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Meee One
1.U.P
966
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Posted - 2014.08.10 18:17:00 -
[1] - Quote
Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1864
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Posted - 2014.08.10 18:25:00 -
[2] - Quote
Meee One wrote:Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice.
I can get behind this.
Dual tanking is bullshit anyway. |
Apothecary Za'ki
Biomass Positive
396
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Posted - 2014.08.10 20:59:00 -
[3] - Quote
the problem is shield tanking is literally 1/2 as effective as armor.. and since people hate to die they stack the F out of BOTH.. if shield extenders were like.. 50->75->100 maybe it would be worth useing shield rechargers and regulators insted of plates.
[LogiBro in Training]
channel: BP SQUAD
come join the fun
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BL4CKST4R
LATINOS KILLERS CORP Dark Taboo
2896
|
Posted - 2014.08.10 21:37:00 -
[4] - Quote
Apothecary Za'ki wrote:the problem is shield tanking is literally 1/2 as effective as armor.. and since people hate to die they stack the F out of BOTH.. if shield extenders were like.. 50->75->100 maybe it would be worth useing shield rechargers and regulators insted of plates.
If you could have that much HP while also repairing at 80HP/s you would never die shields need to hp buff.
supercalifragilisticexpialidocious
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Sgt Kirk
Fatal Absolution
7132
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Posted - 2014.08.10 21:56:00 -
[5] - Quote
Dual tanking needs to gtfo.
see you space cowboy...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1898
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Posted - 2014.08.10 22:01:00 -
[6] - Quote
Apothecary Za'ki wrote:the problem is shield tanking is literally 1/2 as effective as armor.. and since people hate to die they stack the F out of BOTH.. if shield extenders were like.. 50->75->100 maybe it would be worth useing shield rechargers and regulators insted of plates.
No it isn't.
It is when you try brawling.
But when you utilize mobility and range to keep you out of murderface range?
Shields are a lot more survivable. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12738
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Posted - 2014.08.10 23:10:00 -
[7] - Quote
Meee One wrote:Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice.
I wholly disagree and this is why.
http://eve.battleclinic.com/loadout/19961-PVP-Harbinger-620dps-72-8k-EHP-rigged-55k-unrigged.html
and
http://eve.battleclinic.com/loadout/43716-Harbinger-966-dps-Psycho-Harb-64k-hp-Gang-Issue.html
There is no need to restrict players arbitrarily like you suggest.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
264
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Posted - 2014.08.10 23:36:00 -
[8] - Quote
I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect some differences from EVE.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Sgt Kirk
Fatal Absolution
7134
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Posted - 2014.08.11 00:06:00 -
[9] - Quote
It's not that shields are that much better than shields though.
A large problem is that idiots get a shield suit and want to use it like a brawling suit.
You can't all be Gallente, I know, it's a hard reality to face but you guys simply aren't like us.
Go play at range like the squid your are
Or if you're Minmatar
Run really fast and spam bullets like an idiot and hope you hit something.
see you space cowboy...
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Coleman Gray
Opus Arcana Covert Intervention
1017
|
Posted - 2014.08.11 00:14:00 -
[10] - Quote
Sgt Kirk wrote:It's not that shields are that much better than shields though.
A large problem is that idiots get a shield suit and want to use it like a brawling suit.
You can't all be Gallente, I know, it's a hard reality to face but you guys simply aren't like us.
Go play at range like the squid your are
Or if you're Minmatar
Run really fast and spam bullets like an idiot and hope you hit something.
This...everyone wants to be in the action...not long ago I seen an Amarr assault with a LR taking part in what was a cluster f uck of CQC at an objective, the poor soul, he was shining his flashlight all the way through, I think people took pity because even tho he was shooting people they ran past or ignored him totally to kill someone else lol.
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12739
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Posted - 2014.08.11 00:28:00 -
[11] - Quote
el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE.
That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same.
It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
264
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Posted - 2014.08.11 00:44:00 -
[12] - Quote
True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot.
Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12740
|
Posted - 2014.08.11 00:46:00 -
[13] - Quote
el OPERATOR wrote:True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot. Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw.
