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Harpyja
2
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Posted - 2015.05.20 17:22:00 -
[1] - Quote
1) A shield vehicle's main line of defense is its shield, so every second under fire counts, whereas armor vehicles have their shield buffer to buy them time while their hardeners come online 2) Armor reps used to give armor at the end of each cycle while shield boosters gave shield at the start of each cycle, it would make sense that shield hardeners are instantaneous as well while armor hardeners keep their activation delay.
"By His light, and His will"- The Scriptures, 12:32
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
459
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Posted - 2015.05.20 19:55:00 -
[2] - Quote
I guess.
48th Special Operations Force
Twitter-@48SOF
Weekly YES OR NO
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.20 20:47:00 -
[3] - Quote
Its pretty typical in both EVE and earlier builds of Dust for shield modules to gain benefit immediately after module activation, and armor modules to gain benefit at the end of the cycle after module activation. This was most easily seen in Shield Boosters that regained HP at the start of their 1 second cycles, vs armor repairers that gained HP at the end of their 3 second cycles (the old boosters/repairers mind you)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Operative 1174 Uuali
Y.A.M.A.H
726
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Posted - 2015.05.20 20:59:00 -
[4] - Quote
Harpyja wrote:1) A shield vehicle's main line of defense is its shield, so every second under fire counts, whereas armor vehicles have their shield buffer to buy them time while their hardeners come online 2) Armor reps used to give armor at the end of each cycle while shield boosters gave shield at the start of each cycle, it would make sense that shield hardeners are instantaneous as well while armor hardeners keep their activation delay.
It's like CCP is teying to force Cal to be long range or hot and run so much so that the maps and game play just don't work well with it.
Bigger maps or restricted, tactical infantry movement mechanics would allow for long range fighting without sitting on he redline or having to roll into an AV barrage.
Before the vehicle rebalance you could passive tank a Gunnlogi with adapters and that worked well because you relied more on base HP. Therefore, you had to roll in and out or fight long range, but still had more opportunity to roll in and do more before rolling out.
Rather than popping shield hardeners or balancing around shield hardeners, I'd like to see balance around passive shield tanking through adapter mods with the hardeners going back to giving that little oomph in a CQ tank fight.
The CPM candidate we need, not the one we want. The candidate for the rest of us.
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Gabriel Minutti
Eternal Beings
8
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Posted - 2015.07.04 13:47:00 -
[5] - Quote
Harpyja wrote:1) A shield vehicle's main line of defense is its shield, so every second under fire counts, whereas armor vehicles have their shield buffer to buy them time while their hardeners come online 2) Armor reps used to give armor at the end of each cycle while shield boosters gave shield at the start of each cycle, it would make sense that shield hardeners are instantaneous as well while armor hardeners keep their activation delay. I totally support the shield hardener activation buff. In that instant before the hardener beggins to apply... you can get destroyed or badly damaged by a Kubo's Plasma Cannon. o7
"Listen! Shut the fuck up!"
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TheEnd762
SVER True Blood RUST415
781
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Posted - 2015.07.05 00:29:00 -
[6] - Quote
A vehicle's main line of defense is running away like a coward. :P |
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