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Richard Krys
Tronhadar Free Guard Minmatar Republic
4
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Posted - 2013.07.08 01:05:00 -
[31] - Quote
Cat Merc wrote:Logi Bro wrote: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.
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.
Combining the two sounds pretty good, and might give people an interesting choice: High scan profile increase, minor hitbox increase (compressing the shield to reduce hitbox size while still increasing shield power (close-range fighter?)) Larger hitbox, minor scan profile increase (spread the shield out more for a less noticeable target? (sniper?)) |
Cat Merc
Oculus Felis
1990
|
Posted - 2013.07.08 01:05:00 -
[32] - 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. |
BL4CKST4R
WarRavens League of Infamy
466
|
Posted - 2013.07.08 01:08:00 -
[33] - 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. |
Spycrab Potato
Hold-Your-Fire
101
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Posted - 2013.07.08 01:08:00 -
[34] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
467
|
Posted - 2013.07.08 01:09:00 -
[35] - 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 |
Spycrab Potato
Hold-Your-Fire
102
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Posted - 2013.07.08 01:11:00 -
[36] - Quote
BL4CKST4R wrote: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 I know, I made this character before I saw the light. |
Logi Bro
Greatness Achieved Through Training EoN.
1631
|
Posted - 2013.07.08 01:12:00 -
[37] - Quote
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
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BL4CKST4R
WarRavens League of Infamy
467
|
Posted - 2013.07.08 01:15:00 -
[38] - 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. |
Logi Bro
Greatness Achieved Through Training EoN.
1631
|
Posted - 2013.07.08 01:19:00 -
[39] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:22:00 -
[40] - 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. |
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Logi Bro
Greatness Achieved Through Training EoN.
1631
|
Posted - 2013.07.08 01:24:00 -
[41] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:30:00 -
[42] - 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. |
Logi Bro
Greatness Achieved Through Training EoN.
1631
|
Posted - 2013.07.08 01:32:00 -
[43] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
469
|
Posted - 2013.07.08 01:34:00 -
[44] - 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... |
Logi Bro
Greatness Achieved Through Training EoN.
1631
|
Posted - 2013.07.08 01:47:00 -
[45] - Quote
BL4CKST4R wrote:[ 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.
Just so you know, the Gallente Logi, Gallente Scout, and Amarr Assault Dropsuits bonuses are exactly the same on my thread as in the game, so they aren't being nerfed at all, actually, which pretty much answers everything you mentioned in that post. Nothing is nerfed as far as my thread is concerned, only buffs, and those buffs effect what I was talking about in my last post: primary function. Assaults kill on the move so they get weapon buffs/mobility buffs, Heavies tank so they get tank buff, Scouts scout so they get TACNET bonuses, and Logi's support so they get equipment bonuses.(Due to much demand by other people, the Amarr Logi does not have an equipment bonus, but that's the only one.) |
Logi Bro
Greatness Achieved Through Training EoN.
1633
|
Posted - 2013.07.08 01:51:00 -
[46] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
470
|
Posted - 2013.07.08 02:07:00 -
[47] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2260
|
Posted - 2013.07.08 02:17:00 -
[48] - 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. |
Logi Bro
Greatness Achieved Through Training EoN.
1650
|
Posted - 2013.07.08 02:45:00 -
[49] - Quote
BL4CKST4R wrote: 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.
Also Logis do not have any tank bonuses, but neither to the other armor suits so adding tank bonuses to some of the armor sutis but no the logis is basically a nerf, wouldn't adding the inverse to Logi suits be equivalent of a buff to the other suits?
So what you are telling me is that you have to stack armor plates to have more health than an assault with stacked armor plates. Look, I am not sure you understand the idea behind armor plates. They give movement penalties, so nobody stacks 4 or 5 armor plates, because heavies would run circles around them. The objective of being logistics favors speed just as much as survival, so by stacking all those complex plates you are useless to you team-mates because you can't keep up with them.
