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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
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Posted - 2014.12.01 19:28:00 -
[181] - Quote
Sgt Kirk wrote:"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. If only precisions were on low and range amps were on high, then it would have been meaningful.
But that was stupid though, right? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15281
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Posted - 2014.12.01 20:07:00 -
[182] - Quote
Mexxx Dust-Slayer wrote:Sgt Kirk wrote:"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. If only precisions were on low and range amps were on high, then it would have been meaningful. But that was stupid though, right?
Why would I as an assault want range amps? Hell why would I as an Amarr player (besides the scout) was range amps in the highs when I could have Shield Re-chargers or Damage Modules.
That solves nothing.
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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Sgt Kirk
Fatal Absolution
8660
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Posted - 2014.12.01 20:16:00 -
[183] - Quote
True, you of all people. Unless that's a troll because information is incredibly valuable
CCP holds the Caldari's hand so this doesn't happen again.
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Ace Boone
Capital Acquisitions LLC
507
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Posted - 2014.12.01 20:49:00 -
[184] - Quote
Moochie Cricket wrote:I would love to see a much higher base shield recharge rate or maybe have energizers/rechargers receive a massive buff.
Caldari suits would just run two complex energizers and regulators in their lows and have god-regen.
Cal suits already have good regen, and all scouts have crazy good regen, so a buff a massive buff to energizers would just introduce FOTM-chasers exploiting them. The assault suits need regen buffs, and so do the shield-based heavies. Scouts are good though.
Only loyal to the republic.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
154
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Posted - 2014.12.01 21:01:00 -
[185] - Quote
True Adamance wrote:Mexxx Dust-Slayer wrote:Sgt Kirk wrote:"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. If only precisions were on low and range amps were on high, then it would have been meaningful. But that was stupid though, right? Why would I as an assault want range amps? Hell why would I as an Amarr player (besides the scout) was range amps in the highs when I could have Shield Re-chargers or Damage Modules. That solves nothing. I'm implying that the guy thinking range amps were in high slots was stupid, I wouldn't want such a change. |
Arkena Wyrnspire
Fatal Absolution
19721
|
Posted - 2014.12.01 21:11:00 -
[186] - 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.
Alright, let's talk about these one at a time.
'Poor shield regeneration values' - No, they don't. Shield suits tend to have 30+ HP/s base regen, which can get to massive values with only a couple of mods, seeing as they're percentage based.
'Very long shield delay/depleted delay times' - Depleted, if you're stacking shield extenders and are using no regulators, I can understand, but not normal delays. Shield tankers, while unregulated, typically look at 4-6 seconds delay. With a couple of regulators you can bring that down to 2-3 seconds. That's not much at all. With three modules, you can put a Calassault at 52 HP/s with 2s delay. If you put 3 repair modules on a Gal or Amarr assault you end up with ~30 HP/s. Even with the delay, the shield tanker will comfortably outregen the armour tankers. Additionally, this leaves little room for plating, so the armour assaults end up with similar or lesser HP values.
'Damage profiles' - No weapon has a +30% modifier towards shields. None. The closest you get are laser weapons, which are +20%. The strength of individual weapons is a matter for weapon balance threads rather than shield/armour balance threads.
'You need to have high shield HP to live, to improve your bad shield delay, and your bad shield recharge value' Recharge values are far from bad, and shield delays are not crippling - especially if you mod either of them rather than stack nothing but shield extenders. Declaring that you need a high shield HP to live is hardly a statement based in fact and would apply equally to everyone, so I'm going to go ahead and treat that statement with the contempt it deserves.
'Three shield module skills vs two armour module skills' A fair point, although one that has no bearing on the battlefield. Merge the shield regulation and shield recharge skills and this is solved simply, if it's such a crippling problem.
Quote: 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.
'Ability to round up a very large sum of HP in armour' Correct - if you completely disregard regen. It takes an Amarr assault something in the region of 500 seconds (approximately half a match) to rep up a full tank if they stack nothing but plates. They will also move at a similar speed to a heavy.
