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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
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Posted - 2013.08.15 13:34:00 -
[1] - Quote
I get that it's pretty much 6 in one, half a dozen in the other. But I'm wondering if the increased armor values on the plates is going to matter against the frequency of explosives used in the game...
Like, as a Heavy that would be pure armor tanking, maybe with a shield regulator or recharger, if I got Fluxed and then MD'd would I be able to survive one or two more blasts or would the additional armor be negligible against explosives?
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
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Posted - 2013.08.15 13:48:00 -
[2] - Quote
Argon Gas wrote:Explosives do 135% damage to armor. Because overkill FTW -_-
Yeah, I know that all too well.
And I wouldn't want explosives to be less effective against armor.
But it's a legitimate concern of mine that, yeah, we (particularly Heavies) can tank hybrid and energy damage profiles even more now but the improvements to the armor won't mean diddly against how often explosives are used in CQC/Area of Denial... which is where Heavies should be most effective. Excluding Forge Snipers, unless you run armor mods to stand on top of a tower to forge snipe. (I just run armor reppers and a regulator/recharger when I do that) |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
131
|
Posted - 2013.08.15 13:54:00 -
[3] - Quote
Mamertine Son wrote:I think the armor buff is going to help armor tankers against lower geared players.
You're now a little less squishy to players under 4/5 mil sp but proto is probably still going to mess you up...
Yeah, I wouldn't expect to tank against proto level gear even if I had proto level gear, especially AR's with the amount of damage they can put out if they stack dmg mods. (just like they wouldn't be able to tank against me... IF I had proto gear)
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
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Posted - 2013.08.16 18:09:00 -
[4] - Quote
Zekain Kade wrote:Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. 110%, 90% the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields.
I thought the AR was hybrid and did equal damage to armor and shields.
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
136
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Posted - 2013.08.16 18:31:00 -
[5] - Quote
Rusty Shallows wrote:Interplanetary Insanitarium wrote:Zekain Kade wrote:Mamertine Son wrote:steadyhand amarr wrote:Why is the explosion buff so huge that's a silly number it should + or - 20% like all the other weapons eh... They put in way to many weapons that can hurt armor. The AR I think is the worst mainly because its the most used gun AND they intended it to be that way. It makes sense to me that a projectile weapon is strong against armor plates but as I've said in numerous threads, the illusion of realism (mixed with a dozen other things...) not realism itself makes a game fun. Like in BF3, the nighttime battles in their campaign are terribly dark with extremely bright flashing gunfire but their nighttime maps in multiplayer are lit like the place is covered in floodlights. the Ar is not a projectile weapon, its a plasma weapon, it deals extra damage to shields, and less to armor. 110%, 90% the SMG is a projectile weapon, and it deals extra damage to armor, and less to shields. I thought the AR was hybrid and did equal damage to armor and shields. Things have changedQuick scroll to the bottom.
Ahhh, thanks.
What's funny to me is that even with the damage profile changed from what I thought it was the AR's still tear through my A-1 series suit like it was tissue paper.
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Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
137
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Posted - 2013.08.16 19:07:00 -
[6] - Quote
Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics.
Mehh, I'm kinda for innate resistances. Why should a smaller suit with more slots have higher resistance?
Like, there could be a skill to improve those resistances, but it's bad enough that some logis can stack rechargers or energizers or reppers to have better regenerative capabilities than heavies while still being able to retreat. |
Interplanetary Insanitarium
Fraternity of St. Venefice Amarr Empire
138
|
Posted - 2013.08.16 19:30:00 -
[7] - Quote
LoveNewlooy wrote:Rynoceros wrote:ETA on Resistance Modules? Which should be a Mid Slot addition with Biotics. Resistance Modules? for explosives or all weapon? if it for all weapons armor going super op if it for explosives weapon is usless becasue enemy team had 16 player and 1-2 players with explosives and the rest use another gun and still die too fast from them, becasue u wasted 1 slot for that module. i rather put more armor plate on it . ccp doing a right thing by buffing armor a bit so we can last 1 more or 2 more hit from explosives. hope u guys understand i know my english is bad =) not everyone explosives weapon.
That's also why I'm against resistance mods, if they made it for all types of damage, people would stack them hard and become almost invulnerable. If they made them for specific types of damage, like you said, if you're not running into that type of weapon you wasted a slot.
IMO innate resistances from suit/race/skill bonus would be better. |
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