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DeadlyAztec11
Ostrakon Agency Gallente Federation
4521
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Posted - 2014.03.09 06:46:00 -
[1] - Quote
I feel that with the uselessness of damage mods in 1.8 that the only high module option for armor tankers will be Shield Extenders. Myofibril stimulants are non productive to slow fighters,precision enhancers are useless on suits with 55 precision and rechargers/energizers are useless on suits that don't have substantial shields. Shield extenders are the only logical option.
Oh well,
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4522
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Posted - 2014.03.09 06:56:00 -
[2] - Quote
Awry Barux wrote:Intrinsically shield-tanked suits will always be the best dual tankers. It's much easier to compensate for low armor with plates than it is to compensate for low shields with extenders. I agree, though understand that my post was not about who is a better dual tanker. My post was about how the lack of useful high modules means that almost all armor tankers will have no better choice than to run shields. Precision enhancers are only useful on non scouts if they are complex, stacked and used in conjunction with complex range extenders. The use of range extenders would reduce your number of low slots and means your ability at armor tanking would be reduced. Armor tankers also lack the speed to use Myofibril Stimulants effectively. Please understand that Shield Extenders are the only viable high module for armor tankers.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4522
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Posted - 2014.03.09 07:00:00 -
[3] - Quote
Proto Annihilator wrote:Awry Barux wrote:Proto Annihilator wrote:Who cares? I find that HP is less valuable than skill. If its a fair fight they die. If they get the jump on me we dance they die. If they bring numbers most of them die. I am not terribly concerned what kind of hp they have. You're in for a nasty surprise when 1.8 drops. Also, go wave your e-peen elsewhere. Just being honest. Are you gonna run from everyone who tanks a different hp type than you use? I don't even know why I am asking, that's probably your strategy. You're missing the point of this post entirely. I'am not arguing that I'am afraid of people having more HP. I'am arguing that there will be a lack of diversity among Armor tankers in 1.8.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4522
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Posted - 2014.03.09 07:13:00 -
[4] - Quote
Proto Annihilator wrote:
like people are really going to stop using damage mods. They are just crying in a vain hope Ccp will reconsider.
Then let me ask you, will you give up 68 CPU for 5% more damage? I know I won't.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4522
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Posted - 2014.03.09 07:26:00 -
[5] - Quote
Proto Annihilator wrote:DeadlyAztec11 wrote:Proto Annihilator wrote:
like people are really going to stop using damage mods. They are just crying in a vain hope Ccp will reconsider.
Then let me ask you, will you give up 68 CPU for 5% more damage? I know I won't. if I am running a laser I may. I test and tweak my fits in battle. If I need more damage output I add it. Relying on hp is assuming I am going to be in a position to need it. Its sloppy. I find checking corners and not overextending myself is far more useful than a complex shield extender. Using cover and flanking is better than plates. Tactical awareness and good Intel trumps hp and damage mods. I use what I need. Again, you're arguing against something I'am not; and ironically enough I actually agree with you. I'am merely saying that armor tankers will lose diversity in 1.8 because shield extenders will be superior to every other high module. Which means that almost all armor tankers will be dual tankers in 1.8.
The loss of diversity, that is my argument.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4530
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Posted - 2014.03.09 10:56:00 -
[6] - Quote
Proto Annihilator wrote:I won't respond to the 5quote post. Its a hassle trying to delete all that shite on my phone. To lo. Dmg mods have better pg. Also at the basic level I'll use a dmg mod every time. I encounter a vast number of people who can't shoot for s#it. Why would I need extra shields? Because, when engaging more than one opponent at a time you will live longer while strafing. Also, PG wise shield extenders cost less at militia level, the same at standard, one more at enhanced and two more at proto. Not to much of a difference compared to the CPU gap. I find I always have a nice surplus of PG to use on things like Kinetic Catalyzers and Scrambler Rifles.
P.S I'm using a phone too. You can highlight to delete text.
Taco Cat backwards is still Taco Cat
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4530
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Posted - 2014.03.09 12:13:00 -
[7] - Quote
stlcarlos989 wrote: What diversity? its armor + damage mods wheres the diversity in that? Next build it will be armor + shields. Every armor tanked suit I run into runs damage mods unless they're a complete idiot. Now saying that the gal logi's extra 24.4% damage has been reduced to 12.2% ruins the diversity is ignorant. If anything it helps the vastly UP shield tanked suits considering that currently armor dropsuits have double the eHP and 19%-25% more damage output with only half the movement penalty from a few builds ago.
From a DPS stand point, it takes longer for a suit with a Complex Shield Extender to die than the same suit with a Complex Damage mod can kill it.
Brick tanking traditional armor suits will be the way to go in 1.8.
Taco Cat backwards is still Taco Cat
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