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RINON114
B.S.A.A. General Tso's Alliance
261
|
Posted - 2013.07.10 17:54:00 -
[1] - Quote
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. |
BL4CKST4R
WarRavens League of Infamy
702
|
Posted - 2013.07.10 17:55:00 -
[2] - 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. |
Cormack's Modified Griefer
Expert Intervention Caldari State
26
|
Posted - 2013.07.10 18:13:00 -
[3] - Quote
No repairing |
RINON114
B.S.A.A. General Tso's Alliance
261
|
Posted - 2013.07.11 04:54:00 -
[4] - Quote
BL4CKST4R wrote: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. Also nanofiber plates in EVE increase armor not decrease it. They close the gap between shield and armour suits. What is often forgotten in shield vs armour is that people can dual tank. These modules might help a little at least.
As far as I'm aware, the nanofiber plates in EVE decrease agility, increase mass and add a small bonus to hp. Those are our current standard armour plates. We used to have something in Dust called a nanofibre chassis for vehicles that reduced hp and increased speed and acceleration (it was a long time ago so that may not be 100% accurate). I am using that as a basis for these modules.
You can't argue with the fact that these modules would at least bring some balance to armour, perhaps you would care to revise the numbers? |
Cormack's Modified Griefer
Expert Intervention Caldari State
30
|
Posted - 2013.07.11 05:29:00 -
[5] - Quote
Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. |
RINON114
B.S.A.A. General Tso's Alliance
262
|
Posted - 2013.07.11 05:44:00 -
[6] - Quote
Cormack's Modified Griefer wrote:Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. They do? |
Cormack's Modified Griefer
Expert Intervention Caldari State
30
|
Posted - 2013.07.11 05:53:00 -
[7] - Quote
RINON114 wrote:Cormack's Modified Griefer wrote:Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. They do? You're looking at the wrong mod, search for nanofiber internal structures, not the plate variation. |
RINON114
B.S.A.A. General Tso's Alliance
262
|
Posted - 2013.07.11 06:04:00 -
[8] - Quote
Cormack's Modified Griefer wrote:RINON114 wrote:Cormack's Modified Griefer wrote:Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. They do? You're looking at the wrong mod, search for nanofiber internal structures, not the plate variation. You told me that plates reduce armour and increase speed, I am aware that there is a difference.
My suggestion would have been named GÇ£Nanofibre chassisGÇ¥ but it doesn't really fit with a dropsuit. Perhaps I should have named it GÇ£Nanofibre ExoskeletonGÇ¥ instead? Sorry for the confusion.
Edit: Reading my last few posts I realise I might sound a little rude, perhaps curt. My sincere apologies for any misunderstanding. |
Cormack's Modified Griefer
Expert Intervention Caldari State
50
|
Posted - 2013.07.11 06:15:00 -
[9] - Quote
RINON114 wrote:Cormack's Modified Griefer wrote:RINON114 wrote:Cormack's Modified Griefer wrote:Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. They do? You're looking at the wrong mod, search for nanofiber internal structures, not the plate variation. You told me that plates reduce armour and increase speed, I am aware that there is a difference. My suggestion would have been named GÇ£Nanofibre chassisGÇ¥ but it doesn't really fit with a dropsuit. Perhaps I should have named it GÇ£Nanofibre ExoskeletonGÇ¥ instead? Sorry for the confusion. Edit: Reading my last few posts I realise I might sound a little rude, perhaps curt. My sincere apologies for any misunderstanding. Oh not at all, then again I haven't paid much attention. However I don't think that plates the reduce armor for reps make sense with us having speed and armor mods that do those alone, especially since speedy armor is a pretty heavy contradiction. Speed may not be the proper combination for armor tanking but I'm sure you can find one. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 06:29:00 -
[10] - Quote
Cormack's Modified Griefer wrote:RINON114 wrote:Cormack's Modified Griefer wrote:RINON114 wrote:Cormack's Modified Griefer wrote:Actually in Eve, they decrease hull amount and are used as ways to increase the speed of shield ships since armor fits are no longer viable with nanofiber structure mods.
