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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
578
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Posted - 2015.07.14 15:08:00 -
[1] - Quote
unlike armour vehicles which can utilize their shields as a pre-emptive buffer to active defences. shield vehicles come off the short end of this stick. their primary form of takeing damage is of course through their said shields.
when it comes to anything attacking a armour vehicle although meagre in comparison their shields provide an ample amount of time to mount a defence especially from orbital strikes. shield vehicles are left virtually defencless and unable to defened from a warbarge strike. let alone a laser strike. yes a squad works hard to accurice the WP nessecary to dump an OB but this by no means should be reason as to why any vehicle is not allowed to defend it's self. armour tanks have the hp necassery and the extra bit of shielding to almost or out right survive or avoid an orbital strike. shield vehicles on the other hand are instantly obliterated. lets not forget that the cheaper emp strikes are also Capable of removeing shields in an instant as well. leaving that vunrable 900 armour on a gunnlogi vunrable to anything (caldari vehicles lack armour resistence from small arms fire).
the only thing shields can decently defend against without the need for hardners or boosters is swarm volleys.......hell even av grenades are more of a threat to a shield vehicle.
in their defence and also the fact its their primary defence. the delay for activating shield hardners should be removed. this will in no way affect the overall ammount of damage a shield vehicle can take. it dosnt seem fair that shield vehicles which reley on shields to take damage are not allowed to bring their primary defence online. armour vehicles can utilize their shields to by time for their hardners. shield vehicles do not have this luxary and since orbital strikes literally come down in under a second.......looking at you laser strike.... instantly obliterate said vehicle without giving it reaction time or time to defend itself. and given that shield boosters can be unreablie as away to regenerate those precious shields really need to be buffed so that they are a gunnented way of getting your shields back and befor anyone complains that would be a broken module look at it this way. shield boosters have a slight delay befor the regen your shields (This is the unreaible part) can only be used once befor needing AN INSANLEY LONG cooldown and also take up a fair chunk in fitting cost's and a precious high slot.
normally I run madrugars but the gunnlogi and shield vehicles in general are in serious need of a buff to their primary defence.
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
240
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Posted - 2015.07.15 03:22:00 -
[2] - Quote
Or, just make armor hardener like shield, has a delay, make's sense on an FPS platform. Fact is, a tank can double harden and take very little damage, giving AV very few, if none at all, war point's, so if there's a delay, it should be for both armor and shield.
Just my 2 isk.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
579
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Posted - 2015.07.15 12:44:00 -
[3] - Quote
Zan Azikuchi wrote:Or, just make armor hardener like shield, has a delay, make's sense on an FPS platform. Fact is, a tank can double harden and take very little damage, giving AV very few, if none at all, war point's, so if there's a delay, it should be for both armor and shield.
Just my 2 isk.
exepet that shield tanks can lose even 3.5k shields to a single plasma cannon round to the back then soak 1 grenade and pop in under a second. yes PLC is designed for anti-shield. but being able to remove a tanks abilty to even defend it-self is unbalanced. I run allotek PLC with prof 5, 3 complex lights and 4% from warbarge, then couple on +10% vs shields and it is extreml;y powerful. evne my basic plasma cannon is capable of hurting a gunnlogi past half shield ina single shot. even if the gunnlogi runs double hardeners it still takes quite a bit of damage from the plc and forge guns. not to mention the lengthy deley it takes for the shields to even start re-charging.
to simplify this: enemy gunnlogi is in the field run up to it with a plc. fire PLC round into its rear. accurie +10% for hitting shields and an additional 20% for attacking the rear of a vehicle. PLC round is capable of dropping shields almost entirely. begin piffing av grenades towards the gunnlogi gunnlogi attempts to activte both hardeners and shield boost but dosnt get anything from its booster due to the av grenades dealing damage over its recharge threshold. shield hardners are now pointless as there is no shields left. 3rd grenade lands and destroys the gunnlogi.
this is what happens in roughly 3-4 seconds for a gunnlogi. it simply does not get any chance to defend itself due to it releying on shields which also happens to be its 1st line of defence, not to mention that shield boosters can be unreable at times.
as for putting shield rechargers in the lows they simply take up too much fitting capacity even though they are also stacking penilized. running 2 of those complex shield rechargers for that -35 in shield recharge deleys would be nice. but their simply to costly to run when you also need to be running both hardeners and extenders to get any form of hp.
