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Ydubbs81 RND
Ahrendee Mercenaries
3487
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Posted - 2014.12.01 00:24:00 -
[1] - Quote
I would like to start (or revisit) this conversation to see where the community's head is at as far as which is the more effective choice. I've had arguments with Cat Merc because he feels that armor tanking gets the short end of the stick and I can't believe how he could think that. Shield suits, tanks, ADS are at a disadvantage to armor suits in so many ways. And I just read a thread about shields vs armor in the feedback section and I want to open up the dialogue on this.
I'll start by saying I think that armor tanking beats out shield tanking, generally, more times than not. If you shield tank as opposed to armor or dual tank then you have to play the scared role. Even as a cal heavy....you are subject to flux grenades and +20% scrambler rifle (most OP rifle in the game) ammunition. Shields are your first line of defense. If your first line is your major line of defense and it is gone rapidly, you are strung out of luck. If you armor tank, and you get surprised and lose your shields to a flux or a scrambler rifle...you still have time to react and enough health to defend yourself.
I can really go further but I'd like to open up the floor for discussion...
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Ydubbs81 RND
Ahrendee Mercenaries
3487
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Posted - 2014.12.01 00:32:00 -
[2] - Quote
Ace Boone wrote:That's because stacking shields can give you similar eHP to someone that stacks armor, with a lot more speed.
Complex ferroscale plates are 75hp of armor as opposed to complex shield extenders @ 66hp. So, you can stack more ehp on an armor tanked suit and still maintain the same speed
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Ydubbs81 RND
Ahrendee Mercenaries
3489
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Posted - 2014.12.01 00:47:00 -
[3] - Quote
True Adamance wrote:Ydubbs81 RND wrote: I would like to start (or revisit) this conversation to see where the community's head is at as far as which is the more effective choice. I've had arguments with Cat Merc because he feels that armor tanking gets the short end of the stick and I can't believe how he could think that. Shield suits, tanks, ADS are at a disadvantage to armor suits in so many ways. And I just read a thread about shields vs armor in the feedback section and I want to open up the dialogue on this.
I'll start by saying I think that armor tanking beats out shield tanking, generally, more times than not. If you shield tank as opposed to armor or dual tank then you have to play the scared role. Even as a cal heavy....you are subject to flux grenades and +20% scrambler rifle (most OP rifle in the game) ammunition. Shields are your first line of defense. If your first line is your major line of defense and it is gone rapidly, you are strung out of luck. If you armor tank, and you get surprised and lose your shields to a flux or a scrambler rifle...you still have time to react and enough health to defend yourself.
I can really go further but I'd like to open up the floor for discussion...
Nope the Shield HAV is statistically better than the Armour HAV. Better fitting capacity (evinced by the "EHP ***** Sica" which can fit a whole proto line up and field 9K EHP vs Explosive AV) Better tracking and mobility optiions that reduce the penalties of slow tracking turrets Comprable and better EHP values Better stand and deliver capacity Better passive regen capacity (168 per second without even fitting a module after 4 seconds) Access to fitting modules without sacrificing racial tank
all of that sounds good but can a shield rail or blaster beat a maddy blaster 1v1? Even a maddy rail has advantages. I don't know much about the fitting requirements of a maddy but most of the health is in the low slots and they can still have dmg mods without sacrificing health.
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Ydubbs81 RND
Ahrendee Mercenaries
3489
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Posted - 2014.12.01 00:48:00 -
[4] - Quote
hfderrtgvcd wrote:They're pretty balanced imo. Shields have better speed and regen with a delay while armor has better hp without a delay. The only thing that needs to be fixed is the higher cpu/pg of shield extenders and the poor delays on the min and cal assaults.
why do you say they have better speed?
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Ydubbs81 RND
Ahrendee Mercenaries
3490
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Posted - 2014.12.01 00:49:00 -
[5] - Quote
Nocturnal Soul wrote:Can't really take you seriously when you just called the Scr the most OP rifle in the game while the Cr remains king.
