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On the topic of Penetration and Toughness.

Discussion in 'General Discussion' started by Cupcakeunleashed, Nov 27, 2016.

?

Do you like the way Pen and Toughness are?

  1. No

  2. Yes

  3. I'd like to see these changes:

  4. Could be better

Results are only viewable after voting.
  1. Any examples?
    Iron halo that increases armor?
    Basic attachments/perks that increase stats?
    You're asking for a solution to a problem that shouldn't exist in the first place, we dont need invulnerable saves, we need better balancing and generally improved TTK.

    TT is a base for ideas, not lazy copy and paste.
    Sadly things that people actually want from TT aren't in, such as weapon explosions and warp backfire.

    Characters aren't juggernauts yet you want an item/gear/mechanic that makes them into a juggernaut?
    Gear that improves armor, armor damage, hp and hp damage is generally better as it basically already exists, it just needs expanding upon and improvement. It isn't unbalanced unless you dont have any gear and it doesn't greatly increase your stats, plus this makes isymetrical balancing with elites like Terminators better.

    Like?
    There are counters for PC, problem is there just isn't enough balance yet to stop the 1shots, which is what the devs are working on currently.
    Actually they are, few people use the rokkits because of how generally bad they are unless you directly hit players and the only reason PC is used a lot is because of its simplicity and ease of use, which is what the devs are currently working on.
    As I said, balancing is better than a lazy solution which will just be removed once balancing has been finalized.

    So you turn something that is extremely helpful in a wide range of situations into something that only works in one very specific instance?
    No thanks.

    Only heavy weapons that are designed for destroying tanks.
    Or if you have so much lagg that damage just piles up and seemingly 1 shots you (it doesn't).

    No.. it kinda just narrows your build down a lot since its taking up space that could be used for better things.

    Simple balancing and improving the way upgrade/perks/gear works is generally a better solution that is needed regardless, the iron halo is already fine the way it is and works as its supposed to in-lore.
  2. Thuldarn Gaan_Cathal Well-Known Member

    It's not. What currently happens is that Toughness and Penetration interact oppositionally in a too-complicated-to-tooltip equation to produce a single multiplier that affects both armour and health damage.

    What I'm suggesting is that Pen only affects armour damage, and does so in an easy-to-tooltip fashion because it's a single-source multiplier, and that Toughness only affects health damage, and does so in an easy-to-tooltip fashion because it's a single-source multiplier.
    Abatos likes this.
  3. Delgear Steam Early Access

    On a side not though if they as an experiment put TTL up to 10 seconds on the PB server ..... they might see whats happening better with the wepoans that arent performing right ..... it might offer them an opportunity to see what is actually happening to allow for the seeming instagibs .....
    Aringhe likes this.
  4. Thana Thana Curator

    I'm giving a possible solution to a problem that Exists and is still going to be there.


    Yes, TT is a good base of ideas and I just presented several ways of introducing Invulnerable saves as an idea. not a copy pasta. I am not asking the system to do 2 dice rolls for you to do 2 types of mitigation. Just that: IF you have full armour with Invulnerable item (Iron Halo, rune armour) and you are hit by said force of damage that would drop you from full to zero, THEN you do not drop dead instead you lose all your armour, have a mini stun to stop you from running / moving. Enough time to roll to cover before the second ball hits you or just die for running in the open like an idiot with a Hunters Mark floating above your head. If you don't have full armour, then no invul save. Hell, even give it an internal Cool Down so that it only works every 10~30 seconds (basses on cost of Invulnerable save item) to avoid armour regen builds.


    You might want to re-read the juggernaut bit.

    Those items are there and indeed need to be worked out (except more damage mods). yet all the tankiness in the world won't save you against 1 hit KO. Go read the Plasma Cannon changes, it can still 1 hit with 450 damage. So here you are, making a thread to change toughness and damage for HP and Armour. Invulnerable saves are part of that sci-fi world. add it to the algorithm if you are going to re look at it anyways. might as well add it now then build from the ground up again when more Elites and Heroes are added that can headbutt a plasma ball back at you.


