Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:24:00 -
[1] - Quote
DUST 514 is an awesome game don't get me wrong, i would of quitted if it wouldn't be so. But there are many problems when it comes to dropsuit efficiency which is what i'm going to talk about with you guys, and be the judge.
Caldari has been hit massively in Uprising 1.2 with remade shields and resistances if i'm not mistaken (if i am, please correct me). But over the course of time, it has been going from bad to worse up to the point that it is utterly, and sadly, me being a Caldari logi, useless.
I'll explain: 1) Every shield module has a deplete delay penalty (which does not affect badly gallente nor minmatar nor amarr). But it kills Caldari right off the bat, we see ourselves forced to run complex regulators and enhanced or complex energizers (which take about 1/3 maybe 1/2 of the dropsuits total CPU count). For caldari, PG is not much of a problem unless running Drop Uplinks, Scanners of Nanohives, which we don't depend from neither. We solely repair the ally, which as far as I'm concerned, the point of Caldari is to NOT depend on the ally, the ally depends on YOU in the logistic player's case, like me. But gallente, amarr and minmatar have a response to that, which is armor repping nanohives, which throws our game to the trash in a matter of 6 minutes or less.
2) Shield repping is solely depending whether your aislated or not. Caldari repair 20 shields per second, which is pretty high, but the delay, once again, decides whether we live or not. Once we're hit even by 1HP, we have to wait a pretty long time, like me, running 4 complex shield extenders, maybe 5. I'm not asking to the shield repping to be passive, that would be totally broken, but all i'm saying is: Please for God's sake, remove the shield delay stacking penalty, it kills Caldari.
3) The resiliency of shields is not the same as before. We Caldarians are, well use too, very resilient. Massive strength,, except for laser, which is understandable, every faction must have a weakness. But it's just too far to the point that hybrid weapons take us out faster the Caldarians rather to the gallentians, which, well, it's not bad, but shields are as fluffy as armor at the moment, the -10% of native damage is not doing a difference.
4) Our weaponry is not as good as plasma based weaponry. Rail rifles are very powerful, but it's not the same missing 3 shots from the rail rifle rather than the assault rifle, due to the RoF, which is a game changer right there, yeah the assault rifle is good the way it is, but the rail rifle is nothing, the combat rifle took the spotlight.
CCP, we've been loyal to you, and i'm asking nicely, not insulting, not asking like a douche, i'm giving actually relevant points. Please CCP, give us back our resiliency and old shields system back, every faction has a way to respond... except for us. We have no passive shield reppers nor shield repping hives, we solely depend on our shield count (which is good the way it is) and our shield RESILIENCY, which, to top things off, we have lower shield count than every other faction has armor count, and our shields are as strong as their armor. Not cool.
CCP, please hear us, please patch this, please let's see what you guys think personally about our huge issue, both CCP and the other dusties out there.
Well, logi-ing is awesome. Yet annoying when used against...
|
Atiim
Living Like Larry Schwag
2620
|
Posted - 2013.12.26 23:27:00 -
[2] - Quote
You may want to re-write that OP, because this also affects the Minmatar suits.
Heck, the Minmatar suits are even WORSE than the Caldari suits in terms of shields.
We finally deployed in the MinFW Match!
\o/
|
castba
Penguin's March
269
|
Posted - 2013.12.26 23:29:00 -
[3] - Quote
You do realise that Minmatar generally rely in shields too, yes? They have been doing pretty well recently. |
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:32:00 -
[4] - Quote
Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields.
Well, logi-ing is awesome. Yet annoying when used against...
|
Kasote Denzara
A Vulture
1659
|
Posted - 2013.12.26 23:34:00 -
[5] - Quote
castba wrote:You do realise that Minmatar generally rely in shields too, yes? They have been doing pretty well recently.
Which is funny considering how little shield and armor they have. You can sneeze on a Minmatar and they lose a majority of health.
ISEEYOU ZAP wrote:Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields.
And actually, the Minmatar are known light shield tankers. Oddly enough, the Minmatar Logistic does not follow this, whereas all other suits do.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
The Traitor, in the name of "freedom".
|
Mordecai Sanguine
What The French
223
|
Posted - 2013.12.26 23:36:00 -
[6] - Quote
The Rail Rifle is totally OP like the others rifle so...No.
