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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.20 21:49:00 -
[1] - Quote
CCP is trying to force shield tanks to play a long range game style.
Okay, but the maps aren't made for this and nor are the turrets. This is just one problem.
It's fine if CCP want shield tanks to play a long range battle, but the simple fact is that armor tanks are just much better at everything than shield tanks.
Why? Because their slot layout. Armor tanks benefit heavily from the fact that most of the turret modules are on the high slots which make them supper effective at using railguns (which heat up like a biottchh) where as they are able to tank in the lows. On the other hand, shield tanks not only have laughable tanking modules.
Even with two complex heavy shield extenders on Shield HAV's, an Armor tank can easily surpass the total EHP just by using a enhanced armor plate.
Guess what though, in a minute, an Armor tank will repair more armor than a Shield tank with Heavy booster and passives will repair shields.
Not only that, the heavy shield boosters take the same PG as two complex armor repairs. This is a flippin shield tank mate, we don't have that much PG nor can we afford it.
Simply put, armor passive repairs are much better than those regenerative capabilities of shield tanks.
Now for the Shield hardener vs Armor hardener.
In every way, armor hardener is much better than shield.
1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
|
Posted - 2015.05.20 21:49:00 -
[2] - Quote
CCP is trying to force shield tanks to play a long range game style.
Okay, but the maps aren't made for this and nor are the turrets. This is just one problem.
It's fine if CCP want shield tanks to play a long range battle, but the simple fact is that armor tanks are just much better at everything than shield tanks.
Why? Because their slot layout. Armor tanks benefit heavily from the fact that most of the turret modules are on the high slots which make them supper effective at using railguns (which heat up like a biottchh) where as they are able to tank in the lows. On the other hand, shield tanks not only have laughable tanking modules.
Even with two complex heavy shield extenders on Shield HAV's, an Armor tank can easily surpass the total EHP just by using a enhanced armor plate.
Guess what though, in a minute, an Armor tank will repair more armor than a Shield tank with Heavy booster and passives will repair shields.
Not only that, the heavy shield boosters take the same PG as two complex armor repairs. This is a flippin shield tank mate, we don't have that much PG nor can we afford it.
Simply put, armor passive repairs are much better than those regenerative capabilities of shield tanks.
Now for the Shield hardener vs Armor hardener.
In every way, armor hardener is much better than shield.
1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield hardener is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield hardener on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Derpty Derp
Dead Man's Game
1
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Posted - 2015.05.20 23:13:00 -
[3] - Quote
Lowering the cost of shield boosters would be quite nice, since the only thing that really makes the armour HAV stand out, is its ability to recover from damage.
Really, map and turret type decide more than the tanks themselves... Small maps leave every tanker in the redzone with a rail, or getting shot from the redzone by AV and Rails (why in the hell do such tiny maps exist anyway?)
But on the better maps it's really just turret preference... If the Maddi is sporting anything other than a blaster, you can run rings around it with a Gunni... If it's got a blaster, then rails are the best best, because even though missiles do a decent amount of damage, the turbo Maddi is going to be in range within seconds and when a blaster is in range, you're pretty much fooked.
Madrugas with rails are pretty laughable... Like a turtle with a slingshot. |
Lupus Wolf
Minmatar Republic
281
|
Posted - 2015.05.21 00:05:00 -
[4] - Quote
Sir Dukey wrote:CCP is trying to force shield tanks to play a long range game style, but the maps aren't made for this and nor are the turrets. ^^^^^^^^THIS
"Dogfighting with missiles is like watching two armless kids try to catch a baseball." - Dust Fiend
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Vesta Opalus
Ostrakon Agency Gallente Federation
729
|
Posted - 2015.05.21 04:39:00 -
[5] - Quote
Sir Dukey wrote:CCP is trying to force shield tanks to play a long range game style.
Okay, but the maps aren't made for this and nor are the turrets. This is just one problem.
It's fine if CCP want shield tanks to play a long range battle, but the simple fact is that armor tanks are just much better at everything than shield tanks.
Why? Because their slot layout. Armor tanks benefit heavily from the fact that most of the turret modules are on the high slots which make them supper effective at using railguns (which heat up like a biottchh) where as they are able to tank in the lows. On the other hand, shield tanks not only have laughable tanking modules.
