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Cosgar
ParagonX
7702
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Posted - 2013.11.12 06:22:00 -
[1] - Quote
Militia = 22 HP Basic = 33 HP Enhanced = 66 Complex = 99
Not much to really say here except that pure shield tanking under performs compared to armor. Tying down both tanking types to one specific style of play perpetuates imbalanced situations. Nobody purely shield tanks because the disadvantages outweigh the advantages compared to stacked armor and damage mods, allowing someone to gank and tank at the same time. It's not much, but scaling shields slightly better could be a small step in balancing out both types. I'm probably going to get flamed for this by armor tankers that had to endure months of imbalance, but ask yourselves. Who really shield tanks anymore?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Bunny Demon
DUST INFERNO
6
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Posted - 2013.11.12 06:55:00 -
[2] - Quote
Cosgar wrote:Militia = 22 HP Basic = 33 HP Enhanced = 66 Complex = 99
Not much to really say here except that pure shield tanking under performs compared to armor. Tying down both tanking types to one specific style of play perpetuates imbalanced situations. Nobody purely shield tanks because the disadvantages outweigh the advantages compared to stacked armor and damage mods, allowing someone to gank and tank at the same time. It's not much, but scaling shields slightly better could be a small step in balancing out both types. I'm probably going to get flamed for this by armor tankers that had to endure months of imbalance, but ask yourselves. Who really shield tanks anymore? I know it's a bit of topic but now hit detection is fixed, aim assist can be basically removed and we wouldn't need any extra hp so shield and armour could stay roughly as they are.
But for what you are proposing I would say it should be
B 22 E 44 C 77
Donate isk to the guy above ^
(Or me, whichever you prefer)
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Draco Cerberus
Hell's Gate Inc
482
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Posted - 2013.11.12 06:57:00 -
[3] - Quote
Cosgar wrote:Militia = 22 HP Basic = 33 HP Enhanced = 66 Complex = 99
Not much to really say here except that pure shield tanking under performs compared to armor. Tying down both tanking types to one specific style of play perpetuates imbalanced situations. Nobody purely shield tanks because the disadvantages outweigh the advantages compared to stacked armor and damage mods, allowing someone to gank and tank at the same time. It's not much, but scaling shields slightly better could be a small step in balancing out both types. I'm probably going to get flamed for this by armor tankers that had to endure months of imbalance, but ask yourselves. Who really shield tanks anymore? This would balance well. It is still below armor hp levels and might make using shields something I would consider doing again.
One Universe...with friendly fire for all!
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Text Grant
Death Firm.
208
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Posted - 2013.11.12 07:49:00 -
[4] - Quote
Cosgar wrote:Militia = 22 HP Basic = 33 HP Enhanced = 66 Complex = 99
Not much to really say here except that pure shield tanking under performs compared to armor. Tying down both tanking types to one specific style of play perpetuates imbalanced situations. Nobody purely shield tanks because the disadvantages outweigh the advantages compared to stacked armor and damage mods, allowing someone to gank and tank at the same time. It's not much, but scaling shields slightly better could be a small step in balancing out both types. I'm probably going to get flamed for this by armor tankers that had to endure months of imbalance, but ask yourselves. Who really shield tanks anymore? 3X hp seems to scale too much. How about:
Militia 33 Basic 33 Enhanced 55 Complex 77
Militia should cost more CPU/PG but have the same performance |
D34NOS MAZDA
WASTELAND JUNK REMOVAL
204
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Posted - 2013.11.12 07:55:00 -
[5] - Quote
Dont forget that the shields have a much faster regen than armour. so you are able to drop back and have a second rally of shots much faster.
Both have there advantages but they will never be balanced to make everyone's need happy.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
81
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Posted - 2013.11.12 08:09:00 -
[6] - Quote
D34NOS MAZDA wrote:Dont forget that the shields have a much faster regen than armour. so you are able to drop back and have a second rally of shots much faster.