For the rest i'm with you. But The Caldari tanks are just awesome.
Maybe Caldari is suppsed to be in tanks and shoots from a really long range (RR / Snipers / Forge) so don't have massive Hp but quick escape.
I dunno. |
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:37:00 -
[7] - Quote
castba wrote:You do realise that Minmatar generally rely in shields too, yes? They have been doing pretty well recently.
NO they don't they rely on armor just not as much as gallente. Give them 2 repping hives and it is God mode for amarr, gallente and Minmatar.
Well, logi-ing is awesome. Yet annoying when used against...
|
Llast 326
An Arkhos
992
|
Posted - 2013.12.26 23:37:00 -
[8] - Quote
ISEEYOU ZAP wrote:castba wrote:You do realise that Minmatar generally rely in shields too, yes? They have been doing pretty well recently. NO they don't they rely on armor just not as much as gallente. Give them 2 repping hives and it is God mode for amarr, gallente and Minmatar. Drunk Troll is drunk?
KRRROOOOOOM
|
Atiim
Living Like Larry Schwag
2621
|
Posted - 2013.12.26 23:39:00 -
[9] - Quote
ISEEYOU ZAP wrote:Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields. Bro, do you even Assault mk.0?
Minmatar use shields.
If they didn't, then they would have more low slots than high slots.
If they didn't, then there would be Armor plates in their LP store as opposed to Shield Extenders.
By suit layout, and by lore, the Minmatar are established Shield tankers.
You think the Caldari suits are bad? We have lower shield regen, an even lower HP ceiling, and lower CPU, forcing us to either max out out our core fitting skills, or equip a CPU enhancer.
The Minmatar Assault has been well known as the worst Assault frame in the game. Trust me when I say that this effects the Minmatar suits far more than the Caldari suits in every way possible.
We finally deployed in the MinFW Match!
\o/
|
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:42:00 -
[10] - Quote
Llast 326 wrote:ISEEYOU ZAP wrote:castba wrote:You do realise that Minmatar generally rely in shields too, yes? They have been doing pretty well recently. NO they don't they rely on armor just not as much as gallente. Give them 2 repping hives and it is God mode for amarr, gallente and Minmatar. Drunk Troll is drunk?
Sorry, i meant to write this: No they don't (as an they don't rely on shields), just not as much as gallente. Give them 2 repping hives and it's god mode for amarr, gallente and minmatar.
Well, logi-ing is awesome. Yet annoying when used against...
|
|
Arkena Wyrnspire
Fatal Absolution
7143
|
Posted - 2013.12.26 23:42:00 -
[11] - Quote
ISEEYOU ZAP wrote: I'll explain: 1) Every shield module has a deplete delay penalty (which does not affect badly gallente nor minmatar nor amarr). But it kills Caldari right off the bat, we see ourselves forced to run complex regulators and enhanced or complex energizers (which take about 1/3 maybe 1/2 of the dropsuits total CPU count). For caldari, PG is not much of a problem unless running Drop Uplinks, Scanners of Nanohives, which we don't depend from neither. We solely repair the ally, which as far as I'm concerned, the point of Caldari is to NOT depend on the ally, the ally depends on YOU in the logistic player's case, like me. But gallente, amarr and minmatar have a response to that, which is armor repping nanohives, which throws our game to the trash in a matter of 6 minutes or less.
Minmatar primarily shield tank, bar the logistics. Also note that triage hives take up a valuable equipment slot and a LOT of fitting resources and SP as well as being stationary and vulnerable. Of course, that's not a problem on the logistics suits, but this is not so much indicative of a problem with the Caldari shield tank so much as it is is a problem with the logistics class.
Additionally, you are hardly forced to run shield regulators or energizers. That's simply a choice you make.
I'm not sure about this '6 minutes' number either. How is it that triage hives wreck your suit in 6 minutes?
Quote: 2) Shield repping is solely depending whether your aislated or not. Caldari repair 20 shields per second, which is pretty high, but the delay, once again, decides whether we live or not. Once we're hit even by 1HP, we have to wait a pretty long time, like me, running 4 complex shield extenders, maybe 5. I'm not asking to the shield repping to be passive, that would be totally broken, but all i'm saying is: Please for God's sake, remove the shield delay stacking penalty, it kills Caldari.
