Ander Thedas
Subdreddit Test Alliance Please Ignore
489
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Posted - 2014.04.16 03:35:00 -
[1] - Quote
I agree. I was an armor kitted merc in 1.7 and before and now I've swapped to shields. It's an entirely different play style that really forced me to rethink my approach to the game and the weapons that work for it. I had to retire my beautiful Scrambler Rifle and swap to the much superior Assault Rifle for close range hit and run tactics (usually involving multiple enemies). And for the record: I've been running my exile and it's amazing. A lot of people are complaining about the AR being under powered but I honestly just don't see it. It's an extremely effective tool within range and offers a lot of advantages over the other options.
Shield tanking took a bit to really sink into, but once I did I feel like I'm a better player for it. I can't just trade hits anymore, though. Taking cover and popping out to lay damage down isn't as satisfying and way more risky now, but it's a good thing. The game has flow and it has balance in that sense. Personally I think it's fantastic that so many different play styles can be properly represented.
Omnia mutantur nihil interit
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Ander Thedas
Subdreddit Test Alliance Please Ignore
493
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Posted - 2014.04.16 04:13:00 -
[2] - Quote
Galvan Nized wrote:Shield tanking is just not viable in the game right now. You absolutely know it is far inferior to armor tanking.
Shield tanking is far harder to fit, lacks any kind of teamwork that makes it better, regen is too meaningless when the hp gap is too hard to overcome, scales terribly, has no useful secondary mod (regulators and energizers are far too weak.)
It's one advantage, and seriously the only, is speed. Regen debate is completely moot because of rep tools/repair hives and general survivability.
Flanking and attacking is a general tactic, not one only applying to shields tankers.
I disagree with this. I think it's very viable, it just isn't viable for the style of play most people wish to use. I think, generally speaking, armor tanking is better suited for MOST people's style of play and that's fine. There's a reason why there are 2 definitive armor races and only one DEFINITIVE shield race (with Minmatar in a hazy nebulous spot between armor, shield, and speed). It serves its function for those who want to play that way but generally speaking most people will be more comfortable with the armor style of play. I know I was for a long while, but after I made the switch and it clicked with me I loved it. I couldn't do what I do now with my old armor suit. And I can't do what I did then with my shield suit. There are options and for the way you play it's more likely than not that shields aren't a good one, which is why you think it's not viable.
It's important to look at all sides of the equation to understand balance. And I will say this: the balance right now between shields and armor is pretty solid. Std and Adv tiers of shield modules might need another look at, since no one seems to run them, but besides that it's not tremendously off.
Omnia mutantur nihil interit
FW lvl10 reward
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