Pages: [1] 2 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bahirae Serugiusu
Vendetta Reactionary Force
302
|
Posted - 2014.11.29 18:32:00 -
[1] - Quote
The top Shield Extender in this game gives less HP then a Militia Armor Plate that does not seem right. Please buff shields I can't get my Caldari Assault to even come close in HP to a Gallente Assault. Please love shields <3
The State will always survive.
|
hfderrtgvcd
1370
|
Posted - 2014.11.29 18:38:00 -
[2] - Quote
working as intended. Shields have no movement penalty and regen much faster than armor.
You can't fight in here! This is the war room.
|
Bahirae Serugiusu
Vendetta Reactionary Force
302
|
Posted - 2014.11.29 18:51:00 -
[3] - Quote
hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. So without maxing Dropsuit Armor Upgrades I'm meant to have more HP then a Caldari fitting 3-4 Complex Shield Extenders and maxed Dropsuit Shield Upgrades with a Gallente with two Enhanced Reactive Plates, one Complex Armor Plate, and one Enhanced Armor Plate?
The State will always survive.
|
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1237
|
Posted - 2014.11.29 19:03:00 -
[4] - Quote
Bahirae Serugiusu wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. So without maxing Dropsuit Armor Upgrades I'm meant to have more HP then a Caldari fitting 3-4 Complex Shield Extenders and maxed Dropsuit Shield Upgrades with a Gallente with two Enhanced Reactive Plates, one Complex Armor Plate, and one Enhanced Armor Plate? Yes.
Please, make my Opus pretty...
|
Victor Moody Stahl
Amarr Templars Amarr Empire
182
|
Posted - 2014.11.29 19:04:00 -
[5] - Quote
Yes. Keep in mind, however, that such a fit is ass for two reasons:
1. 2x reactives+base regen is ass regen. Either fit better reactives, a proper rep, or rep hives 2. Complex Armor Plates are bad unless you're using a full protosuit, or a sentinel.
Finally, said Caldari fitting has far superior regen, and benefits from superior mobility. It can even throw on a KinCat and get around a 7 m/s sprint speed.
Which is nearly as fast as the Amarr Scout... so I really don't see any reason you should be complaining about "shields not having enough HP", when they get way better regen, and superior mobility.
Oh, also, you can still tank up and fit damps to get under a scanner- one Complex Profile Dampener will get you under any ADV-level scanner.
Buff Logis | Nerf Scouts
|
Apothecary Za'ki
Biomass Positive
2194
|
Posted - 2014.11.29 19:51:00 -
[6] - Quote
hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch..
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
|
sabre prime
Crux Special Tasks Group Gallente Federation
910
|
Posted - 2014.11.29 20:06:00 -
[7] - Quote
Bahirae Serugiusu wrote:The top Shield Extender in this game gives less HP then a Militia Armor Plate that does not seem right. Please buff shields I can't get my Caldari Assault to even come close in HP to a Gallente Assault. Please love shields <3 You have to learn the difference in playstyle between a shield suit and an armor suit. Never stop moving in a shield suit and make continuous use of cover, in order to take advantage of the superior regen. In an armor suit you can slug it out a bit more.
The slow blade penetrates the shield.
|
VikingKong iBUN
T.H.I.R.D R.O.C.K
253
|
Posted - 2014.11.29 20:16:00 -
[8] - Quote
Complex shield extenders do suck. There's not much reason to use them over Enhanced ones as the added bonus is so little compared to the fitting cost, and the penalty to delays seems disproportionate with other extenders. I think the Complex ones need a small buff, not too much, just 10 to 15 or so more hp.
Also the fact that 1 single point of damage can negate your shield regen is a bit unfair, it should take at least 2 or 3 damage to reset your delay. Someone shooting you with an AR at 100 meters dealing 1 damage per shot should not be rendering your shield recharge completely worthless. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1378
|
Posted - 2014.11.29 20:24:00 -
[9] - Quote
hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. +1
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5533
|
Posted - 2014.11.29 20:25:00 -
[10] - Quote
Apothecary Za'ki wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch..
And I can get a caldari repping at 60-80 with minimal effort.
It takes 4 low slots to rep 40 armor/sec. and even then it's 39 actual.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
|
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1237
|
Posted - 2014.11.29 20:29:00 -
[11] - Quote
Breakin Stuff wrote:Apothecary Za'ki wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch.. And I can get a caldari repping at 60-80 with minimal effort. It takes 4 low slots to rep 40 armor/sec. and even then it's 39 actual. Just ignore Zaki. I've never actually seen him say anything intelligent on the forums before. Its all either QQ or some other made up bullshit.
Please, make my Opus pretty...
|
Cody Sietz
Random Gunz RISE of LEGION
4154
|
Posted - 2014.11.29 20:36:00 -
[12] - Quote
Then buff Armour suits base shields.
Since a shield suit can get nearly as much armour a armour based suit, but not vise versa.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
One Eyed King
Land of the BIind
6235
|
Posted - 2014.11.29 20:41:00 -
[13] - Quote
I think you are getting a little ahead of yourself.
It looks like there are shield/armor changes coming in the way of speed penalties that will be changing the dynamic some.
Lets see how those play out first.
Thunderbolt. verb and noun.
"James thunderbolted in his pants."
"I lit a bag of thunderbolt on fire on CCP's doorway"
|
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
538
|
Posted - 2014.11.29 20:41:00 -
[14] - Quote
Shield suits are more versatile than armor ones. I mean you guys get the full benefit of armor mods, a shield suit armor tanking, is 10x more viable than an armor suit trying to shield tank properly.
Edit:so either nerf armor tanking on shield suits or buff shield tanking on armor suits if you want balance between the two types. (due to precedent in EVE the former would be the more projected change.)
GimmeDatSuhWeet isk
|
Victor Moody Stahl
Amarr Templars Amarr Empire
184
|
Posted - 2014.11.29 21:02:00 -
[15] - Quote
Apothecary Za'ki wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch..
I love it when you make yourself look like an idiot. It makes me laugh inside.
Because for an armor suit to do what you describe:
Breakin Stuff wrote:It takes 4 low slots to rep 40 armor/sec. and even then it's 39 actual.
This guy? He's right. It takes a lot of lows to get mega-beast rep rate on armor. Which also means that you have to sacrifice that "sizable buffer" that you claim an armor suit will have.
Also, CalSalt regens shield at 30 hp/s without modules. Add a mix of extenders+energizers and you get yourself a regen beast. You could even use rechargers to save on CPU and remove the slight total shield HP penalty of energizers, and still have beastmode regen.
So, Za'ki, I guess we've proved that you are dumb, probably bad, and should definitely feel bad for vomiting out such drivel and defiling the English language with your idiocy.
Buff Logis | Nerf Scouts
|
Jathniel
G I A N T
1305
|
Posted - 2014.11.30 00:20:00 -
[16] - Quote
idk... ScRs and ARs annihilate caldari and minmatar suits a lot more efficiently than rails and CRs annihilate amarr and gallente suits.
Though that has to do a lot more with anti-shield weapons generally being alpha weapons, in order to combat shield regen speed. (Though that would only matter if shields regenerated under fire.)
Maybe make anti-armor weapons more alpha, and anti-shield weapons more RoF/DpS? Or blur the line between the two?
I dont really see a HUGE problem. Straight up fights though, shield suits seem to lose against armor suits when players of similar skill face off. Damage profile disadvantages seem to hurt shield suits more.
Perhaps its because armor has more tank AND regens rapidly under fire? Shields only become viable with regulators and energizers, but unlike armor, it doesn't make a difference when a scrambler nails you with a charge shot.
Idk. Striking a good balance with shields vs. armor and their various weapons is hard.
I definitely think Amarr and Gallente suits are the best, although I hate them and would never use them.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
|
Arkena Wyrnspire
Fatal Absolution
19660
|
Posted - 2014.11.30 00:28:00 -
[17] - Quote
Jathniel wrote: Perhaps its because armor has more tank AND regens rapidly under fire?
If you set up an armour suit so that the regen under fire actually matters (and even 40 HP/s isn't going to do much against a 400+ DPS rifle) then you are not out-tanking an equivalent shield suit.
You can quite happily get 50 HP/s regen with minimal delay and 600 shield HP on a Calassault while unencumbered. Attempt to reach that regen rate on a Galassault and you have slightly over half that in armour HP, although there's no delay as opposed to a 2s delay. Is the shield suit underpowered in that engagement? If we start dropping reps off the Galassault we can end up with 30 HP/s, 600 HP. 30 HP/s encumbered vs 50 HP/s with a 2s delay, with equal HP amounts? That's rather balanced.
