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Zero Harpuia
WarRavens League of Infamy
653
|
Posted - 2013.08.17 12:37:00 -
[1] - Quote
In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative
Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction
Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function
Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses. |
Arkena Wyrnspire
Turalyon 514
2547
|
Posted - 2013.08.17 12:44:00 -
[2] - Quote
Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE.
Other than that, good post, +1. |
Zero Harpuia
WarRavens League of Infamy
655
|
Posted - 2013.08.17 12:48:00 -
[3] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE. Other than that, good post, +1.
I refer to speed, but it is a nebulous tank in DUST and hard to pin down specifics. Scouts can and will run faster than anything but an AR user could keep up with, but at the same time it really doesn't seem to be a recognized, 'valid' tank on the ground. As for REAL MEN HULL TANK I thought of saying four but even the certificate for it in EVE makes fun of how laughable it is, and not even HAVs have Structure HP. |
Arkena Wyrnspire
Turalyon 514
2547
|
Posted - 2013.08.17 12:53:00 -
[4] - Quote
Zero Harpuia wrote:Arkena Wyrnspire wrote:Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE. Other than that, good post, +1. I refer to speed, but it is a nebulous tank in DUST and hard to pin down specifics. Scouts can and will run faster than anything but an AR user could keep up with, but at the same time it really doesn't seem to be a recognized, 'valid' tank on the ground. As for REAL MEN HULL TANK I thought of saying four but even the certificate for it in EVE makes fun of how laughable it is, and not even HAVs have Structure HP.
Ah yes, speed, but as you said, it really is a 'nebulous' tank type. It does deserve some recognition though, you're right. It's a significant factor in things, but it's not really a separate 'tank type' as such.
Anyhow, I do find it refreshing that you're looking at the roles of the tank types rather than pointlessly whinging about something getting a buff, 'so it must be OP'.
Incidentally, I'd be curious to hear what you think of something similar I wrote on the topic - P2, specifically. |
Zero Harpuia
WarRavens League of Infamy
656
|
Posted - 2013.08.17 12:59:00 -
[5] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote:Arkena Wyrnspire wrote:Zero Harpuia wrote:most inferior of the three main tanks is Armor Tank. Three? Other than armour and shield, the only tank type I can think of is structure, which isn't present in dust and is certainly not superior to armour in EVE. Other than that, good post, +1. I refer to speed, but it is a nebulous tank in DUST and hard to pin down specifics. Scouts can and will run faster than anything but an AR user could keep up with, but at the same time it really doesn't seem to be a recognized, 'valid' tank on the ground. As for REAL MEN HULL TANK I thought of saying four but even the certificate for it in EVE makes fun of how laughable it is, and not even HAVs have Structure HP. Ah yes, speed, but as you said, it really is a 'nebulous' tank type. It does deserve some recognition though, you're right. It's a significant factor in things, but it's not really a separate 'tank type' as such. Anyhow, I do find it refreshing that you're looking at the roles of the tank types rather than pointlessly whinging about something getting a buff, 'so it must be OP'. Incidentally, I'd be curious to hear what you think of something similar I wrote on the topic - P2, specifically.
Yes, speed tends to act as a supplemental tank as often as a main tank, and in DUST it is hard to judge what is speed tank, what is the hit detection running afoul, and what is physics abuse, though these lines will hopefully become more defined in the coming months.
Interesting read on your post, I feel strongly that these views mirror my own. You may want to add that Armor tends to play inherently better DEFENSE with extra HP, slots for damage mods, and local environment, while shields play OFFENSE with speed, the free slots for modular gear (hacking, scanning, etc), and the ability to choose range and cover. if you have the spare characters, of course. |
Arkena Wyrnspire
Turalyon 514
2547
|
Posted - 2013.08.17 13:07:00 -
[6] - Quote
Zero Harpuia wrote: Yes, speed tends to act as a supplemental tank as often as a main tank, and in DUST it is hard to judge what is speed tank, what is the hit detection running afoul, and what is physics abuse, though these lines will hopefully become more defined in the coming months.
