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N1ck Comeau
Ahrendee Mercenaries EoN.
1575
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Posted - 2013.12.06 11:17:00 -
[1] - Quote
First lets look at pros and cons of armour and shields.
Shields
Regen over time.
Don't reduce speed.
Offers independent survivability in the field (you donGÇÖt need anyone to repair you)
Shields are more effective at stick and move type players.
Armour
Passive healing requires a module is slow.
More armour = a slower movement speed.
Can be repaired quickly.
Having more of a delay when the shields are totally depleted will just make shield users more cautious A regulator or 2 wouldn't hurt.
Dedicated heavy, tanker, and pilot.
You could say i like heavy things.
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Parson Atreides
Ahrendee Mercenaries EoN.
858
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Posted - 2013.12.06 11:20:00 -
[2] - Quote
Even if it isn't a big deal, it's entirely unnecessary now.
Armor is better than shields currently. It's just how it is. This means 2 things:
1. Shields don't need any kind of nerf--it just doesn't make sense anymore.
2. No reasonable person is ever going to use regulators now that armor is so powerful. You know I run the CalLogi, so I even have the bonus to regulators. I ran them for a little bit to try them out, but once that buff to armor came, there was absolutely no comparison between the two.
And without going into every positive and negative, the huge difference you're missing is that armor gives a monumental increase in health compared to shields. The basic armor plate gives more health than the complex shield extender and runs at fraction of the fitting cost.
"The unexamined life is not worth living."
RNDclan.com
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jordy mack
Ultramarine Corp
51
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Posted - 2013.12.06 11:25:00 -
[3] - Quote
Your right but the fact that its trivial also just shows what a dumb change it is. Seems like whoever decided that was nessesary must be playing a different game than me. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
477
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Posted - 2013.12.06 11:36:00 -
[4] - Quote
Armor with squad support trumps shields with/without squad support every time.
Armor with no support (and no triage hives) is at a slight disadvantage to shields if the engagement is at a distance, and cover is involved.
Out in the open or in CQC, it's a tossup depending on total EHP and player gun game, with a slight advantage to shields if the armored guy is particularly slow. |
Korvin Lomont
United Pwnage Service RISE of LEGION
304
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Posted - 2013.12.06 11:40:00 -
[5] - Quote
Parson Atreides wrote:Even if it isn't a big deal, it's entirely unnecessary now.
Armor is better than shields currently. It's just how it is. This means 2 things:
1. Shields don't need any kind of nerf--it just doesn't make sense anymore.
2. No reasonable person is ever going to use regulators now that armor is so powerful. You know I run the CalLogi, so I even have the bonus to regulators. I ran them for a little bit to try them out, but once that buff to armor came, there was absolutely no comparison between the two.
And without going into every positive and negative, the huge difference you're missing is that armor gives a monumental increase in health compared to shields. The basic armor plate gives more health than the complex shield extender and runs at fraction of the fitting cost.
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... |
Parson Atreides
Ahrendee Mercenaries EoN.
858
|
Posted - 2013.12.06 11:44:00 -
[6] - Quote
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.
"The unexamined life is not worth living."
RNDclan.com
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Korvin Lomont
United Pwnage Service RISE of LEGION
304
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Posted - 2013.12.06 11:58:00 -
[7] - 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.
Lets be honest a logi in your back = 1 gun less to shoot the enemy and the HP difference is with the current TTK not as big as many may think. I kill armor tankers quite a lot if you know their weakness and with the new rifles you will be able to kill them even faster.
But running straight into firefight and hoping to outstrafe armortankers does simply no longer work for shield tankers...
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xAckie
Ahrendee Mercenaries EoN.
366
|
Posted - 2013.12.06 12:03:00 -
[8] - Quote
shield regen and recharge need a boost to make shield tanking worth it
the armour buff needs to be rolled back and and bonuses given to armour suits that give back the buff. And can do the same bonus idea to shield suits too. Idea it to make distinct type of suit play rather than mess we have now
there is not point in using regens and reachrgers in PC as it is rare you get the delay time for shields to go back up.
Triage nanohives and proto reps are far superior |
Parson Atreides
Ahrendee Mercenaries EoN.
864
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Posted - 2013.12.06 12:06:00 -
[9] - Quote
Korvin Lomont wrote:
Lets be honest a logi in your back = 1 gun less to shoot the enemy and the HP difference is with the current TTK not as big as many may think. I kill armor tankers quite a lot if you know their weakness and with the new rifles you will be able to kill them even faster.
But running straight into firefight and hoping to outstrafe armortankers does simply no longer work for shield tankers...
Read Ackie's post below. We're talking about the highest competitive tiers here. There's no time to wait around for 6-10 seconds while your shields recharge in a PC match versus a competent, good group. Meanwhile assault/logi suits can throw down one rep nanohive and repair more armor per second than you could shields with three or four energizers on. Not to mention there's no delay to armor repair--module, suit, or equipment related.
xAckie wrote:
there is not point in using regens and reachrgers in PC as it is rare you get the delay time for shields to go back up.
Triage nanohives and proto reps are far superior
"The unexamined life is not worth living."
RNDclan.com
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Korvin Lomont
United Pwnage Service RISE of LEGION
304
|
Posted - 2013.12.06 12:16:00 -
[10] - Quote
Parson Atreides wrote: Read Ackie's post below. We're talking about the highest competitive tiers here. There's no time to wait around for 6-10 seconds while your shields recharge in a PC match versus a competent, good group. Meanwhile assault/logi suits can throw down one rep nanohive and repair more armor per second than you could shields with three or four energizers on. Not to mention there's no delay to armor repair--module, suit, or equipment related--and you're trying to defend a further nerf to shields? Come on man.
The last PC matches I have been in were rather explosive spamming = bad for armor. But to some degree you are right the shield way is not very good suited for PC where teamplay is king.
This will not work so well in PC where teamplay is the key. But if armor and shield would play equally CCP could also get rid of one of them. Shield tankers cannot get the same amount of HP with super fast build in regen without penalty while armor has the same amount of HP without regen while having a movement penalty.
If the shield delay penalty is noticiable enough maybe the speed penalty for armor could be slightly raised to further seperate the playstyles... |
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
|
Posted - 2013.12.06 12:47:00 -
[11] - Quote
I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again.
{:)}{3GÇó>
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Bad Heal
PwNdCaKeSnRapLeSyrup
91
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Posted - 2013.12.06 12:58:00 -
[12] - Quote
Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again.
But its cool for Gal to stack plates and dam mods. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
|
Posted - 2013.12.06 13:05:00 -
[13] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods.
Thatis what they were designed to do, so yes, yes I would say that indeed it is.
{:)}{3GÇó>
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Bad Heal
PwNdCaKeSnRapLeSyrup
91
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Posted - 2013.12.06 13:08:00 -
[14] - Quote
Son-Of A-Gun wrote:Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. Thatis what they were designed to do, so yes, yes I would say that indeed it is.
You sir have no concept of balance |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
|
Posted - 2013.12.06 13:08:00 -
[15] - Quote
Now if only we could get the Caldari to play the way they were designed to be played. As of right now I'm pretty sure they are the only race holding out.
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
|
Posted - 2013.12.06 13:12:00 -
[16] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. Thatis what they were designed to do, so yes, yes I would say that indeed it is. You sir have no concept of balance
I actually play all four races on four diferent characters and the lowest SP character has more than 10m SP. What are your qualifications?
{:)}{3GÇó>
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Fizzer94
L.O.T.I.S. Public Disorder.
1125
|
Posted - 2013.12.06 13:14:00 -
[17] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. What else are they supposed to use in their highs? There are shield extenders and damage mods, they are going to stack either 1 of those, or use a combination of the 2. Its not like they have much of a choice. I face the same problem with my Amarr suits, and I choose damage mods, because the Amarr traditionally favor damage output over shields.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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xAckie
Ahrendee Mercenaries EoN.
366
|
Posted - 2013.12.06 13:22:00 -
[18] - Quote
Fizzer94 wrote:Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. What else are they supposed to use in their highs? There are shield extenders and damage mods, they are going to stack either 1 of those, or use a combination of the 2. Its not like they have much of a choice. I face the same problem with my Amarr suits, and I choose damage mods, because the Amarr traditionally favor damage output over shields.
'traditionally' but at the moment there doesnt seem to be much distinction at the moment |
Bad Heal
PwNdCaKeSnRapLeSyrup
91
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Posted - 2013.12.06 13:37:00 -
[19] - Quote
Son-Of A-Gun wrote:Bad Heal wrote:Son-Of A-Gun wrote:Bad Heal wrote:Son-Of A-Gun wrote:I actually think that this nerf doesn't do enough to discourage brick tanking. But something more will probably be needed to discourage the Caldari users from stacking all armor in there lows. What exactly should be done I am not quite sure. Can't go to low with shield delay time, and if shield HP is buffed to were many of the people clamoring for a buff want it, then we will be right back where we were before the armor buff, and armor will be worthless again. But its cool for Gal to stack plates and dam mods. Thatis what they were designed to do, so yes, yes I would say that indeed it is. You sir have no concept of balance I actually play all four races on four diferent characters and the lowest SP character has more than 10m SP. What are your qualifications?
LOL go back to the cabbage patch troll
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
526
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Posted - 2013.12.06 13:45:00 -
[20] - Quote
Bad Heal wrote:LOL go back to the cabbage patch troll
Think whatever you like, but i assure you it's not a troll. I've been playing this game for more than a year now.
{:)}{3GÇó>
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Bad Heal
PwNdCaKeSnRapLeSyrup
92
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Posted - 2013.12.06 13:50:00 -
[21] - Quote
Son-Of A-Gun wrote:Bad Heal wrote:LOL go back to the cabbage patch troll
Think whatever you like, but i assure you it's not a troll. I've been playing this game for more than a year now.
Like wise |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
|
Posted - 2013.12.06 13:57:00 -
[22] - Quote
Bad Heal wrote:Son-Of A-Gun wrote:Bad Heal wrote:LOL go back to the cabbage patch troll
Think whatever you like, but i assure you it's not a troll. I've been playing this game for more than a year now. Like wise
Then you should know that it is quite possible to do what I have done.
{:)}{3GÇó>
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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
480
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Posted - 2013.12.06 14:17:00 -
[23] - Quote
Shield suits who brick tank will never be as effective as damage/armor tankers when taking into account external rep, since triage support from nanohives/squadmates benefits armor tankers much more than it does dual tankers. |
Sgt Kirk
SyNergy Gaming EoN.
3285
|
Posted - 2013.12.06 14:29:00 -
[24] - Quote
Bad heal is just a scrub man, pay it no mind. It is entirely possible, my main is at 29 mil SP while my alt accounts have been soaking up passive Sp for a year + now.
While shields did need a penalty to armor tank it needs to be negated by shield suits to make it viable. Just like how the old penalty to armor should be the penalty to non armor specialized suits.
While it is true that regulators might need a buff I can't officially state the numbers because 1. I've never used the shield suit in a PC match, only intense FW matches. 2. I can do well with anything I get my hands on so individual player skill skews the numbers a bit. (if it wasn't my hatred for Caldari lore reasons id run my Caldari assault more often. I.e. It works very well for me with a tac rifle )
Caldari's weak point is CQC so it makes sense that they're incredibly vulnerable to Close range warfare. I.e massacred by the gallente.
I also can't get the numbers straight because there are too many people being stupid and thinking every suit should be played the same and be a Rambo suit whilst standing out in the open and tap dancing.
Caldari should certainly get better shield recharge rates, but not instant like some would imply. And new rail rifles might work in the caldaris favor of play style.
Also the whole thing with these triage stacked nanohive Armor/hybrid Slayer logis has to be stopped. most of the points people make against armor and cry about it being op is when its a Gallente Logistics or Hybrid Logistic suit doing that stupid **** that even my Gallente Assault suit can't punch through.
tl;dr 1. Bad heal is a confirmed scrub 2. There needs to be penalties to discourage a suit to dual tank while encouraging a suit to use its specialized defense 3. Regulators need to be buffed slightly but not too much,think of them like the caldari fighters used to demoralize the gallente in the Gallente Caldari war. 4. Caldari's ideal combat range is mid, long range, you'll find it more challenging in CQC. 5.People are stupid and think all defenses and suits should have the same playstle. 6. 80% of all armor QQ is with the Logistics suit in mind being a cancer to this game, not armor itself.
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Daxxis KANNAH
Distinct Covert Initiative
501
|
Posted - 2013.12.06 14:50:00 -
[25] - Quote
Sana Rayya wrote:Armor with squad support trumps shields with/without squad support every time.
Armor with no support (and no triage hives) is at a slight disadvantage to shields if the engagement is at a distance, and cover is involved.
Out in the open or in CQC, it's a tossup depending on total EHP and player gun game, with a slight advantage to shields if the armored guy is particularly slow.
Also, armor users can mix regular plates with ferroscale or basic reactive plates to negate the movement penalty due to the nature of stacking penalties. A proto Gal logi can use 2x enhanced plates and 3x enhanced ferroscale plates to add 407 HP armor (with lvl 5 in the skill), and the movement penalty is only .05 m/s for walk and.08 m/s for sprint. This takes 121 CPU and 33 PG. A shield tanker gets at max, 363 HP for 5x complex extenders but uses 270 CPU and 55 PG.
What about self rep, you say? Repair tools rep at a minimum of 40 HP/s, and the "repair delay" is the time it takes for you to alert a squad mate that you need repairing. Assuming you are using team work, this should be under 8 seconds, and your team/squad gets additional WP for triage.
This right here needs to be changed. Ferroscale plates shouldnt reduce a speed penalty, they should just not add an additional speed penalty.
I assume that is what is supposed to occur but the fitting screen shows different. CCP should clarify this. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
|
Posted - 2013.12.06 15:04:00 -
[26] - Quote
Daxxis KANNAH wrote:Sana Rayya wrote:Armor with squad support trumps shields with/without squad support every time.
Armor with no support (and no triage hives) is at a slight disadvantage to shields if the engagement is at a distance, and cover is involved.
Out in the open or in CQC, it's a tossup depending on total EHP and player gun game, with a slight advantage to shields if the armored guy is particularly slow.
Also, armor users can mix regular plates with ferroscale or basic reactive plates to negate the movement penalty due to the nature of stacking penalties. A proto Gal logi can use 2x enhanced plates and 3x enhanced ferroscale plates to add 407 HP armor (with lvl 5 in the skill), and the movement penalty is only .05 m/s for walk and.08 m/s for sprint. This takes 121 CPU and 33 PG. A shield tanker gets at max, 363 HP for 5x complex extenders but uses 270 CPU and 55 PG.
What about self rep, you say? Repair tools rep at a minimum of 40 HP/s, and the "repair delay" is the time it takes for you to alert a squad mate that you need repairing. Assuming you are using team work, this should be under 8 seconds, and your team/squad gets additional WP for triage. This right here needs to be changed. Ferroscale plates shouldnt reduce a speed penalty, they should just not add an additional speed penalty. I assume that is what is supposed to occur but the fitting screen shows different. CCP should clarify this.
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.
{:)}{3GÇó>
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TERMINALANCE
Zumari Force Projection Caldari State
233
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Posted - 2013.12.06 15:13:00 -
[27] - 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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Daxxis KANNAH
Distinct Covert Initiative
501
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Posted - 2013.12.06 15:17:00 -
[28] - Quote
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. |
Takahiro Kashuken
Red Star. EoN.
1845
|
Posted - 2013.12.06 15:29:00 -
[29] - Quote
Shields in EVE mean an increase in sig radius which means you are easier to lock on to
In DUST if a sig radius was increased it means you find it harder to hide because scanners would pick you up more easily but also suit scanner may also pick you more easily |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 15:30:00 -
[30] - Quote
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.
{:)}{3GÇó>
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Sgt Kirk
SyNergy Gaming EoN.
3287
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Posted - 2013.12.06 15:36:00 -
[31] - Quote
Takahiro Kashuken wrote:Shields in EVE mean an increase in sig radius which means you are easier to lock on to
In DUST if a sig radius was increased it means you find it harder to hide because scanners would pick you up more easily but also suit scanner may also pick you more easily This is the way it should be.
I'd like to see a stacking penalty of shields to armor specialized suits and Shields giving a shield suits a bonus to negate this penalty. The overall penalty to shields should be a spike to your detection rating (also if we had a complex radar system shields would increase range to be detected, independent of the enemies suit scan range)
Side note: scanners need to be readjusted. |
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
481
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Posted - 2013.12.06 15:51:00 -
[32] - Quote
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. |
TERMINALANCE
Zumari Force Projection Caldari State
233
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Posted - 2013.12.06 15:55:00 -
[33] - 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. |
Saoa Scum
Judge Mercenaries
39
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Posted - 2013.12.06 16:44:00 -
[34] - Quote
TERMINALANCE wrote: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.
And you forget about the flux.
I cant believe some people actually defend this nerf. It was very unecessary. Personally i think the core of the problem lies within the weapons that dont have a kick or dispersion. Shield tankers shouldnt go toe to toe with an armor tanker, fine its not my playstyle anyway but when i get killed by AR far outside of their optimal range something is wrong. Sidenote the scramblerrifle might need to be adjusted abit.. ive been 1-shotted and 2-shotted with that thing.. |
Marlin Kirby
KILL-EM-QUICK RISE of LEGION
159
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Posted - 2013.12.06 17:03:00 -
[35] - Quote
Where's the part where shields are inherently weaker than armor?
The not Logic Bomb!
-->We need better comms!<--
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
527
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Posted - 2013.12.06 17:04:00 -
[36] - 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.
Ferroscail do not "negate" the penalty. If you have a Ferroscale and a complex plate on then the penalty for the speed penalty for the complex plate is at .869 efficiency, which would drop the penalty from 5% to 4.345%. Also ferrscales are very dificult to fit. The most common Gal proto fit is two enhanced vanilla plates a complex armor repairer and an enhanced armor repairer. You know what that works out to? It's 504 armor and 10 HP/sec repair. Are you really trying to call this OP? lol.
{:)}{3GÇó>
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