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Berserker007
Imperfects Negative-Feedback
467
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Posted - 2014.02.27 04:41:00 -
[31] - Quote
Israckcatarac wrote:Look's more like your trying to build the invincable caldari assaut. It's understandable every nerf/buff post is nothing more then the poster looking to gain the advantage in his/her prefrence of play. It's not a bad thing just a natural reaction to self preservation.
for a fact, I have both armor and shield tank in this game (armor tanked be4 it was a cool think do to, back when we have Vk.0 and Vk.1's). So in playing now; and just seeing what/how ever things are being built up; you can tell there is an advantage to armor, when you are seeing Caldari Vk.0's w/ something like 200-400 ARMOR, and like 25-3000 shield. It's b/c that the moment to compete w/ armor tankers, you need armor and damage mods in your high slots.
If shield tanking was to imbalanced like it use to be prior to major updates and such; people said plates needed some love; and slowly they got them; but at that point in the game most shield tanked anyway so it wasn't a big concern. Now, it is a major top tier balance concern up their w/ the AV-Vehicle imbalances.
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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straya fox
Sad Panda Solutions
239
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Posted - 2014.02.27 04:43:00 -
[32] - Quote
I was discussing this very topic last night with my CEO. One of the major imbalances we were talking about ( Caldari assault vs Gallente assault) was that he (gallente) could fit his tank properly using advanced plates while i had to use complex extenders.
This creates a large imbalance with the amount of cpu/ pg left over to fit weapons and equipment etc. |
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3337
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Posted - 2014.02.27 05:07:00 -
[33] - Quote
Berserker007 wrote:
like I said at the end, instead of just buffing extenders; add the types that were proposed as a 2nd tier; that'd be equal to your original plates of 50/75/100 (85/115/135), that have the current delay penalty. Then make the current extenders like your ferroscale played w/ a "small buff to be like 30/53/66 (or something like that) w/ no penalty.
Then like plates, you have a high hp source w/ penalties, and a "low"/medium source w/o penalties
If that's so you'd have to add a much heavier shield delay penalty to shield extenders because the current 6% is completely unnoticeable. Yet speed penalties are heavily felt because they are always in effect. Your shields are not constantly in recharge limbo.
Again I'm all for a shield buff because I find it difficult to compete with my anti-shield weapons when competing against these very overpowered combat rifles while I armor tank. (and even with shields the CR is OP don't deny it). The population is too heavily on the armor tank side and 1.8 needs to address this and I think the racial parity will help but even then.
But I still find it weird that you'd think that a regenerating pool of HP should outweigh the pool of a non-regenerating pool of HP (Ferros versus even your proposed changes to light and heavy shields)
Bojo - Adding chili powder to your experience since early times
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Berserker007
Imperfects Negative-Feedback
468
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Posted - 2014.02.27 05:09:00 -
[34] - Quote
Bojo The Mighty wrote:Berserker007 wrote:
like I said at the end, instead of just buffing extenders; add the types that were proposed as a 2nd tier; that'd be equal to your original plates of 50/75/100 (85/115/135), that have the current delay penalty. Then make the current extenders like your ferroscale played w/ a "small buff to be like 30/53/66 (or something like that) w/ no penalty.
Then like plates, you have a high hp source w/ penalties, and a "low"/medium source w/o penalties
If that's so you'd have to add a much heavier shield delay penalty to shield extenders because the current 6% is completely unnoticeable. Yet speed penalties are heavily felt because they are always in effect. Your shields are not constantly in recharge limbo. Again I'm all for a shield buff because I find it difficult to compete with my anti-shield weapons when competing against these very overpowered combat rifles while I armor tank. (and even with shields the CR is OP don't deny it). The population is too heavily on the armor tank side and 1.8 needs to address this and I think the racial parity will help but even then. But I still find it weird that you'd think that a regenerating pool of HP should outweigh the pool of a non-regenerating pool of HP (Ferros versus even your proposed changes to light and heavy shields)
reason think this, is b/c shield tanking, your 1st line of defense if your primary, where armor; your 1st line of defense is your secondary hp source. That, and even though shields have innate regen, that all we have; where as armor; you have plates w/ regen, or repair modules; but you also have repair tools, and repair nano's . So it kinda of evens out in a sense
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Nirwanda Vaughns
Death Firm.