    There are no counters to Plasma Cannon now and it will still 1hit KO. read the changes posted. Plasma will be tweaked and balanced. But this initial change will still give it 450 damage.


    Useful in a wide range of situation? It's just 2 more bolts...

    Are you satisfied with +40 armour for 400 lp?

    At least with changes like this you could tailor gear to be resistant to AoE or Warp energy or Fire damage or Poison or 1 hit KO or loads of Dakka. What fun is it being the Jack of all trades and having the perfect set of Gear / Loadout that counters it all? Where is the diversity if everyone will just copy the best build?


    If some of the Heavy weapons required more skill to use and stop being a noobtube. then yes, let them 1 Hit KO me. I was stupid and standing where is should not. "I took that Plasma Beach ball right in the face, I deserved that death" but now? all it has to do is land 5m from your position and score.


    It opens more build possibilities, you add a counter to very High Alpha strikes.


    Can't you deflect a lascannon shot in the lore with Iron Halo? can you do it now? doesn't seem that lore accurate...

    (All lore crap aside, if you let that red dot on you so long you deserve it :p )
    Aringhe likes this.
  5. Abatos Abatos Subordinate

    TTK needs to be increased. (I've managed to adapt and play smarter but Plasma cannons and power weapons wreck face with little downside.)

    There should be an armour pen stat and a toughness pen stat. The armour pen would make weapons like the plasma cannon and power sword strong against armour but weaker against toughness. Toughness pen would make weapons like the heavy bolter and chainsword strong against health but weak against armour.

    This way there's a trade off or side grade type mentality which would seem to fit nicely into how the devs like to do things.

    But TTK is so low that it's hard to say if the current system really matters that much. Although I'm finding myself thinking of just getting more health to combat PC and Power weapons because why bother trying to increase damage resistance when PC and Power weapons cut right through it?
    Xeltan likes this.
  6. Laanshor Laanshor Well-Known Member

    This thread has a lot of merit: It is too slap-dash atm, and the foundation doesn't allow for nearly as much depth as it should. Simplifying the UI and adding a 2nd Armour Pen/Toughness value is a reasonable idea for depth. It makes a ton of sense that different Factions use their own survival tools, and they need to be communicated.

    It's also chaotic and the ways you can stack for a certain mitigation/intensification balance is strangely limited and all over the place. Painboy HP stacking to 287 ? And when you have Apos out EHP-ing MoN GAs vs Bolters there's definitely a problem.

    But I read about removing regenerative armour. Just don't advocate this. Shifts a lot of the game's focus towards 'risk without recovery' and that's a high-level tactical shooter dynamic that's problematic in a game with this much mid-close range combat, scrumming and need to zerg.

    What might be a compromise is having x% of either HP or Armour regenerate regardless of which you stack. You're then reliant on healing sources regardless. Space Marines & Eldar recoup Armour, Orks regenerate their Armour and a fixed amount of HP (lore appropriate too; they clot and heal rapidly).

    But I do think there are other ways to go with Penetration that aren't being tapped atm: Delayed and/or slower Armour regeneration or a stacking damage multiplier (Plasma weakening armour) are two.

    p.s I can't see Invulnerable Saves happening unless they're activated (MoT Kine Shield) or some Overshield that has to be removed before you can 1H kill for Elite/Heroes. RNG is a fucking nuisance in shooters. All multiplayer games really.
    Mongobeef likes this.
  7. RageScreama RageScreama Well-Known Member

    They could always add some D&D ish style mmo character trait aspects to the game. Also known as the dreaded perk system :p. I wouldn't mind if we had more of a personalized feel to some characters with background passive perks or even some of the semi active with cooldown style dead by daylight runs.

    Something along the lines of like an elder perk giving double dodge range but an increase to firing bloom
    A space marine toughness boost but a slightly slower turn radius
    An ork run speed boost but a reduction in reload speed/melee durability
    chaos could have something like bullets get bonus pen but have a penalty to armor regen or amount

    These are just spitballed ideas and each faction could have several to pick from that alter game play styles and have effects on base stats like toughness, armor, mobility, etc.

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