|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:34:00 -
[1] - 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. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:43:00 -
[2] - 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. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:49:00 -
[3] - 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. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:56:00 -
[4] - 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 :) |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.07 23:58:00 -
[5] - 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. |
BL4CKST4R
WarRavens League of Infamy
440
|
Posted - 2013.07.08 00:04:00 -
[6] - 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 :) |
BL4CKST4R
WarRavens League of Infamy
443
|
Posted - 2013.07.08 00:08:00 -
[7] - 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. |
BL4CKST4R
WarRavens League of Infamy
443
|
Posted - 2013.07.08 00:17:00 -
[8] - Quote
Were is this list sir. |
BL4CKST4R
WarRavens League of Infamy
466
|
Posted - 2013.07.08 01:08:00 -
[9] - Quote
Logi Bro wrote: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?
What I don't like is that you are solving armor for the Gallente assault suits but not for the other 5 armor suits. |
BL4CKST4R
WarRavens League of Infamy
467
|
Posted - 2013.07.08 01:09:00 -
[10] - Quote
Spycrab Potato wrote:Just give it up people. CCP will never give us Gallente's what we want. They love their precious shields and Caldari's far too much.
But, but, your a Caldari :I |
|
BL4CKST4R
WarRavens League of Infamy
467
|
Posted - 2013.07.08 01:15:00 -
[11] - Quote
Logi Bro wrote:Cat Merc wrote:Logi Bro wrote: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. Did I mention I want more people to read this? My point was to solidify armor as a powerful brawler that needs logis to repair properly outside of battle. Your idea just makes them shields 2.0. I hardly think so, though you might not think it, people other than Gallente use armor, so the majority will still deal with the full speed penalty, and armor is still more or less the same in my recommendation, just without the fuss of pissing off shield tankers with massive shield extender nerfs and also pissing off Amarr/Minmatar armor tankers with massive Gallente-exclusive armor bonuses. -Logi Bro Assault Assault Dropsuit Bonus- 2% hand-held weaponry damage increase per level Caldari Assault Bonus- 5% shield recharge rate increase per level Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level and 3% increased armor bonus from ferroscale and reactive plates per level
^ How is that not a massive Gallente-exclusive bonus???
All of your suggested bonus for armor tanked suits
Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level and 3% increased armor bonus from ferroscale and reactive plates per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level Amarr Logistics Bonus- 5% repair module and reactive plate repair rate increase per level Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level Amarr Sentinel Bonus- 2% dropsuit shield and armor increase per level Amarr Commando Bonus- 5% decrease in light weapon CPU and PG use per level Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level
Only bonuses that help armor are class exclusive. So the other suits are left out in the Dust. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:22:00 -
[12] - Quote
Logi Bro wrote:BL4CKST4R wrote:What I don't like is that you are solving armor for the Gallente assault suits but not for the other 5 armor suits. Your Gallente assault suit bonus should apply to ALL armor suits. Although it should be more like 10% PG/CPU reduction and 7% armor module, including repairers, efficacy per level. Well, the Gallente are the only true armor tankers in the game, so they get the bonus. The Gal logi is not meant to be played as a tank,(even though people do) so it does not get a tank bonus, same goes for Gal scout, so it also doesn't get a tank bonus. The Amarr are armor tankers only in the sense that they like a lot of EHP, they shouldn't be equipping armor plates due to the fact that they have such low base speed, so they don't get the armor bonus either. The Gallente assault gets the bonus because as an assault suit, it is meant to be mobile, not a meandering tank like the heavy. Speaking of the heavy, the Gal heavy would likely get its own unique bonus to armor separate from the Gal assault bonus when the time comes that the Gallente heavy is added to the game.
Why wouldn't a Logistic suit tank? Thats like expecting a scout suit to repair, a Logistic suit needs high HP to compensate for low damage and mobility...
I have been playing a Logistic as a while and I have never had assault suits defend me while I am providing triage, I have to depend on myself for survival, and thus I ensure that my HP is as high as possible while mitigating as much speed penalty as I can. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:30:00 -
[13] - Quote
Logi Bro wrote:BL4CKST4R wrote:Gallente Assault Bonus- 10% basic armor plate movement penalty reduction per level and 3% increased armor bonus from ferroscale and reactive plates per level Amarr Assault Bonus- 5% reduction to energy weapon heat build-up per level Gallente Logistics Bonus- 5% equipment PG/CPU reduction per level Amarr Logistics Bonus- 5% repair module and reactive plate repair rate increase per level Heavy Dropsuit Bonus- 2% hand-held weaponry damage received reduction per level Amarr Sentinel Bonus- 2% dropsuit shield and armor increase per level Amarr Commando Bonus- 5% decrease in light weapon CPU and PG use per level Gallente Scout Bonus- 10% dropsuit and active scanner scan radius increase per level
Only bonuses that help armor are class exclusive. So the other suits are left out in the Dust. If you had waited for my response to your first comment, you would notice I mentioned that the majority of those suits may be associated with armor, but are not meant for tanking, so they do not receive tank bonuses, if you look at the list after you remove the suits I mentioned, the only suit that is armor associated that does not receive a buff is the Amarr Assault Dropsuit, which as an assault suit is meant to be weaponized, hence the race-specific weaponry bonus.
