Vyzion Eyri
The Southern Legion The Umbra Combine
2189
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Posted - 2013.12.09 00:09:00 -
[1] - Quote
echo47 wrote:I realize that it is nto significant but why?
if it so slight that it is hardly noticable why implement the change?
It's more a way to discourage hybrid tanking by penalising solely stacking shield extenders in the high slots.
Even deeper than this, and I'm not sure if CCP saw this, but it changes the mentality of shield tanking. Shields don't simply become that extra hp before armour, it's a vital stat that you have to monitor rigorously. Now, because DEPLETED recharge delay is increasing, players will keep a close watch on their shields and make sure they get out of combat before shields are depleted. Instead of running in the open this change encourages players to use cover, play tactically, etc. I have seem some shield tankers grasp this concept very well but for the most part, players simply use it as a buffer zone for when they run out in the open hoping they aren't killed, with no regard for how important that shield regeneration is. 20hp/s is no laughing matter, and the sooner it kicks in the better.
"When nothing is going your way, go out of your way to do nothing."
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Vyzion Eyri
The Southern Legion The Umbra Combine
2192
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Posted - 2013.12.09 00:48:00 -
[2] - Quote
Thor Odinson42 wrote:Unless there's sweeping changes elsewhere this will do absolutely nothing to actually discourage dual tanking.
It just makes shields worse than they were. It's really that simple.
Except there have been sweeping changes.
The benefits of solely armour tanking means damage mods in high slots, which means at longer ranges (namely the ranges of the two new rifles), you'll be taking people down faster and harder.
The benefits of solely shield tanking means regulators to reduce the delays which, at longer ranges again, means the damage you take can quickly be negated by getting out of range. Stacking armour instead means you lose the advantage of speed tanking, which I predict will grow more popular as people start fighting at longer ranges and it becomes harder to track moving targets running perpendicular to you.
This is all assuming combat will move backwards, though. Perhaps it won't, but I have played some games where the enemy team and ours have been situated on two hills (that map with the two flat topped pyramids, with objective B between them) and are trading fire across those gaps. High base HP means nothing in situations like this, only regeneration and damage output.
"When nothing is going your way, go out of your way to do nothing."
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