MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.07 09:29:00 -
[1] - Quote
Petra 222 SoM wrote:I'll just leave this here for you to ponder. Dust.thang
I think that 'example' can be pretty cherrypicked. It can be quite possible to stack large amounts of shields *and* armor on the cal assault, and because shields rep much faster than armor (once their recharge kicks in) the turnaround on your total EHP is better (because armor reps sloooowly).
Basically it's a niche type of fit that allows you to more often have a larger portion your total EHP pool available in individual engagements.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.06.07 13:17:00 -
[2] - Quote
Echo 1991 wrote:Mina Longstrike wrote:Petra 222 SoM wrote:I'll just leave this here for you to ponder. Dust.thang I think that 'example' can be pretty cherrypicked. It can be quite possible to stack large amounts of shields *and* armor on the cal assault, and because shields rep much faster than armor (once their recharge kicks in) the turnaround on your total EHP is better (because armor reps sloooowly). Basically it's a niche type of fit that allows you to more often have a larger portion your total EHP pool available in individual engagements. This doesn't mean necessarily that shield tanks are 'fine'. Aside from needing a damage threshold and maybe a fitting room buff what exactly is wrong with them?
Not much provided a few base statements are true
1) your delays run between about 4-8 seconds (at maximum) 2) you start with about 30 hp/sec recharge 3) you have a fairly balanced slot layout, with at least 2 lows and ideally a min of 3 highs (cal sentinel almost gets a pass here due to its stupidly low delays). 4) you have a decent amount of HP and movement speed (not usually a problem, though commandos can fail in this area).
Because all shield mods are percentage based (aside from HP ones), unlike armor mods it's possible to end up with absolutely terrible fits if your base stats dont support things well (see caldari commando).
Imagine for a second if a complex armor repairer instead of providing its flat ~9.37 hp/second constantly, instead only regenerated ~1.3% max HP/second, or a repair tool instead only gave 2.5% max hp/sec and reactive plates only provided pathetic .3%hp/sec rep values. Armor scouts probably wouldn't be that happy, given that its hard for them to mount more than one rep to a fit, assaults probably wouldn't be too shaken up as they generally run huge hp pools & multiple reps and some sentinels certainly wouldn't change much.
In short because all shield mods are percentage based, instead of operating around flat numbers there is no 'base' standard of performance... poor stats are hard to modify, while average to good stats can be easily 'broken'. Now think about how things would be different if a complex shield recharger provided +15hp/sec shield recharge? Holy crap the cal commando might be valuable in more straight fights and even an amarr sentinel might want to fit one of those ****ers. And what if regulators provided hard reductions to delays instead of this wildly varying percentage stuff?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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