369
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Posted - 2014.02.27 05:17:00 -
[35] - Quote
as they stand i think shields can be viable if used 'properly' but i think that the shield skill extender skill shoudl be 5% per level not 2% and energizer/rechargers need buffing a little bit. especially seeing as the assault skill bonus is changing and the minmatar assault has always suffered a pretty poor shield tank.
or Option B - slightly 'nerf' energizers and rechargers but make them lowslots instead so shield assaults can benefit more from them,. a slight reduction to say base 50% shield recharge boost from a complex energize with a slightly higher shield hp penalty. players could stack them but suffer same stack penalty as damage mods ect BUT, tweak depleted delay (we cant have everything guys)
with the the first change it'd mean at proto level a caldari assault would get 262 base shields (with max shield upgrade 330 from 4 x complex extenders at max skills with new bonus applied (66*1.25)
the extra 25% boost would allow a plate to be dropped for a recharger without suffering too much.
or with the second option
262 base 290 with 4 x complex extenders (66*1.10)
but by moving the energizer/rechargers to lowslots you could fit 2 complex rechargers giving (i think) about 63% shield recharge boost with a spare lowslot for any PG/CPU mods needed but have the shield depleted delay put back upto 10secs on caldari 12 on minmatar but regulator modules boosted to
STD 20% ADV 30% PRO 40%
meaning with 2 regulators with bonus applied and stackign penalties you'd get (i think) 65% reduction to recharge delay
with stacking penalties and keeping the efficacy at 2%. that way you get to keep reasonable shield hp but lowslots determine balance of recharge speed or how soon after a fight they recharge and they play in to the racial play styles. caldari being slower and havign an extra low and higher base hp means move towards regulators to get the shields back sooner whereas minmatar being the faster can hit hard and move to cover with a longer recharge delay but concentrate on a fast regen for more hit/run style tactics
Rolling with the punches
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3337
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Posted - 2014.02.27 05:29:00 -
[36] - Quote
Berserker007 wrote: repair modules; but you also have repair tools, and repair nano's . So it kinda of evens out in a sense I just want to say that repair tools and repair nanos are made by the shield tanked factions so they aren't necessarily for armor tankers.
And that if you dare to bring up repair modules compare the costs of fitting a repair module, an armor plate, and the resulting stats and compare them to adding two shield extenders. In order to match the abilities of shields you have to run either all reps to match it's regen abilities, or all plates to compensate for the lack there of.
Bojo - Adding chili powder to your experience since early times
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Kody Cole
Dem Durrty Boyz Renegade Alliance
60
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Posted - 2014.02.27 05:32:00 -
[37] - Quote
anyone remember in cromazone when the shield recharge timer would start counting down as soon as you get hit and wouldn't reset even if you got hit again.
so you got 1or possibly more recharge tick back in the middle of a fight. i believe this carried on a little bit into uprising . i used the caldari assaut and put a recharger on and it was kinda op. i had about 500 shield and i got 50 back per tick every 3 sec, so in the ideal situation i could let my shield recharge a lot easer then now and have unlimited HP(worked most of the time)
im not saying put this back in. but it does show that you could make shields usable again by buffing the speed and amount your shield recharges without giving us extra HP. you should be able to stack a lot more armor but shield HP should come back way faster.
I also think CCP should tone down then buff the SR gets on shields the fact people can 1 shot a caldari proto suit with 500 shields and 300 armor is really lame. obviously keep the SR stronger against shields. but not so much. shields already have to deal with flux grenades, no shield rep tool or shield rep hives and less hp then armor |
Obodiah Garro
Tech Guard RISE of LEGION
723
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Posted - 2014.02.27 06:18:00 -
[38] - Quote
shields cant be hit and run because when a shield tanker gets a weapon that lets them do just that, that noobs come out screaming that its overpowered.
