Harpyja
Molon Labe. General Tso's Alliance
1869
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Posted - 2014.06.18 14:57:00 -
[1] - Quote
Glyd Path wrote:Congratulations CCP Rattiti, you have accomplished the dubious distinction of devolving to the old style of patches with merely two under your belt. Actually, I guess you did it in one. Although alpha included multiple fixes for the same thing. No sense in following what you posted, right? Small changes, see the effects and continue on. Nope. You nerfed the rail gun damage and the damage mods. Four rounds to pop a rail gun turret. As for armor, the best fit is not triple damage mods. Which I didn't used to run. Time to play a real game, no need to get kicked around in the dust. QQ, I'm not sorry you can't 2-3 shot vehicles anymore, please, QQ some more
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Harpyja
Molon Labe. General Tso's Alliance
1873
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Posted - 2014.06.18 20:48:00 -
[2] - Quote
Tebu Gan wrote:While true you may not think you don't NEED a repper, but a repper does play a very large part into damage mitigation. And what happens when you come into a situation where a static variable, IE plates coupled with a hardener. Either you outlast your opponent by the sheer amount of HP or you fall and crumble, gambling on speed or that you come against a lesser tanker.
Using a rep gives you valuable damage mitigation, IN BATTLE, and is far superior in my eyes when it comes to maddies. A repper maddie can use cover, terrain, ect, to rep back lost HP where any tanker that chooses not to use one is what I would call "A one hit wonder". Tough, I'll give them that, but unable to stand up to repeated engagement.
My mantra before 1.6 hit was always about this damage mitigation, a combination of your healing power, your tank (HP), and resistances. Stacking one or the other doesn't make for a very versatile, or in my opinion, strong tank. I don't think that that's the point of armor reps. The damage mitigation of armor relies on having eHP rather than regeneration. The purpose of armor reps, as I see them currently, is to provide a slow but steady trickle of armor that allows recovery between engagements. eHP takes the blunt of the damage during an engagement and when it's over, either in victory or a stalemate, then the armor rep regenerates that lost eHP.
Shield should rely on regeneration for damage mitigation, but that's for a whole different topic.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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