Korvin Lomont wrote:Monkey MAC wrote:RINON114 wrote:It sounds like a good idea, assuming that there is a problem in the first place.
- Armour has a much higher HP pool than shields.
- Shields regen MUCH faster.
If you want we can give shield extenders and armour plates exactly the same HP but give all suits a ~20hp/s armour regen rate.
Oh wait no, that would make the game boring.
Edit: Although I do agree that shield's do need to scale properly, ie: 22, 44, 66.
35 HP/s on a Gallante Sentinel is hardly laughable.
The HP pool is far too much by comparison 1900 on a gallante sentinel vs Caldari Sentinel at just 900.
There is a shield Armour imbalance that can not be denyed and it more than just bad scaling on extenders.
If you do the maths on my solution
Buffer tanks are viable
Armour tankers have the highest ceiling of EHP
Shield tankers are capable of reaching enough EHP to sustain a decent amount of damage.
Buffer Shielders are capable of outstripping armour buffers, but armour buffers willmstill be a force to reckoned with.
Brick tanking carries too much of a penalty, while dual-tanking is still possible.
Don't forget the penalties you make it sound like HP is the only thing that matter but it is not.
Sure Armor has higher HP but that come sat the cost of NO passive repair and a quite noticeable penalty to:
Jump height, movement speed, sprinting speed (most probably doubled) and Strafing speed (most probably doubled)
Where as Shields have a barely noticeable penalty to only ONE stat shield depleted delay. To make things a bit worse the better your initial stat the less you suffer from the penalty whereas as armor tanker the better your base stat the more you suffer from the penalty.
Shield aren't meant to tank huge amount of damage they are meant as small buffer without speed penalty for hit and run tactics...strike fast retreat and recover. Whereas armor is there to take the punch but rely on vast amounts of time or team support to recover.
I do agree to a small buff of basic and adv extenders to maybe 33,44,66 or 22,44,66 but that should be enough to buff shields.
The delay is not 'barely noticeable' even the current shield penalty does more damage to shield user than you probably understand. You say repping is a shields greatest positive yet you then say the penalty to this posotive is neligible, is that not hypocritical?
By comparison Armour provides a miniscule penalty in engagements since if your ability to track your target is not marred nor is your ability to rep.
In short armour penalties do not penalise you from applying damge from, or taking damage from your target.
The only time an Armour tanker is at a disadvantage due to his penalty is when he is fleeing. Armour tankers have the ability to not only sponge significantly more damage, but to deal considerably more damage than a shield counterpart, something many armour tankers seem to forget.
It is with this in mind why a Shield Tanker should be able to absorb a 'decent' amount before retreat.
You also fail to consider that with armour repair is constant, which when paired with armour traits becomes just another feather in its cap.
Armour positives
Large HP pool
Damage Mod buffs DPS
Repper debuffs enemy DPS
Repper has no delay
Shield Positives
Large Regen (outside of combat)
Moves faster (more useful outside of combat)
Armour negatives
Moves Slower
Shield Negatives
No regen in combat
Low HP pool
debuffed by enemy with damage mod
can you not see the unbalance in this?
Don't believe me? Run a pure armour tank gallante (2 plates 2 reppers, 2 dmg mods) against a pure shield tanked caldari (2 extenders, 2 rechargers, 1kincat, 1card reg)
Run the stats beside each other, running the same weapons.