Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Eris Ernaga
DUST University Ivy League
619
|
Posted - 2013.11.01 11:15:00 -
[1] - Quote
I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point. |
Takron Nistrom
Tinfoil Hatz
100
|
Posted - 2013.11.01 12:08:00 -
[2] - Quote
Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point.
Shields are not suppost to be a raw HP tank type. That is why armor has such high HP, in does not inherently regen. Shields always come back and very fast compared to armor if you have reps fit. |
Kallas Hallytyr
Skullbreakers
45
|
Posted - 2013.11.01 12:19:00 -
[3] - Quote
Shields are a renewable resource: they replenish themselves. Armour is a limited commodity: you must invest if you want to restore them, which is more than just slot intensive, it is also extra CPU/PG.
The Logistics role bonus is one of the reasons you see so many people running Logi-Assaults, besides the larger number of slots. Shields are a lower ceiling, but will come back naturally. |
Minako Nakajima
Vortex State Empire Dark Taboo
26
|
Posted - 2013.11.01 12:29:00 -
[4] - Quote
My planned ADV Assault...
comes out
300/ 192hp
Enhanced extender/Basic Shield Recharger/Enhanced Light Dmg
Enhanced Reactive Plates/Militia Armor Repair
do i really need a Shield Regulator? hmm... Any suggestions?
"Let's do some killing! Let's Kill for the Kids!" // Terminally Insane
|
XANDER KAG
Red Star. EoN.
428
|
Posted - 2013.11.01 13:50:00 -
[5] - Quote
Minako Nakajima wrote:My planned ADV Assault...
comes out
300/ 192hp
Enhanced extender/Basic Shield Recharger/Enhanced Light Dmg
Enhanced Reactive Plates/Militia Armor Repair
do i really need a Shield Regulator? hmm... Any suggestions? If you already have that militia rep on there then I would recommend trading that reactive plate with a regular one. Any level will do but an extra 1hp per second isn't going to save you at the cost of so much health.
Who says you can't kill in style?
Fear the tribes.
|
Ku Shala
Planetary Response Organization Test Friends Please Ignore
624
|
Posted - 2013.11.01 16:18:00 -
[6] - Quote
basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value |
Awry Barux
Shining Flame Amarr Empire
180
|
Posted - 2013.11.01 17:13:00 -
[7] - Quote
Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value
QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. |
Cosgar
ParagonX
6996
|
Posted - 2013.11.01 18:00:00 -
[8] - Quote
Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. Yeah they do, just not extenders. 1.4 made recharge and regulation modules useless since TTK is so short.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Awry Barux
Shining Flame Amarr Empire
184
|
Posted - 2013.11.01 19:18:00 -
[9] - Quote
Cosgar wrote:Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. Yeah they do, just not extenders. 1.4 made recharge and regulation modules useless since TTK is so short.
Perhaps, but you could make the same argument about armor repair. In any case, that's not so much a problem with shields as a problem with TTK in general. |
Chunky Munkey
Amarr Templars Amarr Empire
1969
|
Posted - 2013.11.01 19:27:00 -
[10] - Quote
Shields regen by themselves. When you slap an extender on your suit it's like a combination of a ferroscale & reactive armour plate without their terrible stats & high fitting cost.
Oh & energizers are awesome. |
|
Bright Cloud
Namtar Elite Gallente Federation
287
|
Posted - 2013.11.01 20:00:00 -
[11] - Quote
Shields have the advantage of faster regen, better mobility and you doesnt get 1 hit killed by a core locus grenade when your shields are higher then 420HP due to 30% resistance against all explosives. |
Eris Ernaga
DUST University Ivy League
624
|
Posted - 2013.11.02 09:36:00 -
[12] - Quote
Cosgar wrote:Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. Yeah they do, just not extenders. 1.4 made recharge and regulation modules useless since TTK is so short.
Exactly why I am suggesting another shield module that gives more raw hp but increases the amount of time it takes for shields to start recharging.
Also guys 99 shield for a complex is still lower then enhanced and complex plates so I wouldn't say you'd be beating armor tanking's higher hp amount. |
Eris Ernaga
DUST University Ivy League
624
|
Posted - 2013.11.02 09:37:00 -
[13] - Quote
Chunky Munkey wrote:Shields regen by themselves. When you slap an extender on your suit it's like a combination of a ferroscale & reactive armour plate without their terrible stats & high fitting cost.
Oh & energizers are awesome.
Yes but there is no shield repair tool it's true armor can't repair it self easily but dedicated logis make armor regen better then shield regen. My core focused repair tool repairs 105 armor per second this out does any shield repair. |
Eris Ernaga
DUST University Ivy League
624
|
Posted - 2013.11.02 09:38:00 -
[14] - Quote
Forgot to mention that there are armor repairing nanohives so armor tankers really don't have it all that bad. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
42
|
Posted - 2013.11.02 10:32:00 -
[15] - Quote
Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff.
That's a lie . Advanced is TWICE the computer and programming usage but NOT twice the shield output . It SHOULD be 44 if the numbers were correct . There is NO middle ground with it being 22 , 33 , 66 and there is no middle ground . THEY NEED TO BE CHANGED AND THE NUMBERS SHOULD BE MORE BALANCED .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
|
Eris Ernaga
DUST University Ivy League
624
|
Posted - 2013.11.02 10:48:00 -
[16] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. That's a lie . Advanced is TWICE the computer and programming usage but NOT twice the shield output . It SHOULD be 44 if the numbers were correct . There is NO middle ground with it being 22 , 33 , 66 and there is no middle ground . THEY NEED TO BE CHANGED AND THE NUMBERS SHOULD BE MORE BALANCED .
Well I don't use advanced extenders so it's not going to help me. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
42
|
Posted - 2013.11.02 10:51:00 -
[17] - Quote
I don't think they understand your point because most people use armor on this game and would recommend it . So they wouldn't see or just don't see where your going or what your talking about . I do but what does that mean ??? Nothing . I have been told COUNTLESS TIMES that shields mean nothing and I should armor tank but you have to go threw a shield to get to that armor and I would like to have stronger shields . I'm a Caldari and just increasing the amount doesn't do it . They still aren't strong . Check out my comment to what I said about prototype suits being a grind and see if you like that ideal .
The skill set adds shield and the skill for the mods add efficacy but that 10 percent is with level five so that really defeats the purpose if I have to go Prototype in shields for them to give me a little strength .That just hides the fact that there is a deficiency and if you look at it , the vehicles are the same as well , being that the mods give you a recharge rate and less computer and programming usage but no efficacy . This game is bias towards shields and most if any , will just not admit it . They will tell you that you have a problem and all these remedies but there is no quick fix but to just fix that but they don't see it or even want it .
Just look at the negative comments that will appear about what I'm telling you and think for your self .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
42
|
Posted - 2013.11.02 10:57:00 -
[18] - Quote
Eris Ernaga wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Awry Barux wrote:Ku Shala wrote:basic shield extenders should be 33hp and advanced 50 hp prototype are the correct value QFT, shield extenders should scale in the same percentages as armor across tiers. Also shields don't need a buff. That's a lie . Advanced is TWICE the computer and programming usage but NOT twice the shield output . It SHOULD be 44 if the numbers were correct . There is NO middle ground with it being 22 , 33 , 66 and there is no middle ground . THEY NEED TO BE CHANGED AND THE NUMBERS SHOULD BE MORE BALANCED . Well I don't use advanced extenders so it's not going to help me.
I'm sure . Most people that use prototype gear don't get what most people that don't have it are talking about .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4545
|
Posted - 2013.11.02 20:00:00 -
[19] - Quote
So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
|
Eris Ernaga
DUST University Ivy League
626
|
Posted - 2013.11.03 04:28:00 -
[20] - Quote
Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
Dude you can't crunch numbers for something that doesn't even exist yet, I found all your calculations pointless and a hilarious waste of time. Like I said the numbers could be up for debate and how much the penalty is for the modules could also be discussed. Lastly not every suit has top powergrid, electronics, and core skills take in mind these new modules would have higher fitting requirements meaning they'd be harder to fit. Lastly not everyone uses your suggested fitting it is kind of of ridiculous that you based this entire thing on what you personally would fit. Lastly did you take in delay times like I said would be the penalty for equipping this module?
