Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
The Cabalist
Not Guilty EoN.
11
|
Posted - 2013.07.22 04:21:00 -
[1] - Quote
Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Latest from Gallente's Armor research labs. Using high temperature super conductive layers over thermal dampening nano foam ceramic plates creates a thin layer of polarized ions. This layer of ions randomIzes the magnetic field around the infantryman granting highly improved damage absorption while causing a powerful disruption of shields.
Price accordingly.
Also proposed change to Reactive Armor.
Increase armor regeneration depending on a percentage of unused PG. 10% 15% and 20% perhaps. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
44
|
Posted - 2013.07.22 04:26:00 -
[2] - Quote
I like it. |
Meeko Fent
Seituoda Taskforce Command Caldari State
329
|
Posted - 2013.07.22 04:39:00 -
[3] - Quote
Plas One.
Shields get 4 modules.
Armor gets 3 useful mods, cause reactive plates don't really seem helpful. |
ZDub 303
TeamPlayers EoN.
1130
|
Posted - 2013.07.22 04:40:00 -
[4] - Quote
Very interesting request.
However... energized plating is damage resist on vehicles. In the interest of keeping things organized I don't think we should reuse the name.
Charged Plating Magnetized Plating
etc etc... but anyways.. interesting idea. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
44
|
Posted - 2013.07.22 04:57:00 -
[5] - Quote
Yeah but since they take have a penalty against shield they should have no movement penalty. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
236
|
Posted - 2013.07.22 04:58:00 -
[6] - Quote
Change the kab name to Rodan Shipyards before the trolls come. Trust me. Also, slightly raise the HP values, and raise each shield reduction by 5%-+ Otherwise, good idea.
Peace, Aizen |
ladwar
Dead Six Initiative Lokun Listamenn
958
|
Posted - 2013.07.22 05:23:00 -
[7] - Quote
no, bad idea go away. |
IrishWebster
Molon Labe. League of Infamy
55
|
Posted - 2013.07.22 05:50:00 -
[8] - Quote
I LOVE this idea, although I think the shield penalty shouldn't be so high. I'd say a movement penalty of 2%, 3% and 5% for standard, enhanced and complex modules respectively, and a shield HP penalty of 3%, 5% and 10% respectively, if there has to be one at all.
Armor is pretty gimped right now compared to shields in the first place, and removing eHP from armor tanked infantry would be a step in the wrong direction. I like the armor values, but perhaps we could tie in resistances to the plates as well, given that they share a name with the vehicle plates that do the same thing.
And geez, can we get armor-friendly high slots? For EVE's sake. Ugh. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
44
|
Posted - 2013.07.22 05:55:00 -
[9] - Quote
ladwar wrote:no, bad idea go away.
Screw off cheese fart |
Arx Ardashir
Imperium Aeternum
136
|
Posted - 2013.07.22 06:17:00 -
[10] - Quote
The Cabalist wrote:Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Latest from Gallente's Armor research labs. Using high temperature super conductive layers over thermal dampening nano foam ceramic plates creates a thin layer of polarized ions. This layer of ions randomIzes the magnetic field around the infantryman granting highly improved damage absorption while causing a powerful disruption of shields.
Price accordingly.
Taking hp away to add hp. Two steps forwards, one step back. Though it's close to 2 steps back because -20% shields is a lot.
Without resistances for dropsuits in this game to make single tanking (as opposed to dual tanking) superior, taking hp away from one side just to add a bit to another doesn't do a whole lot except pretty much waste a module slot + cpu/pg.
We'd need resistances before this would come close to being useful. |
|
Cosgar
ParagonX
2930
|
Posted - 2013.07.22 08:26:00 -
[11] - Quote
I like the idea, but maybe the numbers should be adjusted a bit.
Militia Resistance Plating -1% EM -3% Explosive -5% Kinetic
Standard -5% EM -11% Explosive -18% Kinetic
Advanced -8% EM -14% Explosive -21% Kinetic
Prototype -12% EM -19% Explosive -25% Kinetic |
Meeko Fent
Seituoda Taskforce Command Caldari State
334
|
Posted - 2013.07.22 16:22:00 -
[12] - Quote
Arx Ardashir wrote:The Cabalist wrote:Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Latest from Gallente's Armor research labs. Using high temperature super conductive layers over thermal dampening nano foam ceramic plates creates a thin layer of polarized ions. This layer of ions randomIzes the magnetic field around the infantryman granting highly improved damage absorption while causing a powerful disruption of shields.
