|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7422
|
Posted - 2014.03.16 12:51:00 -
[1] - Quote
Tectonic Fusion wrote:Shields need to have their penalty at 2-3-5 just like the armor penalty, while also having more shield HP. .... You're comparing SPEED to a tiny delay.
4x complex extender on a Caldari scout, you know what you get?
An extra second on depleted delay, from 5 to 6. Normal delay is unaffected.
Quit your bitching, the armor penalty is infintely more harsh than the soft penalty shields have.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7422
|
Posted - 2014.03.16 12:51:00 -
[2] - Quote
Atiim wrote:DeadlyAztec11 wrote:smh.
You guys are doing it wrong.
Shield tankers expect to just be able to stand and deliver like armor tankers do, but that's not what they're meant for. Shields are meant for fast strafing, and out maneuvering the enemy.
In all honesty I prefer shields since the speed bonus is undeniable in the battlefield. I like shields so much that I try to emulate their speed bonus on my Gallante Assault by using Ferroscale armor.
Shield tanking is in a good place, only enhanced shield extenders need to go from 33 HP to 44. Strafing means nothing when your opponent can automatically track you while barely moving the controller. I can say for a fact that I get hit more inside my armor suit than in my shield suit.
Plates have double the penalty on strafing than what is shown in the info screen.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7422
|
Posted - 2014.03.16 12:56:00 -
[3] - Quote
As for the OP, stop trying to be an armor tanker inside a shield suit. Shield suits are NOT designed to go 1v1 with an armor tanker on equal terms. You're supposed to use your speed advantage to gain the advantage.
Flank, get the high ground, whatever it takes, you very quickly take away their advantage in HP. (Which unless it's a Gal Logi, is more slight an you think)
Also, your logic is very broken in terms of the rifles, considering the CR and RR tear apart shields just as much as they do armor. It's mathematically proven that they're OP as ****. AR doesn't even lick their toes, and SCR will have problems chewing through armor come 1.8 because of the proficiency changes and damage mods, so you will see less of it in general.
Overall, you're whining like a little kid because you expect to fulfill inside a shield suit the role of an armor tanker. Be happy, in 1.8 shield suits in general get more regeneration.
Edit: I almost forgot, Gallente Logi is OP, it warps the perception of people about armor tanking.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7424
|
Posted - 2014.03.16 14:03:00 -
[4] - Quote
RuckingFetard wrote:Cat Merc wrote:As for the OP, stop trying to be an armor tanker inside a shield suit. Shield suits are NOT designed to go 1v1 with an armor tanker on equal terms. You're supposed to use your speed advantage to gain the advantage.
Flank, get the high ground, whatever it takes, you very quickly take away their advantage in HP. (Which unless it's a Gal Logi, is more slight an you think)
Also, your logic is very broken in terms of the rifles, considering the CR and RR tear apart shields just as much as they do armor. It's mathematically proven that they're OP as ****. AR doesn't even lick their toes, and SCR will have problems chewing through armor come 1.8 because of the proficiency changes and damage mods, so you will see less of it in general.
Overall, you're whining like a little kid because you expect to fulfill inside a shield suit the role of an armor tanker. Be happy, in 1.8 shield suits in general get more regeneration.
Edit: I almost forgot, Gallente Logi is OP, it warps the perception of people about armor tanking. Getting slowed down while being hit is quite annoying, and makes operating hit and run suits rather difficult It is, and I would like it to be removed ASAP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7424
|
Posted - 2014.03.16 14:09:00 -
[5] - Quote
Testing Turbo wrote:Cat Merc wrote:As for the OP, stop trying to be an armor tanker inside a shield suit. Shield suits are NOT designed to go 1v1 with an armor tanker on equal terms. You're supposed to use your speed advantage to gain the advantage.