I wish damage mods were in the low slots.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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ladwar
HEARTS OF PHOENIX
2032
|
Posted - 2014.08.11 00:49:00 -
[14] - Quote
Well i would like to agree to this i can see a lot of resistance coming from the devs and FOTM players. Armarr and cal numbers are too extreme. 80/20 and vice versa would better. And if cal extender were 75-90-110 i could easily agree to this. But the base level armor plates would need to take a nerf so gal and min didnt benefit into armor tanking. Bring eve mind set into dust with real visibility. And so let the warriors rage on...
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Sgt Kirk
Fatal Absolution
7138
|
Posted - 2014.08.11 00:58:00 -
[15] - Quote
True Adamance wrote:el OPERATOR wrote:True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot. Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw. I wish damage mods were in the low slots. I wish Kin Kats were in the Highslots.
Care to make a trade?
see you space cowboy...
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ladwar
HEARTS OF PHOENIX
2032
|
Posted - 2014.08.11 01:01:00 -
[16] - Quote
Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12745
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Posted - 2014.08.11 02:33:00 -
[17] - Quote
Sgt Kirk wrote:True Adamance wrote:el OPERATOR wrote:True Adamance wrote:el OPERATOR wrote:I think the racial slot stats already largely are doing this, Cal have a bunch of highs, Gal abunch of lows, Amarr a little of both but slow movement, Min a little of both but fast movement. The base stats race-wise are in line with the slot stats and lore appropriate. It might be worth considering also that in EVE combat occurs between vehicles, naval fleet sim style if you will, so fitting is geared to reflect that whereas here our combat is largley infantry/small vehicle based so the stats/slots reflect those differences between DUST and EVE. That however does not mean that one racial group cannot do with infantry units what they can do with space ships. The premise remains fundamentally the same. It's like saying using a massive industrial cutter I can shear through paper....... but using kitchen scissors I cannot. Agreed, which is where the existing similarities come from. The final results tho ARE markedly different, if for no other reason than scale. Like the final condition of your examples cut paper after the scissors vs. after the massive industrial saw. I wish damage mods were in the low slots. I wish Kin Kats were in the Highslots. Care to make a trade?
One cycle of Prop mods gents!
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12746
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Posted - 2014.08.11 02:43:00 -
[18] - Quote
ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it
And not just Damage modules. Weapon Type Modules.
Heat Sinks (apply damage buffs to laser weapons) Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) Gyrostabilizers (apply damage buffs to Projectile Weapons) Ballistic/ Payload Control Systems (apply damage to explosive weapons)
All Passive lower % yield modules
None of this active module bullshit.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Apothecary Za'ki
Biomass Positive
402
|
Posted - 2014.08.11 02:53:00 -
[19] - Quote
Meee One wrote:Dual tanking is popular because it's easy to do. It enables any suit to stack a nonracial defense.
For example : Cal medium frame 210 shield 120 armor +1 enh plate =effective dual tank.
I was thinking (while on my sudden vacation) what makes sense lore wise?
Then it came to me,change stats to match lore. Please note:This would be applied to suit stats,not slots.
Amarr:5%shield.95%armor The ultimate in brick tank,faith is the only shield they desire.
Cal:95%shield,5% armor Given the bare minimal to survive,caldari suits stack thick shields to compensate.Would possibly require a regen amount boost of 5-15 S/PS
Gal:30%shield,70%armor Focusing instead of straight brick tank, they instead focus on repairing their lower eHP reserves.
Min:55% shield, 45% armor The most balanced of the four,preferring fast shield regen and speed over straight brick tank.
These could be encouraged more with bonuses on the dropsuit unlock nodes. Amarr: Increased effectiveness of plates = more eHP per plates and less penalty/fitting Cal: Increased effectiveness of shield extenders and rechargers/energizers = more shield less penalty/fitting Gal: Increased effectiveness of repair modules/reactive plates = more repair less penalty /fitting Min: Increased effectiveness of biotics and regulators = more speed to regen their lower eHP and biotics to enabled better movement for their sacrifice. if you **** dual tanking yoru also effectivly ******* all shield tanking as armor tankers are OP as it stands and leaving highs open for damage mods while still running with tank is just sickening
[LogiBro in Training]
channel: BP SQUAD
come join the fun
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ladwar
HEARTS OF PHOENIX
2032
|
Posted - 2014.08.11 02:57:00 -
[20] - Quote
True Adamance wrote:ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it And not just Damage modules. Weapon Type Modules. 1.Heat Sinks (apply damage buffs to laser weapons) 2.Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) 3.Gyrostabilizers (apply damage buffs to Projectile Weapons) 4.Ballistic/ Payload Control Systems (apply damage to explosive weapons) All Passive lower % yield modules None of this active module bullshit. 1. Would reduce heat buildup 4 long fire, not damage. 2. Rof bonus not damage 3. accuracy while firing not damage 4. Rof bonus not damage Thats what they would actually do. So is that what you really want?
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Jack 3enimble
Vengeance Unbound Dark Taboo
154
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Posted - 2014.08.11 03:06:00 -
[21] - Quote
i think people dual tank (mostly on shield suits) because shield suits need both the high and the low slots to run a effective shield suit while armor tankers only need their lows to maximize effectiveness for their armor. So rather than going lvl 5 in regulators for instance they go 3 on 3 in the armor department. This is less of a SP sink with greater benefits survivability wise (in HP)
In my opinion most armor suits in charlie will be running a effective armor setup and dmg mods while shield tankers need both the highs and the lows in order to maximize their shield set up. The consequence with that is not being able to fit dmg mods without significantly gimping their suits. I think you see a lot of dual tankers again
People dual tank because of the HP game and because most people don't see the value of shield regulators and rather put a armor plate and a repper the low
I'm really curious to see how this pans out in the shield vs armor effectiveness debate
Let me state that this is not by any means QQ-ing because most standard replies result in such statements LOL. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12751
|
Posted - 2014.08.11 03:44:00 -
[22] - Quote
ladwar wrote:True Adamance wrote:ladwar wrote:Yes, damage mods to low slots even vehicles, i'll trade you all my star wars collectable cups 4 it And not just Damage modules. Weapon Type Modules. 1.Heat Sinks (apply damage buffs to laser weapons) 2.Magnetic Field Stabilisers (apply damage buffs to hybrid weapons) 3.Gyrostabilizers (apply damage buffs to Projectile Weapons) 4.Ballistic/ Payload Control Systems (apply damage to explosive weapons) All Passive lower % yield modules None of this active module bullshit. 1. Would reduce heat buildup 4 long fire, not damage. 2. Rof bonus not damage 3. accuracy while firing not damage 4. Rof bonus( also reload ) not damage Thats what they would actually do. So is that what you really want?
What all of these modules fundamentally do is increase both RoF and Damage.
However if necessary they can be modified to directly apply to a specific weapons systems functions.
I was thinking more Passive modules, instead of actives.
Leave active modules to things like Armour Repairers (Ancillary and Normal), Shield Boosters, Hardeners, Remote Transporters, Propulsion Modules, Scanners, Neuts, Nosferatu's (god willing these get to be in Legion) etc.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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The Eristic
Dust 90210
604
|
Posted - 2014.08.11 04:46:00 -
[23] - Quote
There's been an HP obsession in Dust for as long as I can remember, and it'll be creeping up yet another notch with Charlie. It's incredibly tedious fighting waves of the same cookie-cutter, bricked-out fits every night.
HP stacking needs to be checked via both improvements to utility mods (new ones, as above, would be nice, too!) and either outright increases in fitting costs for raw HP, a stacking penalty which increases fitting costs per mod that goes up per tier (ie, larger penalty for Cx mods than Basic) or frame-based penalties making them least practical and/or fittable on lights, most on heavies and in the middle on mediums. It should be worthwhile to fit a couple HP mods on most suits, but difficult to fit more without significantly compromising elsewhere. Overarching racial tank bonuses (which we ought to have anyway) could then be added to balance things out.
Reality is the original Rorschach.
Verily! So much for all that.
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SponkSponkSponk
The Southern Legion Final Resolution.
989
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Posted - 2014.08.11 05:02:00 -
[24] - Quote
People dual tank (and stack HP) because there's no effective difference in +HP on a module between suits.
+50 shields is +50 shields. +100 shields is +100 shields.
Eve solves this in a few ways.
1. +HP modules give a lot more HP but are also a lot harder to fit. For instance, only some battleships can double-plate up. 2. There exist +resist modules that encourage using your primary slot type for tanking (but also have stacking penalties so you don't go overboard) 3. There's a lot more choice of modules to fit, so there's a credible alternative to just adding EHP until you run out of slots.