I don't think the penalty was necessary, honestly. It's a case of CCP being rather out of touch.
However - it only applies to the depleted delay. Thus, there is no difference in delay when being plinked by 1 HP regardless of how many extenders you have.
Quote: 3) The resiliency of shields is not the same as before. We Caldarians are, well use too, very resilient. Massive strength,, except for laser, which is understandable, every faction must have a weakness. But it's just too far to the point that hybrid weapons take us out faster the Caldarians rather to the gallentians, which, well, it's not bad, but shields are as fluffy as armor at the moment, the -10% of native damage is not doing a difference.
Plasma weapons are geared towards killing shields. Railgun weapons are geared towards killing armour.
There is no significant difference here. Instead of pointing out the hybrid damage profile, which is balanced, I would instead highlight the projectile weapon's profile. Projectiles only have a -5% modifier to shields rather than a -10% modifier that would be more in keeping with other resistance profiles, for reasons unknown.
And there really isn't any difference between the straight 'resilience' of shields between now and 1.0. Even in Chromosome plasma weapons did more damage to shields. The short TTK has simply reduced your ability to exercise your advantages in the form of superior mobile regen.
Quote: 4) Our weaponry is not as good as plasma based weaponry. Rail rifles are very powerful, but it's not the same missing 3 shots from the rail rifle rather than the assault rifle, due to the RoF, which is a game changer right there, yeah the assault rifle is good the way it is, but the rail rifle is nothing, the combat rifle took the spotlight.
You are wrong. The rail rifle is a very strong weapon. It's may not be quite as good as the plasma rifle at CQC, but that is entirely by design. You have a massive range advantage over everything else. The DPS is also hardly lacklustre. The heavier weighting towards damage per shot rather than RoF simply means that you need to aim better.
Quote: CCP, we've been loyal to you, and i'm asking nicely, not insulting, not asking like a douche, i'm giving actually relevant points. Please CCP, give us back our resiliency and old shields system back, every faction has a way to respond... except for us. We have no passive shield reppers nor shield repping hives, we solely depend on our shield count (which is good the way it is) and our shield RESILIENCY, which, to top things off, we have lower shield count than every other faction has armor count, and our shields are as strong as their armor. Not cool.
There is no difference between the current shielding and the 'old shielding' bar the shield depleted regen penalty.
Level 6 Forum Warrior
Lenin of the glorious armoured revolution
Gallente FW - 'Turalyon'
|
Sgt Kirk
Kirk Industries
3862
|
Posted - 2013.12.26 23:43:00 -
[12] - Quote
I...just...where do I start correcting....I....yes to some?
Youre obviously making some sense but I good portion of it is wrong and or misinformed as well. |
Bojo The Mighty
Zanzibar Concept
2451
|
Posted - 2013.12.26 23:44:00 -
[13] - Quote
I'm telling you this:
You are doing something wrong
- Shield tankers are supposed to have a lower HP ceiling
- Shield Tankers are quicker off the mark
- Naturally regenerate HP
- Don't even try complaining about Rail Rifles, they have a high if not highest DPS and range
- Well I think Shield Regulators are there for a reason, same with regenerators.
- If you want fast regen the scout suit is the suit for you
Play the rhyme, not the whine.
I Buy Officer Weapons and IA5 Pistols Contact me for arrangements; 200k-500k a pop
Lentarr Legionnaire
|
Horizen Kenpachi
Paladin Survey Force Amarr Empire
50
|
Posted - 2013.12.26 23:47:00 -
[14] - Quote
Playing since aug and cadari is op i know coz i use it hit and run hit and run u must be doing it wrong i average 700 to 1000 ehp depending on eq and weapon hang with the group use range as ur shield
Hit me with your nerf bat.
|
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:48:00 -
[15] - Quote
Bojo The Mighty wrote:I'm telling you this: You are doing something wrong
- Shield tankers are supposed to have a lower HP ceiling
- Shield Tankers are quicker off the mark
- Naturally regenerate HP
- Don't even try complaining about Rail Rifles, they have a high if not highest DPS and range
- Well I think Shield Regulators are there for a reason, same with regenerators.
