this way, setting your suit up for large amounts of HP, whether Shield or Armor, carries a penalty as far as how easy you are to hit, so that it's not just a flat buff with no downsides.
As far as Gallente suits are concerned, I proposed a 50% native bonus to the repair amount of Armor Repairers and Reactive Plates. This way even new Gallente players are able to tank their suits reasonably well with lower level gear, and they maintain the ability to keep equal footing with shield-tanked suits as they go up in meta levels on their gear.
To be clear, this is across both Basic AND Specialist suits, so that a Gallente player of any skill level has an equal ability to defend themselves against gear of a similar level. |
Cat Merc
Oculus Felis
1871
|
Posted - 2013.07.07 23:26:00 -
[2] - Quote
The cat approves of this. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:34:00 -
[3] - Quote
But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference. |
Cat Merc
Oculus Felis
1871
|
Posted - 2013.07.07 23:35:00 -
[4] - Quote
BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference. Just wait, we just came up with an idea... He needs to edit his post, so one second :) |
Cat Merc
Oculus Felis
1874
|
Posted - 2013.07.07 23:40:00 -
[5] - Quote
BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. |
Cat Merc
Oculus Felis
1874
|
Posted - 2013.07.07 23:42:00 -
[6] - Quote
BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. If the GK.0 went buffer tank it would have 718 HP but with no way to repair this is a fairly weak fit. You should also consider how the Caldari will have no rep. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:43:00 -
[7] - Quote
Cat Merc wrote:BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. Also, put some extenders on.
Oky dok. But I do have extenders on?
CK.0
4x Complex shields = 264 2x Complex armor = 230 1x Complex repair = 10 HP
CK.0
4x Complex shields = 264 3x Complex armor = 690
GK.0
3x Complex shields = 198 3x Complex armor = 690 1x Complex repairer = 10 HP
GK.0 BUFFER
3x Complex shields = 198 4x Complex armor = 920
Seems to work pretty well, but we would need to increase weapon damage before 3 clip kills come into play. |
Nocturnal Soul
Immortal Retribution
41
|
Posted - 2013.07.07 23:46:00 -
[8] - Quote
how about basic reps heal 15hp a sec and 20 for enhanced and so on |
Cat Merc
Oculus Felis
1874
|
Posted - 2013.07.07 23:48:00 -
[9] - Quote
BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. Also, put some extenders on. Oky dok. But I do have extenders on? CK.0 4x Complex shields = 264 2x Complex armor = 230 1x Complex repair = 10 HP CK.0 4x Complex shields = 264 3x Complex armor = 690 GK.0 3x Complex shields = 198 3x Complex armor = 690 1x Complex repairer = 10 HP GK.0 BUFFER 3x Complex shields = 198 4x Complex armor = 920 Seems to work pretty well, but we would need to increase weapon damage before 3 clip kills come into play. That's at the complex level mind you. Duvolle + 15% damage from the skill + 1x complex damage mod = 2782.5 damage per clip. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:49:00 -
[10] - Quote
Cat Merc wrote:BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. Also, put some extenders on. Oky dok. But I do have extenders on? CK.0 4x Complex shields = 264 2x Complex armor = 230 1x Complex repair = 10 HP CK.0 4x Complex shields = 264 3x Complex armor = 690 GK.0 3x Complex shields = 198 3x Complex armor = 690 1x Complex repairer = 10 HP GK.0 BUFFER 3x Complex shields = 198 4x Complex armor = 920 Seems to work pretty well, but we would need to increase weapon damage before 3 clip kills come into play. That's at the complex level mind you. Duvolle + 15% damage from the skill + 1x complex damage mod = 2782.5 damage per clip.
Shots gotta hit, the average accuracy for FPS players is 30% so thats like 834 damage. |
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Richard Krys
Tronhadar Free Guard Minmatar Republic
2
|
Posted - 2013.07.07 23:52:00 -
[11] - Quote
BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. Also, put some extenders on. Oky dok. But I do have extenders on? CK.0 4x Complex shields = 264 2x Complex armor = 230 1x Complex repair = 10 HP CK.0 4x Complex shields = 264 3x Complex armor = 690 GK.0 3x Complex shields = 198 3x Complex armor = 690 1x Complex repairer = 10 HP GK.0 BUFFER 3x Complex shields = 198 4x Complex armor = 920 Seems to work pretty well, but we would need to increase weapon damage before 3 clip kills come into play. That's at the complex level mind you. Duvolle + 15% damage from the skill + 1x complex damage mod = 2782.5 damage per clip. Shots gotta hit, the average accuracy for FPS players is 30% so thats like 834 damage.