Also, they reduce mass. They do? You're looking at the wrong mod, search for nanofiber internal structures, not the plate variation. You told me that plates reduce armour and increase speed, I am aware that there is a difference. My suggestion would have been named GÇ£Nanofibre chassisGÇ¥ but it doesn't really fit with a dropsuit. Perhaps I should have named it GÇ£Nanofibre ExoskeletonGÇ¥ instead? Sorry for the confusion. Edit: Reading my last few posts I realise I might sound a little rude, perhaps curt. My sincere apologies for any misunderstanding. Oh not at all, then again I haven't paid much attention. However I don't think that plates the reduce armor for reps make sense with us having speed and armor mods that do those alone, especially since speedy armor is a pretty heavy contradiction. Speed may not be the proper combination for armor tanking but I'm sure you can find one. That's why I suggested a hp drop to be in line with the nanofibre hulls and chassis we have seen before. The hp regen would be something akin to nanite conduits that automatically repair the armour or something similar. I'm fairly certain I've seen these in EVE or at least some other space game.
I do think it's important for armour tankers to be able to get their speed back. Perhaps putting these in high slots so that shield tankers would be cautious in their use would bring the balance in line. In fact, I'm certain this is the case!
- Shield tankers have extenders in highs, kinetic catalyzers and cardiac regulators in lows.
- Armour tankers have nanofibre plates in highs, and their armour plates ans reppers in lows.
Basically these plates would function as the kincats and cardregs for high slots, meaning that we have armour tankers with more options than just damage mods, and shield tankers can be nuts and get even more speed at the cost of some hp. Shield tankers will still be faster, but armour can close the gap by having less of a penalty to speed and a much higher increase to their hp regen. |
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Cormack's Modified Griefer
Expert Intervention Caldari State
50
|
Posted - 2013.07.11 06:45:00 -
[11] - Quote
Oh my God I'm an idiot, I should've paid more attention and read that it was a high slot module! Now I support this completely. |
Korvin Lomont
United Pwnage Service RISE of LEGION
50
|
Posted - 2013.07.11 07:53:00 -
[12] - 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.
The idea is pretty nice but the rep bonus could be a bit too much, also currently penalties are apllied as a percentage value for most modules. All in all +1
So what about:
- Basic Nanofibre plates: - +3% Movement speed, -3% (base) Amour
- Advanced Nanofibre plates: - +5% Movement speed, -5% (base) Amour
- Complex Nanofibre plates: - +10% Movement speed, -10% (base) Amour
|
Sgt Buttscratch
Algintal Core Gallente Federation
448
|
Posted - 2013.07.11 08:22:00 -
[13] - 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.
no thanks, armor tanks need the next set of plates, 1.2 plates were meant for everyone else but armor tankers. |
Korvin Lomont
United Pwnage Service RISE of LEGION
50
|
Posted - 2013.07.11 09:23:00 -
[14] - Quote
Sgt Buttscratch wrote: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. no thanks, armor tanks need the next set of plates, 1.2 plates were meant for everyone else but armor tankers.
I agree the new Plates do not help Armor tankers that much especially the reactive Plates. But the Suggestion of the OP could be useful to bypass the disadvantage of most Amorplates in a similar way the Shieldregulator does for shields. And because this is a highslot module this won't help shieldtankers that much.... |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
54
|
Posted - 2013.07.11 13:12:00 -
[15] - Quote
This is a good read.
BUMP
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RoundEy3
Metal Mind Industries
202
|
Posted - 2013.07.11 13:47:00 -
[16] - Quote
I like these ideas very much. Call it the nanofiber exoskeleton or framework. In any case a module such as this would add a new direction in skilling up your defenses. |
Oso Peresoso
RisingSuns
286
|
Posted - 2013.07.11 13:58:00 -
[17] - Quote
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. |
RoundEy3
Metal Mind Industries
202
|
Posted - 2013.07.11 14:18:00 -
[18] - Quote
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.