Nemo me impune lacessit
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Ld Collins
Molon Labe. General Tso's Alliance
116
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Posted - 2014.02.27 06:53:00 -
[39] - Quote
What about an Ishukone Assault Suit. 477 EHP 203,415 isk which would obviously be more affordable with LP.
Ishukone RR Ishukone SMG Complex Shield Extender Complex Shield Recharger (x2) Complex Shield Energizer Complex Cpu Upgrade Complez Shield Regulator (x2) Locus Grenade
With maxed skills it has 327 shields, 150 armor, 95.65/s shield recharge rate with 2.76 sec delay, and 5.49 depleted delay. I think that with this suit if you have cover or distance between your target it would be pretty challenging to kill you. I run a basic Gallenete medic with a exile rifle it's very similar in terms of HP/SD but reversed. With 148 Hp for shield and 332 HP for armor I do alright and I only have my dropsuit skills to level 3 for armor and 2 for shields.
Skill wise though I have 20/s shield recharge with a 7 sec delay and 10.3 sec depleted.
Duvolle Assualt Suit 141 shield 411 armor 552 EHP 213,390 isk
Duvolle Tactical AR Carthum Assault Scrambler Pistol Complex Light Damage Mod Complex Shield Recharger Complex Shield Energizer Complex Armor Plate Complex CPU Upgrade Complex Armor Repair (x2) Duvolle Quantum Active Scanner
So this suit would have a 59.99/s shield recharge rate, but it still has the 7 sec delay with a 10 sec depleted delay and finally a 12.5 HP armor repair rate.
I think the both suit are even at a distance but with cover you could put some pressure on the Gallente and force him to back up or searching for cover. The Gallente wants his shield back so his armor can repair uninhibited unfortunately for him that's going to take 7 seconds. If you chase him down he has no choice but to abandon his shields and if you get in range because for some odd reason you haven't killed him with a rail rifle you can switch to your Ishukone SMG and annihilate the Gallente. It's not completely in your favor if he's good with the Tac Ar and you have no cover chasing him/her could get you killed. |
ALT2 acc
128
|
Posted - 2014.02.27 06:57:00 -
[40] - Quote
Ld Collins wrote:What about an Ishukone Assault Suit. 477 EHP 203,415 isk which would obviously be more affordable with LP.
Ishukone RR Ishukone SMG Complex Shield Extender Complex Shield Recharger (x2) Complex Shield Energizer Complex Cpu Upgrade Complez Shield Regulator (x2) Locus Grenade
With maxed skills it has 327 shields, 150 armor, 95.65/s shield recharge rate with 2.76 sec delay, and 5.49 depleted delay. I think that with this suit if you have cover or distance between your target it would be pretty challenging to kill you. I run a basic Gallenete medic with a exile rifle it's very similar in terms of HP/SD but reversed. With 148 Hp for shield and 332 HP for armor I do alright and I only have my dropsuit skills to level 3 for armor and 2 for shields.
Skill wise though I have 20/s shield recharge with a 7 sec delay and 10.3 sec depleted.
Duvolle Assualt Suit 141 shield 411 armor 552 EHP 213,390 isk
Duvolle Tactical AR Carthum Assault Scrambler Pistol Complex Light Damage Mod Complex Shield Recharger Complex Shield Energizer Complex Armor Plate Complex CPU Upgrade Complex Armor Repair (x2) Duvolle Quantum Active Scanner
So this suit would have a 59.99/s shield recharge rate, but it still has the 7 sec delay with a 10 sec depleted delay and finally a 12.5 HP armor repair rate.
I think the both suit are even at a distance but with cover you could put some pressure on the Gallente and force him to back up or searching for cover. The Gallente wants his shield back so his armor can repair uninhibited unfortunately for him that's going to take 7 seconds. If you chase him down he has no choice but to abandon his shields and if you get in range because for some odd reason you haven't killed him with a rail rifle you can switch to your Ishukone SMG and annihilate the Gallente. It's not completely in your favor if he's good with the Tac Ar and you have no cover chasing him/her could get you killed. Replace 2 rechargers with another energuser and a extender...