Interesting read on your post, I feel strongly that these views mirror my own. You may want to add that Armor tends to play inherently better DEFENSE with extra HP, slots for damage mods, and local environment, while shields play OFFENSE with speed, the free slots for modular gear (hacking, scanning, etc), and the ability to choose range and cover. if you have the spare characters, of course.
Judging speed tanks is awkward, yeah. It's obvious that scouts have more of it and heavies have less, but you can hardly quantify speed tank.
Thanks for your thoughts - I agree with those, and I think I'll go fiddle with that now. In particular you make an interesting point on the modular gear, I hadn't thought of that. |
Zero Harpuia
WarRavens League of Infamy
656
|
Posted - 2013.08.17 13:11:00 -
[7] - Quote
Arkena Wyrnspire wrote:Zero Harpuia wrote: Yes, speed tends to act as a supplemental tank as often as a main tank, and in DUST it is hard to judge what is speed tank, what is the hit detection running afoul, and what is physics abuse, though these lines will hopefully become more defined in the coming months.
Interesting read on your post, I feel strongly that these views mirror my own. You may want to add that Armor tends to play inherently better DEFENSE with extra HP, slots for damage mods, and local environment, while shields play OFFENSE with speed, the free slots for modular gear (hacking, scanning, etc), and the ability to choose range and cover. if you have the spare characters, of course.
Judging speed tanks is awkward, yeah. It's obvious that scouts have more of it and heavies have less, but you can hardly quantify speed tank. Thanks for your thoughts - I agree with those, and I think I'll go fiddle with that now. In particular you make an interesting point on the modular gear, I hadn't thought of that.
As speed tank in these context is the art of dodging, I would have to agree. Speed tank does not always mean more speed, and as such has no set measuring guide. Glad to be of service. I can only hope that more of my threads receive such levelheaded discussion. I'm always open for a game or two to discuss over chat, hard to find stable playing groups these days. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1877
|
Posted - 2013.08.17 13:59:00 -
[8] - Quote
How about Stealth Tank? That's how I fit my Scouts. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
409
|
Posted - 2013.08.17 14:04:00 -
[9] - Quote
There are a couple other methods of tanking, though OP is correct that shield, armor, and speed/size are the main three.
For example, an Arazu's main means of defense, when used as a solo ship, is to use sensor damps to reduce its victim's targeting distance to shorter than its own point range.
The Curse fights by draining an opponent's capacitor and damaging their tracking speed/range
Stealth bombers use cloaking for their defense, uncloaking 30km to drop bombs and then recloaking to get a new position.
These are all extremely situational, of course, but they represent some of my favorite ways to fight. ^_^ |
Zero Harpuia
WarRavens League of Infamy
657
|
Posted - 2013.08.17 14:33:00 -
[10] - Quote
Alan-Ibn-Xuan Al-Alasabe wrote:There are a couple other methods of tanking, though OP is correct that shield, armor, and speed/size are the main three.
For example, an Arazu's main means of defense, when used as a solo ship, is to use sensor damps to reduce its victim's targeting distance to shorter than its own point range.
The Curse fights by draining an opponent's capacitor and damaging their tracking speed/range
Stealth bombers use cloaking for their defense, uncloaking 30km to drop bombs and then recloaking to get a new position.
These are all extremely situational, of course, but they represent some of my favorite ways to fight. ^_^
All methods of EWAR used to advance survivability, but not quite the definition of tank as I know it. Never really thought of it as tanking per se, but it is quite fun. I suppose you could call the Arazu's advanced distance tanking or a kind of speed tank as they need to maintain a specific distance to keep the target affected but not stray into range. |
|
Zero Harpuia
WarRavens League of Infamy
657
|
Posted - 2013.08.17 14:34:00 -
[11] - Quote
DeadlyAztec11 wrote:How about Stealth Tank? That's how I fit my Scouts.
This would also be more of an EWAR, with no specific chosen tanking structure. |
Jimthefighter
Ostrakon Agency Gallente Federation
11
|
Posted - 2013.08.17 15:58:00 -
[12] - Quote
Zero Harpuia wrote:In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed and are ready for combat far before the armor tanker, under the same amounts of damage.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses.
