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Thread Statistics | Show CCP posts - 3 post(s) |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
258
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Posted - 2015.09.23 13:20:00 -
[1] - Quote
Larkson Crazy Eye wrote:Arirana wrote:
- Damage mods should become both a high slot module and a low slot module. Reasoning is balance, this is the forums logic is irrelevant.
If such a thing was done armor users should get something in compensation. After all a shield user can at least put a regulator in a low slot, armor users havning nothing useful to put into high slots in terms of armor tanking. All they can do is put in dmg mods, PG extenders or try to buffer themselves better with their weak shields. Something like a regulator for armor users should go into the high slot. Not to mention there are several other mods that are restricted to high or low slots. Myro's are high only, kin cat and stamina mods are low only. Which means armor users are infinitely slower than shield users not just because of the penalty but because they have to sacrifice their HP to put on any speed boosting mods. If shield users feel Dmg mods are unfair because they would have to sacrifice high slots to use them, what about low slots to armor users? And honestly I doubt many shield users would even use dmg mods if they were in low slots. After all you don't get many on most shield drop suites. A dmg mod in a low slot would take away from what regulators you can equip and your potential speed and speed has always been the key to shield users survival.
I disagree, if you have both highs and lows capable of having damage mod's, guess what? That's a fourth damage mod you can fit, hell, you could probably fit 8 damage mod's on 1 armor suit for the giggles. Why compensate a suit that'll clearly get more out of something than what was proposed for the shield suits originally? Why BUFF an armor suit that's clearly more powerful at both CQC AND range than a shield suit?
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
258
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Posted - 2015.09.23 15:12:00 -
[2] - Quote
Solar Qoio wrote:Ydubbs81 RND wrote:Everytime I post in one of those CPM threads about shields before it gets locked...my point gets glossed over. Does anyone else agree that shield regen/recharge is not the problem with the shield tanking?
Shield tanking is not viable cause you are melted by the double & triple damage modded amarr and gallente suits. Not to mention throwing flux grenades are like nukes to shield tankers and they are easier to use than a locus grenade.
I'm not familiar with all of the CPM's style of play or preferences but I do know one has been a longtime advocate for armor and has expressed many times that he felt that shields are in a great place (before he became CPM). Now, in Aeon's threads, everyone is agrees on what the problem with shield tanking is? I don't undersand at all.
It is a simple thing to understand. Armor suit maintain their primary tank and can stack double or triple damage mods on ARs or laser based weapons (20% damage bonus to shields). How can a shield tanker compete with the damage output if we have to sacrifice our primary tank to keep up with their damage output?
In even clearer terms....amarr assault gets to don 700hp of armor with damage mods on a weapon that has a 20% damage bonus to shields. Caldari assault would have a bit over 500 shields if we sacrifice two highs for damage mods. In order to compensate, you see cal assaults with armor plates. Armor tanking on a cal assault defeats the purpose of shield tanking. One plate may be ok but I see 400 hp of armor on cal assaults regularly.
Does everyone disagree with this being the big issue or do people agree that the focus needs to lie here? They just need to finally nerf the Overpowered shield based weapons and the Assault RailRifle. Then ppl won't be complaining about being destroyed so when using shield based suits.
Now hold on a second, why does the ARR have to take a hit with the nerf bat? It's already got a charge up time and a low ROF in comparison to every other weapon except the RR itself. Not to mention the ARR is one of the anti armor weapon's, nerfing that nerf's anti armor weapon's which are pretty insufficient unless your enemies are standing completely still.
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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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
258
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Posted - 2015.09.23 15:47:00 -
[3] - Quote
Varoth Drac wrote:Zan Azikuchi wrote: Now hold on a second, why does the ARR have to take a hit with the nerf bat? It's already got a charge up time and a low ROF in comparison to every other weapon except the RR itself. Not to mention the ARR is one of the anti armor weapon's, nerfing that nerf's anti armor weapon's which are pretty insufficient unless your enemies are standing completely still.
Judging by the fact everyone is using it, it seems the ARR is the best weapon in the game at the moment. Might just be because there is more armour tanking going on though.
But even then, the ACR, as I've used, is just as capable, if not more so, as an anti armor weapon, simply because it can shoot on the dime and rip through shield's just as fast as ARR. Rather not get stuck with the ACR as my only viable option against armor fit's.
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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