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Mike Ox Bigger
Skill Shots
131
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Posted - 2014.02.03 16:04:00 -
[1] - Quote
Is for CCP to remove that 10% bonus to shields they added a while back. Armor tanking has surpassed shield tanking, it's time to even things out a bit.
And where's my shield boosting nanohives at? |
Artificer Ghost
Learning Coalition College
1198
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Posted - 2014.02.03 16:21:00 -
[2] - Quote
What 10% bonus to shields? There's no bonus to shields on weapons that shouldn't have them. Explanation below:
Hybrid - Plasma: +10% Shield / -10% Armor -Assault Rifles (Plasma Rifles) -Plasma Cannons -Shotguns -Any type of Blaster -etc. The Gallente make the most Plasma weaponry, and are very fond of Blasters.
Hybrid - Railgun: -10% Shield / +10% Armor -Rail Rifles -Railguns -Sniper Rifles -Magsec SMG -Bolt Pistol -etc. The Caldari make the most Rail weaponry.
Projectile: -10% Shield / +10% Armor -Submachine Gun -Heavy Machine Gun -Combat Rifle -etc. The Minmatar make the most Projectile weaponry.
Explosive: -20% Shield / +20% Armor (As you can see, it's pretty extreme in both areas) -Mass Driver -Any kind of Missile Turret -Flaylock Pistol -Locus Grenades AND AV Grenades -etc. The Minmatar and Caldari both make the most Explosive weaponry. Caldari prefer Missiles, Minmatar prefer dumbfire.
Laser: +20% Shield / -20% Armor -Laser Rifle -Scrambler Rifle -Scrambler Pistol -etc. The Amarr make the most lasers. There are two different kinds of lasers: Pulse and Beam. Beam are usually long range and less DPS (This is the Laser Rifle), while Pulse is shorter range and higher DPS (Scrambler Series). Pulse Lasers have decent headshot bonuses, making the Headshot bonus for the Scrambler Pistol 450% more damage, enough to 4-shot most (if not all) prototype Heavy suits.
And then there's Thermal and Kinetic damage types. I dunno where these are, but Thermal is the same as Plasma, and Kinetic is the same as Rail. They COULD be the same thing (Meaning I could have put Kinetic instead of Rail, above), but I forgot because in EVE, most weapons/ammunition have either one or the other.
~Art, CEO and DoE at Learning Coalition College, Co-Founder of the Learning Coalition
Maken Tosch = 1000th Like!
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Artificer Ghost
Learning Coalition College
1198
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Posted - 2014.02.03 16:23:00 -
[3] - Quote
Also, I have no idea where your Shield Boosting Nanohives are. Maybe they should work like Rep Hives, but work more like Vehicle Modules?
Example: You have no shield. -Place down hive. -Get insta-repped on Shield so you're at full. -Guy starts shooting you while inside the hive. -DOES NOT rep shield again, because it has a 30 second cooldown timer on Shield Repping.
~Art, CEO and DoE at Learning Coalition College, Co-Founder of the Learning Coalition
Maken Tosch = 1000th Like!
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Makuta Miserix
Better Hide R Die
233
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Posted - 2014.02.03 16:41:00 -
[4] - Quote
I think you mean the 10% damage increase that all weapons received last year. There wasn't a specific damage type that received the increase. They all did.
No vehicles in Ambush might be more fun...
Dust 514 Private Beta
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Roy Ventus
Foxhound Corporation General Tso's Alliance
1042
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Posted - 2014.02.03 16:48:00 -
[5] - Quote
Mike Ox Bigger wrote:Is for CCP to remove that 10% bonus to shields they added a while back. Armor tanking has surpassed shield tanking, it's time to even things out a bit.
And where's my shield boosting nanohives at?
Gtfo. I'm tired of players who want the best eHP and go into suits designed for mobility, speed, and ranged attacks, claiming that armor is the better tanking solution is silly. We both sacrifice something on the field. Armor tankers are slow and easy targets who can barely strafe. Shield tankers have less eHP than armor tankers, can be K.O.'d easier, and have to wait on a time frame for their shield repair to start. Armor tankers can rep their armor slowly but actively, stack damage mods, and stack armor plates to gain a high eHP. Shield tankers can outrun, strafe quickly, and recover way more quickly, with no module, once their cooldown hits.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Flix Keptick
Red Star. EoN.
3373
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Posted - 2014.02.03 16:53:00 -
[6] - Quote
Roy Ventus wrote:Mike Ox Bigger wrote:Is for CCP to remove that 10% bonus to shields they added a while back. Armor tanking has surpassed shield tanking, it's time to even things out a bit.