While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat.
That, in addition to various penalties to armor tanking (many of which are being somewhat resolved) such as poor progression vs. shield extenders, bad alternative modules, and increasing penalties to speed relative to gear (costing more speed per point of armor the higher the meta you go) makes armor tanking not as viable as shield tanking.
Side note: In addition, if you lose your shields you aren't dead, you will be soon, but not yet, so flux, the only true anti-shield nade, doesn't kill you like the normal nades. However, for armor tanks, out of armor means dead. I suppose a counter to this could be to create a nade that does similar damage to normal nades, but with a shield bias (so 120% or 130% to shields and 80% or 70% to armor). But that's probably never going to happen. |
Jimthefighter
Ostrakon Agency Gallente Federation
11
|
Posted - 2013.08.17 15:59:00 -
[13] - Quote
Crap Post is not edit |
Zero Harpuia
WarRavens League of Infamy
658
|
Posted - 2013.08.17 16:08:00 -
[14] - Quote
Jimthefighter wrote:Zero Harpuia wrote:In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed and are ready for combat far before the armor tanker, under the same amounts of damage.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses. While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat. That, in addition to various penalties to armor tanking (many of which are being somewhat resolved) such as poor progression vs. shield extenders, bad alternative modules, and increasing penalties to speed relative to gear (costing more speed per point of armor the higher the meta you go) makes armor tanking not as viable as shield tanking. Side note: In addition, if you lose your shields you aren't dead, you will be soon, but not yet, so flux, the only true anti-shield nade, doesn't kill you like the normal nades. However, for armor tanks, out of armor means dead. I suppose a counter to this could be to create a nade that does similar damage to normal nades, but with a shield bias (so 120% or 130% to shields and 80% or 70% to armor). But that's probably never going to happen.
The bug may or may not still plague DUST, but I am not accounting for it here for the same reason people don't account for other in medias fix issues, if we started balancing against bugs instead of intended results we'd be here all week and still get nothing done.
Also, you may want to search for Uprising 1.4, they're boosting the viability of Armor Plating enourmously.
I did have an idea about Stamina being HP, allowing a 'hulltank' of sorts with stamina extenders. Once armor and shield are gone the bullets tear into you, dropping stamina along with sprinting and jumping. Hit 0 and you collapse from exhaustion and expire without immediate medical help. It's flawed as hell, but I thought it sounded cool. :p |
Obodiah Garro
Tech Guard General Tso's Alliance
226
|
Posted - 2013.08.17 16:10:00 -
[15] - Quote
Shield need a buff, but hey its Eve and **** goes backwards so its not gonna happen |
Jimthefighter
Ostrakon Agency Gallente Federation
11
|
Posted - 2013.08.18 03:48:00 -
[16] - Quote
Zero Harpuia wrote:Jimthefighter wrote:Zero Harpuia wrote:In the words of some man/woman/ungendered transhumanistic clonebeing many years ago "Armor is junk." -Some Guy
It is generally assumed, both in EVE and in DUST that the most inferior of the three main tanks is Armor Tank. In DUST, the Plates give you a large sum of HP for a noticeable decrease in speed. Shields give you a lesser amount of rapidly regenerating HP. The paradigm seemed to be shifting in the last few updates with the introduction of new plates, though they were widely met with scorn and derision at their "patented uselessness." Using the basic idea of the modules for both sides and the 1.4 and 1.5 changes in store, I will attempt to assuage the fear of those who use Shields as their primary tank or Explosives as their damagetype.
First, the main traits
Armor Large HP Non regenerative Shield Small HP Regenerative
With me so far? Seems balanced enough, correct? Choose Armor if you want a brawler, shields for skirmishers. Next the drawbacks.
Armor Speed Reduction Shield Slower shield regen start (1.5 proposed drawback)
Armor is heavy, and makes the big brawler a slower target. Skirmishers can't afford a loss of speed, but having bigger barriers means they have to have a longer downtime between engagements. Next, repair methods.
Armor Constant slow repair, needs Reppers (local or Logi) to function Shield Fast automated regeneration once exiting combat. Can add modules to increase regen rate or decrease downtime.
