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Garrett Blacknova
Codex Troopers
4430
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Posted - 2014.02.09 04:40:00 -
[1] - 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. |
Garrett Blacknova
Codex Troopers
4432
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Posted - 2014.02.09 08:47:00 -
[2] - 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. |
Garrett Blacknova
Codex Troopers
4432
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Posted - 2014.02.09 10:04:00 -
[3] - 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. |
Garrett Blacknova
Codex Troopers
4435
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Posted - 2014.02.09 12:08:00 -
[4] - 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. |
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