Even with two complex heavy shield extenders on Shield HAV's, an Armor tank can easily surpass the total EHP just by using a enhanced armor plate.
Guess what though, in a minute, an Armor tank will repair more armor than a Shield tank with Heavy booster and passives will repair shields.
Not only that, the heavy shield boosters take the same PG as two complex armor repairs. This is a flippin shield tank mate, we don't have that much PG nor can we afford it.
Simply put, armor passive repairs are much better than those regenerative capabilities of shield tanks.
Now for the Shield hardener vs Armor hardener.
In every way, armor hardener is much better than shield.
1.) Armor Hardener lasts much longer. 6 whole seconds longer without skills (gap increases with skill)
2.) The fitting: The PG of Shield hardener and CPU of Armor hardener is proportionate. BUT... Complex Shield Hardener CPU cost vs Armor Hardener PG cost.
The CPU cost of a Complex Shield extender is 341 which is 1/4 or 26.6% of my CPU on a Gunnlogi The PG cost of a Complex Armor hardener is 400 PG which is like is approx 13% of the Madrugars PG
Gåæ That does not seem fair at all. Why does it take twice the fitting space to fit a shield hardener on a shield tank than a Armor Hardener on a Armor tank?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
So why is it so uneven for the Gunnlogi/why is it so advantageous to use Armor Hardener on Armor tank than a Shield Hardener on Shield tank?
The major problem between tank balance is still that you can expect to have repairs on your armor tank during combat, with their effect being magnified greatly due to hardeners.
Ran into a gunnlogi today that confirmed my suspicion that there is nothing wrong with the shield tanks except that the rep/hardener madruger is just out of control.
Just fix that broken combo and tank balance will be fine (or at least much closer and easier to balance). In fact I think AV might be too underpowered to compete with them now. |
KalOfTheRathi
Nec Tributis
1
|
Posted - 2015.05.21 07:56:00 -
[6] - Quote
I am sorry but the entire idea of a 'glass cannon' tank makes no sense. Well, it might be worth thinking about except for the very actions of CCP. Specifically how can you shoot at range when there is no range in the game anymore? Tanks and turrets have gotten repeatedly ganked by the shank masters. FG and AV can get close enough to the red line that CCP's idea just cost anyone silly enough to listen to them a tank. Not to mention these forums and the chats are filled with QQs about red line tanks (but CCP likes it doesn't stem the tide of QQs).
My alt got in a tank fight tonight (UTC morning) and the Red tank fired from extreme (okay, Dust's pizz ant) range. I backed up, put on the hardener, enabled the missile damage mod, rolled forward and dumped a clip. Dead shield tank (C/1). I suspect that target acquisition focus cost them their tank (that a bad fit). With the exception of the blaster tanks both missile and rail guns have effective damage at exactly the same range. With hardeners coming with 2 second delays waiting until you see the shields dropping is too late. Once I have blasted through their shields they are dead.
It is rare that a shield tank can get away from my Maddies. They have, but not many. Not saying my Maddies are perfect. Losing them happens more than I like and it is much too expensive. One of the reason not to play Dust too long, this game is so weird in that playing costs game currency. Win or lose, you lose.
My favorite tank is a Lightning. Just sayin.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
|
Posted - 2015.05.21 19:15:00 -
[7] - Quote
KalOfTheRathi wrote:I am sorry but the entire idea of a 'glass cannon' tank makes no sense. Well, it might be worth thinking about except for the very actions of CCP. Specifically how can you shoot at range when there is no range in the game anymore? Tanks and turrets have gotten repeatedly ganked by the shank masters. FG and AV can get close enough to the red line that CCP's idea just cost anyone silly enough to listen to them a tank. Not to mention these forums and the chats are filled with QQs about red line tanks (but CCP likes it doesn't stem the tide of QQs). My alt got in a tank fight tonight (UTC morning) and the Red tank fired from extreme (okay, Dust's pizz ant) range. I backed up, put on the hardener, enabled the missile damage mod, rolled forward and dumped a clip. Dead shield tank (C/1). I suspect that target acquisition focus cost them their tank (that a bad fit). With the exception of the blaster tanks both missile and rail guns have effective damage at exactly the same range. With hardeners coming with 2 second delays waiting until you see the shields dropping is too late. Once I have blasted through their shields they are dead. It is rare that a shield tank can get away from my Maddies. They have, but not many. Not saying my Maddies are perfect. Losing them happens more than I like and it is much too expensive. One of the reason not to play Dust too long, this game is so weird in that playing costs game currency. Win or lose, you lose.
Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
|
Posted - 2015.05.21 19:15:00 -
[8] - Quote
KalOfTheRathi wrote:I am sorry but the entire idea of a 'glass cannon' tank makes no sense. Well, it might be worth thinking about except for the very actions of CCP. Specifically how can you shoot at range when there is no range in the game anymore? Tanks and turrets have gotten repeatedly ganked by the shank masters. FG and AV can get close enough to the red line that CCP's idea just cost anyone silly enough to listen to them a tank. Not to mention these forums and the chats are filled with QQs about red line tanks (but CCP likes it doesn't stem the tide of QQs). My alt got in a tank fight tonight (UTC morning) and the Red tank fired from extreme (okay, Dust's pizz ant) range. I backed up, put on the hardener, enabled the missile damage mod, rolled forward and dumped a clip. Dead shield tank (C/1). I suspect that target acquisition focus cost them their tank (that a bad fit). With the exception of the blaster tanks both missile and rail guns have effective damage at exactly the same range. With hardeners coming with 2 second delays waiting until you see the shields dropping is too late. Once I have blasted through their shields they are dead. It is rare that a shield tank can get away from my Maddies. They have, but not many. Not saying my Maddies are perfect. Losing them happens more than I like and it is much too expensive. One of the reason not to play Dust too long, this game is so weird in that playing costs game currency. Win or lose, you lose.
Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.05.21 19:26:00 -
[9] - Quote
Derpty Derp wrote:Lowering the cost of shield boosters would be quite nice, since the only thing that really makes the armour HAV stand out, is its ability to recover from damage.
Really, map and turret type decide more than the tanks themselves... Small maps leave every tanker in the redzone with a rail, or getting shot from the redzone by AV and Rails (why in the hell do such tiny maps exist anyway?)
But on the better maps it's really just turret preference... If the Maddi is sporting anything other than a blaster, you can run rings around it with a Gunni... If it's got a blaster, then rails are the best best, because even though missiles do a decent amount of damage, the turbo Maddi is going to be in range within seconds and when a blaster is in range, you're pretty much fooked.
Madrugas with rails are pretty laughable... Like a turtle with a slingshot.
tiny maps came from people crying about big maps |
Magnus Belmont
Kameira Lodge Amarr Empire
3
|
Posted - 2015.05.21 19:32:00 -
[10] - Quote
Caldari isn't Galente enough, serious problem yo. |
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Scheneighnay McBob
And the ButtPirates
6
|
Posted - 2015.05.21 20:01:00 -
[11] - Quote
Hardeners never should have been re-introduced, IMO. It doesn't work with maps this tiny.
All hardeners need to be nerfed- I say stop all health regen while they're active.
Some details can be ignored
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KalOfTheRathi
Nec Tributis
1
|
Posted - 2015.05.21 23:15:00 -
[12] - Quote
Magnus Belmont wrote:Caldari isn't Galente enough, serious problem yo. What does that mean?
Non-EVE player.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.05.21 23:28:00 -
[13] - Quote
Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side).
You are correct on their shield warning. I use Maddy shields as a I got shot flag.
To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active.
The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die.
It worked. Of course, I have very few of my friends left here down in the dust.
Possibly not as they planned.
My favorite tank is a Lightning. Just sayin.
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
6
|
Posted - 2015.05.21 23:30:00 -
[14] - Quote
KalOfTheRathi wrote:Magnus Belmont wrote:Caldari isn't Galente enough, serious problem yo. What does that mean? Non-EVE player. They mean people are complaining that caldari aren't good at using fittings and tactics that the gallente are meant to use.
