|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
Oculus Felis
1871
|
Posted - 2013.07.07 23:26:00 -
[1] - Quote
The cat approves of this. |
Cat Merc
Oculus Felis
1871
|
Posted - 2013.07.07 23:35:00 -
[2] - 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 -
[3] - 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 -
[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.
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. |
Cat Merc
Oculus Felis
1874
|
Posted - 2013.07.07 23:48:00 -
[5] - 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. |
Cat Merc
Oculus Felis
1875
|
Posted - 2013.07.07 23:53:00 -
[6] - 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. |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:02:00 -
[7] - 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... |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:06:00 -
[8] - 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. |
Cat Merc
Oculus Felis
1880
|
Posted - 2013.07.08 00:15:00 -
[9] - 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. |
Cat Merc
Oculus Felis
1930
|
Posted - 2013.07.08 00:29:00 -
[10] - 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. |
|
Cat Merc
Oculus Felis
1970
|
Posted - 2013.07.08 00:38:00 -
[11] - 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. |
Cat Merc
Oculus Felis
1990
|
Posted - 2013.07.08 01:05:00 -
[12] - 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? 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. |
Cat Merc
BetaMax. CRONOS.
3027
|
Posted - 2013.07.10 16:24:00 -
[13] - Quote
matsumoto yuichi san wrote:why does EVERYONE ignore amarr....
Because Amarr are both shield tank and armor tank in Dust. |
Cat Merc
BetaMax. CRONOS.
3034
|
Posted - 2013.07.11 03:55:00 -
[14] - Quote
Galvan Nized wrote:BL4CKST4R wrote:
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.
Anything passed a flux will kill a shield tanker, literally ANYTHING...not so for Armor tankers. Shields only have base armor unless they are dual tanking which is a wholedifferent issue. Why must armor tankers stack shields but not vice versa? Armor tankers have to fear explosives, shield tankers the flux, to be safe against both you must dual tank. I know you think there is greater proliferation of explosive weapons but flux is up there, everyone is running these now. One cannot ignore active regen I know you think it s negligible but it is not. You cannot buff armor ignoring this fact. We could remove the repair tool and the triage hives then we could talk. Good armor tankers take advantage of these active methods. 2 pro energizers on a Cal Assault = 90. One triage hive=70 hp/s plus 2 reppers is an easy 82.5. The shield tanker have less hp because of the energizer's -6% plus the place of the 2 mods that could have been shield extenders. This isn't even bringing in repair tool or the delay. Shield energizers really do F things up though, that is insane (why did they add these?). The loss in hp should be reduced to 2/3/5 but should apply to total shields not just base. Cal Assault recharge delay is 5, depleted is 8. Logi is 4/6. I think you could make some small tweaks here. A flux wipes a shield tankers entire hp buffer. You need 20+secs to repair WITHOUT TAKING FIRE. Good luck. Fluxing an armor tanker destroys his hive and takes his shields, but no big loss as you still have main hp buffer. No explosive weapon wipes entire hp buffer in one blast. Let's say a fire fight lasts 10 secs. Armor reppers repair entire time (plus triage hives/tools but we'll ignore those) thats 150 hp. Seems like nothing but will stop a bullet. Shields under fire cannot recharge shields so 0 in the same period, that one extra bullet will kill them. Lucky if they can get a few seconds of repair. If shields ducking the fight alone they can return quicker, part of the reason armor is dbl hp. But with a logi repairing armor is much quicker to return. Again I don't mind buffing reppers a bit, I'm thinking 2/4/8. Buff complex plates to 130. Give shields an actual penalty, and fix energizers. Fix some mods in low slots and move regulators over to high and I think we are REALLY close. Let's just not go overboard. Wrong wrong aaaaaaaaaaaaaaand wrong. First of all, Locus grenades outright kill any armor tanker, shield tankers get hit by a flux they have a chance to recharge. You know how much damage a core locus grenade does to armor? 920+.
If your shields are down, it's not like you're dead. Plus the damage from the locus grenade is more permenant, as it takes way longer to regain that HP.
Now, about your silly little rep tool and nanohive, rep tools require you to take a gun off the field, a gun does much more than a rep tool, even the prototype rep tool can't match the damage from a standard AR with no skills or damage mods. And what happens when that logi dies? You're ******.
Your 70hp/s nanohive doesn't restore ammo, at all. For an assault this is extremely bad as this game barely gives us enough ammo to last 5 minutes. In addition to that, they can be destroyed, specifically by grenades which WILL happen thanks to nade spam. The Cal Logi 90hp/s stays that way, you can't destroy it. Also, in the future there will be shield transfer modules, which act the same as rep tools. The reason there aren't any yet is because it would be kind of a slap in the face to add them when armor is this weak.
The loss in shields should INCREASE in addition to applying to all of the shields. These are extremely powerful, rechargers are pointless as long as the penalty is so small and only applies to base shields.
And yes there are explosive weapons that wipes the entire armor in one blast, or two if we're talking about the fast firing flaylock.
You are using edge cases for the reason why armor has a use. It doesn't, these cases are few and far in between when they make themselves useful, 99% of the time shield tankers are better.
P.S Shield recharge doesn't reset every bullet, the timer starts from your first bullet not your last. So you can take fire all you want as long as you find cover in the last second of the timer. And if you do take fire? You get that 90hp and then the timer resets >_>
It's even crazier when you add shield regulators, which should be in high slots tbh. |
|
|
|