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Bahirae Serugiusu
Vendetta Reactionary Force
302
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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.
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hfderrtgvcd
1370
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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.
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Bahirae Serugiusu
Vendetta Reactionary Force
302
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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.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1237
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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...
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Victor Moody Stahl
Amarr Templars Amarr Empire
182
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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
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Apothecary Za'ki
Biomass Positive
2194
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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]]
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sabre prime
Crux Special Tasks Group Gallente Federation
910
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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.
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VikingKong iBUN
T.H.I.R.D R.O.C.K
253
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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
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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 :)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5533
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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.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1237
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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...
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Cody Sietz
Random Gunz RISE of LEGION
4154
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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
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One Eyed King
Land of the BIind
6235
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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"
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
538
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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
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Victor Moody Stahl
Amarr Templars Amarr Empire
184
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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
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Jathniel
G I A N T
1305
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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.
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Arkena Wyrnspire
Fatal Absolution
19660
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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.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1380
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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 :)
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Blueprint For Murder
Storm Wind Strikeforce Caldari State
410
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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-$
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3666
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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
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Thaddeus Reynolds
Facepunch Security
95
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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.
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Dead Cavino
Titans of Phoenix
19
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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
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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
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gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
539
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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
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ImIvan
57
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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?
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Thaddeus Reynolds
Facepunch Security
95
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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.
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Jacques Cayton II
Titans of Phoenix
1175
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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
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Sgt Kirk
Fatal Absolution
8646
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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.
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Victor Moody Stahl
Amarr Templars Amarr Empire
186
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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
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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
|
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Sgt Kirk
Fatal Absolution
8647
|
Posted - 2014.11.30 06:34:00 -
[31] - Quote
gustavo acosta wrote: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... lol whoops.
CCP holds the Caldari's hand so this doesn't happen again.
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THUNDERGROOVE
Fatal Absolution
1207
|
Posted - 2014.11.30 06:42:00 -
[32] - Quote
Bahirae Serugiusu wrote:two Enhanced Reactive Plates, one Complex Armor Plate, and one Enhanced Armor Plate Enjoy barely winning one gunfight, just to die shortly after to a frontline suit.
While stacking plates is viable, it has nowhere near the same ability a well fit shield suit to take people on one after another.
If you want buffer, you're using the wrong tank type.
#BurnHuola
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Sgt Kirk
Fatal Absolution
8647
|
Posted - 2014.11.30 07:21:00 -
[33] - Quote
I love shield tankers arguments against armor.
The fact that they think stacking complex armor plates is a viable thing on a Gallente Assault suits just gives you an understanding of how ignorant they are about armor tanking.
What's sad is that the same people do not know how to make a proper shield suit.
Just saying, The Caldari Assault is by far one of the better Assault Suits if you dont count the lame ass bonus.
CCP holds the Caldari's hand so this doesn't happen again.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
99
|
Posted - 2014.11.30 09:11:00 -
[34] - Quote
Cody Sietz wrote:Then buff Armour suits base shields.
Since a shield suit can get nearly as much armour a armour based suit, but not vise versa.
really? lol I have seem amarr & gal assault with over 1000 armor and high slots damage mods so I have yet to see a shield over 700. even then that is on the caldari sentinel also the max is 944 but with a shield rep of 30. lol |
jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
99
|
Posted - 2014.11.30 09:25:00 -
[35] - Quote
Sgt Kirk wrote:I love shield tankers arguments against armor.
The fact that they think stacking complex armor plates is a viable thing on a Gallente Assault suits just gives you an understanding of how ignorant they are about armor tanking.
What's sad is that the same people do not know how to make a proper shield suit.
Just saying, The Caldari Assault is by far one of the better Assault Suits if you dont count the lame ass bonus.
amarr and gal assault can have 600 armor with 20+ reps or a logi to rep you while you can get up to over 1100 armor but there is no shield rep tool. yes caldari can have speed on there side. though there were the logi shield lav that could at one time rep shields. just remember both the ar and scr rifle get bonus to shields. though cr and rail rifle get armor bonus. if ccp were to come out with a shield rep tool but at less then half the armor rep per sec most shield guys would be quiet. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2237
|
Posted - 2014.11.30 09:36:00 -
[36] - Quote
hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Ahem.
Proof that Rattati/CCP do listen to the playerbase.
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Lloyd Orfay
Kinsho Swords Caldari State
239
|
Posted - 2014.11.30 09:49:00 -
[37] - Quote
Shields were designed NOT to have more or HP close to armour, but nearly all suits have a very pathetic shield delay time/ recharge value.
Besides this, one crucial reason shields are lacking is because the damage profiles for weaponry. The two unique differences for armour and shielding would be excellent if it were that shielding had the most resistence to weaponry(even to ones meant to fight against it, do you really freaking think a 60 point damage weapon needs 30% more damage to shielding? No.... If anything it should only need 5%, or not be so steroided up on damage in the first place) and armour the most HP.
Currently the two defenses don't even follow their own layout.
Shield delay time on a majority of suits is more than enough for someone to kill you 2-3 times in the time it takes for the shield to start regenerating.
The amount of recharge for the shield is the second crutch.
Armour, in some cases doesn't even have more HP than shielding.
The use of plates, like reactive and ferroscale are far more practical than the ordinary plates, yet in some cases the shield modules have more HP than the armour modules when compared at the same level (basic/proto/advance)
Stats are basically all over the place still.
My Isk payout gets lower and lower the more I play, even though I'm getting better. Smells like success.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1252
|
Posted - 2014.11.30 13:20:00 -
[38] - Quote
Alena Ventrallis wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Ahem. 1.)That isn't even official yet. 2.)It will affect both tank types. If it happens at all... 3.)It is based on total HP, so armor modules will incur a larger penalty. Again, if it even happens...
Please, make my Opus pretty...
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Sgt Kirk
Fatal Absolution
8648
|
Posted - 2014.11.30 14:20:00 -
[39] - Quote
Maybe I should now result in exaggerating numbers and flinging around **** that's impractical since that's what this thread has boiler down to.
IT'S UNFAIR THAT CALDARI SUITS CAN ABUSE DAMAGE MODIFIERS AND INSTA BLAP ME!? NEVERMIND THERE IS A PENALTY TO STACKING THEM, ONLY PAY ATTENTION TO THE PREMISE!
I dont see the point in explaining anymore. If shield users think rolling around with complex plates out the ass is viable outside of very specific situations then I can't really help them.
CCP holds the Caldari's hand so this doesn't happen again.
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Valor Goat
0
|
Posted - 2014.11.30 15:00:00 -
[40] - Quote
lolshieldtanking lolhighslots lolpeoplesayingshieldtankinghasafarbetterregenthanarmortankerswhenthelattercanreach20hp/swithanunexistentdelay loltheonlypeoplesayingshieldtankingisbeastlyarearmortankers lolpeopleemphasizingmovementpenaltieswhenalmostnoneputsplatesanymoreasferroscalesandreactivesarewhereit'sat |
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Banjo Robertson
Random Gunz RISE of LEGION
338
|
Posted - 2014.11.30 15:18:00 -
[41] - Quote
If we look at an individual armor tank suit vs an individual shield tank suit:
There are only armor modules in low slots, no high slot armor modules.
There are shield modules for low and high slots.
Armor and Shield both have modules that increase their HP buffer. Armor gets more HP per module.
Armor and Shield both have moduls that increase the rate of HP per second. Shield gets more HP per second on suits that have a higher HP/second because of the percentage based system, while Armor modules increase everyone equally because of a set value.
Because of the way shields work, they also have modules that decrease the delay between the time your shields will start to regenerate, these again are percentage based off the base stats of your suit.
They are two different playstyles to be sure, and I dont think they need to be 'equal' in how they work. |
Sylwester Dziewiecki
Interregnum.
447
|
Posted - 2014.11.30 15:24:00 -
[42] - 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 Base dropsuit recharge without any modules is worth at least 2 complex armor repair modules... yes, something is not right over here, your right..
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1253
|
Posted - 2014.11.30 16:57:00 -
[43] - Quote
Y'all shieldfggts need to stop your whining.
Look at this fit! Look at it!
This fit can go from 0 shields to 634 shields in a mere 17 seconds. The most perfectly fitted Gallassault ever can only dream of something like this. It has 827 EHP and an insane regeneration rate. 45 HP/s with 634 sHP is REALLY REALLY good! It can even avoid some scanners AND it moves faster than my Amassault can ever get if I want to have more than 550 HP. And I didn't even put any kin cats on there.