It works with just about every complaint about the caldari
Some details can be ignored
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.21 23:44:00 -
[15] - Quote
Scheneighnay McBob wrote:KalOfTheRathi wrote:Magnus Belmont wrote:Caldari isn't Galente enough, serious problem yo. What does that mean? Non-EVE player. They mean people are complaining that caldari aren't good at using fittings and tactics that the gallente are meant to use. It works with just about every complaint about the caldari
To be fair though Shields are not well depicted in Dust nor are the Caldari. They are essentially the Amarr of Shields.
"Crush all who complain!"
- Arkena Wyrnspire
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KalOfTheRathi
Nec Tributis
1
|
Posted - 2015.05.22 00:26:00 -
[16] - Quote
True Adamance wrote:Scheneighnay McBob wrote:KalOfTheRathi wrote:Magnus Belmont wrote:Caldari isn't Galente enough, serious problem yo. What does that mean? Non-EVE player. They mean people are complaining that caldari aren't good at using fittings and tactics that the gallente are meant to use. It works with just about every complaint about the caldari To be fair though Shields are not well depicted in Dust nor are the Caldari. They are essentially the Amarr of Shields. Thanks you two.
So the Caldari shields would be equal to Amarr armor then?
Well, Dust shields have been a problem since before Chromosome. And they only got worse with the actual game release. Something to do with the physics and how damage is applied is off. They only seem to be effective against missiles and with one or more hardeners active.
My favorite tank is a Lightning. Just sayin.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 00:45:00 -
[17] - Quote
KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned.
Putting two hardeners on a shield tank take up 40% of the CPU though.
Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
|
Posted - 2015.05.22 00:45:00 -
[18] - Quote
KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned.
Putting two hardeners on a shield tank take up 40% of the CPU though.
Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 00:49:00 -
[19] - Quote
Sir Dukey wrote:KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned. Putting two hardeners on a shield tank take up 40% of the CPU though. Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease.
Free access to fitting modules bro.
"Crush all who complain!"
- Arkena Wyrnspire
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 00:50:00 -
[20] - Quote
Derpty Derp wrote:Lowering the cost of shield boosters would be quite nice, since the only thing that really makes the armour HAV stand out, is its ability to recover from damage.
Really, map and turret type decide more than the tanks themselves... Small maps leave every tanker in the redzone with a rail, or getting shot from the redzone by AV and Rails (why in the hell do such tiny maps exist anyway?)
But on the better maps it's really just turret preference... If the Maddi is sporting anything other than a blaster, you can run rings around it with a Gunni... If it's got a blaster, then rails are the best best, because even though missiles do a decent amount of damage, the turbo Maddi is going to be in range within seconds and when a blaster is in range, you're pretty much fooked.
Madrugas with rails are pretty laughable... Like a turtle with a slingshot.
You do realize Madrugars easily fit fuel injectors. They are also faster in a straight line.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
|
Posted - 2015.05.22 00:50:00 -
[21] - Quote
Derpty Derp wrote:Lowering the cost of shield boosters would be quite nice, since the only thing that really makes the armour HAV stand out, is its ability to recover from damage.
Really, map and turret type decide more than the tanks themselves... Small maps leave every tanker in the redzone with a rail, or getting shot from the redzone by AV and Rails (why in the hell do such tiny maps exist anyway?)
But on the better maps it's really just turret preference... If the Maddi is sporting anything other than a blaster, you can run rings around it with a Gunni... If it's got a blaster, then rails are the best best, because even though missiles do a decent amount of damage, the turbo Maddi is going to be in range within seconds and when a blaster is in range, you're pretty much fooked.
Madrugas with rails are pretty laughable... Like a turtle with a slingshot.
You do realize Madrugars easily fit fuel injectors. They are also faster in a straight line.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 00:51:00 -
[22] - Quote
True Adamance wrote:Sir Dukey wrote:KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned. Putting two hardeners on a shield tank take up 40% of the CPU though. Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease. Free access to fitting modules bro.
What do you mean?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
Unfair advantage for Armor Tanks.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 00:51:00 -
[23] - Quote
True Adamance wrote:Sir Dukey wrote:KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned. Putting two hardeners on a shield tank take up 40% of the CPU though. Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease. Free access to fitting modules bro.
What do you mean?
Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG.
