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Apothecary Za'ki
Biomass Positive
396
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Posted - 2014.08.10 20:59:00 -
[1] - 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.
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Apothecary Za'ki
Biomass Positive
402
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Posted - 2014.08.11 02:53:00 -
[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. 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
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Apothecary Za'ki
Biomass Positive
409
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Posted - 2014.08.11 20:21:00 -
[3] - 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
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Apothecary Za'ki
Biomass Positive
409
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Posted - 2014.08.11 20:24:00 -
[4] - 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
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