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BL4CKST4R
WarRavens League of Infamy
821
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Posted - 2013.07.22 11:56:00 -
[1] - Quote
Armor suits need to have higher HP than Shield suits due to the fact that there will be more weapons to kill armor than to kill shields, and the fact that losing shields doesnt kill you is an advantage in of itself. When comparing a Caldari and a Gallente suit (easiest suits to compare) when both have the same module, or the same module focus, the Gallente should have 30% higher HP to compensate for the majority of guns, and all high damage guns, having a death warrant against him.
The problem with giving armor more HP is how can it be applied, it could be through modules, base HP, or a bonus to modules, the truth is none of these will work by themselves and only a combination of 2 will work. Buffing modules by themselves is just a buff to everysuit so it makes no difference at all, except when a armor suit uses his extra slot for armor which currently only gives him about 70 higher HP with complex modules. Giving higher base HP is slightly negated when modules are applied although its the best single option, and buffing modules with a bonus would require losing a bonus or a SP sink. Also a good option would be giving all suits passive armor repair, thus freeing up 1 slot for the Armor suits and giving us higher base armor HP, around 150-250.
Shield killers (Total of 9)
Assault rifle Shotgun Plasma cannon Ion pistol Heavy weapon 110/90 Scrambler rifle Scrambler pistol Laser rifle Heavy weapon 120/80
Armor killers ( Total of 12)
SMG HMG Combat rifle Precision rifle 95/110 Rail rifle Sniper rifle Forge Gun Magsec SMG Bolt pistol 90/110 Flaylock Mass driver Grenades 70/130
Did not include RE and flux because they both affect suits equally, flux grenades can be used in conjuction with MD, or flaylock to kill any suit.
As you can see there are 1.3x more weapons to kill armor, 6 of these armor killers actually exploit armor lower speed, so they do more damage than what is said. These weapons are both the SMGs, the HMG, and all 3 explosive weapons. |
Chris F2112
187. League of Infamy
239
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Posted - 2013.07.22 12:02:00 -
[2] - Quote
A nerf to flaylocks will do much to help armor buffs. And grenades do make a bit imbalanced since most people use locus. The bonus to grenades needs to be evened out a bit for sure. |
BL4CKST4R
WarRavens League of Infamy
821
|
Posted - 2013.07.22 12:06:00 -
[3] - Quote
Chris F2112 wrote:A nerf to flaylocks will do much to help armor buffs. And grenades do make a bit imbalanced since most people use locus. The bonus to grenades needs to be evened out a bit for sure.
Although evening out grenades is a really good option it would also remove counters to armor. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
701
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Posted - 2013.07.22 12:09:00 -
[4] - Quote
I always thought it was silly to have the numbers between armor and shield so close together when armor doesn't get the same advantages as shields like fast regeneration and no speed penalty, as well as other factors like most weapons that dish out more damage to armor are splash damage making it hard to avoid while most weapons that dish out more damage to shields tend to overheat making it hard to shoot.
All of this, yet when you look at the Gallente and Caldari suits it's perfectly flipped 120 armor 210 shield 210 armor 120 shield
Even the armor modules do not give enough extra HP for all the inherent disadvantages of armor tanking. I was thinking something more like buffing the HP of all armor modules by 50%, but 30% may be enough. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
763
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Posted - 2013.07.22 12:10:00 -
[5] - Quote
Chris F2112 wrote:A nerf to flaylocks will do much to help armor buffs. And grenades do make a bit imbalanced since most people use locus. The bonus to grenades needs to be evened out a bit for sure. No flay locks don't need nerfs Armour need buffs! |
BL4CKST4R
WarRavens League of Infamy
821
|
Posted - 2013.07.22 12:12:00 -
[6] - Quote
Aero Yassavi wrote:I always thought it was silly to have the numbers between armor and shield so close together when armor doesn't get the same advantages as shields like fast regeneration and no speed penalty, as well as other factors like most weapons that dish out more damage to armor are splash damage making it hard to avoid while most weapons that dish out more damage to shields tend to overheat making it hard to shoot.
