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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3590
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Posted - 2014.03.20 06:32:00 -
[1] - Quote
Cat Merc wrote:jerrmy12 kahoalii wrote:Cat Merc wrote:When a Caldari Scout can fit 4 complex shield extenders and the penalty would be a full *ghasp* 1.24 seconds. That's right, 4 modules, added 1.24 seconds to the depleted delay, normal delay is unaffected. http://www.protofits.com/fittings/shared/136/710(I modified one of my Caldari scout fits for the sake of this thread, this isn't how I actually fit this suit) And people want to lower it further to match the plates penalty numbers. lol, just lol. 1 second is alot for shields as they are squishyier than a lombax Armor suits are easier to hit though.
Only if they stand still
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3590
|
Posted - 2014.03.20 06:40:00 -
[2] - Quote
Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching.
Some people don't realize that shields are made for burst encounters.
You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen.
Armor is superior in its ability to STAY on the frontlines.
With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can.
This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking.
Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3596
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Posted - 2014.03.20 07:10:00 -
[3] - Quote
Vitharr Foebane wrote:Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO. Armor would need a sh*t ton more hp if they gave the old penalties back...
Or you could use some cover instead of standing in the open?
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3601
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Posted - 2014.03.20 07:34:00 -
[4] - Quote
jerrmy12 kahoalii wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. All im hearing is Blah blah armor needs to be op blah blah im a douche blah. Direct me to where I said armor needed a buff or any kind of improvement. You dont want shuelds to be good Oh and ive said this about every game on earth There is no point in fast regen if there is nothing to regen or your hp is too low.
Scout would disagree.
Learn to flank and engage weaker targets instead of running in guns blazing. It will really help you get mileage out of the lower shields.
If you want the ability to 1v1 people reliably, you better dual or armor tank (Or run Cal Assault for shields). That's kinda what Armor tanking was made for.
EDIT: Ignore this, Kirk said it better in the above post.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3603
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Posted - 2014.03.20 07:53:00 -
[5] - Quote
jerrmy12 kahoalii wrote: /super-facepalm What I mean is there is practically no time to get to cover And wno said I was talking about scouts.....damm....
Oh ps I can 1v1 proto logis as a scout
Scouts have the lowest shield ratings in the game, and the highest shield regen times. That is practically what you said earlier.
As for no time to get to cover?
This is where battlefield awareness comes into play.
You should ALWAYS be moving cover to cover.
How do you know when it is safe to leave cover? You peek, check fire lanes, and then MOVE. Don't dilly dally, GET TO COVER.
Scouts are the BEST in this regard. Their high speed and awareness makes it possible to quickly move cover to cover under fire. They can quickly take the 100 some odd points of damage in transition, and then pause and wait for shields to regen for a bit.
Don't just run past cover either. Stay in it for a second to throw off their aim. If they are tracking you, they will follow your previous path if the cover is small. Pause, and then resume running in a direction they will NOT expect. This is done to throw off their aim.
I've never really had a problem dodging enemy fire in a scout suit. The only times I've had trouble with this is when you are just in a terrible tactical situation. And you just need to learn to avoid those potential situations.
This is part of battlefield awareness. You should be thinking about the upcoming area and identifying the best places for cover, the best places to shoot from, and the best places for the ENEMY to shoot from. Identify areas without cover. With this information, you can determine the Most probable lanes of fire for both the your team and the enemies. Areas without cover and inside of lanes of fire are "Kill Zones". NEVER GO THERE.
With the above done, you should have no trouble finding the best way to flank the target. Since you know where they are firing from, and where they will be looking (Kill Zones, and where your team is in cover), you can easily find the best route to flank.
I could go more into detail, but I really do need to get to bed.
Also: Nobody is impressed by your chest beating.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
3619
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Posted - 2014.03.20 20:33:00 -
[6] - Quote
Dauth Jenkins wrote:Ghost Kaisar wrote:Sgt Kirk wrote:jerrmy12 kahoalii wrote: Its more time we have to wait to get into battle....
It takes me 75 seconds to fully heal just to have, on average, 90 more hp than you. What was that about you waiting to get into battle? All I'm hearing is bitching. Some people don't realize that shields are made for burst encounters. You have a lower total eHP threshold, but massively shorter downtime. They are perfect for flanking, as you shouldn't take too much damage, and you can use the higher speed to get to safety quicker. After a few seconds, you start amazing regen. Armor is superior in its ability to STAY on the frontlines. With several ways to rep armor (rep tools, hives, passive), and a higher eHP total, armor is best used as a "cover to cover" fit. You use shields to tank hits while moving cover to cover, and letting the armor constantly rep itself. If you use cover correctly, you can abuse your regen to let you take a shot or two of damage each time you poke out (While pre-firing I hope). This gives you an advantage in staying power, as you constantly rep, whereas the shield tankers will be forced to disengage after a short time. They can't take constant damage like armor can. This is how I see Armor vs. Shields. It's not perfect parity yet, but we are getting there. Reduced Shield Regen times will really help the shield tankers, but I don't think we need more eHP. Armor needs to have its old movement penalties back. People regain too much speed with armor tanking. Couple this with a re-work of the fitting requirements (Shields being high CPU, low PG and Armor vice versa), and you will have good Tank Parity IMO. People complain because most of them get killed before they can duck into cover. Hopefully that fixes itself with the increase TTK
You will never be able to break cover if you are pinned down by enemy fire (At least if you are not a scout). A good player will light you up if you try to leave. Instead of leaving, try popping out and counter-suppressing. When they take cover, BAIL.
TTK should make shields overall easier to use though.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
I've got 3k likes, I'll double post if I want to dammit!
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