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Bojo The Mighty
Zanzibar Concept
2097
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Posted - 2013.10.03 17:32:00 -
[1] - Quote
Exmaple Core wrote:gbghg wrote:a certain logibro said this Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) i bolded and underlined the important bit. no shield tanker will sacrifice one of its 3 slots to make their natural regen work for 20 seconds straight. That wouldent win a fight vs a madrugar and would make the tank worse Then that is your problem. When you choose shields you choose an ideology, you guys are going to have to live with the hit and run choice. Now the reason most of you can't picture a hit and run HAV is because HAV's are slow and cumbersome, high HP but made to dish out damage. Shield tanks are going to be Weapon Platforms, basically glass cannons. The Gunnloggi supports Missile and Rail turrets best though, which are longer range, in essence keeping you farther from your enemies. So that's one minor thing (that you will no doubt dismiss) that shield tanks really have, they support long range weapons.
Also take note of vehicle skill changes. You can see that under Armor Composition that it gives a -10% to speed penalty of Armor plates. That right there is CCP hinting that Armor plates will have such noticeable mobility penalty that there will be a skill to lessen the penalty. CCP stated that armor is going to be your High HP sit down and shoot kind of vehicle. I don't think Madrugars will be able to keep up with Gunnloggis. Also they support blasters best so in order to maintain a high tank they're going to want to fit blasters so their lower CPU doesn't get too sliced for modules. Armor tanks will be buying into an ideology too, one that can be countered by mobility and range. Use that to your-future advantage. |
Bojo The Mighty
Zanzibar Concept
2102
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Posted - 2013.10.03 23:57:00 -
[2] - Quote
Exmaple Core wrote: Nice try bojo, but you yourself have twisted your facts and dismissed things. Prepare to be dismantled because there is no hope for the gunlogi, i wouldent be saying this if it wasent true. Firstly you said shield tanks have long range rails going for them. This is not ture, currently, today it is because shield tanks can throw damage mods on their low slots and only sacrifice one high slot for an active heat sink. Today, armor tanks can only fit the active heat sink in their high slot because they need their lows to be an armor tank. So yes, by todays standards you are correct but the damage mods are now high slots, and the active heat sink is staying a high as well. This means that shield tanks will only have one shield modual to effectively hunt armor tanks with. No rep? no resist? no extender? wich one gos? None of it for armor tanks! they can retain all of their tanking ability and fit the damage mods and heat sinks, so it is actually them who are more adept at long range. No madrugar will loose to a gunlogi in a rail fight, ever. And in a blaster fight the armor tank can throw fuel injectors on its high slots to pace over the gunlogi. If the maddy wants to be faster than the hit and run tank, than it only sacrifices a high slot, it is now hit and run, tanking AND powerful. If a gunlogi throws on a fuel injector it becomes less tanky and killy. So no. The gunnlogi can not preform hit and run or win at long range
Look at Shield Boosters. Heavy Shield booster looks like it reps 1950 shields in one second then the natural shield regen of 168 Shields per second can take over. And looking at Shield Hardeners, it looks like they will negate 60% Damage while an armor hardener only negates 40. Although it has a shorter active duration, that plays into the hit and run ideology.
I also said that CCP is most likely going to put a severe mobility penalty to armor, so bad that there is a skill there to lessen the load. So what if a maddy can outrun a gunnloggi now, it probably won't be able tomorrow. The Gunnlogi looks like a kickass regnerative set up, so you can quickly regen what little HP you shield tankers will have and get right back out there.
Even with a Comp. Armor repper a Madrugar won't be able to regenerate the same amount of armor as a Gunnlogi can regenerate the same amount of shields. Yes shields will have a Delay but really that sort of needed to happen, so shields could have a much better regen rate. |
Bojo The Mighty
Zanzibar Concept
2102
|
Posted - 2013.10.04 02:44:00 -
[3] - Quote
Exmaple Core wrote: no matter how bad the penalty will be its the speed booster will solve the promblem so no matter what they can still be better hit and run tanks then the gunlogis. Its great that you found the confirmation that small arms fire wont impair a tanks ability to naturally regen itself, srly that was needed. But it wont be regening in a tank battle, the tanks will be doing enough damage to offset the regen. Admitively yes the shield booster is pretty sexy but we dont know who has the better resist set up, i put it on one of my threads still awaiting for CCP to give us a clear answer. If the shield hardner is indeed the 60% resist one then it can be kinda balanced, they wont be able to hit and run if the armor tank decides he doesent want to be slow but may be able to stand his ground in a brawl. Maby. doubt it, armor tanks have always been beating shields in brawls
As for fitting, there are skills that reduce CPU and PG fitting cost by 25% total so its possible
1st off: Shield Hardeners = Damage x 0.4 which means you reduce 60% damage ----------Armor Hardeners = Damage x 0.6 which means you reduce 40% damage So you guys clearly have resistance going for you.
Also, since you aren't giving up the Nitrous Booster argument, it's an active module. Yes it has a longer Active than cooldown but the fact is there are moments when you can not use it. Also, I can't interpret it's values. It says BASE , 2. I have no idea what that means. You can't prove that Boosters will make Maddy's faster and I can't prove otherwise. You need to drop the booster from argument. It's something we can't interpret. Again, play out the Armor tank's weakness. It's armor, shield tanks support Missiles, missiles do extra damage to armor tanks, Missiles are now a 10 clip with Full Auto.
Get the jump on an Armor tank from a range they can't initially return fire and you'll win. Also you are assuming that the HAV battles of today will be like that of the future. Right now it's sit still and spam. Turrets will have ammo and clip sizes, I think that will fundamentally change battles. I think it will result in more "Tank Chases", where an HAV gets the jump on another, that was attacking Infantry. It will run to try and reload and then face you unless it knows it can't.
There is no crystal ball we'll have to sit and wait for the true results of HAV battles. |
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