Armor Enhance Buff

Post » Sun Mar 27, 2011 6:55 am

I'd like to request that armor enhance be boosted to be more effective then normal armor mode. Seeing as how sometimes it doesn't always seems to give the extra defense that the name might imply. If it does in fact negate extra damage I'd like to see the statistics!

I was trying in game testing and it seems that it doesn't seem to give too much benefit at close range as I thought.
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Strawberry
 
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Post » Sun Mar 27, 2011 3:45 pm

I replaced Energy Transfer III with Armor Enhance 1, I just hope that it'll be worth it when its level 2... I mean what does III do? It should let you keep sprinting with level 2 even if you get shot at cause its a pain... increase absorbtion to 50% at level 3...

its easy to keep all ur bullets on the target at close range where as the bullet spread and accuracy tend to go down at mid range so more bullets miss ya!
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Vickytoria Vasquez
 
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Post » Sun Mar 27, 2011 5:39 pm

Good Idea. Armor Enhance Tier III should buff the damage reduction, instead of protection from Nanosuit Jammers.
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Kortknee Bell
 
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Post » Sun Mar 27, 2011 10:00 am

Good Idea. Armor Enhance Tier III should buff the damage reduction, instead of protection from Nanosuit Jammers.

is nanosuit jammer that crappy thing that affects a small area? I thought it would disable everybody's suit for like 1 minute... say AE I reduces energy drain a bit more, AE II reduces penalty on movement and buffs up the absorbtion of damage from 33% to say 50%, and AE III reduces energy a bit more, increases absorbtion to 70% or so, improves strength and grenade survivability(you just need some energy and you'll survive) and cause there are some good armor modules this wouldn't be so common like SE III
(I don't use it)... and Nanosuit Jammer too!
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Mistress trades Melissa
 
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Post » Sun Mar 27, 2011 3:13 pm

Armor Enhance is already pretty strong. Especially level 2. I dunno why you want it buffed!
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Shae Munro
 
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Post » Sun Mar 27, 2011 2:01 pm

Because Tier III is useless, and 33% damage reduction is too low.
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Emily abigail Villarreal
 
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Post » Sun Mar 27, 2011 12:08 pm

Tier III is useless for a lot of the perks. I agree that 33% is too low, if you are going to be using an enhancing perk tho. Usually armor means the difference between dying and not (which makes it worthwhile to me,) but making that 50% or something might be cool.
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Taylor Tifany
 
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Post » Sun Mar 27, 2011 6:58 am

The first tier is pretty much useless while you could use another module instead e.g. Energy Transfer which completely negates the First Tiers bonus..
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Rusty Billiot
 
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Post » Sun Mar 27, 2011 4:14 am

Reduced drain is Ok.... but Energy transfer does just negate that. Maybe it should start with a 10% chance of deflecting a shot in armor mode.... low but high enough that IT could save you in one on ones level 3 is fine....what needs to be done is boost the Radius of the Jammer to 3 times of what it is. Then when a jammer is deployed it would be a threat like oribtal strike. How ever you could counter it like you counter the ceph gunships with covert ops.
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Casey
 
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Post » Sun Mar 27, 2011 6:01 pm

Reduced drain is Ok.... but Energy transfer does just negate that. Maybe it should start with a 10% chance of deflecting a shot in armor mode.... low but high enough that IT could save you in one on ones level 3 is fine....what needs to be done is boost the Radius of the Jammer to 3 times of what it is. Then when a jammer is deployed it would be a threat like oribtal strike. How ever you could counter it like you counter the ceph gunships with covert ops.

Add deflection too? That seems nice, although that would be a nice module too! It should be able to disable a quarter of the map or whatever? Everybody says that stealth counters the ceph gunships?
They just need to make armor more effective, I mean it works well sometimes and sometimes it just doesn't! lets hope the patch does something about it!

deflection would be a nice module as 1 - increases explosion survivability 2 - adds 10%/20% deflection while in armor mode - provides protection from orbital strike or something (doesn't let orbital strike work near ya or it just deflects the beam?? or cause bullets to ricochet of ya at the enemy if its face on combat, just make tier 3 worth while and improve armor enhance by a lot?

