Jathniel
G I A N T
1373
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Posted - 2014.12.28 21:53:00 -
[1] - Quote
lol @ the "kiting amarr suits" comment earlier.
"Shield tanking" is a joke, because shields make a far too volatile form of primary defense, but shield suits have something that armor suits do not: Mobility. So I am of the philosophy that shields should NEVER be 100% depended on, BUT they can be still be extremely useful if used moderately.
I actually made a couple of experimental "shield-reinforced" Gallente assault suits, that have proven to be VERY useful. Converting some of my total eHP to shields based on my playstyle and average HP lost when under fire, has given me a good bit of flexibility. Plus, no speed penalty.
For example, when I am using my Caldari suits, I notice that if someone gets the drop on me, but I survive the encounter, I lose an average of 325 shield HP. While if I'm using my Gallente armor suits with plates, I'll lose more around just under 400 HP. I believe this disparity comes from plates making me slower, and therefore not as fast to move out of the path of fire.
So this is what I threw together.
Assault gk.0 - Experimental: - 2x Complex Shield Regulators - 2x Complex Armor Reps - 1x Complex Ferroscale Plate - 2x Complex Shield Extenders - 1x Complex Shield Recharger - Duvolle Tactical Assault Rifle - SK9M Breach Submachine Gun - Locus Grenade - Drop Uplink
Doing this gave me: - 339 Shield HP (just over my average shield HP loss) - 426 Armor HP (just over my average armor HP loss, - but will be improved with better mobility) - 30.35 HP/s Shield Regeneration speed (just over basic Caldari regen speed) - 2.86 Sec Shield Recharge Delay (comparable Caldari performance, and way better than the Gallente 7 second delay base) - 4.69 Sec Shield Depleted Recharge Delay (not awesome but viable, and WAY better than the Gallente 10 second delay base) - 23.25 HP/s Armor Repair Rate (is maintained) - Base mobility and speed is maintained. (So your Gal suit is now fully capable of vaulting over railing, etc.)
It's experimental, and is tailored specifically to me. I'm able to hit a combined eHP restoration rate of 53.60 HP/s in just over 2 seconds, *IF* and when I drop into armor, without sacrificing mobility; and still have just enough HP of both defensive methods both stable (armor) and volatile (shields) to properly resist the corresponding weapon, as per my personal average.
It may not work for everyone, but it has been very effective for me. Still testing it vs. the 700+ armor HP standard pro Gal fit, but its really nice, not being worried about ACR and ARR as much.
Point is, shields are good, but volatile, and I feel they should remain that way. A damage threshold to counter regeneration-prevention could be implemented, and makes sense. But the sheer volatility of shields prevents me from fully supporting something like "shield repair tools" or any other team item that could boost their performance. It is very very easy for shields to outperform armor, if any buff isn't carefully considered.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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