All of this, yet when you look at the Gallente and Caldari suits it's perfectly flipped 120 armor 210 shield 210 armor 120 shield
Even the armor modules do not give enough extra HP for all the inherent disadvantages of armor tanking. I was thinking something more like buffing the HP of all armor modules by 50%, but 30% may be enough.
Buffing modules by 30% wont as well since any suit can equip armor modules and thus the buff is negated slightly. |
Cosgar
ParagonX
2953
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Posted - 2013.07.22 12:22:00 -
[7] - Quote
I agree that armor needs a buff, but simply adding a larger buffer isn't going to be the best strategy in the long run. Shields can buffer, regen, and passive tank all at once, armor has to choose between regen and buffer tanking, sacrificing one for the other. Armor needs more tanking options like energized plating. |
Doshneil Antaro
SVER True Blood
95
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Posted - 2013.07.22 12:23:00 -
[8] - Quote
Aero Yassavi wrote:I always thought it was silly to have the numbers between armor and shield so close together when armor doesn't get the same advantages as shields like fast regeneration and no speed penalty, as well as other factors like most weapons that dish out more damage to armor are splash damage making it hard to avoid while most weapons that dish out more damage to shields tend to overheat making it hard to shoot.
All of this, yet when you look at the Gallente and Caldari suits it's perfectly flipped 120 armor 210 shield 210 armor 120 shield
Even the armor modules do not give enough extra HP for all the inherent disadvantages of armor tanking. I was thinking something more like buffing the HP of all armor modules by 50%, but 30% may be enough. Add on top of that shield auto regen, whereas armor has to blow a slot to get any. Also my favorite most people forget is that shields have zero penalty, nothing to dissuade them from stacking them. Ohh and we need some aoe anti shield weapons too, or better yet, take out the noobtubes all together. |
BL4CKST4R
WarRavens League of Infamy
821
|
Posted - 2013.07.22 12:39:00 -
[9] - Quote
Cosgar wrote:I agree that armor needs a buff, but simply adding a larger buffer isn't going to be the best strategy in the long run. Shields can buffer, regen, and passive tank all at once, armor has to choose between regen and buffer tanking, sacrificing one for the other. Armor needs more tanking options like energized plating.
This is why armor needs passive armor repair, that way repair modules are a choice not a requirement. Energized playing is good but would only work in the high slots. |
Meeko Fent
Seituoda Taskforce Command Caldari State
333
|
Posted - 2013.07.22 13:21:00 -
[10] - Quote
So... Armor is weak, so buff the bonus it gives?
Why not just change the damn penalty?
Give armor a stamina usage penalty, fix scanning, give shields a scan penalty.
Das. Would you feel you need 30 percent more HP then? |
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RuckingFetard
Better Hide R Die D.E.F.I.A.N.C.E
456
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Posted - 2013.07.22 13:25:00 -
[11] - Quote
BL4CKST4R wrote:Cosgar wrote:I agree that armor needs a buff, but simply adding a larger buffer isn't going to be the best strategy in the long run. Shields can buffer, regen, and passive tank all at once, armor has to choose between regen and buffer tanking, sacrificing one for the other. Armor needs more tanking options like energized plating. This is why armor needs passive armor repair, that way repair modules are a choice not a requirement. Energized playing is good but would only work in the high slots. Disagree armor should be different from shields and NOT some wannabe shield half-brid. Which is why even I propose higher base armor stats on the armor tanking suits |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 15:40:00 -
[12] - Quote
RuckingFetard wrote:BL4CKST4R wrote:Cosgar wrote:I agree that armor needs a buff, but simply adding a larger buffer isn't going to be the best strategy in the long run. Shields can buffer, regen, and passive tank all at once, armor has to choose between regen and buffer tanking, sacrificing one for the other. Armor needs more tanking options like energized plating. This is why armor needs passive armor repair, that way repair modules are a choice not a requirement. Energized playing is good but would only work in the high slots. Disagree armor should be different from shields and NOT some wannabe shield half-brid. Which is why even I propose higher base armor stats on the armor tanking suits
A passive armor repair not higher than 5 is no where near what shield gets for free. It just allows for more freedom when building your suit, having no armor repair forces us to lose a slot in order to survive shield doesn't even need regulators and rechargers those are just the cherry on top. Even 5 HP/s is nowhere near enough, at 5 HP/s it takes 1 minute 40 seconds to heal a decently tanked suit, and even then most armor suits can't even get 500 armor. On the other hand a decently shield tanked suit takes 26 seconds to recharge the same amount of HP and doesn't even require a module to do so! |
THUNDERGROOVE
ZionTCD
98
|
Posted - 2013.07.22 18:01:00 -
[13] - Quote
This would give my proto fit 1088 armor, I approve of this message.