You guys have access to this trifecta of amazeballs HP, Regen, and Dampening, but you still complain? Get real!
I even put the "sooper dooper OP" Scrambler Rifle on it. Apparently it is so insanely OP, I figured you guys would like to use it too. I don't understand why you don't already... Its not like it has to be on an Amarr Assault in order to be a viable weapon or anything...
Please, make my Opus pretty...
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
109
|
Posted - 2014.11.30 19:17:00 -
[44] - Quote
I have skilled into EVERY dropsuit in this game. (Std some adv and 1 proto). Of all, this is the reason I don't like cardari. Their shields are just to low. When we talk about a buff, I mean that caldari/shields need a BIG buff. Shields in total should be more than armor as they are the first one of defense and can't be repaired. If an amarr has lets 500 armor and 100 shield, calamari should have 100 armor and 550-600 shields. The more shields make up for the fact that shields can't be repaired and they do not recharge while taking damage. This actually could balance out the assault scrambler rifle.
Minmatar-assault combat rifle, flaylock pistol, tanked, quick. Before you know it..........your dead.......
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1254
|
Posted - 2014.11.30 20:41:00 -
[45] - Quote
Lightning35 Delta514 wrote:I have skilled into EVERY dropsuit in this game. (Std some adv and 1 proto). Of all, this is the reason I don't like cardari. Their shields are just to low. When we talk about a buff, I mean that caldari/shields need a BIG buff. Shields in total should be more than armor as they are the first one of defense and can't be repaired. If an amarr has lets 500 armor and 100 shield, calamari should have 100 armor and 550-600 shields. The more shields make up for the fact that shields can't be repaired and they do not recharge while taking damage. This actually could balance out the assault scrambler rifle.
I... don't even know how to react to this... I mean, words can't adequately desribe how moronic you are.
You know, I sometimes fool myself into thinking that this game has a somewhat intelligent playerbase, but then people like you come along, and shatter my delusions. Half the people that play this game are in a borderline vegetative state. All I can do... is thank you, I guess.
Please, make my Opus pretty...
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BL4CKST4R
La Muerte Eterna Dark Taboo
3375
|
Posted - 2014.11.30 21:19:00 -
[46] - Quote
Lightning35 Delta514 wrote:I have skilled into EVERY dropsuit in this game. (Std some adv and 1 proto). Of all, this is the reason I don't like cardari. Their shields are just to low. When we talk about a buff, I mean that caldari/shields need a BIG buff. Shields in total should be more than armor as they are the first one of defense and can't be repaired. If an amarr has lets 500 armor and 100 shield, calamari should have 100 armor and 550-600 shields. The more shields make up for the fact that shields can't be repaired and they do not recharge while taking damage. This actually could balance out the assault scrambler rifle.
You obviously do not know how to shield tank, and although you have specced into every suit by the looks of it you have not specced far enough to truly understand how each works, you said you have only one proto suit and the rest standard or adv. So you should definitely finish your core skills and proto a shield and armor suit then compare. Each suit fits a different playstyle or have the same playstyle but do it differently. For example a shield cqc brawler suit would have fast repairs and delays and low hp, while a cqc brawler armor suit would have medium up, slightly lower speed and medium repairs.
Most shield tanks do not know how to fit shields due to how complex they are to get a good balance, although a armor rep tank is equally if not more complex to fit. The difference is the simplest way to armor tank is to stack a ton of armor plates, but unless you never armor tanked you would not understand how terrible this is of a fit, and although it has a ton of hp unless it's a scout it is a terrible way to fit any suit, specially an armor suit. Once you start properly fitting armor suits the hp difference between armor and shields is rarely over 100 (it's usually about the same hp), although an armor suit will tend to have more damage, and slower speed and repairs.
supercalifragilisticexpialidocious
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Victor Moody Stahl
Amarr Templars Amarr Empire
188
|
Posted - 2014.11.30 22:16:00 -
[47] - Quote
*Looks at fit*
DAAYUUUM
/walks away jelly of shield tanking
Buff Logis | Nerf Scouts
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Jack 3enimble
Titans of Phoenix
492
|
Posted - 2014.11.30 22:25:00 -
[48] - Quote
Only problem with it is that armor suits can stack dmg mods without sacrificing tank, something a shield user can't do. This is the only broken thing in the shield vs armor debate.
Shield suits need both the high and low slots to have an effective setup while armor suits only need their lows.
@ OP, if you don't know how to run shield suits don't run them. I'll still take shields over armor though |
Thaddeus Reynolds
Facepunch Security
95
|
Posted - 2014.12.01 00:16:00 -
[49] - Quote
Victor Moody Stahl wrote: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.
MY actual point is that Logistics strength is what makes the difference here, you cannot compare the two systems in isolation as this isn't a 1v1 game, it is a team game. Comparing them both in isolation will not account for the fact that all matches are 16v16, not 1v1. You can't ignore potential effects of force multipliers when considering overall game balance, nor can you ignore potential gameplay styles.
Also my point with the Amarr logistics suit is this: remember when logistics had defensive bonuses, and the Amarr Logistics suit had the bonus to the Efficacy of Armor Repair Modules? When an Amarr Logi could stand there and deliver punishment back at enemies while shaking off minimal damage coming in? That's what I was referencing, but you either missed it, or dismissed old functionality as a reference for how base mechanics work.
At no point did I mean to suggest that base shield regen stats should be directly compared to armor regen through modules, and while I do admit my own experience is anecdotal, the fact that armor regen works under fire (and most importantly doesn't have an associated delay) still remains as a thorn in my side.
I am just suggesting changing the shield tanking mechanics to be more similar to how they work space-side, where they have worked with relatively few changes in quite some time. (I am not suggesting shield extenders provide the same buffer as armor plates, I'm suggesting that shield extenders provide the same buffer, but provide more regen (but less than actual regen modules)).
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Ydubbs81 RND
Ahrendee Mercenaries
3486
|
Posted - 2014.12.01 00:17:00 -
[50] - Quote
hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor.
Complex ferroscarle plate has 75hp of armor, complex shield extender has 66hp.
> Check RND out here
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1255
|
Posted - 2014.12.01 00:44:00 -
[51] - Quote
Ydubbs81 RND wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Complex ferroscarle plate has 75hp of armor, complex shield extender has 66hp. G¥ä=ƒôû=ƒÿÄ
Your point being? Shields still regenerate faster.
Please, make my Opus pretty...
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Valor Goat
0
|
Posted - 2014.12.01 01:25:00 -
[52] - Quote
Fizzer XCIV wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Complex ferroscarle plate has 75hp of armor, complex shield extender has 66hp. G¥ä=ƒôû=ƒÿÄ Your point being? Shields still regenerate faster. A complex extender is far better than a complex ferroscale simply because base shield regen is so high. Yeah, too bad it's almost twice its CPU and 1/3 plus its PG, and it has a 7% delay penalty, and of course the nonexistent delay of armor repping. |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
551
|
Posted - 2014.12.01 01:33:00 -
[53] - Quote
Valor Goat wrote:Fizzer XCIV wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Complex ferroscarle plate has 75hp of armor, complex shield extender has 66hp. G¥ä=ƒôû=ƒÿÄ Your point being? Shields still regenerate faster. A complex extender is far better than a complex ferroscale simply because base shield regen is so high. Yeah, too bad it's almost twice its CPU and 1/3 plus its PG, and it has a 7% delay penalty, and of course the nonexistent delay of armor repping. 3 complex 7% of added delay doesn't even equate to a second longer. Besides you have all those lows to use cpu and pg mods...
GimmeDatSuhWeet isk
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Valor Goat
0
|
Posted - 2014.12.01 01:51:00 -
[54] - Quote
gustavo acosta wrote:Valor Goat wrote:Fizzer XCIV wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:working as intended. Shields have no movement penalty and regen much faster than armor. Complex ferroscarle plate has 75hp of armor, complex shield extender has 66hp. G¥ä=ƒôû=ƒÿÄ Your point being? Shields still regenerate faster. A complex extender is far better than a complex ferroscale simply because base shield regen is so high. Yeah, too bad it's almost twice its CPU and 1/3 plus its PG, and it has a 7% delay penalty, and of course the nonexistent delay of armor repping. 3 complex 7% of added delay doesn't even equate to a second longer. Besides you have all those lows to use cpu and pg mods... Whereas you have highs for damage mods. |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
551
|
Posted - 2014.12.01 01:54:00 -
[55] - Quote
Valor Goat wrote:gustavo acosta wrote: 3 complex 7% of added delay doesn't even equate to a second longer. Besides you have all those lows to use cpu and pg mods...
Whereas you have highs for damage mods.
Wheras you have lows for speed, regulation, armor, reps, stamina, dampening, cpu, pg...Seems pretty fair.
GimmeDatSuhWeet isk
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Imp Smash
Molon Labe. General Tso's Alliance
442
|
Posted - 2014.12.01 01:56:00 -
[56] - Quote
I think that if they were to remove the delay penalty to Shield Extenders Shields and Armor would be balanced. Many reasons -- but Ya'll are probably tired of text walls so I'll leave it at that.
my 2 isk. |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
551
|
Posted - 2014.12.01 02:00:00 -
[57] - Quote
Imp Smash wrote:I think that if they were to remove the delay penalty to Shield Extenders Shields and Armor would be balanced. Many reasons -- but Ya'll are probably tired of text walls so I'll leave it at that.
my 2 isk. No one is ever tired of walls of texts, say why so I can poke holes in your idea.
In all honesty I want to know because from what I've made in profits it seems that the 7% does very little to the actual delays.
GimmeDatSuhWeet isk
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Vitantur Nothus
Nos Nothi
806
|
Posted - 2014.12.01 02:18:00 -
[58] - Quote
More HP Creep?
If Armor is deemed superior to Shields, then nerfing Armor HP would probably be better for balance than buffing Shield HP. |
gustavo acosta
Capital Acquisitions LLC General Tso's Alliance
551
|
Posted - 2014.12.01 02:52:00 -
[59] - Quote
Vitantur Nothus wrote:More HP Creep?
If Armor is deemed superior to Shields, then nerfing Armor HP would probably be better for balance than buffing Shield HP. In terms of modules, kind of not really.
In terms of suits, not at all. Shield suits are way superior to armor suits.
GimmeDatSuhWeet isk
|
Jack 3enimble
Titans of Phoenix
492
|
Posted - 2014.12.01 03:27:00 -
[60] - Quote
gustavo acosta wrote:Vitantur Nothus wrote:More HP Creep?
If Armor is deemed superior to Shields, then nerfing Armor HP would probably be better for balance than buffing Shield HP. In terms of modules, kind of not really. In terms of suits, not at all. Shield suits are way superior to armor suits.
This made me lol... |
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1256
|
Posted - 2014.12.01 03:41:00 -
[61] - Quote
Jack 3enimble wrote:gustavo acosta wrote:Vitantur Nothus wrote:More HP Creep?
If Armor is deemed superior to Shields, then nerfing Armor HP would probably be better for balance than buffing Shield HP. In terms of modules, kind of not really. In terms of suits, not at all. Shield suits are way superior to armor suits. This made me lol... Well, it is true. Without any modules equipped at all, the base stats of a shield suit completely outperform the base stats on an armor suit.
A Caldari assault without any modules will always have an advantage over a Gallente assault with no modules.
Please, make my Opus pretty...
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15259
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Posted - 2014.12.01 03:59:00 -
[62] - Quote
Fizzer XCIV wrote:Jack 3enimble wrote:gustavo acosta wrote:Vitantur Nothus wrote:More HP Creep?
If Armor is deemed superior to Shields, then nerfing Armor HP would probably be better for balance than buffing Shield HP. In terms of modules, kind of not really. In terms of suits, not at all. Shield suits are way superior to armor suits. This made me lol... Well, it is true. Without any modules equipped at all, the base stats of a shield suit completely outperform the base stats on an armor suit. A Caldari assault without any modules will always have an advantage over a Gallente assault with no modules.
Were having this same discussion in GD....... both are pretty balanced IMO.
Total EHP is not everything.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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The Master Race
Storm Wind Strikeforce Caldari State
413
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Posted - 2014.12.01 04:05:00 -
[63] - Quote
There is also a lot more armor options I hate to see what effect the upcoming changes will have on what shield infantry there is.
21 day fast 11/28/14 Life-$
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