Could be something like:
basic: -10% shield recharge delay enhanced -15% shield recharge delay complex -20% shield recharge delay |
|
Eris Ernaga
DUST University Ivy League
626
|
Posted - 2013.11.03 04:30:00 -
[21] - Quote
Also not everyone runs Caldari and Gallente for shield and armor my Minmitar dual tanks and also gets a nice +5 to armor repair through it's logistic bonus. Also don't forget repair tools and repair nano hives can be used to repair the users and other players armor, people always forget to factor this in.
Also your not even mentioning how that Gallente suit has more damage mods so it's getting a damage buff.
Also based on armor regen times you might not be to far behind on armor regen considering recharge time is instant while shields will take 4 - 5 seconds to start back up considering the penalty. |
Cosgar
ParagonX
7029
|
Posted - 2013.11.03 04:54:00 -
[22] - Quote
Eris Ernaga wrote:Also not everyone runs Caldari and Gallente for shield and armor my Minmitar dual tanks and also gets a nice +5 to armor repair through it's logistic bonus. Also don't forget repair tools and repair nano hives can be used to repair the users and other players armor, people always forget to factor this in.
Also your not even mentioning how that Gallente suit has more damage mods so it's getting a damage buff.
Also based on armor regen times you might not be to far behind on armor regen considering recharge time is instant while shields will take 4 - 5 seconds to start back up considering the penalty. Shields are grossly underpowered right now. Nobody runs regulators, energizers, or rechargers anymore since the short TTK and even less downtime between fights. There used to be a glitch where the recharge delay was based on the first instance of damage instead of the the last, but that was fixed as well. Base shield recharge rate and regulators need a buff and the shield modules need better scaling on the lower tiers.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Vyzion Eyri
The Southern Legion The Umbra Combine
1732
|
Posted - 2013.11.03 05:38:00 -
[23] - Quote
We need to change more than extenders. Here's what I think:
Lets use your idea for extenders, OP. What this means is that shield recharge delays scale as shield HP goes up. But with one small difference. Instead of the shield extenders increasing the delays, this is in-built into all dropsuits. It's a passive decrease that can be explained through the lower stability of core dropsuit generators as their energy is expended on high shield strength.
I'd say shield extenders should have the progression 33->66->99 when shield extension is maxed. So their base values will be slightly lower.
As for the delay reduction, for every XHP added to base shields, delays increase by Y%. This can be reduced by a new skill, maybe Shield Efficiency.
Onto the other modules, in light of this change to extenders.
-Reduce the fitting cost of regenerators. They're extremely effective now but no one uses them because extenders are so much better for their lower costs. -Halve the shield HP penalties for energizers. Energizers plus regenerators should serve the role of getting your shields up rapidly ONCE you get out of combat for the necessary time.
As for regulators, they need clear benefits over an armour plate to those who're shield tanking. Lets take into account the word 'regulator'. Essentially this means your suit manages the energy distributed to shields more effectively. What they should do is have a % increase in effectiveness the more shield HP you have.
So for every XHP added to base shields, delays are reduced by 2Y% + base%. The base% is what we have currently. So now regulators gain huge bonuses and totally negate the penalty to reduction caused by INCREASING shield HP, meaning at least one regulator is necessary for every good shield tanker.
Not sure if that's clear, and the numbers are kinda made up, but that's just me thinking. :D
> "I will show you fear in a handful of dust."
T.S. Eliot, The Wasteland
|
Galvan Nized
Deep Space Republic Top Men.
229
|
Posted - 2013.11.03 05:43:00 -
[24] - Quote
Oh the irony of this post, seems like just yesterday we were talking about shields inherently being better than armor...oh the old days.
But it definitely seems like shields are weaker these days. TTK is so short that it is difficult to use any of the other shield mods.
That mixed with scanners has made slightly more mobility a near non factor because flanking is very difficult to do when you cannot escape them. One of the places where shields excelled is now moot. |
Eris Ernaga
DUST University Ivy League
626
|
Posted - 2013.11.03 06:09:00 -
[25] - Quote
Galvan Nized wrote:Oh the irony of this post, seems like just yesterday we were talking about shields inherently being better than armor...oh the old days.
But it definitely seems like shields are weaker these days. TTK is so short that it is difficult to use any of the other shield mods.
