Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:14:00 -
[61] - Quote
NK Scout wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Would just like to clarify.
My Gallente has 530 ARMOR My Caldari has 500 SHIELDS
This is not total HP. then use a better fitting for your gallente suit. Ive seen plenty with over 900 armor before gal assault cant get 900 armor let alone 800.
I assumed logi. 210x1.25+4x 135x1.1=856.5, unless I'm doing my math wrong. This is for a gallente assault max armor stacking. Also allows for damage mods in the highs. I don't want to make a direct comparison to armor and shield, but if you take all factors considered, armor simply is better to use, for many small reasons, that add up to create a larger disparity. Read my previous post, and tell me what you think. I put a lot of time into it, so please be constructive.
Kills- Archduke Ferdinand
Balance!
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:18:00 -
[62] - Quote
shields and armor offer 2 entirely different play styles, the one problem is that for fitting, armor allows for damage mods to be easily fitted in the highs and other good modules to be fitted because ADV is simply more effective than proto, and has less fitting cost. Biotics, which are supposed to be coupled with shields, cannot be due to the only useful extenders being proto extenders, which have a very high cpu/pg cost, and this coupled with the pg costs of biotics makes them difficult to fit, making it necessary to fit inferior equipment in the other slots.
Kills- Archduke Ferdinand
Balance!
|
NK Scout
Storm Wind Strikeforce Caldari State
216
|
Posted - 2014.02.02 15:21:00 -
[63] - Quote
Gavr1lo Pr1nc1p wrote:MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (75 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (100 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game. base complex armor reps should be 6 or 7 hp/s with a repair boost in the high
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Mossellia Delt
Militaires Sans Jeux
897
|
Posted - 2014.02.02 15:23:00 -
[64] - Quote
Use amarr logi, all complex reppers in lows, be an active armour tanker
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
|
NK Scout
Storm Wind Strikeforce Caldari State
216
|
Posted - 2014.02.02 15:24:00 -
[65] - Quote
Mossellia Delt wrote:Use amarr logi, all complex reports in lows, be an active armour tanker my amar logi is at 3 3 reps and a plate is far better.
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:25:00 -
[66] - Quote
NK Scout wrote:Gavr1lo Pr1nc1p wrote:MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (75 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (100 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game. base complex armor reps should be 6 or 7 hp/s with a repair boost in the high That would result in armor plates being better at repairing than shields. I think you keep reppers where they are and add a rep module in the highs (similar to shields-extenders and rechargers in highs, regulator in lows), and then armor is equal in tanking capabilities to shield from a module accessibility count
Kills- Archduke Ferdinand
Balance!
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:28:00 -
[67] - Quote
Mossellia Delt wrote:Use amarr logi, all complex reppers in lows, be an active armour tanker The idea is there would be a 1 second delay after taking fire so that armor couldn't repair faster than people could deal damage, but in essence the idea of using reppers in the lows and boosters in the highs would be perfect for the gallente assault, as they already have high base HP
Kills- Archduke Ferdinand
Balance!
|
NK Scout
Storm Wind Strikeforce Caldari State
216
|
Posted - 2014.02.02 15:29:00 -
[68] - Quote
i said 6 or 7 hp/s, armor reps (gal assault) TOO slow it would help 1 rep build a little, make the rep skill bonus better, and made armor viable alone and make shields get a buff
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
382
|
Posted - 2014.02.02 15:32:00 -
[69] - Quote
NK Scout wrote:i said 6 or 7 hp/s, armor reps (gal assault) TOO slow it would help 1 rep build a little, make the rep skill bonus better, and made armor viable alone and make shields get a buff ill give you 6. I just did the math and 6 seems to be a good number for proto, if the boosters are 25% in the highs, but this in now way helps shields, unless you are saying that you agree with my big post, in which case i say thank you sir for seeing the light
Kills- Archduke Ferdinand
Balance!
|
ReGnYuM
Escrow Removal and Acquisition
2016
|
Posted - 2014.02.02 16:30:00 -
[70] - Quote
TO OP:
Just try straight shield tanking in PC and see what happens...
Official Imperfect Title: Supreme Leader of the Endless Sunset
I Slay, for thy Empress
Do you even PC... Brah
|
|
shadow drake35
The Unholy Legion Of DarkStar DARKSTAR ARMY
35
|
Posted - 2014.02.02 16:32:00 -
[71] - Quote
Zekain K wrote:I'm not talking about skill, But the play style of an armor tanker in general. People say that they are overpowered because of how everyone occasionally runs into one, or a group of armor tankers that are actually trying to do the one thing we can do naturally. Heal.