Both have there advantages but they will never be balanced to make everyone's need happy.
getting 2-3 shotted by scambrer? rifles isn't fun, with a 3.7 second recharge delay, 401 shields, 36 or 39 shield hp/s, is impossible to survive against geks and scambrer rifles |
daishi mk03
Brutor Vanguard Minmatar Republic
324
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Posted - 2013.11.12 08:22:00 -
[7] - Quote
Right now it is 22/33/66 ... it should be 22/44/66. Thanks. |
Vitharr Foebane
Blood Money Mercenaries
226
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Posted - 2013.11.12 08:42:00 -
[8] - Quote
jerrmy12 kahoalii wrote:D34NOS MAZDA wrote:Dont forget that the shields have a much faster regen than armour. so you are able to drop back and have a second rally of shots much faster.
Both have there advantages but they will never be balanced to make everyone's need happy.
getting 2-3 shotted by scambrer? rifles isn't fun, with a 3.7 second recharge delay, 401 shields, 36 or 39 shield hp/s, is impossible to survive against geks and scambrer rifles where were you when armor tankers were getting sh@t on by shield tankers who could pop around the corner for 10 seconds and come back with full health? 22 44 66 is fine but 99 shield is stupid. Shield tanker = hit and run. Armor tanker = stand and deliver.
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Cosgar
ParagonX
7708
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Posted - 2013.11.12 08:45:00 -
[9] - Quote
Vitharr Foebane wrote:jerrmy12 kahoalii wrote:D34NOS MAZDA wrote:Dont forget that the shields have a much faster regen than armour. so you are able to drop back and have a second rally of shots much faster.
Both have there advantages but they will never be balanced to make everyone's need happy.
getting 2-3 shotted by scambrer? rifles isn't fun, with a 3.7 second recharge delay, 401 shields, 36 or 39 shield hp/s, is impossible to survive against geks and scambrer rifles where were you when armor tankers were getting sh@t on by shield tankers who could pop around the corner for 10 seconds and come back with full health? 22 44 66 is fine but 99 shield is stupid. Shield tanker = hit and run. Armor tanker = stand and deliver. There's no run in the hit and run. Average shield delay is ~6 seconds, and recharge rate isn't as efficient as it should be while armor can get a good buffer and get a superior DPS.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Spectral Clone
Dust2Dust. Top Men.
442
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Posted - 2013.11.12 08:48:00 -
[10] - Quote
I rather see the shield delay being removed and shield tanking being all about regen.
+¦-damage specialist since Sep ´13.
CCP please make our decisions matter.
"AR 514. Core Locus 514. Bricktank 514."
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Cosgar
ParagonX
7708
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Posted - 2013.11.12 09:09:00 -
[11] - Quote
Spectral Clone wrote:I rather see the shield delay being removed and shield tanking being all about regen.
But before that, the instagib mode needs to go. Maybe not get rid of recharge delay, but buff recharge rate. Adding +10HP to base shield recharge rate, and reducing each shield pulse to 0.5s could help.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
81
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Posted - 2013.11.12 10:23:00 -
[12] - Quote
Cosgar wrote:Spectral Clone wrote:I rather see the shield delay being removed and shield tanking being all about regen.
But before that, the instagib mode needs to go. Maybe not get rid of recharge delay, but buff recharge rate. Adding +10HP to base shield recharge rate, and reducing each shield pulse to 0.5s could help. nothing like waiting 11-14 second(total wih delay)for shields to recharge just to get shields downed in 0.5 seconds |
Galvan Nized
Deep Space Republic Top Men.
269
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Posted - 2013.11.12 11:56:00 -
[13] - Quote
I really want shields to be able to compete as a viable tank, it's just not even right now.
Overall, pure shield tankers regen LESS hp than pure armor tankers with 2 complex reppers for AT LEAST 9 secs and up to 21 on Assaults. For Logi it is much closer to 25 secs up to 33. Shields are NOT hit and run.
