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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
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Posted - 2013.11.18 07:27:00 -
[31] - Quote
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 |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:29:00 -
[32] - Quote
Monkey MAC wrote: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! infrantry can respawn near you, av will only focus on you 30-35 seconds seems reasonable |
Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:32:00 -
[33] - 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/
ADS Reports - Defining Racial Themes
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
94
|
Posted - 2013.11.18 07:36:00 -
[34] - Quote
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..... |
Monkey MAC
killer taxi company General Tso's Alliance
990
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Posted - 2013.11.18 07:37:00 -
[35] - Quote
jerrmy12 kahoalii wrote:Monkey MAC wrote: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! infrantry can respawn near you, av will only focus on you 30-35 seconds seems reasonable
Infantry will only spawn in their own lines, if you as a tanker have done your job, they should be forced backed to the uplinks where infantry will finish them of.
Yes AV will focus only on vehicles, but if you leave the theatre your engaged in before the hardners power down you will rarely encounter other infantry based AV.
Of course you may encounter tanks set up as artillery but that is a different matter and all part of the fun!
The pen is mightier than the sword
The gun is mightier than both
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:39:00 -
[36] - 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.
ADS Reports - Defining Racial Themes
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 07:40:00 -
[37] - Quote
Monkey Mac wrote:nfantry will only spawn in their own lines, if you as a tanker have done your job, they should be forced backed to the uplinks where infantry will finish them of.
Yes AV will focus only on vehicles, but if you leave the theatre your engaged in before the hardners power down you will rarely encounter other infantry based AV.
Of course you may encounter tanks set up as artillery but that is a different matter and all part of the fun! +1's for being reasonable, and range weapons cant be too powerful or else it wont be fun maybe 10 shots idk |
Monkey MAC
killer taxi company General Tso's Alliance
990
|
Posted - 2013.11.18 07:43:00 -
[38] - 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.....
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!
The pen is mightier than the sword
The gun is mightier than both
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pegasis prime
BIG BAD W0LVES
1290
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Posted - 2013.11.18 07:45:00 -
[39] - Quote
sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying.
Its gone from suck .....to blow
level 1 forum warrior
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 07:48:00 -
[40] - Quote
pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long |
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Pokey Dravon
OSG Planetary Operations Covert Intervention
992
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Posted - 2013.11.18 07:49:00 -
[41] - 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.
ADS Reports - Defining Racial Themes
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pegasis prime
BIG BAD W0LVES
1290
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Posted - 2013.11.18 07:57:00 -
[42] - Quote
jerrmy12 kahoalii wrote:pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long
hahahah did you call me an AV douch bag hahahah iv been tanking since ohh say at leats since 2 weeks after chrome was released , so I think its safe to say iv been running tanks longer than you have been playing this game. hahahahahah keep up the tears . and if you run a fit with 1 hardner then you are a fool plain and simple .
Its gone from suck .....to blow
level 1 forum warrior
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
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Posted - 2013.11.18 08:01:00 -
[43] - Quote
pegasis prime wrote:jerrmy12 kahoalii wrote:pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long hahahah did you call me an AV douch bag hahahah iv been tanking since ohh say at leats since 2 weeks after chrome was released , so I 1. i run 2 hardeners on my maddie 2. you kinda sounded like a douchebag, "dude learn to fit your tank and run the numbers rather than just looking at stats and crying." 3. didn't know you tank, no tears here 4. usually av bash like that 5. sorry |
pegasis prime
BIG BAD W0LVES
1290
|
Posted - 2013.11.18 08:06:00 -
[44] - Quote
jerrmy12 kahoalii wrote:pegasis prime wrote:jerrmy12 kahoalii wrote:pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long hahahah did you call me an AV douch bag hahahah iv been tanking since ohh say at leats since 2 weeks after chrome was released , so I 1. i run 2 hardeners on my maddie 2. you kinda sounded like a douchebag, "dude learn to fit your tank and run the numbers rather than just looking at stats and crying." 3. didn't know you tank, no tears here 4. usually av bash like that 5. sorry
im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down.
Its gone from suck .....to blow
level 1 forum warrior
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Vulpes Dolosus
SVER True Blood Public Disorder.
