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Cavani1EE7
Murphys-Law General Tso's Alliance
511
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Posted - 2014.11.17 22:01:00 -
[1] - Quote
Go.
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Cavani1EE7
Murphys-Law General Tso's Alliance
511
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Posted - 2014.11.17 22:05:00 -
[2] - Quote
Armor tanking
Far higher HP Less PG/CPU usage Less slots usage Is in the low slots, so you can fit damage mods in the highs = Higher damage
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Cavani1EE7
Murphys-Law General Tso's Alliance
511
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Posted - 2014.11.17 22:14:00 -
[3] - Quote
Zatara Rought wrote:You almost always recover shields faster than armor (not counting rep tools or hives)...and because shields end up having lower EHP you also end up getting back to full shields faster. (lol)
now imagine if all shield suits were balanced so that you could only get 70% of an armor suits total EHP.
But you had a 1 second delay overall till your shield bgan recharging. That's meaningless if the delay stops even if you lose 1 single goddamn hp though.
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Cavani1EE7
Murphys-Law General Tso's Alliance
512
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Posted - 2014.11.17 22:25:00 -
[4] - Quote
Zatara Rought wrote:you get to damp without damaging your 'main' tank.
Relevant once e-war for mediums is a thing soon(TM) Valid point. I have one comp. dampener in my CalAssault wish fit already.
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Cavani1EE7
Murphys-Law General Tso's Alliance
514
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Posted - 2014.11.18 00:22:00 -
[5] - Quote
Apothecary Za'ki wrote:shield for hit n run.. armor for brawl/tank.. this is why reptools for armor but non for shields.. shield tanks usually run lower total ehp but can move around faster armor tanks are higher ehp but move slowerboth armor and shield tanks have multiple "nemesis" weapons which do more vs a certain tank type shield is weak to- flux nades AR's SCRs SCPs armor is weak to CR's SMGs flays nades RRs bolt pistols mass drivers as armor gets like 2x more tank then shield it only makes sense they have more weapons which are strong against armor. Just lol @ that statement. Anytime I'll see your name in a thread, I'm not gonna read what you have to say. Plus youdidn't even mention the Shotgun, the ion pistol, the laser and you mentioned the flaycock? lol.
And than if you fit ferroscales and reactives and put a kin cat, you still have a godmode aHP with 8m/s+ speed; pretty much what a lot of galassaults and amarr are doing.
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Cavani1EE7
Murphys-Law General Tso's Alliance
514
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Posted - 2014.11.18 00:24:00 -
[6] - Quote
KEROSIINI-TERO wrote:Those Shield Hardeners make Caldari Scouts so OP, -40% damage, please nerf! Ahem, Dear Cavani, could you please specify in both the thread name and original post whether you want to discuss Dropsuit tanking methods OR vehicle tanking methods.
lolvehicles. that's all. But k I will.
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Cavani1EE7
Murphys-Law General Tso's Alliance
520
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Posted - 2014.11.18 15:06:00 -
[7] - Quote
Imo what should be done to incentivize Shield tanking a bit is:
Complex Shield Extenders HP 66 > 70 Complex Shield Extenders delay penalty 7% > 6%
or
Complex Shield Extenders HP 66 > 75
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Cavani1EE7
Murphys-Law General Tso's Alliance
520
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Posted - 2014.11.18 15:10:00 -
[8] - Quote
Ghost Kaisar wrote:Shield Tanker by nature.
Cover and tactical positioning/maneuvering OP PLS NERF
That being said, you're history 9 times out of 10 if caught with your pants down.
Shields are the best for skirmish warfare. For fighting 40-70m out in cover and flanking.
Armor is best for CQC warfare. Get in close, and use that passive regen to keep the regen going, even when being hit moving cover to cover.
EDIT:
Fits I run:
Min Assault MK.0
3x Comp Shields 1x Energizer
1x Ferroscale 1x Complex Armor Repair (Or Regulator, depending on mood) 1x Complex Shield Regulator 1x Complex Kincat
465 Shields 320 Armor Sprints at 8.77
2x Regulator gives you 2/3 delay/depleted 1x Regulator gives you 4/5 delay/depleted
One of my favorite fits, well suited to quickly traversing the battlefield and flanking, with excellent regen to boot. That is pretty much the main advantage Armor Tankers (with rep modules in this case) have, being able to regen their HP with totally 0 delay and even while being shot.
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