But I feel if you buff shields you need to put some mods in the highs. I think PG mods and hacking mods are the most obvious choices. Then maybe one of the following: cardiac regulators, dampeners, range amplifiers.
Throw in a way for shields to rep.
This buffs shields but at the cost of some versatility, something armor sorely lacks. But shields tankers just want more tank because versatility means nothing when you can't take many hits. |
xAckie
Ahrendee Mercenaries EoN.
362
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Posted - 2013.11.12 11:58:00 -
[14] - Quote
rather than buff shield modules they should look at dropsuit bonuses to add buffs/ benfits.
CCP buffed armour plates - and as was said at the time, it was stupid because then everyone just adds armour plates to their suits
If bonuses to modules depended on the type of dropsuit you used we might actually see different types of shield tanking or armour tanking - which will deliver better variance on the field.
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Marlin Kirby
KILL-EM-QUICK RISE of LEGION
83
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Posted - 2013.11.12 17:13:00 -
[15] - Quote
How about reducing the armor points to where it is averaged between the old armor stats and the current stats. Shields don't need a buff, armor just needs a very small nerf.
The not logic bomb!
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Heimdallr69
Imperfect Bastards
1255
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Posted - 2013.11.12 17:21:00 -
[16] - Quote
Cosgar wrote:Militia = 22 HP Basic = 33 HP Enhanced = 66 Complex = 99
Not much to really say here except that pure shield tanking under performs compared to armor. Tying down both tanking types to one specific style of play perpetuates imbalanced situations. Nobody purely shield tanks because the disadvantages outweigh the advantages compared to stacked armor and damage mods, allowing someone to gank and tank at the same time. It's not much, but scaling shields slightly better could be a small step in balancing out both types. I'm probably going to get flamed for this by armor tankers that had to endure months of imbalance, but ask yourselves. Who really shield tanks anymore? You can jump we can't, you move faster recharge faster but yeah maybe some hp buff or something to shields unless you touch armour
I'm everyone's type
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Krom Ganesh
Holdfast Syndicate Amarr Empire
646
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Posted - 2013.11.12 17:36:00 -
[17] - Quote
+1
Didn't you also have some ideas on creating variations of shield extenders that have different side effects?
!
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Wombat in combat
TeamPlayers
144
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Posted - 2013.11.12 17:48:00 -
[18] - Quote
Militia should have the same amount as Std but just higher PG/CPU. I'm not convinced though that increasing the values is the right way to fix the situation, if so at least not by that much. What I do agree with though is the Advanced Shield extenders need to be scaled better. |
Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.11.12 18:41:00 -
[19] - Quote
Absolutely not. When your regen is 1/4th of what it is right now, you have a penalty on shields, and you don't get inherent regen, maybe.
Damage mods is the lamest argument in existence. My Gal Assault, can only fit basic plates and enhanced armor reps if I want to use damage mods. Can't even fit a duvolle.
But my Gal Logi can do everything complex. Cosgar, got anything to say about the logi thing? ;)
And before you say anything else, know that without damage mods, Gallente are FORCED to dual tank. There is NOTHING REMOTELY USEFUL to put in high slots that isn't a shield extender or a damage mod.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.11.12 18:45:00 -
[20] - Quote
Cosgar wrote:Vitharr Foebane wrote:jerrmy12 kahoalii wrote:D34NOS MAZDA wrote:Dont forget that the shields have a much faster regen than armour. so you are able to drop back and have a second rally of shots much faster.