Armor gets a slight added buffer to combat HP, but has vastly inferior repair. Shields MUST disengage, but can choose to thanks to their greater speed and are ready for combat far before the armor tanker, under the same amounts of damage.
Both sides have equal weaknesses and strengths as of the 1.5 shielding changes, the only thing we need to hammer down are the numbers, not the principles of the defenses. While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat. That, in addition to various penalties to armor tanking (many of which are being somewhat resolved) such as poor progression vs. shield extenders, bad alternative modules, and increasing penalties to speed relative to gear (costing more speed per point of armor the higher the meta you go) makes armor tanking not as viable as shield tanking. Side note: In addition, if you lose your shields you aren't dead, you will be soon, but not yet, so flux, the only true anti-shield nade, doesn't kill you like the normal nades. However, for armor tanks, out of armor means dead. I suppose a counter to this could be to create a nade that does similar damage to normal nades, but with a shield bias (so 120% or 130% to shields and 80% or 70% to armor). But that's probably never going to happen. The bug may or may not still plague DUST, but I am not accounting for it here for the same reason people don't account for other in medias fix issues, if we started balancing against bugs instead of intended results we'd be here all week and still get nothing done. Also, you may want to search for Uprising 1.4, they're boosting the viability of Armor Plating enourmously. I did have an idea about Stamina being HP, allowing a 'hulltank' of sorts with stamina extenders. Once armor and shield are gone the bullets tear into you, dropping stamina along with sprinting and jumping. Hit 0 and you collapse from exhaustion and expire without immediate medical help. It's flawed as hell, but I thought it sounded cool. :p
I know about the much needed armor buff for 1.4. It still has the problem of increasing loss of speed per armor point (I think, I saw someone do the math), but it's not as bad as it was before.
And I'm not talking about balancing against bugs. You shouldn't (as hopefully said bugs will get fixed soon). I'm just saying to the state of things are at the moment. To a degree, it's why people see shields as almost always better. That and the fact that the most effective armor chewers also prevent revives, while nothing (as far as I know) that chews through shields, except repeated shootings of the body, prevents revives. |
Flix Keptick
Red Star. EoN.
2
|
Posted - 2013.08.18 04:22:00 -
[17] - Quote
+1 simply because your post was well written and easy to read and not just a pile of ideas/complaints/tears (wich is getting rare on these forums). You also perfectly boiled down the pros and cons of shield and armor tanking, hats of to you sir. Btw, is speed tanking is also very doable with speed fit scout suits. |
Lillica Deathdealer
Mango and Friends
127
|
Posted - 2013.08.18 05:18:00 -
[18] - Quote
Good post. I like how you factored in the possible shield changes in 1.5. As for people saying you rely on your health for armor tanking that is very true. Even so, there is simply so much more of it when you stack mods, and it allows you to view shields as a buffer when using things like the laser rifle, because of overheats. If I shield tank and use the laser, my shields are not a buffer but pretty close to my actually health, making overheats much more deadly because I have less health in my shields to take the damage. |
GET ATMESON
Dem Durrty Boyz
103
|
Posted - 2013.08.18 06:01:00 -
[19] - Quote
Shields -20% expositions. Armor +20% expositions. Armor slower for MD and nades. Fair??? Only shield tankers QQ that it will be unfair. Its about time ARMOR gets a buff. Armor is junk and still might be junk even with the buff but its about TIME they looked into it. I love you CCP and your game. That's not an insult just ready for this build.
If you want armor you made a mistake. No offence to anyone that did but shields have a way bigger advantage.Even bigger with these Shield energizers. 40+ to shield regeneration at the cost of a little EHP.
Movement speed in this game is one of the key things to the game. The shower you move the BIGGER the target. It wont matter how much EHP you have due to being slow means more bullets put into you or you cant run away.
As for shields. Its also about time shields get a penitently once it comes out. They should have a lower regeneration with more shields put on. Is it fair that armor has a penitently and shields dont?
