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Leadfoot10
Molon Labe. General Tso's Alliance
3545
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Posted - 2015.03.17 20:03:00 -
[31] - Quote
You could not be more dead on accurate & have done so with no disparaging remarks (intended or unintended). Well done. |
Joseph Ridgeson
WarRavens
3395
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Posted - 2015.03.17 20:14:00 -
[32] - Quote
Let's not get into semantics about 'requiring more finesse' or being a better player for running Shields. That is going to bring the conversation down.
LeadFoot10 has done a good job showing the errors in many of the arguments that amount to "Shields are as good as armor." I am going to paraphrase for time purposes. If I am doing a strawman, I apologize and let me know if I can correct it while staying just a few words long:
1. "Getting the most out of Shields is not about stacking EHP but about regenerating quickly." -Problem: This also requires more modules and more SP than Armor. The argument is about making Shields work as effectively as Armor, though not the same way. To make Shields work as well as armor, it requires more SP and module slots. This is not a benefit of Shields but a detriment.
2. "You should be fighting at range and thereby minimize your damage taken." - Problem: This is entirely based on the weapon. An Amarr Assault with a Scrambler Rifle has about the same range as a Caldari Assault with a Rail Rifle. The Amarr is capable of operating at range as well as also having more EHP for the close range fight. Equating Shields with Range is inaccurate as it is based solely on the weapon and not the suit. Stating "we just need more maps that favor Shields" is, again, favoring only the weapon that the Caldari use and not the Shields themselves.
3. "Shields are great if you can flank the enemy." - Problem: This is a level of play style that is not necessary for the Armor user. Instead of thinking it as "The Armor user charges while the Shield user flanks", it comes off as "The Armor user can charge or flank while the Shield user must flank." Adding an additional requirement in order for something to be on par with another option is a passable definition of underpowered. Would be like saying "A knife is more powerful than a gun if the knife is already in your throat"; it is true but it doesn't mean anything in regards to the actual power difference of a gun or a knife when the situation is already assumed to happen.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Songs of Seraphim
Negative-Feedback.
364
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Posted - 2015.03.17 20:33:00 -
[33] - Quote
Boot Booter wrote:What is the current state of shield vs armor tanking? What can we do to balance the two? Does it make sense to balance weapons before balancing shield and armor?
Rattati has spent a lot of time balancing weapons. We are now in a much better place than we were previously (six months ago), however now we are getting into small tweaks and it made me wonder what the point was if there is imbalance between shields and armor. I'd like if we could discuss this and come up with some solutions. Mandatory "Keep it civil" statement.
My opinion. The trend from what I have been seeing is repeating buffs to shield based weaponry (AR and AScr) as these weapons underperform in the current armor meta. This makes shield tanking even more difficult. I see no point in further balancing weapons until we fix shield and armor.
My Ideas. Shield damage threshold - any damage below the threshold does not stop recharge or reset delay (value idk)
Passive shield and armor hardeners - this would be a new module which goes in highs for shields and lows for armor. We could use this module directly to balance the two.
Damage threshold should be a thing, for sure. It's aggravating when I barely scathe into armor and as I'm recharging shields, a random bulllet puts that to a screeching halt. And scrambling for cover till then is no good when the enemy is barraging you with bullets.
And something should be done about shield regulators as well. Or the depleted rates on shield suits. Even with 3 regulators, I have 2.5 seconds of delay and 3 seconds depleted delay. Diminishing returns lead to some putting a Ferroscale or reactive in the lows for higher survivability (or even a KinCat).
As for shield extenders... Lower fitting cost and/or keep the depleted delay percentile in line with the other extenders.
Caldari loyalist
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Izlare Lenix
Pub Stars
1415
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Posted - 2015.03.17 20:37:00 -
[34] - Quote
CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields.
The only real truth in history is that it was bloody.
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Vesta Opalus
T.H.I.R.D R.O.C.K
521
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Posted - 2015.03.17 20:42:00 -
[35] - Quote
One merc vs. one merc, the equation is pretty close to balanced, which is why this is such a difficult issue to get across to people.
In a team setting armor has more EHP, more regen due to triage hives/repair tools, more access to damage via damage mods. The only thing shields are good for is HP padding a speed tanked suit, which is why every single suit I have with high shields is either a speed tank suit or a passive scan cal scout.