You can't end up with more HP and rapid under fire regen. The value of constant regen is over-rated, as well - 20-40 HP/s is not going to save you from any weapon in a direct fight.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
|
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1380
|
Posted - 2014.11.30 01:05:00 -
[18] - Quote
You get bad hit detection when u use shield mods, but https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcTLzRUswvaFkmeugtCOYGF6nA-O8cIUX8sAW0uZ5zpVTiFDnG30
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
|
Blueprint For Murder
Storm Wind Strikeforce Caldari State
410
|
Posted - 2014.11.30 02:32:00 -
[19] - Quote
Shields give + uptime... I would say no more dumbing down the game but with the state of the weapons/classes it is pretty much as dumb as it can get.... I for one can not wait for shield hardeners to be even more effective.
21 day fast 11/28/14 Life-$
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
3666
|
Posted - 2014.11.30 02:37:00 -
[20] - Quote
You do realize that shields have absolutely nothing to do with hit detection right? Hit detection issues arise from excessively fast strafing, which is often slightly mitigated by the speed penalty that armor modules incur. Shield tanked suits dont have that movement penalty currently and as such the hit detection issue is more pronounced.
So as more accurate statement would be "You get bad hit detection issues when you don't use armor modules"
Hotfix Delta Sentinel eHP Calcs
|
|
Thaddeus Reynolds
Facepunch Security
95
|
Posted - 2014.11.30 02:52:00 -
[21] - Quote
Victor Moody Stahl wrote: Which is nearly as fast as the Amarr Scout... so I really don't see any reason you should be complaining about "shields not having enough HP", when they get way better regen, and superior mobility.
Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders.
Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Dead Cavino
Titans of Phoenix
19
|
Posted - 2014.11.30 03:19:00 -
[22] - Quote
I think MLT shield rechargers/regulators should be on par with the basic varient, as is true with armor modules. |
Victor Moody Stahl
Amarr Templars Amarr Empire
186
|
Posted - 2014.11.30 03:36:00 -
[23] - Quote
Thaddeus Reynolds wrote:Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders.
Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance.
"Armor has regen under fire" is a red herring, because even if you fit five Complex Reps, which is approximately 46.9 hp/s (we'll round to 47 hp/s), and you fit these mods to a Gallente Assault suit (has the highest combined value of low slots+native rep) for an additional 3.5 hp/s, we get ~50.5 hp/s, which we'll just call "50 hp/s" since we already round from 46.9 to 47.
The problem comes when you consider the fact that there's no buffer. Referencing the HF Charlie notes, the Gallente Assault has a base armor of 275 hp; combined with Dropsuit Armor Upgrades L5 we get ~344 hp of armor. Doing the same for shields nets us a base of 155 shield hp, and ~194 shield hp after skills.
Fitting shield extenders basically makes this a shitfit- you're trying to get ultra-regen and good buffer at the same time, which simply doesn't work. If you fit damage... well, I don't think it's too hard to figure out that you'll be pretty easily alpha'd off the field due to having almost no buffer, and there's the whole issue that "regen under fire" will never actually save you.
Can it make a long-range fight go in your favor, if you dip in and out of cover? Sure, I suppose it would- but if you use some kind of "MAXIMUM REP" fit you'll be making yourself pathetically vulnerable to an alpha-strike (like a charge shot from the ScR, or even a heated up LR beam).
With the addition of Shield Regulator modules, shield users can get their regen delays very low, so in the same kind of fight they end up with the same benefit- duck into cover, regen a little bit, poke back out. Not only that, but it's not that difficult to get shield regen rates pretty high- as in "40-60 hp/s or higher". Do you need to fit a recharger or an energizer? Well, yeah- but to get that supposedly insane armor rep rate, an armor tanker has to pretty much fill his low slots with reppers.
More-or-less, an armor tanker has to pick between having amazing buffer, and good regen- they can fit a little of both, but one will always be better. Due to the nature of armor mods, it tends to work out that armor has better buffer (IE, more raw HP) than shield, but much worse rep rate... and disadvantage of movement penalties.
Shield suits, however, can attain a useful buffer and high rep rates. By that I mean that a shield suit can get enough shields that they aren't instagibbed whenever someone looks their way, but they still have incredible regen.
Armor is the opposite- you'll get some pretty impressive buffer, but you won't be getting anything resembling impressive regen at the same time; the fact that armor regen works all the time is, IMO, purely because of the fact that once armor goes, you die. If your shields go down you still have a little bit of armor left before you have to be scraped off the floor. Armor users don't really get that benefit.
Buff Logis | Nerf Scouts
|
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
539
|
Posted - 2014.11.30 03:41:00 -
[24] - Quote
Thaddeus Reynolds wrote:Victor Moody Stahl wrote: Which is nearly as fast as the Amarr Scout... so I really don't see any reason you should be complaining about "shields not having enough HP", when they get way better regen, and superior mobility.
Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders. Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance. Advantages to being a shield suit: -quick/consistent regen -no movement penalty to primary tank -can use both armor and shield modules efficiently -does not rely on other suits for health when tanking -projectile/explosive resistance resistance(the type of weapons that are most prevalent in the game)
Advantages to being in an armor suit -constant regeneration -larger values in tank modules -can use shield extenders relatively efficiently -can be repaired by external means -uh is resistant to certain specific weapons
Seems pretty balance to me, if not it looks like the shield tankers have the advantage...
GimmeDatSuhWeet isk
|
ImIvan
57
|
Posted - 2014.11.30 04:27:00 -
[25] - Quote
Apothecary Za'ki wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch.. Yea, armor repping is complete **** at STD but it doubles in strength at ADV, where shields only gets more HP.
Why must you use prototypes?
|
Thaddeus Reynolds
Facepunch Security
95
|
Posted - 2014.11.30 04:39:00 -
[26] - Quote
Victor Moody Stahl wrote:Thaddeus Reynolds wrote:Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders.
Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance. "Armor has regen under fire" is a red herring, because even if you fit five Complex Reps, which is approximately 46.9 hp/s (we'll round to 47 hp/s), and you fit these mods to a Gallente Assault suit (has the highest combined value of low slots+native rep) for an additional 3.5 hp/s, we get ~50.5 hp/s, which we'll just call "50 hp/s" since we already round from 46.9 to 47. The problem comes when you consider the fact that there's no buffer. Referencing the HF Charlie notes, the Gallente Assault has a base armor of 275 hp; combined with Dropsuit Armor Upgrades L5 we get ~344 hp of armor. Doing the same for shields nets us a base of 155 shield hp, and ~194 shield hp after skills. Fitting shield extenders basically makes this a shitfit- you're trying to get ultra-regen and good buffer at the same time, which simply doesn't work. If you fit damage... well, I don't think it's too hard to figure out that you'll be pretty easily alpha'd off the field due to having almost no buffer, and there's the whole issue that "regen under fire" will never actually save you. Can it make a long-range fight go in your favor, if you dip in and out of cover? Sure, I suppose it would- but if you use some kind of "MAXIMUM REP" fit you'll be making yourself pathetically vulnerable to an alpha-strike (like a charge shot from the ScR, or even a heated up LR beam). With the addition of Shield Regulator modules, shield users can get their regen delays very low, so in the same kind of fight they end up with the same benefit- duck into cover, regen a little bit, poke back out. Not only that, but it's not that difficult to get shield regen rates pretty high- as in "40-60 hp/s or higher". Do you need to fit a recharger or an energizer? Well, yeah- but to get that supposedly insane armor rep rate, an armor tanker has to pretty much fill his low slots with reppers. More-or-less, an armor tanker has to pick between having amazing buffer, and good regen- they can fit a little of both, but one will always be better. Due to the nature of armor mods, it tends to work out that armor has better buffer (IE, more raw HP) than shield, but much worse rep rate... and disadvantage of movement penalties. Shield suits, however, can attain a useful buffer and high rep rates. By that I mean that a shield suit can get enough shields that they aren't instagibbed whenever someone looks their way, but they still have incredible regen. Armor is the opposite- you'll get some pretty impressive buffer, but you won't be getting anything resembling impressive regen at the same time; the fact that armor regen works all the time is, IMO, purely because of the fact that once armor goes, you die. If your shields go down you still have a little bit of armor left before you have to be scraped off the floor. Armor users don't really get that benefit.
Except that an armor suit doesn't have to fit for regen to get regen thanks to the Repair Tool equipment, as long as there remains no shield option there is no way to correctly compare them. And as an armor tanker and long time amarr logi, let me tell you Armor Regen under fire is and awesome boon, even now with the current rep rates it can make the difference in survival and death. Granted buffer will help you more in general, I prefer to have higher regen because my health does come back as bullets are coming in. I'm not saying that the base armor regen is insane currently (nowhere in my post did I reference insane armor regen from native reps only) but pointing out that it always works, regardless of when you last took damage.
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
|
Jacques Cayton II
Titans of Phoenix
1175
|
Posted - 2014.11.30 05:03:00 -
[27] - Quote
Breakin Stuff wrote:Apothecary Za'ki wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. not quite, at proto level you can easly get armor suits repping 20-40hp/s while still having sizeable buffer comparable to shield suits in terms of caldari shield tankers their shields only rep at 30/hp a tick scout is 50. thats fine however we all know the problems with scouts but i will spare the ear arch.. And I can get a caldari repping at 60-80 with minimal effort. It takes 4 low slots to rep 40 armor/sec. and even then it's 39 actual. Please stop my Caldari suit can rep 20 hp armor like it is nothing a good armor fit is easy to fit. You armor guys get constant regen we shields dont and when we do regen 1/2 hp damage can stop that regen. I mean a fly landimg on your dropsuit can stop the regen
We fight for the future of the State not our
personal goals
|
Sgt Kirk
Fatal Absolution
8646
|
Posted - 2014.11.30 05:27:00 -
[28] - Quote
gustavo acosta wrote:Thaddeus Reynolds wrote:Victor Moody Stahl wrote: Which is nearly as fast as the Amarr Scout... so I really don't see any reason you should be complaining about "shields not having enough HP", when they get way better regen, and superior mobility.
Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders. Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance. Advantages to being a shield suit: -quick/consistent regen -no movement penalty to primary tank -can use both armor and shield modules efficiently -does not rely on other suits for health when tanking -projectile/explosive resistance resistance(the type of weapons that are most prevalent in the game) Advantages to being in an armor suit -constant regeneration -larger values in tank modules -can use shield extenders relatively efficiently -can be repaired by external means -uh is resistant to certain specific weapons Seems pretty balance to me, if not it looks like the shield tankers have the advantage... Its also noteworthy that there are more anti-armor damage types in this game than Anti-shield types.
CCP holds the Caldari's hand so this doesn't happen again.
|
Victor Moody Stahl
Amarr Templars Amarr Empire
186
|
Posted - 2014.11.30 06:06:00 -
[29] - Quote
Jacques Cayton II wrote:Please stop my Caldari suit can rep 20 hp armor like it is nothing a good armor fit is easy to fit. You armor guys get constant regen we shields dont and when we do regen 1/2 hp damage can stop that regen. I mean a fly landimg on your dropsuit can stop the regen
In case you weren't paying attention, he's referring to the shield regen rate that can be pumped up quite impressively on Caldari suits.
There's also the whole "You have to sacrifice many low slots to have high armor regen" thing.
Thaddeus Reynolds wrote:Except that an armor suit doesn't have to fit for regen to get regen thanks to the Repair Tool equipment,
This is a tactic that requires two or more players to actually take advantage of. If you do not have at least two players (IE, the MAXIMUM BRICK and the dork with the repair tool), then this is impossible to actually take advantage of.
Not only that, but fitting for MAXIMUM BRICK is generally assumed to involve Complex Armor Plates. Fitting multiple Complex Plates results in your speed going from "a little bit slower" to "slower than that fat ass you're trying to rep". Seriously, throw four Complex Plates onto anything, and watch your speed go down the drain.
Thaddeus Reynolds wrote:as long as there remains no shield option there is no way to correctly compare them.
False; there's a way to appropriately compare each method. That method is to compare them in isolation; IE, using only what modules can be fitted to a singular suit, without outside assistance- like repair tools.
That being said, there should absolutely be a remote shield repair option. However, that is irrelevant to the topic at hand.
Thaddeus Reynolds wrote:And as an armor tanker and long time amarr logi, let me tell you Armor Regen under fire is and awesome boon, even now with the current rep rates it can make the difference in survival and death.
I'm not saying that the benefits of armor regen "under fire" aren't useful, I'm saying that it's a complete wash when compared to an equivalent shield fit. The only times that high regen really comes into its own is when engaged over long range in a cover-hopping duel. Since you're ducking in and out of cover- thus having a few moments to regen without being shot at- it really does make a difference.
The thing that you seem to be missing is that shield suits do that even better- particularly given that they can still budget low slots for things like EWAR and biotics without compromising their main tank. This also helps them maintain a range gap in which to take advantage of their superior regen, or to function as a hit-and-run platform that uses escape time to regen.
Moreover, the current armor rep rates are higher than they've ever been. Of course it's going to be pretty awesome to use reps now- they've been buffed quite extensively after having not been touched, since, what, pre-Uprising? Something around a year and half now?
As it so happens, I also armor tank- in fact, I only armor tank. And I also use the Amarr Logistics dropsuit- in fact it's the only suit I currently have proto'd, and it is my preferred dropsuit. I only bring this up to show that these things are not going to make your blithering more valid.
That is called an "appeal to authority" (in this case, your preferred role and tanking method are the "authority"). It is a fallacious debating method. Please do not use it again, because it will just make you look stupid.
Thaddeus Reynolds wrote:Granted buffer will help you more in general, I prefer to have higher regen because my health does come back as bullets are coming in. I'm not saying that the base armor regen is insane currently (nowhere in my post did I reference insane armor regen from native reps only) but pointing out that it always works, regardless of when you last took damage.
In other words, you admit that the strength of armor tanking is buffer, and that it is a playstyle choice that you make to fit for "high regen".
Moreover, I never bothered mentioning native reps as the only source of armor regen. I fully admit to mentioning native reps in the context of a full-on regen tanked Gallente Assault suit, but that was only to consider the entirety of the armor regen.
There's also the whole issue that armor reps will almost invariably have lower regen rates than shield regen. This is especially true when considering an equal investment into module slots; IE, for each armor rep we add, we also add a shield recharger (or energizer) to a shield suit.
Keep in mind that comparing a fit with multiple armor repairers to the base shield regen values is utterly fallacious and borderline deceptive. It's not an equal investment in the slightest- the armor user must invest several slots on his dropsuit to get a moderate amount of regen, while the shield user can rely purely on his built-in shield regen, devoting all of his slots to buffer.
Finally, when I say that "armor regen under fire" is a red herring, what's really going on is that such a trait is irrelevant. Armor regen under fire will never actually save you, unless you make effective use of cover. At which point the shield user can do the same thing.
So unless you can actually provide proof (IE, not any "oh, armor regen under fire is an awesome boon"/"it can make the difference between survival and death" anecdotal BS that provides no basis in reality) that 20-30 hp/s of passive armor rep can save you against 350-400 DPS (or more!) of weapons fire... then keep your mouth shut, because you obviously have no idea what you're talking about.
Buff Logis | Nerf Scouts
|
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
544
|
Posted - 2014.11.30 06:14:00 -
[30] - Quote
Sgt Kirk wrote:gustavo acosta wrote:Thaddeus Reynolds wrote:Victor Moody Stahl wrote: Which is nearly as fast as the Amarr Scout... so I really don't see any reason you should be complaining about "shields not having enough HP", when they get way better regen, and superior mobility.
Until such time as we get an infantry portable Remote Shield Booster, Armor still technically has the better regen as it can be increased by logi's assisting a teammate. Additionally, shields do not recharge at all while under-fire, Armor does, so while shields have superior regen rates they have to either have to stay next to cover, or eliminate the enemy before the shield buffer fails. This leads to damage modifiers still being a largely better choice than shield extenders. Now, if shield recharge was changed to be a recharge time to full, with the rate decaying on a curve the closer you get to 100% shield capacity, (with current shield regen rates being the peak recharge rate) I could see there being no real problem with extenders' current HP values, and as stated earlier an infantry portable remote shield booster would be useful for determining overall armor vs shield balance. Advantages to being a shield suit: -quick/consistent regen -no movement penalty to primary tank -can use both armor and shield modules efficiently -does not rely on other suits for health when tanking -projectile/explosive resistance resistance(the type of weapons that are most prevalent in the game) Advantages to being in an armor suit -constant regeneration -larger values in tank modules -can use shield extenders relatively efficiently -can be repaired by external means -uh is resistant to certain specific weapons Seems pretty balance to me, if not it looks like the shield tankers have the advantage... Its also noteworthy that there are more anti-armor damage types in this game than Anti-shield types. Good thing I made a note of that in the post that I posted...
GimmeDatSuhWeet isk
|
|
|
|
|
Pages: [1] 2 3 :: one page |
First page | Previous page | Next page | Last page |