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Mexxx Dust-Slayer
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330
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Posted - 2015.02.21 16:36:00 -
[1] - Quote
Cat Merc wrote: Most effective setup? My main suit I run all the time is a Gal Assault, I have 540 armor with 20hp/s (one kin cat). The average amount of shields a PRO Cal Assault has is 620 shields, with 50hp/s and 2/3 delays, with a kin cat.
Try again.
To have that amazing shield tank, that cal assault has to dedicate 7 slots to his tank and to fit a kincat on top of that is not possible without downgrading a module/sidearm/equipment.
Also the armour suit has 2 damage mods and innate shields that are effectively better than the shield user's armour. |
Mexxx Dust-Slayer
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333
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Posted - 2015.02.21 17:26:00 -
[2] - Quote
Cat Merc wrote:Mexxx Dust-Slayer wrote:IMO it's balanced.
Try again. Did I say it's not balanced? I was refuting people saying that armor is overpowered, I was never claiming it's underpowered. Shields can get their own tank to higher than armor can, but at the cost of more slots. Armor however can increase its own damage, so even if the effective tank is lower, the higher damage potential compensates. And the armor tanker has better shields than the shield user's armor, throw a shield extender on that and it'll increase your survivability against CR and RR significantly or use a precision enhancer to give 30m scan radius on all assaults and 7.5m scan radius on undampened min/amarr scouts. |
Mexxx Dust-Slayer
Negative-Feedback
334
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Posted - 2015.02.21 17:31:00 -
[3] - Quote
Cat Merc wrote:Mexxx Dust-Slayer wrote:Cat Merc wrote:Mexxx Dust-Slayer wrote:IMO it's balanced.
Try again. Did I say it's not balanced? I was refuting people saying that armor is overpowered, I was never claiming it's underpowered. Shields can get their own tank to higher than armor can, but at the cost of more slots. Armor however can increase its own damage, so even if the effective tank is lower, the higher damage potential compensates. And the armor tanker has better shields than the shield user's armor, throw a shield extender on that and it'll increase your survivability against CR and RR significantly or use a precision enhancer to give 30m scan radius on all assaults and 7.5m scan radius on undampened min/amarr scouts. Yes, as I was saying, we can compensate for our relatively weak tank with other abilities. Also, I'm pretty sure undampened Min/Amarr scouts are a myth Plenty of scrubs in pubs that don't know what they're doing. |
Mexxx Dust-Slayer
Negative-Feedback
335
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Posted - 2015.02.21 17:39:00 -
[4] - Quote
Cat Merc wrote:Heimdallr69 wrote:Get rid of DMG mods.. Armor suits even min can use DMG mods without losing anything.. 591 armor 24 reps 200 shields and 3 complex DMG mods, also movement speed 5 so I'm just as fast as caldari..526 shields 82 recharge 2 seconds, why the hell can't I have DMG mods too? That breaks TTk. Long range battles are won by armor cuz they rep through it whereas shields have to hide for at least 2 seconds of taking 0 DMG before they even start to recharge. 2 seconds. 2 bloody seconds. Do you even know how slow this game is? In a long range engagements, you can afford to wait 2 seconds, especially when you have 82hp/s lmao I once made a gal assault fit 45HP/s 406 armor, that's 90HP in 2 seconds. Funny af but super hard to survive in. |
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