|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
2412
|
Posted - 2014.07.18 22:30:00 -
[1] - Quote
Chunky Munkey wrote:Velociraptor antirrhopus wrote:you're stupid because
- Amarr are annoyed about it too. We can't even use shield extenders or sidearm mods anymore.
- Try a shield extender out. It'll save your ass from remote explosive deaths, and in certain situations it's better than a second heavy mod. It's really useful when you're not engaging a ton of heavies and don't need extra HMG damage.
- shields also help immensely against forge gun blast damage
Shields on armour heavies are underrated. Having shields to recover is basically doubling your reps/s
Thats why I love Gallente suits in general, I love that shield HP and badass armor reps ticking up at the same time.
Like my ideas?
Pokey Dravon for CPM1
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
2417
|
Posted - 2014.07.18 23:55:00 -
[2] - Quote
ACT1ON BASTARD wrote:Pokey Dravon wrote:Chunky Munkey wrote:Velociraptor antirrhopus wrote:you're stupid because
- Amarr are annoyed about it too. We can't even use shield extenders or sidearm mods anymore.
- Try a shield extender out. It'll save your ass from remote explosive deaths, and in certain situations it's better than a second heavy mod. It's really useful when you're not engaging a ton of heavies and don't need extra HMG damage.
- shields also help immensely against forge gun blast damage
Shields on armour heavies are underrated. Having shields to recover is basically doubling your reps/s Thats why I love Gallente suits in general, I love that shield HP and badass armor reps ticking up at the same time. Yes, but when you have 1200 armor and 400 shield wouldnt you rather have the 10 extra reps on your armor.
Oh Im not disagreeing with the change, I think it makes sense. I was more speaking to the point that I like to use a lot of reps on a Gallente suit because the shield is a nice buffer that recharges on its own. It allows the Gallente to be more regen focused than the Amarr since their HP is more balanced between Shields and Armor than the Amarr are.
I'm actually a little excited for this change, I might try some new fits.
Now this does bring up the interesting question of....what about the bonuses? Before the Amarr had the split resistance between shield and armor because of their 2 high and 3 low, whereas the Gallente had the dual armor resist because of the 1 high 4 lows. If we're going to go with the mentality that Amarr should be pure armor and Gallente a armor focused hybrid, should the Amarr and Gallente have their bonuses changed?
Like my ideas?
Pokey Dravon for CPM1
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
2417
|
Posted - 2014.07.19 00:20:00 -
[3] - Quote
ACT1ON BASTARD wrote: Still doesnt make sense why trade everything that defines the gallente sentinel with the amaar sentinel. The amaar sentinel will basically be what the gal sentinel Is now.
That's because the slot layouts were stupid from the start. Amarr should have always had the most lows with very few highs to go with its crappy shields and large base armor. This is the theme of Amarr.
Gallente on the other hand are still armor tankers but can actually put up some decent shield defenses. This means 30-40% of their base HP should be shields which regenerate and provide buffer against incoming damage so that the armor doesn't need to handle 90% of the eHP like the Amarr do. This allows the Gallente to fit more armor reps making them more suited for HP regeneration over raw armor HP like the Amarr. the 2 high 3 low makes a lot of sense for the Gallente theme.
Like my ideas?
Pokey Dravon for CPM1
|
|
|
|