Flank, get the high ground, whatever it takes, you very quickly take away their advantage in HP. (Which unless it's a Gal Logi, is more slight an you think)
Also, your logic is very broken in terms of the rifles, considering the CR and RR tear apart shields just as much as they do armor. It's mathematically proven that they're OP as ****. AR doesn't even lick their toes, and SCR will have problems chewing through armor come 1.8 because of the proficiency changes and damage mods, so you will see less of it in general.
Overall, you're whining like a little kid because you expect to fulfill inside a shield suit the role of an armor tanker. Be happy, in 1.8 shield suits in general get more regeneration.
Edit: I almost forgot, Gallente Logi is OP, it warps the perception of people about armor tanking. Wrong on so many levels I use damperners in 2 low slots as well as a enhanced regulator and highs on the cal assault are 3 x complex shield extenders and 1 complex damage mod, I use the suit for hit and run, flank behind/to the side pick a few enemies off and retreat back behind cover, regen reload and repeat ... Your making assumptions and saying I'm whining .. shields v armor is unbalanced .. regulators are NOT efficient .. rechargers are not efficient, shields and there mods have huge CPU requirements and the cal assault doesn't have the CPU to use them and often result in a cpu booster to fit I expect Shields to provide a better hit and run bonus than they currently do and with AA speed tanking isn't viable .. I think having a shield delay penalty on them is also stupid .. it's like armor plates having a repair rate penalty .. it directly affects what the suit is supposed to be used for .. speed penalty makes armor tankers slower and means they have to fulfill their role of stand and deliver with high hp but shield extender penaltys make regen slower thus making them have to wait behind cover longer and minimizing their use as hit and run suits. When you;ve shield tanked for as long as I have the inbalance is clear .. but keep making generalizations pooh poohing balance requests because your ignorant .. thats fine .. you don;t know what your talking about Right, the guy with both a prototype Gallente Assault, Prototype Caldari Assault, Prototype Gallente Logi and Prototype Minnie Logi has no clue about Shields vs Armor balance.
Get real.
Regulators suck because delays are low as is, I suggested to change their functionallity all together. Rechargers are efficient, one module and you already got double what an armor tanker gets from a single module as far as recharge. Armor tankers need more PG than they can get, and unlike you they can't fit a PG module without gimping themselves, so often we use advanced modules even on prototype suits.
The penalty is also so fricking tiny it's sad that you complain about, on a Caldari scout having 4x complex extenders will add 1 SECOND to the depleted recharge delay. ONE. Besides, it DOES fit your role. You do damage and GTFO before your shields go down, hit and run, not stand and deliever.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7424
|
Posted - 2014.03.16 14:10:00 -
[6] - Quote
Testing Turbo wrote:BL4CKST4R wrote:Tectonic Fusion wrote:Shields need to have their penalty at 2-3-5 just like the armor penalty, while also having more shield HP. That penalty is negligible they need something that affects them just as bad as the armor penalty affects us. Armor fitting costs are alot lower and you get more HP ... in all honestly shields should have no penalty to compensate for the lower eHP and higher fitting costs .. they added a penatly to shields 6 months too late and made shields worse at a time they were already worse .. There is a reason people dual Tank and that is due to UP Shields No, people dual tank because it's better than using one tank, it's simple as that.
Using suits, we can figure out that the exchange rate between CPU and PG is 10 to 1. Using this, you can see that shield and armor modules are pretty balanced CPU/PG wise.
And finally, you get built in recharge, that's why you get less HP. Armor tankers need to put on armor repairers to get any decent rep (nanohives have their problems, and they're getting nerfed further in 1.8).
I've been here longer than you, back when armor was underpowered as ****. During that time, I examined armor vs shields balance VERY closely, and I could say with confidence, I know what the **** I'm talking about better than 99.99% of the forums. (The 0.01% is Arkena Wyrnspire, who together with me worked on creating the armor mega thread)
P.S The buff was +20HP on all armor modules, and less speed penalty, that's it.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
|
|
|
|