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Lorhak Gannarsein
Science For Death
1864
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Posted - 2014.03.03 02:58:00 -
[1] - Quote
So I hear that damage mods are going to be nerfed.
That's fine, I don't really mind.
Here's the thing, though: CCP is pretty clearly against dual tanking. I think the shield extender depleted delay penalty is evidence of that.
With that in mind, what exactly am I supposed to put in my high slots, again?
Maybe I'll go punching people instead.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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![Lorhak Gannarsein Lorhak Gannarsein](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Lorhak Gannarsein
Science For Death
1864
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Posted - 2014.03.03 03:23:00 -
[2] - Quote
Sinboto Simmons wrote:Damage mods still need to have their slot swapped to low damage+tank is insanity, swap the damage mods and bring out more highslot mods already.
Well, yes, but they don't seem to be doing this at the same time, as would make sense.
As it is, I'd have no recourse but to dual tank, which is apparently frowned on by no less than CCP.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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![Lorhak Gannarsein Lorhak Gannarsein](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Lorhak Gannarsein
Science For Death
1866
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Posted - 2014.03.03 09:47:00 -
[3] - Quote
All sorts of people wrote:some really good points
Okay, so first and foremost: I'm an armour tanker. I'm planning on going full Amarr in 1.8.
My current layouts focus on moderate armour tank and large damage tank. I do use a shield extender in all my fits due to the dearth of low slots on my assault. I'm hoing to have a shield-dampener tanked suit soon.
I haven't really got any other options.
If damage mods are removed or nerfed my only option becomes shield- or dual-tanking, which is apparently bad for whatever reason.
What I would like is some kind of utility mod moved to the high slots, particularly if damage mods are changed in some way - after all, there are so many complaints about armour tankers either dual tanking or damage tanking, but really, what options do we have?
Gavr1lo Pr1nc1p wrote:Now lets look at damage and speed. The gallente assault does 25% more damage, so it only makes sense that the minmitar suit should move 25% faster, right? At max skills, the min assault moves at 8.64 sprint speed At max skills, the gallente assault moves at 6.76 sprint speed
This is only a 22% difference in speeds
Now i pose you this question-what is more valuable- speed or damage?
Now, while the rest of your post is valid, it can't be overstated that shield regen times are changing, and for the better. So it's worth waiting for 1.8 to do an actual play test of those stats.
This part I'm not sure about. What exactly are you calculating here? An mk.0 with Biotics Upgrades maxed has a movement speed of 7.791 inherently.
With 2x complex Kincats fitted that comes to 9.395 sprint speed. It is a dishonest comparison to suggest that while three slots would be filled with damage mods, only one kincat is used. (Which I think is where your numbers came from?)
At any rate, this comes to a nearly 40% difference in speeds.
Quite a marked difference?
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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