But all of these suits are armor suits not shield suits, they need armor bonuses so they don't get stomped on... the reason we need armor bonuses is so shields isn't better than armor, by you segregating fixes to certain suits your making it so shields and armor are balanced sometimes not all the time. At the same time you are nerfing the Gallente logistic suits, scout suits, Amarr commando, and amarr assault to ****. Because they are already weak now, imagine if shields is kept as good as it is now, some armor suits are made better and these suits are completely ignored. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:34:00 -
[14] - Quote
Logi Bro wrote:BL4CKST4R wrote: Why wouldn't a Logistic suit tank? Thats like expecting a scout suit to repair, a Logistic suit needs high HP to compensate for low damage and mobility...
I have been playing a Logistic as a while and I have never had assault suits defend me while I am providing triage, I have to depend on myself for survival, and thus I ensure that my HP is as high as possible while mitigating as much speed penalty as I can.
I am talking about primary function, and a logi's primary function is team support, not self-support. Yes, a logi can better help his team if he has more survivability, but it is only an associated ability with their primary ability, so all the logi's get direct bonuses to their support, they already get more modules to increase their survival, they don't need small percentage bonuses to help themselves.
How can I team support if I can't stay alive. I have 1 extra low slot and my EHP can only get about 40 higher than a Assault suit but thats only if I use all complex armor modules. So yes we do need small percentages... |
BL4CKST4R
WarRavens League of Infamy
470
|
Posted - 2013.07.08 02:07:00 -
[15] - Quote
Logi Bro wrote:BL4CKST4R wrote:Logi Bro wrote:BL4CKST4R wrote: Why wouldn't a Logistic suit tank? Thats like expecting a scout suit to repair, a Logistic suit needs high HP to compensate for low damage and mobility...
I have been playing a Logistic as a while and I have never had assault suits defend me while I am providing triage, I have to depend on myself for survival, and thus I ensure that my HP is as high as possible while mitigating as much speed penalty as I can.
I am talking about primary function, and a logi's primary function is team support, not self-support. Yes, a logi can better help his team if he has more survivability, but it is only an associated ability with their primary ability, so all the logi's get direct bonuses to their support, they already get more modules to increase their survival, they don't need small percentage bonuses to help themselves. How can I team support if I can't stay alive. I have 1 extra low slot and my EHP can only get about 40 higher than a Assault suit but thats only if I use all complex armor modules. So yes we do need small percentages... I call bull, you don't have any tank buffs NOW and you are telling me my changes will nerf logi's by taking away tank bonuses that they already don't have. I specifically mentioned in my post that survivability is still important, but not a primary function, so logi's get support bonuses. Also, you don't need 5 complex armor plates to get more EHP than an assault.
Yes I do I have done HP comparisons on the Assault GK.0 and Logistics GK.0 starting from basic and up to Complex and only at complex do I surpass its EHP but only by a very tiny amount.
Yes it would, it would make them bad supports by making them easier to kill, tanking for a Logistic suit is a primary function, I ensure my survival before that of my team mates, not because I am selfish but because if my team mates dies and I do not, I can at least manage to kill whoever killed my enemy or at least secure the zone by SURVIVING and thus I can provide better support by reviving him and healing him; on the other hand this is a lot better than watching my team mate die, and then I die since I am weaker and slower, and thus whatever benefit I could of brought to change the outcome of the scenario is gone.
This is why a Logistic suits needs to be tankier than a assault suit, whose focus should be damage not survival. Thats like saying a rogue in a MMO has the HP of a tank and hits like a truck, of course in most MMOs Clerics are squishy but they can heal themselves or provide themselves buffs to ensure their survival but again and the team makes sure the Cleric does not die under no circumstance, so with this in mind a Logi suits needs higher survivability than a Assault suit. |
BL4CKST4R
WarRavens League of Infamy
634
|
Posted - 2013.07.09 20:57:00 -
[16] - Quote
Phazoid wrote:and that extra hitbox will apply to scouts?, because that its not nearly balanced to scouts, think minma scouts, that depend only on shield tanking, considering that they are vey squishy right now, and when caldari scouts come this extra hitbox would only serve to further our extintion
Not really, you guys are extremely fast so you can dodge bullets, also hit box goes back to normal when your shields are down so you should invest in armor. Regardless scouts are UP now, so once they are buffed then this would be a fair implementation. |
BL4CKST4R
WarRavens League of Infamy
687
|
Posted - 2013.07.10 10:46:00 -
[17] - Quote
Galvan Nized wrote:Mobius Wyvern wrote: That's far from what's being suggested here. These changes are designed to make the two options equivalent, but different.