Unfair advantage for Armor Tanks.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 01:02:00 -
[24] - Quote
Sir Dukey wrote:True Adamance wrote:Sir Dukey wrote:KalOfTheRathi wrote:Sir Dukey wrote:Missiles are almost absolutely pointless against an armor tank. Also, the blaster turret can probably dig through 2000-3000 of my shields before the shield hardener is up (My primary defense) which is a major issue. Armor tanks get a warning because they have shield as a buffer. Their majority of HP is Armor so they have plenty of time to turn on hardeners. Not fair. Sorry, I run XTs more than any other turret (I have yet to adjust to the heat reduced rail guns). I pop more armor tanks than shields. There are more armor on the field, so that is normal. But I can eat through their shields in just a few missiles and most of their armor in one clip. Fast reload and I can get enough back in the magazine to finish it off, even with hardeners and with repair going constantly. Every now and then I find a tanker that neither can get the edge over. Quite funny when it happens and we both have back off. Hoping for AV support or another tanker (or our side). You are correct on their shield warning. I use Maddy shields as a I got shot flag. To survive in a shield you must enter the fight with at least one hardener active. They reduce missile strikes by a significant amount. For blasters, you simply cannot get close to them. Armor or shield. Turning on a hardener after you get hit will usually be fruitless, as in you get no apple today - cause you're dead. 2 second delays are lethal. Two hardeners take 4-5 seconds to be active. The great TANK SHANK of 1.7/1.8 redesigned tank warfare. It is quite a bit simpler, easier to understand, less rewarding and it moved me from shields to armor. As designed by CCP. That is what they stated they wanted to accomplish. Shields are glass cannons, meant to hit and run. Or come in close and die. It worked. Of course, I have very few of my friends left here down in the dust. Possibly not as they planned. Putting two hardeners on a shield tank take up 40% of the CPU though. Also, I doubt you are able to take out a proto madrugar with XT-201s too. My missiles even with damage mods barley scratch their armor while they just chip away at my shield with their blasters with ease. Free access to fitting modules bro. What do you mean? Fitting a Complex shield extender on Gunnlogi takes up 26.6% of CPU and 9% of the PG ON the other hand, a Armor Hardener on a Madrugar takes up 13% CPU and 13% PG. Unfair advantage for Armor Tanks.
3x CMP Shield Extenders and 2x ADV Hardeners with 1x ADV PG enhancer can amount to 6175 Shields and 10,000+ Effective Shielding in combat and fit any turret barring the Missile Launcher which requires a BSC CPU Upgrade. Thing about Shield HAV currently is that they have essentially unrestricted access to PG and CPU modifiers which can massive impact on how your fit your HAV.
So yes Shield Modules do cost a larger percentage of their base fitting allocation but can modify those allocations without sacrificing their racial tank.
Also why are you comparing a Shield Extender to an Armour Hardener. That's not a good comparison at all since one is a raw HP modifier while the other is an effective hit point modifier.
"Crush all who complain!"
- Arkena Wyrnspire
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 01:07:00 -
[25] - Quote
True Adamance wrote: 3x CMP Shield Extenders and 2x ADV Hardeners with 1x ADV PG enhancer can amount to 6175 Shields and 10,000+ Effective Shielding in combat and fit any turret barring the Missile Launcher which requires a BSC CPU Upgrade. Thing about Shield HAV currently is that they have essentially unrestricted access to PG and CPU modifiers which can massive impact on how your fit your HAV.
So yes Shield Modules do cost a larger percentage of their base fitting allocation but can modify those allocations without sacrificing their racial tank.
Also why are you comparing a Shield Extender to an Armour Hardener. That's not a good comparison at all since one is a raw HP modifier while the other is an effective hit point modifier.
??? so you have 6175 shields, a 4 sec delay and 126 shields a sec? No booster no nothing. How is that even a viable fit outside the redline? What are you going to do when you get attacked? Run to the redline? LOL.
Also, I'm comparing shield and Armor hardener.
Just a typo.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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NIGGSWORM
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.05.22 01:07:00 -
[26] - Quote
True Adamance wrote: 3x CMP Shield Extenders and 2x ADV Hardeners with 1x ADV PG enhancer can amount to 6175 Shields and 10,000+ Effective Shielding in combat and fit any turret barring the Missile Launcher which requires a BSC CPU Upgrade. Thing about Shield HAV currently is that they have essentially unrestricted access to PG and CPU modifiers which can massive impact on how your fit your HAV.
So yes Shield Modules do cost a larger percentage of their base fitting allocation but can modify those allocations without sacrificing their racial tank.
Also why are you comparing a Shield Extender to an Armour Hardener. That's not a good comparison at all since one is a raw HP modifier while the other is an effective hit point modifier.
??? so you have 6175 shields, a 4 sec delay and 126 shields a sec? No booster no nothing. How is that even a viable fit outside the redline? What are you going to do when you get attacked? Run to the redline? LOL.
Also, I'm comparing shield and Armor hardener.
Just a typo.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 01:18:00 -
[27] - Quote
Sir Dukey wrote:True Adamance wrote: 3x CMP Shield Extenders and 2x ADV Hardeners with 1x ADV PG enhancer can amount to 6175 Shields and 10,000+ Effective Shielding in combat and fit any turret barring the Missile Launcher which requires a BSC CPU Upgrade. Thing about Shield HAV currently is that they have essentially unrestricted access to PG and CPU modifiers which can massive impact on how your fit your HAV.
So yes Shield Modules do cost a larger percentage of their base fitting allocation but can modify those allocations without sacrificing their racial tank.
Also why are you comparing a Shield Extender to an Armour Hardener. That's not a good comparison at all since one is a raw HP modifier while the other is an effective hit point modifier.
??? so you have 6175 shields, a 4 sec delay and 126 shields a sec? No booster no nothing. How is that even a viable fit outside the redline? What are you going to do when you get attacked? Run to the redline? LOL. Also, I'm comparing shield and Armor hardener. Just a typo.
It's what is effectively called a Passive Tank [as passive as we get in Dust], relying more on resistances and raw HP values and regeneration than active regeneration modules. This fit is essentially what was in use in the previous build however I gain access to an addition slot for an HP module at the cost of some armour and 44 HP regen per second.
Stat wise Shield tanks are for the most part better than they were last build. Remember that.
From testing it I am confident that most form of AV [forge and swarms....occasionally AV grenades] inflict minimal damage on this HAV due to natural resistances to the damage types as well as my 60-70% module related resistances. Engaging infantry from medium ranges with Blasters and Missiles is more than effective allowing the pilot to leverage hard cover before they have to use their modules.
To engage tanks I simply substitute am Extender or Hardener [makes minimal difference to total EHP] out for a Heat Sink and would employ gunners to my advantage still attaining roughly 8000 Shield EHP, an additional 1000 or so DPS [from the gunners] and sustained Railgun fire.
Bear in mind I am not saying the tanks are balanced against one another, they are not due to the Armour HAV receiving a constant passive repair value with the efficiency of an active module.
"Crush all who complain!"
- Arkena Wyrnspire
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.05.22 17:52:00 -
[28] - Quote
True Adamance wrote:
3x CMP Shield Extenders and 2x ADV Hardeners with 1x ADV PG enhancer can amount to 6175 Shields and 10,000+ Effective Shielding in combat and fit any turret barring the Missile Launcher which requires a BSC CPU Upgrade. Thing about Shield HAV currently is that they have essentially unrestricted access to PG and CPU modifiers which can massive impact on how your fit your HAV.
So yes Shield Modules do cost a larger percentage of their base fitting allocation but can modify those allocations without sacrificing their racial tank.
Also why are you comparing a Shield Extender to an Armour Hardener. That's not a good comparison at all since one is a raw HP modifier while the other is an effective hit point modifier.
While true, an armor tank doesn't NEED to use and thus sacrifice 2 slots to fit all of their slots effectively. Honestly, being forced to use a PG / CPU mod to fit for any tank is just wrong. Shield tanks need equally beneficial low slots to an armor tanks high slots as well as equal PG to CPU ratios for modules.
And a simply change (if it didn't go through with the infantry changes) to PG / CPU modules like with infantry would curb and null your argument here. PG in highs, CPU in lows, problem solved. And some useful shield utility mods or just extra utility mods for the lows would be handy as well.
Hate that utility is all high, so a shield tank must sacrifice utility for tank or vice versa where an armor tank does not.
Tanks - Balancing Turrets
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