- If you want fast regen the scout suit is the suit for you
Play the rhyme, not the whine.
I understand that, but shields are at a massive dipcrap at the moment, yes Caldari is "good" if it wasn't i wouldn't be playing this game at the moment.
Don't treat me like a CoD fan for instance, rail rifles are as good as assault rifles as i said, but it's not the same missing a few shots which depends on the player itself, but still, it marks a difference, go on a 30FT roof distance from the ground and yeah you've got a killing spot. I'm not drunk, i'm not trolling. I'm just saying that CCp, please remove the shield recharge delay penalty, it kills us.
Well, logi-ing is awesome. Yet annoying when used against...
|
Sgt Kirk
Kirk Industries
3864
|
Posted - 2013.12.26 23:49:00 -
[16] - Quote
Bojo The Mighty wrote:I'm telling you this: You are doing something wrong
- Shield tankers are supposed to have a lower HP ceiling
- Shield Tankers are quicker off the mark
- Naturally regenerate HP
- Don't even try complaining about Rail Rifles, they have a high if not highest DPS and range
- Well I think Shield Regulators are there for a reason, same with regenerators.
- If you want fast regen the scout suit is the suit for you
Play the rhyme, not the whine. I approve of this message.
For the longest of time Caldari have been the only assault suit and that has lead to the mentality of Shield suits being the go to CQC class.
in the beginning when there were only for suits they should have switched the Gallente and Caldari suits sense Cladari Scout makes more sense over a Gallente scout. |
Midas Fool
Black Phoenix Mercenaries
290
|
Posted - 2013.12.26 23:49:00 -
[17] - Quote
First I want to compliment your write up and analysis of shield tanking but.....
I could not disagree more. You simply cannot play shields the same way as buffer armor. You need to duck in and out and know when to leave. Regulators need to be better, sure, but the stacking penalty is completely negligible. I run 2-4 complex extenders on my Caldari mediums and have noticed no difference whatsoever since the stacking penalty was implemented.
My cal assault suits are recharging at about 35 hp/s at basic, going up to mid 50s at adv level/basics (don't have protos yet) At 4-500 shields it's more than enough buffer to play a variety of styles, from shotgunning to long range play. Get in, do damage, get out, come back with full tank. Besides, they are some of the best dual tankers in the game. I have a 340/340 Cal basic proto with 3 enhanced damage mods. I don't really find that weak in any way. As a Logi you have enough slots and CPU/PG to fit a proper shield tank (with energizers) and still put some plates on. Unfortunately your regulator bonus isn't especially good but at proto level I can see it being nice as you only really need two regs at most, leaving two lows for plates/reps.
And as much as I hate to point this out, Caldari have some of the most powerful weapons in the game. The Rail Rifle is currently a little overpowered, being able to project huge DPS over basically all engagement ranges. The sheild resistance to rail weaponry is basically unnoticed except on the best of shield tanks. The Forge Gun can be unfightable in the right conditions, and in a similar fashion some of the best Snipers can one or two hit everything. Nova Knives are nightmarish in the right hands. Swarms are currently hurting but they are hardly relevant to your post. Speaking of, Caldari also have Pythons and Gunnlogis...
Caldari currently have an extremely versatile set of weapons that really can't be complained about. All we need is our heavy and light frames and their variants. I have no idea how a Caldari can feel as though they are gimped in any way, especially since the assault suit is the posterchild of the game. Sorry I felt the need to shut you down but I won't have a fellow Cal acting like they really need anything. I am more than happy being super effective right now.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
ISEEYOU ZAP
Crimson Saints
0
|
Posted - 2013.12.26 23:56:00 -
[18] - Quote
Midas Fool wrote:First I want to compliment your write up and analysis of shield tanking but.....
I could not disagree more. You simply cannot play shields the same way as buffer armor. You need to duck in and out and know when to leave. Regulators need to be better, sure, but the stacking penalty is completely negligible. I run 2-4 complex extenders on my Caldari mediums and have noticed no difference whatsoever since the stacking penalty was implemented.