P.S. Tac Scrambler still massively OP vs. shield tanked suits, etc. |
Vesta Opalus
T.H.I.R.D R.O.C.K
521
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Posted - 2015.03.17 20:44:00 -
[36] - Quote
Izlare Lenix wrote:CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields.
This sounds pretty spectacularly dumb considering we just went through patch Charlie where the Gunnlogi was functionally invincible. I keep seeing **** like this ascribing all kinds of blanket opinions and favoritism to CCP, but the fact is CCP couldnt find its own butt if it wasnt attached to their backsides, so this kind of conspiracy theory talk as if they have some kind of unified vision, or any vision at all, is ludicrous and doesn't help anything. |
gustavo acosta
Capital Acquisitions LLC Bad Intention
1069
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Posted - 2015.03.17 20:59:00 -
[37] - Quote
Joseph Ridgeson wrote:
1. "Getting the most out of Shields is not about stacking EHP but about regenerating quickly." -Problem: This also requires more modules and more SP than Armor. The argument is about making Shields work as effectively as Armor, though not the same way. To make Shields work as well as armor, it requires more SP and module slots. This is not a benefit of Shields but a detriment.
2. "You should be fighting at range and thereby minimize your damage taken." - Problem: This is entirely based on the weapon. An Amarr Assault with a Scrambler Rifle has about the same range as a Caldari Assault with a Rail Rifle. The Amarr is capable of operating at range as well as also having more EHP for the close range fight. Equating Shields with Range is inaccurate as it is based solely on the weapon and not the suit. Stating "we just need more maps that favor Shields" is, again, favoring only the weapon that the Caldari use and not the Shields themselves.
3. "Shields are great if you can flank the enemy." - Problem: This is a level of play style that is not necessary for the Armor user. Instead of thinking it as "The Armor user charges while the Shield user flanks", it comes off as "The Armor user can charge or flank while the Shield user must flank." Adding an additional requirement in order for something to be on par with another option is a passable definition of underpowered. Would be like saying "A knife is more powerful than a gun if the knife is already in your throat"; it is true but it doesn't mean anything in regards to the actual power difference of a gun or a knife when the situation is already assumed to happen.
Counterpoints: 1. SP requirements are moot in general, it is not a good point in any balancing argument because the whole "I put x amount of sp into y thing therefore I'm entitled to z is always struck down. Dedication to a certain playstyle is the choice of the user, therefore there so no good reason to give them anything.
2. Shield users aren't supposed to play at range they're supposed to play less aggressively than armor tanks, that's why the hp given from extenders is less then plates. Not to mention this is the manner of playstyle gives shield users the optimal benefits of their suits. (high regen+low reg+avoiding fire=crazy regen)
3. It's a bad point to begin with so I can't make an argument for it.
4. Shield users get the option to armor tank effectively this should not be overlooked when talking about balance.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Foo Fighting
Sinq Laison Gendarmes Gallente Federation
208
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Posted - 2015.03.17 21:17:00 -
[38] - Quote
Interesting discussion. Map design is the biggest factor for sure.
The other disadvantage that shields suffer is the fact they are on top of armour. Meaning any weapon with a shield biased profile gets its advantage earlier in the engagement than an armour biased weapon, this is a real advantage with high alpha weapons like the scr (tactical and psychological). |
Ghost Kaisar
Negative-Feedback
10680
|
Posted - 2015.03.17 21:21:00 -
[39] - Quote
LUGMOS wrote:Damage threshold NEEDS to be a thing.
But what would the threshold be?
It would have to be high enough to warrant use, but low enough that you aren't horridly OP.
I'm thinking 10-15ish damage. Enough that SMG / ACR/ HMG rounds at range would be almost inneffective, but not high enough to shrug off Rail Rifle shots.
Or maybe a threshold over time? Otherwise the burst HMG could be useless. Something like 100 damage over a second?
Combine the two? You ignore regen if you take less than 100 damage from weapons that deal 15 damage per shot over 1 second?
I'm not sure. It would be cool, and a defining feature for shield tankers, but very hard to do right. You're a hop, skip, and a jump away from OP with this.
