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Mobius Wyvern
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2236
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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. |
Mobius Wyvern
BetaMax. CRONOS.
2239
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Posted - 2013.07.07 23:53:00 -
[2] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2239
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Posted - 2013.07.07 23:57:00 -
[3] - 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? |
Mobius Wyvern
BetaMax. CRONOS.
2239
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Posted - 2013.07.08 00:05:00 -
[4] - Quote
BL4CKST4R wrote: With this in place I would actually use Damage modifiers :)
Exactly! |
Mobius Wyvern
BetaMax. CRONOS.
2242
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Posted - 2013.07.08 00:22:00 -
[5] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2254
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Posted - 2013.07.08 00:40:00 -
[6] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2260
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Posted - 2013.07.08 02:17:00 -
[7] - 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. No need to be all defeatist. That's the attitude a bunch of the people on the Planetside 2 forums have adopted, and look how that's turned out for that game's balance.
They may not have been listening as much before, but it looks like they're back with the program now. |
Mobius Wyvern
BetaMax. CRONOS.
2277
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Posted - 2013.07.09 17:07:00 -
[8] - Quote
Mavado V Noriega wrote: Agreeing with a Mobius thread......world is gonna end....gg lol +1
I thought you might actually like this one.
Just to make sure this is clear, and I realize this may be hard to implement:
Given that the hitbox increase would be tied to Shield Extenders, your hitbox should only be larger as long as your shields are up. Once they go down, you would revert to the standard hitbox size.
Just wanted to add that. |
Mobius Wyvern
BetaMax. CRONOS.
2309
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Posted - 2013.07.09 20:14:00 -
[9] - Quote
Bump. |
Mobius Wyvern
BetaMax. CRONOS.
2395
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Posted - 2013.07.10 01:55:00 -
[10] - Quote
BL4CKST4R wrote: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. Honestly, the solution is releasing a Light Specialization designed to be used as a frontline combat suit like everyone wants to use Scout suits for right now.
Scouts are being used outside their role, which is leading to it being really damn hard to balance them.
The Breach and SpecOps and other Light Specs will hopefully address this.
In any case, most of the time you aren't trying to stack hardeners on your Scout suit for a heavy buffer-tank, anyway. |
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Mobius Wyvern
BetaMax. CRONOS.
2401
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Posted - 2013.07.10 05:36:00 -
[11] - Quote
Phazoid wrote:Mobius Wyvern wrote:BL4CKST4R wrote: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. Honestly, the solution is releasing a Light Specialization designed to be used as a frontline combat suit like everyone wants to use Scout suits for right now. Scouts are being used outside their role, which is leading to it being really damn hard to balance them. The Breach and SpecOps and other Light Specs will hopefully address this. In any case, most of the time you aren't trying to stack hardeners on your Scout suit for a heavy buffer-tank, anyway. of course, i use a gallente scout, but minma scout-shotgun all use complex shield extenders Of course, because they have no downsides. Might as well stack shitloads of shield hp. |
Mobius Wyvern
BetaMax. CRONOS.
2401
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Posted - 2013.07.10 06:07:00 -
[12] - Quote
Galvan Nized wrote:Man this takes armor tanking from slightly weaker to FAR stronger than shields. I mean, wow, this is too major of a buff.
Have you guys considered that armor is the only one capable of active regen? One nanohive, repair tool, and these reppers and good lord 200hp per/sec is achievable, screw speed when you are invincible. Shields ONLY have passive regen and you want reppers to equal that, why? Plus shields have a delay, none of the ACTIVE repair methods do, this delay is not something easily shrugged off.
Let's look at the disparities between shields vs armor: 1. Shields have no penalty: This needs fixed, hitbox increase is one route I'm fine with that. I prefer shield tanks lasting longer on minimap once spotted as it follows Eve Lore, ala BF3, but I digress. 2. Skills allow mods to be both in highs and lows for shields: I understand this, despite shields requiring 3 skill vs armor's 2 but are less vital, so I think regulators should go into high slots. 3. Hp values are too similar: I think giving shields an actual penalty solves this. Cal Logi upsets the whole balance here. Complex plates is 174% higher hp vs Extenders, I think armor may deserve a SLIGHT buff to maybe 130 hp... all other levels are pretty good. 4. Shields have higher passive regen: I think this is solved by the fact that armor has active regen why shields do not. More people need to run hives or repair tools. Reppers may need a slight buff but nothing major maybe 2/4/8. Could make reactive plates better as well like 1/2/4... maybe.
We should strive for balance and I think we are closer than we sometimes think. Let's not flop making armor the only viable route. That's far from what's being suggested here. These changes are designed to make the two options equivalent, but different. |
Mobius Wyvern
BetaMax. CRONOS.
2410
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Posted - 2013.07.10 16:25:00 -
[13] - Quote
BL4CKST4R wrote: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. 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. |
Mobius Wyvern
BetaMax. CRONOS.
2411
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Posted - 2013.07.10 18:22:00 -
[14] - Quote
BL4CKST4R wrote: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. Ack, misread that completely. Sorry. |
Mobius Wyvern
BetaMax. CRONOS.
2411
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Posted - 2013.07.10 19:15:00 -
[15] - Quote
BL4CKST4R wrote: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. I don't think any asset should get base resistances. Giving them a bonus to the hp they have is one thing, but giving them a flat resistance isn't a good idea. |
Mobius Wyvern
BetaMax. CRONOS.
2411
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Posted - 2013.07.10 19:56:00 -
[16] - Quote
CLONE117 wrote:u cant hardly put any modules on mlt suits..
and a player shouldnt need all of those modules just to survive any ways...
plus even with all those modules its not gonna matter if ur enemy has stacked damage mods on..
thats y the heavy needs an increase in base hp.
it needs to tank those shots.
modules only make the suit cost more money.
not going to help much anyways as an armor repair module might be the only thing worth getting.
plus there rnt hardly any module slots on a mlt heavy suit.
i may get high kdr with free mlt gear in most of my battles. but from what ive seen the heavy is always out gunned and surrounded..
i see most of em hide around corners trying to set of there own kill zones since they cant really go any where and the only place they could defend effectively would be the supply depot....
Honestly, I can't see any reason to oppose a hitpoint increase. |
Mobius Wyvern
BetaMax. CRONOS.
2417
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Posted - 2013.07.11 04:04:00 -
[17] - Quote
Cat Merc wrote: 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.
Honestly, I really hope we never see remote reps for shield.
If you look at it, you can get a ton of hp along with a really fast recharge rate out of a Proto shield fit, but even with a full set of armor repairers in your lows - which would be ******** - you can't match the recharge rate of a well fit shield suit.
Armor being primarily used for buffering means that a repair tool is necessary to balance not having local reps. |
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