Hater attractor proficiency 5, hater attractor optimization 5.
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lowratehitman
Onslaught Inc RISE of LEGION
1021
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Posted - 2014.02.27 07:05:00 -
[41] - Quote
I stopped running my Min Proto assault and went to the Min Advanced Logi , it is a heap cheaper, and right now, their is NO benefit running the Proto assault... being how 3 hits from a rifle takes you down. |
Ld Collins
Molon Labe. General Tso's Alliance
116
|
Posted - 2014.02.27 07:14:00 -
[42] - Quote
ALT2 acc wrote:Ld Collins wrote:What about an Ishukone Assault Suit. 477 EHP 203,415 isk which would obviously be more affordable with LP.
Ishukone RR Ishukone SMG Complex Shield Extender Complex Shield Recharger (x2) Complex Shield Energizer Complex Cpu Upgrade Complez Shield Regulator (x2) Locus Grenade
With maxed skills it has 327 shields, 150 armor, 95.65/s shield recharge rate with 2.76 sec delay, and 5.49 depleted delay. I think that with this suit if you have cover or distance between your target it would be pretty challenging to kill you. I run a basic Gallenete medic with a exile rifle it's very similar in terms of HP/SD but reversed. With 148 Hp for shield and 332 HP for armor I do alright and I only have my dropsuit skills to level 3 for armor and 2 for shields.
Skill wise though I have 20/s shield recharge with a 7 sec delay and 10.3 sec depleted.
Duvolle Assualt Suit 141 shield 411 armor 552 EHP 213,390 isk
Duvolle Tactical AR Carthum Assault Scrambler Pistol Complex Light Damage Mod Complex Shield Recharger Complex Shield Energizer Complex Armor Plate Complex CPU Upgrade Complex Armor Repair (x2) Duvolle Quantum Active Scanner
So this suit would have a 59.99/s shield recharge rate, but it still has the 7 sec delay with a 10 sec depleted delay and finally a 12.5 HP armor repair rate.
I think the both suit are even at a distance but with cover you could put some pressure on the Gallente and force him to back up or searching for cover. The Gallente wants his shield back so his armor can repair uninhibited unfortunately for him that's going to take 7 seconds. If you chase him down he has no choice but to abandon his shields and if you get in range because for some odd reason you haven't killed him with a rail rifle you can switch to your Ishukone SMG and annihilate the Gallente. It's not completely in your favor if he's good with the Tac Ar and you have no cover chasing him/her could get you killed. Replace 2 rechargers with another energuser and a extender... You would get 65 more shield, 542 EHP and 84.48 shield rep. The delay would stay the same except for depleted delay it would go from 5.49 to 7.06 and you could fit a K-2 nanohive. |
Arkena Wyrnspire
Fatal Absolution
10124
|
Posted - 2014.02.27 07:18:00 -
[43] - Quote
Berserker007 wrote:Bojo The Mighty wrote:Berserker007 wrote: I would have to disagree. If the only thing changed is the hp amount (and possible pg costs), it doesnt change how plates would work. If your armor tank you have 3 options to choose from. I could understand it if they made our proposed extenders additions that have the current penalty; and the current extenders have no penalty; then that'd work.
Otherwise, all'd be fine; as you could choose weather you'd want to have penalties tied into your hp boosts or not. If extenders were only changed and not added, it'd still be "fair"
Well it wouldn't There would no longer be any reason to use Ferroscales because at the values you propose, a shield extender would supply more HP that self regens without movement penalty with similar fitting costs at tier. Ferroscales do not self regen and currently they give a slightly higher HP buff over shield extenders for that very reason. Reactives do cause your entire pool of HP to regenerate, slowly, so it's natural that they give less HP. You can't buff shield extender values without bringing up ferroscale values as well. like I said at the end, instead of just buffing extenders; add the types that were proposed as a 2nd tier; that'd be equal to your original plates of 50/75/100 (85/115/135), that have the current delay penalty. Then make the current extenders like your ferroscale played w/ a "small buff to be like 30/53/66 (or something like that) w/ no penalty. Then like plates, you have a high hp source w/ penalties, and a "low"/medium source w/o penalties
Why does the depleted delay penalty matter that much? With ferroscales, they don't regenerate at all. With shields, they regenerate at a rapid rate. Why is a slowing to the recharge rate worth a HP advantage over something that doesn't regen at all?