These suggestions (from the op) are far from making them equivalent...they make armor top dog. I'm trying to propose counter ideas to reach the same goal.
No it doesn't, the shield penalty only affects you when your shields are up, armor is always affected by speed, and we have the worst penalty of all, explosives since armor is the last line of defence tanking with it is very dangerous, and explosives has multipiers to ensure that we die. No matter how high my armor is, unless its 1500+ grenades will always two shot us, while shield suits can survive three shots + from any explosive with just average HP. |
BL4CKST4R
WarRavens League of Infamy
695
|
Posted - 2013.07.10 13:26:00 -
[18] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
No it doesn't, the shield penalty only affects you when your shields are up, armor is always affected by speed, and we have the worst penalty of all, explosives since armor is the last line of defence tanking with it is very dangerous, and explosives has multipiers to ensure that we die. No matter how high my armor is, unless its 1500+ grenades will always two shot us, while shield suits can survive three shots + from any explosive with just average HP.
Unsure as to what you mean by "when shields are up." If shields have a penalty (larger hitbox or what have you) it should be all the time as well. Admittedly, the disproportionate number of explosive weapons really throws things off. Grenades is a poor argument though, shields can get 2 shotted by grenades too and need 2400+ hp (!) to survive...1800+ to survive STD level. Shields are meant to resist explosives so it's really hard to balance armor around those, that's more of an issue with those weapons anyways. To the poster above me, how does armor get a double negative from speed penalty... not trying to be a d*ick really just misunderstanding? Shields MUST get a penalty... I think we all can agree to this. Armor only has crappy PASSIVE regen, shields may reach 100 hp/s at the VERY top (nonviable as its only energizers) and reach 50+ in the high end. Armor gets 30+ at the VERY top (again non viable) and 20+ in the high end. Seems off, but this does not take in delay. However, armor crushes shields for ACTIVE regen, easily reaching 70 hp p/s without another person. Max is 175+ hp/s tops and high end 110-175, this isn't even with reppers I have removed those. Compared with shields 0 I think the regen argument is moot.
Nope, you need 560 shields to survive two grenades (Easily obtainable by Minmatar and Caldari assault suits) and then whatever armor HP you want for the last grenade shot, therefore 3 shots. I could also use flaylocks, 3-4 shots to kill any armor suit, and 5-7 shots for shield suits and heavy suits. All at proto level of course.
Armor has these negatives
>No regen unless skilled into, getting regen removes a slot and therefore HP >Regen that does not require a skill comes from repair tool but those are not common >Speed penalty reduces tracking speed therefore aiming and hitting is harder >Speed penalty reduces movement speed therefore you are more susceptible to weapons and explosives fire >Does not give enough HP to compensate for the above 2.
Shields has these negatives
>None
Armor can only reach up to 30 HP/s on a Gallente logi. With a proto triage it can reach up to 100 HP/s but that is easily removed by having the enemy throw a flux grenade, and its only good if your going to be standing on the same spot, and in this game where gun fights are judged by who can move the most it makes them partially useless. |
BL4CKST4R
WarRavens League of Infamy
699
|
Posted - 2013.07.10 16:11:00 -
[19] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
Nope, you need 560 shields to survive two grenades (Easily obtainable by Minmatar and Caldari assault suits) and then whatever armor HP you want for the last grenade shot, therefore 3 shots. I could also use flaylocks, 3-4 shots to kill any armor suit, and 5-7 shots for shield suits and heavy suits. All at proto level of course.
Armor has these negatives
>No regen unless skilled into, getting regen removes a slot and therefore HP >Regen that does not require a skill comes from repair tool but those are not common >Speed penalty reduces tracking speed therefore aiming and hitting is harder >Speed penalty reduces movement speed therefore you are more susceptible to weapons and explosives fire >Does not give enough HP to compensate for the above 2.
Shields has these negatives
>None
Armor can only reach up to 30 HP/s on a Gallente logi. With a proto triage it can reach up to 100 HP/s but that is easily removed by having the enemy throw a flux grenade, and its only good if your going to be standing on the same spot, and in this game where gun fights are judged by who can move the most it makes them partially useless.
Also getting 30 HP/s on a armor suit removes your armor (nonviable as its only repairers). A shield suit gets 20-31.25 shield repair for free, with the only cost being a short delay and requires no SP investment.