Currently listening to: Max Anarchy OST
Old School Scout, watch out for the knives
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Joseph Ridgeson
WarRavens
3397
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Posted - 2015.03.17 21:25:00 -
[40] - Quote
gustavo acosta wrote: Counterpoints: 1. SP requirements are moot in general, it is not a good point in any balancing argument because the whole "I put x amount of sp into y thing therefore I'm entitled to z is always struck down. Dedication to a certain playstyle is the choice of the user, therefore there so no good reason to give them anything.
2. Shield users aren't supposed to play at range they're supposed to play less aggressively than armor tanks, that's why the hp given from extenders is less then plates. Not to mention this is the manner of playstyle gives shield users the optimal benefits of their suits. (high regen+low reg+avoiding fire=crazy regen)
3. It's a bad point to begin with so I can't make an argument for it.
4. Shield users get the option to armor tank effectively this should not be overlooked when talking about balance.
1. It is a slippery slope to state that it isn't a negative that it requires more SP because "I put X amount of SP into Y thing therefore I'm entitled to Z." I was merely showing that, yes, it does require more SP. This is a negative of Shields. It would be like Ferroscale being a third skill called "Plate Adjustment." I was also not stating that Shields must be better because it requires more skills. I am, however, saying that it requiring more Skills to be on par with Armor is a negative to Shields. Stating "dedication to a certain playstyle is the choice of the user, therefore there so no good reason to give them anything" is no different than saying "(Underpowered thing) doesn't need to get buffed because it is the choice of the user to go down that route." Again, the primary reason was just "why does it take more SP to do the same thing?" rather than "it should do more because it takes more SP."
2. An Armor user playing "less aggressively" does not get a negative to not playing "aggressively" in the same way that a Shield user does. This is very similar to Argument 3; "just don't play Aggressive." An Armor user is more than capable as doing just as well as a Shield user by "playing less aggressively" as a Shield user.
3. Just here as a placeholder to keep in line with your 1-4 for ease of reading.
4. "Armor users get the option to Shield tank effectively. This should not be overlooked when talking about balance." This is similar to stating "X weapon is not overpowered because anyone can use X weapon." Even if that is a bit of an oversimplification, the fact is that the street goes both ways so it isn't a specific bonus to Shields.
The purpose was to show flaws that I have seen come up over and over in arguments against the basis of "Armor is superior to Shields." No disrespect was meant and, hopefully, none taken.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Izlare Lenix
Pub Stars
1415
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Posted - 2015.03.17 21:37:00 -
[41] - Quote
Vesta Opalus wrote:Izlare Lenix wrote:CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields. This sounds pretty spectacularly dumb considering we just went through patch Charlie where the Gunnlogi was functionally invincible. I keep seeing **** like this ascribing all kinds of blanket opinions and favoritism to CCP, but the fact is CCP couldnt find its own butt if it wasnt attached to their backsides, so this kind of conspiracy theory talk as if they have some kind of unified vision, or any vision at all, is ludicrous and doesn't help anything.
A small window of time when gunlogi was good does not change the fact that the vast majority of Dust's history armor had been the preferred meta especially for infantry.
I'd also like to point out the ONLY reason why gunlogi had it's 15mins of fame is because swarms were way too strong against armor vehicles.
The only real truth in history is that it was bloody.
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gustavo acosta
Capital Acquisitions LLC Bad Intention
1069
|
Posted - 2015.03.17 21:52:00 -
[42] - Quote
Joseph Ridgeson wrote: 1. It is a slippery slope to state that it isn't a negative that it requires more SP because "I put X amount of SP into Y thing therefore I'm entitled to Z." I was merely showing that, yes, it does require more SP. This is a negative of Shields. It would be like Ferroscale being a third skill called "Plate Adjustment." I was also not stating that Shields must be better because it requires more skills. I am, however, saying that it requiring more Skills to be on par with Armor is a negative to Shields. Stating "dedication to a certain playstyle is the choice of the user, therefore there so no good reason to give them anything" is no different than saying "(Underpowered thing) doesn't need to get buffed because it is the choice of the user to go down that route." Again, the primary reason was just "why does it take more SP to do the same thing?" rather than "it should do more because it takes more SP."
2. An Armor user playing "less aggressively" does not get a negative to not playing "aggressively" in the same way that a Shield user does. This is very similar to Argument 3; "just don't play Aggressive." An Armor user is more than capable as doing just as well as a Shield user by "playing less aggressively" as a Shield user.