?? Can't really take you seriously for thinking the same about the CR
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Ydubbs81 RND
Ahrendee Mercenaries
3490
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Posted - 2014.12.01 00:53:00 -
[6] - Quote
Gavr1lo Pr1nc1p wrote:Nocturnal Soul wrote:Can't really take you seriously when you just called the Scr the most OP rifle in the game while the Cr remains king. I think we can all agree that the BrAR is far stronger than either of those weapons.
Not even the breach is better than the SCR
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Ydubbs81 RND
Ahrendee Mercenaries
3490
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Posted - 2014.12.01 00:54:00 -
[7] - Quote
hfderrtgvcd wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:They're pretty balanced imo. Shields have better speed and regen with a delay while armor has better hp without a delay. The only thing that needs to be fixed is the higher cpu/pg of shield extenders and the poor delays on the min and cal assaults. why do you say they have better speed? armor plates have speed penalties. Unless you're talking about ferroscales, which makes the hp difference much smaller.
right...even the ferroscale plates have more hp than the shield extenders. If you want even more tank and be even more ridiculous you can sacrifice a little speed.
Hell, armor tankers even have a mod that gives them hp and armor regen combined. I wish shield suits had a mod that had dual benefits.
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Ydubbs81 RND
Ahrendee Mercenaries
3490
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Posted - 2014.12.01 00:56:00 -
[8] - Quote
DeadlyAztec11 wrote:The Minmatar Assault needs a lot better base regen because right now using shield charging mods is a waste because they just don't do enough given our amount of shields and base stats.
It's always better to opt for stacking shield mods on the Minmatar Assault rather than running a recharging mod and thar shouldn't be.
The winmatar assault has so many advantages that I can understand the regen not being up to par.....and I love minmatar :)
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Ydubbs81 RND
Ahrendee Mercenaries
3490
|
Posted - 2014.12.01 00:57:00 -
[9] - Quote
hfderrtgvcd wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:They're pretty balanced imo. Shields have better speed and regen with a delay while armor has better hp without a delay. The only thing that needs to be fixed is the higher cpu/pg of shield extenders and the poor delays on the min and cal assaults. why do you say they have better speed? armor plates have speed penalties. Unless you're talking about ferroscales, which makes the hp difference much smaller. right...even the ferroscale plates have more hp than the shield extenders. If you want even more tank and be even more ridiculous you can sacrifice a little speed. Hell, armor tankers even have a mod that gives them hp and armor regen combined. I wish shield suits had a mod that had dual benefits. Shields suits still have much better regen though
they do..that is probably the only thing that shield has a plus on in regards to armor tanking. But that doesn't tip the scales...regen can't help you in a 1v1. Also armor reps through damage, there is no delay
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Ydubbs81 RND
Ahrendee Mercenaries
3490
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Posted - 2014.12.01 00:58:00 -
[10] - Quote
Cat Merc wrote:Ydubbs81 RND wrote: I would like to start (or revisit) this conversation to see where the community's head is at as far as which is the more effective choice. I've had arguments with Cat Merc because he feels that armor tanking gets the short end of the stick and I can't believe how he could think that. Shield suits, tanks, ADS are at a disadvantage to armor suits in so many ways. And I just read a thread about shields vs armor in the feedback section and I want to open up the dialogue on this.
I'll start by saying I think that armor tanking beats out shield tanking, generally, more times than not. If you shield tank as opposed to armor or dual tank then you have to play the scared role. Even as a cal heavy....you are subject to flux grenades and +20% scrambler rifle (most OP rifle in the game) ammunition. Shields are your first line of defense. If your first line is your major line of defense and it is gone rapidly, you are strung out of luck. If you armor tank, and you get surprised and lose your shields to a flux or a scrambler rifle...you still have time to react and enough health to defend yourself.
I can really go further but I'd like to open up the floor for discussion...