Lets say my 500 HP armor suit is repairing at 20 hp/s, and we have a 500 HP shield suit repairing at 31.25 hp/s with a 6 second delay. At 6 seconds I have a 120 HP head start, at that time the shield start repairing and at 22 seconds the shield suit is done repairing, while the armor suit finishes repairing at 25 seconds.
You miss understand my point on grenades... One flux=1500 hp (at STD), ANY grenade or explosive weapon passed that will kill them. One cannot make the point that shield tankers "stack" armor because armor tankers can stack shields. Shields have no ACTIVE regen, that is a big negative. Plus, 1/2 hp. Just because one cannot be bothered to carry a repair tool is not something that can be brought into the armor vs shield debate. Shields MUST have a negative, we agree on this. My points on passives/active regen were meant to show the VERY top, I know they aren't completely viable. I can get behind an increase to shield delay, really why is this lower, granted 6 secs is only achievable on Cal Logi. Let me get this straight: One can expect shield tankers to flux an armor tankers triage nanohive but an armor tanker cannot carry flux grenades against shield tankers? Also your regen theory assumes that a shield tanker goes to 0 and regen starts 6 seconds later and repairs for a full 22 secs. Armor tanker repairs for full 28 secs. What happens if a shield tanker is reset back to 0, the delay restarts, really changing the whole argument.
Where is the other grenade coming from if a flux was thrown? If thats the case even a flux grenade + grenade combo will two shot any suit but thats not the point, the point was shield suits can survive almost twice the amount of explosives, while there is no weapon out there that can kill them that fast, granted the flux argument but they are non lethal. Shield tanks stack armor for a small amount of extra HP but they have the choice of completely ignoring it, armor tanks stack shields because it is extremely essential to our survival.
Shields having no active regen is barely a negative. It is a hinderance but not enough to be comparable to armor penalties. Also the regen can be dropped by half with regulators, with 1 complex energizer is enough to blow armor repair, active or not, out of the water.
Caldari assault is 5 seconds...
Flux grenade on a shield tanker wipes the HP but after 20 seconds they are back at full health, flux grenade on an armor tankers triage wipes their shields, it takes them 30% longer to replenish their shields, and now their armor repair is gone.
If both are under fire then both armor and shield repair can be ignored because weapons do so much DPS that the armor repair is negligible, so out of fire shields has the advantage but under fire none have an advantage. |
BL4CKST4R
WarRavens League of Infamy
700
|
Posted - 2013.07.10 17:04:00 -
[20] - Quote
Mobius Wyvern wrote: I'm not sure I like the idea of Armor Repair systems being subject to Flux grenades.
If you take into account what we've put forward so far as an idea for a kind of "role bonus" to Gallente suits, this Flux idea would defeat that entirely.
Wasn't an idea, what I said is what happens when a Armor suit is standing on a triage nanohive and it gets fluxxed, because the triage nanohive is supplying the bulk of armor repair he essentially loses his repair.
Everything I have written was a reply to this
Galvan Nized wrote:Mobius Wyvern wrote: That's far from what's being suggested here. These changes are designed to make the two options equivalent, but different.
These suggestions (from the op) are far from making them equivalent...they make armor top dog. I'm trying to propose counter ideas to reach the same goal. |
|
BL4CKST4R
WarRavens League of Infamy
702
|
Posted - 2013.07.10 18:43:00 -
[21] - Quote
CLONE117 wrote:and where will the heavy suit become of this...
because already u have exceeded the heavys base hp by alot.
but still players r already able to do that on a meduim frame so heavy suit really needs a buff in damage resistance and overall hp for its suits...
Heavy suit just needs % bonuses to shield and armor module efficacy, coupled with a reduction in the % damage of explosives.
|
BL4CKST4R
WarRavens League of Infamy
702
|
Posted - 2013.07.10 18:53:00 -
[22] - Quote
Harpyja wrote:At least armor on dropsuits is getting new stuff. Shield vehicles have been forgotten about since Uprising was deployed.
CCP, time to focus on the I-Win button that is known as the Madrugar.
Edit: bring on the flaming...
And armor on infantry has been forgotten since Beta, 2 new modules that are pretty much ineffective is no way to fix us. Since the Madrugar is Gallente I support it until infantry is fixed |
BL4CKST4R
WarRavens League of Infamy
702
|
Posted - 2013.07.10 19:10:00 -
[23] - Quote
CLONE117 wrote:heavy does not need bonuses to modules and stuff it needs more base armor and hp and overall damage resistance since an ar will melt a heavies shields and annihilate the armor
% bonuses to armor and shields is the same as higher base armor, except the better modules you put the more HP you get. Damage resistances do make sense but this is a long way from now to be implemented. |
|
|
|