Berserker007
Imperfects Negative-Feedback
459
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Posted - 2014.02.24 20:13:00 -
[1] - Quote
at the moment, shield tanking is all but useless. As someone pointed out; basic and advanced extenders are 100% trash and worthless. If you look at the hp at the proto level; a complex plate gives 2x the amount of hp (but both have penalities now). So, if you look at the primary HP designed suits : proto Gal and Cal ; it takes all of the 4 Cal high slots to equal (but still be below) 2 low slots of the Gal suits to have roughly the same amount of hp.
That gives the Gal user 2 low slots to use a rep, cpu etc in them. For a Caldari player atm, of those 3 slots, one HAS to be a CPU upgade if running 4 proto high modules. That leaves 2 slots left, one probably being a basic plate for more hp b/c you need it b/c of how weak shields are; then probably a rep then as well.
While you map out the Caldari suit, the Galente suit still has its 3 high slots of use. You can do any number of things, but id assume most run either 3 damage mods, or 1 extender and 2 damage mods.
So if you compare the 2 suits total ehp; you have a Galente with 781 ehp (along w/ 2 damage mods); where you have a Caldari with 789 ehp (but no damage mods). So the Caldari out tanks by 7 hp, but it is at a way negative of the Galente getting 2 damage mods at an 18% increase of damage.
Another problem, is that no matter the weapons efficiency shield get melted extremely easy. I wont look at a combat rifle or such as most will have damage mods; but look at basic Toxin smg w/ no damage mods. SMG's like a combat rifle have an 80% efficiency rating against shield, yet they destroy shield just as easily if it was at 100% efficiency.
Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels. The other possible aid to shield tanking would be to ONLY alter shield efficiency of armor based weapons. ex: Combat rifle is 80% efficiency. I'd say drop it down to a 50% efficiency. Reason this wouldn't be as "harsh" is when u take into account prof level, and even damage mods; that will give you back b/t 20-35% efficiency; so you'd still only be down 5% off true damage). Do this for Rail Rifles as well, that instead of the 90%, you drop it down to 60% and such.
By doing this is gives that advantage to those who run ScR's; yet doesn't really hurt others b/c of the almighty flux which even at basic wipes out your entire shield anyway. It also will aid shield tankers b/c armor tankers have less shield it'd be less buffer to work through toward getting to their main health area, so having an armor based damage weapon wouldn't hinder you as much, and would also take away from fotm situations. It may also cause a greater diversity of weapon usage if people actually can shield tank effectively
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Berserker007
Imperfects Negative-Feedback
459
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Posted - 2014.02.24 20:47:00 -
[2] - Quote
Disturbingly Bored wrote:Berserker007 wrote:Overall, in my personal opinion, to make shield be "closer balanced" to armor, shield extenders across the board need to 40-50% hp increase at the proto level and 100-120% increase at basic/advanced levels. I don't mean this as an attack, but the way the math works is that if you did that, damage mods would be useless on 100% of fits. Any time a shield extender represents more than 12% of your suits total HP, it's better than a damage mod in any conceivable situation. (ED: I should add, except long-range sniping.) Extenders really cannot be buffed without screwing more things up right now. Armor must be nerfed.
could very well be, wasn't doing pure math there; was just thinking up what may or may not be reasonable/doable . My ideal numbers were something like 50/75/100 , with skilling 55/83.5/110 . This still leaves proto at about 39 hp difference b/t extenders and plates. This could make running 3/4 complex extenders viable, instead of having to gimp yourself at the moment at 2 so you can run 2 damage mods to almost compete w/ armor tankers, yet still be down 100-200 hp.
Granted this may/will all change pending on how damage mods and proficiency skills change. At the moment even w/ the movement penalty and no innate repair that armor has, it still vastly out performs shields. Though in 1.8 I doubt anything will change in this regard until 1.9/2.0 ; and assuming a respect is given (as it is almost required), I feel the majority of players who stay in a assault suit will be going Galente b/c of the benefit of armor versus shield at this point in the game
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