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Boot Booter
Titans of Phoenix
1201
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Posted - 2015.03.20 08:34:00 -
[1] - Quote
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. |
The dark cloud
Negative-Feedback.
4169
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Posted - 2015.03.20 09:15:00 -
[2] - Quote
You can add buffer tanking with full plates on the list of armor advantages too cause thats the case when a decent logi is in the squad. Reptool+buffer tank= extremely hard to kill.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7678
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Posted - 2015.03.20 09:21:00 -
[3] - Quote
This post is shockingly objective and constructive. Are you certain that you are actually a DUST player?
On a more serious note, while I have zero issue with your assertions, they are well thought out and they touch on actual issues, I must add that the community mindset on how fittings should be optimal is not compatible with the systrengths of shield tanking.
Part of it is that a few things need adjusting. The other part of it is armor tanking is just easier and takes less thought. I say this as a habitual sentinel who also runs all four assaults.
As far as shields vs. Ferros: sshields have a regen advantage upping the HP of extenders isn't the answer IMHO. It would swing the pendulum back a little too hard.
However, the extender penalty came before some of the better refinements to armor were a thing. It might be time to consider lifting them.
Kincats should be made equivalent to damage mods. Mobility is king with shields. Lowering the cost of kincats will not make the wiggle wiggle strafe detection dumbassery worse because kincats do not add to base speed, which is the attribute that dictates backpedal and strafe speed.
Shield threshold should be set to the lowest base value individual bullet in the game so a single stray round out of optimal will not screw you. But a stray shot from optimal can.
Jerking with range invariably gets people crying because if an assault can fit it so can an HMG/forge sentinel.
All in all I'm on board with you here.
AV
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
202
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Posted - 2015.03.20 12:01:00 -
[4] - Quote
I personally think that all shield extenders for both dropsuits and vehicles should get a straight buff to them. Keep all pg/cpu the same and buff them all
48th Special Operations Force.
Twitter- @48SOF
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE Immortals of War
1315
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Posted - 2015.03.20 13:59:00 -
[5] - Quote
also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
my calikangaroo plays peek-a-boo up up and away x5
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7681
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Posted - 2015.03.20 14:29:00 -
[6] - Quote
Ku Shala wrote:also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay ...ish. this doesn't have the same effect on vehicles as it does on dropsuits.
At all.
AV
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Boot Booter
Titans of Phoenix
1201
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Posted - 2015.03.20 16:57:00 -
[7] - Quote
The dark cloud wrote:You can add buffer tanking with full plates on the list of armor advantages too cause thats the case when a decent logi is in the squad. Reptool+buffer tank= extremely hard to kill.
I agree but I would like to see the rep tool + armor tanking remain an armor tanking thing. Shield repping seems counter intuitive when shields should be flanking or staying at distance. Plus I don't want to see the tank styles become similar, I. E. Rep and push straight towards the objective.
I think the answer is to give shields enough benefits that shields = armor even with the rep tool + buffer tank strategy. |
Boot Booter
Titans of Phoenix
1201
|
Posted - 2015.03.20 17:14:00 -
[8] - Quote
Breakin Stuff wrote:This post is shockingly objective and constructive. Are you certain that you are actually a DUST player?
On a more serious note, while I have zero issue with your assertions, they are well thought out and they touch on actual issues, I must add that the community mindset on how fittings should be optimal is not compatible with the systrengths of shield tanking.
Part of it is that a few things need adjusting. The other part of it is armor tanking is just easier and takes less thought. I say this as a habitual sentinel who also runs all four assaults.
As far as shields vs. Ferros: sshields have a regen advantage upping the HP of extenders isn't the answer IMHO. It would swing the pendulum back a little too hard.
However, the extender penalty came before some of the better refinements to armor were a thing. It might be time to consider lifting them.
Kincats should be made equivalent to damage mods. Mobility is king with shields. Lowering the cost of kincats will not make the wiggle wiggle strafe detection dumbassery worse because kincats do not add to base speed, which is the attribute that dictates backpedal and strafe speed.
Shield threshold should be set to the lowest base value individual bullet in the game so a single stray round out of optimal will not screw you. But a stray shot from optimal can.
Jerking with range invariably gets people crying because if an assault can fit it so can an HMG/forge sentinel.
All in all I'm on board with you here.
