gbghg
L.O.T.I.S.
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Posted - 2013.10.04 13:18:00 -
[2] - Quote
Exmaple Core wrote:Bojo The Mighty wrote: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. 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 Correction, you believe it to be true, that doesn't make it so, making lots of teary posts won't prove your point, sit down and run the numbers, make the best fits that you can with both tanks, look at how the skills will possibly affect those numbers, lay it out in a clear format that everyone will be able to read and check your maths from, and then think how those fits will work with the known gameplay changes, bojo's right we can't crystal ball this one, we won't know what works and what doesn't until they release the update, but what we can do is a crapload of theory crafting fits and point out what looks to be the major issues with those numbers to the devs, in other words be constructive rather than just whining all the time maple. |