3. Just here as a placeholder to keep in line with your 1-4 for ease of reading.
4. "Armor users get the option to Shield tank effectively. This should not be overlooked when talking about balance." This is similar to stating "X weapon is not overpowered because anyone can use X weapon." Even if that is a bit of an oversimplification, the fact is that the street goes both ways so it isn't a specific bonus to Shields.
The purpose was to show flaws that I have seen come up over and over in arguments against the basis of "Armor is superior to Shields." No disrespect was meant and, hopefully, none taken.
1. Good point, however because of precedent in discussing balance that point is always made so I thought I should make it, not to mention a small amount of things are put under this scrutiny.
2. Playing less aggressively as an armor user is not optimal because one can say that it is a waste of consistent rep and tank. The same can be said about shield users playing aggressively in that it is a waste of regen timers and regen itself, thought you're right it is more of a detriment to shield users.
3. (deleted)
3. Technically speaking armor suits cannot "shield tank properly" because of the base stats given their suits, shield suits are not pressed under this because armor give an exponential amount of hp and reps. The versatility of a suit should not be overlooked when discussing tanks because tank is under the scrutiny of how well the suits that use their main tank.
GimmeDatSuhWeet isk
We found a new pope to teach shield users how to shield tank, all hail pope redblood the 6th
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Leadfoot10
Molon Labe. General Tso's Alliance
3547
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Posted - 2015.03.17 22:36:00 -
[43] - Quote
Vesta Opalus wrote:P.P.S. Energizers and Rechargers take way too much CPU.
That is a very good idea, I think.
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Leadfoot10
Molon Labe. General Tso's Alliance
3547
|
Posted - 2015.03.17 22:44:00 -
[44] - Quote
Izlare Lenix wrote:CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields.
The above was not even close to always true, and I truly believe that CCP wants balance in this game.
I'm sorry if you disagree.
Tell me, Islare, were you around during the reign of Cal Logis and AR514?
Listen, I don't think anyone is arguing that shields are better than armor, but to say that CCP wants it one way and it has never been and will never be another is both untrue and unfair.
IMO, of course. :) |
Vesta Opalus
T.H.I.R.D R.O.C.K
522
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Posted - 2015.03.18 00:58:00 -
[45] - Quote
Izlare Lenix wrote:Vesta Opalus wrote:Izlare Lenix wrote:CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields. This sounds pretty spectacularly dumb considering we just went through patch Charlie where the Gunnlogi was functionally invincible. I keep seeing **** like this ascribing all kinds of blanket opinions and favoritism to CCP, but the fact is CCP couldnt find its own butt if it wasnt attached to their backsides, so this kind of conspiracy theory talk as if they have some kind of unified vision, or any vision at all, is ludicrous and doesn't help anything. A small window of time when gunlogi was good does not change the fact that the vast majority of Dust's history armor had been the preferred meta especially for infantry. I'd also like to point out the ONLY reason why gunlogi had it's 15mins of fame is because swarms were way too strong against armor vehicles.
Someone doesnt remember Cal Logi.
And swarms were not too strong against armor tanks, the gunnlogi was just straight up overpowered. |
Sgt Kirk
Fatal Absolution Negative-Feedback
9967
|
Posted - 2015.03.18 01:01:00 -
[46] - Quote
Izlare Lenix wrote:Vesta Opalus wrote:Izlare Lenix wrote:CCP is incapable of balance and their love of armor is undeniable.
Therefore the following will always remain true in Dust: Armor > Shields. This sounds pretty spectacularly dumb considering we just went through patch Charlie where the Gunnlogi was functionally invincible. I keep seeing **** like this ascribing all kinds of blanket opinions and favoritism to CCP, but the fact is CCP couldnt find its own butt if it wasnt attached to their backsides, so this kind of conspiracy theory talk as if they have some kind of unified vision, or any vision at all, is ludicrous and doesn't help anything. A small window of time when gunlogi was good does not change the fact that the vast majority of Dust's history armor had been the preferred meta especially for infantry. I'd also like to point out the ONLY reason why gunlogi had it's 15mins of fame is because swarms were way too strong against armor vehicles. A small window of time? You haven't been here long I take it, this is the third cycle of shield vehicles being over powered and little known fact for the first year of this game armor tanking on infantry was the worst thing you could do. The only thing CCP favors is Caldari art.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Joseph Ridgeson
WarRavens
3403
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Posted - 2015.03.18 02:58:00 -
[47] - Quote
gustavo acosta wrote:
1. Good point, however because of precedent in discussing balance that point is always made so I thought I should make it, not to mention a small amount of things are put under this scrutiny.
2. Playing less aggressively as an armor user is not optimal because one can say that it is a waste of consistent rep and tank. The same can be said about shield users playing aggressively in that it is a waste of regen timers and regen itself, thought you're right it is more of a detriment to shield users.
3. (deleted)
3. Technically speaking armor suits cannot "shield tank properly" because of the base stats given their suits, shield suits are not pressed under this because armor give an exponential amount of hp and reps. The versatility of a suit should not be overlooked when discussing tanks because tank is under the scrutiny of how well the suits that use their main tank.
1. Boop.
2. I don't see the logic in attempting to prove that Armor have to be more aggressive by stating "you are not utilizing your always active regeneration." That's like saying "Caldari Assaults better always be re-loading to make use out of that faster reload speed." The only thing I can see is that Armor are capable of playing more aggressive given higher EHP and constant regeneration while Shields cannot. The original premise was that "Shield were meant to be more Passive" however I do not see where Armor has a negative in having to be in CQC or not being able to also play passively. Shields having to do something in order to be arguably on par with Armor is not a benefit, but a detriment, to Shields.
3. Boop.
4. Again, "Shield suits cannot 'armor tank properly' because of the base stats given to their suits" based on naturally having less Armor. Even then, I still have to say that "you can Armor tank as a Shield suit" is hardly a bonus to Shield suits. Also, I would argue that a Caldari Assault does not have versatility because to be arguably on par with Armor suits they are going to have to use Regulators in their lows. Even if that were not the case Armor suits can be just as 'versatile' based on them being able to put in useful modules as their high slots. It isn't as if the Shield suit has some special bonus in this.
But if I were to be slightly tongue in cheek, what does it say when the benefit of the Shield suit is "it can put in Armor" but "an Armor suit couldn't/wouldn't want to put in Shield modules"?
To the people that are trying to spin the narrative that "Armor has always been better" and that "Armor is favored to CCP" probably do not remember: 1. Armor Plates and Repairers were buffed because they were not seeing use compared to Shields. 2. The Bumblebee of Death. 3. Basic and Advanced Shield Extenders were buffed because the scaling was absolutely atrocious (22/33/66).
There are still problems with the balance of Armor and Shields but attempting to say that it has always been one way is simply false.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Ralden Caster
KILL-EM-QUICK Rise Of Legion.
153
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Posted - 2015.03.18 03:39:00 -
[48] - Quote
Make shield regen less "pulsey" and make it restore large chunks of shielding, or even all at once.
Pick up a QUAFE weapon today;
ITS TIME TO PUMP LIQUID FREEDOM
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cray cray FISH
Caught Me With My Pants Down
41
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Posted - 2015.03.18 04:00:00 -
[49] - Quote
I have run caldari assault from the beginning of my dust career. It is better than people give it credit for, example, the reload bonus i actually enjoy, i only recently tried a RR on my alt and my god it has gotten me killed how slow it reloads. Anyway the caldari are effective at mid range where cover can be used, the problem here is that dust isn't built around this.
Skirmish and Domination require you to push points and breach locations, which the caldari just is bad at. (I don't consider ambush a real game mode). So the fundamental features of dust, shields are less effective.
.#Stormtrooper4life
Team BD's Resident Fish
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WeapondigitX V7
The Exemplars
288
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Posted - 2015.03.18 04:07:00 -
[50] - Quote
[quote=Vulpes Dolosus]Shield tanking will always be worse than armor, mainly because flux grenades wipe out any shield tank, and to a lesser extent Scrambler weapons (highest burst DPS light weapons, highest damage profile, against the weaker tank (in terms of straight numbers)).