My cal assault suits are recharging at about 35 hp/s at basic, going up to mid 50s at adv level/basics (don't have protos yet) At 4-500 shields it's more than enough buffer to play a variety of styles, from shotgunning to long range play. Get in, do damage, get out, come back with full tank. Besides, they are some of the best dual tankers in the game. I have a 340/340 Cal basic proto with 3 enhanced damage mods. I don't really find that weak in any way. As a Logi you have enough slots and CPU/PG to fit a proper shield tank (with energizers) and still put some plates on. Unfortunately your regulator bonus isn't especially good but at proto level I can see it being nice as you only really need two regs at most, leaving two lows for plates/reps.
And as much as I hate to point this out, Caldari have some of the most powerful weapons in the game. The Rail Rifle is currently a little overpowered, being able to project huge DPS over basically all engagement ranges. The sheild resistance to rail weaponry is basically unnoticed except on the best of shield tanks. The Forge Gun can be unfightable in the right conditions, and in a similar fashion some of the best Snipers can one or two hit everything. Nova Knives are nightmarish in the right hands. Swarms are currently hurting but they are hardly relevant to your post. Speaking of, Caldari also have Pythons and Gunnlogis...
Caldari currently have an extremely versatile set of weapons that really can't be complained about. All we need is our heavy and light frames and their variants. I have no idea how a Caldari can feel as though they are gimped in any way, especially since the assault suit is the posterchild of the game. Sorry I felt the need to shut you down but I won't have a fellow Cal acting like they really need anything. I am more than happy being super effective right now.
That's alright, good point. But, compare caldari back in the day, pretty strong huh? Giving gallentes good fights, after 1.2, things have flipped, a solo gallente gk.0 can take 2 caldari, and you say it can't. Caldarei is crap at a free air map, unlike a city, we have the advantage.
Well, logi-ing is awesome. Yet annoying when used against...
|
Midas Fool
Black Phoenix Mercenaries
290
|
Posted - 2013.12.27 00:11:00 -
[19] - Quote
ISEEYOU ZAP wrote:That's alright, good point. But, compare caldari back in the day, pretty strong huh? Giving gallentes good fights, after 1.2, things have flipped, a solo gallente gk.0 can take 2 caldari, and you say it can't. Caldari is crap at a free air map, unlike a city, we have the advantage.
Uhhh.....what...?
In open range a bunch of ck.0's with Kalaakiotas will absolutely demolish gk.0's with Duvolles uncontested. In cities/CQC it flips around, but that's kinda how it works.
Playing FW earlier I was raking out entire squads of 800 armor gk.0s with this fit:
Prototype Caldari Medium Frame L SB-9 Rail Rifle/State Kalaakiota Specialist Rail Rifle S 'Toxin' Submachine Gun Blueprint G Flux Grenades (yeah even on a shield tank) X Remote Explosives = Complex Shield Extender = Complex Shield Extender = Complex Shield Extender = Enhanced Shield Energizer - Enhanced Shield Regulator - Enhanced Shield Regulator - Basic Reactive Plates
470 Shields 175 Armor even at close range I was faster, and if they lost their bead on me I was back at max tank.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
291
|
Posted - 2013.12.27 00:13:00 -
[20] - Quote
TTK is what nerfed caldari.
lets say the average neck-beard is putting out 600 DPS
This means that these modules extend your time-to die by:
basic shield extender: 0.04 seconds enhanced shield extender: 0.06 seconds complex shield extender: 0.12 seconds
basic armor plate : 0.155 seconds enhanced armor plate : 0.217 seconds complex armor plate: 0.2488 seconds
TTK as low as it is means that anything but a complex shield extender is worthless. With 5 complex shield extenders you can buy yourself between 0.5 and 0.75 seconds of return fire.
The speed with which you die means that buffer >>>>>>>>>>>>>>>> regen..
Oh want to know how long those plates last under different damage profiles? Just divide the number above by the weapon effectiveness:
i.e. lasers do 120% damage to shields, so a basic shield enhancer gives you
0.04/1.2 = 0.0333 seconds (or 33 milliseconds)
Best counter to Tanks? Tanks
Best counter to Infantry? Tanks
Best counter to Dropships? Tanks
|
|
Asha Starwind
VEXALATION CORPORATION
1
|
Posted - 2013.12.27 00:30:00 -
[21] - Quote
Going through this thread makes me realize a lot of people overlook the combat rifle when they say the RR is op at range. The CR matches and exceeds it. |
Midas Fool
Black Phoenix Mercenaries
291
|
Posted - 2013.12.27 00:34:00 -
[22] - Quote
ISEEYOU ZAP wrote:Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields.
