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Mejt0
Made in Poland... E-R-A
86
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Posted - 2014.02.09 02:38:00 -
[1] - Quote
Soo shield tankers (assaults) will have less tank. That bonus for caldari is joke :/. Why should i even care about reload.. (my opinion, we dont know slot layout yet,but i think ccp wont do any great job about it) |
N1ck Comeau
Ahrendee Mercenaries EoN.
2004
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Posted - 2014.02.09 02:41:00 -
[2] - Quote
I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics.
No idea on my guns right now. Getting majority to level 3 at least, then deciding.
Proud member of RND
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NK Scout
Storm Wind Strikeforce Caldari State
286
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Posted - 2014.02.09 02:47:00 -
[3] - Quote
N1ck Comeau wrote:I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics. But ccp wans cal assaults 70m from the objective......
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 02:58:00 -
[4] - Quote
NK Scout wrote:N1ck Comeau wrote:I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics. But ccp wans cal assaults 70m from the objective......
No **** right
Reloading, the silent killer.
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NK Scout
Storm Wind Strikeforce Caldari State
287
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Posted - 2014.02.09 03:00:00 -
[5] - Quote
Squagga wrote:NK Scout wrote:N1ck Comeau wrote:I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics. But ccp wans cal assaults 70m from the objective...... No **** right Its ridiculous, in eve you can brawl, saberwing said they are longe rangers defending streets, just no, I want to brawl but not as long as armor obviously
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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Squagga
The State Protectorate
188
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Posted - 2014.02.09 03:19:00 -
[6] - Quote
Well the issue with this is that everybody got a shield nerf. The problem is that shields are the staple of Caldari defense. So basically we're the only ones effected
Reloading, the silent killer.
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Jackof All-Trades
The Black Renaissance
462
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Posted - 2014.02.09 03:57:00 -
[7] - Quote
NK Scout wrote:Squagga wrote:NK Scout wrote:N1ck Comeau wrote:I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics. But ccp wans cal assaults 70m from the objective...... No **** right Its ridiculous, in eve you can brawl, saberwing said they are longe rangers defending streets, just no, I want to brawl but not as long as armor obviously You can brawl, you just have to use it more like a cover shooter, popping in and out of cover. I barely armour tank these days anymore, because shield tanking is just so much more useful.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
306
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Posted - 2014.02.09 04:06:00 -
[8] - Quote
Jackof All-Trades wrote:NK Scout wrote:Squagga wrote:NK Scout wrote:N1ck Comeau wrote:I still use shields because they don't have extended downtime if you lose a lot of them, or even all of them, your armour gets chewed up, you're gonna lose the next gunfight 90% of the time unless your getting repped or you get lucky
Shields are good for speed, flanking, and hit and run tactics.
Armour is good with a logi, and stand and fight tactics. But ccp wans cal assaults 70m from the objective...... No **** right Its ridiculous, in eve you can brawl, saberwing said they are longe rangers defending streets, just no, I want to brawl but not as long as armor obviously You can brawl, you just have to use it more like a cover shooter, popping in and out of cover. I barely armour tank these days anymore, because shield tanking is just so much more useful.
You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing.
32db Mad Bomber.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8971
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Posted - 2014.02.09 04:11:00 -
[9] - Quote
CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Squagga
The State Protectorate
191
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Posted - 2014.02.09 04:32:00 -
[10] - Quote
KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators.
More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this
Reloading, the silent killer.
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Garrett Blacknova
Codex Troopers
4430
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Posted - 2014.02.09 04:40:00 -
[11] - Quote
Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen.
Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests.
And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. |
Vitharr Foebane
Living Like Larry Schwag
581
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Posted - 2014.02.09 04:43:00 -
[12] - Quote
Squagga wrote:KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators. More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this minmatar called... they said that they are shield tankers too...
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Awry Barux
Paladin Survey Force Amarr Empire
462
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Posted - 2014.02.09 04:46:00 -
[13] - Quote
Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour.
You would almost be right except for triage hives, which grant armor tankers continuous regen faster than a scout's shield, with the only limitation being "don't go too far from the hive" (AKA stay in or near cover). Armor tankers can actually achieve much higher "combat uptime" than even the most regulator stacked shield tanker. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
307
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Posted - 2014.02.09 04:59:00 -
[14] - Quote
Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour.
That's an idealistic scenario, which is completely removed from the reality of things, considering hives, rep tools, the shield/armor hp disparity (could afford to lose a bit of hp before it becomes problematic) and speed penalties aren't enough to offset that, flux, weapons that vaporize/laugh at shields. Throw any one of those things into that scenario and it's an uphill battle for the shield suit.