Thanks for your post, hopefully if we can keep this constructive we can make some actual changes for the better and pull shield tanking out of the rutt it's been in for months.
I wonder if shield tanking takes more thought because of the tactical style of shield tanking, or if shield tanking takes more thought because it's slightly weaker than armor? Or both? I guess you're hinting at both. Anyway I think, at least, the latter is true based on what I've seen and experienced.
I agree with the HP of shield extenders. I think hp values of all mods are OK where they are. I think instead that ferroscales should have a penalty, be it expensive capacity (like extenders) or perhaps a speed penalty. I'm ok with the shield extender penalty and I don't necessarily think removing it would level the playing field.
Could you elaborate on your opinion of range mods? For whatever reason I see them as equal and opposite to damage mods, as weapons are semi balanced on a damage versus range mindset. They are also a perfect alternative to armor in my opinion, much like damage is an alternative to shields. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7687
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Posted - 2015.03.20 17:49:00 -
[9] - Quote
Boot Booter wrote:
Could you elaborate on your opinion of range mods? For whatever reason I see them as equal and opposite to damage mods, as weapons are semi balanced on a damage versus range mindset. They are also a perfect alternative to armor in my opinion, much like damage is an alternative to shields.
I need only point to the number of people who absolutely screamed about how unfair it is that HMGs could kill them outside 20m over the last few weeks alone. Now apply the lesson to all the weapons.
AV
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Boot Booter
Titans of Phoenix
1202
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Posted - 2015.03.20 18:50:00 -
[10] - Quote
Breakin Stuff wrote:Boot Booter wrote:
Could you elaborate on your opinion of range mods? For whatever reason I see them as equal and opposite to damage mods, as weapons are semi balanced on a damage versus range mindset. They are also a perfect alternative to armor in my opinion, much like damage is an alternative to shields.
I need only point to the number of people who absolutely screamed about how unfair it is that HMGs could kill them outside 20m over the last few weeks alone. Now apply the lesson to all the weapons.
Yeah I guess but this would be in competition with hp mods, not a set value for the gun. Obvious point... Anyway I'll think some sort of weapon mod in low slots would help shield tankers.
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Ku Shala
UNITED MERCINARY AND PILOTS ALLIANCE Immortals of War
1319
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Posted - 2015.03.20 19:00:00 -
[11] - Quote
Breakin Stuff wrote:Ku Shala wrote:also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay ...ish. this doesn't have the same effect on vehicles as it does on dropsuits. At all. sorry is this not an infantry thread?
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
my calikangaroo plays peek-a-boo up up and away x5
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The dark cloud
Negative-Feedback.
4173
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Posted - 2015.03.20 20:55:00 -
[12] - Quote
Boot Booter wrote:The dark cloud wrote:You can add buffer tanking with full plates on the list of armor advantages too cause thats the case when a decent logi is in the squad. Reptool+buffer tank= extremely hard to kill. I agree but I would like to see the rep tool + armor tanking remain an armor tanking thing. Shield repping seems counter intuitive when shields should be flanking or staying at distance. Plus I don't want to see the tank styles become similar, I. E. Rep and push straight towards the objective. I think the answer is to give shields enough benefits that shields = armor even with the rep tool + buffer tank strategy. Are you crazy? If you make a solo shield suit better then a fully plated suit which aswell gets repped then thats imbalance cause that would mean 1 player>2. Getting a shield logi would set the field for fair play.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Boot Booter
Titans of Phoenix
1203
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Posted - 2015.03.20 22:22:00 -
[13] - Quote
The dark cloud wrote:Boot Booter wrote:The dark cloud wrote:You can add buffer tanking with full plates on the list of armor advantages too cause thats the case when a decent logi is in the squad. Reptool+buffer tank= extremely hard to kill. I agree but I would like to see the rep tool + armor tanking remain an armor tanking thing. Shield repping seems counter intuitive when shields should be flanking or staying at distance. Plus I don't want to see the tank styles become similar, I. E. Rep and push straight towards the objective. I think the answer is to give shields enough benefits that shields = armor even with the rep tool + buffer tank strategy. Are you crazy? If you make a solo shield suit better then a fully plated suit which aswell gets repped then thats imbalance cause that would mean 1 player>2. Getting a shield logi would set the field for fair play.
Not what I am saying...
I'm saying many people consider armor better because it can be repped. I agree shield suits should not be able to solo 2 players lol.
