Shutter Fly
Molon Labe. General Tso's Alliance
260
|
Posted - 2014.02.16 22:43:00 -
[1] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:the problem isn't only Hp, but the tiering should be 44 55 66 if we want to keep complex the same as it is now. Currently, my proposed buff is only 6 hp,which is negligible, but makes it so that armor doesn't give more than 2x as much as a shield extender, but instead slightly less.
The real problem is fittings believe it or not. Armor plates currently work very well in conjunction with damage mods because they fit together with ease, however, shield extenders have far too much pg to be fitted with a lot of biotics in the low module slots.
Are my fitting requirement changes fair in your opinions? Armor plates are supposed to 2x because as a rule of thumb, half your slots are dedicated to armor repairers. In the end most armor suits don't have nearly as much HP as people think, it's in the 500~ area. This is true, but armor tankers still have a high regen shield buffer on top of their primary armor tank, while shield tankers have to rely on a non regenerative armor buffer UNDER their primary shield tank.
Obviously, this gives armor tankers a significant advantage in this respect solely from the mechanics of shields vs. armor. Armor tankers have a reliable buffer on top of their primary tank, preventing an initial burst of damage from doing significant damage and allowing their armor more time to regenerate. Shield tankers have to deal with the fact that their primary line of defense is their FIRST line of defense, meaning every bit of damage taken is significant to their primary HP.
I've run shield tanked Minmatar Assaults and armor tanked Gallente Scouts, and I can honestly say that 6hp/s armor repair with a k-17/D NH on my scout is much more efficient than the 22.5hp/s shield regen with 1hp/s armor rep on my assault. They both have about the same total eHP, but my scout has significantly more long term survivability, despite having presumably worse repair.
The difference is the 87-160 shield buffer on the Gallente scout, as the first 87-160 damage of every encounter is essentially negated, meaning I take less damage to my armor. Once the damage is taken, I can continue to fight with a bit more caution, as I know that I can always take some damage without sacrificing armor. In the event that I take major damage, I can fall back, drop a hive, and possibly get help from a logi. The shield-based assault, on the other hand, is forced to retreat after taking any significant damage and stay under cover until fully healed. In the event that I have my shields completely reduced, I am guaranteed to have to hide for at least 18 seconds until I have enough shields to fight again. There is no chance of continuing to fight while waiting, as any damage taken will prolong the wait and possibly result in having to start completely over. |