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Korvin Lomont
United Pwnage Service RISE of LEGION
743
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Posted - 2014.03.16 16:09:00 -
[1] - Quote
Scott Knight wrote:Its not just about the shield numbers. You have to account for the fact that if you run armor you can also run damage mods, if you run shields you can't run damage mods. The imbalance between shields and armor occurs for this reason.
Thats the argument from those who don't understand the game, there were severeal threads clearly showng that extenders are better compared to damage mods pre 1.8 by a small margin in 1.8 by a good margin.
Oh and most greatly underestimate the power of speed and mobility they see just Hp, hp, hp (I guess they are alwasy standing still when in a firefight).
The only thing thats bad about the cal assault is the racial bonus. 5% to reload speed is not that amazing if you consider all weapons affected have already fat reloads... |
Korvin Lomont
United Pwnage Service RISE of LEGION
752
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Posted - 2014.03.17 17:12:00 -
[2] - Quote
Dunk Mujunk wrote:Shields are broken and have been broken. Next time you are in a fire fight watch how fast your shields vanish. Its been that way ever since they buffed armor around like 1.4 or something (can't remember). Unless CCP is doing something to shields they haven't talked about, nothing will be changing for 1.8. You will not need weapon prof or even full damage to cut through shields, which also makes the CR and RR still the top dog for post 1.8. AR will be sh*t on royaly, and the ScR will feel the pinch as well.
The claim extenders are better than damage mods right now is flawed and incorrect. Lets be generous and say a complex shield extender gives you 90 hp (im over estimating as im away from my system). And lets say an un damage modded gek with no prof does 30 damage per bullet (under estimating). That means 3 bullets from a gek takes out a complex shield extender. How long does it take to fire 3 bullets from a gek? Easily under a half second, lets say exactly .5 seconds for easy maths.
That means that with a gek (and all bullets landing of course) you can burn through 3 complex shield extenders in 1.5 seconds with an un modded un prof enhanced AR. Which says you are giving up 3 slots for an extra 1.5 seconds of life. And again, im ballparking and the gek actually does more damage, and shields protect less.
Or you can take those same three slots and turn them into an extra 16% damage with damage mods (again ballpark) which combine with weapon prof (on profs that boost damage) becomes a 31% damage boost.
The argument shield extenders are better than damage mods is stupid, and there is a reason nearly everyone stacks damage, not shields. And unless there are some unmentioned changes, damage mods will still be stacked over shields post 1.8.
Honestly nothing has changed in regard to shields since the armor buff for a long time (until CCP introduced a harmless penalty to shields). So IF shields don't work for you just because armor got buffed, then you really should ask yourself if you are using shields the right way. I like shields, I like them so much that I even shield tank my gal scout and guess what I enjoy that suit and no I rarel use armor mods on my gal scout. Nearly all of my fitting are dedicated to ewar or biotics (ok on my proto fits I also have reppers) |
Korvin Lomont
United Pwnage Service RISE of LEGION
752
|
Posted - 2014.03.17 17:15:00 -
[3] - Quote
Scott Knight wrote:Korvin Lomont wrote:Scott Knight wrote:Its not just about the shield numbers. You have to account for the fact that if you run armor you can also run damage mods, if you run shields you can't run damage mods. The imbalance between shields and armor occurs for this reason. Thats the argument from those who don't understand the game, there were severeal threads clearly showng that extenders are better compared to damage mods pre 1.8 by a small margin in 1.8 by a good margin. Oh and most greatly underestimate the power of speed and mobility they see just Hp, hp, hp (I guess they are alwasy standing still when in a firefight). The only thing thats bad about the cal assault is the racial bonus. 5% to reload speed is not that amazing if you consider all weapons affected have already fat reloads... The problem is that extenders are not better than armor mods (or even equal to them). It doesn't matter if they are better than damage mods or not. What mattes is if they are comparable to armor mods. Obviously you would need to take into consideration as to what you replace the armor mods with. What matters most here is the skill of those people playing the game. I would think on average, for the most players, armor trumps shield always. Are there some players who can use shields and speed and scanners, etc. to their advantage and outperform an armor tank? Sure. But that doesn't apply to most people playing the game. So in general for most people armor is always the way to go.
Extenders work different less HP fast recovery they were never meant for an upright confrontation with armor users. Use speed flank get into back and shoot with weapons dealing more than 400 dps even heavily tanked suits go down fast. Also consider the speed penalty of armor has roughly double the effect on strafe speed, so highly armored suits are easy to track... |
Korvin Lomont
United Pwnage Service RISE of LEGION
752
|
Posted - 2014.03.17 17:19:00 -
[4] - Quote
Dunk Mujunk wrote:Shields are broken and have been broken. Next time you are in a fire fight watch how fast your shields vanish. Its been that way ever since they buffed armor around like 1.4 or something (can't remember). Unless CCP is doing something to shields they haven't talked about, nothing will be changing for 1.8. You will not need weapon prof or even full damage to cut through shields, which also makes the CR and RR still the top dog for post 1.8. AR will be sh*t on royaly, and the ScR will feel the pinch as well.
The claim extenders are better than damage mods right now is flawed and incorrect. Lets be generous and say a complex shield extender gives you 90 hp (im over estimating as im away from my system). And lets say an un damage modded gek with no prof does 30 damage per bullet (under estimating). That means 3 bullets from a gek takes out a complex shield extender. How long does it take to fire 3 bullets from a gek? Easily under a half second, lets say exactly .5 seconds for easy maths.
That means that with a gek (and all bullets landing of course) you can burn through 3 complex shield extenders in 1.5 seconds with an un modded un prof enhanced AR. Which says you are giving up 3 slots for an extra 1.5 seconds of life. And again, im ballparking and the gek actually does more damage, and shields protect less.
Or you can take those same three slots and turn them into an extra 16% damage with damage mods (again ballpark) which combine with weapon prof (on profs that boost damage) becomes a 31% damage boost.
The argument shield extenders are better than damage mods is stupid, and there is a reason nearly everyone stacks damage, not shields. And unless there are some unmentioned changes, damage mods will still be stacked over shields post 1.8.
Based on your example in this 1.5 ses of additional life my CR would dish out 900 hp damage (not even considering the damage profile), even the gek would deal more than 600 damage...
The mathematical comparison was done with and shielded suit vs an unshielded damage modded suit (with equal armor rating and weaponry) in this test scenario the shielded suit would win because extenders extend your lifespan more than damage mods reduce shield lifetime...
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