calisk galern
BurgezzE.T.F General Tso's Alliance
2570
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Posted - 2014.06.16 17:18:00 -
[1] - Quote
ok so I decided to look over all the modules fully skilled and figure out why their is no way in hell to actually fit a decent shield tank at least compared to an armor one.
here is the basic chart for the modules themselves keep in mind i suck at charts.
https://docs.google.com/spreadsheets/d/1kpmXFHgMFSQL3LjnltIHEdH0lXeVOGr8444amnPY_80/edit?usp=sharing
so first I'm going to talk about boosters versus repair modules since these two modules are grossly unbalanced.
--- shield optimization lowers cpu, while armor optimization lowers pg. this result in the complex shield booster taking an extra 507 pg, and a surprising extra 71 cpu.
-- when comparing which of the two modules repairs more per minute a single complex repair module can repair 10020hp worth of armor, comparatively a fully skilled pilot would only heal 3900 shields per minute with a single complex booster, keep in mind a pilot can almost fit two complex repair units for a single booster.
- next their is the active versus passive advantage, a passive module will always work their is no margin for error, meanwhile a pilot will be required to activate it, and in some cases may never even get the chance, personally In my experience the passive advantage has been of much greater use then the burst healing of the booster, as it has been proven to completely negate infantry based av.
next is the tanks themselves
- the gunlogi is supposed to be the shield tank, it has roughly a little over 2000pg, while the madruger has 2400pg, how is it conceivable for a gunlogi with such low pg to be able to fit a module that takes 1040pg more then half of it's total pg useage.
- mean while a madrugar can fit it's respective repair module 3 times plus have room for a turret and some basic high slot modules.
- so the difference between a complex extender versus a plate is 55 cpu and 46 pg, and is fairly balanced but keep in mind that 55 cpu saved in favor of the plate is a 38% difference compared to the higher of the two, mean while the 46 pg saved is a mere 7% saved on the pg of plate and is largely insignificant while dealing with the high number used in pg on these vehicles, and what's worse is the plates give an extra 600 hp to armor over the extenders.
- I noticed their is a slight discrepency to the shield extenders penalty being 5, 7, 7 over the armors 4,6,10. not that it would do extenders any favors but i could see these being comparative, i.e 2,4,8 or 4,6,10.
at the end of the day this is in my opinion why shield tanks are rarely if ever used.
- first the shield modules are near impossible to fit on the tank that is meant to use them, they are way to pg heavy for something that is supposed to be high cpu the gunlogi is built to handle high cpu not high pg which it's being forced to do now.
- the rate at which the booster/repairer heal is not in the least bit comparative, meanwhile the repair module is significantly cheaper to fit as well, this should be addressed by balancing out the pg cost, and the CD on boosters themselves could be lowered by about 40%.
- keep the extenders hp boost but lower the pg cost of it as it is again fairly high, explained above.
In closing their are two tanks in dust right now, the triple repper and the glass cannon, both are armor tanks. on occasion you get a shield ADS but for the most part they are all armor as well. Ideally I want to see options in vehicles and I want to see shield tanking become an option as well. |