32db Mad Bomber.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8976
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Posted - 2014.02.09 05:10:00 -
[15] - Quote
Asha Starwind wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. That's an idealistic scenario, which is completely removed from the reality of things, considering hives, rep tools, the shield/armor hp disparity (could afford to lose a bit of hp before it becomes problematic), flux, weapons that vaporize/laugh at shields. Throw any one of those things into that scenario and it's an uphill battle for the shield suit. The rep tools require that the shield tanker be fighting 2 enemies instead of 1 since you can't use repair tool on yourself; even without rep tool, 2 against 1 already means the shield tanker is disadvantaged anyway, much like 2 enemies vs 1 armor tanker puts the armor tanker in a disadvantage. Locus grenades destroy armor (or just kill you completely). There are plenty of weapons that destroy armor: MD, RR, CR Shield users are not the only ones who can be negatively impacted by other factors.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2813
|
Posted - 2014.02.09 05:13:00 -
[16] - Quote
Mejt0 wrote:Soo shield tankers (assaults) will have less tank. That bonus for caldari is joke :/. Why should i even care about reload.. (my opinion, we dont know slot layout yet,but i think ccp wont do any great job about it)
Please note the universally reduced Shield Delay and Depleted times for shield tankers.
And the increased recovery rates.
If you want massive eHP, go play sentinel. Good assaults kill their targets without huge eHP, and will use the increased regen to be far more effective in fighting back to back engagements.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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DeathwindRising
ROGUE SPADES
233
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Posted - 2014.02.09 05:19:00 -
[17] - Quote
KAGEHOSHI Horned Wolf wrote:Asha Starwind wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. That's an idealistic scenario, which is completely removed from the reality of things, considering hives, rep tools, the shield/armor hp disparity (could afford to lose a bit of hp before it becomes problematic), flux, weapons that vaporize/laugh at shields. Throw any one of those things into that scenario and it's an uphill battle for the shield suit. The rep tools require that the shield tanker be fighting 2 enemies instead of 1 since you can't use repair tool on yourself; even without rep tool, 2 against 1 already means the shield tanker is disadvantaged anyway, much like 2 enemies vs 1 armor tanker puts the armor tanker in a disadvantage. Locus grenades destroy armor (or just kill you completely). There are plenty of weapons that destroy armor: MD, RR, CR Shield users are not the only ones who can be negatively impacted by other factors.
yea but still... shields have less hp, can be instantly removed by flux, and cant be remotely assisted. the only way that should be ok is if shields and insane recharge. at least double what we have now. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
307
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Posted - 2014.02.09 05:37:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:Asha Starwind wrote: That's an idealistic scenario, which is completely removed from the reality of things, considering hives, rep tools, the shield/armor hp disparity (could afford to lose a bit of hp before it becomes problematic), flux, weapons that vaporize/laugh at shields. Throw any one of those things into that scenario and it's an uphill battle for the shield suit. The rep tools require that the shield tanker be fighting 2 enemies instead of 1 since you can't use repair tool on yourself; even without rep tool, 2 against 1 already means the shield tanker is disadvantaged anyway, much like 2 enemies vs 1 armor tanker puts the armor tanker in a disadvantage.
I meant to denote that there are 3rd and 4th parties for the reptool.
Quote: There are plenty of weapons that destroy armor: MD, RR, CR
Other than the MD, the RR and CR destroy shields just the same. Bullet damage on the RR is so high that the bias doesn't doesn't kick in vs. moderately tanked and below suits. Quote:
Shield users are not the only ones who can be negatively impacted by other factors.
I'm not saying there aren't any negatives for armor but the amount of factors against shields are greater.
32db Mad Bomber.
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Sgt Kirk
Fatal Absolution
4506
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Posted - 2014.02.09 06:43:00 -
[19] - Quote
Awry Barux wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. You would almost be right except for triage hives, which grant armor tankers continuous regen faster than a scout's shield, with the only limitation being "don't go too far from the hive" (AKA stay in or near cover). Armor tankers can actually achieve much higher "combat uptime" than even the most regulator stacked shield tanker. @Garrett, you know what you're talking about, here have a like.
Too many shield tankers want to play shields like they are armor brawlers and that's the problem with them they've got armor mentality and want none of downsides.
You already expressed why shields are usefull so I wont repeat myself.
@Awry Nanohives are getting a nice nerf to them so unless you plan on being a Dual tanked Caldari Logistics sitting on top of a triage hive while a Minmitar heavy Rofl-steamroll stomps your face while babysitting nanohives I suggest not doing that. |
Luna Angelo
We Who Walk Alone
721
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Posted - 2014.02.09 06:57:00 -
[20] - Quote
Vitharr Foebane wrote:Squagga wrote:KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators. More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this minmatar called... they said that they are shield tankers too... Incorrect. Minnie are Speed tankers.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Cyrius Li-Moody
3416
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Posted - 2014.02.09 06:59:00 -
[21] - Quote
Luna Angelo wrote:Vitharr Foebane wrote:Squagga wrote:KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators. More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this minmatar called... they said that they are shield tankers too... Incorrect. Minnie are Speed tankers.