By the way heft-plated Minnie assaults are some of the easiest kills in the game. I reccommend complex reactives so you don't lose your speed. If your going to put heavy plates on then you should have at least some damage mods in your highs. Minassaults are designed almost exlusively around them, and also to pop in and out even more so than Cal suits.
I think you just need more practice shield tanking.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Midas Fool
Black Phoenix Mercenaries
291
|
Posted - 2013.12.27 00:38:00 -
[23] - Quote
Asha Starwind wrote:Going through this thread makes me realize a lot of people overlook the combat rifle when they say the RR is op at range. The CR matches and exceeds it. Yeah....also no....
At 60m+ RR beats CbR all day. It feels like the CbR is more powerful because it can put out huge damage right at about the range RR has to actually deal with strafers.
In all reality both weapons are currently a little too powerful, but not really that much so.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
|
Ghost Kaisar
Titans of Phoenix
1337
|
Posted - 2013.12.27 01:40:00 -
[24] - Quote
Okay, sorry for the monster post. This reply was gonna be short, but it morphed into this. I would love some feedback on this.
Okay, shields aren't in THAT bad of a shape. Yes they need improvement, but with a good build, shields are better than armor when fighting from a DISTANCE.
NOW. The shield delay penalty. Mind you this ONLY AFFECTS DEPLETED. Solution is to always be by cover, and to NEVER let your shields hit zero.
Also, regulators actually help alleviate this. For example:
Complex shields have a 6% penalty. Right?
So, lets take a Min assault and give it 4x Complex shields. Assuming that the property is additive, we arrive at a 24% Penalty to our 10 second depleted recharge time. This puts us at 12.4 Seconds.
Now, put on a complex regulator. At max skills, it provides a 38% Reduction in depleted recharge. That turns that 12.4 seconds into 7.688 seconds.
Now for the real fun. Since percentages work better for larger numbers, you actually get a better result from shield tanking. With 0 penalty to depleted time, you have a 10 second depleted. Multiply that by 0.62 and you get 6.2 Seconds. Despite gaining 2.4 seconds from the penalty, with the right module, you are barely 1.4 seconds behind a person with 0 penalty.
Now, the real boost here is to the normal recharge. It's set at 6, but a min assault can use a complex reg to get it to recharge at 4.35 seconds (Almost scout levels).
Now run a Complex Energizer. On a Proto Min Assault, you can get a 38.2 Shield recharge a second. Once again, almost scout level shield recharge.
So, lets say that I take some damage from enemy fire (this suit runs at around 470 shields. Caldari does this better). I duck behind cover. In 4 seconds my shields start to rep. I re-position myself into another spot of cover about 10m away. I reload. Lets say that it takes me 10 seconds to accomplish this. In those 10 seconds, I have repped 380 shields (I also repped between 14-42 armor, depending on if I am running Reactive plates or not). I could have been taken down to 100 shields, and in 14 seconds, I am up to full health again.
So, in order to compare this, lets take a Gallente Assault Armor tank. It will run one complex repper giving it 6.25 Rep a second. It also runs a single complex shield extender, and 3 complex armor plates. Total eHP is around 930. Which is TONS more than my Minmatar suit (he runs around 600-700).
Okay, so lets say that the Gallente assault takes the same amount of damage. He takes 380 damage. How long until he is back up to full health? Well, his shield recharges from depletion at 10.6 Seconds (He only had 223 shields). His armor takes around 157 damage. At current armor regen rate, he will heal that 157 in around 25 Seconds. His shields still have to regen though, and they will take a while. He reps at 20/s and only starts 10.6s in. So, if you take 223/20, you get 11.15 seconds to fully regen shields, but this is actually 22 Seconds due to the depleted time.
So total time for him to rep is still around 25 seconds. Overall, I rep at around 1.79x the rate he does. I also run faster, which really helps when moving cover to cover, as I spend less time being hit.
This is the real strength of shield tanking. Your regenerative abilities are amazing. Use them.
