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Cosgar
ParagonX
8308
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Posted - 2013.12.04 20:22:00 -
[1] - Quote
Move damage mods to low slots. Shields have a low HP ceiling, high CPU/PG and rely on shorter encounters. Armor has a higher HP ceiling, lower CPU/PG cost lack of mobility and can endure longer encounters, especially with repair hives and reppers on them. Why should armor get to both fully gank and fully tank while shields have a much significantly lower HP for the CPU/PG needed?
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Zero Harpuia
Turalyon 514 Turalyon Alliance
1306
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Posted - 2013.12.04 20:34:00 -
[2] - Quote
I think I understand why. Armor slows you down, leaving you to be a more defensive role. Defenders only have two things they can do, heal and supply allies or kill attackers. Attackers have to be fast and live without as much supplies because they can't take their hives with them. They also need to hack and stay off the radar. Hence, all the low slot modules. They have the element of surprise more often than not, so they don't need the gank as much, but can still equip it. In fact, I don't see why you wouldn't want to use a single slot up for a damage mod.
Plus, if you take damage mods down to low, there will be nothing in the high but shield mods. Then Armor Tankers will be Dual Tankers by default because they have nothing else to equip. The nerf is meant to dissuade Dual Tanking, if I read it right. Shields are meant for a more darty, in-and-out while armor is in and stays there. See my thread on why Dual Tankers will be lessened.
Shields as Weapons
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Galvan Nized
Deep Space Republic Top Men.
340
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Posted - 2013.12.04 20:41:00 -
[3] - Quote
It's time for a buff to shields, plain and simple.
Don't think moving damage mods is the answer, I'd prefer more hp to shields extenders and better support mods.
If you move damage mods, armor has precision enhancers, shield mods, myofribil stimulants in the highs. So basically nothing.
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Tectonic Fusion
648
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Posted - 2013.12.04 20:42:00 -
[4] - Quote
Basic needs to be 33, advanced needs to be 55, and complex needs to be 77 :P. Not enough of a buff though... Complex needs to be almost as good as basic armor plates now.
Solo Player
Squad status: Locked
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
411
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Posted - 2013.12.04 20:42:00 -
[5] - Quote
Zero Harpuia wrote:I think I understand why. Armor slows you down, leaving you to be a more defensive role. Defenders only have two things they can do, heal and supply allies or kill attackers. Attackers have to be fast and live without as much supplies because they can't take their hives with them. They also need to hack and stay off the radar. Hence, all the low slot modules. They have the element of surprise more often than not, so they don't need the gank as much, but can still equip it. In fact, I don't see why you wouldn't want to use a single slot up for a damage mod.
Plus, if you take damage mods down to low, there will be nothing in the high but shield mods. Then Armor Tankers will be Dual Tankers by default because they have nothing else to equip. The nerf is meant to dissuade Dual Tanking, if I read it right. Shields are meant for a more darty, in-and-out while armor is in and stays there. See my thread on why Dual Tankers will be lessened.
I can buy all that but defensive mods are way outclassed by offensive output ATM. That's a huge reason why there is an imbalance.
For shield tankers you have extenders, rechargers, energizers,and regulators (only low slot module) to juggle. Armor you got plates and possibly repper all in the low sets and damage mod city in the highs. I totatly buy the racial playstyle theory but that's been pretty much beaten out of me when a guy with a Toxin AR blaps me in less than half a second. |
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