And where's my shield boosting nanohives at? Gtfo. I'm tired of players who want the best eHP and go into suits designed for mobility, speed, and ranged attacks, claiming that armor is the better tanking solution is silly. We both sacrifice something on the field. Armor tankers are slow and easy targets who can barely strafe. Shield tankers have less eHP than armor tankers, can be K.O.'d easier, and have to wait on a time frame for their shield repair to start. Armor tankers can rep their armor slowly but actively, stack damage mods, and stack armor plates to gain a high eHP. Shield tankers can outrun, strafe quickly, and recover way more quickly, with no module, once their cooldown hits. with aim assist the speed penalty isn't really a balancing factor. Even strafing scouts get hit easily.
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
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Mike Ox Bigger
Skill Shots
131
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Posted - 2014.02.03 17:20:00 -
[7] - Quote
Roy Ventus wrote:Mike Ox Bigger wrote:Is for CCP to remove that 10% bonus to shields they added a while back. Armor tanking has surpassed shield tanking, it's time to even things out a bit.
And where's my shield boosting nanohives at? Gtfo. I'm tired of players who want the best eHP and go into suits designed for mobility, speed, and ranged attacks, claiming that armor is the better tanking solution is silly. We both sacrifice something on the field. Armor tankers are slow and easy targets who can barely strafe. Shield tankers have less eHP than armor tankers, can be K.O.'d easier, and have to wait on a time frame for their shield repair to start. Armor tankers can rep their armor slowly but actively, stack damage mods, and stack armor plates to gain a high eHP. Shield tankers can outrun, strafe quickly, and recover way more quickly, with no module, once their cooldown hits.
Yeah the speed differential is so great it makes a huge difference... gtfo here dude. The speed differential is a non-factor. I'm skilled into proto min logi and proto gal assault. Then I have LP proto cal assault and proto cal logi. So you can't tell me any different. Everyone of the above suits is run with a proto dampener and as much armor as I can put on with my two damage mods. That is literally the only way to be competitive in this game. If you think otherwise, you need to open your eyes. Everyone who is a slayer is in a fuckin gko logi suit.
The boost to armor repair tools, armor modules, and the reduction of the speed penalty has made armor way better than shields. Not to mention rep hives that shield doesn't have. You're just being racially biased if you think otherwise. |
Mike Ox Bigger
Skill Shots
131
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Posted - 2014.02.03 17:25:00 -
[8] - Quote
Not to mention if you throw a complex and an enhanced rep module on a gal suit you rep just about as fast as a Cal Shield and still have more hp. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8769
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Posted - 2014.02.03 17:28:00 -
[9] - Quote
Artificer Ghost wrote:What 10% bonus to shields? There's no bonus to shields on weapons that shouldn't have them. Explanation below:
Hybrid - Plasma: +10% Shield / -10% Armor -Assault Rifles (Plasma Rifles) -Plasma Cannons -Shotguns -Any type of Blaster -etc. The Gallente make the most Plasma weaponry, and are very fond of Blasters.
Hybrid - Railgun: -10% Shield / +10% Armor -Rail Rifles -Railguns -Sniper Rifles -Magsec SMG -Bolt Pistol -etc. The Caldari make the most Rail weaponry.
Projectile: -10% Shield / +10% Armor -Submachine Gun -Heavy Machine Gun -Combat Rifle -etc. The Minmatar make the most Projectile weaponry.
Explosive: -20% Shield / +20% Armor (As you can see, it's pretty extreme in both areas) -Mass Driver -Any kind of Missile Turret -Flaylock Pistol -Locus Grenades AND AV Grenades -etc. The Minmatar and Caldari both make the most Explosive weaponry. Caldari prefer Missiles, Minmatar prefer dumbfire.
Laser: +20% Shield / -20% Armor -Laser Rifle -Scrambler Rifle -Scrambler Pistol -etc. The Amarr make the most lasers. There are two different kinds of lasers: Pulse and Beam. Beam are usually long range and less DPS (This is the Laser Rifle), while Pulse is shorter range and higher DPS (Scrambler Series). Pulse Lasers have decent headshot bonuses, making the Headshot bonus for the Scrambler Pistol 450% more damage, enough to 4-shot most (if not all) prototype Heavy suits.
And then there's Thermal and Kinetic damage types. I dunno where these are, but Thermal is the same as Plasma, and Kinetic is the same as Rail. They COULD be the same thing (Meaning I could have put Kinetic instead of Rail, above), but I forgot because in EVE, most weapons/ammunition have either one or the other.
You are correct, though I believe projectiles have only -5% against shields, and +10% to armor according to this chart from Uprising 1.2's devblog.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Mike Ox Bigger
Skill Shots
131
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Posted - 2014.02.03 17:37:00 -
[10] - Quote
I thought back before aim assist they added 10% bonus to weapons against shield... no? I dunno I've been trying to do some shield tanking lately and it's just not possible. If you take a guy with 400 shields and a guy with 400 armor to me, they do not seem to die at the same speed. Regardless of weaponry used, it seems to me shields break incredibly fast. Which is why I thought the 10% bonus was still applied... |
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