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Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 06:54:00 -
[1] - Quote
Lynn Beck wrote:Personally i'll just run dmg mod, passive resist and either booster or extender. Though i may be thrown to sharks as i'm not a math wizard. (Well i am, but only when i want to be)
Passive resists will not exist in 1.7
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Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 07:08:00 -
[2] - Quote
I think the issue here is they wanted to avoid shield tankers cycling hardeners to give themselves nearly 100% up time on resists. So either the cooldown needed to be long or the duration short. Armor on the other hand is intended to have less repping capacity but more uptime on their damage resistance. In the end I think it all comes down to playstyle on how you want to run your HAV.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 07:23:00 -
[3] - Quote
jerrmy12 kahoalii wrote:Pokey Dravon wrote:I think the issue here is they wanted to avoid shield tankers cycling hardeners to give themselves nearly 100% up time on resists. So either the cooldown needed to be long or the duration short. Armor on the other hand is intended to have less repping capacity but more uptime on their damage resistance. In the end I think it all comes down to playstyle on how you want to run your HAV. "Armor on the other hand is intended to have less repping capacity" they have 181 armor hp/s constantly, shield have both short duration and long cooldown, IDC if they nerf shield hardener to 50% DR i want to not hide.....
You're also forgetting the massive nerf to the range of swarm launchers, from 400m to 150m. Since most shield tanks should be making use of missile and railgun turrets with a ranges of 300 and 600m respectfully, you'll be well outside the range of the mostly commonly used AV weapon in the game. In addition to that, shields have a 20% resistance to both swarms and AV grenades, where armor takes +20%.
Shields will also have the ability to quickly regenerate 1950 HP instantly every 30 seconds which effectively increases your total shield HP pool against sustained damage and regenerate your shield to 100% much faster than armor. That booster alone is effectively an additional 10.7 seconds of repping with a Complex Armor repairer at level 5. So while the passive repair rate is slightly lower than a complex armor repairer, your effective repair rate with a booster is much higher.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:32:00 -
[4] - Quote
jerrmy12 kahoalii wrote:Pokey Dravon wrote:jerrmy12 kahoalii wrote:Pokey Dravon wrote:I think the issue here is they wanted to avoid shield tankers cycling hardeners to give themselves nearly 100% up time on resists. So either the cooldown needed to be long or the duration short. Armor on the other hand is intended to have less repping capacity but more uptime on their damage resistance. In the end I think it all comes down to playstyle on how you want to run your HAV. "Armor on the other hand is intended to have less repping capacity" they have 181 armor hp/s constantly, shield have both short duration and long cooldown, IDC if they nerf shield hardener to 50% DR i want to not hide..... You're also forgetting the massive nerf to the range of swarm launchers, from 400m to 150m. Sincea i know, but tanks are for killing, and goodluck killing at 300m, HIT AND RUN, get close, kill, get out. btw its 175m not 150, and 10% dr not 20 i just want slightly less cooldown on hardeners
....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that.
Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do.
Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:39:00 -
[5] - Quote
jerrmy12 kahoalii wrote:Pokey Dravon wrote:....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that. Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do. Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ armor is stand and deliver, shield is hit and run. and i meant killing infrantry, not vehicles.....
Hit and run from long-range. Im not sure if you're familiar with EVE lore but the Caldari are the kings of long range combat, and I feel that the system they're set up for shield vehicles reflects that very well. And armor vehicles can be very easily run to be massive burst tanks to do exactly what you described.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:49:00 -
[6] - Quote
Monkey MAC wrote:jerrmy12 kahoalii wrote:Pokey Dravon wrote:....So have you checked the DPS on missile turrets? Offhand I believe it breaks 3000 burst dps, I dont think you'll have an issue getting kills with that. Also if you want to get close, kill, get out.....why are you not speccing into armor vehicles? That's what they're designed to do. Thanks for the correction on the Swarm range, I wasn't 100% sure on the exact value. Also, if the reduction is 10% that is inconsistent with infantry damage profiles, and hopefully it will be fixed to reflect that. http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ armor is stand and deliver, shield is hit and run. and i meant killing infrantry, not vehicles..... the hulls don't lend them selves to ranges but more to tactics, if you want to play a shield tank up close, feel free, its down to the weapon you mount that will determine your fighting style. Missile -Hit n Run best with an armour hull due to reloads, need to be able to withstand multiple incursions to theatre in same run. Rail - Long range not really best with either, both hull types can be used effectively here. Blaster - Short Range, best with Shield due to the nature of the incursion shield tanks will have a higher resistance to close range infantry AV weaponry!
Except Caldari are lacking in PG to fit blasters and Gallente are lacking in CPU to fit missiles. I don't see the obsession with shields...if you want to play close up, use the type of tanking that is best for close up -- Armor. If you want to play long range, play the tanking type that's best for long range -- Shields.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 08:25:00 -
[7] - Quote
Shield vehicles are intended to be susceptible to sudden burst damage but have a higher regeneration rate.
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