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.15 14:51:00 -
[4] - Quote
Racro 01 Arifistan wrote: . . OP POST . .
This request makes sense. Not that tanks in general have the need to be more powerul/survivable, but this request addresses the moderate imbalance between shield and armor tanks.
Either removal/reduction of shield hardener activation delay, or as an option increase armor hardener activation delay as longer.
KERO-TRADER is my official Eve character for Dust trading.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.07.15 14:54:00 -
[5] - Quote
Racro 01 Arifistan wrote: to simplify this: enemy gunnlogi is in the field run up to it with a plc. fire PLC round into its rear. accurie +10% for hitting shields and an additional 20% for attacking the rear of a vehicle. PLC round is capable of dropping shields almost entirely. begin piffing av grenades towards the gunnlogi gunnlogi attempts to activte both hardeners and shield boost but dosnt get anything from its booster due to the av grenades dealing damage over its recharge threshold. shield hardners are now pointless as there is no shields left. 3rd grenade lands and destroys the gunnlogi.
this is what happens in roughly 3-4 seconds for a gunnlogi. it simply does not get any chance to defend itself due to it releying on shields which also happens to be its 1st line of defence, not to mention that shield boosters can be unreable at times.
as for putting shield rechargers in the lows they simply take up too much fitting capacity even though they are also stacking penilized. running 2 of those complex shield rechargers for that -35 in shield recharge deleys would be nice. but their simply to costly to run when you also need to be running both hardeners and extenders to get any form of hp.
An excellent example of how things can not be balanced by numbers alone. Functionality is a major factor to consider.
KERO-TRADER is my official Eve character for Dust trading.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
582
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Posted - 2015.07.16 16:02:00 -
[6] - Quote
KEROSIINI-TERO wrote:Racro 01 Arifistan wrote: . . OP POST . .
This request makes sense. Not that tanks in general have the need to be more powerul/survivable, but this request addresses the moderate imbalance between shield and armor tanks. Either removal/reduction of shield hardener activation delay, or as an option increase armor hardener activation delay as longer.
increasing the delay for armour hardner activation would only make missile and rail fits op. if theres an enemy tank all it would take is a damage stacked basic tank with an adv turret (cost effectiveness yay) to simply pop any oppsosing vehicle on the field then vehicle game play literally becomes ''I fired first so I win''.
removeing the shield hardner delay and a slight increase to its duration time would help to settle the armour > shield meta in vehicle gameplay. simply because the shield vehicle can now instantly run its hardeners and effectively do hit and run tatics better and defend better not only that but the increased duration allows it a bit more time in extended engagments.
at max skills a complex shield hardner literally lasts as long as a basic armour with mediocore skills. (I could get the exact times for these but my ps3 is ******* up atm so I have to estimate off of experience/knowledge)
https://zkillboard.com/kill/47521458/
https://zkillboard.com/kill/47521142
Oppose me and you shall incure my wrath.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.16 20:00:00 -
[7] - Quote
Is there a reason for the activation delay?
Given the frequency of hardener-down alphas on gunnlogis I fail to see how this is necessary.
I feel lowering or removing it is hardly unreasonable. As was said earlier. Armor HAVs have a shield buffer capable of taking a solid hit as their warning to activate.
Multi-gunner alphas will still likely completely paste an unhardened HAV, but giving the gunnlogi a chance against solo gunners before a second shot lands could help the tank line.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.16 23:35:00 -
[8] - Quote
The point of the delay is to stop tanks from only popping mods once they are attacked. They are supposed to turn them on before entering a possible threat zone.
However, I am all for shield gardeners giving more resistance/longer uptime.
Over thinking, over analyzing separates the body from the mind.
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