That mixed with scanners has made slightly more mobility a near non factor because flanking is very difficult to do when you cannot escape them. One of the places where shields excelled is now moot.
It's because of aim assist really. |
Galvan Nized
Deep Space Republic Top Men.
230
|
Posted - 2013.11.03 06:20:00 -
[26] - Quote
Eris Ernaga wrote:
It's because of aim assist really.
You're right, it's definitely a combination of all these this but aim assist undoubtedly shrunk TTK. Right now we are borderline twitch shooter. |
Draco Cerberus
Hell's Gate Inc
456
|
Posted - 2013.11.03 06:30:00 -
[27] - Quote
Having a shield extender that had a negative effect as well as a positive one (more hp than the current extenders) does sound reasonable. That said, I think that the shield extenders could use a bit of a buff -- the current ones rather than add a new type, and seriously, 99 hp per complex is barely more than a basic armor plate guys. No reason to hate on this request. Cal Logi's aside if shield extenders had an increase in CPU or PG costs but also a buff to their overall shield bonus I think they would be more useful. 66 HP for the Complex Shield Extender vs 85?HP for the Basic Armor Plates...that is an easy choice, armor ftw, heck even just drop a complex repper on and you have a better tank than the guy in shields who yes has a constantly renewing source of health but still gets dropped to almost nothing with one flux grenade, then dropped by any weapon even the but of a rifle. At 115hp for Enhanced armor, there is really no reason to complain about 33 more HP per level of shield extender.
-=OneUniverse=-=OneEverything=-
|
Cosgar
ParagonX
7032
|
Posted - 2013.11.03 06:48:00 -
[28] - Quote
A topic I made a couple days ago. The idea was to give shield tanking the fitting diversity that armor has right now while better scaling shields for light, medium, and heavy frames. Still relevant though.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4554
|
Posted - 2013.11.03 10:29:00 -
[29] - Quote
Eris Ernaga wrote:Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
Dude you can't crunch numbers for something that doesn't even exist yet, I found all your calculations pointless and a hilarious waste of time. Like I said the numbers could be up for debate and how much the penalty is for the modules could also be discussed. Lastly not every suit has top powergrid, electronics, and core skills take in mind these new modules would have higher fitting requirements meaning they'd be harder to fit. Lastly not everyone uses your suggested fitting it is kind of of ridiculous that you based this entire thing on what you personally would fit. Lastly did you take in delay times like I said would be the penalty for equipping this module? Could be something like: basic: -10% shield recharge delay enhanced -15% shield recharge delay complex -20% shield recharge delay
Perhaps if you bothered reading the post you would see that I covered all of your points. The Caldari assault suit is significantly easier to fit. Unless the fitting penalties were massively high (in which case you could simply downgrade the gun) the Gallente assault would already be much harder to fit. In this case it requires perfect skills.
If you had read my post you would see that I did account for delay times, yes. If you would like to suggest a fitting for the Gallente assault there that yields superior tank to the Caldari assault then go ahead, but until you can do that those numbers would work perfectly well. Even in the case of your suggested increased penalties the shield tank would still be superior.
Of course armour plates give high HP. They also give a movement penalty and require you to fit repairers (which need fitting resources and a fitting slot). Shields can simply stack shield extenders. Sure, you can stack plates as well, but then you move like a snail and after one engagement you are liable to die horribly.
The high HP of armour plates comes at the cost of significant tradeoffs.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4554
|
Posted - 2013.11.03 10:33:00 -
[30] - Quote
Eris Ernaga wrote:Also not everyone runs Caldari and Gallente for shield and armor my Minmitar dual tanks and also gets a nice +5 to armor repair through it's logistic bonus. Also don't forget repair tools and repair nano hives can be used to repair the users and other players armor, people always forget to factor this in.
Also your not even mentioning how that Gallente suit has more damage mods so it's getting a damage buff.
Also based on armor regen times you might not be to far behind on armor regen considering recharge time is instant while shields will take 4 - 5 seconds to start back up considering the penalty.
I mentioned those.
Triage hives and repair tools require you to bring logistics. If you are actively using a repair tool, you cannot shoot. That effectively takes a gun off the field. Triage hives have require a lot of fitting resources, are stationary, can be destroyed, and are limited. All of those are trade-offs.