Price accordingly.
Taking hp away to add hp. Two steps forwards, one step back. Though it's close to 2 steps back because -20% shields is a lot. Without resistances for dropsuits in this game to make single tanking (as opposed to dual tanking) superior, taking hp away from one side just to add a bit to another doesn't do a whole lot except pretty much waste a module slot + cpu/pg. We'd need resistances before this would come close to being useful. If your armor tanking, why do you care about shields? If your armor tanking with shield extenders, you doing it wrong. Put damage mods there. |
Cosgar
ParagonX
2991
|
Posted - 2013.07.22 16:32:00 -
[13] - Quote
Meeko Fent wrote:Arx Ardashir wrote:The Cabalist wrote:Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Latest from Gallente's Armor research labs. Using high temperature super conductive layers over thermal dampening nano foam ceramic plates creates a thin layer of polarized ions. This layer of ions randomIzes the magnetic field around the infantryman granting highly improved damage absorption while causing a powerful disruption of shields.
Price accordingly.
Taking hp away to add hp. Two steps forwards, one step back. Though it's close to 2 steps back because -20% shields is a lot. Without resistances for dropsuits in this game to make single tanking (as opposed to dual tanking) superior, taking hp away from one side just to add a bit to another doesn't do a whole lot except pretty much waste a module slot + cpu/pg. We'd need resistances before this would come close to being useful. If your armor tanking, why do you care about shields? If your armor tanking with shield extenders, you doing it wrong. Put damage mods there. Some people prefer hybrid tanking. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 16:42:00 -
[14] - Quote
The Cabalist wrote:Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Latest from Gallente's Armor research labs. Using high temperature super conductive layers over thermal dampening nano foam ceramic plates creates a thin layer of polarized ions. This layer of ions randomIzes the magnetic field around the infantryman granting highly improved damage absorption while causing a powerful disruption of shields.
Price accordingly.
Also proposed change to Reactive Armor.
Increase armor regeneration depending on a percentage of unused PG. 10% 15% and 20% perhaps.
Lol? Reducing out shield is a terrible idea we need them as a buffer against explosives. In order for these not to remove our buffer they need to give 1.85x more HP than a shield eztender of the same level. |
ZDub 303
TeamPlayers EoN.
1141
|
Posted - 2013.07.22 16:42:00 -
[15] - Quote
Meeko Fent wrote:If your armor tanking, why do you care about shields? If your armor tanking with shield extenders, you doing it wrong. Put damage mods there.
Lol..
Grenades, mass drivers, and flaylocks love you for saying this. |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
63
|
Posted - 2013.07.22 17:38:00 -
[16] - Quote
The Cabalist wrote:Proposed armor mod to help even the field for armor tanking infantry.
Energized armor plate.
Basic-advanced-prototype
33 armor - 66 armor - 99 armor -10% shield - -15% shield - -20% shield high slot. ??Cpu ??PG
Reduce the shield penalty to a max of 10%, even shield tankers don't pay that much for better shield effects (energizers).
Or change the penalty to shield recharge speed. |
RINON114
B.S.A.A. General Tso's Alliance
319
|
Posted - 2013.07.22 17:52:00 -
[17] - Quote
I don't think I understand the idea. You want to give us a minimal boost to hitpoints at the cost of our minimal protection against all the explosions?I thought initially that the idea was giving us extra shield AND armour, which I think would be awesome, call it Ionized Plating and it could give armour and shields.
There is one problem still: shield tankers can still benefit more from these modules. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 17:56:00 -
[18] - Quote
RINON114 wrote:I don't think I understand the idea. You want to give us a minimal boost to hitpoints at the cost of our minimal protection against all the explosions?I thought initially that the idea was giving us extra shield AND armour, which I think would be awesome, call it Ionized Plating and it could give armour and shields.
There is one problem still: shield tankers can still benefit more from these modules.
Not if they are high slots and have high CPU costs, and giving armor modules low CPU costs. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |