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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1652
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Posted - 2014.06.21 18:29:00 -
[1] - Quote
I'm sure some of you may have noticed the new vehicle armor skill: Vehicle Armor Composition (-10% mobility penalty of plates per level). Since it's first appearance after Hotfix Alfa, it was unattainable to purchase the skill book, but now it is available.
This is ridiculous against shield vehicleers! Now armor tanker have tank (innate to armor), gank (because damage mods are highs), and now even more so speed (this skill PLUS nitrous being in highs as well)!
What do shields have?
-Subpar HP extenders (granted given the nature of shields) -Almost useless hardeners -Actually useless boosters that don't work most the time -Shield regeneration that can't be used in fights like armor repairs and that can easily be matched armor -Shield depletion skill that hardly helps shield tanks (because once your shields are gone you're either dead or won and don't have to worry about regen time), and actually help armor tanks MORE because they get their shield buffer back faster. -Weak to EVERY AV and vehicle turret bar missiles.
There need to be a few changes to help shield vehicles:
-Change the damage profile of vehicle rail turrets to their proper form: +armor -shields (I don't know the exact numbers)
Shields are weak as is and armor have virtually no counters except missiles (which I think need work, but that's another thread). This change might also help dropship dogfights against Incubi (since there's almost no way to kill them from the air).
-Add a new shield skill: Tactical Shield Manipulation (or whatever you want to call it): +3% to shield resistance per level (x5, requires lvl5 Shield Operation)
This will give dedicated shield tankers the boost they need to compare against armor tanks. Some numbers (level 5):
Madrugar base shields: 1200 > 1411 Not much of a benefit, thankfully.
Gunnlogi (base): 2650 > 3117 Much better, and still not better than Madrugar stats
Gunnlogi (2x Cplx Heavy Extenders): 5300 > 6235
Python (base): 1560 > 1835
Python (popular fit): 3000/3200 > 3530/3765
Shield booster (light/heavy): 900/1950 > 1058/2294
Hardener (w/ penalty) 40% > 52.93%
As you can see, the benefit isn't game breaking, but it is good enough to give Shield vehicles an edge. It's a useful skill that helps every shield mod and shield mechanic while granting limited help toward armor vehicles/mods. Not to mention it take about as much SP as a Proto suit to skill into.
Please CCP, help out shield vehicles.
Thanks for reading.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1652
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Posted - 2014.06.21 19:05:00 -
[2] - Quote
Cat Merc wrote:Actually armor is weak to Forge, AV Grenades and Swarms, shields are weak to the PLC. That point about changing rail damage profile was just an add-on and mostly just me wanting continuity.
The real request is the new skill, which I'd like some feed back on.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1658
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Posted - 2014.06.24 23:50:00 -
[3] - Quote
Bump
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1658
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Posted - 2014.06.25 16:04:00 -
[4] - Quote
MRBH1997 wrote:What we really need is a reintroduction of all the passive modules we ha before 1.7. But we would have to revert the tanks back to their 5/2 2/5 module slots. It would be nice having shield recharges and all this turret modules again. Same with turret variants. I would like this. Mods like extenders, plates, repairs, boosters, and hardeners should have huge fitting requirements so no more than two or three could be fitted at the same time and passive mods would have lighter fitting requirements but wouldn't be as effective.
But to get back to the main topic of this thread, I would really like a response from CCP about why they thought adding the new armor skill was needed (without warning or feedback) and what they plan to do for shield vehicles.
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