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Everything Dies
Chatelain Rapid Response Gallente Federation
614
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Posted - 2014.03.31 02:03:00 -
[91] - Quote
I'm going to try and remain neutral on this. For the record, I have proto swarms and have both a Gunni and Maddy build (though my skills are all at basic or less.) The simple question that needs to be asked is, "What reason is there to choose a shield/Gunni tank over an armor/Maddy one?" The Gunni seems to have more acceleration and better handling in my experience, and is able to equip damage mods much more effectively. But do shield tanks have to be glass cannons? Hit-and-run specialists? Honestly, it doesn't seem fair that the shield tanks need to run for cover in order to heal themselves whereas an armor tank can soak up damage while still repping away; is the benefit of a damage mod that significant? What happens if damage mods are nerfed in the future? If you subtract the damage mod from the equation, are better off having Gunni with a rail gun, or a Maddy?
In my opinion, I think a fair solution would be to have passive reps for shields...but only if combined with a reduction to the regular regeneration values. Hypothetical example with made-up numbers: Say that a Gunni has a recharge rate of 200hp/s and a delay of 2 seconds. What if that was reduced to 100 or so, and in return you were able to equip passive reps that could give between 50 and 100 healing per second, per module? (The shield reppers would obviously be weaker than the armor versions, due to the recharge bonus.) We could then see similar cost/benefit analysis as with the Maddy--is a hardener more valuable than increased repair rate? Are more base HP more valuable? Am I willing sacrifice rep rate for increased damage? Such a change could make running a blaster/shield tank combo much more practical and add more variety to the game.
Thoughts?
"Trust and you'll be trusted," says the liar to the fool.
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medomai grey
WarRavens League of Infamy
489
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Posted - 2014.03.31 02:13:00 -
[92] - Quote
Swarms are supposed to stop shield regeneration, hardeners or no hardeners.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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jerrmy12 kahoalii
785
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Posted - 2014.03.31 02:21:00 -
[93] - Quote
Everything Dies wrote:I'm going to try and remain neutral on this. For the record, I have proto swarms and have both a Gunni and Maddy build (though my skills are all at basic or less.) The simple question that needs to be asked is, "What reason is there to choose a shield/Gunni tank over an armor/Maddy one?" The Gunni seems to have more acceleration and better handling in my experience, and is able to equip damage mods much more effectively. But do shield tanks have to be glass cannons? Hit-and-run specialists? Honestly, it doesn't seem fair that the shield tanks need to run for cover in order to heal themselves whereas an armor tank can soak up damage while still repping away; is the benefit of a damage mod that significant? What happens if damage mods are nerfed in the future? If you subtract the damage mod from the equation, are better off having Gunni with a rail gun, or a Maddy?
In my opinion, I think a fair solution would be to have passive reps for shields...but only if combined with a reduction to the regular regeneration values. Hypothetical example with made-up numbers: Say that a Gunni has a recharge rate of 200hp/s and a delay of 2 seconds. What if that was reduced to 100 or so, and in return you were able to equip passive reps that could give between 50 and 100 healing per second, per module? (The shield reppers would obviously be weaker than the armor versions, due to the recharge bonus.) We could then see similar cost/benefit analysis as with the Maddy--is a hardener more valuable than increased repair rate? Are more base HP more valuable? Am I willing sacrifice rep rate for increased damage? Such a change could make running a blaster/shield tank combo much more practical and add more variety to the game.
Thoughts? F yea
Closed beta vet
Tears, sweet delicious tears
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Garrett Blacknova
Codex Troopers
4703
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Posted - 2014.03.31 02:30:00 -
[94] - Quote
Everything Dies wrote:Thoughts? Honestly, I'd rather see passive armour reps nerfed into the ground, BUT the addition of an active armour repair module with a good repair speed.
You COULD set up passive reps on an armour tank, but you won't be keeping up with the regen rate on a shield tank even after considering their regen delay. If you want to repair your armour tank in combat, you should be using an active module. Shields should have their base regen relatively high, and use Shield Boosters for regen during combat. |
Takahiro Kashuken
Red Star. EoN.
3173
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Posted - 2014.03.31 13:32:00 -
[95] - Quote
Everything Dies wrote:I'm going to try and remain neutral on this. For the record, I have proto swarms and have both a Gunni and Maddy build (though my skills are all at basic or less.) The simple question that needs to be asked is, "What reason is there to choose a shield/Gunni tank over an armor/Maddy one?" The Gunni seems to have more acceleration and better handling in my experience, and is able to equip damage mods much more effectively. But do shield tanks have to be glass cannons? Hit-and-run specialists? Honestly, it doesn't seem fair that the shield tanks need to run for cover in order to heal themselves whereas an armor tank can soak up damage while still repping away; is the benefit of a damage mod that significant? What happens if damage mods are nerfed in the future? If you subtract the damage mod from the equation, are better off having Gunni with a rail gun, or a Maddy?
In my opinion, I think a fair solution would be to have passive reps for shields...but only if combined with a reduction to the regular regeneration values. Hypothetical example with made-up numbers: Say that a Gunni has a recharge rate of 200hp/s and a delay of 2 seconds. What if that was reduced to 100 or so, and in return you were able to equip passive reps that could give between 50 and 100 healing per second, per module? (The shield reppers would obviously be weaker than the armor versions, due to the recharge bonus.) We could then see similar cost/benefit analysis as with the Maddy--is a hardener more valuable than increased repair rate? Are more base HP more valuable? Am I willing sacrifice rep rate for increased damage? Such a change could make running a blaster/shield tank combo much more practical and add more variety to the game.
Thoughts?
We have mods like this in EVE for shields
All we have to do is bring them to DUST
Intelligence is OP
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Flix Keptick
Red Star. EoN.
3502
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Posted - 2014.03.31 13:38:00 -
[96] - Quote
Vitharr Foebane wrote:dont you have a module to insta restore your shield thare ya go argument is invalid have a nice day You mean that thing with the 50% failure rate? Yea, we have that.
The community is the worst thing that ever happened to this game
Caldari Scout // specialized tank destroyer
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NAV HIV
The Generals General Tso's Alliance
1299
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Posted - 2014.03.31 13:53:00 -
[97] - Quote
I guess i have to make a Swarm loadout again and see if it works... So far they were meant to be used against Armor... They are also supposed to do more damage to armor, not shields... Interesting...
On another note, vehicle users should use proper Teamwork and coordinate with the team to fend of Swarms right ?! |
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