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Asha Starwind
DUST University Ivy League
747
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Posted - 2014.04.06 16:54:00 -
[1] - Quote
Same slot layout + high base armor, don't see how the amarr has a lower ceiling.
- Change armor mods to +% base armor instead of a flat bonus. +40% / +50% / +60% (basic/adv/pro) for light and medium, heavy suits would receive a 60% fitting penalty and the plate bonuses would be more closer to +15% / +20% / +25% armor for heavy frames.
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Asha Starwind
DUST University Ivy League
747
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Posted - 2014.04.06 17:31:00 -
[2] - Quote
Awry Barux wrote:Asha Starwind wrote:Same slot layout + high base armor, don't see how the amarr has a lower ceiling. Regen. No sane scout rolls with 0 regen on their primary tank. The Gal gets a free enhanced repper, the Amarr gets none, and therefore has to sacrifice a low slot to repair.
3 hp/s for 500-700armor is just as useful as 0 regen, it's not going to keep you alive. It's a far simpler affair after taking considerable damage to lay down a rep hive or swap suits at a nearby supply depot than wading around in four plates with 3hp/s passive.
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Asha Starwind
DUST University Ivy League
747
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Posted - 2014.04.06 18:01:00 -
[3] - Quote
Awry Barux wrote:Asha Starwind wrote:Awry Barux wrote:Asha Starwind wrote:Same slot layout + high base armor, don't see how the amarr has a lower ceiling. Regen. No sane scout rolls with 0 regen on their primary tank. The Gal gets a free enhanced repper, the Amarr gets none, and therefore has to sacrifice a low slot to repair. 3 hp/s for 500-700armor is just as useful as 0 regen, it's not going to keep you alive. It's a far simpler affair after taking considerable damage to lay down a rep hive or swap suits at a nearby supply depot than wading around in four plates with 3hp/s passive. I disagree completely. No, it won't heal you back up to max HP, but it's much more beneficial than the Amarr's +30 base HP. If the Gal scout can survive with damaged armor for literally 10 seconds, the built-in repper has provided more EHP than the Amarr's "superior brick tank".
Let me stop you right there, my original comment is highlighting that the fallacy that the gal hp ceiling(i.e. absolute limit, since people are using that word and seem to not know what it means in that context) is higher than the amarr. Black and white, it simply isn't true and the amarr scout does not have to "sacrifice" a slot. I'm not arguing the advantages of the individual bonuses.
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Asha Starwind
DUST University Ivy League
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Posted - 2014.04.06 19:37:00 -
[4] - Quote
Awry Barux wrote:Asha Starwind wrote:
Let me stop you right there, my original comment is highlighting that the fallacy that the gal hp ceiling(i.e. absolute limit, since people are using that word and seem to not know what it means in that context) is higher than the amarr. Black and white, it simply isn't true and the amarr scout does not have to "sacrifice" a slot. I'm not arguing the advantages of the individual bonuses.
Okay, sure, but high ceiling with no regen is a terrible fit for a class that rarely if ever has rep tool support. In terms of practical combat fittings, the Gal can stack more buffer. The absolute ceiling isn't particularly meaningful.
Cool, then explain to me how practical it is to have only 3hp/s is after losing 40-90% of 700 armor for a class with no logi support.
- is it more practical than finding a logi? - is it more practical than running to a supply depot? - is it more practical than using a rep hive?
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