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BL4CKST4R
WarRavens League of Infamy
702
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Posted - 2013.07.10 17:55:00 -
[1] - Quote
RINON114 wrote:This is a simple request really, spawned from the rather complex situation of the new armour plates that were added in 1.2. The new plates are currently useless, but I'm happy that CCP has finally began putting things into the game in an underpowered state, instead of having them godlike.
My solution to the armour tanking problem, aside from fixing the numbers with the new reactive and ferroscale plates, is to add nanofibre plates. Nanofibre plates used to be in the game as an add on for vehicles that gave them a boost in speed but lowered hp. My proposed idea does something similar:
- Basic Nanofibre plates: - +3% Movement speed, -30 armour, 1hp/sec armour repair.
- Advanced Nanofibre plates: - +5% Movement speed, -35 armour, 2hp/sec armour repair.
- Complex Nanofibre plates: - +10% Movement speed, -45 armour, 3hp/sec arnour repair.
The proposed numbers are for reference only. The idea behind this proposition is mainly to have something to offset the speed penalty of armour tanking. So I can offset the penalty of regular complex plates, getting a hp boost that's better than basic plates but worse than enhanced, whilst also getting some small hp regen. I feel that the tactical opportunities would be great for the proposed numbers and for a module of this kind.
How are these not useless? Only good at making shield suits faster since they CAN sacrifice the armor not us. |
BL4CKST4R
WarRavens League of Infamy
731
|
Posted - 2013.07.11 16:03:00 -
[2] - Quote
Korvin Lomont wrote:Oso Peresoso wrote:So what you're saying is....
The new plates don't do much to help armor tankers, they're almost more useful for shield tankers to use instead.
So what you want to do is, release even more plates that are even worse for armor tankers and excellent for shield tankers, and that this will somehow fix the problem of armor being worse than shields?
This is literally the dumbest thing I've ever seen on these forums. Could you explain why do you think so? To fit this module a shield tanker has to sacrifice either a damage mod, a Shield energizer or an extender. True shieldtankers would rather fit regulators instead of Armorplates and maybe a repper. Hybrid tankers will surely benefit a bit...
But it is widely known that you get more out of a shield extender than a damage module, for a shield tank it makes them speed tanks at the cost of armor and a small amount of shield HP. For a armor tank it balances the speed penalty for the cost of our shield buffer which is a short protection against explosives, and reduces our main tank.
Also it makes Caldari suits the best active/speed tanks due to now getting a 40%-50% increase in speed and a 12-15 passive armor repair along with their super high shield repair and buffing it with some shield regulators and armor repairers. Pretty much the addition of this would make Caldari and Minmatar suits godly and impossible to kill.
To put into perspective using 5 of your new high modules, 2 complex regulators, and 2 armor repairers with a stacking penalty a caldari logistics suit can get speed of 6.17 m/s, sprint speeds of 8.64, a shield delay of 2.14 seconds and an armor repair of 36.25, and a shield repair of 20 with an EHP of 337. Except of course he would have 0 armor, but still these are some pretty insane numbers. He can also remove two repairers and add two complex plates which would give him an armor HP of 140 a shield HP of 225 and a armor repair of 23.75. Although a squishy fit he can instantly regenerate any form of damage and the only way to kill it is be ganking or using a flaylock. |
BL4CKST4R
WarRavens League of Infamy
731
|
Posted - 2013.07.11 16:17:00 -
[3] - Quote
What armor needs is racial reductions to the speed penalty, and CPU/PG for Gallente and Amarr; and a efficacy of 2-3% per level for the Gallente and of 5% per level for the amarr, and some passive armor repair for the Gallente and Amarr. All that while also adding some reductions to explosive damage to do 80/100, or 100/120.
Although there are a lot of bonuses this is the only way to fix armor without favoring the shield suits.
You can add a million different plates, and a million different buffs to armor modules but it will never change the fact that as long as it benefits a shield suit they will always use them and always remain on top. On the contrary adding shield modules other than extenders do not benefit armor suits because we do not need higher shield repair, or shorter delays, what we need is more HP. |
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