Also, forge gun isn't anti armor, it's anti shield. |
BL4CKST4R
WarRavens League of Infamy
823
|
Posted - 2013.07.22 18:04:00 -
[14] - Quote
THUNDERGROOVE wrote:This would give my proto fit 1088 armor, I approve of this message.
Also, forge gun isn't anti armor, it's anti shield.
Most of that HP will be chewed through by a well placed locus I am going by the list CCP gave earlier this month. |
THUNDERGROOVE
ZionTCD
98
|
Posted - 2013.07.22 18:08:00 -
[15] - Quote
BL4CKST4R wrote:THUNDERGROOVE wrote:This would give my proto fit 1088 armor, I approve of this message.
Also, forge gun isn't anti armor, it's anti shield. Most of that HP will be chewed through by a well placed locus I am going by the list CCP gave earlier this month. Buff armor reps:P
And at least when it comes to vehicles, the forge gun does more damage to shields.
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RINON114
B.S.A.A. General Tso's Alliance
319
|
Posted - 2013.07.22 18:11:00 -
[16] - Quote
THUNDERGROOVE wrote:This would give my proto fit 1088 armor, I approve of this message.
Also, forge gun isn't anti armor, it's anti shield. Bonuses for forge guns don't really apply to dropsuits considering that one hit and you're dead. |
Mintqueer
Mikramurka Shock Troop Minmatar Republic
19
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Posted - 2013.07.22 18:11:00 -
[17] - Quote
Nerf their base shields by 30% and their movement speed by 30% |
Cosgar
ParagonX
3005
|
Posted - 2013.07.22 18:13:00 -
[18] - Quote
BL4CKST4R wrote:RuckingFetard wrote:BL4CKST4R wrote:Cosgar wrote:I agree that armor needs a buff, but simply adding a larger buffer isn't going to be the best strategy in the long run. Shields can buffer, regen, and passive tank all at once, armor has to choose between regen and buffer tanking, sacrificing one for the other. Armor needs more tanking options like energized plating. This is why armor needs passive armor repair, that way repair modules are a choice not a requirement. Energized playing is good but would only work in the high slots. Disagree armor should be different from shields and NOT some wannabe shield half-brid. Which is why even I propose higher base armor stats on the armor tanking suits A passive armor repair not higher than 5 is no where near what shield gets for free. It just allows for more freedom when building your suit, having no armor repair forces us to lose a slot in order to survive shield doesn't even need regulators and rechargers those are just the cherry on top. Even 5 HP/s is nowhere near enough, at 5 HP/s it takes 1 minute 40 seconds to heal a decently tanked suit, and even then most armor suits can't even get 500 armor. On the other hand a decently shield tanked suit takes 26 seconds to recharge the same amount of HP and doesn't even require a module to do so! You're both right. Armor tankers should have a higher base HP and some degree of base armor regen, maybe 2/3/5HP/s for STD/ADV/Proto. But overall, they need something to make them a viable choice over shields without trying to simply emulate them. That's why resistance plating and armor related bonuses would make sense. Face it, shield tankers armor tank better than armor tankers. |
BL4CKST4R
WarRavens League of Infamy
824
|
Posted - 2013.07.22 18:15:00 -
[19] - Quote
Mintqueer wrote:Nerf their base shields by 30% and their movement speed by 30%
Armor suits? |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
229
|
Posted - 2013.07.22 18:20:00 -
[20] - Quote
Is this true on the weapons? Why wouldnt a Sniper and Rail Rifle clean up shield tankers?