'No weapon has any extreme profile advantages and explosives don't count' Untrue, on both counts. Projectile weapons have +15% to armour, very close to the +20% lasers have against shields - not at all mirroring the +10% shield damage of the next most shield-damaging damage profile - and explosives are in wide use throughout the game.
Your complaint that shield suits will not regen to the point where they can put up a fight in three seconds is equally true in the case of armour suits. 10 HP/s will not heal you enough in 3 seconds to make you a credible threat to anyone. Stacking armour up to the point of near-heavy HP will slow you significantly - full plate stacking will take you up to a 25% speed penalty.
There is hardly any horrendous imbalance here, as much as you'd like to make there out to be.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15284
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Posted - 2014.12.01 21:42:00 -
[187] - Quote
Sgt Kirk wrote:True, you of all people. Unless that's a troll because information is incredibly valuable
Well I am in the unusual predicament of having no PG left on my assault due to the Protype Kin Cat and high ScR fitting requirements...... I can either have a pointless passive scan precision enhancer (don't need one I have a PRO active scanner) or I can have fast regening Shields.
Given that I've seen a Psycho DPS Harbinger fit in action there's literally nothing I'd rather fit in my highs that doesn't require PG and allows me to maintain DPS and kiting ability. Plus as Catmerc said I can use shielding as a buffer which I concentrate on kiting the enemy at range and rely on it to recharge rapidly.
Seems to work pretty well at the moment for me given that my current fit has 160 Shields and 559 Armour.
EDIT: It's a shield energizer. Since I don't have much shielding anyway the -4% is negligible anyway.
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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Thaddeus Reynolds
Facepunch Security
95
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Posted - 2014.12.01 22:41:00 -
[188] - Quote
I've said it before and I'll say it again, it's difficult to accurately compare shield and armor (infantry scale) due to the existence of remote repair tools. Until an infantry portable shield booster is added it is difficult to accurately compare the two defensive buffers on anything other than a pure 1v1 scale (which is almost never the case in a team game). You have to consider force multipliers and possible gameplay styles when considering game balance.
That being said, I would rather shields be switched over to work as close to they work space-side as possible (including regenerating while under fire while changing current regeneration rates) Passive Shield Tanking Equations
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Booby Tuesdays
Tuesdays With Boobies
1035
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Posted - 2014.12.02 01:58:00 -
[189] - Quote
I'm waaaay late to this thread Dubbs, but what if shields were always repping, just like armor is? Isn't that the way it used to be in Chrome? I don't remember and I've been drinking... Remove the delay while under fire, but increase the delay when depleted. This would make regulators even more useful. Tweak the amount regenerated as well, since the Cal Scout would be even more OP. Nothing crazy, like 40 instead of 50HP/s? Regens higher than armor, but you can't get anywhere near the amount of shields as armor.
The shield delay on armor tanking suits is nowhere near high enough, imho. They get the best of both worlds with a few second delay for their shields, as well as a high, always on, armor regen. Plus their native weapons are made for wrecking shields.
Shoot, Complex Ferro give more HP, AND cost less CPU and Grid than a Complex Extender.
Move armor reps to highs? Remove shield delay? Increase depleted shield delay?
I'm definitely in the camp of armor based suits are at an advantage, but shields are really close to being equal. A few small tweaks could level the playing field.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi
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Ydubbs81
Ahrendee Mercenaries
5
|
Posted - 2014.12.02 04:53:00 -
[190] - Quote
True Adamance wrote: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 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.
