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Saiborck 13579
0
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Posted - 2012.11.03 18:28:00 -
[1] - Quote
Can anyone tell me the advantages and disadvantages of armor tanking compared to shield tanking? The only thing know is how effectiv each damage type against armor or shield is and that armor tanking makes you slower.
Thanks! |
POWER KING576
1
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Posted - 2012.11.03 18:49:00 -
[2] - Quote
Shield: +Passive repair -Increases scan profile
Armor: +Faster active repairing -Speed -no passive repairing
I dont know more than that. Sorry |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
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Posted - 2012.11.03 19:34:00 -
[3] - Quote
I've seen a buddy have over 300 hp on his shields(assault type-II) with regulators and extenders.One match he went 19-0,pretty good for him,and he said not once did anyone on the opposite team get to his armor.
All that said,I prefer armor tanking.Once your shields are gone and you don't have a lot of armor,you're toast. |
Vexen Krios
Doomheim
95
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Posted - 2012.11.03 19:39:00 -
[4] - Quote
I dunno about that. best game i've had so far was 11-0 and 22-6 with my shield build. My armor was 456 but sacrificed a shield extender for a shield regen. Regulators are a good concept but i dont notice a big difference so i stuck with armor and armor repair.
Shields are good but im beggining to think that armor builds would be better. Im fixing to skill up my mechanics and armor upgrades to try out a few samsons AR rounds and Laser Rifles seem to eat through shields for me. |
Reimus Klinsman
BetaMax.
319
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Posted - 2012.11.03 20:00:00 -
[5] - Quote
Personally a prefer armor tanking my clone. Primarily because it is unique. And as we all know, unique is always better: http://files.sharenator.com/unique_DeMotivational_Posters-s500x375-20165-580.jpg
For shield you have a passive recharge which heals 10 to 40 hp naturally but you need to wait for it to kick in which can take something like 30 seconds of not being fired on. In some cases it recharges instantly (but only for my opponents.) You have three main shield modules. Extenders which give you more base HP. These are my favorites. Rechargers which allow you to recharge more hp. And doodads which allow your recharge to kick in quicker. Shields are the main tank for most infantry.
For Armor you have no passive recharge but the cheaper suits typically have more armor HP. You have two modules for armor. One is a repper which heals 2 to 5 hp per second and they take no time to kick in. Then you have armor plates which give you extra HP at the cost of reduced speed (3 to 10%). The plates give you more HP than the extenders. Additionally you have remote repairing. If another player has a remote repair gun they can heal you or if they lay down a nanohive with repair functionality you can gain HP that way. There is no remote shield repairers currently. (The remote repair and nanohive are nice if your plated)
With a shield tank, you can reinforce your passive tank which is very handy. With an armor tank you can keep your passive shield tank and additionally recharge armor with reps. You can also tank both, but coming from Eve, I feel quite odd doing that. |
ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.11.03 20:14:00 -
[6] - Quote
Th3rdSun wrote:I've seen a buddy have over 300 hp on his shields(assault type-II) with regulators and extenders.One match he went 19-0,pretty good for him,and he said not once did anyone on the opposite team get to his armor.
All that said,I prefer armor tanking.Once your shields are gone and you don't have a lot of armor,you're toast.
Shields are good if you don't have any way to rep yourself. however flux grenades will tear you to sherds. they have a huge radius and the standard one's start at 1200 shield damage. Once your shield hits zero on a drop suite, any advantage that shields have over armor is void because of the long cool down.
The above doesn't apply to vehicles as they have active shield boosters that can bring the shield back up from zero, allowing the shield to regen naturally.
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corbear Ormand
Algintal Core Gallente Federation
18
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Posted - 2012.11.03 20:48:00 -
[7] - Quote
Here's what I've determined for shields vs armor
Shields + Passive repair + Have a "Buffer" (If they go down, you can still survive via your armor) + High recharge rate (Passive) + No movement decrease - Scan signature increased - High CPU and PG consumption - If they deplete your shields, they will have a VERY long recharge rate to come back up - Lower overall increase (Lower hp/modules) - Flux Grenades are a ohk on your shields (Doing upwards of 1500 damage, no one except vehicles can tank that) - Higher SP needed to get +25% bonus
Armor + Very fast active repair (Instantaenously starts to heal 2-5hp/second) + Higher overall increase (More hp/module) + Lower overall CPU and PG consumption + Easier to get the +25% bonus (Less SP needed) - Movement speed decrease - No "Buffer" if your armor gets eaten up, you are dead - Lower recharge rate (2-5hp/second v 20+ hp/second)
I'll edit this post if I think of anymore, but so far this is what I've seen, good and bad. |
ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.11.03 21:19:00 -
[8] - Quote
corbear Ormand wrote: - Scan signature increased
Does this only apply to Scanners or will this affect auto turrets? |
Xavier Hastings
ZionTCD Legacy Rising
243
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Posted - 2012.11.03 22:11:00 -
[9] - Quote
Saiborck 13579 wrote:Can anyone tell me the advantages and disadvantages of armor tanking compared to shield tanking? The only thing know is how effectiv each damage type against armor or shield is and that armor tanking makes you slower.
