Monkey MAC
killer taxi company General Tso's Alliance
809
|
Posted - 2013.10.05 20:20:00 -
[1] - Quote
Ok, so in general Im more av than tanker.
But I think these changes aren't the best way of reworking tanks.
1. I thought armour tanks were meant to be more passively based? It still appears that even armour need to rely heavily on active modules. While the difference between sheild and armour health ceilings is noticeable, I personally thought it would be much much more pronounced.
2. Sheild tanks should be much more reliant on the the boosters and hardners then the armour, but this needs to be more pronounced.
3. The slot amounts are too low, what is gonna be the slot counts for amarr and minmatar tanks?
4. Dropships appear much better
5. Full Auto Large Missile Turrets? I like it.
6. The curent slot layout facilitates adv and proto tier hulls.
7. After looking closely tanks are now just big dropsuits.
8. Taking SLAV, LLAV, EHAV, ADS, LDS were the correct move for the rework.
This going to need extensive fieldtesting once deployed. However if adv and proto tanks are to be added I would suggest at least removing proto av until this is done. |
Monkey MAC
killer taxi company General Tso's Alliance
811
|
Posted - 2013.10.06 11:27:00 -
[2] - Quote
Concerning the active hardener modules,
will 2 be able to activated simultaneously? if yes how will the effects stack?
Because their are some serious pseudo numbers on the shield tank, if I am correct in my calcs!
In chemistry you often measure one variable to better observe the changes in another. Here I will use hardners to create pseudo shield values, instead of calculating av change. The pseudo values better illustrate my point!
If I am correct a single shield hardner provides 60% resistance, all in incoming damage is multiplied by 0.4, now with 2 hardners you instead get,
0.4 +ù 0.35 = 0.14
Which is a 86% resistance, now to see the pseudo values we do this calculation,
1 ++ 0.14 = 7.14
What this means is that adding 86% resistance is equivalent to multiplying health by 7 times, which is a massive amount! This means with 2 hardners the base shield levels of ~2000 become,
2000 +ù 7.14 = 14,280
14,000 is a lot, especially considering av has confirmed to be re balanced! But this value is improved again when you add a Shield booster to the mix. A complex booster restores ~1200 in 1.5 secs, under 2 hardners this becomes,
1,200 +ù 7.14 = 8,568
In both circumstances this is a considerable proportion of the shield tanks health, over 50% of it! Meaning a shield tank will be capable of sustaining nearly 23,000 dmg while its modules are active, this is assuming the shields don't passively regenerate at any time while the modules are active. Furthermore, if the tanker is prepared to spend a little extra time out of battle this only uses a single complex mod, leaving room for better mods in the low slots.
So I am favouring shield tanks this build! |