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Ydubbs81
Ahrendee Mercenaries
5
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Posted - 2014.12.02 04:53:00 -
[191] - Quote
Booby Tuesdays wrote:I'm waaaay late to this thread Dubbs, but what if shields were always repping, just like armor is? Isn't that the way it used to be in Chrome? I don't remember and I've been drinking... Remove the delay while under fire, but increase the delay when depleted. This would make regulators even more useful. Tweak the amount regenerated as well, since the Cal Scout would be even more OP. Nothing crazy, like 40 instead of 50HP/s? Regens higher than armor, but you can't get anywhere near the amount of shields as armor. The shield delay on armor tanking suits is nowhere near high enough, imho. They get the best of both worlds with a few second delay for their shields, as well as a high, always on, armor regen. Plus their native weapons are made for wrecking shields. Shoot, Complex Ferro give more HP, AND cost less CPU and Grid than a Complex Extender. Move armor reps to highs? Remove shield delay? Increase depleted shield delay? I'm definitely in the camp of armor based suits are at an advantage, but shields are really close to being equal. A few small tweaks could level the playing field.
that was a bug Booby...I don't think that CCP intended on shields to rep through damage. |
Ydubbs81
Ahrendee Mercenaries
5
|
Posted - 2014.12.02 04:59:00 -
[192] - 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.
Some of those benefits are shared with armor tanking. Dual tank, precision enhancing, etc.
Some of those benefits are good for support roles like speed hacking, mararthon running, etc. The biggest benefit that armor has to shield is being able to stack either shield hp or damage mods with no sacrifice to their main hp. For a shield suit, in order to use damage mods, you sacrifice shield. But for an armor tanker, you can stack damage mods (which ultimately helps you in gun fights) and stack on your armor hp. Remember the era of the slayer logi? |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
210
|
Posted - 2014.12.02 06:59:00 -
[193] - Quote
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 |
Booby Tuesdays
Tuesdays With Boobies
1036
|
Posted - 2014.12.02 07:08:00 -
[194] - Quote
Ydubbs81 wrote:Booby Tuesdays wrote:I'm waaaay late to this thread Dubbs, but what if shields were always repping, just like armor is? Isn't that the way it used to be in Chrome? I don't remember and I've been drinking... Remove the delay while under fire, but increase the delay when depleted. This would make regulators even more useful. Tweak the amount regenerated as well, since the Cal Scout would be even more OP. Nothing crazy, like 40 instead of 50HP/s? Regens higher than armor, but you can't get anywhere near the amount of shields as armor. The shield delay on armor tanking suits is nowhere near high enough, imho. They get the best of both worlds with a few second delay for their shields, as well as a high, always on, armor regen. Plus their native weapons are made for wrecking shields. Shoot, Complex Ferro give more HP, AND cost less CPU and Grid than a Complex Extender. Move armor reps to highs? Remove shield delay? Increase depleted shield delay? I'm definitely in the camp of armor based suits are at an advantage, but shields are really close to being equal. A few small tweaks could level the playing field. that was a bug Booby...I don't think that CCP intended on shields to rep through damage. I kinda figured, but what if it went back to that? Do you think we would we be closer to parity?
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15314
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Posted - 2014.12.02 07:15:00 -
[195] - Quote
Ydubbs81 wrote:True Adamance wrote: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 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.
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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Arkena Wyrnspire
Fatal Absolution
19745
|
Posted - 2014.12.02 07:21:00 -
[196] - Quote
Booby Tuesdays wrote:
The shield delay on armor tanking suits is nowhere near high enough, imho. They get the best of both worlds with a few second delay for their shields, as well as a high, always on, armor regen. Plus their native weapons are made for wrecking shields.
Equally, the native weapons on shield dropsuits tend to be made for wrecking armour.
Armour suits have lower shield regen values, much like shield suits have lowered armour regen values. They're never going to catch up to a shield suit's regen unless they fit stupidly, although the reverse is not true. 20 HP/s is not particularly useful when it applies to 150 HP.
Quote: Shoot, Complex Ferro give more HP, AND cost less CPU and Grid than a Complex Extender.
Why are people so obsessed with this comparison? A complex extender has massive native regen, a complex ferro does not. That is why the ferro gives more HP. A full extender fit is viable, a full ferro fit is not, because it will take hundreds of seconds to regen.
Quote: Move armor reps to highs? Remove shield delay? Increase depleted shield delay?
Moving armour reps to highs immediately buffs armour tanking absolutely massively and I can't see how that can possibly be a good idea. You would be able to have 1000 armour HP Amarr assaults with 30 HP/s with that - that is insane and far from balanced. That movement is not necessary at all.
Removing shield delay ends up being silly because when comparing fittings with similar numbers of tank modules they're already quite balanced, and that would break that immediately. For example, a Calassault can reach 600 shields with 52 HP/s and 2s shield regen delay - a Galassault at 600 armour will have 30 HP/s without a delay (ignoring the encumbering effect of plates). What will happen to that if there is no regen delay?
Increasing depleted delay... Why?
Quote:I'm definitely in the camp of armor based suits are at an advantage, but shields are really close to being equal. A few small tweaks could level the playing field. I am dubious. Especially as these proposed tweaks are far from small.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
211
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Posted - 2014.12.02 14:34:00 -
[197] - Quote
Ace Boone wrote:Ydubbs81 RND wrote: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. I agree that Maddys are better in combat, however, it is very hard to actually fit damage mods on a Madrugar without completely sacrificing most of your PG/CPU. That's why a fuel injector is always the go-to module.
The fuel injector is the go-to module because its stupidly hard to consistently hit a tank with one active at close range if they are moving perpendicular-ish to you and you are trying to use a railgun turret/forge gun/missile turrets |
TYCHUS MAXWELL
The Fun Police
629
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Posted - 2014.12.02 15:19:00 -
[198] - Quote
Arkena Wyrnspire wrote:Booby Tuesdays wrote:
The shield delay on armor tanking suits is nowhere near high enough, imho. They get the best of both worlds with a few second delay for their shields, as well as a high, always on, armor regen. Plus their native weapons are made for wrecking shields.
Equally, the native weapons on shield dropsuits tend to be made for wrecking armour. Armour suits have lower shield regen values, much like shield suits have lowered armour regen values. They're never going to catch up to a shield suit's regen unless they fit stupidly, although the reverse is not true. 20 HP/s is not particularly useful when it applies to 150 HP. Quote: Shoot, Complex Ferro give more HP, AND cost less CPU and Grid than a Complex Extender.
Why are people so obsessed with this comparison? A complex extender has massive native regen, a complex ferro does not. That is why the ferro gives more HP. A full extender fit is viable, a full ferro fit is not, because it will take hundreds of seconds to regen. Quote: Move armor reps to highs? Remove shield delay? Increase depleted shield delay?
Moving armour reps to highs immediately buffs armour tanking absolutely massively and I can't see how that can possibly be a good idea. You would be able to have 1000 armour HP Amarr assaults with 30 HP/s with that - that is insane and far from balanced. That movement is not necessary at all. Removing shield delay ends up being silly because when comparing fittings with similar numbers of tank modules they're already quite balanced, and that would break that immediately. For example, a Calassault can reach 600 shields with 52 HP/s and 2s shield regen delay - a Galassault at 600 armour will have 30 HP/s without a delay (ignoring the encumbering effect of plates). What will happen to that if there is no regen delay? Increasing depleted delay... Why? Quote:I'm definitely in the camp of armor based suits are at an advantage, but shields are really close to being equal. A few small tweaks could level the playing field. I am dubious. Especially as these proposed tweaks are far from small.
Just Curious Arkena... do you have Caldari suits other than the scout? Because delays and damage resets make a HUGE difference on effectiveness when you leave the pen and paper and actually use them in the field.
I stand by my earlier statements. Shield tanking = best for pubstomping and Armor tanking = best for holding on. In my opinion, I'd rather have a suit that does okay pubstomping and excels in tough battles as opposed to the opposite. And the majority of the player base especially from what I've seen of the vets that still hang around and solo play seem to agree (Caldari and Matari shield tanks are incredibly rare) Cat merc doesn't count, I've never seen Cat merc do well without Regynum and other proto pub stompers hanging in a 10 meter formation.
I exclude Caldari scouts when I ask because scouts in general are a whole different discussion when it comes to "tank" given their speed and cloaking/Ewar.
Edit: I realize I sound personal, but I really just mean I don't like how people will run around in full proto squads and then base their success around balance. I'm not saying people shouldn't squad up, but squads skew what is effective and what isn't and I maintain that shield tanking on medium and heavy suits is garbage for solo. Players can easily overwhelm you before your shields recharge if you don't have several other proto suits covering you. Its okay on scouts only because scouts are currently the easiest solo suits. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
212
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Posted - 2014.12.02 18:27:00 -
[199] - Quote
True Adamance wrote: 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.
Just addressing your point about resistances on shield vs. armor: I dont think shields win that arguement, sure the explosive resistance is pretty nice, but as for resisting the SMG and combat rifle, shields are more vulnerable to shotguns and plasma rifles which are higher dps than either of those, add to that the damage profile of the scrambler rifle being pretty damn OP right now at longer ranges and what you have is the shield tankers being pretty vulnerable at all ranges. More so than armor tankers and with less buffer to boot. |
Ydubbs81 RND
Ahrendee Mercenaries
3505
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Posted - 2014.12.04 04:43:00 -
[200] - 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
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3505
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Posted - 2014.12.04 04:49:00 -
[201] - 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.
> Check RND out here
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Meeko Fent
Kirkinen Risk Control Caldari State
2189
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Posted - 2014.12.04 04:56:00 -
[202] - Quote
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.
I Live for Tears
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15448
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Posted - 2014.12.04 08:43:00 -
[203] - Quote
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.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Thaddeus Reynolds
Facepunch Security
98
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Posted - 2014.12.04 08:59:00 -
[204] - 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.
Don't all suits have passive regen built in now? (I know the values are small, but they're not non-existant...they won't make or break a firefight, but they're something). Also, lack of remote shield booster (or shield boosting hives for that matter)...don't ignore force multipliers
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
3507
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Posted - 2014.12.04 11:37:00 -
[205] - 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.
> Check RND out here
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RevoItZ
Red Star. EoN.
408
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Posted - 2014.12.04 11:49:00 -
[206] - Quote
Why not just tank both http://imgur.com/HJ09NK4 and own the kitten out of people while walking at a turtles pace......
Winner of EU Prime League Tournament
Winner of EU Squad Cup
RIP MAG
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Apothecary Za'ki
Biomass Positive
2265
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Posted - 2014.12.04 11:57:00 -
[207] - Quote
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...
shield tanking sucks and willl die when rattatti introduces speed nerfs to shield moduals meaning bye bye shield tankers! and it will become Armor514 or more likly Amarr514.. since armor will be king
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
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Ydubbs81 RND
Ahrendee Mercenaries
3507
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Posted - 2014.12.04 12:10:00 -
[208] - 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??
> Check RND out here
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
221
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Posted - 2014.12.04 16:56:00 -
[209] - Quote
Ydubbs81 RND wrote: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??
I don't think favoritism is the right word to use, lets just say there are some imbalances in shield v. armor tanking as the game exists now and work from there
Apothecary Za'ki wrote: shield tanking sucks and willl die when rattatti introduces speed nerfs to shield moduals meaning bye bye shield tankers! and it will become Armor514 or more likly Amarr514.. since armor will be king
I think this is actually a really good point, but maybe not exactly correct: I think once the hp modules speed nerf goes live, hp stacking across the board will become less desirable, which is an indirect buff to scrambler rifles since they have a much better time the lower enemy hp gets, which becomes a disproportionate nerf to shield tankers since more scrambler rifles will be used against even less shield hp since people will be influenced to stack less shields.
Things to consider. |
DEATH THE KlD
Harem. King
69
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Posted - 2014.12.04 17:23:00 -
[210] - Quote
Ace Boone wrote:That's because stacking shields can give you similar eHP to someone that stacks armor, with a lot more speed.
Armor can be repped you really have no need for movement now do you? Now of course if you are worried about speed then use the right armor instead. Seriously it's not hard. |
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