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SexyPimpAss
 
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Post » Sun Mar 27, 2011 4:02 am

Add deflection too? That seems nice, although that would be a nice module too! It should be able to disable a quarter of the map or whatever? Everybody says that stealth counters the ceph gunships?
They just need to make armor more effective, I mean it works well sometimes and sometimes it just doesn't! lets hope the patch does something about it!

Stealth does counter it in a way. If your in cloak and its looking for a target it will not go for you but how long can you keep up this game with both a ship AND enemies. That when you need either preemptively kill the ship or get your covert ops kit out. I have Knocked down so many now with my Gauss gun or attachment(I have a class with both) that its stupid to even try to use it with me around... I get 300 free point ty.
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Gavin boyce
 
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Post » Sun Mar 27, 2011 9:40 am

You can't buff health or damage for the sake of balance. The proposed change simply indirectly buffs health. A better suggestion would simply be fore tier 3 to remove the glow from armour mode. This would add tactical options (such as taking advantage of tier 2's increased armour mobility) without becoming a crutch for noobs.
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Joie Perez
 
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Post » Sun Mar 27, 2011 7:20 am

Dud slight deflection chance would be good for armor enhance. I do not understand your instant need to have say no too anything that reduces your chances to die. It not a health change is a slight buff to what the suit does already and makes it more viable while not giving it that much anyway.
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мistrєss
 
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Post » Sun Mar 27, 2011 11:05 am

It's an indirect health buff if it lets you live longer. Perks that increase health or damage are simply inbalanced because they end up becoming the defacto perks for success. A similar problem already exists with energy transfer and nano recharge.. we don't need any more OP perks.
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kennedy
 
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Post » Sun Mar 27, 2011 9:59 am

I agree but isn't that the point to every module(DO NOT SAY PERK that's COD speak) to help you in your goal of killing without dieing. Armor enhance should buff armor for you(and it does quite well.)
On the OPed perks Nano recharge is quite balenced now(and I think they may have overnerffed the energy recharge time.) Energy Transfer OPness has NOTHING to do with health(or contious armor) increase and a more to do with help make a constant cloak player.
Armor Enhance should be your not going to take me down with ease Module.
Inblance does not come from more health.(in BC2 is was smarter to get mag ammo than a flack vest because killing was a lot more important than a extra health.)
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le GraiN
 
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Post » Sun Mar 27, 2011 6:07 pm

I think that is only a personal preference. I would accept a total overhaul of the module, remove the energy drain replace with improved armor bonus. There really isn't any reason why you should be running around with armor mode on. I had this post before and you were saying some of the same things Mickey. The simple name of armor enhance and the video it displays makes it look like it should give you more of a buff hp. Like I stated before a 5-10% more effective armor wouldn't make a huge effect on how many shots to drop someone. It would let you actually take more of beating rather then having the same armor as everyone else.

Reducing the glow while semi effective still simple would simple not be worthy for armor mode. Your still going to be spotted just as easy when you start shooting and your already pretty visible uncloaked anyway. It would also add confusion to people when they start shooting you and you take extra bullets to go down.

As it stands if someone wants to do a kind of "tank" loadout you are better off with nano recharge as you sit in cover for only a moment and your hp is thrown back up to full. I'd love to be the slow tank with extra armor rather then to have to resort to another 'nano recharge' loadout.
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Nana Samboy
 
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Post » Sun Mar 27, 2011 7:50 am

I agree but isn't that the point to every module(DO NOT SAY PERK that's COD speak)
But you're playing CoD, a less successful, futuristic CoD.


to help you in your goal of killing without dieing. Armor enhance should buff armor for you(and it does quite well.)
On the OPed perks Nano recharge is quite balenced now(and I think they may have overnerffed the energy recharge time.) Energy Transfer OPness has NOTHING to do with health(or contious armor) increase and a more to do with help make a constant cloak player.
Armor Enhance should be your not going to take me down with ease Module.
Inblance does not come from more health.(in BC2 is was smarter to get mag ammo than a flack vest because killing was a lot more important than a extra health.)
You're latching on to the health buff in regards to energy transfer and nano recharge, when I specifically said a 'similar' problem exists, regarding the de facto use of modules for success.