You have long since made your choice. What you make now is a mistake.
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Chunky Munkey
Amarr Templars Amarr Empire
3287
|
Posted - 2014.02.27 12:18:00 -
[44] - Quote
Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor.
You can leave now.
No.
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Nirwanda Vaughns
Death Firm.
370
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Posted - 2014.02.27 12:48:00 -
[45] - Quote
Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now.
yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP
Rolling with the punches
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
989
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Posted - 2014.02.27 23:18:00 -
[46] - Quote
straya fox wrote:I was discussing this very topic last night with my CEO. One of the major imbalances we were talking about ( Caldari assault vs Gallente assault) was that he (gallente) could fit his tank properly using advanced plates while i had to use complex extenders.
This creates a large imbalance with the amount of cpu/ pg left over to fit weapons and equipment etc. its such an understated problem, I'm not surprised it hasn't been addressed. Shields cost a ridiculous amount of resources, while with armor, you can get better HP with a lower penalty for an almost non existent fitting cost
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
989
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Posted - 2014.02.27 23:19:00 -
[47] - Quote
Nirwanda Vaughns wrote:Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now. yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP
I think he's saying that if armor has no delay, only a small amount less repair and hugely more HP, there is imbalance, which is true
Kills- Archduke Ferdinand
Balance!
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Arkena Wyrnspire
Fatal Absolution
10161
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Posted - 2014.02.27 23:21:00 -
[48] - Quote
Gavr1lo Pr1nc1p wrote:Nirwanda Vaughns wrote:Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now. yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP I think he's saying that if armor has no delay, only a small amount less repair and hugely more HP, there is imbalance, which is true
It's not 'a small amount less repair', though. With a complex module, taking up a ton of PG/CPU, you get 6.25 HP/s. Even the lower shield regens are 20+ at base, without any modules or skills. That's at the low end.
You have long since made your choice. What you make now is a mistake.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
989
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Posted - 2014.02.27 23:31:00 -
[49] - Quote
Arkena Wyrnspire wrote:Gavr1lo Pr1nc1p wrote:Nirwanda Vaughns wrote:Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now. yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP I think he's saying that if armor has no delay, only a small amount less repair and hugely more HP, there is imbalance, which is true It's not 'a small amount less repair', though. With a complex module, taking up a ton of PG/CPU, you get 6.25 HP/s. Even the lower shield regens are 20+ at base, without any modules or skills. That's at the low end. Lets take a minmitar assault and compare to a gal assault with 2x reppers (thats what most people say they use, even though i don't believe them). minmitar have a 15 second delay, and will probably stack 4x extenders and 1x damage mod, for a 28% reduction, so 19.2 seconds. Gal has 5x2x1.1=11 armor per second, whereas min assault has 25 shield per second (i believe) in the 19.2 seconds it takes the min assault to even start regaining shield, the gallente has gained 11*19.2=211 armor, and their rate of armor resupply is not affected by outside pressures. minmitar, however, to gain 210 shield, must wait 19.2+210/25 seconds or 27.6 seconds (8.4 once regen comes on). The gallente assault can stack 3x damage mods, 2x adv plates, and comes away with more damage, more HP, better regen, more CPU/PG, and 6% less speed (wootwoot).
Balance?
Tell me what you think. I made a post earlier about tentative shield changes that equalize the disparity while keeping armor and shields as 2 different and unique sources of HP, each with their own strengths and weaknesses. Ill attach it here
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
472
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Posted - 2014.02.28 01:08:00 -
[50] - Quote
Gavr1lo Pr1nc1p wrote:Nirwanda Vaughns wrote:Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now. yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP I think he's saying that if armor has no delay, only a small amount less repair and hugely more HP, there is imbalance, which is true
what i meant was, that even though armor have no innate repair (as of 1.8 believe, except for the built in for the certain plate type), they have other ways/abilities to repair their main hp source, where shield only have the recharge.