I guess what im saying is i dont like the idea of shield reps.
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DRT 99
Commando Perkone Caldari State
305
|
Posted - 2015.03.21 00:45:00 -
[14] - Quote
I agree with everything stated in the OP, but have one addition.
Flux grenades need to be changed, they are simply unfair to shield users. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7691
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Posted - 2015.03.21 02:47:00 -
[15] - Quote
Ku Shala wrote:Breakin Stuff wrote:Ku Shala wrote:also when your shield are 0 until you have 1 or more shield value nothing should reset your shield delay ...ish. this doesn't have the same effect on vehicles as it does on dropsuits. At all. sorry is this not an infantry thread? Yes, however, certain ideas have repercussions beyond the intended area of influence.
Also it doesn't really solve the core issue. Much as I would love to agree with you there.
AV
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WeapondigitX V7
The Exemplars
299
|
Posted - 2015.03.21 04:09:00 -
[16] - Quote
Boot Booter wrote: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.
I agree with the damage threshold ( I would suggest roughly 8-16hp threshold)
I dont see ferroscales as OP. Shield recharging on there own in combination with a shield mod is just as powerful as a low CPU/PG cost ferroscale plate combined with low 3hp constant reps. The shields would be able to out regen that easily at ranged fights. (assuming ewar is not considered)
Shield tanking combined with stealth ewar tanking is far easier, compared to armor tanking combined with stealth ewar tanking. Armor tanking with precision enhancers is another option, but shield tankers also have the additional option of shield tanking and using range enhancers (which would be considered viable if range enhancers were better or if the outer ewar scan range of dropsuits was increased from 110% base range to 150% range compared to the middle scan range level of dropsuits.) (I refer to the 3 scan ranges of dropsuits located at roughly 40% of scan range, 100% range, 110% range.)
moderate shield tanking combined with stealth ewar and some dmg mods make shield suits able to enter close ranges but with a different style. It is not user friendly.
I agree that basic and adv kinkats need a PG cost decrease, otherwise they are not worth using compared to the proto kinkat module. |
Vesta Opalus
T.H.I.R.D R.O.C.K
526
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Posted - 2015.03.21 04:16:00 -
[17] - Quote
Quote:I agree that basic and adv kinkats need a PG cost decrease, otherwise they are not worth using compared to the proto kinkat module.
You could always bump my thread on the topic to make Rattati notice. |
WeapondigitX V7
The Exemplars
299
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Posted - 2015.03.21 04:23:00 -
[18] - Quote
DRT 99 wrote:I agree with everything stated in the OP, but have one addition.
Flux grenades need to be changed, they are simply unfair to shield users.
flux grenades are not OP for caldari sentinels because of there splash resistance, which also affects locus grenades.
flux grenades wipe out your shields but they don't kill you, M1 and M8 and Core grenades might wipe out your shields and kill you if you focus your suit on regen shield tanking or moderate regen and hp.
flux grenades are less effective against high shield regen built suits, (less total shields, less overall damage, and you recover quicker, if you position yourself right, you can retreat easily, recover in 4 seconds using adv suits, and then attack again.) Then use your locus grenades against the armored enemy, then finish them off, because they are slower and regen slower, they usually cant retreat easily. (you must have very good aim otherwise the mechanics of the game will usually not compensate enough for you to use your suit and win.)
basic caldari suits are hard to use, the adv suits give you much more flexibility and allow regen built shield suits and high hp shield suits to shine.
The shield damage threshold idea can make high hp shield suits interesting at range, because even if you start using long range weaponry such as rail rifles, the shield suits will have enough time and hp in most circumstances to be able to run away further and start regening shields in open fields while being shot (such as 100 ranges with rail rifle and SCR enemy bullets).
Adding the shield threshold idea only to shield suits such as minmatar and caldari suits, but not gallente and amarr suits, would be my suggestion. |
DRT 99
Commando Perkone Caldari State
305
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Posted - 2015.03.21 04:35:00 -
[19] - Quote
flux grenade being balanced vs sentinels does not mean they are balanced. Havent ran the numbers but even a max brick cal sent isnt going to have shields (or atleast a meaningful ammount of shields) after a basic flux. a BASIC flux.
Think of it this way - if CCP were to introduce a grenade that reduced armor to 0, leaving shields intact and the clone alive, that would be just as balanced as flux grenades.
