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View Full Version : Underwear Armour Rebalance 2020 (Live on PTS)



Virtus
07-07-20, 21:30
Underwear Armour Rebalance:

Goal:

• Make non-pa builds more viable
• Give speed benefit to those not wearing PA (+ATH & +END)
• Buff resists slightly to close the gap between UW & PAs - PAs will still give more resists
• Remove ALL malus from UW
• Introduce new naming convention of light / medium / heavy for tiers of each UW

Changes:



TL
Name
Resist Change %
ATH Added
END Added


20
Low Density Krokydolith Suit
12%
ATH + 3
END + 9


44
Medium Density Krokydolith Suit
16%
ATH + 6
END + 14


71
High Density Krokydolith Suit
21%
ATH + 9
END + 20


18
Light Ionic Nylon Underall
-6%
ATH + 3
END + 9


42
Medium Ionic Nylon Underall
-1%
ATH + 6
END + 14


69
Heavy Ionic Nylon Underall
2%
ATH + 8
END + 19


15
Light Argentiferous Lead Coat
6%
ATH + 3
END + 8


43
Medium Argentiferous Lead Coat
14%
ATH + 6
END + 14


73
Heavy Argentiferous Lead Coat
18%
ATH + 9
END + 20


32
Light Chrysotil Suit
17%
ATH + 5
END + 12


67
Medium Chrysotil Suit
22%
ATH + 8
END + 19


81
Heavy Chrysotil Suit
22%
ATH + 10
END + 22


62
Light Carbonsilk Suit
7%
ATH + 8
END + 18


72
Medium Carbonsilk Suit
8%
ATH + 9
END + 20


82
Heavy Carbonsilk Suit
7%
ATH + 10
END + 22


36
Light FeSilicon Coat
10%
ATH + 5
END + 13


44
Medium FeSilicon Coat
9%
ATH + 6
END + 14


62
Heavy FeSilicon Coat
9%
ATH + 8
END + 18


15
Light Glasfibre Suit
10%
ATH + 3
END + 8


25
Light Glasfibre Suit v2
10%
ATH + 4
END + 10


39
Medium Glasfibre Suit
10%
ATH + 5
END + 13


68
Heavy Glasfibre Suit
9%
ATH + 8
END + 19


22
Light Ionic Cotton Underwear
4%
ATH + 4
END + 10


42
Medium Ionic Cotton Underwear
6%
ATH + 6
END + 14


67
Heavy Ionic Cotton Underwear
6%
ATH + 8
END + 19


4
Light Leather Skin
6%
ATH + 2
END + 6


12
Medium Leather Skin
1%
ATH + 3
END + 8


24
Heavy Leather Skin
-3%
ATH + 4
END + 10


3
Light Wiremesh Suit
4%
ATH + 2
END + 6


12
Medium Wiremesh Suit
1%
ATH + 3
END + 8


24
Heavy Wiremesh Suit
-3%
ATH + 4
END + 10

Bruder Malmsdoo
09-07-20, 06:32
Cheers for your big efforts! But isn't it a little bit unimmersive for an underwear to give a speed bonus? From that perspective a speed-malus for PAs und smaller Hitbox hitbox would be more logical.

Virtus
09-07-20, 21:58
Not nessecarily, there's a reason athletes all wear lycra suits. Also without something extra they are just worse versions of something that would fill the PA slot. By adding a speed bonus it means those who prioritise speed over resists have something tailored towards them.

Dasore
09-07-20, 22:19
Using the last balancing thread to write bout the event on vedeena yesterday.

1. Nanite tools:
Making a spy best solo pvp char atm cause of additional 35% shield resists without any negativ effect on your setup

2. Psi amor
Some psi armor still got to many resists on it to make a apu some kind of glasscannon

3. Psi damage
-When lowering psi armor, damage needs another buff
-Malus on apu spells with open redicle is still not working?
-Beams/halos/balls (rare,none rare) dont seem to really work, damage on pve and pvp targets are sometimes different, sometimes the same?
-Blasts dont register dmg (should be aoe?), spell overall is useless cause of movement of the target and long flight time of the blast.
-Halos or beams need higher frequence, while lowering the dmg per hit, everything is still too close together
-Multilighting outperformes any other aoe spell dmgwise
-Range on lances, blasts is way off. No way we should have apu spells with 400m range...

3. Holo pa
Too much runspeed on it. 1vs1 on spys is just too fast. (probably get freezes back in game?)

4. Ionic weapons
-compared to other weapons, the redicle closes faster
-range is way to far for an shotgun
-damage seems too high, but that is probably cause of current setups

5. Second love
-compared to other weapons, the redicle closes faster
-damage seems too high, but that is probably cause of current setups

6. Pistols
-overall lower dmg then rifles, shorter range but the missing runspeed malus of other weapons dont make up for that

7. Weapon ranges
-Range on weapons shouldnt be dependend if you use heavy, rifle, pistol, better work off the type of weapon:
-High range for fusion, laserbeam, waves and snipers >600m
-low range for raygun, pulslaser, automatics, pumpguns (ionics) and some more <150m
-mid range: everything else
HC aoe weapons should probably not be balanced like that

8. Redicle on weapons
-On the disruptor for example with high range atm, the redicle cant get fully closed with capped aiming and laserpointer at what feels like 30m.

Some changes could be done in advance, but some stuff still needs a working resist system again. Atm ppu shields and nanites are way too strong, so even blessed pe's cant reach that resists.

Virtus
09-07-20, 22:43
Thanks for taking the time to write up the feedback.

Regarding resist based feedback, watch this space! Resist phase will begin soon and this will include changes to make glass cannons more glassy.

Regarding Holo PA, remember that it doesn't give any combat so you sacrifice multiple damage brackets for that speed. I expect many to offset some of the extra agility by swapping some AGL points to their combat skill.

Pistols are meant to have the advantage of a faster retlicle lock, seems this needs to be tuned faster still.

Also going to revisit the ranges. I have already made tweaks some since the initial range update, but more are to come.

Have a list of things to review based on feedback so far, feel free to add anything else you think of.

Dasore
09-07-20, 22:46
And one of the most needed changes:
Remove that whole dmg bracket thing of weapons, where only 10 points on the weaponskill gives you more damage. Would be cool if that could be done together with frequence and handling being no more usless stats on weapons/modules

Virtus
09-07-20, 22:48
I would expect tasks such as moving away from damage brackets & reintroducing freq & handling effects to be after resists rebalance as it will may require code changes again.