The armour suit has to downgrade its weapon so it can fit everything, making the damage output approximately equal. Low slot non-armour modules take up significantly less fitting resources than damage mods and also have fitting mods, so it is easier to fit a shield tank.
The shield recharge is almost twice the armour recharge. Considering that the delay is all of a few seconds, the armour tanker would be overtaken by regen in under ten seconds.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
|
|
Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
197
|
Posted - 2013.11.03 11:09:00 -
[31] - Quote
Neither shields nor armour are UP. They're equally broken. People just think the other is better because the grass is always greener on the other side. The problem with them both is that damage is way too high. Neither tankers can do what they're intended to do because they all die too quickly.
Can we refocus the rage and abhorrence for the type of tank we didn't choose into something a bit more positive? Say, campaigning to reducing all weapon damage by 10%?
'Insert witty signature here'
|
Ku Shala
Exiled Veteran Elite
632
|
Posted - 2013.11.04 12:27:00 -
[32] - Quote
Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
how many high slots does your caldari suit have? |
Galvan Nized
Deep Space Republic Top Men.
236
|
Posted - 2013.11.04 14:31:00 -
[33] - Quote
Melchiah ARANeAE wrote:Neither shields nor armour are UP. They're equally broken. People just think the other is better because the grass is always greener on the other side. The problem with them both is that damage is way too high. Neither tankers can do what they're intended to do because they all die too quickly.
Can we refocus the rage and abhorrence for the type of tank we didn't choose into something a bit more positive? Say, campaigning to reducing all weapon damage by 10%?
Right now shields are UP in the tanking department, armor blows in versatility (you're either a tank with dmg mods or a tank with precision enhancers...that's pretty much it.)
Issue being that both sides want a little what the other has, shields desperately want more tank and armor tankers probably want to experiment. I know as a shield tanker I'm willing to give up some mods for better extenders.
Reducing damage will go a long way to helping solve the problem but doesn't solve the issue completely. But would be nice to rise up to reduce damage.
|
Galvan Nized
Deep Space Republic Top Men.
236
|
Posted - 2013.11.04 15:13:00 -
[34] - Quote
Arkena Wyrnspire wrote:Eris Ernaga wrote:
Also based on armor regen times you might not be to far behind on armor regen considering recharge time is instant while shields will take 4 - 5 seconds to start back up considering the penalty.
The shield recharge is almost twice the armour recharge. Considering that the delay is all of a few seconds, the armour tanker would be overtaken by regen in under ten seconds.
I want to point out the issue with this that is often overlooked (sure Arkena is rolling eyes cus we've been through it before). Armor gets inherent shield regen that aids their regens a lot.
Gal Assault gets 150 shields at max shield skills. Assuming 2 complex repairers armor reaches a regen of 12.5, plus Gal Assault shields regen rate of 25. Remember the shield delay for Gal is 10 (have to competely deplete shields to get to armor). So in 10 secs Gal Assaults regen 125 hp. For next 6 secs they regen at a rate of 37.5 (12.5 armor + 25 shields to the shield max of 150). So in 16 secs they regen a total of 350 hp. At 20 secs they have regened 400 hp. At 21 secs they have regened 412.5 hp. At 25 they regen 462.5 hp.
Compare this to Cal assault who has no inherent armor regen. Cal Assault has regen rate of 31.25 and delay of 8 secs from depletion. So in 8 secs they have regened 0 hp, in 10 secs they regen 62.5. At 16 secs they regen 250 hp. At 20 secs they regen 375 hp. At 21 secs they have regened 406.25 hp. At 25 secs they regen 531.25 hp. Anything they lost in armor is lost for good without help.
Point being is that the regen argument does not favor shields as greatly as one thinks. It's a whopping 21 secs before they actually get an advantage. This doesn't even account for armors other ways to heal. Also in Logi debate shields are completely crushed because regen rates are much more similar. |
Meeko Fent
Expert Intervention Caldari State
1358
|
Posted - 2013.11.04 16:24:00 -
[35] - Quote
Seems sane.
Oy if that recharge delay is put in though.
It would give reason to use shield regulators.
Meeko's Novelty Shop Opening Soon!