Both have there advantages but they will never be balanced to make everyone's need happy.
getting 2-3 shotted by scambrer? rifles isn't fun, with a 3.7 second recharge delay, 401 shields, 36 or 39 shield hp/s, is impossible to survive against geks and scambrer rifles where were you when armor tankers were getting sh@t on by shield tankers who could pop around the corner for 10 seconds and come back with full health? 22 44 66 is fine but 99 shield is stupid. Shield tanker = hit and run. Armor tanker = stand and deliver. There's no run in the hit and run. Average shield delay is ~6 seconds, and recharge rate isn't as efficient as it should be while armor can get a good buffer and get a superior DPS. 6 seconds. And then (for assaults), a 31hp/s regen kicks in. My armor suit can barely scratch 10.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cosgar
ParagonX
7726
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Posted - 2013.11.12 18:53:00 -
[21] - Quote
Cat Merc wrote:Absolutely not. When your regen is 1/4th of what it is right now, you have a penalty on shields, and you don't get inherent regen, maybe.
Damage mods is the lamest argument in existence. My Gal Assault, can only fit basic plates and enhanced armor reps if I want to use damage mods. Can't even fit a duvolle.
But my Gal Logi can do everything complex. Cosgar, got anything to say about the logi thing? ;)
And before you say anything else, know that without damage mods, Gallente are FORCED to dual tank. There is NOTHING REMOTELY USEFUL to put in high slots that isn't a shield extender or a damage mod. This has nothing to do with logistics.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cat Merc
Ahrendee Mercenaries EoN.
4321
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Posted - 2013.11.12 18:57:00 -
[22] - Quote
Cosgar wrote:Cat Merc wrote:Absolutely not. When your regen is 1/4th of what it is right now, you have a penalty on shields, and you don't get inherent regen, maybe.
Damage mods is the lamest argument in existence. My Gal Assault, can only fit basic plates and enhanced armor reps if I want to use damage mods. Can't even fit a duvolle.
But my Gal Logi can do everything complex. Cosgar, got anything to say about the logi thing? ;)
And before you say anything else, know that without damage mods, Gallente are FORCED to dual tank. There is NOTHING REMOTELY USEFUL to put in high slots that isn't a shield extender or a damage mod. This has nothing to do with logistics. Without damage mods, shields and armor are equal. Use half the low slots for armor? You get as much eHP as shields and about 10hp/s of regen, at the cost of 0.4 (or more) speed. Use one more low slot for armor? Get a higher buffer than most shield users, become slower, and have a slow ass regen. No regen? You're good for one or two engagements, but then you won't have enough eHP to do anything.
The only thing that disbalances them is damage mods, but that's BS since my assault can't fit damage mods without heavily sacrificing tank. My armor tank is much worse than the average shield tank.
HOWEVR, my Gal Logi can both get ridiculous HP, regen, and still fit 3x damage mods.
If Logis are put out of the equation, shields and armor are equal and any complaints are invalid.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Cosgar
ParagonX
7726
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Posted - 2013.11.12 19:02:00 -
[23] - Quote
Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Absolutely not. When your regen is 1/4th of what it is right now, you have a penalty on shields, and you don't get inherent regen, maybe.
Damage mods is the lamest argument in existence. My Gal Assault, can only fit basic plates and enhanced armor reps if I want to use damage mods. Can't even fit a duvolle.
But my Gal Logi can do everything complex. Cosgar, got anything to say about the logi thing? ;)
And before you say anything else, know that without damage mods, Gallente are FORCED to dual tank. There is NOTHING REMOTELY USEFUL to put in high slots that isn't a shield extender or a damage mod. This has nothing to do with logistics. Without damage mods, shields and armor are equal. Use half the low slots for armor? You get as much eHP as shields and about 10hp/s of regen, at the cost of 0.4 (or more) speed. Use one more low slot for armor? Get a higher buffer than most shield users, become slower, and have a slow ass regen. No regen? You're good for one or two engagements, but then you won't have enough eHP to do anything. The only thing that disbalances them is damage mods, but that's BS since my assault can't fit damage mods without heavily sacrificing tank. My armor tank is much worse than the average shield tank. HOWEVR, my Gal Logi can both get ridiculous HP, regen, and still fit 3x damage mods. If Logis are put out of the equation, shields and armor are equal and any complaints are invalid. If shields and armor are so equal, why does everyone omnitank?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4915
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Posted - 2013.11.12 19:03:00 -
[24] - Quote
Cosgar wrote:Cat Merc wrote:Cosgar wrote:Cat Merc wrote:Absolutely not. When your regen is 1/4th of what it is right now, you have a penalty on shields, and you don't get inherent regen, maybe.