If they did not have the healing equipment, they would be easy pickings. Its self evident by how rare it is to actually see an armor tanker sit on a rep hive, or have a logi backing them. theres also a safety factor. Shield tankers can gocamywhere they want, and will never have to worry about their shield recharge failing them. Whereas an armor tanker is screwed out in the open. He would have to leave healing hotspots around to stay alive. We don't have to do that. can b if you have proto amror other not big help and if you have a proto sout
The Mercenary Way
Who cares about race as long as the job is done and i get paid.
|
Morathi III
Policeman of the Federation
119
|
Posted - 2014.02.02 16:32:00 -
[72] - Quote
ReGnYuM wrote:TO OP:
Just try straight shield tanking in PC and see what happens... melted by SCR rifle and pistol lol |
Justin Tymes
Dem Durrty Boyz Renegade Alliance
664
|
Posted - 2014.02.02 16:37:00 -
[73] - Quote
Complex extenders are bad on any non-Caldari suit when compared to damage mods. You see Armor tankers more because that's the only tanking option available if you're not Caldari. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
383
|
Posted - 2014.02.02 17:20:00 -
[74] - Quote
Ill post it again, just for easy reading. This solves everything
MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (75 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (100 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers- move to a high slot, or instead just add a high module that bonuses armor regen -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost
Kills- Archduke Ferdinand
Balance!
|
Sgt Kirk
Fatal Absolution
4350
|
Posted - 2014.02.02 17:45:00 -
[75] - Quote
NK Scout wrote:Sgt Kirk wrote:Why are there so many scrubs directly comparing armor to shields.
Ok I'll do the same since shields are doing it for armor .
"It's unfair that Shields get massive passive regain and mobility" - excerpt from my short Novel, The plight of Armor Tankers.
You can't run both suits the same way so I'm not seeing an issue. Just seeing shield tankers not getting their way after being spoiled for 1+ year
still that 22 hp can still let you survive one more round. Example, your suit by itself can take x AR bullets it can almost take x +1 but it's just a few hp underneath it. That 22 hp plate now lets you take that extra bullet. inb4 shield tankers argue that point with armor tactics in mind.
The only issue I'm seeing here is damage mods, and from the looks of all the current Caldari weapons in the games, you guys have your 2 Complex Damage mods built into the gun. i got in a shield suit in sep october for armor guess which one's better what suit then. If you say assault I know youre a joke
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
383
|
Posted - 2014.02.02 17:53:00 -
[76] - Quote
Sgt Kirk wrote:NK Scout wrote:Sgt Kirk wrote:Why are there so many scrubs directly comparing armor to shields.
Ok I'll do the same since shields are doing it for armor .
"It's unfair that Shields get massive passive regain and mobility" - excerpt from my short Novel, The plight of Armor Tankers.
You can't run both suits the same way so I'm not seeing an issue. Just seeing shield tankers not getting their way after being spoiled for 1+ year
still that 22 hp can still let you survive one more round. Example, your suit by itself can take x AR bullets it can almost take x +1 but it's just a few hp underneath it. That 22 hp plate now lets you take that extra bullet. inb4 shield tankers argue that point with armor tactics in mind.
The only issue I'm seeing here is damage mods, and from the looks of all the current Caldari weapons in the games, you guys have your 2 Complex Damage mods built into the gun. i got in a shield suit in sep october for armor guess which one's better what suit then. If you say assault I know youre a joke They are 2 different play styles, so one is not necessarily better than the other, it is just that the play style involved with armor has a much larger niche than the play style involved with shields, and can fill shields niche as well with ease, while the inverse is not true
Kills- Archduke Ferdinand
Balance!
|
HYENAKILLER X
AGGRESSIVE TYPE
539
|
Posted - 2014.02.02 17:58:00 -
[77] - Quote
How rediculous can the op get? Im Gallente. You only can armor tank.
Stop posting on forums.
You are welcome for my leadership.
Proven Aggressive Type
I have spoken.
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
383
|
Posted - 2014.02.02 21:24:00 -
[78] - Quote
he just wants to make the point that armor and shield tanking is different, even if shield tanking is underperforming
Kills- Archduke Ferdinand
Balance!
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |