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Psychotic Shooter
149
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Posted - 2014.02.19 18:13:00 -
[1] - Quote
Ok I use both armour and shield tanks and I noticed when I. Get hit with av without hardeners the passive rep stops this is ok if you want to continue to rep you fit a booster but when I have 1 hardener on the only thing that can stop passive rep is a forge or a rail this give swarms, av nades, blasters and missiles 0 chance of killing me and that's wrong ccp haves two choices her 1 make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable this would valence with armour tanks a bit more or when hardener is activated on shield and armour tanks are reps stop till hardener a are turned off
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Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
176
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Posted - 2014.02.19 23:30:00 -
[2] - Quote
Psychotic Shooter wrote:Ok I use both armour and shield tanks. I noticed when I get hit by AV without hardeners the passive rep stops. This is ok, but if you want to continue to rep you fit a booster. When I have 1 hardener on the only thing that can stop passive rep is a forge or a rail tank. This give swarms, av nades, blasters and missiles 0 chance of killing me. That's wrong ccp.
So we haves two choices here:
1. Make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable again. This would balance with armour tanks a bit more. 2. When hardener is activated on the shield, armor reps stop until the hardener is turned off
Edited for free Psychotic.
But yea, I agree the reps can be quite OP on tanks. If I miss one or two missiles from my ADS they are nearly full again and I need to start my assault over again. I don't want it to be easy, but impossible feels a little scruby.
Btw, you can pay for my editing services either by a like, a post on my corps recruiting post (link below) saying that we are nice and help out our community members, or 1 mil isk ( it will go to a good cause, ADS parts ). Any combination of those would be good too though!
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Harpyja
Molon Labe. General Tso's Alliance
1167
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Posted - 2014.02.20 00:55:00 -
[3] - Quote
So hardened shields are able to recharge while being damaged by anti-armor weapons, but stop recharging when damaged by anti-shield weapons. Where's the problem?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Psychotic Shooter
149
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Posted - 2014.02.20 01:04:00 -
[4] - Quote
AV is AV there passive inbuilt rep should stop when hit with av with the exception of av naded
Dust 514 Closed Beta Vet
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9430
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Posted - 2014.02.20 01:15:00 -
[5] - Quote
+1
Please edit the original post, and copy/paste Varjac Theobroma Montenegro's edit into the OP; right now the OP is very hard to read due to poor punctuation.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Alena Ventrallis
The Neutral Zone
722
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Posted - 2014.02.20 01:43:00 -
[6] - Quote
I know the problem. It's alpha damage.
a proto forge does 1440 damage per shot. the 6 missiles of a proto swarm do 1320 damage. Npw the difference is, the forge does its damage with a single projectile (read: a single impact) while the swarm does it with 6 hits. The forge's one hit is able to get above the damage threshold when a hardener is up. An individual missile of a swarm cannot break the barrier.
Best PVE idea I've seen.
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The Attorney General
2150
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Posted - 2014.02.20 03:44:00 -
[7] - Quote
Psychotic is right. Getting hit by anything other than small arms should stop shield regen, even if hardened.
Mr. Hybrid Vayu.
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G Torq
ALTA B2O
430
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Posted - 2014.02.20 11:33:00 -
[8] - Quote
Threshold for passive rep: 104hp Threshold for passive rep w/ 1 hardener: 260hp Threshold for passive rep w/ 2 hardeners: 520hp
AV Grenades can generally stop the passive rep. PLC projectiles can generally stop the passive rep. Forge guns can generally stop the passive rep. Mass Drivers can stop the passive rep if there are no hardener active. Swarms can only ever stop the passive rep if there are no hardener active.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Bendtner92
Imperfects Negative-Feedback
1748
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Posted - 2014.02.20 11:56:00 -
[9] - Quote
Harpyja wrote:So hardened shields are able to recharge while being damaged by anti-armor weapons, but stop recharging when damaged by anti-shield weapons. Where's the problem? Forge Gun is anti-armor weapon fyi.
The problem is that Swarms have 4-6 missiles, and it's each missile's damage output that determines whether it stops shield recharge or not.
So if each missile does less damage than the threshold for the shield recharge, it won't stop the recharge even if the total damage of each Swarm shot is above the threshold.
Example:
If Swarms only had one missile per shot, the Standard Swarms would be doing 880 base damage * 0.8 damage to shields * 0.4 damage against shield hardener = 282 damage, which is above the threshold.
However, Swarms have more than one missile per shot, so the Standard Swarms is doing 220 base damage per missile * 0.8 damage to shields * 0.4 damage against shield hardener = 70 damage per missile, which is below the threshold, and therefore does not stop the shield recharge.
If G Torq is right about the threshold being 104 damage, then even Proto Swarms wouldn't stop the recharge. 220 base damage per missile * 1.15 proficiency five * 1.264 three damage mods * 0.8 damage to shields * 0.4 damage against shield hardener = 102 damage per missile.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
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Psychotic Shooter
154
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Posted - 2014.02.20 12:56:00 -
[10] - Quote
G Torq wrote:Threshold for passive rep: 102hp Threshold for passive rep w/ 1 hardener: ca 255hp Threshold for passive rep w/ 2 hardeners: ca 523hp AV Grenades can generally stop the passive rep. PLC projectiles can generally stop the passive rep. Forge guns can generally stop the passive rep. XT-1 missiles can stop the passive rep if there is 1 hardener active Mass Drivers (with dmg-mods + prof) can stop the passive rep if there is 1 hardener active. Swarms can only ever stop the passive rep if there are no hardener active. Edit: Bendter92 has concluded that with lvl5 prof and 3 complex Dmg-mods, a swarm-launcher CAN in fact stop the regen of a HAV with a single hardener active.
A Gunnlogi: http://www.stuff514.com/sde/type/351278minDamageToCauseShieldRechargePause102.0 maxShield2650 healShieldRate168.0 shieldRechargeDelay4.0 shieldRechargePauseOnShieldDepleted10.0
100% wrong even with your math if you play the game the only weapon that can stop the regen with 1 hardener is a fg
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Bendtner92
Imperfects Negative-Feedback
1748
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Posted - 2014.02.20 13:05:00 -
[11] - Quote
Psychotic Shooter wrote:100% wrong even with your math if you play the game the only weapon that can stop the regen with 1 hardener is a fg So are you saying that the threshold isn't 102 damage?
Because anything doing more than 102 damage does indeed stop the recharge, including Plasma Cannon, AV Nades and Swarms with Proficiency five and three Damage Mods.
Swarms with less than Proficiency five and/or three Damage Mods don't, however.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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G Torq
ALTA B2O
431
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Posted - 2014.02.20 15:15:00 -
[12] - Quote
Psychotic Shooter wrote: 100% wrong even with your math if you play the game the only weapon that can stop the regen with 1 hardener is a fg I'm glad you're volunteering some evidence of your statement - I'm assuming some footage of tests?
Meanwhile, I've created a Google Docs spreadsheet with some select weapons, in various configurations, against shield-hardeners: https://docs.google.com/spreadsheet/ccc?key=0AuKaXw65TtkmdF9XN0pXWGxrMThub2hMWldCNHRZb2c#gid=0
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9445
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Posted - 2014.02.20 15:29:00 -
[13] - Quote
Bendtner92 wrote:Harpyja wrote:So hardened shields are able to recharge while being damaged by anti-armor weapons, but stop recharging when damaged by anti-shield weapons. Where's the problem? Forge Gun is anti-armor weapon fyi. The problem is that Swarms have 4-6 missiles, and it's each missile's damage output that determines whether it stops shield recharge or not. So if each missile does less damage than the threshold for the shield recharge, it won't stop the recharge even if the total damage of each Swarm shot is above the threshold. Example: If Swarms only had one missile per shot, the Standard Swarms would be doing 880 base damage * 0.8 damage to shields * 0.4 damage against shield hardener = 282 damage, which is above the threshold. However, Swarms have more than one missile per shot, so the Standard Swarms are doing 220 base damage per missile * 0.8 damage to shields * 0.4 damage against shield hardener = 70 damage per missile, which is below the threshold, and therefore does not stop the shield recharge. If G Torq is right about the threshold being 104 damage, then even Proto Swarms wouldn't stop the recharge. 220 base damage per missile * 1.15 proficiency five * 1.264 three damage mods * 0.8 damage to shields * 0.4 damage against shield hardener = 102 damage per missile. Edit: G Torq corrected the threshold to 102 damage, which means that Swarms with Proficiency five and three (or more) Damage Mods would actually stop the shield recharge on a single-hardened vehicle, as each missile would be doing more than 102 damage (as shown above).
Perhaps the amount of missiles per swarm should be reduced, but the damage per missile should be increased. The damage per swarm could remain the same, but the individual missiles could do enough damage to halt shield recharge.
Another alternative (and probably harder) is to count all damage done within 1 second together, this way the total damage of a swarm in the second the missiles hit is counted together, and it will be more than enough to stop shield regeneration.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Spkr4theDead
Red Star. EoN.
1853
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Posted - 2014.02.20 19:40:00 -
[14] - Quote
Psychotic Shooter wrote:Ok I use both armour and shield tanks and I noticed when I. Get hit with av without hardeners the passive rep stops this is ok if you want to continue to rep you fit a booster but when I have 1 hardener on the only thing that can stop passive rep is a forge or a rail this give swarms, av nades, blasters and missiles 0 chance of killing me and that's wrong ccp haves two choices her 1 make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable this would valence with armour tanks a bit more or when hardener is activated on shield and armour tanks are reps stop till hardener a are turned off Punctuation is your friend.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
185
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Posted - 2014.02.20 21:07:00 -
[15] - Quote
Spkr4theDead wrote:Psychotic Shooter wrote:Ok I use both armour and shield tanks and I noticed when I. Get hit with av without hardeners the passive rep stops this is ok if you want to continue to rep you fit a booster but when I have 1 hardener on the only thing that can stop passive rep is a forge or a rail this give swarms, av nades, blasters and missiles 0 chance of killing me and that's wrong ccp haves two choices her 1 make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable this would valence with armour tanks a bit more or when hardener is activated on shield and armour tanks are reps stop till hardener a are turned off Punctuation is your friend.
Actually I am his friend, didn't you see my edit?! Or did your epeen block your eye sight?
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Django Quik
Dust2Dust.
2285
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Posted - 2014.02.26 21:32:00 -
[16] - Quote
Some great points in this thread, especially regarding the swarm missile damage. The problem with reducing the threshold or counting total damage over a second is that many weapons can do huge DPS and would break the threshold if it counted one full second of damage (400+ for all rifles!) and we don't want rifles of any kind being able to damage tanks!
The only real solution to that specific swarm problem would be to increase the damage of swarm missiles. In order to do this without making proto swarms totally OP would be to reduce all swarms to 4 missiles but increase the damage of each missile by tier. This would also reduce the massive damage gap between the standard and proto versions, which is the main reason swarms have been so hard to balance for so long. It's easy enough to justify too, because the more advanced tier launchers can fire heavier payload missiles. Simple.
As for the other stuff in this thread - hardeners do definitely need a draw back and a stacking penalty that increases this drawback too. The suggestion of stopping passive regen of any kind while hardened may be going too far but I'd be up for a 50% reduction in reps (passive and active) to the associated hardened surface (shield or armor) whilst active. That would mean 2 hardeners would incur a 75% repping penalty whilst hardened. Your hardeners might save your tank but you're definitely going to want to be way long gone before they run out!
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Scout community is the nuts
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Django Quik
Dust2Dust.
2285
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Posted - 2014.02.26 21:36:00 -
[17] - Quote
Bendtner92 wrote:Psychotic Shooter wrote:100% wrong even with your math if you play the game the only weapon that can stop the regen with 1 hardener is a fg So are you saying that the threshold isn't 102 damage? Because anything doing more than 102 damage does indeed stop the recharge, including Plasma Cannon, AV Nades and Swarms with Proficiency five and three Damage Mods. Swarms with less than Proficiency five and/or three Damage Mods don't, however. Not saying you're wrong (because I've never tested this) but are you saying that my advanced breach scrambler pistol with 2 complex damage mods and proficiency 5 will stop a tank's shield regen with no hardener active?
How about snipers? Charged scrambler rifle? Nova knives? Flaylocks?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Harpyja
Molon Labe. General Tso's Alliance
1216
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Posted - 2014.02.26 22:12:00 -
[18] - Quote
Passive shield recharge on tanks is fine. If you can't break it, either you're not trying hard enough or you're doing it wrong. Also, if there's a shield hardener, don't try to assault it when it's active! Wait for it go offline and then assault the tank because our shield hardener is our lifeline in combat, otherwise our regen will stop against anything other than non-AV weapons.
Why do you have to complain that we can recharge shields when we are hardened, but you don't complain that armor can regenerate both under fire and unhardened!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Bendtner92
Imperfects Negative-Feedback
1784
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Posted - 2014.02.26 22:20:00 -
[19] - Quote
Django Quik wrote:Not saying you're wrong (because I've never tested this) but are you saying that my advanced breach scrambler pistol with 2 complex damage mods and proficiency 5 will stop a tank's shield regen with no hardener active?
How about snipers? Charged scrambler rifle? Nova knives? Flaylocks? Non-AV weapons don't do 100% damage to vehicles. I believe all the weapons (except for maybe the Flaylock, but I don't know) you mentioned only do 10% damage, and therefore won't be dealing more than 102 damage per shot.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Psychotic Shooter
157
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Posted - 2014.02.26 22:41:00 -
[20] - Quote
Harpyja wrote:Passive shield recharge on tanks is fine. If you can't break it, either you're not trying hard enough or you're doing it wrong. Also, if there's a shield hardener, don't try to assault it when it's active! Wait for it go offline and then assault the tank because our shield hardener is our lifeline in combat, otherwise our regen will stop against anything other than non-AV weapons.
Why do you have to complain that we can recharge shields when we are hardened, but you don't complain that armor can regenerate both under fire and unhardened!
1 I'm a tanker and use both
2 armour tank have to put on reps unlike shield
3 does you suit shield rep in combat NO does your armour YES
4 your argument is invalid
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Bendtner92
Imperfects Negative-Feedback
1786
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Posted - 2014.02.26 22:46:00 -
[21] - Quote
Harpyja wrote:Why do you have to complain that we can recharge shields when we are hardened, but you don't complain that armor can regenerate both under fire and unhardened! Because they're aren't meant to recharge the shields when taking fire, even when hardened.
I quote from thisthread:
CCP Logibro wrote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one.
Armor tanks being able to keep regenerating at all times while shield tanks can't is a part of what seperates them. The damage threshold was put in place to ensure that small firearms wouldn't stop the recharge, but only AV weapons. Swarms are anti-armor, but they should still stop the shield recharge (Forge Gun is anti-armor as well, but can still stop the recharge. The same with AV Nades).
The damage threshold could be lowered slightly without making small firearms able to stop the recharge. Swarms could get a damage increase on each individual missile, and at the same time get a reduced damage increase from Standard to Proto by making all Swarms use four missiles no matter the tier.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Alena Ventrallis
The Neutral Zone
774
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Posted - 2014.02.28 07:26:00 -
[22] - Quote
So nothing can stop armor regen, which can get to over twice the shield regen, but were worked up over shield regen?
Best PVE idea I've seen.
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Bendtner92
Imperfects Negative-Feedback
1786
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Posted - 2014.02.28 08:13:00 -
[23] - Quote
Alena Ventrallis wrote:So nothing can stop armor regen, which can get to over twice the shield regen, but were worked up over shield regen? You're using all your low slots to get that kind of regen. Gunnlogi can use it's three high slots to anything and still have it's shield recharge.