Now correct me if im wrong, but more or less, the moment you stop taking damage to your armor; your reppers kick in, correct? If you look at shields, any damage taken to shield during the repair causes the delay and recharge to start all over.
Then take into account repair tools and triage hives; you can have a sustained amount of repairs (w/ a buddy, or even yrself if u have the repping hives). So by adding in exterior forces, your repair rate can exceed that of a shield suit.
Guess forgot this community isn't "able" to read b/t the lines, and infer based on their own knowledge
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
990
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Posted - 2014.02.28 03:58:00 -
[51] - Quote
Berserker007 wrote:Gavr1lo Pr1nc1p wrote:Nirwanda Vaughns wrote:Chunky Munkey wrote:Berserker007 wrote:Shield are just to weak, and the recharge is so slow/not enough to compared with that of armor. You can leave now. yeah comparing shield recharge to armor recharge is dumb. sure armor reps constantly but even on a proto amarr logi you'd have to use all the low slots to get the armor repping the same as an assault (with current skills) and then in 1.8 the most we'll get is 6hps per complex rep mod and them things take a lot of PG/CPU for what they do, plus everyone keeps saying armor is so great but trust me. when you're plated up the speed penalty is nasty, your as slow as a heavy with half the EHP I think he's saying that if armor has no delay, only a small amount less repair and hugely more HP, there is imbalance, which is true what i meant was, that even though armor have no innate repair (as of 1.8 believe, except for the built in for the certain plate type), they have other ways/abilities to repair their main hp source, where shield only have the recharge. Now correct me if im wrong, but more or less, the moment you stop taking damage to your armor; your reppers kick in, correct? If you look at shields, any damage taken to shield during the repair causes the delay and recharge to start all over. Then take into account repair tools and triage hives; you can have a sustained amount of repairs (w/ a buddy, or even yrself if u have the repping hives). So by adding in exterior forces, your repair rate can exceed that of a shield suit. Guess forgot this community isn't "able" to read b/t the lines, and infer based on their own knowledge read my above post
Kills- Archduke Ferdinand
Balance!
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Berserker007
Imperfects Negative-Feedback
473
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Posted - 2014.02.28 04:11:00 -
[52] - Quote
Gavr1lo Pr1nc1p wrote: read my above post
I know, my reply wasn't aimed at you ... I was just lazy and didn't wana edit posts out :P
Closed Beta Vet
Mordu's Trials Winner
Original IMP
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darkiller240
WarRavens League of Infamy
470
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Posted - 2014.02.28 07:16:00 -
[53] - Quote
What about vehicles shield t their still no way near as good as amour
"Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
6889
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Posted - 2014.02.28 07:54:00 -
[54] - Quote
Good job. You just killed armor tanking, and my Caldari asssault would be my new Go To suit.
We cannot stack plates, we use armor reapirers, the HP difference is tiny. The only oddity are logis, which are getting fixed.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Ld Collins
Molon Labe. General Tso's Alliance
117
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Posted - 2014.02.28 08:27:00 -
[55] - Quote
Why shield tank a Minmatar assault against a Gallente assault when you could have a Min Assault with
Six Kin Assault Combat rifle Six Kin SMG Complex Precision Enhancer (x3) Complex Light Damage Mod (x2) Complex Armor Plate Complex Reactive Plate Flux Grenade Triage Repair tool
570 EHP 187 Shield 383 Armor 28.98 db scan precision 15 meter radius armor rep rate of 3 but with that scan precision you should be able to avoid people.
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ALT2 acc
154
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Posted - 2014.02.28 08:32:00 -
[56] - Quote
Ld Collins wrote:Why shield tank a Minmatar assault against a Gallente assault when you could have a Min Assault with
Six Kin Assault Combat rifle Six Kin SMG Complex Precision Enhancer (x3) Complex Light Damage Mod (x2) Complex Armor Plate Complex Reactive Plate Flux Grenade Triage Repair tool
570 EHP 187 Shield 383 Armor 28.98 db scan precision 15 meter radius armor rep rate of 3 but with that scan precision you should be able to avoid people.
Thats a TERRIBLE fit...
Hater attractor proficiency 5, hater attractor optimization 5.
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Ld Collins
Molon Labe. General Tso's Alliance
117
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Posted - 2014.02.28 08:35:00 -
[57] - Quote
ALT2 acc wrote:Ld Collins wrote:Why shield tank a Minmatar assault against a Gallente assault when you could have a Min Assault with
Six Kin Assault Combat rifle Six Kin SMG Complex Precision Enhancer (x3) Complex Light Damage Mod (x2) Complex Armor Plate Complex Reactive Plate Flux Grenade Triage Repair tool
570 EHP 187 Shield 383 Armor 28.98 db scan precision 15 meter radius armor rep rate of 3 but with that scan precision you should be able to avoid people.
Thats a TERRIBLE fit... How so its 570 EHP and it rips armor? You could swap it to 2 complex plates its 653 EHP but no reps you also sacrifice movement speed which would make you less effective in cqc. |
ALT2 acc
155
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Posted - 2014.02.28 09:01:00 -
[58] - Quote
Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote:Why shield tank a Minmatar assault against a Gallente assault when you could have a Min Assault with
Six Kin Assault Combat rifle Six Kin SMG Complex Precision Enhancer (x3) Complex Light Damage Mod (x2) Complex Armor Plate Complex Reactive Plate Flux Grenade Triage Repair tool
570 EHP 187 Shield 383 Armor 28.98 db scan precision 15 meter radius armor rep rate of 3 but with that scan precision you should be able to avoid people.
Thats a TERRIBLE fit... How so its 570 EHP and it rips armor? You could swap it to 2 complex plates its 653 EHP but no reps you also sacrifice movement speed which would make you less effective in cqc. It also lets you swap a boundless MD and Core Flaylock Pistol no scanner needed Flux and let it rip. I think you should use every slot you possibly can, you can also swap one enhancer for a shield extender 690 Ehp still no reps and you shield delay takes a hit and you have no reps. Ths modules are **** Remove rep tool or not Replace all high slots with extenders and 1 damage mod Replace reactive plate for a rep, just 2 plates and a rep in your lows...
Hater attractor proficiency 5, hater attractor optimization 5.
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Ld Collins
Molon Labe. General Tso's Alliance
117
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Posted - 2014.02.28 09:18:00 -
[59] - Quote
ALT2 acc wrote:Ld Collins wrote:ALT2 acc wrote:Ld Collins wrote:Why shield tank a Minmatar assault against a Gallente assault when you could have a Min Assault with
Six Kin Assault Combat rifle Six Kin SMG Complex Precision Enhancer (x3) Complex Light Damage Mod (x2) Complex Armor Plate Complex Reactive Plate Flux Grenade Triage Repair tool
570 EHP 187 Shield 383 Armor 28.98 db scan precision 15 meter radius armor rep rate of 3 but with that scan precision you should be able to avoid people.
Thats a TERRIBLE fit... How so its 570 EHP and it rips armor? You could swap it to 2 complex plates its 653 EHP but no reps you also sacrifice movement speed which would make you less effective in cqc. It also lets you swap a boundless MD and Core Flaylock Pistol no scanner needed Flux and let it rip. I think you should use every slot you possibly can, you can also swap one enhancer for a shield extender 690 Ehp still no reps and you shield delay takes a hit and you have no reps. Ths modules are **** Remove rep tool or not Replace all high slots with extenders and 1 damage mod Replace reactive plate for a rep, just 2 plates and a rep in your lows... Ok but the post was complaining about shields not being effective because they dont rep as fast as armor anyway so why put more shields if its ineffective?
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ALT2 acc
155
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Posted - 2014.02.28 09:25:00 -
[60] - Quote
brick tank, thats why
Hater attractor proficiency 5, hater attractor optimization 5.
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