272
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Posted - 2013.11.18 08:08:00 -
[45] - Quote
jerrmy12 kahoalii wrote: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 edit i mean in seconds not always if you arent around a big corner to block av
UmmGǪ listen to what CCP said they're doing with tanks. Vehicle, especially shield vehicles, are not meant to be able to "stand and deliver" (stay in one spot and take a whole lot of damage for a long time). Whether or not you agree with this or not, that's what happening.
Now with this fit (2 complex hardeners and a booster), you get 8,125 shield ehp (give or take for resistances to weapons) for 1m and a 15sec cool down in between, plus the emergency boost of roughly 1,950k hp (or 2,730k with hardener on), and if you were to tune on all the modules to full effectiveness, you'll have 31k ehp for 30sec, according to the fitting tool. It really doesn't seem that bad to me.
So you get an +8k shield tank with instant emergency +2k, and what are you up against? Post AV nerf, literally militia swarms and worst-than-current-standard AV grenades AT PROTOTYPE.
I admit, I'm not a very good tanker (see the sig), but if you're can't escape 2-3 standard AV players in a +3k shield tank +booster, let alone +8k +booster, I don't know what else to tell you.
Really the only trouble would come from forges (omg, what's new?), but in my totally unbiased opinion, they're in need of a nerf anyway.
Dropship Specialist: AKA Clinically Insane
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:10:00 -
[46] - Quote
pegasis prime wrote:im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down. im not a new tanker, i tanked when hav's were a starter fit, and it looked bad thats why i brought it up. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:13:00 -
[47] - Quote
Vulpes Dolosus wrote:jerrmy12 kahoalii wrote: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 edit i mean in seconds not always if you arent around a big corner to block av UmmGǪ listen to what CCP said they're doing with tanks. Vehicle, especially shield vehicles, are not meant to be abl the problem is when they sneak up on you or hiding, you run, they pop you, etc, it will be a problem |
pegasis prime
BIG BAD W0LVES
1291
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Posted - 2013.11.18 08:13:00 -
[48] - Quote
jerrmy12 kahoalii wrote:pegasis prime wrote:im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down. im not a new tanker, i tanked when hav's were a starter fit, and it looked bad thats why i brought it up.
as I said tankers will have their day in 1.7, but lets all wait and actually see how it pans out.. oh and I wasn't specifically calling you a new tanker its just most of the QQ about havs in 1.7 has came from new tankers who have just looked at the stats and not crunched the numbers.
Its gone from suck .....to blow
level 1 forum warrior
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
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Posted - 2013.11.18 08:15:00 -
[49] - Quote
pegasis prime wrote:jerrmy12 kahoalii wrote:pegasis prime wrote:im just sick to death with new tankers thinking that they know better than the vets . im also sick of people moaning abpout 1.7 before it even hits . as I said run the numbers and youll find gunlogis will have a very good fitting options and combat effectiveness 1.7 is only the first pass on vehicle changes so settle down. im not a new tanker, i tanked when hav's were a starter fit, and it looked bad thats why i brought it up. as I said tankers will have their day in 1.7, but lets all wait and actually see how it pans out.. oh and I wasn't specifically calling you a new tanker its just most of the QQ about havs in 1.7 has came from new tankers who have just looked at the stats and not crunched the numbers. oh ok. but to ME, the cooldown seemed slightly too long, the booster seems fine. |
pegasis prime
BIG BAD W0LVES
1292
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Posted - 2013.11.18 08:19:00 -
[50] - Quote
yes 35 seconds dose seem like a long time games can last up to 40 minds if matchmaking is good so 35 seconds in the grand scheme of things is really not long at all. especially if you can fit 2 hardners and a booster. then its either a 10 seconds retreat or a 35 second retreat either way you will have to run and hide for short periods of time.
Its gone from suck .....to blow
level 1 forum warrior
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SgtDoughnut
Red Star Jr. EoN.