Just asking as I havent seen any numbers |
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BL4CKST4R
WarRavens League of Infamy
828
|
Posted - 2013.07.22 18:25:00 -
[21] - Quote
Also just tested it and forge guns do 90% damage to shields and 110% to armor, was very hard to test could only do it with splash damage. Although a tanked shield suit can easily survive 1 forge gun shot, not so much for an armor suit. |
BL4CKST4R
WarRavens League of Infamy
828
|
Posted - 2013.07.22 18:27:00 -
[22] - Quote
Daxxis KANNAH wrote:Is this true on the weapons? Why wouldnt a Sniper and Rail Rifle clean up shield tankers?
Just asking as I havent seen any numbers
According to CCP and efficiency ratings in game it is true. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
229
|
Posted - 2013.07.22 18:28:00 -
[23] - Quote
Cosgar wrote: You're both right. Armor tankers should have a higher base HP and some degree of base armor regen, maybe 2/3/5HP/s for STD/ADV/Proto. But overall, they need something to make them a viable choice over shields without trying to simply emulate them. That's why resistance plating and armor related bonuses would make sense. Face it, shield tankers armor tank better than armor tankers.
Or maybe the armor suits get a built in hardener so you dont mess with weapon ratings but still have more defence against those weapons.
A Flaylock or MD would wreck a Minmatar or Caldari suit if the user fluxed them but if he did so to a Gallente or Amarr he would need to use more rounds.
- I guess its basically the same thing. Only realized as I wrote it.
But it would stop some of the QQ from just seeing a higher value and then wanting it the same way for shields. |
Cosgar
ParagonX
3008
|
Posted - 2013.07.22 18:35:00 -
[24] - Quote
Daxxis KANNAH wrote:Cosgar wrote: You're both right. Armor tankers should have a higher base HP and some degree of base armor regen, maybe 2/3/5HP/s for STD/ADV/Proto. But overall, they need something to make them a viable choice over shields without trying to simply emulate them. That's why resistance plating and armor related bonuses would make sense. Face it, shield tankers armor tank better than armor tankers.
Or maybe the armor suits get a built in hardener so you dont mess with weapon ratings but still have more defence against those weapons. A Flaylock or MD would wreck a Minmatar or Caldari suit if the user fluxed them but if he did so to a Gallente or Amarr he would need to use more rounds. - I guess its basically the same thing. Only realized as I wrote it. But it would stop some of the QQ from just seeing a higher value and then wanting it the same way for shields. Yeah, exactly. Everyone is so obsessed with buffer tanking that it's ridiculous. My go-to ADV logi has ~200/200 shield/armor with 25/17 HP regen and 0 movement penalty. I take a hit, look seriously wounded when I retreat, but by the time someone turns the corner to finish me off, I'm already at full HP with the business end of a breach MD in their face. Buffer tanking is highly overrated. |
Cat Merc
BetaMax. CRONOS.
3460
|
Posted - 2013.07.22 18:59:00 -
[25] - Quote
Cosgar wrote:Daxxis KANNAH wrote:Cosgar wrote: You're both right. Armor tankers should have a higher base HP and some degree of base armor regen, maybe 2/3/5HP/s for STD/ADV/Proto. But overall, they need something to make them a viable choice over shields without trying to simply emulate them. That's why resistance plating and armor related bonuses would make sense. Face it, shield tankers armor tank better than armor tankers.
