Pages: 1 2 3 4 5 [6] 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
246
|
Posted - 2014.12.01 06:19:00 -
[151] - Quote
Shields are beast right now in my opinion. Only because the hit detection seems to only count half of the time...
I've shot people in the head with a proto bolt pistol from 10m, them standing still... Shows the hit marker, makes the sound, no damage what so ever some times.
Don't know if it's just me or what, but once I get through that shield no matter what gun I use, all the damage seems to register and apply.
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
|
Ydubbs81
Ahrendee Mercenaries
2
|
Posted - 2014.12.01 06:58:00 -
[152] - Quote
Lloyd Orfay wrote:The wide majority of infantry suits have: Poor shield regeneration values Very long shield delay/depleted delay times The damage profiles on weaponry(and the trend of ridiculous high alpha damage plus this the stealth abuse issue in this game) make it so that nearly all weapons can have a vicious effectiveness on shields. It wouldn't make sense for a 60 point damage gun to have 30% more power against shielding when shields have the disadvantage of less HP and the gun is already so powerful. You need to have high shield HP to live, to improve your bad shield delay, and your bad shield recharge value. Three modules you need to get for basic survival when shield tanking, which is a heavy investment. With armour on infantry, you have: Ability to round up a very large sum of HP in armour No weapon has any extreme damage profile advantages against armour besides explosives, which not many people use in the first place. Some modules don't follow the more HP layout of armour, and this allows shielding modules to give more HP than them (e.g., reactive plates) Regardless you can get past this. Some suits can tank enough armour to match that of a heavy suit, be only a little bit slowed, and once you have 10 HP/s in armour and up you can have better survivability than shielding(because of how armour regeneration being quite close to instant on infantry where shielding you have to wait often over 3 seconds, which is enough time for someone to find and kill you) Besides this, you hardly need to invest in modules or skills for armour. There has been recent high HP stacking of shields, but as stated before the weapons can combat this easily. With vehicles there's this: Unnecessary AV buffs and many cutoffs from vehicles have made it so that survivability is really low unless you have level five in most of the shield tree. Shields on vehicles cannot have their delay time changed, only depleted time, and cannot improve recharge time unless you have proto shield boosters. The wide majority of AV methods have affective damage profiles against armour. Swarms and forgeguns are actually effective ways of fighting shields, because swarms are universally overpowered at basic+ and all advanced+ forgeguns are quite a bit ridiculous, especially because of their range. They can survive Unfair methods of AV like steathily planting RE's on them, unless if they were advanced+ and the vehicle wasn't slightly dual tanked when fluxed. Jihad jeeping is a may thing. Armour on vehicles, at armour regeneration at five and with other things it may be possible for you to outregenerate the damage, but it will take heavy SP cost. The wide majority of AV methods are hypereffective against armour based vehicles. Impractical methods like steathily throwing RE's and jihad jeeping can be done with little to no difficulty and can take ground out then and there. They may be able to survive jihad jeeping. Dropships are a no go, because unless you are using something like complex CPU/PG upgrades to tank as much HP as possible, they are far too slow to survive. ADS have better maneuverability, but as they have less HP and very butchered levels of pg/cpu(like most of the vehicles) it's possible for a swarmer to down them in all 3 volleys, and this can usually be done in 4 seconds or less. Because of the swarm launcher having an excessive lock time, like how forgeguns have an excessive effective range, it is usually not possibly to escape without an afterburner, hardener, or booster. Swarm users often, even with these things, get the third volley to fire(because any tiny bit of skilling into swarms will make the lock on time less than one second.) Besides this without proto or so it will take time for the module to recharge, keeping you out of the battlefield for quite a bit. Caldari ADS have the same issue as the other caldari vehicles and same for the gallente ones. Unless you don't have your gallente vehicles hyped up on regen they won't outperform the caldari ones. Regardless, Shields and armour for everything is in a bad state.
good points |
Ydubbs81
Ahrendee Mercenaries
2
|
Posted - 2014.12.01 07:09:00 -
[153] - Quote
True Adamance wrote:Ydubbs81 wrote: are you taking into the account that armor doesn't have a delay while the shield suit has to wait seconds before they start to regen? Any one of my guns reloads faster than it would take my shields to start to regen
Yes. 5 seconds. Catmerc's fit has a delay of 2 seconds and 52.65 rep/sec Mine has constant passive of 20 rep/sec. Assuming we stop firing at the same time and have five seconds to regen and reload. 20* 5 = 100 armour reps over 5 seconds (5 seconds - 2 second delay) = 3 seconds @ 52.65 rep/sec 52.65* 3 = 157.95 In this instance I have not regenerated any of my shielding and am engaging you (by in this instance as stated by Meeko approaching your position) with X EHP + my 100 vs you who is now in a superior positions waiting for my arrival. In 3 more seconds you will have regenerated 315.9 shielding vs my 160 armour.
That's great if you have 5 seconds to regen. Because if we're gunning each other in a cqc situation, you won' t have 5 secs to regen.
And see, noone can argue that shields regen faster than armor. Noone is denying that....but we can throw some real scenarios into the mix. Like, if a gal assault is sitting in a triage nanohive during this encounter. This is one of my points...all of the different advantages that armor tanking has against shields. There is nothing that a shield tanker can do or equip to have regen during damage.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15270
|
Posted - 2014.12.01 07:54:00 -
[154] - Quote
Ydubbs81 wrote:True Adamance wrote:Ydubbs81 wrote: are you taking into the account that armor doesn't have a delay while the shield suit has to wait seconds before they start to regen? Any one of my guns reloads faster than it would take my shields to start to regen
Yes. 5 seconds. Catmerc's fit has a delay of 2 seconds and 52.65 rep/sec Mine has constant passive of 20 rep/sec. Assuming we stop firing at the same time and have five seconds to regen and reload. 20* 5 = 100 armour reps over 5 seconds (5 seconds - 2 second delay) = 3 seconds @ 52.65 rep/sec 52.65* 3 = 157.95 In this instance I have not regenerated any of my shielding and am engaging you (by in this instance as stated by Meeko approaching your position) with X EHP + my 100 vs you who is now in a superior positions waiting for my arrival. In 3 more seconds you will have regenerated 315.9 shielding vs my 160 armour. That's great if you have 5 seconds to regen. Because if we're gunning each other in a cqc situation, you won' t have 5 secs to regen. And see, noone can argue that shields regen faster than armor. Noone is denying that....but we can throw some real scenarios into the mix. Like, if a gal assault is sitting in a triage nanohive during this encounter. This is one of my points...all of the different advantages that armor tanking has against shields. There is nothing that a shield tanker can do or equip to have regen during damage.
It honestly seems to me like you are pick out ever fault Shielding has and not acknowledging its strengths while at the same time saying "this is how I want to play......but I don't want to do it with armour."
Passive regen means **** all under concentrated fire its more often than not less than one bullet the only time passive armour repping does matter is when you get several seconds of it,
This evening I've been running my Regen/Speed Amarr suit and honestly there is rarely a time I cannot find 5 seconds to regenerate my HP, would be easier if I was doing this with shields/
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
149
|
Posted - 2014.12.01 12:46:00 -
[155] - 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. The ScrR is OP, just not as much against armor- which is currently the more popular tank so there is not enough people complaining about it for something to be done.
You feel the CR is OP because you are an armor tanker. You will rarely die to a CR if you are in a shield suit. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1384
|
Posted - 2014.12.01 12:48:00 -
[156] - Quote
Shield is better cuz no speed penalty
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
149
|
Posted - 2014.12.01 12:50:00 -
[157] - Quote
True Adamance wrote:Ydubbs81 wrote:True Adamance wrote:Meeko Fent wrote:Ydubbs81 wrote: solo armor suits vs solo shield suits will win....shield regen can't help you in an engagement unless there is a lot of cover. In open space and equal skill..the armor suit has the advantage.
And even then, my friend, the armor will just advance when your in cover recharging your shields. That's debatable. If you are engaging me with an anti armour weapon and I am engaging with an anti shield weapon and I advance on you....... In the time it take me to regenate 100 points of HP you could have 150 assuming Catmer's fit vs my own. 1 second later 120 vs 200 140 vs 250 170 vs 300 etc..... are you taking into the account that armor doesn't have a delay while the shield suit has to wait seconds before they start to regen? Any one of my guns reloads faster than it would take my shields to start to regen Yes. 5 seconds. Catmerc's fit has a delay of 2 seconds and 52.65 rep/sec Mine has constant passive of 20 rep/sec. Assuming we stop firing at the same time and have five seconds to regen and reload. 20* 5 = 100 armour reps over 5 seconds (5 seconds - 2 second delay) = 3 seconds @ 52.65 rep/sec 52.65* 3 = 157.95 In this instance I have not regenerated any of my shielding and am engaging you (by in this instance as stated by Meeko approaching your position) with X EHP + my 100 vs you who is now in a superior positions waiting for my arrival. In 3 more seconds you will have regenerated 315.9 shielding vs my 160 armour. Can we start adding how the highest DPS rifles are anti-shield and are likely to be stacked with damage mods on armour suits into these equations? |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
149
|
Posted - 2014.12.01 12:52:00 -
[158] - Quote
Zindorak wrote:Shield is better cuz no speed penalty Assuming you didn't read, as someone already stated ferroscale plates give you more HP than a shield extender with no movement penalties. |
pagl1u M
Dead Man's Game RUST415
974
|
Posted - 2014.12.01 12:53:00 -
[159] - Quote
Mexxx Dust-Slayer wrote:Zindorak wrote:Shield is better cuz no speed penalty Assuming you didn't read, as someone already stated ferroscale plates give you more HP than a shield extender with no movement penalties. Ferroscale dont have a built-in incredibly fast recharge rate... So....
One of the few assaults you'll find in a PC match!
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
149
|
Posted - 2014.12.01 12:58:00 -
[160] - Quote
pagl1u M wrote:Mexxx Dust-Slayer wrote:Zindorak wrote:Shield is better cuz no speed penalty Assuming you didn't read, as someone already stated ferroscale plates give you more HP than a shield extender with no movement penalties. Ferroscale dont have a built-in incredibly fast recharge rate... So.... So... you either stack ferros and minimal reps and use a triage hive or logi support, or make a 20HP/S no delay armor rep suit, with similar HP to that of the shield tank counter part and stack damage mods on the high DPS anti-shield weapon to insta kill the shield suit. |
|
CrotchGrab 360
Yon Hyaku Nijuu Moyase
1593
|
Posted - 2014.12.01 13:26:00 -
[161] - Quote
speed and regen always win.
I use a Cal assault with over 600 shields and either the breach or rail rifle and then ADV cal sent with mh-82 with 874 shields, it's awesome, I win some heavy duels just by jumping, and definitely through stamina.
armour makes you an easy target, but then that's where the logi comes in....
DUST VIDEOS
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
149
|
Posted - 2014.12.01 13:39:00 -
[162] - Quote
Mexxx Dust-Slayer wrote:pagl1u M wrote:Mexxx Dust-Slayer wrote:Zindorak wrote:Shield is better cuz no speed penalty Assuming you didn't read, as someone already stated ferroscale plates give you more HP than a shield extender with no movement penalties. Ferroscale dont have a built-in incredibly fast recharge rate... So.... So... you either stack ferros and minimal reps and use a triage hive or logi support, or make a 20HP/S no delay armor rep suit, with similar HP to that of the shield tank counter part and stack damage mods on the high DPS anti-shield weapon to insta kill the shield suit. Let's not forget it takes a Cal assault to regen its armor 129.33 seconds and a Gal/Amarr assault less than 20 seconds to regen its shields. Or a Cal scout 174 seconds to regen its armor and a Gal/Amarr 9 seconds to regen its shields. ^ |
TYCHUS MAXWELL
The Fun Police
629
|
Posted - 2014.12.01 13:42:00 -
[163] - Quote
I've been asking this myself as I've been thinking of buying a respec this holiday season and I've been playing around with Gallente, Caldari, and Minmitar at ADV level.
Right now I'm leaning towards Armor tanking and here's why:
To me when I want to decide on a suit style especially If I'm going to lock it in to proto, I want it to be good at the worst of times. I will agree that when it comes to mopping up noobs and squad pub stomping shields are great for that. You have lower over all downtime while hiding and you can rely on your teammates to protect you. However, my issue with this is that speed tanking, armor tanking, no tanking all work well when your team is stomping the other team. Hell even in frontline suits or driving around in a murder taxi is viable when your team is dominating the competition. That is not when I want my suit to shine however, I want it to be best when my team is at its worst and that boils down to armor tanking.
Assuming competence from your opponents anytime you duck your head in a hidey hole to wait on your shields, they will surround you and likely flux you before charging leaving you completely vulnerable. In armor thanks to constant regen you can keep up the pressure and fend off such fool hardy charges. On top of this, shield ticking has to be absolutely safe as I've had my shields pittered on stopping regen from ACR rifles at 250 meters. They did next to no damage but even 1 point of damage resets your regen. When defending points and being actually productive for your team this is absolutely abhorrent.
Much in the same way, speed tanking is heavily reliant on if your opponent is playing in HD, if someone spammed equips lagging up the game, and whether or not your opponent sees you coming. Speed tanking is also generally reliant on map control as running around your opponent doesn't matter if you run right into his/her friend. Map control is a sign of team dominance, which goes back to my argument in that I don't want my strength to be based on fair weather situations, where anything would do. That said speed tanking is nice on scouts with cloaks as when sprinting at high speed its incredibly hard to make out their outline.
I'll break it down more specifically according to types:
Logis: Doesn't really matter, it's not a tanky class although I will say armor tanking will keep you from getting insta gibbed as often where shield tanking pretty much means with your already low buffer as a logi added to a low shield buffer that it won't matter what you can regen, as the wanted men say, "You'll be dead!"
HMG Heavies: Armor is better and so is armor regen. Why? Because, you will be on point defense in CQC. Skirmishing in a hmg heavy implies incompetence from your opponents or that your side is stomping and it won't matter what you are. In the case of stomping even, I find speed tanking on a Min heavy to be preferable but when it comes to holding off the masses you're going to last longer Amarr/Gallente buffer tanking with a logi or Amarr/Gallente armor rep tanking. Caldari sentinels just do not work well when the heat is on, and that's when you need a hmg heavy.
Forge Heavies: In this case, a Caldari sentinel is king but only in a specific scenario where he has partial cover and is far from everything but snipers. Most the longer ranged rifles especially the Laser rifle will shred Caldari sentinels. In pretty much any other situation any heavy will do with a forge gun.
Scouts: This is the one case in which I think shields outshine armor tanking, this is mostly because any scout worth their salt will be outfitted to avoid detection and won't want to be weighted down by armor plating. In this case, the natural aspect of Scouts being great hiders actually plays into the abilities of shield tanking. This doesn't really matter however in my opinion, as for the most part the two would be armor scouts have other useful utilities. Low slots are the armor slots and fortunately for would be armor scouts speed and dampening are also low slots.
Assaults: Here's where I really take issue with shield tanking. On a rainy day, hiding won't help you and when you're holding the front line the more time you spend standing around the more likely you are to get outflanked and destroyed utterly. The one advantage shield tanking has is often rendered useless when pressure is applied. You can kill blueberries all day with your proto friends while hiding behind crates? Cool, so can an armor tanker. Can you also consistently exchange fire for longer when you are trying to hold out against superior forces? Nope, after the first volley you will be waiting on your shield ticks because if you don't they're just going to kill you when you poke your head out after 5 seconds and 200 regen. You wait 10 and a flux lands on your head with two players rushing each side of you. The armor tanker only had 100 regen? Yeah, but he was firing at them the entire time strafing in and out. Shields require you to take yourself out of the firefight with anything except an indirect fire weapon which pretty much means Mass Driver.
I have tried hard to make shield tanking work and although I can't say how they could possibly be anymore balanced without breaking the balance, bad scenarios favor armor tanking in my opinion and good scenarios don't really matter.
|
pagl1u M
Dead Man's Game RUST415
974
|
Posted - 2014.12.01 13:47:00 -
[164] - Quote
Mexxx Dust-Slayer wrote:Mexxx Dust-Slayer wrote:pagl1u M wrote:Mexxx Dust-Slayer wrote:Zindorak wrote:Shield is better cuz no speed penalty Assuming you didn't read, as someone already stated ferroscale plates give you more HP than a shield extender with no movement penalties. Ferroscale dont have a built-in incredibly fast recharge rate... So.... So... you either stack ferros and minimal reps and use a triage hive or logi support, or make a 20HP/S no delay armor rep suit, with similar HP to that of the shield tank counter part and stack damage mods on the high DPS anti-shield weapon to insta kill the shield suit. Let's not forget it takes a Cal assault to regen its armor 129.33 seconds and a Gal/Amarr assault less than 20 seconds to regen its shields. Or a Cal scout 174 seconds to regen its armor and a Gal/Amarr 9 seconds to regen its shields. ^ 1 why do you quote yourself? 2"insta-killing" why am I even answering? 3 you have lows too, if we look at it this Way it took a gal assault 170 secs to rep his armor, you have lows too... 4 you all look at that 20 hp/s while under fire like you could outrep dmg. Weapons usually have a dps of like 450-500,even if your aim is terrible that 20 hp/s is nothing.
One of the few assaults you'll find in a PC match!
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 14:02:00 -
[165] - Quote
pagl1u M wrote:Mexxx Dust-Slayer wrote:Mexxx Dust-Slayer wrote: So... you either stack ferros and minimal reps and use a triage hive or logi support, or make a 20HP/S no delay armor rep suit, with similar HP to that of the shield tank counter part and stack damage mods on the high DPS anti-shield weapon to insta kill the shield suit.
Let's not forget it takes a Cal assault to regen its armor 129.33 seconds and a Gal/Amarr assault less than 20 seconds to regen its shields.
Or a Cal scout 174 seconds to regen its armor and a Gal/Amarr 9 seconds to regen its shields.
^ 1 why do you quote yourself? 2"insta-killing" why am I even answering? 3 you have lows too, if we look at it this Way it took a gal assault 170 secs to rep his armor, you have lows too... 4 you all look at that 20 hp/s while under fire like you could outrep dmg. Weapons usually have a dps of like 450-500,even if your aim is terrible that 20 hp/s is nothing. 1 wanted it to be on top of the new page because that's what most people look at (if that). 2 admitted exaggeration, but the point is that the TTK from an armor suit is far greater than from a shield suit. 3 lows too, for regulators and/or biotics or ewar module. Dual tanking a shield suit is not as efffective as pure shield tanking. The most I'd do is a reactive that gives you 260 armour with 58 seconds to regen and a movement penalty. 4 Agreed you cannot out rep fire but apply that logic to the shield suits, no one says armor suits are not allowed to hide or take cover. Those high DPS weapons are more painful towards shield suits (AR, ScrR usually with damage mods even a CR or RR on a armour suit with damage mods will hurt a shield suit more). If a shield suit wishes to achieve similar DPS he will lose a lot of HP. |
Niuvo
NECROM0NGERS
1040
|
Posted - 2014.12.01 14:22:00 -
[166] - Quote
I find shield tankers quite formidable. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 14:24:00 -
[167] - Quote
Niuvo wrote:I find shield tankers quite formidable. If you are using a CR or RR, definitely.
AR or ScrR not so much.
I think shield tanking vs. armor tanking is close to balance. |
pagl1u M
Dead Man's Game RUST415
974
|
Posted - 2014.12.01 14:38:00 -
[168] - Quote
Mexxx Dust-Slayer wrote:
3 lows too, for regulators and/or biotics or ewar module. Dual tanking a shield suit is not as efffective as pure shield tanking. The most I'd do is a reactive that gives you 260 armour with 58 seconds to regen and a movement penalty. 4 Agreed you cannot out rep fire but apply that logic to the shield suits, no one says armor suits are not allowed to hide or take cover. Those high DPS weapons are more painful towards shield suits (AR, ScrR usually with damage mods even a CR or RR on a armour suit with damage mods will hurt a shield suit more). If a shield suit wishes to achieve similar DPS he will lose a lot of HP.
You shield tankers talk about dmg mod like they were incredibly super op and about kincats and dampeners like they were useless. If I could put a kincat or a dampeners on my higs I d 100% put one instead of a dmg mod.
Talking about weapons: 1you are strangely forgetting the HMG, one if not the most spammed weapon of the game (for sure it is the most spammed in PC) that has a - 15%/+15% profile.
2 you tell me that cr and rr deal a lot of dmg to shields? I can tell you that SR and BRAR do a lot of dmg to armor too.
One of the few assaults you'll find in a PC match!
|
TYCHUS MAXWELL
The Fun Police
629
|
Posted - 2014.12.01 14:47:00 -
[169] - Quote
pagl1u M wrote:Mexxx Dust-Slayer wrote:
3 lows too, for regulators and/or biotics or ewar module. Dual tanking a shield suit is not as efffective as pure shield tanking. The most I'd do is a reactive that gives you 260 armour with 58 seconds to regen and a movement penalty. 4 Agreed you cannot out rep fire but apply that logic to the shield suits, no one says armor suits are not allowed to hide or take cover. Those high DPS weapons are more painful towards shield suits (AR, ScrR usually with damage mods even a CR or RR on a armour suit with damage mods will hurt a shield suit more). If a shield suit wishes to achieve similar DPS he will lose a lot of HP.
You shield tankers talk about dmg mod like they were incredibly super op and about kincats and dampeners like they were useless. If I could put a kincat or a dampeners on my higs I d 100% put one instead of a dmg mod. Talking about weapons: 1you are strangely forgetting the HMG, one if not the most spammed weapon of the game (for sure it is the most spammed in PC) that has a - 15%/+15% profile. 2 you tell me that cr and rr deal a lot of dmg to shields? I can tell you that SR and BRAR do a lot of dmg to armor too.
You need regulators and some kind of armor rep. Even a Gallente suit has 20 shield regen per second naturally but a Cal assault has only 1 armor rep naturally. Armor isn't your main tank on a Cal suit but that doesn't mean ignoring it will be any good. You need regulators to counter balance the depleted shield delay which will make you have to hide in a hidey hole for an absurd amount of time without one. Caldari don't get a lot of lows for obvious reasons, it's not that low slots other than armor arn't good its that on armor tank suits (Gallente and Amarr) you can use whatever you want on your high slots. Shield tanks need to use regulators on their few low slots to be effective and an armor repper if they want to have armor buffer past the first fire fight. |
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 14:51:00 -
[170] - Quote
pagl1u M wrote:Mexxx Dust-Slayer wrote:
3 lows too, for regulators and/or biotics or ewar module. Dual tanking a shield suit is not as efffective as pure shield tanking. The most I'd do is a reactive that gives you 260 armour with 58 seconds to regen and a movement penalty. 4 Agreed you cannot out rep fire but apply that logic to the shield suits, no one says armor suits are not allowed to hide or take cover. Those high DPS weapons are more painful towards shield suits (AR, ScrR usually with damage mods even a CR or RR on a armour suit with damage mods will hurt a shield suit more). If a shield suit wishes to achieve similar DPS he will lose a lot of HP.
You shield tankers talk about dmg mod like they were incredibly super op and about kincats and dampeners like they were useless. If I could put a kincat or a dampeners on my higs I d 100% put one instead of a dmg mod. Talking about weapons: 1you are strangely forgetting the HMG, one if not the most spammed weapon of the game (for sure it is the most spammed in PC) that has a - 15%/+15% profile. 2 you tell me that cr and rr deal a lot of dmg to shields? I can tell you that SR and BRAR do a lot of dmg to armor too. I never said they were useless, I even said to use them on a shield suit when you implied I should use armor modules.
1 The shotgun is just as spammed, which 2 shots all shield suits except the cal sent at 3 shots. The HMG's damage profile only makes adifference when you are a shield heavy, in any suit the HMGs DPS is higher than most medium/light suits HP anyway.
2 I said they could potentially do a lot of damage to shield suits if the armour suit user stacks damage mods. If you feel the SR and BRAR do a lot of damge to armor then know its significantly worse to shields. |
|
Valor Goat
0
|
Posted - 2014.12.01 15:04:00 -
[171] - Quote
- Comp. shield extenders HP 66 > 70-75 plus PG 11 > 9
- Moving something armor-related from low slots to high slots so that armor tankers don't stack 3 goddamn damage mods on an already OP weapon (regulators are on low slots)
- Giving armor repping a whatever delay, even 1.5 seconds (with no penalties)
- Maybe nerfing a bit anti-shield weapons (I.E. Breach AR and ScR)
~Shield tanking fixed ~ |
THE-PIMP-NAMED-SLICKBACK
Direct Action Resources
240
|
Posted - 2014.12.01 16:49:00 -
[172] - Quote
Its funny that all the high alpha damage weapons are anti-shield, and yet shields can tank far less than armor. However when it comes to anti-armor weapons they're all low damage dps dependent. I don't know how shield tanking is expected to be viable when all it takes is a STD bar to rip you to shreads faster than you can turn around. With the up and coming strafe nerf we'll be an easier target for that easy weapon.
The scrambler rifle wasn't this bad to spite its massive damage to shields there was alway a way to cope or at least escape, but the bar is ridiculous. If that gn isn't going to be toned down then complex shield modes need a damn buff. Far too effective at too far of a range with next to no recoil.
The One And Only
|
Sgt Kirk
Fatal Absolution
8654
|
Posted - 2014.12.01 17:00:00 -
[173] - Quote
I'm getting the feeling that some of these people would be incredibly happy if shield and armor were taken out of the game and replaced with a uniform Hp value.
Only thing I can think about giving shields is a Shield delay threshold value just so a -4 hp ping doesn't prevent their shields from coming up.
CCP holds the Caldari's hand so this doesn't happen again.
|
Logi Bro
Brutor Vanguard Minmatar Republic
3387
|
Posted - 2014.12.01 17:20:00 -
[174] - Quote
The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
SP Sinks? Fixed.
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 18:25:00 -
[175] - Quote
Logi Bro wrote:The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
Precision mods are on high slots.
Shield suits have really tight PG so PG intensive modules like kincats require some sacrifice i.e a shield extender or equipment. Kincats on an armor suit is very effective (Gal/amarr assault speed and gank)
Dual tanking a shield suit is less efficient than pure shield tanking.
And the few choices you claim the armor tankers have are very effective.
Play both sides before displaying your bias claims. There is hardly a disparity, very close to balance. |
Valor Goat
4
|
Posted - 2014.12.01 18:25:00 -
[176] - Quote
Logi Bro wrote:The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
TL;DR I have a negative IQ FTFY
1EE7
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 18:28:00 -
[177] - Quote
Valor Goat wrote:Logi Bro wrote:The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
TL;DR I have a negative IQ FTFY
|
Sgt Kirk
Fatal Absolution
8656
|
Posted - 2014.12.01 18:34:00 -
[178] - Quote
"Guy gives meaningful feedback and comments regarding topic at hand"
"Reply results in being called stupid and nothing else"
Yep, that's Dust for you.
CCP holds the Caldari's hand so this doesn't happen again.
|
pagl1u M
Dead Man's Game RUST415
978
|
Posted - 2014.12.01 18:36:00 -
[179] - Quote
Mexxx Dust-Slayer wrote:Valor Goat wrote:Logi Bro wrote:The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
TL;DR I have a negative IQ FTFY Wow these 2 guys above me are very mature, Smart and intelligent. They clearly proved their points with clear stats and evidences.
One of the few assaults you'll find in a PC match!
|
Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
|
Posted - 2014.12.01 19:13:00 -
[180] - Quote
pagl1u M wrote:Mexxx Dust-Slayer wrote:Valor Goat wrote:Logi Bro wrote:The thing about armor vs shields is lack of high slot choices for armor tankers, while shield tankers have a wide variety of low slot choices.
If you are using all your low slots to be a pure armor tanker, you now have to choose what to put in your highs. You can now choose to boost your melee damage, boost your sidearm/light/heavy weapon damage, increase shields, increase shield recharge, or boost scan range. Lets look closer into that.
Melee damage on a pure armor suit is laughable because of speed.
Unless you are a scout, scan range is also laughable due to poor base scanning precision.
Shield recharge is increased by a percentage, and armor suits have a very low base shield recharge, so you get very little reward from that percentage.
So if you are making a competitive fitting, your only real choice for your highs is weapon mods vs shield extenders. Shield extenders are, I might mention, a very inefficient module since they will regenerate very slowly, and have a very very large delay before they even begin to recharge slowly.
A pure shield tanker, on the other hand, has myriad choices for his spare low slots.
Does he want to make his shields even better? Regulators.
Does he want to improve even more on his speed advantage over armor tankers? Kincats.
Does he want to be a marathon runner and outdistance the armor tankers? Stam mods.
Does he want to hack faster? Code Breakers.
Is he low on CPU/PG? PG upgrades and CPU mods.
Does he want to hybrid tank? Plates, ferroscales, reactives, and reppers.
EWAR? Dampeners and Precision Enhancers.
Those are just off of the top of my head, I may have forgotten one or two. All of the listed are viable for a competitive fitting, save for maybe the precision enhancers if you are using heavy/medium.
The disparity between armor/shields isn't because of shield and armor modules, but because of every module EXCEPT shield and armor mods. Not enough choices for armor tankers.
TL;DR I have a negative IQ FTFY Wow these 2 guys above me are very mature, Smart and intelligent. They clearly proved their points with clear stats and evidences. Lol valor goat is obviously a troll alt, I thought it was funny. I already gave my evidence before that.
|
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 :: one page |
First page | Previous page | Next page | Last page |