Damage mods is the lamest argument in existence. My Gal Assault, can only fit basic plates and enhanced armor reps if I want to use damage mods. Can't even fit a duvolle.
But my Gal Logi can do everything complex. Cosgar, got anything to say about the logi thing? ;)
And before you say anything else, know that without damage mods, Gallente are FORCED to dual tank. There is NOTHING REMOTELY USEFUL to put in high slots that isn't a shield extender or a damage mod. This has nothing to do with logistics. Without damage mods, shields and armor are equal. Use half the low slots for armor? You get as much eHP as shields and about 10hp/s of regen, at the cost of 0.4 (or more) speed. Use one more low slot for armor? Get a higher buffer than most shield users, become slower, and have a slow ass regen. No regen? You're good for one or two engagements, but then you won't have enough eHP to do anything. The only thing that disbalances them is damage mods, but that's BS since my assault can't fit damage mods without heavily sacrificing tank. My armor tank is much worse than the average shield tank. HOWEVR, my Gal Logi can both get ridiculous HP, regen, and still fit 3x damage mods. If Logis are put out of the equation, shields and armor are equal and any complaints are invalid. If shields and armor are so equal, why does everyone omnitank?
Because utility modules are terrible in the current era of bricktanking > all?
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Cat Merc
Ahrendee Mercenaries EoN.
4326
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Posted - 2013.11.12 19:06:00 -
[25] - Quote
I made a post a looooooooooong time ago. I said this will happen if dual tanking wasn't penalized.
Now everyone is running brick tank suits.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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shaman oga
Nexus Balusa Horizon
933
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Posted - 2013.11.12 19:06:00 -
[26] - Quote
Yes give those shield tankers a way to have more HP and penalize them if they try to armor tank. I'm tired to see Caldari with more armor than shields.
"Just another piece of duct tape"
Some love for gunners
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7047
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Posted - 2013.11.12 19:06:00 -
[27] - Quote
Complex is fine at 66 and certainly does not need a buff, enhanced just needs to be 44.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Cat Merc
Ahrendee Mercenaries EoN.
4329
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Posted - 2013.11.12 19:10:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:Complex is fine at 66 and certainly does not need a buff, enhanced just needs to be 44. THIS I approve of. Even raise basic to 33. So it's 33/44/66.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4917
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Posted - 2013.11.12 19:58:00 -
[29] - Quote
Alright. Initially, I agreed with your premise. Shield extenders do need better scaling - the enhanced is silly. Then I saw that you were suggesting a 50% buff to the complex.
A significant buff to shield HP is not needed. Running your numbers, we get Caldari assaults running 744 shields and 2.7/4.4 second shield delays at 31.25 HP/s with the following fit:
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Shield Extender
Complex Shield Regulator Complex CPU Upgrade Complex Shield Regulator
X-3 Quantum Nanohive
5/7.35 movement speed.
Galven Nized referred to a dual complex repper fit, so let's have a look at one of those.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Complex Shield Extender Complex Light Damage Modifier Enhanced Light Damage Modifier
Enhanced Armour Plates Enhanced Armour Plates Complex Armour Repairer Complex Armour Repairer
X-3 Quantum Nanohive
223 shield HP, 504 armour HP with 12.5 HP/s armour regen with a 7/10 delay on the 25 HP/s shield regen. 4.72/6.94 speed. Has a slight damage advantage with the light weapon, however the grenade and sidearm have to be downgraded.
Naturally, I'm sure one of your first objections will be that you can come up with a better fit. If so, go right ahead - I would be interested to see your suggestions.
So. 744 shield HP vs 504 armour HP - Shield wins. Slight saving grace in the form of some degree of poor shielding for armour.
31.25 HP/s vs 12.5 HP/s - Shield clearly wins. Ah, but there's a shield delay isn't there? It's 2.7 seconds if not depleted, or 4.4 seconds if they are depleted. If they're depleted, you're probably dead to be honest so let's look at it with 2.7 seconds. Shield regen can start up again under fire unless the shields are depleted in that fire - the timer starts from the first bullet. That way, you can get a 31.25 HP tick every 3 seconds. The two complex armour repairers will repair 37.5 HP in that time. Marginal victory for armour there, until you're not under fire at which point the regen gets vastly overtaken.
5/7.35 shield move speed vs 4.72/6.94 move speed - Shields win.
Duvolle + M209 SMG + Core Locus vs GEK-38 + STD SMG + M1 locus + 15% damage modding - Not clear cut as the GEK does slight more damage than the Duvolle with damage mods, but the M209 SMG and Core Locus clearly outstrip armour's options, in addition to the core locus being an instant kill button against armour. Draw, if not shield victory.
Anything I've missed? As I mentioned earlier, if you have a better fit I'd love to see it.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Cat Merc
Ahrendee Mercenaries EoN.
4332
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Posted - 2013.11.12 20:00:00 -
[30] - Quote
Arkena Wyrnspire wrote:Alright. Initially, I agreed with your premise. Shield extenders do need better scaling - the enhanced is silly. Then I saw that you were suggesting a 50% buff to the complex.
A significant buff to shield HP is not needed. Running your numbers, we get Caldari assaults running 744 shields and 2.7/4.4 second shield delays at 31.25 HP/s with the following fit:
Duvolle Assault Rifle M209 Assault Submachine Gun Core Locus Grenade
Complex Shield Extender Complex Shield Extender Complex Shield Extender Complex Shield Extender
Complex Shield Regulator Complex CPU Upgrade Complex Shield Regulator
X-3 Quantum Nanohive
5/7.35 movement speed.
Galven Nized referred to a dual complex repper fit, so let's have a look at one of those.
GEK-38 Assault Rifle Submachine Gun M1 Locus Grenade
Complex Shield Extender Complex Light Damage Modifier Enhanced Light Damage Modifier
Enhanced Armour Plates Enhanced Armour Plates Complex Armour Repairer Complex Armour Repairer
X-3 Quantum Nanohive
223 shield HP, 504 armour HP with 12.5 HP/s armour regen with a 7/10 delay on the 25 HP/s shield regen. 4.72/6.94 speed. Has a slight damage advantage with the light weapon, however the grenade and sidearm have to be downgraded.
Naturally, I'm sure one of your first objections will be that you can come up with a better fit. If so, go right ahead - I would be interested to see your suggestions.
So. 744 shield HP vs 504 armour HP - Shield wins. Slight saving grace in the form of some degree of poor shielding for armour.
31.25 HP/s vs 12.5 HP/s - Shield clearly wins. Ah, but there's a shield delay isn't there? It's 2.7 seconds if not depleted, or 4.4 seconds if they are depleted. If they're depleted, you're probably dead to be honest so let's look at it with 2.7 seconds. Shield regen can start up again under fire unless the shields are depleted in that fire - the timer starts from the first bullet. That way, you can get a 31.25 HP tick every 3 seconds. The two complex armour repairers will repair 37.5 HP in that time. Marginal victory for armour there, until you're not under fire at which point the regen gets vastly overtaken.
5/7.35 shield move speed vs 4.72/6.94 move speed - Shields win.
Duvolle + M209 SMG + Core Locus vs GEK-38 + STD SMG + M1 locus + 15% damage modding - Not clear cut as the GEK does slight more damage than the Duvolle with damage mods, but the M209 SMG and Core Locus clearly outstrip armour's options, in addition to the core locus being an instant kill button against armour. Draw, if not shield victory.
