Texs Red
DUST University Ivy League
330
|
Posted - 2014.06.06 21:30:00 -
[1] - Quote
I agree with the the proposed changes to shield tanking. However, as a Gallente armor tanker, it would leave me really disappointed because shield tankers would have all of the versatility in fits if they so chose while I am forced to select between extenders, useless damage mods, and useless melee mods.
While I understand that the idea of shields is more "hit-and-run" and armor is a more "brawler" type of fighting (Yes, EVE has options that defy that idea but Dust isn't as developed as EVE so lets stick with the basics), then armor needs the ability to continue to engage his foe even if they should try to run away. Therefore: Sprint mods should be high slots. Ideally there would be a second module in low slots that gives a lower percent boost to speed in general, but I last I checked CCP wasn't adding anything.
To support: In EVE active speed mods are mid slots (=Dust high slots) that give a significant bonus to speed but consume your ships energy (capacitor) that makes it more difficult for your ship to run indefinitely. Sprinting is "active" speed tanking vs your base movement speed. |
Texs Red
DUST University Ivy League
330
|
Posted - 2014.06.08 13:29:00 -
[2] - Quote
Velociraptor antirrhopus wrote:
I really don't like how you guys aren't changing the complex HP mods.
Not giving a speed penalty and PG/CPU increase to complex armor plates means people who don't care about ISK and are just going for the kills/proto stomp will continue to brick tank their scouts and heavies too much without having to skill into fitting optimization to do so.
In my opinion, complex shields could use a buff up to at least 80 HP.
That would give the proto Caldari a little more of an HP edge when compared to Gallente HP. Basically when a Caldari fits everything right, as things are now he has less HP than a Gallente.
I don't think a complex extender buff will negatively affect Cal Scouts. As a matter of fact it will make using those high slots on extenders more attractive than precision, which is exactly what we all need them to be doing so they aren't OP anymore.
If you also keep in mind that shield's resistances to weapons in this game are poor, and that shield based weapons melt through them quicker than armor based ones do to armored suits, the idea of increasing shield HP is a positive change all around.
Also worth a mention is this will make classes that aren't Logi think of extenders as more attractive options than say, a Heavy damage mod. It would also encourage Caldari heavies to use them instead of Energizers.
I would have to disagree with most of what you said.
1) People who don't care about ISK and who want to proto stomp with do so regardless, making complex armor plates an undesirable module simply because proto stompers use it solves nothing as it will just be replaced by the next "broken" thing.
2) Buffing shield extenders to the point where people want to use them over precision mods would mean that you traded the class idea of the Caldari scout from being a detection specialist to being nothing more than another brink (shield) tanked scout. That does not add to the diversity of the game.
3) When everything is fit, the shields are supposed to have less HP than armor fits. The reason being that, except on the heaviest of suits, your defense will full restore itself within 10-15 seconds and even less than that if you aim to do so. While armor fits have no way of restoring their armor unless they, or someone else, equips a module to do so. Depending on the amount of armor to be restored and the rate of restoration, it can take well over a full minute or more to full restore ones defense as an armor tanker. The entire point of being an armor tanker is to have a large buffer of HP at the cost of restoration rate, while shields recharge quicker at the cost of total HP.
4) Shield resistances are not poor, if anything they are better than most based on popular weapons used. The 3 primary anti-shield weapons would be laser weapons, plasma weapons, and the flux grenade. Laser weapons are rarely used at this point, mainly because everybody armor tanks and they are terrible vs armor, and plasma weapons lack any real range to them, plus they are often overshadowed in DPS by other longer range weapons. Then the flux grenade is also only used occasionally, the locus being the preferred for it's ability to kill and being an explosive you get resistances against it. The only exception to all of this is the shotgun, which has such high DPS that it matters very little if you are shield or armor tanked. Vs shields: Explosive -30%, Laser +20%, Plasma +10%, Projectile -5%, Rail -10% Total: -15% Vs armor: Explosive +30%, laser -20%, Plasma -10%, Projectile +10%, Rail +10% Total: +20% So shields have a better profile but just less total HP than armor, which is why it goes down quickly.
5) If you want extenders to give enough HP that it is really meaningful to heavy total HP then you will run into the same problem with shield scouts are we are now with armor ones, lots of HP of suits that are supposed to be low HP. If you wanted extenders to act fairly with both scouts and heavies then they should be percentage based instead of exact numbers, same goes for plates. |