I would like to say I play as a heavy. I care about shields and armor equally. I'm not a shield hater or a armor lover. I want to see this game have a variety of players. Not all caldari suits. Once this armor buff comes out people will have to pick. high EHP with no/slow regeneration (armor) Speed, lower EHP, and passive regeneration (shields)
Please dont QQ about armor finally getting a buffed and shields finally having a penitently. Even when they put the penitently on shields I still think ill go shields once a caldari heavy comes. I'm still not sure even with these buffs ill go armor build just because armor takes +20% damage to explosions. Yes armor should be weak to them but not insta death from militia nade when im under 25% shields.
If i play a smart team they flux (no big deal. im armor) then the nade or MD comes and boom (boo armor you suck) with shields I could run before the flux hits or if it does hit go hide as the nades come.(shild tankers you know what im talking about ) As for MD im screwed. MD were killer's even before the nerf if you known how to use them. |
Shattered Mirage
D.A.R.K Academy D.E.F.I.A.N.C.E
117
|
Posted - 2013.08.18 07:00:00 -
[20] - Quote
Jimthefighter wrote: While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat.
Quote:bug still exists for shields
According to CCP, that is intended and therefore not a bug.
Quote: they can actively tank mid-combat
That is a lie. You see... Quote:regen start after the first hit meaning after the delay from being damaged or depleted it starts to regenerate; however , as soon as they are hit again, the delay comes back into effect. So, shield tankers cannot actively tank mid-combat. |
|
gargantuise aaron
Sanguine Knights
74
|
Posted - 2013.08.18 07:12:00 -
[21] - Quote
Once they make armor not so slow it should achieve a good balance, I know I'll through the self repair plates on my caldari suit in addition to my extenders |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 18:47:00 -
[22] - Quote
Shattered Mirage wrote:Jimthefighter wrote: While this is true, as far as I know, a bug still exists for shields, making the timer till regen start after the first hit instead of the last hit. It means that incidental damage or continual damage, but with a 1 sec break after 5 or so seconds, shields start to regen. So shields are being able to do more than just skirmish, they can actively tank mid-combat.
Quote:bug still exists for shields According to CCP, that is intended and therefore not a bug. Quote: they can actively tank mid-combat That is a lie. You see... Quote:regen start after the first hit meaning after the delay from being damaged or depleted it starts to regenerate; however , as soon as they are hit again, the delay comes back into effect. So, shield tankers cannot actively tank mid-combat.
Actually, I'm pretty sure that CCP said it was a bug, and that someone did the math that proves the bug makes active armor tanking obsolete.
Something along the lines of Armor has 5 points per second max with a Proto repper, 5 seconds for an Assaults shields to return unmodded, shields gain as much in one tick as the proto repper does in five. I'll do some digging, think it was on the thread previously linked here. |
Shattered Mirage
D.A.R.K Academy D.E.F.I.A.N.C.E
126
|
Posted - 2013.08.18 18:53:00 -
[23] - Quote
Zero Harpuia wrote: Actually, I'm pretty sure that CCP said it was a bug, and that someone did the math that proves the bug makes active armor tanking obsolete.
Something along the lines of Armor has 5 points per second max with a Proto repper, 5 seconds for an Assaults shields to return unmodded, shields gain as much in one tick as the proto repper does in five. I'll do some digging, think it was on the thread previously linked here.
Hmm... I guess I'll check again to see if they changed the status from "Working as intended" to "Bug"... |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 18:59:00 -
[24] - Quote
Shattered Mirage wrote:Zero Harpuia wrote: Actually, I'm pretty sure that CCP said it was a bug, and that someone did the math that proves the bug makes active armor tanking obsolete.
Something along the lines of Armor has 5 points per second max with a Proto repper, 5 seconds for an Assaults shields to return unmodded, shields gain as much in one tick as the proto repper does in five. I'll do some digging, think it was on the thread previously linked here.
Hmm... I guess I'll check again to see if they changed the status from "Working as intended" to "Bug"...
Arkena Wyrnspire wrote:[P4] Regeneration Another core issue is the problem of regeneration. A lot of people get confused here about the mechanics and the value of some of them.
