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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:26:00 -
[1] - Quote
i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills |
LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 06:28:00 -
[2] - Quote
CCP says:
Waves of oppurtunity.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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Eurydice Itzhak
Militaires Sans Jeux
239
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Posted - 2013.11.18 06:28:00 -
[3] - Quote
jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these.
I can see the complaints about almost doubling the cd. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:30:00 -
[4] - Quote
LUGMOS wrote:CCP says:
Waves of oppurtunity. an opportunity with LOW hp, would be 20, 25, or 30 seconds, plenty of time for 2 people to destroy it, while armor will have shorter cooldowns AND constant reps |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:32:00 -
[5] - Quote
Eurydice Itzhak wrote:jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these. I can see the complaints about almost doubling the cd. btw on a alt with a maddie, 15 seconds is enough for 1 guy to destroy, thats why i use 2 hardeners |
LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 06:33:00 -
[6] - Quote
I dont personally run shield tanks, just run them on dropships. But i was just saying what CCP said. Hiw much damage % is reduced?
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:34:00 -
[7] - Quote
Eurydice Itzhak wrote:jerrmy12 kahoalii wrote:i think that instead of hit and run, it'll be hit and hide then get destroyed before cooldown ends or hide and run to redline. it should be 40 or 35 sec cooldown, then skills The current shield hardener has a cd of 30 seconds and NO tank uses these. I can see the complaints about almost doubling the cd. ps std hardeners have 80 second cooldown. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:35:00 -
[8] - Quote
LUGMOS wrote:I dont personally run shield tanks, just run them on dropships. But i was just saying what CCP said. Hiw much damage % is reduced? 60%, 0.4 dmg modifier, still no excuse to make a hit, run and redline module |
Lorhak Gannarsein
601
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Posted - 2013.11.18 06:36:00 -
[9] - Quote
ps
they have a 30s active duration.
If you can't escape from AV inside 30s, you are bad and should never set foot inside a tank again.
QQ MOAR
I Support SP Rollover
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Harpyja
Royal Uhlans Amarr Empire
783
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Posted - 2013.11.18 06:38:00 -
[10] - Quote
LUGMOS wrote:I dont personally run shield tanks, just run them on dropships. But i was just saying what CCP said. Hiw much damage % is reduced? The new shield hardeners have a multiplier of .4; this should mean that incoming damage has only 40% effectiveness, or 60% resists on the vehicle.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:40:00 -
[11] - Quote
Lorhak Gannarsein wrote:ps
they have a 30s active duration.
If you can't escape from AV inside 30s, you are bad and should never set foot inside a tank again.
QQ MOAR i can, it's just i have to hide for 40 seconds, which is stupid, QQ MOAR AV |
Nguruthos IX
PEN 15 CLUB
2230
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Posted - 2013.11.18 06:45:00 -
[12] - Quote
LUGMOS wrote:CCP says:
Waves of oppurtunity.
Waves of constant forge gun fire from 250 meters
and Red line rail tanks/turrets. Non-rendered but hitting you down in 2 shots from 600 meters.
I'm calling it now, "waves of opportunity" will be less so than already. And they're already short.
Now with more Pain in the ***! Restocking ammo and slower repairs! YAYE |
LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 06:47:00 -
[13] - Quote
Welll...
Try putting two shield resistance, a heavy booster and shield regen. Build your tank around the modules.
Then again, i dont run shiled tanks. Just speculating.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:50:00 -
[14] - Quote
LUGMOS wrote:Welll...
Try putting two shield resistance, a heavy booster and shield regen. Build your tank around the modules.
Then again, i dont run shiled tanks. Just speculating. 2 hardeners and a booster is bad, 2600 shields LOL, no booster means bye bye by because no passive resistance=half shields gone bye first attack |
Lynn Beck
Granite Mercenary Division Top Men.
234
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Posted - 2013.11.18 06:51:00 -
[15] - Quote
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)
-Newly proclaimed Lazor riffle specialist-
"You said yourself fantastically 'congratulations you are all alone.'"