We (will)sell all the novelty items you desire! Really!
King of Uncertainty.
|
taxi bastard
Amarr Templars Amarr Empire
16
|
Posted - 2013.11.04 18:26:00 -
[36] - Quote
buff the advanced shield extender 33-->44 and shields are fine.
armour best suits close and personal hence high EHP and no built in rep. also reps are slow (bar logistics help)
shields best suit more ranged combat where they can fire take damage, hide - self repair quickly and continue attacking.
shields and armour are ment to be different - any increase in EHP beyond the above will make them too alike. diversity gives people a choice of play style and different situations will favour one or another.
logi's who think they should be able to rep shields are just looking for more WP's to farm - all classes bar heavy suits regenerate fast enough and that can also be buffed . in time more and more people will have the SP's to change suits to suit based on what situation is facing them. |
Ralden Caster
Omega Elite Mercs INC.
0
|
Posted - 2013.11.04 18:32:00 -
[37] - Quote
Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point.
Shields purposely have low hp ceilings because they are meant to hit-and-run. Increasing the shield cap would make shields and armor the same. This would give less options to players on what type of mercenary they want to be. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
22
|
Posted - 2013.11.04 19:32:00 -
[38] - Quote
Kallas Hallytyr wrote:Shields are a renewable resource: they replenish themselves. Armour is a limited commodity: you must invest if you want to restore them, which is more than just slot intensive, it is also extra CPU/PG.
The Logistics role bonus is one of the reasons you see so many people running Logi-Assaults, besides the larger number of slots. Shields are a lower ceiling, but will come back naturally.
i dis agree reason why loads of people use logi is becuase they can get about 900 armor and about 3 to 4 damage mods on them |
Galvan Nized
Deep Space Republic Top Men.
236
|
Posted - 2013.11.04 23:59:00 -
[39] - Quote
Ralden Caster wrote:
Shields purposely have low hp ceilings because they are meant to hit-and-run. Increasing the shield cap would make shields and armor the same. This would give less options to players on what type of mercenary they want to be.
Issue with this (I'm ignoring proposed changes for a moment) is that there is no hit and run. TTK is very short so you do not really get much of a chance to run.
Why do you think shields are hit and run? Their regen is lower than armor (their armor plus shields) in the short term in most instances. They do have a slight mobility advantage but it matters little when AA mows one down as they run with their slight advantage. You can wittle a shield tanker down just by getting to his armor
Armor gets nice advantages in tanking (total ehp is higher), regen is better than people think, has multiple ways to heal which really makes regen favor them.
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
78
|
Posted - 2013.11.05 00:57:00 -
[40] - Quote
Minako Nakajima wrote:My planned ADV Assault...
comes out
300/ 192hp
Enhanced extender/Basic Shield Recharger/Enhanced Light Dmg
Enhanced Reactive Plates/Militia Armor Repair
do i really need a Shield Regulator? hmm... Any suggestions? 2 complex extenders 1 basic/ADV shield energiser 2 ADV shield regulators std or adv AR |
|
Magpie Raven
ZionTCD Public Disorder.
278
|
Posted - 2013.11.05 02:02:00 -
[41] - Quote
Im all for new shield modules. Obviously they need to be balanced and all. But More options for fitting can never be bad in my opinion |
deepfried salad gilliam
Sanguine Knights
114
|
Posted - 2013.11.05 02:19:00 -
[42] - Quote
Arkena Wyrnspire wrote:So, let's have a look at the numbers this gives us. Assuming new complex shields are 99 HP:
Caldari Assault, new shields
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Damage Modifier
Complex Shield Regulator Complex Shield Regulator Complex CPU Upgrade
X-3 Quantum Nanohive
With skills and the Caldari assault bonus, each shield extender gives 120 HP (99*1.10*1.10). We have three of these, so 360 HP. The base shields are 262 (with skills), the normal shield delay with this fitting is 2.76/4.41 and the normal recharge rate is 31.25 HP/s.
We end up with 360+262 = 622 shield HP. This does, however, penalise the shield recharge and shield delay by ~30%.
(2.76/4.41*1.10*1.10*1.10) = 3.67/5.86 seconds shield recharge delay. (31.25*0.90*0.90*0.90) = 22.78 shield HP/s when recharging.