He proposed that they use high slots. Does that make a difference to you? |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 14:23:00 -
[19] - Quote
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. Explain your logic, please. I need to know how you read the posts contained here and thought it wouldn't help armour tankers. Unless you don't armour tank?
The problems with armour tanking: - Speed reduction, no auto repair.
My proposed modules would fit in the slots used for shield extenders, the high slots, meaning armour can stack plates, reppers AND this new exoskeleton module to be able to tank damage properly AND have an acceptable loss to speed.
For example: - For reference I have level 3 dropsuit engineering, level 5 core upgrades, and level 4 dropsuit electronics (378 CPU/72 PG). - I am crazy, so I want to stack three complex plates. - One complex repper. - A Gek 38, Toxin SMG, AV nades and an active scanner.
All of the above puts me at 238/378 CPU and 69/72 PG. I also have 642 armour (level 5 in all armour skills) with a repair rate of 6.25 hp/sec.
If I stacked three complex versions of my proposed modules I would have 507 base armour, an extra 9hp/sec repair rate as well as no movement penalty. I also could not fit any damage mods(or this many complex mods). This seems to bring an almost perfect balance to shields vs armour. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 14:26:00 -
[20] - Quote
Korvin Lomont wrote: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. The idea is pretty nice but the rep bonus could be a bit too much, also currently penalties are apllied as a percentage value for most modules. All in all +1 So what about: - Basic Nanofibre plates: - +3% Movement speed, -3% (base) Amour - Advanced Nanofibre plates: - +5% Movement speed, -5% (base) Amour - Complex Nanofibre plates: - +10% Movement speed, -10% (base) Amour Also, this sounds good. Do the math on all the races, see what it is? I'm a tiiiiny bit drunk right now. |
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Korvin Lomont
United Pwnage Service RISE of LEGION
50
|
Posted - 2013.07.11 14:28:00 -
[21] - Quote
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... |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 15:19:00 -
[22] - 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... Correct, exactly this. I am of the firm belief that this module is what will bring balance to the force *ahem* I mean Dust... |
BL4CKST4R
WarRavens League of Infamy
731
|
Posted - 2013.07.11 16:03:00 -
[23] - 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. |
ZDub 303
TeamPlayers EoN.
857
|
Posted - 2013.07.11 16:03:00 -
[24] - Quote
So what if I stacked three of these on my cal logi?
94 - 45*3 < 0... do I just die instantly the moment I spawn in? |
BL4CKST4R
WarRavens League of Infamy
731
|
Posted - 2013.07.11 16:17:00 -
[25] - 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. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 16:53:00 -
[26] - Quote
ZDub 303 wrote:So what if I stacked three of these on my cal logi?
94 - 45*3 < 0... do I just die instantly the moment I spawn in? Either the fitting would be invalid, or we use the method given by one of the posters in this thread using a percentage of base armour. I prefer the invalid fitting personally because it would affect all players equally, where a percentage affects those with high armour much more. This would compound the effect for armour to be even closer to shields, ensuring balance. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.12 01:37:00 -
[27] - Quote
BL4CKST4R wrote: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. For one thing, what you propose would make the shield GÇ£tankerGÇ¥ a paper bag in the wind, and also cause an invalid fitting as they don't have enough base armour. It doesn't matter how fast you can run if someone can pop you with one shot, and let's not forget that scouts can use these too.
I didn't want to favour armour too much, but let me make another suggestion: You can only use this module IF you have armour plates equipped.
This modification would allow for the desired effect of reducing the speed penalty of armour, whilst still making it a viable, if not too sensible choice for shield tankers.
The other option is to add stacking penalties, the more of this module you use, the less effect it has. Personally I think a combination of the above method, combined with a stacking penalty could work. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.12 08:46:00 -
[28] - Quote
Any more feedback? I'd like a dev to see this at least :) It might click with an idea they currently have. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.12 23:53:00 -
[29] - Quote
Nobody else support the idea or have any feedback? |
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