Other factors include: minimal speed difference per hp lost (due to ferroscales being about as good as extenders and fitting difficulties between kin cats and shield extenders), repair tools/hives for armor competing shield's higher native reps, and the lack of a damage threshold for breaking shield regen (people stopping you shield regen by plinking you from 80m doing <5 damage or falling down a small drop).[/quote/]
Flux nades usually do 500 shield damage to all suits cause they only have roughly 500 shields except caldari sentinels.
M1 grenades do roughly 500 armor damage anyway and can kill you. The grenades are pretty balanced except that std locus and sleek grenades do very little damage compared to other rifle weapons 'damage over 1 second' values. That creates a disincentive to use std locus grenades.
The real annoyance is that shields have a playstyle that is less obvious to see when use for CQC. You need dampeners and damage mods and maybe 1 shield mod for CQC shield styles.
The armor CQC style is stack armor and damage, you will be fighting head on and dying anyway, that is a obvious thing for new players, it is the easiest playstyle to understand and there are less things to worry about that could go wrong. The lack of tutorials in DUST 514 is contributing to the new players understanding the obvious armor style first (there are other armor play styles as though) before understanding how to use shield suits in different ways.
Additionally the map design favours the easy to understand 'in your face' player style of armor that I highlighted. |
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Sgt Kirk
Fatal Absolution Negative-Feedback
9968
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Posted - 2015.03.18 04:18:00 -
[51] - Quote
WeapondigitX V7 wrote:[quote=Vulpes Dolosus]Shield tanking will always be worse than armor, mainly because flux grenades wipe out any shield tank, and to a lesser extent Scrambler weapons (highest burst DPS light weapons, highest damage profile, against the weaker tank (in terms of straight numbers)).
Other factors include: minimal speed difference per hp lost (due to ferroscales being about as good as extenders and fitting difficulties between kin cats and shield extenders), repair tools/hives for armor competing shield's higher native reps, and the lack of a damage threshold for breaking shield regen (people stopping you shield regen by plinking you from 80m doing <5 damage or falling down a small drop).[/quote/]
Flux nades usually do 500 shield damage to all suits cause they only have roughly 500 shields except caldari sentinels.
M1 grenades do roughly 500 armor damage anyway and can kill you. The grenades are pretty balanced except that std locus and sleek grenades do very little damage compared to other rifle weapons 'damage over 1 second' values. That creates a disincentive to use std locus grenades.
The real annoyance is that shields have a playstyle that is less obvious to see when use for CQC. You need dampeners and damage mods and maybe 1 shield mod for CQC shield styles.
The armor CQC style is stack armor and damage, you will be fighting head on and dying anyway, that is a obvious thing for new players, it is the easiest playstyle to understand and there are less things to worry about that could go wrong. The lack of tutorials in DUST 514 is contributing to the new players understanding the obvious armor style first (there are other armor play styles as though) before understanding how to use shield suits in different ways.
Additionally the map design favours the easy to understand 'in your face' player style of armor that I highlighted.
You hit the nail on the head brother.
This game has a **** poor tutorial on the game's own mechanics.
CCP Ratati wants to make NPE better, he should have stayed on the track on better explanations on the game and its features.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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GLOBAL RAGE
Consolidated Dust
138
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Posted - 2015.03.18 04:22:00 -
[52] - Quote
pegasis prime wrote:Iv been shield tanking since i started playing Dust specificly caldari suits and teck.
There is a few things about shield tanking iv learned
1. If your engaging your enimy head on your doing it wrong. (Allways attack frohpthe flank unless your wepon outranges thiers)
2. It's not about stacking extenders , regulators are key here on my Cko suits i stack complex regulators and get my delay down to1.6 seconds on my assaults and 1.2 on my logies (all caldari) also enegisers do wonders 90+ hp per second
3. cover is your friend (especially when you get that recharge dely down to less than 2 seconds and that regen up to 90+ on a 400+ shielded assault suit.
Most folks who claim shield tanking is garbage are doing it wrong, any one who puts armour on a Caldari suit is doing it wrong.
Let's talk about your #1. Gal and Ammar can do both and Minass speed equates to anything they want. If your enemy assaults you head what do you do? run away and flank..lol |
Sgt Kirk
Fatal Absolution Negative-Feedback
9968
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Posted - 2015.03.18 04:38:00 -
[53] - Quote
GLOBAL RAGE wrote:pegasis prime wrote:Iv been shield tanking since i started playing Dust specificly caldari suits and teck.