We've had these conversations quite a long time ago dubbs. I believe armor no longer gets the short end of the stick, but neither do shields. They're fairly balanced, you've just got to realize that they come with different play styles.
So, you've changed your mind? :)
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Ydubbs81 RND
Ahrendee Mercenaries
3492
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Posted - 2014.12.01 01:14:00 -
[11] - Quote
Cat Merc wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:Ydubbs81 RND wrote:hfderrtgvcd wrote:They're pretty balanced imo. Shields have better speed and regen with a delay while armor has better hp without a delay. The only thing that needs to be fixed is the higher cpu/pg of shield extenders and the poor delays on the min and cal assaults. why do you say they have better speed? armor plates have speed penalties. Unless you're talking about ferroscales, which makes the hp difference much smaller. right...even the ferroscale plates have more hp than the shield extenders. If you want even more tank and be even more ridiculous you can sacrifice a little speed. Hell, armor tankers even have a mod that gives them hp and armor regen combined. I wish shield suits had a mod that had dual benefits. Your BASE regen is exceptionally powerful, we have to sacrifice slots to get any decent regen. You can't simply look at Ferroscales HP vs Shield Extender HP and say that ferroscales are better. That 10 extra HP regenerates much slower without mods, and if you fit reppers you can fit less ferroscales, which means the HP difference becomes non existent. (In fact, when building ferro suits, my Cal Assault tends to out HP my Gal Assault)
Our base regen is 30 and the more we use the more the delay for regen is penalized.
But it isn't about just the numbers on the suit. I'm talking about effectiveness. You can stack 4 ferroscales and a repper on a gal assault with a triage nanohive AND use damage mods without sacrificing the majority of where your health comes from. Plus, armor is the second line of defense, so you also have shield regen to help protect you as well.
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Ydubbs81 RND
Ahrendee Mercenaries
3492
|
Posted - 2014.12.01 01:14:00 -
[12] - Quote
Gavr1lo Pr1nc1p wrote:Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Ace Boone wrote:Gavr1lo Pr1nc1p wrote:All shields need are better inherent regen on the shield tanking suits (i.e. lower delays and higher recharge rates)
Minmitar suits should have lowest delays, but not as high shield HP or recharge rate as Caldari.
However, all min/cal suits (except for scouts) need better shield regen stats inherently. My min assaults regen is a bit disappointing unless I put on regulators. Armor reps through damage, and HP tanking is more effective because of that. If Shields repped through damage, they would be OP, but since armor does, it's the best imo. But I shield tank everything, so what am I saying. Exactly. People often forget that armor regen, especially on Gallente suits, is crazy good in combat. In the time it takes a scout to decloak, an 800 HP gal assault with full strafe speed and triple damage mods can recover 80+ armor with ease, even while being hit. 80 armor is about 2.5 bullets from most weapons on the battlefield. I also don't see how we regenerate 80 armor in the time it takes a scout to decloak. Getting 30hp/s is the absolute max you will see on a Gallente Assault, and that will usually limit you to 500-600 armor HP with speed penalties. 20hp/s and about 520 armor HP and 8m/s is what I usually run on my Gal Assaults. I can build a Cal Assault with 50hp/s, 600 shields, 8m/s sprint and 1-2 second delays. The only advantage my Gal Assault gets over the Cal Assault are the two damage mods. When it comes to pure tank, the Cal Assault is superior in most ways. Considering it takes 1 second for a scout to decloak and fire his gun... Its 4 seconds from the beginning of the decloak. A well fit Gal Assault will have 800 total HP, and ~23 reps per second (2 complex reppers)
preach
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Ydubbs81 RND
Ahrendee Mercenaries
3492
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Posted - 2014.12.01 01:20:00 -
[13] - Quote
Cat Merc wrote:Gavr1lo Pr1nc1p wrote:Cat Merc wrote:[quote=Gavr1lo Pr1nc1p]
Considering it takes 1 second for a scout to decloak and fire his gun... Its 4 seconds from the beginning of the decloak. A well fit Gal Assault will have 800 total HP, and ~23 reps per second (2 complex reppers) Since when is it 4 seconds? Also, if it's 4 seconds, then my Cal Assault would already have 50HP regenerated, and given an extra second it would go up to 100HP, already catching up to the Gal Assault, and then surpassing it at the 3rd second. Also, I believe the Gal Assault you are describing doesn't have a kin cat, correct? If so my Cal Assault would also move about 1m/s faster.