You need to stop lecturing me on being a logi like I have never played the role before, I was a logi before there were indicators to revive people, I have plenty experience.
The role of logistics is support, not survival. Survival is not actually the secondary role of logistics, either. The secondary role of logistics is sustain. Let me explain the difference.
Survival is the ability to soak up as much damage as possible before death, so it is the primary role of heavies and the secondary role of assaults. Sustain is the ability to live as long as possible, meaning escape when being attacked with overwhelming force and regenerating outside of combat. You aren't there to kill the enemy if he kills your friend, you are there to make your friend stronger and not let him die in the first place.
As far as you mentioning survival to assault suits, like I said it is the secondary role of assault, so it is reasonable to give them such a bonus, and it does not by any means nerf logistics, it just makes it so they are no longer the first choice for front-line combat, as is a huge imbalance with the game. |
SponkSponkSponk
The Southern Legion RISE of LEGION
54
|
Posted - 2013.07.08 03:02:00 -
[50] - Quote
I don't get it.
Increasing penalties on higher-level armor plates is fundamentally ridiculous. Why propagate this insanity? |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
352
|
Posted - 2013.07.08 03:19:00 -
[51] - Quote
Mobius Wyvern wrote:EDIT: It will help if you give this a look as well, since this is where I got this quote from: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unreadCat 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. EDIT: I had a further idea after I posted this thread. Have Ferroscale Plates penalize the recharge delay on shields. To clarify, they would effectively give penalties to the same areas that Shield Regulators buff. Therefore, the lack of speed penalty is kept as a bonus to using them, without them becoming the perfect accessory to further buff Shield Extender stacking.
If the Gallente get an Armour repped bonus then the Amarr better get some plate efficiency or CPU PG reduction bonuses/ or more in tune with their racial bonueses from EVE armour resistance modifiers. |
Meeko Fent
Seituoda Taskforce Command Caldari State
167
|
Posted - 2013.07.08 05:19:00 -
[52] - Quote
The issue isn't the bonus of the plates, they are fine.
It's the penalty that comes with them. Just change the plates penalty to a Stamina usage penalty, and voila, balance.
Still haven't made that thread I'm thinking of. I'll do that tomorrow. |
The Robot Devil
BetaMax. CRONOS.
520
|
Posted - 2013.07.08 05:35:00 -
[53] - 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.
Level 5 skills in an advanced logi Gal suit with 3 complex reps already pumps out 20hp/sec. That is a lot. Probably close to 30 in a proto suit. |
Mavado V Noriega
SyNergy Gaming EoN.
3698
|
Posted - 2013.07.08 05:47:00 -
[54] - Quote
Mobius Wyvern wrote:EDIT: It will help if you give this a look as well, since this is where I got this quote from: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unreadCat 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. EDIT: I had a further idea after I posted this thread. Have Ferroscale Plates penalize the recharge delay on shields. To clarify, they would effectively give penalties to the same areas that Shield Regulators buff. Therefore, the lack of speed penalty is kept as a bonus to using them, without them becoming the perfect accessory to further buff Shield Extender stacking.
Agreeing with a Mobius thread......world is gonna end....gg lol +1 |
Mobius Wyvern
BetaMax. CRONOS.
2277
|
Posted - 2013.07.09 17:07:00 -
[55] - 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
|
Posted - 2013.07.09 20:14:00 -
[56] - Quote
Bump. |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
22
|
Posted - 2013.07.09 20:54:00 -
[57] - Quote
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 |
BL4CKST4R
WarRavens League of Infamy
634
|
Posted - 2013.07.09 20:57:00 -
[58] - 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. |
Mobius Wyvern
BetaMax. CRONOS.
2395
|
Posted - 2013.07.10 01:55:00 -
[59] - 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. |
Phazoid
The Unholy Legion Of DarkStar DARKSTAR ARMY
27
|
Posted - 2013.07.10 03:44:00 -
[60] - Quote
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 |
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