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Foehammerr
Dead Man's Game RUST415
157
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Posted - 2015.03.21 04:48:00 -
[20] - Quote
Boot Booter wrote: Tl;dr Shield damage threshold = a must
I agree with this however, there needs to be more added on. the reason shield tanking works in eve is because shields are always recharging versus the cyclical rep rate of armor. On top of that, the more shield extenders you fit, the faster the shield recharges because it's a percentage and not a flat number. The only drawback is that it makes the person appear bigger on scans. This needs to be implemented in Dust the same exact way with the only change being that shields increase you scan profile instead of hit box. The caldari scout already has a bonus to profile so the increase would be negated. Hopefully, with some other changes, this can turn the CScout into a kiting light frame as i imagine it should be. Also as I've heard, there's no real difference between using three regulators over two so the Ck.0 Assault can fit a damp. The only problem with this is finding a way to make regulators not redundant.
Boot Booter wrote: Ferroscales are OP
they aren't. In fact they used to be underpowered and cost too much to fit for how little armor HP they offered. They are in a good spot.
Boot Booter wrote: Kincats and extenders use too much PG.
I agree with this as well, but it could be argued they are where they need to be.
Boot Booter wrote: armor tankers have a monopoly on the damage vs range curve of weapons.
False. Dropsuits and weapons were designed to be fit with their respective race. This means when you use non racial weapons certain dropsuits they become sub optimal. For example, while it is lore accurate for the Gallente to use railguns, the limited design of the game fitting cost prevents stacking of damage mods because you run into fitting issues unlike you would if you were to fit blaster weapons. Railguns also have the Highest Alpha damage of its class anyway so they don't really need mods, unless you want to step into glass cannon territory. projectile weapons also have the highest dps (this shouldnt be the case) and better falloff than plasma weapons. Blaster weapons have the shortest range, optimal, and worst falloff, requiring Gallente suits to use damage mods, while the railgun projectile weapons have the best damage vs range curve for their respective classes of short and long range, not to mention the fact that you can (or should) be able to armor tank minmatar dropsuits fairly effectively, leaving room for damage mods. I'm unfamiliar with how lasers and Amarr tech stacks up so I can't give well educated input on this.
De Opresso Liber
Beta Vet since 2/5/2013
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DRT 99
Commando Perkone Caldari State
305
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Posted - 2015.03.21 17:36:00 -
[21] - Quote
you say ferroscales were trash because they didnt give enough HP for the PG / CPU needed. Have you looked at shield extenders lately? Ill save you the trouble, they take more fittings and give less HP. They also cost more ISK too so thats nice.
Also the RR does not have the highest alpha in its class, both the TAR and SCR do more, even ignoring the SCR charged shot. I could argue that one burst is technically still alpha, meaning burt AR and CR also have higher alpha. Infact im going to have to check the numbers but i have a suspicion breach AR does more damage per shot, too Just because rails have 'high alpha' doesnt mean they dont need damage mods - high alpha does not mean high (or even decent) DPS. You say that gallente have poor range so they have to use damage mods which in no way fix their bad range, yet caldari which have poor damage do not need to use damage mods. Additionally, you state that you can armor tank minmatar suits and stack damage. This is true but still leaves the caldari with low speed, low HP and pathetic damage.
Since youre unfamilliar with amarr ill break it down for you in EVE they have lots of lows and usually armor resists, so they can stack armor and damage pretty well at the same time, though increasing one will decrease the other. Meanwhile in DUST, they can tank as much as they want, stack damage on an already high damage weapon (that already has high DPS) and not have to sacrifice any DPS.
The point is shields simply dont measure up to armor in many ways, and a simple damage threshold isnt going to solve much other than making shields slightly better at rooftop camping (which, by the way, can still be countered by armor suits because they can stack myofibs and armor) |
Stormblade Green
KnightKiller's inc.
55
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Posted - 2015.03.21 23:37:00 -
[22] - Quote
Shield modules have just regular health.... Armour modules have heavy and light variations... plus one that heals and adds armour.... this is the main problem and why some weapons are over performing..... Like how ScR shreds shield tankers.... And the CR shred armour tankers
One might say... I'm very skilled... yet I'm his apprentice... So what does that say about my mentor?
