TERMINALANCE
Zumari Force Projection Caldari State
233
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Posted - 2013.12.06 15:13:00 -
[1] - Quote
Parson Atreides wrote:Korvin Lomont wrote:
This clearly depends a bit on your playstyle. If you want to go toe on toe with the enemy in cqc yes armor is superior as this seem to be the strong side.
Shield however favor a more tricky playstyle that requires flanking and a fast retreat to cover. Once you are in cover your shield will regenerate a lot faster than armor (well unless a logi/triage hive is involved), while being more mobile.
The biggest problem I see with shield is that shield tanking was so overpowerd compared to armor that no one even bothered to use shield the way they IMHO should be used. Every one used heavy shield tanked suits to excel in cqc this was easy possible as armor just sucked and you could easily outstrafe the slower suits.
Now this has changed armor provides a bigger HP buffer and the speed penalty is not as harsh as before and because of better hit detection and aim assist strafing is much less powerfull. So instead to create new tactic peapole simly started to armor or dual tank.
But this does not not mean there are other ways to benefit from shields, their fast regen and their speed advantage. The ways simply have changed...
Almost every player at the highest tier of play is using massive amounts of armor because the situations you described where shields are helpful don't really happen, or aren't realistic. The buff to armor coupled with the extreme amount of healing (and WP) gained from rep tools has made armor very powerful, certainly more than shields--which means any nerf to them right now makes absolutely no sense.
Not true, scouts and snipers benifit from shield tanked suits, a exchange of fire between and move and shoot tacticts shields excel, take a sniper or a heavy fg on a roof, with shield tanking they can take fire duct behind cover, wait for shields to recharge and be back able to shoot again more quickly, also during 2 or 3 man flanking with assault suits, the assault suits that draw fire then duct behind cover working fire teams can use shields to a large advantage, plus you have to WAIT to see how things pan out, alot of the predictions need to wait until we play the patch for a month and see how people adapt the the changes. also bringing logis into the discussion is dumb when logis are currently completely out of place with the game pacing, as they can do pretty much whatever they want and be successful.
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TERMINALANCE
Zumari Force Projection Caldari State
233
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Posted - 2013.12.06 15:55:00 -
[2] - Quote
Sana Rayya wrote:Son-Of A-Gun wrote:Daxxis KANNAH wrote:Son-Of A-Gun wrote: Forrscale plates do not reduce the speed penalty of other plates. The stacking penalty is what reduses the speed penalty beyond the first plate that is calculated, which so happens to be the Ferroscale plates, and this is because of the way that deminishing returns functions.
Why would a stacking penalty reduce a speed penalty thus making you faster - Speed penalty should be applied and only increase, never decrease. The only way to alleviate it should be through Kinetic Catalysers. I would hope its just a bug in the fitting screen calculations and not applied that way in the field. It is not a bug. It is the way deminishing returns works. It is functioning as intended. So you can negate the speed penalty for armor, leaving the slow/absent self-regen of armor as the only drawback to using it. This is quite easily overcome using external reps from nanohives or squadmates, which can happen instantaneously if you have a good squad. Recharge rate is typically 40 HP/sec or better in these circumstances. Armor is better than shields.
You forget grenades, and other splash dmg weapons that annihilate armor. |