Anything I've missed? As I mentioned earlier, if you have a better fit I'd love to see it. This is approved by the feline overlord of all humans.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Sana Rayya
WASTELAND JUNK REMOVAL
383
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Posted - 2013.11.12 20:49:00 -
[31] - Quote
Rep tools and repping hives have made the absent or slow recharge of armor meaningless. Two Gal assaults in front of two logis with Six Kin or Lai Dai rep tools on each is 140-176 HP/sec repping, up to 20-30m away. Pretty much impossible to kill unless you core them. |
Cat Merc
Ahrendee Mercenaries EoN.
4334
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Posted - 2013.11.12 20:52:00 -
[32] - Quote
Sana Rayya wrote:Rep tools and repping hives have made the absent or slow recharge of armor meaningless. Two Gal assaults in front of two logis with Six Kin or Lai Dai rep tools on each is 140-176 HP/sec repping, up to 20-30m away. Pretty much impossible to kill unless you core them. But that's two people (the repper and the one being repped). Think of the amount damage that can be done with two people. When you consider that, the fact that it can be repped doesn't change much. (Also, shield triage items coming SoonTM)
As for hives, you can always kill them, even with that 140 HP/s from triage hives, as they have to stay inside the radius of that triage.
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4918
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Posted - 2013.11.12 20:55:00 -
[33] - Quote
Sana Rayya wrote:Rep tools and repping hives have made the absent or slow recharge of armor meaningless. Two Gal assaults in front of two logis with Six Kin or Lai Dai rep tools on each is 140-176 HP/sec repping, up to 20-30m away. Pretty much impossible to kill unless you core them.
So, four people? It'd be easily possible to kill them with even two people. A pair of militia ARs could kill the average Gallassault in a second if aimed properly, even with the rep tool on them.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3712
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Posted - 2013.11.12 21:37:00 -
[34] - Quote
Shield tankers aren't supposed to hold their own against Armor Tankers in frontline combat. That's the exact reason you armor tank. It's a philosophy of fighting style and a lot of people (still) can't wrap their head around it because of some misconception that running means you're a coward.
A Gallente Assault is designed to be able to take a lot of punishment and dish a lot of it out, consequentially it is very very slow. A Caldari Assault, on the other hand, doesn't have as much absorption but can recover very very quickly and a good Caldari Assault will know when to disengage instead of trying to endure the punishment - this is an armor tanking style.
The reason shield tanking started to lose it's flavor is because when Armor Tanking got it's much needed buffs and the Scrambler Rifle was introduced, diversity caused counters in playstyle. Accompany this with Aim Assist and mobility wasn't the end-all-be-all to countering your enemy as they could keep up with you a hell of a lot easier now that the controls weren't the threshold in who was going to win the fight.
Consider that the Gallente Assault doesn't have that much shields. Three to five bullets, depending on what you're using, can hammer through them and you're applying armor damage. You will -always- be able to outrun him solely because he is using armor, so engage from range/cover and when he starts to engage you - run away. Shield tanking isn't about frontline combat, it's about guerilla warfare. You have to utilize that fast regeneration and keep the target guessing while you're recovering from the damage, since he can't.
As far as Logi's having nothing to do with it? IMO, Logi's have EVERYTHING to do with it. The passive 5HP/sec armor repair rate from their skill bonus, combined with high resources and extensive slot layouts results in Logi suits that -should- be shield tanked being better armor tankers than the Gallente Assault. Point in case: Caldari Logi, which -normally- runs armor tanked with a bunch of stacked damage mods.
In regards to omni-tanking? Some suits are practically designed for it, like the Amarr Assault which has even HP values and slot layout. Cross that with the fact that there's nothing really to put into the high slots outside of shield modules and damage modules and you're left with a conundrum in playstyle. A shield tanker can always fit shield regulators, codebreakers, profile dampeners, etc.... An armor tanker doesn't have much choice but to add shield modules or damage mods.