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Boot Booter
Titans of Phoenix
1211
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Posted - 2015.03.22 17:26:00 -
[23] - Quote
DRT 99 wrote:you say ferroscales were trash because they didnt give enough HP for the PG / CPU needed. Have you looked at shield extenders lately? Ill save you the trouble, they take more fittings and give less HP. They also cost more ISK too so thats nice. Also the RR does not have the highest alpha in its class, both the TAR and SCR do more, even ignoring the SCR charged shot. I could argue that one burst is technically still alpha, meaning burt AR and CR also have higher alpha. Infact im going to have to check the numbers but i have a suspicion breach AR does more damage per shot, too Just because rails have 'high alpha' doesnt mean they dont need damage mods - high alpha does not mean high (or even decent) DPS. You say that gallente have poor range so they have to use damage mods which in no way fix their bad range, yet caldari which have poor damage do not need to use damage mods. Additionally, you state that you can armor tank minmatar suits and stack damage. This is true but still leaves the caldari with low speed, low HP and pathetic damage. Since youre unfamilliar with amarr ill break it down for you in EVE they have lots of lows and usually armor resists, so they can stack armor and damage pretty well at the same time, though increasing one will decrease the other. Meanwhile in DUST, they can tank as much as they want, stack damage on an already high damage weapon (that already has high DPS) and not have to sacrifice any DPS. The point is shields simply dont measure up to armor in many ways, and a simple damage threshold isnt going to solve much other than making shields slightly better at rooftop camping (which, by the way, can still be countered by armor suits because they can stack myofibs and armor)
I tend to agree with what DRT said here. Let's not get bottled up in eve lore. In dust, slaying is about 3 things; dps, strafe speed, and hp. (obviously skill is the main factor but let's assume we have evenly skilled players.). Armor tankers with ferroscales are able to achieve the same strafe speed, more HP, and can put on damage mods. What if we bumped the complex reactive plate to 2% speed penalty and gave all ferroscales a 1% speed penalty?
I think the damage threshold would help shields survivability (escaping etc) and just generally make them "feel" better, more practical.
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DJINN Jecture
MANUFACTURERS OF DEATH
293
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Posted - 2015.03.22 18:10:00 -
[24] - Quote
Boot Booter wrote: 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.
You are looking at it wrong. There is a difference between an active tank and a passive tank. A passive tank is RAW HP. An active tank has rechargers and regulators to make it rebuild quicker.
The Ferroscale falls under the Passive tanking mode as do Shield Extenders.
Reactive Plating and Rechargers, Regulators fall under the Active tanking mode and as such your comparison is flawed.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Boot Booter
Titans of Phoenix
1211
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Posted - 2015.03.22 18:21:00 -
[25] - Quote
DJINN Jecture wrote:Boot Booter wrote: 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.
You are looking at it wrong. There is a difference between an active tank and a passive tank. A passive tank is RAW HP. An active tank has rechargers and regulators to make it rebuild quicker. The Ferroscale falls under the Passive tanking mode as do Shield Extenders. Reactive Plating and Rechargers, Regulators fall under the Active tanking mode and as such your comparison is flawed.
Well you can call it what you want and perhaps you are right.
Doesn't change my opinion that ferroscales are better than shield extenders in a simple raw comparison. More HP, easier to fit. Couple this with the clunky feel of shield delays and recharging (damage threshold is part of this) and the result, in my humble opinion, is part of the reason armor is more competitive than shields. |
DJINN Jecture
MANUFACTURERS OF DEATH
294
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Posted - 2015.03.22 18:26:00 -
[26] - Quote
Boot Booter wrote:DJINN Jecture wrote:Boot Booter wrote: 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.
You are looking at it wrong. There is a difference between an active tank and a passive tank. A passive tank is RAW HP. An active tank has rechargers and regulators to make it rebuild quicker. The Ferroscale falls under the Passive tanking mode as do Shield Extenders. Reactive Plating and Rechargers, Regulators fall under the Active tanking mode and as such your comparison is flawed. Well you can call it what you want and perhaps you are right. Doesn't change my opinion that ferroscales are better than shield extenders in a simple raw comparison. More HP, easier to fit. Couple this with the clunky feel of shield delays and recharging (damage threshold is part of this) and the result, in my humble opinion, is part of the reason armor is more competitive than shields. Look at the cost for active modules as I mentioned previously, thats where the comparison can gain traction if there is any, if a person fits feros they need reps, so armor repair or the Reactive plating, otherwise all that equals the armor tank you describe is a shield tank no rechargers or regulators, they cannot be compared. A+B does not equal C+C.
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DJINN Jecture
MANUFACTURERS OF DEATH
294
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Posted - 2015.03.22 18:32:00 -
[27] - Quote
The damage threshold is another matter entirely, and for someone who runs both armor and shield as well as bottle tanked suits I can say without a doubt that some of what you say regarding damage threshold strikes a chord but I would be concerned that setting it too high would result in other balance issues, no more than 10 hp threshold would be ok.
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Boot Booter
Titans of Phoenix
1213
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Posted - 2015.03.23 07:29:00 -
[28] - Quote
DJINN Jecture wrote:Boot Booter wrote:DJINN Jecture wrote:Boot Booter wrote: 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.
You are looking at it wrong. There is a difference between an active tank and a passive tank. A passive tank is RAW HP. An active tank has rechargers and regulators to make it rebuild quicker. The Ferroscale falls under the Passive tanking mode as do Shield Extenders. Reactive Plating and Rechargers, Regulators fall under the Active tanking mode and as such your comparison is flawed. Well you can call it what you want and perhaps you are right. Doesn't change my opinion that ferroscales are better than shield extenders in a simple raw comparison. More HP, easier to fit. Couple this with the clunky feel of shield delays and recharging (damage threshold is part of this) and the result, in my humble opinion, is part of the reason armor is more competitive than shields. Look at the cost for active modules as I mentioned previously, thats where the comparison can gain traction if there is any, if a person fits feros they need reps, so armor repair or the Reactive plating, otherwise all that equals the armor tank you describe is a shield tank no rechargers or regulators, they cannot be compared. A+B does not equal C+C.
Yep I totally get what you are saying however how does this add up when you start considering the rep tool and rep hives?
Do you consider armor and shields to be balanced?
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Boot Booter
Titans of Phoenix
1213
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Posted - 2015.03.23 07:46:00 -
[29] - Quote
DJINN Jecture wrote:The damage threshold is another matter entirely, and for someone who runs both armor and shield as well as bottle tanked suits I can say without a doubt that some of what you say regarding damage threshold strikes a chord but I would be concerned that setting it too high would result in other balance issues, no more than 10 hp threshold would be ok.
EDIT: No, just checked some numbers and remembered why that is there, it prevents Shields from being OP.
Could you elaborate on these numbers you checked? I was recently thinking of the threshold being like 5 or less. Something so that jumps from a meter too high or an SMG round from 80 meters doesn't completely reset your delays. I'll try to do some controlled tests in actual game play of scenarios which annoy me when I'm shield tanking. Hopefully I can find a reasonable threshold level.
Anyway you seem to know your stuff, I'd like to tease ideas out of you. I'm just here stating my opinion (armor > shields) and my ideas. I honestly just want balance. |
DJINN Jecture
MANUFACTURERS OF DEATH
296
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Posted - 2015.03.23 14:50:00 -
[30] - Quote
Boot Booter wrote:DJINN Jecture wrote:The damage threshold is another matter entirely, and for someone who runs both armor and shield as well as bottle tanked suits I can say without a doubt that some of what you say regarding damage threshold strikes a chord but I would be concerned that setting it too high would result in other balance issues, no more than 10 hp threshold would be ok.
EDIT: No, just checked some numbers and remembered why that is there, it prevents Shields from being OP. Could you elaborate on these numbers you checked? I was recently thinking of the threshold being like 5 or less. Something so that jumps from a meter too high or an SMG round from 80 meters doesn't completely reset your delays. I'll try to do some controlled tests in actual game play of scenarios which annoy me when I'm shield tanking. Hopefully I can find a reasonable threshold level. Anyway you seem to know your stuff, I'd like to tease ideas out of you. I'm just here stating my opinion (armor > shields) and my ideas. I honestly just want balance. The Caldari are not the only ones who shield tank, so this doesn't only affect them. I counted the number ofsuits I personally can shield tank with and came up with a very large number even without caldari being in the picture. That said those suits can dual tank or armor tank as well. The problem comes in when a suit is dual tanked, or armor tanked with a regulator to improve his shield regen. It works out to nigh impossible to hurt them and kill them... do you want to run around a corner into a caldari assault that your first bullet only does 9.5 damage but the rep of the shields is such that he gains back 1/3 of them per recharge cycle?
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