IMO, Dust could benefit from this style.
Dust/Eve transfers
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Sgt Kirk
Fatal Absolution
7141
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Posted - 2014.08.11 05:03:00 -
[25] - Quote
Shake it Shake it booty quake it
see you space cowboy...
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Snake Sellors
Hellstorm Inc League of Infamy
280
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Posted - 2014.08.11 18:58:00 -
[26] - Quote
Sgt Kirk wrote:It's not that shields are that much better than shields though.
A large problem is that idiots get a shield suit and want to use it like a brawling suit.
You can't all be Gallente, I know, it's a hard reality to face but you guys simply aren't like us.
Go play at range like the squid your are
Or if you're Minmatar
Run really fast and spam bullets like an idiot and hope you hit something.
ok this shite is getting annoying, go play at range ...
in my heavy suit?
heavies with light weapons are scrubs and the main reason heavies are getting a cpu/pg nerf?
so in my heavy suit with a long range weapon?
only two heavy weapons?
so then all caldari suits need to be forge gunners?
only one choice? are you joking?
(also something i never agreed with why are forge guns caldari when they seem to use rail tech as every type of weapon? this fires more like the gallente plc in my opinion) |
Ace Starburst
is well hung
111
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Posted - 2014.08.11 19:07:00 -
[27] - Quote
Snake Sellors wrote:Sgt Kirk wrote:It's not that shields are that much better than shields though.
A large problem is that idiots get a shield suit and want to use it like a brawling suit.
You can't all be Gallente, I know, it's a hard reality to face but you guys simply aren't like us.
Go play at range like the squid your are
Or if you're Minmatar
Run really fast and spam bullets like an idiot and hope you hit something. ok this shite is getting annoying, go play at range ... in my heavy suit? heavies with light weapons are scrubs and the main reason heavies are getting a cpu/pg nerf? so in my heavy suit with a long range weapon? only two heavy weapons? so then all caldari suits need to be forge gunners? only one choice? are you joking? (also something i never agreed with why are forge guns caldari when they seem to use rail tech as every type of weapon? this fires more like the gallente plc in my opinion)
Have you ever seen an actual rail gun fire? You don't want to be anywhere near where the projectile lands. The forge gun looks the part and has a plasma plume like modern variants.
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Apothecary Za'ki
Biomass Positive
409
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Posted - 2014.08.11 20:21:00 -
[28] - Quote
BL4CKST4R wrote:Apothecary Za'ki wrote:the problem is shield tanking is literally 1/2 as effective as armor.. and since people hate to die they stack the F out of BOTH.. if shield extenders were like.. 50->75->100 maybe it would be worth useing shield rechargers and regulators insted of plates. If you could have that much HP while also repairing at 80HP/s you would never die shields need no hp buff. 1 flux nade.. -1200+ shield then the downtime to wait for it to rep and its only scouts with 50+ hp/s on shields with out hitting shield hp.. remember it takes 1 high slot to increase REP AMOUNT while low slot for time taken to start repping after your shield takes a hit/depleated.. Learn the mechanics noobcake
[LogiBro in Training]
channel: BP SQUAD
come join the fun
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Apothecary Za'ki
Biomass Positive
409
|
Posted - 2014.08.11 20:24:00 -
[29] - Quote
SponkSponkSponk wrote:People dual tank (and stack HP) because there's no effective difference in +HP on a module between suits.
+50 shields is +50 shields. +100 shields is +100 shields.
Eve solves this in a few ways.
1. +HP modules give a lot more HP but are also a lot harder to fit. For instance, only some battleships can double-plate up. 2. There exist +resist modules that encourage using your primary slot type for tanking (but also have stacking penalties so you don't go overboard) 3. There's a lot more choice of modules to fit, so there's a credible alternative to just adding EHP until you run out of slots.
IMO, Dust could benefit from this style. and this is what gave rise to the problem of rifle weilding sentinels like 2000ehp AND 25% dmg resist gives stupid longivity in combat
[LogiBro in Training]
channel: BP SQUAD
come join the fun
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2003
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Posted - 2014.08.11 20:25:00 -
[30] - Quote
The Scrubler Rifle is the reason peole dual tank shield suits...if you haven't ran a shield suit before, that weapon is literally killing you faster than an HMG at point blank.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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