Thanks! Do not quote me on this, but I do believe you are able to shoot though armor faster then you are to tear apart shields.
Also, shields regenerate by themselves, while armor doesn't. |
corbear Ormand
Algintal Core Gallente Federation
18
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Posted - 2012.11.03 22:12:00 -
[10] - Quote
ugg reset wrote:corbear Ormand wrote: - Scan signature increased
Does this only apply to Scanners or will this affect auto turrets? As I know, scan sig is how well you show up on the enemies minimap, don't quote me here, but I believe it also shows up as how LONG your on the minimap as well, ninja suits want a very VERY low scan sig so you won't be detected, sneak up and knife them in the back, as for the turrets, probably, but without them being manned, they are really simple to come up on, my main worry is about the staying on the minimap longer. |
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Jax GG
Osmon Surveillance Caldari State
84
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Posted - 2012.11.03 22:26:00 -
[11] - Quote
I'm new to FPS so take what I say with a pinch of salt.
I've recently upgraded my gun which has allowed to me to take down players far quicker than I used to which obviously increases your survivability.
I now run with a shield extender but with an armour repper in the low. I find this works very well if you are good at getting into and out of cover. Obviously, if you come under sustained fire or are caught in the open,the it doesn't work so well, but you can do things to mitigate that.
An armour repper, as defined by its name repairs your armour. So, take some hits, find some cover, get running and hopefully by the time you find your next fight you go into it with full armour.
Nothing more annoying than taking down a tough merc to end up with next to no armour knowing that you are unlikely to survice your next fight.
At least that is my take on it.
Jax |
Waruiko DUST
G I A N T
90
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Posted - 2012.11.03 22:28:00 -
[12] - Quote
corbear Ormand wrote:Here's what I've determined for shields vs armor
Shields + Passive repair + Have a "Buffer" (If they go down, you can still survive via your armor) + High recharge rate (Passive) + No movement decrease - Scan signature increased - High CPU and PG consumption - If they deplete your shields, they will have a VERY long recharge rate to come back up - Lower overall increase (Lower hp/modules) - Flux Grenades are a ohk on your shields (Doing upwards of 1500 damage, no one except vehicles can tank that) - Higher SP needed to get +25% bonus
Armor + Very fast active repair (Instantaenously starts to heal 2-5hp/second) + Higher overall increase (More hp/module) + Lower overall CPU and PG consumption + Easier to get the +25% bonus (Less SP needed) - Movement speed decrease - No "Buffer" if your armor gets eaten up, you are dead - Lower recharge rate (2-5hp/second v 20+ hp/second)
I'll edit this post if I think of anymore, but so far this is what I've seen, good and bad.
I went and marked the misleading or wrong information you.
Armor plates give around 150% what an equivalent shield extender gives you so armor tends to have better buffer on both vehicles and normal troops.
If you take armor damage when shield tanked you have no way to repair it, but if you take shield damage when armor tanked its just extra HP.
Your shields act as a protection against 'surprise' when armor tanking and combined with the bigger buffer making you better at being jumped. at the cost of some ability to run away.