I thought that was addressed by having armor tankers be slower and shield extenders have larger hitboxes?
Edit: Combine the downsides of both and it's like trying to hit a parked truck... |
Mobius Wyvern
BetaMax. CRONOS.
2239
|
Posted - 2013.07.07 23:53:00 -
[12] - Quote
Cat Merc wrote:Nocturnal Soul wrote:how about basic reps heal 15hp a sec and 20 for enhanced and so on Now that's just insanity tbh. Yeah, let's not go too overboard.
The idea here is to give Gallente suits a fighting chance, make Armor a viable alternative to Shield, and to try and counter the current rash of Shield Extender stacking. |
Cat Merc
Oculus Felis
1875
|
Posted - 2013.07.07 23:53:00 -
[13] - Quote
BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:Cat Merc wrote:BL4CKST4R wrote:But what if a Shield suit gets a hold of these new modules? Since our HP is lost to repairers and we usually need 2 repairers to be good it means shield suits will have higher HP, again, like always. Unless the 2x increase is a racial bonus, which everybody and their grandma that isn't a armor suit will ***** about, it will make no difference.
Lets say we have a two suits an Assault CK.0 and a Assault GK.0
So for the Assault CK.0 we have 4x complex shields, and 3x basic armor which is now 130 HP, this gives them a combined EHP of 654 not counting base stats and since they do not need armor repairs this fit is fine. For a Assault GK.0 lets give him 3x complex shields, 3x basic armor and 1x repairer, this gives him a combined HP of 588 and repair of 12.5. You're comparing complex extenders to basic plates? Do the math again, this time with complex plates, see where that gets you. Also, put some extenders on. Oky dok. But I do have extenders on? CK.0 4x Complex shields = 264 2x Complex armor = 230 1x Complex repair = 10 HP CK.0 4x Complex shields = 264 3x Complex armor = 690 GK.0 3x Complex shields = 198 3x Complex armor = 690 1x Complex repairer = 10 HP GK.0 BUFFER 3x Complex shields = 198 4x Complex armor = 920 Seems to work pretty well, but we would need to increase weapon damage before 3 clip kills come into play. That's at the complex level mind you. Duvolle + 15% damage from the skill + 1x complex damage mod = 2782.5 damage per clip. Shots gotta hit, the average accuracy for FPS players is 30% so thats like 834 damage. 30% against a fast strafing Caldari. With those plates you are looking at 30% speed reduction.
And extenders extend your hit box. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:56:00 -
[14] - Quote
Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) |
Mobius Wyvern
BetaMax. CRONOS.
2239
|
Posted - 2013.07.07 23:57:00 -
[15] - Quote
BL4CKST4R wrote:Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) What do you mean? |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:58:00 -
[16] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) What do you mean?
Forgot that the whole suggestion by Cat Merc included increasing the hit box, and thus a shield suit stacking armor + shields would pretty much be committing suicide.
EDIT: Although wouldn't it be better to increase armor racially instead of completely, since doubling its HP would make every suit a dual tank or an armor tank. |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:02:00 -
[17] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:BL4CKST4R wrote:Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) What do you mean? Forgot that the whole suggestion by Cat Merc included increasing the hit box, and thus a shield suit stacking armor + shields would pretty much be committing suicide. Wait, did I just solve dual tanking being the best thing ever? Yeah, I totally intended that! Totally... |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.08 00:04:00 -
[18] - Quote
Cat Merc wrote:BL4CKST4R wrote:Mobius Wyvern wrote:BL4CKST4R wrote:Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) What do you mean? Forgot that the whole suggestion by Cat Merc included increasing the hit box, and thus a shield suit stacking armor + shields would pretty much be committing suicide. Wait, did I just solve dual tanking being the best thing ever? Yeah, I totally intended that! Totally...
With this in place I would actually use Damage modifiers :) |
Mobius Wyvern
BetaMax. CRONOS.
2239
|
Posted - 2013.07.08 00:05:00 -
[19] - Quote
BL4CKST4R wrote: With this in place I would actually use Damage modifiers :)
Exactly! |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:06:00 -
[20] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:BL4CKST4R wrote:Cat Merc wrote: And extenders extend your hit box.