With that said I do actually think armor regen should be lowered a bit. Even with only one repper it's able to regen a little too fast in my opinion.
Just because I think it's utterly stupid that Swarms don't stop the shield recharge doesn't mean I think armor regen is balanced.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Royalgiedro
Nor Clan Combat Logistics
7
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Posted - 2014.03.01 00:49:00 -
[24] - Quote
Varjac Theobroma Montenegro wrote:Psychotic Shooter wrote:Ok I use both armour and shield tanks. I noticed when I get hit by AV without hardeners the passive rep stops. This is ok, but if you want to continue to rep you fit a booster. When I have 1 hardener on the only thing that can stop passive rep is a forge or a rail tank. This give swarms, av nades, blasters and missiles 0 chance of killing me. That's wrong ccp.
So we haves two choices here:
1. Make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable again. This would balance with armour tanks a bit more. 2. When hardener is activated on the shield, armor reps stop until the hardener is turned off Edited for free Psychotic. But yea, I agree the reps can be quite OP on tanks. If I miss one or two missiles from my ADS they are nearly full again and I need to start my assault over again. I don't want it to be easy, but impossible feels a little scruby. Btw, you can pay for my editing services either by a like, a post on my corps recruiting post (link below) saying that we are nice and help out our community members, or 1 mil isk ( it will go to a good cause, ADS parts ). Any combination of those would be good too though!
You are aware the armor tanks can rep faster than the shields right? And they don't stop when I shoot them. Some madrugars rep so fast I need 2 damage mods on my particle accelerator to kill them in 5-6 shots. That's stupid since they can 2 shot me with that militia railgun they're using (since they can put on 2 damage mods with there indestructibility). I do mainly shield tank, but I also use madrugars. |
Harpyja
Molon Labe. General Tso's Alliance
1217
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Posted - 2014.03.02 17:04:00 -
[25] - Quote
Bendtner92 wrote:Harpyja wrote:Why do you have to complain that we can recharge shields when we are hardened, but you don't complain that armor can regenerate both under fire and unhardened! Because they're aren't meant to recharge the shields when taking fire, even when hardened. I quote from thisthread: CCP Logibro wrote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one. Armor tanks being able to keep regenerating at all times while shield tanks can't is a part of what seperates them. The damage threshold was put in place to ensure that small firearms wouldn't stop the recharge, but only AV weapons. Swarms are anti-armor, but they should still stop the shield recharge (Forge Gun is anti-armor as well, but can still stop the recharge. The same with AV Nades). The damage threshold could be lowered slightly without making small firearms able to stop the recharge. Swarms could get a damage increase on each individual missile, and at the same time get a reduced damage increase from Standard to Proto by making all Swarms use four missiles no matter the tier. Shields are burst tankers, which means they are capable of withstanding to a lot of damage within a short time frame. This is reflected in both it's high resistance when hardened and it's ability to regen through non-alpha AV while hardened. If it loses the regen capability, then it's no different than an armor tank at EHP values alone, except that the armor tank regeneration while taking damage and this allows it to actually absorb more damage. Because shields can regen under certain damage, it allows them to ultimately absorb more damage when their hardener is active.
Don't forget that anything with a high alpha per individual shot (NOT swarms), will stop our regen. I've had my regen stopped by a swarm launcher, and that just showed that that player was heavily skilled and invested into swarms, and I even went down because he stopped my regen.
I believe that the intended purpose of such a module that CCP described is to allow constant regen through ANY form of damage, even when unhardened. Right now, we can only regen while hardened and under certain forms of damage, not all. Such a module would be helpful where you're getting shot at, say by a blaster tank, before you kick up your hardener, and it allows you to regen the whole time, otherwise your regen would've stopped and you won't be benefiting through the regen while hardened.
