Sicerly Yaw
Corrosive Synergy No Context
717
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Posted - 2015.07.27 11:12:00 -
[1] - Quote
comparing shields and armor may not be an exact science if a science at all
but when TTK is so low the amount of HP one has is important a few extra seconds can make or break you
if having more shields makes shields users OP at range then good, because shied users primarily use long range weaponry and they should excel at that
armor users primary use short range weaponry and they certainly do excel at that
even tho both armor and shields have different play styles and ways of regaining health (armor or shields) they are still about equal when it comes to straight up taking damge two of the most commonly used weapons are the ScR and AR and they both do shields damage, although many seem to be moving to using the ARR due to the extra range and efficiency with dealing with shields and harldly any down sides to using it as shileds go down just as fast due to the lack of extra eHP that armor suits can have (not to mention that most armor suits can stack damage mods without sacrificing anything important
now all that being said I am curious to what you have to say about it, you dont seem to have a point other then stating obvious facts
example the AR and HMG may have different amounts of damage per bullet but at their respective optimal ranges the HMG only beats out the AR by about 180 points of damge thats at the HMG's optimal, at the AR's optimal the HMG's damge falls off and the AR takes over dealing about 100 extra damge and it is also more accurate making the difference even greater
this makes them balanced due to the different factors that affect weapons, but shields and armor are not affected by range other then the shields threshold that doesn't make much of a difference as most weapons deal enough damage even at great range to negate it
so my question is what other variables do you think need to be considered, damge profiles are one thing that may be considered although it doesn't really make a difference when each weapon has a respective profile that makes it better against one or the other (although some seem to do well against both) range might be something to consider due to the threshold and range of different types of weaponry but that still doesn't necessarily mean shields are in a good place it means that the weapons may not be working as they should, anyway instead of just making a comment that doesn't really add anything to the discussion I would like to hear your side and what you think should be done to improve shield mechanics
I would not be against a buff to armor as well if that's what it takes to bring shields and armor up to par against one another, after shields were buffed to a reasonable position whether that be increasing shield threshold and passive armor reps or some other way to balance them both (perhaps by giving each faction their respective long and short range weapons and improving the shields mechanics to be up to par with armor by increasing shield extender hp)
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Sicerly Yaw
Corrosive Synergy No Context
717
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Posted - 2015.07.27 11:24:00 -
[2] - Quote
Harry Hazzard wrote:how to fit a caldari assault ck.o PROPERLY (this fit is made from my measly 7.5mill sp pool.
2 or 3x complex shield extenders 2 or 3x enhanced light damge mods 1x enhanced shield recharger (if you go 2 shex/2 eld)
3x enhanced shield regulators
kalikota RR adv mag sec or BP
locus grenades
nanohives
566 shields 2.3 shield recharge delay 2.5 depleted shield recharge delay (these numbers are off the top of my head not on dust atm to give exact numbers)
I honestly don't see how armour is superior to shields. armour only gets repair and reactive mods to regen their hp. compared to shields which have regulators, rechargers, amplifiers and relays to increase the strength of their shields. amrour at most can get 55 hp/s shields can go over 100 hp/s and have low deleay times to recharge.
shields work best at range where they can utilize surroundings/times to initate recharge. armour is better for closer ranges where you will need to regen on the go albeit at a reduced pace.
the only thing that allows armour to dominate shields is that ******* scrambler rifle charged shot.
armor can be repped trough various ways and does not require a delay to begin regaining health, even a std armor rep tool can rep more then most shield suits with stacked rechargers and most armor suits have (if not all) have a better ability to stack health without giving up damage potential or having to worry about delays
armor can also be repped by nano hives which makes solo tanking be just as easy if not easier then shield tanking
2 seconds of delay or even just 1 second can mean life and death when most weapons can simply kill you just as fast if not faster (not to mention taking damage negates it meaning you have to wait even more unless the damage is under 6 points)
the best passive recharge and lowest delay (both depleted and normal delay) are that of the cal scout but that is negated due to the fact that the low eHP that shields give make it easy to one shot by just about any high alpha weapon (including charged ScR shots) so even if you have 100+ recharge with 1 sec depleted delay it means little to nothing when any weapon can destroy you in half that time even with stacked hp whereas armor scouts can stack 400+ armor still have good shield stats to buffer and rep even faster due to armor reps or triage nano hives (compact included)
armor gives up little to nothing (perhaps other then speed) to stack armor, but shields give up a lot even taking punishment to its delays when stacking shield extenders and the fact still stand that armor mods are easier to fit and give 2.5 times the HP they may reduce speed but not this can be negated almost completely (to sprint speed at least) by using just one kincat without giving up too much compared to shields
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