There is no movement penalty, so it moves at 5/7.35.
Let's look at a comparable Gallente assault.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Enhanced Light Damage Modifier Enhanced Light Damage Modifier Complex Light Damage Modifier
Complex Armour Repairer Complex Armour Repairer Enhanced Armour Plates Enhanced Armour Plates
X-3 Quantum Nanohive
The weapons had to be downgraded because otherwise they would not fit. This is, however, compensated for by the better damage modifiers, so we can consider that department approximately equal (though it still loses out on the grenades and SMG).
This gets 532 armour and 12.5 HP/s regen, albeit with no delay. The movement speed is 4.64/6.82.
Let's compare this to the shield tanked suit.
HP: 622 vs 532 = Shields win handily Regen: 22.78 vs 12.5 = Shields win with almost twice the regen Recharge delay: Armour wins. Speed: 5/7.35 vs 4.64/6.82 = Shields win.
Additionally, when comparing these fittings it should be noted that the Gallente assault uses an inferior grenade and an inferior SMG. The damage gap from the GEK-38 to the Duvolle is compensated for by the damage mods.
I suspect the natural response to this is to think that you can fit the Gallente assault better so that it isn't outclassed - if you think that, I invite you to provide an example where it is not inferior in most aspects.
Having looked at these numbers, I strongly disagree with your idea. This would not be balanced and would catapult shields back to the point where it is the de-facto superior tank. I agree that lower tier shield extenders could scale better, but what you have suggested here does not work and is fundamentally flawed as a suggestion that would homogenise the tank types at best and break the balance completely at worst.
armor tank in a logi like every one else, also not that in that fitting shield has no armor regen And you can reduce speed loss by replacing the reps with reactive or ferroscale
Christ is lord
Sanguine knights , open recruitment, join now.
Dust should add open world , kinda like arma!
|
DeathwindRising
Rogue Spades EoN.
125
|
Posted - 2013.11.05 07:15:00 -
[43] - Quote
Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point.
if you want super high ehp... go and armor tank. ive been enjoying the fact that the great majority of shield tankers think they should be stacking as many extenders as possible. if youre on the enemy team, keep doing it. it makes my life easy. if youre on my team, please dont. youre doing it wrong.
|
Eris Ernaga
DUST University Ivy League
644
|
Posted - 2013.11.05 10:30:00 -
[44] - Quote
DeathwindRising wrote:Eris Ernaga wrote:I as a shield and armor user feel shields are kind of pointless a basic armor plate gives more armor then a complex shield extender for barely any movement penalty, much less cpu requirements, and much less pg requirements. And now there are more options while they are not the most ideal (ferroscale and reactive plates) but they are still an option. No class really gets hurt from the movement penalty on plates unless you are trying to get the most speed and then you can just switch to ferroscale. Getting a good shield amount is pretty difficult unless you are a caldari on minmitar assault so here is my suggestion.
Make another type of infantry shield extender for the high slot:
This shield extender would be better for example basic would give 33 shield, enhanced 66, and complex 99 along with the 2% efficiency from the shield extender skill. However the con would be higher cpu and pg requirements and that each extender equipped will lower your shield recharge time and depleted shield recharge time.
Example:
complex shield extender 99 shield -10% shield recharge delay -10% depleted shield recharge delay
This would allow shield tankers to get more shield but also give them a penalty for equipping these type of shields because honestly isn't this what armor tankers already have? Shield extenders at the moment are pretty much like ferroscale plates these new shield extender would be more like basic plates, giving more but at a cost.
Sorry for the bad typing but hope yall liked the idea numbers aren't official just a starting point. if you want super high ehp... go and armor tank. ive been enjoying the fact that the great majority of shield tankers think they should be stacking as many extenders as possible. if youre on the enemy team, keep doing it. it makes my life easy. if youre on my team, please dont. youre doing it wrong.
I shield and armor tank and run damage mods all at complex but enhanced for the armor plates.
Ba bang baby
|
Nyx Linx
Kang Lo Directorate Gallente Federation
1
|
Posted - 2013.11.05 11:50:00 -
[45] - Quote
I must say their should be more shield mods. |
Eris Ernaga
DUST University Ivy League
667
|
Posted - 2013.11.06 19:40:00 -
[46] - Quote
Nyx Linx wrote:I must say their should be more shield mods.