One last thing, armor tanks may have to give up a low slot for an armor rep, but I have to give up a high slot for damage, otherwise I won't be able to one-volley most vehicles with my proto missiles.
I like how shields can regen under certain forms of damage while hardened; it means that you can't just take anything and expect to bring us down, you actually need to think what will bring us down more easily.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Alena Ventrallis
The Neutral Zone
782
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Posted - 2014.03.02 17:45:00 -
[26] - Quote
Armor needs a module for regen, but this module can a) regen faster than shields b) never stops working and c) uses a low slot, which armor tanks have more of. I think shields should regen with hardeners on regardless of damage taken. Vehicles need some tweaking before that happens but as it is, shields have less hp, they regen slower and I cannot stress this enough, you can stop the regen.
Making armor repairers an active module would help things. short duration, long cooldown.
Best PVE idea I've seen.
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Vegetation Monster
KILL-EM-QUICK RISE of LEGION
213
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Posted - 2014.03.03 04:04:00 -
[27] - Quote
Psychotic Shooter wrote:Ok I use both armour and shield tanks and I noticed when I. Get hit with av without hardeners the passive rep stops this is ok if you want to continue to rep you fit a booster but when I have 1 hardener on the only thing that can stop passive rep is a forge or a rail this give swarms, av nades, blasters and missiles 0 chance of killing me and that's wrong ccp haves two choices her 1 make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable this would valence with armour tanks a bit more or when hardener is activated on shield and armour tanks are reps stop till hardener a are turned off
So its OK for an unhardend armor tank to rep 200+ armor a sec continuosly but it is not of for a hardened shield tank to rep 168 hp/s because it was hit by a anti-armor weapon?
B
Double O
T
Y
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Psychotic Shooter
160
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Posted - 2014.03.10 21:56:00 -
[28] - Quote
Vegetation Monster wrote:Psychotic Shooter wrote:Ok I use both armour and shield tanks and I noticed when I. Get hit with av without hardeners the passive rep stops this is ok if you want to continue to rep you fit a booster but when I have 1 hardener on the only thing that can stop passive rep is a forge or a rail this give swarms, av nades, blasters and missiles 0 chance of killing me and that's wrong ccp haves two choices her 1 make it so even when hardened the passive rep stops or lower the passive rep so I have to fit a booster to be fighting capable this would valence with armour tanks a bit more or when hardener is activated on shield and armour tanks are reps stop till hardener a are turned off So its OK for an unhardend armor tank to rep 200+ armor a sec continuosly but it is not of for a hardened shield tank to rep 168 hp/s because it was hit by a anti-armor weapon?
Yes armour reps are high TBH i prefer the active reps then you have shield tanks that have both high passive rep that can take constant AV and then you have active shield boosters that give either 900 of 1800 now whats more unfair a tank with high rep that you can still beat or a shield tanks that can rep through most AV with a hardener or get 2000 hp back in 1 second
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KalOfTheRathi
Nec Tributis
1061
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Posted - 2014.03.26 11:24:00 -
[29] - Quote
I don't see where this makes any sense at all. Maybe I am not reading it correctly so I will restate it in, I hope, my incorrect version.
If a tank runs any Passive Armor Repair Modules they will be disabled if they run an Active Shield Hardener.
How could that be even possible in the lore of EVE, Dust and New Eden? That is not how passive and active modules work. Nor do shield and armor modules interfere with the function of the other.
If you miss your chance at killing the tank you get to start your assault over. Yep. That is how it works. Same thing happens for us when assaulting heavies and other tanks. Or god forbid we try to knock a derp ship out of the sky. Miss and they are 600m up and are unable to be targeted.
And so it goes.
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GVGMODE
WorstPlayersEver
151
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Posted - 2014.03.26 17:56:00 -
[30] - Quote
I run both types of vehicles and I honestly think that armor reps are better than shield reps.
Armor Tank reps never stop, which makes them more persistent in the battle field and better overall.
Shield tanks are strong for a few secs and then they become easy prays.
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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