Imp Smash
Molon Labe. RUST415
863
|
Posted - 2015.06.08 23:38:00 -
[1] - Quote
Armor was only UP because of the 10% speed penalty back in the day. When they made it a smaller penalty and added feroscales armor stopped being UP.
Shield threshold is one way to go.
Another is the variety of shield mods that armor tankers have for armor.
Another is rep options for shields.
Another is a low slot module that slightly modifies base movement speed (although with hit detection being what it is that is a risky prospect)
Another is to change the PG/CPU values on shield modules (they are stupidly unfair compared to armor)
However, I think the "Armor tankers can have HP AND DAM mods but shield tankers CANT" is a tad flawed. I mean, it is true, however, shield tankers can have HP AND SPEED mods but armor tankers CANT." That's kind of the point behind shields and how they were designed.
Regardless, it's up to CCP as to how they go about this assuming they decide to go about this in the first place. Your concern is not wrong OP. Considering the number of threads we have had on it, it doesn't appear that it will be changing anytime soon. |
Imp Smash
Molon Labe. RUST415
864
|
Posted - 2015.06.13 00:21:00 -
[2] - Quote
DeathwindRising wrote: Shield tankers have PG problems trying to fit kincats. Cardiac regs are easy enough but a cal assault with 4 extenders isn't going to get a kincat unless they drop sidearms/grenades and/or equipment
That's also a good point.
OP, I like the layed out discussion you've set up and I am sad that more people aren't coming in here and discussing it, so I'll give ya a bump and a thought I have had.
For the last 3 months or so, I've been thinking about the shield armor issue a lot. I've written a couple of article for Biomassed on it, and mentioned it both. And I honestly think that it needs some more clear rectification before weapons can be brought into balance.
But one thing I notice is that people seem to not discuss, in depth, the point of shields. The combat strategy behind it. They aren't designed to stand up to armor when trading shots. They are supposed to lose there. So the idea of an HP buff to shields seems silly to me. Damage threshold is a difficult thing to balance at 'just right' but it is a solid idea.
As many others (Death is quoted above) has mentioned, shield mods are oddly PG/CPU intensive and Cal suits are oddly lacking. Some CPU/PG readdressing would work wonders for suit viability. And, honestly speaking, that shield delay penalty to extenders needs to go. It is unnecessary. |