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.