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DJINN Jecture
MANUFACTURERS OF DEATH
296
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Posted - 2015.03.23 14:52:00 -
[31] - Quote
Boot Booter wrote: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? It has been suggested that we get a shield rep tool rather than more modification to caldari class suits as this would be more balanced (not really sure what to make of this yet but I have hopes it would be a good addition depending on how its used).
Edit: Just because I run out of shields doesn't mean I am dead, the reps are a good buffer even for a shield tanked caldari.
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sabre prime
Crux Special Tasks Group Gallente Federation
987
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Posted - 2015.03.23 16:35:00 -
[32] - Quote
I have a quick question.
Does anyone know if the total number of hitpoints (HP) are the same for dropsuits within a class? For example, can the caldari sentinel achieve the exact same amount of total HP as the Amarr sentinel. Just divided seperately between shield and armour obviously, based on racial lore?
I've never bothered to check this, but I was just wondering whether the suits take this kind of balance into account.
The slow blade penetrates the shield.
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Boot Booter
Titans of Phoenix
1213
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Posted - 2015.03.23 17:57:00 -
[33] - Quote
sabre prime wrote:I have a quick question.
Does anyone know if the total number of hitpoints (HP) are the same for dropsuits within a class? For example, can the caldari sentinel achieve the exact same amount of total HP as the Amarr sentinel. Just divided seperately between shield and armour obviously, based on racial lore?
I've never bothered to check this, but I was just wondering whether the suits take this kind of balance into account.
No they definitely are not and not really supposed to. However an amarr sent stacked with all ferroscales and 1 damage mod can get up to about 1530 ehp and still has plenty of capacity to fit weapons. A Caldari sent stacked with all extenders and 1 armor plate get to about 1580 ehp with the same speed but wouldn't get to use a gun .
The idea is that the Caldari will have to drop some ehp but have better regen than the Amarr which makes up for the difference in hp. However the rep tool kinda nullifies this point and the cheap capacity cost of ferroscales allows armor tankers to take full advantage of both HP and damage. |
The Eristic
Dust 90210
839
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Posted - 2015.03.23 18:22:00 -
[34] - Quote
I'd like to see regen mods receive another buff at sub-Complex levels. It's *very* difficult to make a workable true shield tank without running Complex everything in every slot, especially with non-Pro suits.
Reality is the original Rorschach.
Verily! So much for all that.
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Ralden Caster
KILL-EM-QUICK Rise Of Legion.
162
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Posted - 2015.03.27 01:56:00 -
[35] - Quote
Honestly, reducing shield recharge delay to 3 seconds and buffing recharge rate a bit would probably be all that's necessary. It would work well with the hit and run doctrine of shield suits, while the depleted delay should be kept as is so that when you are caught with your pants down, they don't regenerate instantly as you duck.
My pants are on fire.
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DeathwindRising
ROGUE RELICS
943
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Posted - 2015.03.27 02:25:00 -
[36] - Quote
Shield threshold would do wonders. I would wait on anything more though until the dust settled on that change. Cal assault would be almost unkillable at range unless using a rail rifle.
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DRT 99
Commando Perkone Caldari State
327
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Posted - 2015.03.27 04:35:00 -
[37] - Quote
shield's regeneration advantage is irrelevant when you consider that one person per squad with a repper or rep hives can repair his teamates after a gunfight, at a speed that shields can only attain if they gimp their fit. these armor suits can also stack damage mods
a decent shield tank demands your lows are regulators, so shield suits are using all their slots to stay alive, while armor suits can do it better with just ferroscales in the lows and still have less of a penalty AND spare highs.
Theres something wrong here.
i'd be happy with a significant buff to low end recharges, energizers and regulators and a small buff to low end extender HP along with having Extender PG/CPU looked at, or a nerf to all repair tools, ferroscales and triage hives. Ideally the buff to shields. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7723
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Posted - 2015.03.27 07:54:00 -
[38] - Quote
You wouldn't HAVE to dedicate all slots to survival in a shield suits if the breakdown Between CQC and open ground maps was more even.
If you can keep enemies at a distanve shields hold an advantage if being more easily able to evade faster and regenerating rapidly behind cover.
This is assuming a few quality of life tweaks. Shields aren't horrible right now. They just aren't quite wwhere they need to be.
But it's close enough that it'll be easy to overbuff them.
AV
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