After making a post in GD and listening to people's opinion on the state of infantry shield tanking, I've come up with a list of reasons why armor > shield, with possible solutions. This is of course if you believe that armor > shield, as the general consensus seemed to be in the
previous thread I made.
Shield damage threshold - everyone seemed to agree that shields should have a threshold in which any damage below the threshold would not stop recharge or reset delay. I believe this number should be in the 5 - 10 hp range. All shield tankers know how annoying it is to jump from a ledge that's a bit too high or to take a stray SMG bullet from 80 meters and have your delays reset.
Ferroscales - ferroscale plates offer more HP and are cheaper to fit the shield extenders with zero drawback. This is a huge balance issue. Sure shields recharge on their own and Ferroscales do not, but in order to fit a proper shield tank you have to sacrifice slots for regulators and rechargers as necessary for an, on average, lower hp pool. Point being is a shield tanker must sacrifice just as many, If not more, slots for non hp mods as armor tankers do, therefore having a natural regen is a rather mute point. Ferroscales > extenders, simple as that. Perhaps consider a small speed reduction or increased capacity cost for ferros.
Damage mods vs Kincats - armor tankers have damage mods which can be stacked to great effect. Shield tankers could in theory use speed as a weapon. Certainly speed is a valuable attribute for shield tanking unless you plan on sitting at range an entire match which, as highlighted in my previous thread, does not typically help to win matches. (as a side point it has been stated that maps and objectives are just more suited for armor tanking). However back on topic, damage mods are much easier to fit than Kincats when considering the capacity cost of shield extenders in PG and the PG limitations of shield based suits.
I suggest several solutions. Reduce kincat or extenders PG requirements, and/ or add a new low slot module which increases weapons effective range. Tl;dr
Shield damage threshold = a must
Ferroscales are OP
Kincats and extenders use too much PG / armor tankers have a monopoly on the damage vs range curve of weapons.