Here we go...
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Ghost Kaisar
Titans of Phoenix Legacy Rising
2826
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Posted - 2014.02.09 07:00:00 -
[22] - Quote
Cyrius Li-Moody wrote:Luna Angelo wrote:Vitharr Foebane wrote:Squagga wrote:KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators. More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this minmatar called... they said that they are shield tankers too... Incorrect. Minnie are Speed tankers. Here we go...
Who said that Speed tanking and Shield tanking are mutually exclusive?
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Garrett Blacknova
Codex Troopers
4432
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Posted - 2014.02.09 08:47:00 -
[23] - Quote
Awry Barux wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. You would almost be right except for triage hives, which grant armor tankers continuous regen faster than a scout's shield, with the only limitation being "don't go too far from the hive" (AKA stay in or near cover). Armor tankers can actually achieve much higher "combat uptime" than even the most regulator stacked shield tanker. You would be right except for flux grenades, and the fact that with the ability to reposition to new cover WITHOUT needing to carry a supply of nanohives, the shield tanker can flank you, kill the hive and kill you if you don't move on, meaning they're controlling the engagement and you've already lost. |
Spectral Clone
Dust2Dust. Top Men.
1190
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Posted - 2014.02.09 09:08:00 -
[24] - Quote
Well.. there is a general shield recharge buff in 1.8. I would expect cal assaults to get something like 40 shield/s. Slap on an complex shield energizer and you have 74 shield/s with max skills. Then account for the fact that TTK will be reduced for rifles, and possibly other weapons as well.
Shield tanking will be king for hit and run in 1.8.
I think the cal assault shield % bonus is a joke btw, it gives you minimal HP anyway.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Spectral Clone
Dust2Dust. Top Men.
1190
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Posted - 2014.02.09 09:10:00 -
[25] - Quote
Garrett Blacknova wrote:Awry Barux wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. You would almost be right except for triage hives, which grant armor tankers continuous regen faster than a scout's shield, with the only limitation being "don't go too far from the hive" (AKA stay in or near cover). Armor tankers can actually achieve much higher "combat uptime" than even the most regulator stacked shield tanker. You would be right except for flux grenades, and the fact that with the ability to reposition to new cover WITHOUT needing to carry a supply of nanohives, the shield tanker can flank you, kill the hive and kill you if you don't move on, meaning they're controlling the engagement and you've already lost.
The question you should ask yourself if you get fluxed is: What the hell am I doing in the flux grenade range, when I am carrying a RR or sniper?
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Arkena Wyrnspire
Fatal Absolution
9176
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Posted - 2014.02.09 09:49:00 -
[26] - Quote
Luna Angelo wrote:Vitharr Foebane wrote:Squagga wrote:KAGEHOSHI Horned Wolf wrote:CCP is working on increasing TTK, so shields should be in a better position in 1.8. If there are issues with shields, it should be addressed through the stats of the modules themselves, not through dropsuit bonuses that only apply to one dropsuit type anyway. Regulators need to be buffed, so buff regulators. More or less what he said. Except less on the regulators side. I wasn't advocating just Caldari should get a dropsuit that works better for shields. But we are the one race that is largely effected by this minmatar called... they said that they are shield tankers too... Incorrect. Minnie are Speed tankers.
Incorrect. Minmatar are shield tankers with a high speed.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
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Garrett Blacknova
Codex Troopers
4432
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Posted - 2014.02.09 10:04:00 -
[27] - Quote
Spectral Clone wrote:Garrett Blacknova wrote:You would be right except for flux grenades, and the fact that with the ability to reposition to new cover WITHOUT needing to carry a supply of nanohives, the shield tanker can flank you, kill the hive and kill you if you don't move on, meaning they're controlling the engagement and you've already lost. The question you should ask yourself if you get fluxed is: What the hell am I doing in the flux grenade range, when I am carrying a RR or sniper? The question you should ask yourself is: Why am I ignoring the option that isn't equipment-restrictive and only providing a counter that's equally dependent on having a specific fitting?
