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Grimmiers
0uter.Heaven EoN.
225
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Posted - 2013.07.17 10:51:00 -
[1] - Quote
I think one of the problems with armor tanking is the fact that explosives, that already do so much damage, are getting a 20% bonus against armor. With a 20% boost in damage, a core flaylock will be doing about 240 damage per shot, and we already can't fit much more than 500 on an assault suit without sacrificing repairs and speed. Also with the 20% bonus m1 grenades are doing an extra 100 damage which basically turns them into core grenades for armor users.
I know there's a thread about the imbalance of armor already, I just think a better efficiency rating for shields and armor would be 10% reduction for shields and 5% bonus to armor.
The new damage for a core flaylock before any nerfs would be about 180 to shields and 210 to armor.
This would actually make things like mass drivers more effective and keep higher damage explosives from doing way too much damage in my opinion.
Anyone else think this would end those Gallente woes and perhaps make missile turrets a viable option? |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
64
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Posted - 2013.07.17 10:54:00 -
[2] - Quote
Grimmiers wrote:I think one of the problems with armor tanking is the fact that explosives, that already do so much damage, are getting a 20% bonus against armor. With a 20% boost in damage, a core flaylock will be doing about 240 damage per shot, and we already can't fit much more than 500 on an assault suit without sacrificing repairs and speed. Also with the 20% bonus m1 grenades are doing an extra 100 damage.
I know there's a thread about the imbalance of armor already, I just think a better efficiency rating for shields and armor would be 10% reduction for shields and 5% bonus to armor.
The new damage for a core flaylock before any nerfs would be about 180 to shields and 210 to armor.
This would actually make things like mass drivers more effective and keep higher damage explosives from doing way too much damage in my opinion.
Anyone else think this would end those Gallente woes and perhaps make missile turrets a viable option?
Agreed +1 |
Yoma Carrim
Situation Normal all fraked up
5
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Posted - 2013.07.17 12:02:00 -
[3] - Quote
Grimmiers wrote:I think one of the problems with armor tanking is the fact that explosives, that already do so much damage, are getting a 20% bonus against armor. With a 20% boost in damage, a core flaylock will be doing about 240 damage per shot, and we already can't fit much more than 500 on an assault suit without sacrificing repairs and speed. Also with the 20% bonus m1 grenades are doing an extra 100 damage which basically turns them into core grenades for armor users.
I know there's a thread about the imbalance of armor already, I just think a better efficiency rating for shields and armor would be 10% reduction for shields and 5% bonus to armor.
The new damage for a core flaylock before any nerfs would be about 180 to shields and 210 to armor.
This would actually make things like mass drivers more effective and keep higher damage explosives from doing way too much damage in my opinion.
Anyone else think this would end those Gallente woes and perhaps make missile turrets a viable option?
No No and NO. with a -10% to shields and a +5% to armor you would make all explosive weapons less effective against amour (What they are to be specialized against) than railgun witch are -10% to shields +10% to armor. Sniper rifles, railgun turrets, and forge guns, would be more effective against you than what your current problem is.
What is needed is more anti shield +20% to shield -20% to armor weapons. Currently only the laser rifle, scrambler rifle, and scrambler pistol are specific shield killers. The flux grenade dose not count as it only negates shields it doesn't kill the shield user.
upping the number of anti shield weapons in the game and maybe dropping the damage buff of explosives to +15% against armor would help. but don't mess with the explosives specialization |
Grimmiers
0uter.Heaven EoN.
226
|
Posted - 2013.07.17 13:24:00 -
[4] - Quote
The thing is, sniper rifles, rail guns, and forges could have a better bonus against armor being that they're kinetic armor piercing rounds and all. Explosions are basically just waves of energy that have no form of penetration, so I don't see why it has to be such an effective armor destroyer over rails. |
BL4CKST4R
warravens League of Infamy
810
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Posted - 2013.07.17 13:28:00 -
[5] - Quote
Explosive damage should be reduced, 95/105 seems fair this is the only way to balance explosives. Adding more weapons to kill shields does nothing since losing shields is not what kills you. Unless CCP made it so losing shields actually damages your armor or increased hit radius for heavily shielded suits which thus would lead to lower survivability the only other viable option is reducing explosive bonuses. |
ZDub 303
TeamPlayers EoN.
976
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Posted - 2013.07.17 13:32:00 -
[6] - Quote
Agreed, explosives in general should be normalized a bit. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
868
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Posted - 2013.07.17 13:33:00 -
[7] - Quote
Grimmiers wrote:The thing is, sniper rifles, rail guns, and forges could have a better bonus against armor being that they're kinetic armor piercing rounds and all. Explosions are basically just waves of energy that have no form of penetration, so I don't see why it has to be such an effective armor destroyer over rails.
Because that's how it works in EVE and they're going for consistency. People need to stop asking for alterations to core damage mechanics, it's simply never going to happen. There are a million other things that can be adjusted instead. |
Grimmiers
0uter.Heaven EoN.
226
|
Posted - 2013.07.17 13:49:00 -
[8] - Quote
Pokey Dravon wrote:Grimmiers wrote:The thing is, sniper rifles, rail guns, and forges could have a better bonus against armor being that they're kinetic armor piercing rounds and all. Explosions are basically just waves of energy that have no form of penetration, so I don't see why it has to be such an effective armor destroyer over rails. Because that's how it works in EVE and they're going for consistency. People need to stop asking for alterations to core damage mechanics, it's simply never going to happen. There are a million other things that can be adjusted instead.
It's unfortunate that a game based on large spaceship combat dictates how a fps is balanced. The missiles used by those ships would probably have armor piercing involved in order to actually do damage. Maybe missiles can keep the 20% bonus, but the splash damage focused anti-infantry stuff should be tweaked.
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WeapondigitX V7
Planetary Response Organization
32
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Posted - 2013.07.17 13:54:00 -
[9] - Quote
At the time of this post I will say this:
Flux grenades can kill armor tankers. How: I don't know if it is a glitch or an added feature but if you have no shields left and you have low armor (roughly 80 armor) you will die from flux when it is 2m away from you. I don't know if your armor has to be below a certain % compared to your total armor or below a defined number. (I know this because I have seen it in the kill feed a few times and tested it).
the damage bonuses are fine the way they are. I never have a problem with locus grenades on armor tanking suits.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
869
|
Posted - 2013.07.18 03:58:00 -
[10] - Quote
Grimmiers wrote:Pokey Dravon wrote:Grimmiers wrote:The thing is, sniper rifles, rail guns, and forges could have a better bonus against armor being that they're kinetic armor piercing rounds and all. Explosions are basically just waves of energy that have no form of penetration, so I don't see why it has to be such an effective armor destroyer over rails. Because that's how it works in EVE and they're going for consistency. People need to stop asking for alterations to core damage mechanics, it's simply never going to happen. There are a million other things that can be adjusted instead. It's unfortunate that a game based on large spaceship combat dictates how a fps is balanced. The missiles used by those ships would probably have armor piercing involved in order to actually do damage. Maybe missiles can keep the 20% bonus, but the splash damage focused anti-infantry stuff should be tweaked.
Not really sure why you want to break consistency when the same effect could be obtained by tweaking the defenses of armor modules. |
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