A lot of people believe that the shield recharge delay is very significant and that the under-fire recharge quality of armour repair modules is also very important. The short answer GÇô ItGÇÖs not. The long answer GÇô In the 4 seconds or so it takes for shields to start recharging, a complex armour repairer will regenerate 25 HP. ThatGÇÖs a bit less than 1 assault rifle bullet. On the fifth second, the shields start to regenerate as well, at a rate of about 25 HP/s. At this point armour has repaired 31.5 HP and shield has repaired 25 HP. Those two numbers are so close that itGÇÖs not even worth a bullet, most of the time what would kill the shield tanker in this instance (assuming equal HP) would also kill the armour tanker.
Of course, this assumes that the shield recharge starts under fire, and this is another misconception.
The shield recharge DOES start under fire if your shields arenGÇÖt depleted. The timer starts from the first bullet that hits you and doesnGÇÖt reset with subsequent bullets. I have tested this repeatedly, and general gameplay shows this to be true as well. Once it starts another bullet hitting will stop it again, but youGÇÖve still regenerated some HP, enough to prevent the under-fire ability of armour tanking from being useful and gaining a meaningful amount of HP over the shield tanker. Remote armour repairs do not fix the regeneration gap. The normal repair tools repair armour at a very similar rate to shield regeneration, and this requires the assistance of another player who has to fit equipment and stop using his gun while heGÇÖs repairing you. This gets better at the prototype level, but that requires a large SP investment, lots of fitting resources, and itGÇÖs expensive to run prototype equipment.
Found the research on active armor vs active shield. If you can find a DEV statement that would clarify, that would be most helpful. Pease do read the rest of his thread, Arkena is a good chap. https://forums.dust514.com/default.aspx?g=posts&t=87752 |
Iron Wolf Saber
Den of Swords
7435
|
Posted - 2013.08.18 19:02:00 -
[25] - Quote
There are multiple tank theories. Active Armor Passive Armor Active Shields Passive Shields DPS Speed Stealth
As you can already know half this list doesnt work that well in a shooter. |
Zero Harpuia
WarRavens League of Infamy
663
|
Posted - 2013.08.18 19:05:00 -
[26] - Quote
Iron Wolf Saber wrote:There are multiple tank theories. Active Armor Passive Armor Active Shields Passive Shields DPS Speed Stealth
As you can already know half this list doesnt work that well in a shooter.
Personally I always counted Active and Passive under the umbrella term of their HP pool, and all others as some kind of EWAR. I suppose I will have to adjust my thinking Mr. Wolf Saber. Also, correct me if I'm mistaken, but DPS tanking seems incredibly favored here.
Also, doesn't the IWS sound like a government agency? :3 |
Captain Africa Clone1
GRIM MARCH
124
|
Posted - 2013.08.18 21:12:00 -
[27] - Quote
Good post OP , Its a relief to see there are more Dust players that understand the dynamics of tanking ..lol
As said > Gank is huge tank ! |
Heimdallr69
Imperfects Negative-Feedback
590
|
Posted - 2013.08.18 21:16:00 -
[28] - Quote
Well armour based suits can use logi for reps but shield based, logi is useless to them cuz by the time they can rep your armour you will die since they cant rep shields |
Zero Harpuia
WarRavens League of Infamy
664
|
Posted - 2013.08.18 23:08:00 -
[29] - Quote
Heimdallr69 wrote:Well armour based suits can use logi for reps but shield based, logi is useless to them cuz by the time they can rep your armour you will die since they cant rep shields
As a Logi I hope this will be resolved by adding Remote Shield Reppers. Also as a Logi, I feel this is something to be noted, but not a major balance concern asis due to the fact that it takes my character out of direct combat. If I'm firing, I'm adding to the DPS tank, or I can heal to add to armortank. Pretty balanced in my eyes, but I do wish for those Remote Shield Reppers. |
hgghyujh
Expert Intervention Caldari State
79
|
Posted - 2013.08.18 23:30:00 -
[30] - Quote
speed tank would be less nebulous if they added bullet velocity, not to mention it would allow for an additional way to limit/buff weapons that would be a lot less heavy handed then adjusting most other stats. |
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