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Cody Sietz
Bullet Cluster Legacy Rising
1368
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Posted - 2013.11.06 16:10:00 -
[1] - Quote
Hear me out, right now there are no armour mods for the high slot and rather then move reactive plates to high the high slot we make it a dual mod.
I was going say to move it to high and be done with it, but I don't wanna get the people who use it in low slots. |
Cody Sietz
Bullet Cluster Legacy Rising
1370
|
Posted - 2013.11.06 16:20:00 -
[2] - Quote
Ulysses Knapse wrote:Cody Sietz wrote:right now there are no armour mods for the high slot That's the idea. Ok, can we move shield regulators to the high slot? |
Cody Sietz
Bullet Cluster Legacy Rising
1370
|
Posted - 2013.11.06 17:01:00 -
[3] - Quote
Ulysses Knapse wrote:Cody Sietz wrote:Ulysses Knapse wrote:Cody Sietz wrote:right now there are no armour mods for the high slot That's the idea. Ok, can we move shield regulators to the high slot? No, that's also the idea. If you don't believe me, take a look at EVE. CCP is doing the same thing here as they did there. So why would it hurt to have one armour mod for high and low slots? |
Cody Sietz
Bullet Cluster Legacy Rising
1371
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Posted - 2013.11.06 17:38:00 -
[4] - Quote
I don't wanna min/max but I'd like to use something other then dmg or shield mods for my highs. |
Cody Sietz
Bullet Cluster Legacy Rising
1371
|
Posted - 2013.11.06 17:57:00 -
[5] - Quote
Cosgar wrote:Ulysses Knapse wrote: Because...
1. Modules shouldn't be able to fit in both types of slots, only one type for a single module. 2. Why would you want an armor module in a high slot? To minmax? That's not how you're supposed to fit dropsuits.
Shields have high slot and low slot modues. Why not armor? But instead of reactive plates, I'd like to see a damage control module that gives passive resistance. it would be nice to see a new mod, but I would take reactive mods.
A extra 25-60 armour and a extra 1-2 repair is much better then a 20-60 extra shields.
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Cody Sietz
Bullet Cluster Legacy Rising
1371
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Posted - 2013.11.06 18:10:00 -
[6] - Quote
Krom Ganesh wrote:KAGEHOSHI Horned Wolf wrote: Explain why its a good idea. Just because something is in EVE is not justification of its merits.
Well, I can't access the fitting tool to see how feasible it is at the moment, but people could fit some complex reactives in their high slots, a plate or two in the low, and some complex armor reppers to create a super regenerating armor tank that would break the supposed shield vs armor balance of shield users have lower eHP but regain it quickly whereas armor tankers have a larger buffer but it takes longer to return (if at all). you don't need one, I can tell you right now since I have proto Gallente assault.
I have MAX skills besides the PG reduction skill for the AR, it's at level 3.
I can get 144-212 shields and 540-710 armour roughly with 6-12 healing per sec with a proto AR(hybrid weapon bonus) and STD side arm. That pretty much uses all my CPU and PG. I also use one complex dmg mod.
I think at max, I would be able to fit one complex reactive plate and maybe a basic. Or just skip that and put two basics on.
so I can get total 8-15 healing and 600-800 armour roughly and 5-14 movement penalty.
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Cody Sietz
Bullet Cluster Legacy Rising
1371
|
Posted - 2013.11.06 19:44:00 -
[7] - Quote
Thurak1 wrote:Cody Sietz wrote:Hear me out, right now there are no armour mods for the high slot and rather then move reactive plates to the high slot we make it a dual mod.
I was going say to move it to high and be done with it, but I don't wanna get the people who use it in low slots. It would be neat to have them be either and then have them behave differently depending on which power slot they are in. Like when in a hi slot they would provide slightly less protection but be able to repair armor faster. Then behave as normal in a low slot. hmmm, a very interesting idea. Maybe they would draw more CPU or PG depending where they are equipped?
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Cody Sietz
Bullet Cluster Legacy Rising
1373
|
Posted - 2013.11.07 05:11:00 -
[8] - Quote
Galvan Nized wrote:Sinboto Simmons wrote:Don't know why so much hate, armor tankers need love. Why do you feel that they need love? They are better than shields in nearly all ways. Except they aren't. |
Cody Sietz
Bullet Cluster Legacy Rising
1374
|
Posted - 2013.11.07 05:46:00 -
[9] - Quote
Galvan Nized wrote:Cody Sietz wrote: Except they aren't.
I'll assume you took my response as inflammatory, I didn't mean it this way. I am curious as to why you feel this way. Is it regen? Mobility? Mods in opposite slots? Well, shields will regain on their own, they do not slow you down. People can use shield mods and armour mods and get a better result then armour tankers.
Edit:I understand that armour reps are constant and they repairs work on us. Thing is nobody ever factors in if a Logi wants to follow you around, or the PG limitations that you run into as a armour tanking Gallente suit. |
Cody Sietz
Bullet Cluster Legacy Rising
1376
|
Posted - 2013.11.07 08:17:00 -
[10] - Quote
Galvan Nized wrote:Cody Sietz wrote: People can use shield mods and armour mods and get a better result then armour tankers.
Usually when this is mentioned they are comparing 1 mod to 1 mod (not true dual tanking ie filing both sides with shields / armor.) And yes 1 to 1 shield tankers get more ehp from a single armor mod than the reverse. However, it's not that simple. Remembering the regen debate (twas a huge post im sorry about that) adding 1 complex shield gives only 66 hp but adds extra 2.5-3 secs of shield regen which combines with armor regen. This fends off shields from regenerating more hp than armor for another 2 secs for like 23/19secs against assaults So extenders on armor tankers aid in the regen battle more than only adding ehp. I know it's hard to fit complex shields but Basic and Advanced extenders blow (both sides would probably like this changed). It's still less than a complex dmg mod (which armor tankers are most likely to be running). Yes, but while a shield tanker needs to only go one level in armour mods to use a basic armour plate(ans only need 10/1 to fit it) the armour tanker would need to max out his shield extender skill to simply try to fit a extender to add to his suit.
I'm not trying to say shield tanking is better, just that armour tanking is not. It was much more one sided before, but the buff to plates was a good step to leveling the playing field.
The Caldari assault has a base shield regain of 25 and gets a better kick out of the assault suit bonus. So while armour provides a larger return, you still have fit the plates and reports together in order to get anything worthwhile. I could fit 3 basic plates on my suit and get a extra 250 but I'd only be getting 6.25 go per sec, a shield tanker could fit 3 basic plates and get the same 250 hp but the lack of healing effectives them less since they only need to worry about shields and their regain. The 150 shields for armour tankers is a nice tiny buffer...that's it, adding a extra 66 shields on top for the CPU/PG is just not worth it. But if you can fit a reactive plate you not only get more armour but more healing for you CPU/PG
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