Scheneighnay McBob
And the ButtPirates
6442
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Posted - 2015.05.06 21:23:00 -
[1] - Quote
Cypher Nil wrote:Apocalyptic Destroyer wrote:Will they ever be up to par with eachother? You get way note out of Plating than Shield Extenders, so there's no poin in running Shield Extenders just either a Complex Extender or Precision Mods or DMG Mods There not suppose to be up to par with each other, there suppose to each have there own strengths and weaknesses. Armour is good vs blasters and lasers, can heal as its damaged and be healed with rep tools during combat. it also slows you down due to being bulky. Shields are good vs rail, projectiles and explosives. should have higher eHP compared to armour but cannot heal during combat, can regen faster then armour outside of combat without a rep tool and not hinder your movement speed. the issue with shields is they are not given enough eHP compared to armour, this is to balance the extra movement speed they give but as aim assist exists in the game this is rendered a moot nerf. shields also don't regen faster then someone who is being rep'd. I personally believe this entire issue could be solved by giving shields ether a larger shield pool per module or giving shields a constant passive regen rate while in combat which is disabled if you shields are poped, the larger regen rate would still exist but only activate when out of combat as usual You're missing the point of shields, even with your whole spiel on their differences.
Armor is for mindless toe-to-toe combat: idiots in armor bashing other idiots in armor. It's sturdy, and the user doesn't need to mind their regen.
Shields are for people who don't plan on trying to block every shot with their face in CQC. Shields are for: 1. fighting at long range where your enemies are out of their optimal, and where you can hide in cover for a few seconds without being overtaken 2. retreating backwards for a little bit in mid-range combat while the enemy shifts their attention elsewhere, and your health quickly regenerates.
Shields are trickier to use, but offer an advantage at mid-long range, especially with teammates. If you get within close enough range for the enemy to get you with a flux, that's where armor should be better than shields.
IMO, the current imbalance between shields and armor is with modules. To have your shields working effectively, you need extenders and rechargers in highs, along with regulators in lows. Armor users have everything they need for their armor in their lows, so their highs are free to fit precision enhancers, damage mods, and myofibril stimulants.
There are all sorts of combinations of changes that can be done to correct that. My main idea, however, is to remove the recharge delay penalty on shield extenders, and changing armor repairers to high slots. Both shield and armor users could dedicate their entire fitting to both tank and regen, while ignoring damage mods, biotics, and electronics, or they could choose to sacrifice either tank or regen to improve other stats.
Some details can be ignored
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