As for the 'not going to take me down with ease' class, you basically want juggernaut from CoD, something which was removed because of balance issues. Coincidentally mag ammo and flak jacket are both being removed from BF3. See a theme here? buffing health and/or damage is inbalanced.
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Zualett
 
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Post » Sun Mar 27, 2011 9:54 am

I agree but isn't that the point to every module(DO NOT SAY PERK that's COD speak)
But you're playing CoD, a less successful, futuristic CoD.


But you're playing DOOM, a less successful, less futuristic DOOM.

:P

They could always make armor so that the first half of round it absorbs doesn't deal any damage to ur health and the rest does? useful against snipers so you still have full health? Well many say cloak is op so why not make armor 'op' (in the first game it wasn't) and keep the restricted movement as a small balance... and bring back power melee but make it slower with no autoaim so that is op too so everything is op!
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CYCO JO-NATE
 
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Post » Sun Mar 27, 2011 1:21 pm

Doom resembles this game alot less than CoD. If you want an old shooter similar to CoD, you should go for Half Life 2 Deathmatch - that game is like CoD but with better weapons.
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Joey Bel
 
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Post » Sun Mar 27, 2011 3:36 pm

Doom resembles this game alot less than CoD. If you want an old shooter similar to CoD, you should go for Half Life 2 Deathmatch - that game is like CoD but with better weapons.

naw I'm trying to break the trend that every game gets compared to cod considering that doom is the same essentially
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Scott Clemmons
 
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Post » Sun Mar 27, 2011 5:43 am

What's your problem? I'm using Armor Enhance III and it's fine as it is! Would anyone take another armor module if you could increase the bullets you take before you die? No. So don't do that. Tier III is nearly useless, that's true, but I and II are totally worth of using. Less energy drain is nice (with Visor Enhance even more) and increased speed is super nice! You all know that you are slow in armor mode, so in exchange of speed, you get more armor, what can let you die very quick (because of the enemy aiming at you. :3), but with this, you can do some power jumps in armor mode, what makes it difficult to kill you. That's all there is to it, don't buff it, it's nice how it is.
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matt
 
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Post » Sun Mar 27, 2011 2:25 pm

I used to think that Armor Enhance should increase mitigation by a minor amount but MMAMickey makes some good counter arguments and I could see it ending up as the crutch module for bad players.

Armor Enhance just needs its numbers improving in my opinion.
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Janette Segura
 
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Post » Sun Mar 27, 2011 2:06 pm

I used to think that Armor Enhance should increase mitigation by a minor amount but MMAMickey makes some good counter arguments and I could see it ending up as the crutch module for bad players.

Armor Enhance just needs its numbers improving in my opinion.

That's like saying stealth enhance is a crutch for someone who can't out aim people, or saying energy transfer is for someone who can't uncloak then shoot. As it stands there are 2 super tier armor modules nanorecharge and energy transfer. Everyone who uses those could be called crutch players because of how they simplify the game. Rather then bothering to lower stats, I'd love to see some exotic buffs to the other modules.

Armor enhance would grant additional damage reduction. Airstomp could start with a default faster recovery and a slightly bigger starting damage. Proximity alarm perhaps could have some kind of directional tuning as to where someone might be coming from like telling weather someone is above or below you.

Threat tracer is a tough one to buff since it seems useless from the start. Instead of simply tracing bullets it could also give a fading out effect as to weather someone is still aiming in your direction or not.
Ex.
Enemy fires bullet, bullet tracer flys out the beam stays attached to the shooters barrel before quickly fading out.

Besides threat tracer being useless I find that the other ideas might be a fun thing to throw around play test sessions. I'd say that buffing under used modules would be the better way of making for more diverse choices and interesting setups.
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evelina c
 
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