How will that 1m/s help you in a 1v1 gun fight?
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Ydubbs81 RND
Ahrendee Mercenaries
3492
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Posted - 2014.12.01 01:24:00 -
[14] - Quote
Cat Merc wrote:
You have the mentality of a brick tanker, you can't see anything past DPS and HP. There is a reason I fit kin cats on my Gal Assault.
Your kin cats can't help you in a 1v1 gun fight. You must be thinking about survival and running for cover. And in that case, any suit can best any suit given the right situation. I'm talking about a gal and a cal assault suit 1v1.
Maybe if there was a bonus to strafe with kin cats but there isn't.
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Ydubbs81 RND
Ahrendee Mercenaries
3492
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Posted - 2014.12.01 01:32:00 -
[15] - Quote
Cat Merc wrote:Ydubbs81 RND wrote:Cat Merc wrote:
You have the mentality of a brick tanker, you can't see anything past DPS and HP. There is a reason I fit kin cats on my Gal Assault.
Your kin cats can't help you in a 1v1 gun fight. You must be thinking about survival and running for cover. And in that case, any suit can best any suit given the right situation. I'm talking about a gal and a cal assault suit 1v1. Maybe if there was a bonus to strafe with kin cats but there isn't. Remember what I said about play style? I put myself in advantageous situations, I don't straight up attack people I see. I will make sure that you cannot win this fight, and speed helps me get to these advantageous situations. HP helps me more when I'm attacked, speed helps me more when I'm attacking.
Right and although some suits are better for that playstyle, any suit, regardless of fit, (besides heavies and logis) can pretty much play that sort of way.
One can see Cal Assaults, Min Assaults, Gal Assaults, and especially Amarr assaults play that sort of way.
My motivation is just bringing up advantages/disadvantages of shield vs armor tanking once engaged.
If you want to talk playstyle, then we can go there as well and determine which suit is best for that playstyle regardless of what else is opposing you on the battlefield.
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Ydubbs81 RND
Ahrendee Mercenaries
3492
|
Posted - 2014.12.01 01:33:00 -
[16] - Quote
True Adamance wrote:You dun dimed these sceptical fellows Catmerc. They mistake "potential to stack" for "effectiveness while". Sure an Amarr Assault can reach 1200 EHP. Do I do that and is it Effective? No I don't I run two ferros, two reppers, and a kin cat. Speed and Regen are tops.
Well, I don't think that anyone plays with a maxed out Cal or Min assault suit either.
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Ydubbs81 RND
Ahrendee Mercenaries
3492
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Posted - 2014.12.01 01:37:00 -
[17] - Quote
Cat Merc wrote:Ydubbs81 RND wrote: Our base regen is 30 and the more we use the more the delay for regen is penalized.
But it isn't about just the numbers on the suit. I'm talking about effectiveness. You can stack 4 ferroscales and a repper on a gal assault with a triage nanohive AND use damage mods without sacrificing the majority of where your health comes from. Plus, armor is the second line of defense, so you also have shield regen to help protect you as well.
30hp/s is exceptionally powerful, we need 3 module slots to get that. You get an extra 20hp/s from one module, and have modules to cut that delay to 2-3 seconds. That's not even mentioning Cal Scouts and their built in 50hp/s and low delays lol
:) everyone screams regen when it comes to shield dropsuits because that's the only advantage it seems to have. I've already named at least 2 or 3 advantages to armor tanking in this thread.
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Ydubbs81 RND
Ahrendee Mercenaries
3492
|
Posted - 2014.12.01 01:38:00 -
[18] - Quote
Cat Merc wrote:Ydubbs81 RND wrote:Cat Merc wrote:Ydubbs81 RND wrote:Cat Merc wrote:
You have the mentality of a brick tanker, you can't see anything past DPS and HP. There is a reason I fit kin cats on my Gal Assault.
Your kin cats can't help you in a 1v1 gun fight. You must be thinking about survival and running for cover. And in that case, any suit can best any suit given the right situation. I'm talking about a gal and a cal assault suit 1v1. Maybe if there was a bonus to strafe with kin cats but there isn't. Remember what I said about play style? I put myself in advantageous situations, I don't straight up attack people I see. I will make sure that you cannot win this fight, and speed helps me get to these advantageous situations. HP helps me more when I'm attacked, speed helps me more when I'm attacking. Right and although some suits are better for that playstyle, any suit, regardless of fit, (besides heavies and logis) can pretty much play that sort of way. One can see Cal Assaults, Min Assaults, Gal Assaults, and especially Amarr assaults play that sort of way. My motivation is just bringing up advantages/disadvantages of shield vs armor tanking once engaged. If you want to talk playstyle, then we can go there as well and determine which suit is best for that playstyle regardless of what else is opposing you on the battlefield. I'm saying that you use those two tanks differently. You can't use a shield suit and an armor suit and expect to play them the same way. And while true that all suits play the way I describe, my extra speed allows me to get the upper hand on most suits, and do it quicker than anyone else. As a sidenote, that's why Scouts are so exceptionally powerful at being Assaults. They have scans that allow them to figure out the best position to be in, and then they have the high base speed that allows them to get to that position quicker than other suits. It's a powerful combo and you can see it being used to great effect on the battlefield.
think we keep circling around two different points.
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Ydubbs81 RND
Ahrendee Mercenaries
3493
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Posted - 2014.12.01 01:42:00 -
[19] - Quote
Of course, you would use them differently. But when you're trying to grab objectives or defend them, you may find yourself in an engagement on the objective. Especially in an assault suit where you can't see everyone until they are right up on you.
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Ydubbs81 RND
Ahrendee Mercenaries
3493
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Posted - 2014.12.01 01:43:00 -
[20] - Quote
Cat Merc wrote:Ydubbs81 RND wrote:Cat Merc wrote:Ydubbs81 RND wrote: Our base regen is 30 and the more we use the more the delay for regen is penalized.
But it isn't about just the numbers on the suit. I'm talking about effectiveness. You can stack 4 ferroscales and a repper on a gal assault with a triage nanohive AND use damage mods without sacrificing the majority of where your health comes from. Plus, armor is the second line of defense, so you also have shield regen to help protect you as well.
30hp/s is exceptionally powerful, we need 3 module slots to get that. You get an extra 20hp/s from one module, and have modules to cut that delay to 2-3 seconds. That's not even mentioning Cal Scouts and their built in 50hp/s and low delays lol :) everyone screams regen when it comes to shield dropsuits because that's the only advantage it seems to have. I've already named at least 2 or 3 advantages to armor tanking in this thread. The straight up number of advantages means absolutely nothing. What matters is the overall net power of all of those advantages combined. I gave you two example fits that are my cookie cutter Assault fits, and both are equally viable, just played differently.
Ok..so the shield regen tips the net power to shield suits?
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Ydubbs81 RND
Ahrendee Mercenaries
3493
|
Posted - 2014.12.01 01:50:00 -
[21] - Quote
Ghost Kaisar wrote:My take on this
Shields
Pro's:
First line of Defense. You can lose your main tank and survive.
Excellent Regen. Take damage? Just wait like 10 seconds. Most of your health should be back in 10-15s MAX unless you shitfit.
Explosive Resistance. Mass Drivers, Flaylocks, and Core Locus HURT unless you're in a shield suit.
Most weapons are anti-armor except for Plasma and Laser. Fear these.
High Slot Module. Kincats, Damps, Ferroscales OH MY. They don't even take away from your main tank... (That being said, you will be devoting low slots to regulators, don't go too low slot happy. We call those "Shitfits")
NO SPEED PENALTIES. Float like a butterfly, Sting like a bee. Get used to abusing your high mobility to hit a flank, and then run to the other side and hit the other flank with your fully regened health. These suits are a skirmishers wet dream.
Cons:
Shield delay/depleted. Get pinged 1s before regen starts? Too bad, start over. Lose all your shields? Guess what, you get to wait longer. You have to know how to maintain a shield tank to run them well. This means *GASP* USING COVER.
Fluxes will ruin your day. Seriously, these things are depressing. Total buzzkill.
CPU Intensive. Any decent shield fit will be running regulators/rechargers/energizers/extenders. Be prepared to pay for this with your CPU. A single proto Recharger/Energizer runs a good 100 CPU.
Lower HP when compared to Armor tanks. Yeah, best extender gives less health than a basic plate. Get over it. If it wasn't like this, shields would be OP AS HELL. Instead, be smart and learn how to shield tank scrub.
Armor
Pros:
CONSTANT REGEN. You never stop repping. This is fantastic if you know how to strafe in and out of cover. If you only take 1-2 shots each time you pop out, you can practically extend your eHP by about 50%. However, this takes DISCIPLINE.
Low Slot Module. Can someone say "Damage Mods?". Don't like damage mods? More HP is okay I guess...
External Rep. Yup, everyone loves to say how this isn't a pro. Tell that to them when they got a Core Focused on their ass. Shield tanking is great RIGHT? If you are a decent strafer, this can be borderline god mode. Thankfully, we have explosive weapons for people like you. There is no escape from the Boundless Assault Mass Driver (I actually say this as I spam AMD on my commando. Gleefullly, as I rack up the kills)
LOL Fluxes
TONS of health. You can get some INSANE armor values (Like a 700 armor shitfit gal scout). That being said, you also have to split your tank between regen and health, due to all armor modules being low slots. Pick wisely. A blend is preferred. Your overall eHP should still be a good 100-200 over most shield suits.
Cons:
Last line of defense. You can't lose your armor tank and walk away (99.99% of the time). Running armor tank takes some guts, as you HAVE to be able to kill the dude in front of you. Running away is never really an option.
Explosive weapons HURT. LIKE REALLY BAD. They kill your logi as well. Sad day all around.
PG Intensive. Yeah, hard to run lots of shields/damage mods when you have to devote PG to your Reps/Tank/ScR/AR. Thankfully, the Gal and Amarr suits tend to have lots of PG, so that should help quite a bit. PG optimization is also a thing, and you should invest SP into it.
SPEED PENALTIES. You will not be an agile little butterfly unless you run Ferros and Kincats (WITH NO PLATES). Deal with it. If you strafed like crazy, you would be OP AS HELL. Jump height could use some love though. Watching Armor tankers try to jump over a curb can be hilarious, but they really should be able to clear it.
Tons of weapons are anti-armor. Rail and Projectile cover a LOT of weapons in this game. HMG's will eat you for breakfast, and Combat rifles will OM NOM NOM on your fat slow suit. Rail Rifles will happily chew you to bits with ease. This means that you really have to move cover to cover and take advantage of those constant reps. Best Armor tankers I see actually run a blend of speed/armor/regen and abuse cover.
While you may have tons of health YOU ARE NOT INVINCIBLE. Seriously, armor can make you feel tough at times due to the damage you can take, but aggro is merciless. You need to know how to push aggresively and safely. You are not impossible to take down. Respect your own HP pool and know if you can safely push up (Threatening the dude with Damage mods and pure HP) and when you need to fall back. Low health Armor tanks are easy kills. Remember, armor is your LAST LINE OF DEFENSE.
OVERALL
Shields are for fast regening skirmishers that favor a hit and run style of play
Armor is for "Stand and Deliver" players who like to hit hard and push agressively.
They may not be perfectly balanced at the moment, but they are the closest it has been in a VERY LONG TIME.
Only slight adjustments need to be made in my opinion.
To me: Shields are harder to use, but generally more rewarding. Armor is easy to use at times due to raw HP, but to make them truly shine, you need to play just as strategically as a shield tanker. It all comes down to preference in the end.
most weapons are armor based or most used weapons are armor based?
Because the scr rifle, laser, assault, shotgun...all hurt like hell.
Not to mention, the one grenade that can ruin your life doesn't even have to hit you directly. You just have to be in the blast radius to lose it all.
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Ydubbs81 RND
Ahrendee Mercenaries
3493
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Posted - 2014.12.01 01:59:00 -
[22] - Quote
I mean, how is a cal heavy supposed to compete
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Ydubbs81 RND
Ahrendee Mercenaries
3493
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Posted - 2014.12.01 02:01:00 -
[23] - Quote
True Adamance wrote:Cat Merc wrote:True Adamance wrote:Cat Merc wrote:Ydubbs81 RND wrote:Of course, you would use them differently. But when you're trying to grab objectives or defend them, you may find yourself in an engagement on the objective. Especially in an assault suit where you can't see everyone until they are right up on you. Oh then, I do wonder why I have this scanner on my Assault Besides, as I said you need to be creative when you are caught in a bad fight you aren't designed to fight. Just as a single example of what I like to do, if I get caught within say, 4 meters of someone? I sprint into them, get past them, then jump backwards. This tends to confuse them, and give me enough time to deal the first deal of damage. This really only works if your suit has a high speed. Just saw that I could fit a stable active scanner. DONE. Force recon here I come at 8m/s! Heh, the loyalty store Active Scanner is a lovely thing. Keeps targets scanned for 10 seconds, and has a range of 125m! Absolutely lovely :3 Hell the Creodron Flux Active Scanner is only 9 PG........ 28db scans for 8 sec and 90 degrees for 200m...... no way I can turn that down. On the subject of HAV if I had another player with a maxed out Maddy I'd organise to do some testing of straight up Blaster brawls to determine who is kind brawler.
question....can you fit dual dmg mods on a maddy?
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Ydubbs81 RND
Ahrendee Mercenaries
3505
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Posted - 2014.12.04 04:43:00 -
[24] - Quote
Vesta Opalus wrote:Ydubbs81 RND wrote:Cat Merc wrote:Ydubbs81 RND wrote: Our base regen is 30 and the more we use the more the delay for regen is penalized.
But it isn't about just the numbers on the suit. I'm talking about effectiveness. You can stack 4 ferroscales and a repper on a gal assault with a triage nanohive AND use damage mods without sacrificing the majority of where your health comes from. Plus, armor is the second line of defense, so you also have shield regen to help protect you as well.
30hp/s is exceptionally powerful, we need 3 module slots to get that. You get an extra 20hp/s from one module, and have modules to cut that delay to 2-3 seconds. That's not even mentioning Cal Scouts and their built in 50hp/s and low delays lol :) everyone screams regen when it comes to shield dropsuits because that's the only advantage it seems to have. I've already named at least 2 or 3 advantages to armor tanking in this thread. Regen isnt even an advantage for shield commando/assaults, the regen on them is so slow you have to fit 2+ regulators to get it down to a decent level, doable for the assaults but expensive for min comm and downright impossible for cal comm, and the regen on the scout is stupidly high/low respectively in both hp/s and delay. The Caldari sentinel has very low delays but I think is more balanced given the nature of the suit. On top of that, you generally have little to no armor regen on the shield tankers, so you end up with a big armor pool you can only really dip into once in a long while. This wouldnt be a huge deal if you could play a skirmishing standoff style game in Dust consistently, but since objective play is almost always CQC work and the current mechanics and prevalence of scouts means you are basically in danger of being 2 shotted and/or surprise attacked at all times, skirmish play doesnt really work in any meaningful way. Add to this the scrambler rifle being not just good against but downright overpowered against straight shield tanks, and after the armor repper buff and given that there still are no shield regen repair tools or nanohives, the armor suits take the edge these days simply because of how the game tends to play out. I dont think its a huge imbalance though, and a few small tweaks could even the playing field entirely. Tweaks I would suggest: Tighten up scrambler rifle damage profile so it isnt overpowering against shield users, give it a max shots/sec. similar to the duvolle tactical. As long as this rifle can strip any quantity of shields in the game in half a second of furious clicking, shield tanking is going to be suicidal. I would make assault and commando delays a couple seconds lower, and make the cal scout one second higher, with maybe 30 or 40 shield regen/s base. Bigger tweaks: Some equipment to enhance or work with shields. More open area points that arent CQC hotspots. Fix ******* scouts so there is a real counter to them, but thats just my own little axe I grind, ignore me. ;d
some good points here..especially about objective play is usually CQC work if you're tryign to win
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Ydubbs81 RND
Ahrendee Mercenaries
3505
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Posted - 2014.12.04 04:49:00 -
[25] - Quote
True Adamance wrote:Ydubbs81 wrote:
I never said that shield tanking doesn't have strengths.....I'm just saying that armor tanking has more. It seems to me that you just want to acknowledge what shields are good at but not that armor tanking has more benefits.
Besides it's natural resist profile vs short range high DPS weapons like the SMG, Combat Rifle, and(not fitting into the DPS category) Mass Driver is a very nice set of benefits in my mind (this coming from an armour tanker), coupled with natural speed, and utility lows all seem like perfectly good reasons to shield tank to me. Not going to suggest Shield suits don't need transporters, or some kind of repping Hive but they have enough benefits in my mind to be worth considering. Nor am I saying I would Shield Tank unless that was the Amarrian way. PIE frowns on the use of any dropsuit that is not Amarrian which I'm cool with.
High DPS weapons? Armor tanking has the resistance to the SCR (Viziam is nasty with it's +20% damage to shield), lasers, and the Assault Rifle. Just for the SCR and the AR alone are good enough reasons to armor tank. All of the low slots that shield tankers get just helps with support. I'd trade all of those low slots for damage mods to be there.
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Ydubbs81 RND
Ahrendee Mercenaries
3507
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Posted - 2014.12.04 11:37:00 -
[26] - Quote
True Adamance wrote:Meeko Fent wrote:HI AGAIN!
I'd just like to drop this note of shield v armor, relating to frontline assaults/sents.
Shield suits are more restricted in fittings. They have to use both their high and lows to get a fitting that has respectable HP, and a very strong regen. Since shield extenders extend the recharge delay, I then would either have weaker regen stats, or lose a low to a regul to compensate. Armor, since all their mods are in the lows, and their mods don't wound their own stats (Armor plate don't make armor reppers cost more to fit!), they have their highs open to whatever you want to fit.
Armor and Shield is in a very nice place right now, but it's worth bring up that fact. But at the same time don't have a passive regen and must create their regen using module slots. Moreover suffer mobility penalties which in their own right are more than crippling enough.
Armor tanked-infantry can no longer complain about mobility penalties when the ferroscale plate yields more hp than shield extenders.
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Ydubbs81 RND
Ahrendee Mercenaries
3507
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Posted - 2014.12.04 12:10:00 -
[27] - Quote
And people are talking about the ability to lose low slots. Which mod would you rather be able to stack alongside your hp mods? Dmg mods or codebreakers, damps, range amps, any regulator, etc??
I just fitted a gal assault on protofits and realized that you could fit more stuff on a gal assault suit than a cal or minmatar. You only have 3 highs, so you won't be using a lot of cpu and you get tons more pg. Not to mention a shield extender is 54/11 as opposed to reactives and ferroscales that are 23/8 (pg/cpu)...favoritism much??
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