The downside to this is how you lose your overall tanking abilities. However, you gain a regenerative property that completely makes up for it. Most people see it as UP because most people don't know how to use cover, or to use distance to their advantage. Everyone want's to zerg rush everything. If you are playing a shield tank, just sit back and let the Armor tanks rush in there. Provide covering fire and long distance support.
TL;DR Shield Tanks rep almost twice as fast as armor tanks over time. Armor tanks have more eHP, but rep slower and move slower. To achieve similar regen, they need to use equipment, which makes them easy targets since they can't move from there.
Shields can easily survive explosives, and if you play it right, you shouldn't have to worry about fluxes.
Armor is crippled by explosions. Flux also takes out rep hives.
Armor tanking allows you to run damage mods. This is why Armor tanks are the best close-mid range fighters in the game.
Shield Tanks don't hamper movement. If you stay at the edge of engagement range and near cover, you are the best mid-long range fighter in the game.
PLAY TO YOUR STRENGTHS PEOPLE
And yes, I shield tank
Minmatar Faction Warfare: Let's get Organized
|
ISEEYOU ZAP
Crimson Saints
1
|
Posted - 2013.12.27 01:49:00 -
[25] - Quote
Midas Fool wrote:ISEEYOU ZAP wrote:That's alright, good point. But, compare caldari back in the day, pretty strong huh? Giving gallentes good fights, after 1.2, things have flipped, a solo gallente gk.0 can take 2 caldari, and you say it can't. Caldari is crap at a free air map, unlike a city, we have the advantage. Uhhh.....what...? In open range a bunch of ck.0's with Kalaakiotas will absolutely demolish gk.0's with Duvolles uncontested. In cities/CQC it flips around, but that's kinda how it works. Playing FW earlier I was taking out entire squads* of 800 armor gk.0s with this fit: Prototype Caldari Medium Frame L SB-9 Rail Rifle/State Kalaakiota Specialist Rail Rifle S 'Toxin' Submachine Gun Blueprint G Flux Grenades (yeah even on a shield tank) X Remote Explosives = Complex Shield Extender = Complex Shield Extender. = Complex Shield Extender = Enhanced Shield Energizer - Enhanced Shield Regulator - Enhanced Shield Regulator - Basic Reactive Plates 470 Shields 175 Armor even at close range I was faster, and if they lost their bead on me I was back at max tank. EDIT: Granted not solo, but this game isn't really a solo game. Besides a lot of the fights were even or we were outnumbered.
LOL XD OF COURSE SNIPING DEMOLISH MID-RANGE!!! I meant mid vs mid in a gallente vs caldari situation.
Well, logi-ing is awesome. Yet annoying when used against...
|
COHLE
DUST University Ivy League
17
|
Posted - 2013.12.27 02:12:00 -
[26] - Quote
ISEEYOU ZAP wrote:Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields. Depends on how you use winamatar if a guy steamrolls you and is using predominantly shield like I do with just rappers for low slots, then you can't judge good,or bad.
"I am the punishment of God. Had you not commited great sins, God would not have sent a punishment
like me upon you."
|
Cat Merc
Ahrendee Mercenaries EoN.
5078
|
Posted - 2013.12.27 05:13:00 -
[27] - Quote
The day Caldari can buffer tank as much as armor is the day they must lose their inherent regen, or have it massively nerfed. That is all.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
Beld Errmon
The Southern Legion The Umbra Combine
1174
|
Posted - 2013.12.27 05:23:00 -
[28] - Quote
Was I the only one who misread caldarians as Canadians?
Its just caldari btw. |
DildoMcnutz
Science For Death
376
|
Posted - 2013.12.27 05:32:00 -
[29] - Quote
Atiim wrote:ISEEYOU ZAP wrote:Minmatar uses armor, a good player uses it with armor, the high slots are used for enrgizing and 1 maybe 2 shields. Bro, do you even Assault mk.0?
This so much, the Assault mk.0 is in way worse shape than the ck.0 suits, the caldari suits are actually pretty good. |
Cat Merc
Ahrendee Mercenaries EoN.
5079
|
Posted - 2013.12.27 05:33:00 -
[30] - Quote
Beld Errmon wrote:Was I the only one who misread caldarians as Canadians?
Its just caldari btw. Canadi
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |