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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 05:52:00 -
[1] - Quote
The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers.
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:10:00 -
[2] - Quote
Sir Dukey wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked. ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT.
The ability to use damage mods is truly my issue with armor tanking vs shield tanking. Scr rifles are ridiculous..especially to shields. But couple that with the ability to use damage mods and still have over 700 hp of health....how can you compete in a cal suit?
My proposal doesn't nerf armor tanking at all...it just allows shield tankers to slightly even the score.
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:34:00 -
[3] - Quote
Buwaro Draemon wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity. Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods. Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers. Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op. You guys will have speed, high tank, high regen and deal a lot of damage. While armor gets high tank, slow movibilty and slow regen. The link in my sig provides a better fix than this.
Speaking of stupidity, if you read the thread....you will have read that I suggest that damage mods be in the high slots as well as the low slots for balance.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:37:00 -
[4] - Quote
Buwaro Draemon wrote:Ydubbs81 RND wrote:Sir Dukey wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Armor isn't that OP, it's just that shield damaging weapons are "Too" good at killing shields. ScR has one of the highest DPS in the game and against shield it has DPS of above 1000. That in my opinion is a problem. I think efficiencies need to be worked. ScR +10% shield/-10% armor CR -7.5% shield/ +7.5% armor AR +5% shield/-5%armor EcT. The ability to use damage mods is truly my issue with armor tanking vs shield tanking. Scr rifles are ridiculous..especially to shields. But couple that with the ability to use damage mods and still have over 700 hp of health....how can you compete in a cal suit? My proposal doesn't nerf armor tanking at all...it just allows shield tankers to slightly even the score. Just like CR and MDs are extremely effective against armor.
You're like a nagging wife just looking for things to complain about. Your last post is such a reach.
The CR doesn't deal 20% to armor like the scr rifle does to shield. If the CR did that much damage to armor, then maybe you may have something to talk about.
The MD is an explosive, dude....but since you want to talk explosives, flux grenade will totally wipe out our shields and it doesn't even have to hit you directly. You just have to be in the blast radius. So, tell me more about how bad armor tankers have it.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3619
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Posted - 2014.12.28 06:38:00 -
[5] - Quote
Why not though? It doesn't even hurt armor tankers
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3620
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Posted - 2014.12.28 07:19:00 -
[6] - Quote
True Adamance wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Yeah damage modules always should have been in the low slots. However we have to put something or a few things in the high slots to allow armour tankers to do something. Could be heatsinks? Or could be Kin Kats (since prop modules are mid slots), or any of the other biotics ones like the Cardiac Regulators, code breakers, etc.
I'm not sure if this is in CCP's image but I don't have a problem with damage mods being in the high slots for armor tankers. I'd just like damage mods to be in the low slots as well. Because putting damage mods in only high OR low slots will tip the balance .
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3625
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Posted - 2014.12.29 02:31:00 -
[7] - Quote
killian178 wrote:Buwaro Draemon wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. Now you hit it. You reached maximum stupidity. Doing so would completely kill armor tanking. Since the only worth while mods tge armor tankers have for the high slots are damage mods. Shields on Gallente and Amarr suits are too low to make use of Extenders, Recharges or Emergizers. Moving damage modd to low will create shiled suits to be incredibly OP more so than what you guys proclaim armor is op. You guys will have speed, high tank, high regen and deal a lot of damage. While armor gets high tank, slow movibilty and slow regen. The link in my sig provides a better fix than this. You didnt notice the part where he said in ether high or low slots huh
Sometimes it's hard to read, I guess
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3630
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Posted - 2014.12.29 14:42:00 -
[8] - Quote
Heimdallr69 wrote:Okay Ydubbs, I like you so I'm hijacking your thread. Instead of deciding what goes where how bout we start coming up with mods we'd like implemented and whether they should be high/low and how they should work. Like Kain says I'd like a ROF mod maybe a range or accuracy mod
Those definitely deserve their own thread because I'd like to see them too
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:02:00 -
[9] - Quote
Kain Spero wrote:What if instead of damage mods in the lows we got ROF mods instead?
I would be ok with that. So, instead of a universal mod, we get a mod that will increase dps as well in the low slot? I'm for it....+1
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:03:00 -
[10] - Quote
Jathniel wrote:Low slot RoF mods for the low, and High slot damage mods for the high.
I see some interesting glass cannon scout builds coming out of this.
I see Scrambler Rifle lethality going through the roof.
This would actually make Amarr Assaults even more deadly.
I'm all for doing SOMETHING for shield suits, and I like the idea. But if we go with allowing damage mods for highs and lows, and/or introducing RoF mods, then I can only see putting a limit on this.
If you have one type, you cannot equip the other. Damage/RoF Mod in high slot, stops Damage and RoF mods from being added to the low slot, and vice versa. That would be the only way to prevent some really stupid game-breaking things from happening.
You make a good point.
Shield tanking is hard mode /period.
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Ydubbs81 RND
Ahrendee Mercenaries
3636
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Posted - 2014.12.30 05:07:00 -
[11] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Ydubbs81 RND wrote:The biggest advantage that an armor tanked suit has to shield tankers is the ability to use dmg mods without sacrificing their primary hp. Allow damage mods to be used in either low or high slots and that will bring about some balance between shield and armor tankers. How would this help shield suits .?. most armor suits have one or two high slots where you might get three in a PRO suit . The same number that a shield suit can take advantage of and the fact that Caldari suits have the same amount reversed that a armor suit has . You would actually kill shield suits unless it's a Min suit with this proposal , so you would actually see more people using Min suits to even out the deficiencies . You already don't want Caldari to dual tank , shield extenders have delay penalties and this would make fitting damage mods and regulators a tough fix , thus cutting the damage power of the Caldari to a third of there current rate coupled with the extended delay rate from the extenders and no way to reduce it if your already lacking lows and using one regulator . This is just one more thing to change this game for the worst . I can't wait until the shut off the servers because some of the things that you people come up with is ..... everything that works in EVE will not work for Dust and you people just can't get that threw your heads and why would you want the same mechanics anyway for two totally different games ??? Yes same universe but totally different games . Sometimes it's best to leave well enough alone and fix what's REALLY wrong . Edit : Caldari already has the lowest armor rep rates . I see where your making it for both highs and lows but it still seems un necessary . It's fine the way it is now .
I don't even play EVE...this has nothing to do with making what works on eve, works on dust.
The option will be there...whether a guy chooses to equip those damage mods or continue with the fits they have now will rest in their hands. But at least the option will be there to even up the playing field, if the merc chooses.
Shield tanking is hard mode /period.
> Check RND out here
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Ydubbs81 RND
Ahrendee Mercenaries
3637
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Posted - 2014.12.30 05:10:00 -
[12] - Quote
manboar thunder fist wrote:Using shields is proven to be better than using damage mods.
why would +1.5 damage per round on a 30 damage per shot rifle even make a difference at all! compared to 300 shields!
move on from the days of the old damage mods, and actually do some maths :P
Because you would get to keep those 300 shields and deal 1.7 (or higher if you stack) damage per round to their armor, while they're doing that to your shields coupled with +20% effiiciency coming from scrambler rifles.
Shield tanking is hard mode /period.
> Check RND out here
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