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:52:00 -
[16] - 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) there are no more passive resists |
Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 06:54:00 -
[17] - 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
ADS Reports - Defining Racial Themes
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LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 06:54:00 -
[18] - Quote
Alright i'm tired of all this dam negative attitude. If you know how to fit your tank, dont come and QQ here.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 06:58:00 -
[19] - Quote
LUGMOS wrote:Alright i'm tired of all this dam negative attitude. If you know how to fit your tank, dont come and QQ here. its not about that, its about a module that forces you to run to the redline |
Vulpes Dolosus
SVER True Blood Public Disorder.
271
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Posted - 2013.11.18 06:59:00 -
[20] - Quote
I don't know what you're talking about. You get -40% damage for 30sec with a 45sec cool down. Fit two on and stagger them, or use them both at the same time if you want, I don't care. If you get killed in 15sec, maybe you should consider not tanking.
Dropship Specialist: AKA Clinically Insane
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LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 07:03:00 -
[21] - Quote
^This
Im sorry, but i have seen way too much negativity. I do not take it lightly.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 07:04:00 -
[22] - Quote
Vulpes Dolosus wrote:I don't know what you're talking about. You get -40% damage for 30sec with a 45sec cool down. Fit two on and stagger them, or use them both at the same time if you want, I don't care. If you get killed in 15sec, maybe you should consider not tanking. ummm.....read the OP 40 second cooldown with skills, or 35, after module in on cooldown, you'll be killed instantly due to no passives. go fit a gunlogi with 3900 shields, 2 surge hardeners and a booster, you'll always die as short duration and long cooldown suck, 1 clip of av will destroy a tank with hardeners on cooldown in 1.7, or almost |
Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 07:08:00 -
[23] - 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.
ADS Reports - Defining Racial Themes
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 07:11:00 -
[24] - Quote
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..... |
LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 07:12:00 -
[25] - Quote
Exactly. Did the OP read the part where CCP said a tank will be powerful with the active modules on, but vulnerable on cooldown?
Hence the waves of oppurtunities.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
|
LUGMOS
YELLOW JESUS EXP FORCE
132
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Posted - 2013.11.18 07:13:00 -
[26] - Quote
Like it or not, you will have to hide at some point.
The biggest threat to my scout is everything.
My scout is the biggest threat to everything.
|
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 07:14:00 -
[27] - Quote
LUGMOS wrote:Exactly. Did the OP read the part where CCP said a tank will be powerful with the active modules on, but vulnerable on cooldown?
Hence the waves of oppurtunities. 25-30 seconds is plenty downtime to get destroyed, 40-45 is bad yes i want tanks to be vulnerable, but not helpless unless running to redline, i want hit and run, not hit and hide. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 07:16:00 -
[28] - Quote
LUGMOS wrote:Like it or not, you will have to hide at some point. the problem is every 30 seconds you must hide for 40 or get destroyed IF there is av or dead infrantry aware of tank, cuz 3900 shields with no passive resists is uh, bad dont forget derpships firing at you or tanks |
Pokey Dravon
OSG Planetary Operations Covert Intervention
989
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Posted - 2013.11.18 07:23:00 -
[29] - 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.
ADS Reports - Defining Racial Themes
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Monkey MAC
killer taxi company General Tso's Alliance
988
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Posted - 2013.11.18 07:25:00 -
[30] - Quote
Well lets say for those 45 secs, especially since you are a shield tank, we will say 20 secs to the redline, 10 secs to restock and 10 secs to go back to whatever combat theatre you were in.
Doesn't seem to unreasonable, its all about the measured risk, do you leave 30secs into your hardners or little closer and hope not to be ambushed, once forge guns are nerfed so long as you try and barrel through an enemy squad you'll be fine!
Also consider jf you are tanking properly you will be with an Infantry squad who will be able to cover retreat!
The pen is mightier than the sword
The gun is mightier than both
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