ANON Diplomat // 3rd Place Winner of the Eight Thousand Suns Fiction Contest
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Cosgar
ParagonX
7825
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Posted - 2013.11.17 06:43:00 -
[35] - Quote
Minor update.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Galvan Nized
Deep Space Republic Top Men.
295
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Posted - 2013.11.17 12:32:00 -
[36] - Quote
Arkena Wyrnspire wrote:Alright. Initially, I agreed with your premise. Shield extenders do need better scaling - the enhanced is silly. Then I saw that you were suggesting a 50% buff to the complex.
A significant buff to shield HP is not needed. Running your numbers, we get Caldari assaults running 744 shields and 2.7/4.4 second shield delays at 31.25 HP/s with the following fit.
Well in my defense I do say that merely buffing shields is not the answer. Thinking some mods need to go into the highs to compensate...like PG mods (after they get better tweaked).
However your are forcing shields regulators onto the shields basically removes any argument about the disparity in number of mods because you MUST equip that (and CPU mod to compensate) to match anything. They also have a stacking penalty. You also force a nanohive on the build that doesn't really need it.
Plus only focusing on Assaults generally makes Gal the loser just from PG/CPU.
Now focusing on logis (them compared to each other not compared to the different class) I think you'll find that Gal logi wins. |
Mordecai Sanguine
What The French
126
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Posted - 2013.11.17 13:54:00 -
[37] - Quote
Some people need to understand that Shield tanking does NOT exist.
Shield Tanking means : Shoot and Run. You're pretty weak but you're fast (Caldari are damn fast and the right Slots are made for Biotic) regen your life really fast. Maded for Flanking and back all ennemies.
Armor Tanking Means : Turrets Mode. Can stay on combat longer and are far more resistant the Shield tanker BUT have low Regen rate so battle by battle always lose life.
An shield tanker is NEVER supposed to be more resistant than an Armor Tanker. And shield have integrated Shield Rgen while us Armor tanker need to waste 1 or 2 slots of armor JUST to have Armor regen..
If you wanted to have a lot of EhP it's not on shield. |
Galvan Nized
Deep Space Republic Top Men.
298
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Posted - 2013.11.17 14:11:00 -
[38] - Quote
Mordecai Sanguine wrote:Some people need to understand that Shield tanking does NOT exist.
Shield Tanking means : Shoot and Run. You're pretty weak but you're fast (Caldari are damn fast and the right Slots are made for Biotic) regen your life really fast. Maded for Flanking and back all ennemies.
Armor Tanking Means : Turrets Mode. Can stay on combat longer and are far more resistant the Shield tanker BUT have low Regen rate so battle by battle always lose life.
An shield tanker is NEVER supposed to be more resistant than an Armor Tanker. And shield have integrated Shield Rgen while us Armor tanker need to waste 1 or 2 slots of armor JUST to have Armor regen..
If you wanted to have a lot of EhP it's not on shield.
Ugh, Armor reps is at an advantage in the short term not shields...it takes shields quite a while before they gain the advantage. They are NOT hit and run, their regen is not built for that. At best they are better in between fights with LONG breaks.
Mobility is very much worthless in comparison to brick tanking.
Battle by battle armor losses life? Not true. It's shields tankers that can be whittled away on, once you hit armor they can never get it back...pretty sure armor tankers have reps and inherent shield regen so they are most likely to be at 100% EHP.
Also armor CAN run without reps...just need a triage hive or logi friend. Shields get no such advantage.
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George Moros
Area 514
178
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Posted - 2013.11.17 14:23:00 -
[39] - Quote
Cat Merc wrote:KAGEHOSHI Horned Wolf wrote:Complex is fine at 66 and certainly does not need a buff, enhanced just needs to be 44. THIS I approve of. Even raise basic to 33. So it's 33/44/66.
22/33/66 spread across tiers is totally wrong and imbalanced. The spread in armor plates is quite balanced, so based on that it should be more in the line of 44/55/66. That's assuming shield extenders must have a same-digit number bonus.
Pulvereus ergo queritor.
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