Your comment doesn't address the fact that when relying on a nanohive, you can't reposition, and using shield-tanking, you can not only reposition but can take out the nanohive after doing so. Also, Rail Rifles are complained about by a lot of players because they're viable in close range as well as long, so the sniper rifle (a niche weapon) is really the only weapon which you're putting yourself at risk by letting people into grenade range with. Flux aren't a hugely popular weapon at present, so while a valid counter to triage nanohives, they aren't something to rely on everyone using. Just like having a sniper rifle or rail rifle isn't something you can rely on everyone using. |
Neo Rinzler
Commando Perkone Caldari State
12
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Posted - 2014.02.09 11:52:00 -
[28] - Quote
Sgt Kirk wrote:Awry Barux wrote:Garrett Blacknova wrote:Asha Starwind wrote:You talk as if utilizing cover is something exclusive to shield tankers. How does that shield tanker fair against and armor/rep tanker doing the exact same thing. Shields have the advantage in a cover fight because of faster regen. Between volleys, shield tanked suit will be back to almost full health, while armour will be slowly worn down as the fight drags out. Relying on cover is NOT in the armour tanker's best interests. And if they move further out of cover to get a shot, then need to try and take cover again, they have to spend longer in the open being shot than a shield tanker would because of the speed penalties on armour. You would almost be right except for triage hives, which grant armor tankers continuous regen faster than a scout's shield, with the only limitation being "don't go too far from the hive" (AKA stay in or near cover). Armor tankers can actually achieve much higher "combat uptime" than even the most regulator stacked shield tanker. @Garrett, you know what you're talking about, here have a like. Too many shield tankers want to play shields like they are armor brawlers and that's the problem with them they've got armor mentality and want none of downsides. You already expressed why shields are usefull so I wont repeat myself. @Awry Nanohives are getting a nice nerf to them so unless you plan on being a Dual tanked Caldari Logistics sitting on top of a triage hive while a Minmitar heavy Rofl-steamroll stomps your face while babysitting nanohives I suggest not doing that.
Shields take way too long to begin recharging, regulators don't give a large enough bonus and are extremely UP, Energizers and rechargers cost a tonne of CPU for minimal increase in recharge rate
I constantly use cover and try and use the range of caldari weaponry and modules that boosts shields yet I still spend most of my time waiting for shields to regen and can only fit a light weapon due to the huge CPU costs of shield modules, I'm sorry but even though shield tanking isn't completely useless it is most definitely UP compared to Armor Tanking
The speed loss on armor mods is laughable ... 2x the HP 1/2 the CPU PG cost for a slight decrease in speed compared to 1/2 the HP 2x the CPU/PG cost and an increase in depleted recharge delay of 3/4/7% per extender ...
Armor and Shields aren't balanced mainly because Shield Modules are UP and hard to fit |
Garrett Blacknova
Codex Troopers
4435
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Posted - 2014.02.09 12:08:00 -
[29] - Quote
Neo Rinzler wrote:Shields take way too long to begin recharging, regulators don't give a large enough bonus and are extremely UP, Energizers and rechargers cost a tonne of CPU for minimal increase in recharge rate And these stats are being adjusted in 1.8 to make shield tanking more viable.
Quote:I constantly use cover and try and use the range of caldari weaponry and modules that boosts shields yet I still spend most of my time waiting for shields to regen and can only fit a light weapon due to the huge CPU costs of shield modules, I'm sorry but even though shield tanking isn't completely useless it is most definitely UP compared to Armor Tanking You're waiting ages until the shield regen kicks in then refills insanely fast. Armour tankers are waiting for even longer by the time they get half their HP back. They have more HP, you have faster regeneration of HP.
Quote:The speed loss on armor mods is laughable ... 2x the HP 1/2 the CPU PG cost for a slight decrease in speed compared to 1/2 the HP 2x the CPU/PG cost and an increase in depleted recharge delay of 3/4/7% per extender ... You'd be surprised how much that loss of speed will hurt when you're forced to cross an open space of any size. Slower means you're an easier target, AND means you're visible for longer, AND means that changing direction to throw someone's aim off doesn't work as effectively. The last point is less important with aim assist, but still worth mentioning for close to mid-range.
Quote:Armor and Shields aren't balanced mainly because Shield Modules are UP and hard to fit They aren't entirely balanced, but each build is getting closer to a sensible balance, imo. It fluctuates between armour and shields being the better option, and recently, armour has had the better side of things, but I think 1.8 might change that again. |
KalOfTheRathi
Nec Tributis
953
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Posted - 2014.02.09 12:09:00 -
[30] - Quote
KAGEHOSHI Horned Wolf wrote:[url=forums.dust514.com/default.aspx?g=posts&m=1810668#post1810668]CCP is working on increasing TTK You must be drinking the CCP Koolaid.
They are aiding bullet/damage resistance. This might well include eliminating the system wide weapon damage increase they implemented back in Uprising 1.1. Which will mean it will take more rounds to kill anything*. Add to this mess of a solution there will be only ONE hive that will have the capacity all the STD and ADV hives have today. The one PROTO will have 72 while everything else will be equal to Militia hives we have today.
Remember when we spent 25% of every match trying to get enough ammunition to actually kill someone? That is going to be the result of these various fixes. Time To Kill will increase. Time To Frustration will be nearly instantaneous.
* Except for those pesky ROF bonuses being tossed left, right and center.
And so it goes.
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