Forgot about that, carry-on, this seems to be a good fix. Although I still think damage should be increased :) What do you mean? Forgot that the whole suggestion by Cat Merc included increasing the hit box, and thus a shield suit stacking armor + shields would pretty much be committing suicide. EDIT: Although wouldn't it be better to increase armor racially instead of completely, since doubling its HP would make every suit a dual tank or an armor tank. It's fine dude. Let them dual tank if they want, we can now dual tank just as effectievely. |
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BL4CKST4R
WarRavens League of Infamy
443
|
Posted - 2013.07.08 00:08:00 -
[21] - Quote
Oh well, regardless of what we say and how good, or bad, our ideas are, the truth still stands that CCP isn't going to do anything, and if they do, it won't be now it will be SOON Gäó or about 6 months to 10 years from now. By the time they fix armor I will have enough SP to max my side skills and get a new suit. |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:15:00 -
[22] - Quote
BL4CKST4R wrote:Oh well, regardless of what we say and how good, or bad, our ideas are, the truth still stands that CCP isn't going to do anything, and if they do, it won't be now it will be SOON Gäó or about 6 months to 10 years from now. By the time they fix armor I will have enough SP to max my side skills and get a new suit. They put up a list of things that they want to work on fixing in the order they are doing it. Gear balancing will probably come 1.4 or 1.5. |
BL4CKST4R
WarRavens League of Infamy
443
|
Posted - 2013.07.08 00:17:00 -
[23] - Quote
Were is this list sir. |
Mobius Wyvern
BetaMax. CRONOS.
2242
|
Posted - 2013.07.08 00:22:00 -
[24] - Quote
BL4CKST4R wrote:Were is this list sir. It was a Blue Post last week. If you use the Dev Post finder, you should be able to locate it.
I think it was Eterne or FoxFour who made the post. |
Cat Merc
Oculus Felis
1930
|
Posted - 2013.07.08 00:29:00 -
[25] - Quote
Mobius Wyvern wrote:BL4CKST4R wrote:Were is this list sir. It was a Blue Post last week. If you use the Dev Post finder, you should be able to locate it. I think it was Eterne or FoxFour who made the post. It wasn't FoxFour so I think it's Eterne. |
Logi Bro
Greatness Achieved Through Training EoN.
1618
|
Posted - 2013.07.08 00:32:00 -
[26] - Quote
I have to say that I disagree with the majority of this. It has great ideas, but I have heard many ideas before it that make more sense.
Regarding armor plates and their penalties, just scale the armor bonus to be equal with the scale of the movement penalty. If that was overly confusing, think of it this way: 3% to 5% increase from basic to enhanced plates is a 1.6 multiplier (actually 1.6666666666666..... but this game always rounds down so I did too) so the 68 armor bonus from basic plates should be multiplied by 1.6 also, and then 5% to 10% is a 2 multiplier, so you multiply the enhanced bonus by 2, which ends up looking like: Basic plates- 68 armor, 3% penalty Enhanced plates- 108 armor, 5% penalty Complex plates- 216 armor, 10% penalty
It gives the roughly same complex stats as you recommend, but keep the basic plates lower than what you recommended so you couldn't stack them and be a dual shield/armor god with low movement penalty.
Regarding increased armor repair module rates, I believe they are as they should be at the moment, you can stack them to great effect, but not god-like effect, if you think of it with these changes, a PRO Gallente assault could stack 4 complex repair modules, gain 25% more from the skill, gain 50% more from their racial that you mentioned, for a total of 40*(1.25)*(1.5)=75, which if you add in the possibility of a logi with a core repair tool, you are looking at + 105, which ends at 180 armor/second, which cancels out a significant percentage of weapon DPS, meaning it basically turns repair modules into resistance plates, stacking them to negate damage rather than keep you in the fight over prolonged periods of time.
Regarding shield extenders increasing hitboxes, I still believe the long ago recommended increase to scan profile would be a better fit, increasing hitboxes is a dramatic nerf, and though I could not confirm this for certain, would likely be a huge undertaking to code and implement it into the game.
Speaking of changes to armor, even though I don't believe it can fix all of our armor problems, I believe a Gallente assault racial mentioned here could help alleviate some issues. |
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:38:00 -
[27] - Quote
Logi Bro wrote:I have to say that I disagree with the majority of this. It has great ideas, but I have heard many ideas before it that make more sense. Regarding armor plates and their penalties, just scale the armor bonus to be equal with the scale of the movement penalty. If that was overly confusing, think of it this way: 3% to 5% increase from basic to enhanced plates is a 1.6 multiplier (actually 1.6666666666666..... but this game always rounds down so I did too) so the 68 armor bonus from basic plates should be multiplied by 1.6 also, and then 5% to 10% is a 2 multiplier, so you multiply the enhanced bonus by 2, which ends up looking like: Basic plates- 68 armor, 3% penalty Enhanced plates- 108 armor, 5% penalty Complex plates- 216 armor, 10% penalty It gives the roughly same complex stats as you recommend, but keep the basic plates lower than what you recommended so you couldn't stack them and be a dual shield/armor god with low movement penalty. Regarding increased armor repair module rates, I believe they are as they should be at the moment, you can stack them to great effect, but not god-like effect, if you think of it with these changes, a PRO Gallente assault could stack 4 complex repair modules, gain 25% more from the skill, gain 50% more from their racial that you mentioned, for a total of 40*(1.25)*(1.5)=75, which if you add in the possibility of a logi with a core repair tool, you are looking at + 105, which ends at 180 armor/second, which cancels out a significant percentage of weapon DPS, meaning it basically turns repair modules into resistance plates, stacking them to negate damage rather than keep you in the fight over prolonged periods of time. Regarding shield extenders increasing hitboxes, I still believe the long ago recommended increase to scan profile would be a better fit, increasing hitboxes is a dramatic nerf, and though I could not confirm this for certain, would likely be a huge undertaking to code and implement it into the game. Speaking of changes to armor, even though I don't believe it can fix all of our armor problems, I believe a Gallente assault racial mentioned here could help alleviate some issues. Hmmph, your plate idea sounds better.
You are forgetting that this kind of speed only happens when you get hit. After that, you are down to 25% of that rep speed, meaning 18.75. And you have zero HP to go along with it, so you're just a meat bag.
Note, even if you have 10000000 reps, the dude has almost no HP, a standard AR with no skills or damage mods can kill him before the first rep cycle with ease.
Scan profile is not nearly as penalizing as speed. So NOPE. And if hitboxes are a dramatic nerf, then speed is a HUGE nerf, because it does the same thing (making you easier to hit) while also crippling your speed. |
Nocturnal Soul
Immortal Retribution
46
|
Posted - 2013.07.08 00:38:00 -
[28] - Quote
Cat Merc wrote:Nocturnal Soul wrote:how about basic reps heal 15hp a sec and 20 for enhanced and so on Now that's just insanity tbh.
let them suffer as we did |
Mobius Wyvern
BetaMax. CRONOS.
2254
|
Posted - 2013.07.08 00:40:00 -
[29] - Quote
Nocturnal Soul wrote:Cat Merc wrote:Nocturnal Soul wrote:how about basic reps heal 15hp a sec and 20 for enhanced and so on Now that's just insanity tbh. let them suffer as we did No, my friend.
We must endeavor to be the better man in this. |
Logi Bro
Greatness Achieved Through Training EoN.
1629
|
Posted - 2013.07.08 01:01:00 -
[30] - Quote
Cat Merc wrote:Hmmph, your plate idea sounds better. You are forgetting that this kind of speed only happens when you get hit. After that, you are down to 25% of that rep speed, meaning 18.75. And you have zero HP to go along with it, so you're just a meat bag. Note, even if you have 10000000 reps, the dude has almost no HP, a standard AR with no skills or damage mods can kill him before the first rep cycle with ease. Scan profile is not nearly as penalizing as speed. So NOPE. And if hitboxes are a dramatic nerf, then speed is a HUGE nerf, because it does the same thing (making you easier to hit) while also crippling your speed.
To be fair, the only time you need resistance is when you are being hit, but beyond that point, as long as the Gallente racial were not a 50% bonus to rep rate, your rep modules seem like an acceptable increase. Like I said before, this stuff is my favorite idea for racial bonuses (rather obvious, since I wrote it) which means I do disagree with your Gallente racial, but fret not, as it does solve the issue of movement nerf to Gallente tanks, since movement penalties are reduced.
And also, I would rather be slow than have the enemy know my location every second of every moment, if the scan profile increase is significant, it would prove to be a greater disadvantage to the watered-down movement penalty that would result if my recommended Gallente assault buff was implemented.
A lot of hypothetical statements in this post, but I am basing my balance off of the game that would exist if the ideas from the thread I keep posting over and over again were added in.
And as long as the Gallente do not gain a 50% rep rate increase, the slowly decreasing repair rate is an unnecessary nerf to active tanking. A base 5 hp/s for Gallente is a good idea to me.
Did I mention I want more people to read this? |
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