Adding diversity never hurts it only increases the complexity.
Ba bang baby
|
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4661
|
Posted - 2013.11.06 19:50:00 -
[47] - Quote
Eris Ernaga wrote:Nyx Linx wrote:I must say their should be more shield mods. Adding diversity never hurts it only increases the complexity.
It hurts when the new items for 'diversity' are vastly superior to the old ones.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
|
Cat Merc
Ahrendee Mercenaries EoN.
4067
|
Posted - 2013.11.06 19:59:00 -
[48] - Quote
Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
|
karaburan Levante
DUST University Ivy League
4
|
Posted - 2013.11.06 22:38:00 -
[49] - Quote
One of the things to think about is that there is currently no remote shield reppers. Until they are introduced (re-introduced?) the shield Vs. Armor debate is kinda moot.
CCP is using their experience from Eve to try to balance things. often times in Eve they have changed things for shield tankers and or Armor tankers and created imbalances. They are moving slowly and focusing on one tank type at a time. They have given us armor logi with the possibility big buffer tanks on the armor. Shields at the moment appear to me (as an eve player) as in incomplete setup as of yet. I think they will expand the shielding options later. When they do my caldari suits just might be survivable. lol.
|
Galvan Nized
Deep Space Republic Top Men.
239
|
Posted - 2013.11.07 01:07:00 -
[50] - Quote
Cat Merc wrote:Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit.
This is false. Armor does get a mobility disadvantage but cmon it's 10-15% or less...definitely not super slow. Plus mobility means much less than it used to when you consider damage increases and AA.
Regen on armor tankers is FAR better than you think (see my post in this thread where I show this with stats), it's actually BETTER than shields in many cases. Plus alternate ways to heal means advantage armor (at least on par).
Seriously you want to talk about mod progression? Shields MUST use pro mods to even compete...they don't have a choice. They have to take the big PG/CPU hit that armor conveniently gets a choice to avoid.
CPU/PG enhancers, dampeners, hacking mods, range amps, biotics, regulators give shields their biggest advantage: versatility. Issue with this is opportunity cost ie they cannot equip it all at once. This means in whatever build you think shields defeat armor they've completely lost in most other situations. Armor gets a nice advantage because high damage tank is among the best builds in the game, it may lose to a specialized shield suit (in one situation) but is completely VERSATILE to most situations. |
|
Breakin Stuff
Goonfeet Top Men.
1396
|
Posted - 2013.11.07 02:31:00 -
[51] - Quote
Galvan Nized wrote:Cat Merc wrote:Oh excuse me for being a slow ****** for having the same eHP as you and half the regen, so I could have more damage. Yay trade offs. P.S: Nobody uses complex plates, they are expensive CPU/PG wise and aren't much better than advanced plates. P.S.S: Put a CPU extender in one of your low slots on your caldari suit, this allows you to create a mega powerful suit that beats the crap out of any Gallente suit. This is false. Armor does get a mobility disadvantage but cmon it's 10-15% or less...definitely not super slow. Plus mobility means much less than it used to when you consider damage increases and AA. Regen on armor tankers is FAR better than you think (see my post in this thread where I show this with stats), it's actually BETTER than shields in many cases. Plus alternate ways to heal means advantage armor (at least on par). Seriously you want to talk about mod progression? Shields MUST use pro mods to even compete...they don't have a choice. They have to take the big PG/CPU hit that armor conveniently gets a choice to avoid. CPU/PG enhancers, dampeners, hacking mods, range amps, biotics, regulators give shields their biggest advantage: versatility. Issue with this is opportunity cost ie they cannot equip it all at once. This means in whatever build you think shields defeat armor they've completely lost in most other situations. Armor gets a nice advantage because high damage tank is among the best builds in the game, it may lose to a specialized shield suit (in one situation) but is completely VERSATILE to most situations.
The solution is to change your tactics and quit trying to brawl with.armor tankers. Use range, movement and cover and shields rip armor open every time. Get close.enough to brawl and you usually will get stomped. |
|
|
|
Pages: 1 2 :: [one page] |