Or maybe the armor suits get a built in hardener so you dont mess with weapon ratings but still have more defence against those weapons. A Flaylock or MD would wreck a Minmatar or Caldari suit if the user fluxed them but if he did so to a Gallente or Amarr he would need to use more rounds. - I guess its basically the same thing. Only realized as I wrote it. But it would stop some of the QQ from just seeing a higher value and then wanting it the same way for shields. Yeah, exactly. Everyone is so obsessed with buffer tanking that it's ridiculous. My go-to ADV logi has ~200/200 shield/armor with 25/17 HP regen and 0 movement penalty. I take a hit, look seriously wounded when I retreat, but by the time someone turns the corner to finish me off, I'm already at full HP with the business end of a breach MD in their face. Buffer tanking is highly overrated. Regen tanking is also overrated. There are so many weapons that do tons of burst damage you won't get a chance to regenerate. A mix of both without going to the extreme on either is the best. |
BL4CKST4R
WarRavens League of Infamy
830
|
Posted - 2013.07.22 19:08:00 -
[26] - Quote
Cosgar wrote:Daxxis KANNAH wrote:Cosgar wrote: You're both right. Armor tankers should have a higher base HP and some degree of base armor regen, maybe 2/3/5HP/s for STD/ADV/Proto. But overall, they need something to make them a viable choice over shields without trying to simply emulate them. That's why resistance plating and armor related bonuses would make sense. Face it, shield tankers armor tank better than armor tankers.
Or maybe the armor suits get a built in hardener so you dont mess with weapon ratings but still have more defence against those weapons. A Flaylock or MD would wreck a Minmatar or Caldari suit if the user fluxed them but if he did so to a Gallente or Amarr he would need to use more rounds. - I guess its basically the same thing. Only realized as I wrote it. But it would stop some of the QQ from just seeing a higher value and then wanting it the same way for shields. Yeah, exactly. Everyone is so obsessed with buffer tanking that it's ridiculous. My go-to ADV logi has ~200/200 shield/armor with 25/17 HP regen and 0 movement penalty. I take a hit, look seriously wounded when I retreat, but by the time someone turns the corner to finish me off, I'm already at full HP with the business end of a breach MD in their face. Buffer tanking is highly overrated.
I bet flaylocks have parties with you. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
229
|
Posted - 2013.07.22 19:27:00 -
[27] - Quote
Note my idea is not regen but % reduction of damage done
- Gallente / Amarr armour better than others. That way Shield tankers could never benefit from this which is what I keep hearing as a major complaint.
They cant make it too strong though because then Gallente maybe Amarr have to lose a high slot |
BL4CKST4R
WarRavens League of Infamy
833
|
Posted - 2013.07.23 02:04:00 -
[28] - Quote
Daxxis KANNAH wrote:Note my idea is not regen but % reduction of damage done
- Gallente / Amarr armour better than others. That way Shield tankers could never benefit from this which is what I keep hearing as a major complaint.
They cant make it too strong though because then Gallente maybe Amarr have to lose a high slot
Yes buffing plates or adding new plates benefits everyone, with the exception of shield modules which are useless for armor tanks. |
BL4CKST4R
WarRavens League of Infamy
838
|
Posted - 2013.07.23 11:36:00 -
[29] - Quote
Bump. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1330
|
Posted - 2013.07.26 03:52:00 -
[30] - Quote
Thoughts on key points
- Modules
- Base HP
- A bonus to modules
Modules; I think this one has to happen, the mods themselves have several flaws the most glaring of which are falling short of the shield mods and failing to maintain value throughout the line (i.e. it is not on balance advantageous to run the complex plate most of the time unlike the complex extender which is always the right choice if you can fit it).
Base HP; this could be an asset providing more utility for armor tanking suits from things like repers and reactive plates. If there were resistance mods of some kind for infantry armor it would be an even greater potential asset. Numbers in all cases would need to be fine tuned (but I suppose that's almost always true).
A bonus to modules; this is a great way to promote racial balance and diversity but is not my primary choice for balancing armor and shield tanking. Ideally the two types of tanking would be balanced and then racial/skill buffs would be applied to encourage a focused form of tanking from each racial variant (with the possible exception of Minmitar suits as a hybrid option as per EVE). I think that use of skills could be a great asset to the game but is best used as a way to extend and enhanced a balanced tanking system rather than as a means to patch imbalance between the types of tank and mod.
0.02 ISK Cross |
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Smooth Assassin
Condotta Rouvenor Gallente Federation
2
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Posted - 2013.07.27 12:43:00 -
[31] - Quote
I have my ADV assault minmatar dropsuit and he has only 135 armor i have 383 shield so this affects me a lot |
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