387
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Posted - 2013.11.18 08:21:00 -
[51] - Quote
jerrmy12 kahoalii wrote:Vulpes Dolosus wrote:jerrmy12 kahoalii wrote: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 edit i mean in seconds not always if you arent around a big corner to block av UmmGǪ listen to what CCP said they're doing with tanks. Vehicle, especially shield vehicles, are not meant to be abl the problem is when they sneak up on you or hiding, you run, they pop you, etc, it will be a problem
Isn't that kind of the point if they manage to get good position on you and surprise you they deserve that kill. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
95
|
Posted - 2013.11.18 08:25:00 -
[52] - Quote
not when i lose 1+ mil |
Pokey Dravon
OSG Planetary Operations Covert Intervention
992
|
Posted - 2013.11.18 08:25:00 -
[53] - Quote
Shield vehicles are intended to be susceptible to sudden burst damage but have a higher regeneration rate.
ADS Reports - Defining Racial Themes
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Monkey MAC
killer taxi company General Tso's Alliance
990
|
Posted - 2013.11.18 09:27:00 -
[54] - Quote
Pokey Dravon wrote: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. Thats what pg/cpu modules are for, shields can't stay under sustained fire for very long, but by combining hardners and boosters, it becomes very good as a burst tanker, which lends itself more to close combat Hit n Run.
Armour meanwhile can sponge much more damage, you can role in on an objective, sit down effectively change the map, meanwhile an armour tank also zujts well for long range, it continue to fire even when under fire itself, shile a shield tank become suppressed quicker!
The pen is mightier than the sword
The gun is mightier than both
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Mortedeamor
WASTELAND JUNK REMOVAL
753
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Posted - 2013.11.18 11:45:00 -
[55] - Quote
hit run call recall hit again run again call again recall again |
Mortedeamor
WASTELAND JUNK REMOVAL
753
|
Posted - 2013.11.18 11:50:00 -
[56] - Quote
jerrmy12 kahoalii wrote:pegasis prime wrote:sigh................don't you even realise that gunlogis will have an effective hp of approx 20k for 30 seconds at a time ? yes the cool down is 45 seconds with max skills but if you equip 2 hardeners and a booster then you have a very meaty fit that will only have to back down for 20-30 seconds max at a time. dude learn to fit your tank and run the numbers rather than just looking at stats and crying. not everyone will run 2 hardeners av douchebag, it doesn't matter if i have to wait so damm long 1 pegasis prime is a tanker through and through and a better one than you for sure 2 i would be the av doush bag on this thread and thanks for informing me you will only be running 1 hardener good to know they're will still be stupid tankers to solo 24/7 come 1.7
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Foundation Seldon
Gespenster Kompanie Villore Accords
194
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Posted - 2013.11.18 12:00:00 -
[57] - Quote
I really wish people would cut out the misinformation about how hardeners work.
Shield Hardeners - 40% reduction to damage when activated. Armor Hardeners - 60% reduction to damage when activated.
The modifier is listing .4 for Shield and .6 for Armor as damage reduced by, not damage taken.
1.7 LAVs - Thoughts and Discussion
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pegasis prime
BIG BAD W0LVES
1293
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Posted - 2013.11.18 12:14:00 -
[58] - Quote
Foundation Seldon wrote:I really wish people would cut out the misinformation about how hardeners work.
Shield Hardeners - 40% reduction to damage when activated. Armor Hardeners - 60% reduction to damage when activated.
The modifier is listing .4 for Shield and .6 for Armor as damage reduced by, not damage taken.
there is some ambiguity around the description but it states it as a 0.4 multyplyer and thusly as I explained erlyer 60% resist now yes I could be wrong but so might you , lets just wait and see.
Its gone from suck .....to blow
level 1 forum warrior
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Baal Omniscient
L.O.T.I.S. Public Disorder.
736
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Posted - 2013.11.18 13:30:00 -
[59] - Quote
What AV are you guys bitching about? AV 'nades and swarms are going to be virtually useless since they're getting nerfed, and forge gunners are too busy sniping infantry and dropships that are trying to knock them off the roofs.
Unless forge gunners suddenly have an interest in playing AV again, I don't see you guys having any issues.
EXERCISE... EX AR CISE... EGXS AR SISE... EGS ARE SISE... EGGS ARE SIDES.... FOR BACON.....
BACON.
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DUST Fiend
OSG Planetary Operations Covert Intervention
7727
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Posted - 2013.11.18 13:31:00 -
[60] - Quote
Pilot
Suit
Also there are skills that add 25% to duration and take 25% off of cooldown
Words / Vids / OSG
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