There is a few things about shield tanking iv learned
1. If your engaging your enimy head on your doing it wrong. (Allways attack frohpthe flank unless your wepon outranges thiers)
2. It's not about stacking extenders , regulators are key here on my Cko suits i stack complex regulators and get my delay down to1.6 seconds on my assaults and 1.2 on my logies (all caldari) also enegisers do wonders 90+ hp per second
3. cover is your friend (especially when you get that recharge dely down to less than 2 seconds and that regen up to 90+ on a 400+ shielded assault suit.
Most folks who claim shield tanking is garbage are doing it wrong, any one who puts armour on a Caldari suit is doing it wrong. Let's talk about your #1. Gal and Ammar can do both and Minass speed equates to anything they want. If your enemy assaults you head on what do you do? run away and flank..lol Enemy assaults you head on from what?
Be more specific.
Does he charge you head on from 70 meters? Blap his ass before he can get in close.
Is he already close?
Try to control the range.
Whoever controls the range controls the tide of battle.
As long as 5/6 (83%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Imp Smash
Molon Labe. General Tso's Alliance
749
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Posted - 2015.03.18 06:25:00 -
[54] - Quote
I think it's less a matter of
--->Armor>shield
and more a matter of
---->Most-battlefield-situations-in-dust-favor-stand-and-deliver-over-guerilla-style-combat.
(especially around objective points) and armor is better at stand and deliver. Of course that is not always the case; my Cal Sent is just fine going toe to toe with an Am Sent or Gal Sent, but that is because of how I play him. Since most people who want to run shields don't want to run shields like shields are MEANT to be run -- they fail and say Armor>shield.
Although, honestly, the lack of shield repair tools/hives CERTAINLY shifts the balance of power towards armor in terms of maintainability!
This is another part where map design is a huge factor on balance. |
Xocoyol Zaraoul
Superior Genetics
3627
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Posted - 2015.03.18 06:32:00 -
[55] - Quote
My only issue is that at higher SP, you can in most situations (not all) create a better armor regen then shield regen. My CalAss sports 500 sheilds and boasts an amazing regen of I think over 80 a second with a delay of like a second and a half or two, but it doesn't stack up against a guy with the (now) spammable triage hives, especially if you already have a suit repping natively 20+ a second.
Armor has flexibility when you count hives and rep tools, Shields don't have much.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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GLOBAL RAGE
Consolidated Dust
138
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Posted - 2015.03.18 10:17:00 -
[56] - Quote
Reign Omega wrote:Also by comparison, the few cases in which shield combat and long range warfare are actually effective at holding ground, they're highly effective. Cal assault with RR can essentially lock down wide open spaces between objectives with minimal manpower. It's just unfortunate that there aren't more situations like this available for those types of players.
wide open spaces? do you mean where the tanks drive around? you do get to wave at the derp ship side gunners, and keep the snipers interest until clokeboy scout shoots you in the BACK!
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GLOBAL RAGE
Consolidated Dust
138
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Posted - 2015.03.18 10:21:00 -
[57] - Quote
Sgt Kirk wrote:GLOBAL RAGE wrote:pegasis prime wrote:Iv been shield tanking since i started playing Dust specificly caldari suits and teck.
There is a few things about shield tanking iv learned
1. If your engaging your enimy head on your doing it wrong. (Allways attack frohpthe flank unless your wepon outranges thiers)
2. It's not about stacking extenders , regulators are key here on my Cko suits i stack complex regulators and get my delay down to1.6 seconds on my assaults and 1.2 on my logies (all caldari) also enegisers do wonders 90+ hp per second
3. cover is your friend (especially when you get that recharge dely down to less than 2 seconds and that regen up to 90+ on a 400+ shielded assault suit.
Most folks who claim shield tanking is garbage are doing it wrong, any one who puts armour on a Caldari suit is doing it wrong. Let's talk about your #1. Gal and Ammar can do both and Minass speed equates to anything they want. If your enemy assaults you head on what do you do? run away and flank..lol Enemy assaults you head on from what? Be more specific. Does he charge you head on from 70 meters? Blap his ass before he can get in close. Is he already close? Try to control the range. Whoever controls the range controls the tide of battle.
kirk, you truly represent the average gaullente.
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