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Galvan Nized
Deep Space Republic Top Men.
236
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Posted - 2013.11.05 15:09:00 -
[31] - Quote
Why?
Armor seriously crushes shields right now in terms of tankability, does extremely high damage, and has alternate ways to rep (reaching 250 hp/s is achievable now, 300 hp/s is achievable as a logi).
Also armor tankers have a regen advantage over shields once you consider that all armor tankers have inherent shield regen too (even with a low shield max it's a big advantage)...Shields eventually can overcome but it's a long time.
Shields get mobility advantage (means less than you think) and some versatility but cannot compete in a fight.
Buffing anything for armor is really just hammering in the nails of the coffin that holds shields. |
Alam Storm
Neo Terra Imperial Army Neo Terra Empire
22
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Posted - 2013.11.06 02:18:00 -
[32] - Quote
Galvan Nized wrote:Why?
Armor seriously crushes shields right now in terms of tankability, does extremely high damage, and has alternate ways to rep (reaching 250 hp/s is achievable now, 300 hp/s is achievable as a logi).
Also armor tankers have a regen advantage over shields once you consider that all armor tankers have inherent shield regen too (even with a low shield max it's a big advantage)...Shields eventually can overcome but it's a long time.
Shields get mobility advantage (means less than you think) and some versatility but cannot compete in a fight.
Buffing anything for armor is really just hammering in the nails of the coffin that holds shields.
right if you remember we had this issue a few months back but with shields being the higher advantage we went though 2 to 3 updates were shields got all the attention better modules like regulaters and what not
the reason shields sucks right now is because people do not use them for example shields should prob be a logis best friend there quick dodge bullets and the shields reload quickly depending on how many regulaters are on them
but people arnt using regulators or shields atleast not many its all about attack power with lowest cpu and pg used as possible its not that shields arnt good its just becuase 80% of the game would want a damage mod or speed to ill targets over using protection |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:01:00 -
[33] - Quote
Cosgar wrote:Komodo Jones wrote:why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? Make it a high slot module. Armor doesn't have many any options outside of damage mods. This goes against gank vs tank principles when a tank gets to gank at the same time. I'd say that we need passive resistance modules in high slots, but I doubt that's ever going to happen. I was seriously hoping for the reactives or the ferroscales to be high slots back before 1.4, but now if armor had a high slot it would definitely unbalance the armor/shield tanking situation. I think resistance mods are in order for both sides. Otherwise shields need some help because there's already an incredible boost to armor effectiveness and with the new repair tools you can make an armor tanker nearly invincible. An armor tanking combat medic advocating for shields? whaaaaaa?! :)
Also, does anyone else find it ridiculous that armor plates are in the low powered slot when they take up more PG than the shield extenders? and don't even get me started on the sprinting mods..lol |
Grimmiers
0uter.Heaven Proficiency V.
309
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Posted - 2013.11.06 04:04:00 -
[34] - Quote
I always though armor repair regulators for the highs would be cool. It would essentially make the armor repair tick a bit faster.
Grimm Grimm! \
Youtube Channel
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1716
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Posted - 2013.11.06 04:30:00 -
[35] - Quote
The problem with armor repair buffs is that it'd be REALLY easy to break the amarr logi.
A single mod giving 10 hps would let the actual bonus per mod be a constant 15 hps plus 5 hps for the logi bonus. 20 hps matches or beats the shield regen of most medium suits.
Don't underestimate the power of constant reps. It lets armor tankers stand their ground for longer than most shield tankers.
I would like to see the difference between the styles of tanking a little bit more clearly defined, though. right now there are 5 schools of thought for tanking a dropsuit and I'd like to see the ones that aren't competitive right now given some love.
The 5 schools are as follows;
1. brick armor tanking - high damage due to weapon mods. the big HP pool lets you win most initial encounters but needs a logi or hive to get back in the game
2. regen armor tanking - high damage because your high slots are open for damage mods, a high constant regen lets you stay fighting for long periods provided you don't take too much damage at once.
3. Brick shield tanking - a fast flanker that can catch people unaware due to speed advantage from not having armor plates and open low slots
4. regen shield tanking - a fast skirmisher with a buffer that replenishes very quickly.
5. Hybrid - High HP. that's all.
Some of those methods need some love. All armor tanking needs are NOT TERRIBLE REACTIVE PLATES so that it'll be possible to find that perfect middle ground between buffer and regen. Reactive plates need to have the cpu/pg cost lowered and have it's effects buffed.
Once we have usable RPs armor tankers will be able to find right mix of brick and regen for what they need.
Shield tankers need a bit more more work to have a way of tanking with shields that isn't either brick or hybrid. I'd say make the rechargers a low slot while leaving the energizers where they are at. The delay penalty for extenders should be added as well ensuring the use of regulators and increasing the value of energizers and rechargers for brick tankers.
It would also help the existence of the regen shield tanker. stacked regulators, rechargers, energizers and an extender to compensate for the energizer and add some HP should be a fit that'd be feared in mid-range combat due to the fact it'd be able to pop in and out of cover with full health every time. |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:34:00 -
[36] - Quote
interesting, but that's basically what the armor repair skill itself does, if there was a regulator then there would be a skill for it which would modify the regulator which would modify the modification of the repairer and ow my brain lol. Still it would provide a way for armor tankers to actually be complete armor tankers.
Armor is simple, it's constantly being repaired by self repairers or otherwise by outside sources, there's not much you can modify.
Hmm...to balance with shields what about a capacitor? When your shields are depleted have a module that automatically refills the shields by a certain amount in between recharge delays, then put it on a timer, say it only activates once every 30 seconds or something. I was thinking about getting into grenades too but there's already a problem with grenade spamming and standing on a nanohive, something like an inverse flux grenade or a nanomachine cloud grenade for armor repairing, or just replace the grenade with an emergency repair/recharge module, could be on a long timer or maybe even make it 1 time use, something like how vehicle modules work. |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:37:00 -
[37] - Quote
Yeah, I do still support a little bit of a buff to repair modules at least proportional to the increase in armor on the field, but shields do need some love. |
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