You do have a point about regen for armor and shield, but its not very thought out and done in a very shallow manner. Later on as you get into the proto and advanced suits your fitting options start to ramp up with armor but not with shield. A proto assault or logi might have 3 5 hp/sec reps and nanohives that rep armor. Each of those hives reps what about 10% of your HP a second? So if you had a complex plate on you'd have about 250 to 300 in armor after skills. We'll say 250. so that's a burst heal of 25HP and we'll say that translates to about 10 HP/Sec per hive. You get two out for every slot you have equipped and assuming its only one that's 35 HP/sec that heal even when being shot. You can't pick it up and take it with you to be sure, but the ability to rep up so much so fast isn't to be so downplayed. It get even better if you have a heavy in your squad who might be getting 100 HP per burst from each hive. |
Drommy Hood
Tritan-Industries Legacy Rising
242
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Posted - 2012.11.03 22:34:00 -
[13] - Quote
corbear Ormand wrote:Here's what I've determined for shields vs armor
Shields + Passive repair + Have a "Buffer" (If they go down, you can still survive via your armor) + High recharge rate (Passive) + No movement decrease - Scan signature increased - High CPU and PG consumption - If they deplete your shields, they will have a VERY long recharge rate to come back up - Lower overall increase (Lower hp/modules) - Flux Grenades are a ohk on your shields (Doing upwards of 1500 damage, no one except vehicles can tank that) - Higher SP needed to get +25% bonus
Armor + Very fast active repair (Instantaenously starts to heal 2-5hp/second) + Higher overall increase (More hp/module) + Lower overall CPU and PG consumption + Easier to get the +25% bonus (Less SP needed) - Movement speed decrease - No "Buffer" if your armor gets eaten up, you are dead - Lower recharge rate (2-5hp/second v 20+ hp/second)
I'll edit this post if I think of anymore, but so far this is what I've seen, good and bad.
One important point to note, armour repair needs a modual and slot and CPU and pwr grid and skills and while it starts repairing right away, it can take up to 6 minutes to repair a heavies armour from empty and one minute for an assault with out armour plates. A shield will take at max approx 15 seconds for the assault from fully depleted. And remember a fully depleted armour = dead :-)
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ugg reset
ZionTCD Legacy Rising
234
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Posted - 2012.11.03 22:47:00 -
[14] - Quote
Drommy Hood wrote:One important point to note, armour repair needs a modual and slot and CPU and pwr grid and skills and while it starts repairing right away, it can take up to 6 minutes to repair a heavies armour from empty and one minute for an assault with out armour plates. A shield will take at max approx 15 seconds for the assault from fully depleted. And remember a fully depleted armour = dead :-)
I hate the Auto rep mods. I have one use for them and that is on my driver load out. My Methana tends to out live me from time to time so the rep mod is worth the investment.For everything else i go with armor plates, biotics or sensor booster/dampers.
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Th3rdSun
L.O.T.I.S. Legacy Rising
323
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Posted - 2012.11.04 02:49:00 -
[15] - Quote
Xavier Hastings wrote:Saiborck 13579 wrote:Can anyone tell me the advantages and disadvantages of armor tanking compared to shield tanking? The only thing know is how effectiv each damage type against armor or shield is and that armor tanking makes you slower.
Thanks! Do not quote me on this, but I do believe you are able to shoot though armor faster then you are to tear apart shields. Also, shields regenerate by themselves, while armor doesn't.
Totally depends on the weapon.Laser rifles rip through shields like a hot knife through butter,but is far less effective against armor.
Typically,you have more armor hp than shield hp,unless you are running Type-II/B,then the shielding is much more than the armor,so you'll usually take more armor damage than shield damage.
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Wako 75
SVER True Blood Unclaimed.
76
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Posted - 2012.11.04 02:52:00 -
[16] - Quote
Saiborck 13579 wrote:Can anyone tell me the advantages and disadvantages of armor tanking compared to shield tanking? The only thing know is how effectiv each damage type against armor or shield is and that armor tanking makes you slower.
Thanks!
msg me in game and i will squad up with you and help you with fit |
Saiborck 13579
0
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Posted - 2012.11.04 09:19:00 -
[17] - Quote
Wako 75 wrote:Saiborck 13579 wrote:Can anyone tell me the advantages and disadvantages of armor tanking compared to shield tanking? The only thing know is how effectiv each damage type against armor or shield is and that armor tanking makes you slower.
Thanks! msg me in game and i will squad up with you and help you with fit
Ill do that when i can get online again. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
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Posted - 2012.11.04 13:33:00 -
[18] - Quote
Th3rdSun wrote:I've seen a buddy have over 300 hp on his shields(assault type-II) with regulators and extenders.One match he went 19-0,pretty good for him,and he said not once did anyone on the opposite team get to his armor.
All that said,I prefer armor tanking.Once your shields are gone and you don't have a lot of armor,you're toast.
That's why I have a loadout setup for Flux Grenades.
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Th3rdSun
L.O.T.I.S. Legacy Rising
323
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Posted - 2012.11.04 14:46:00 -
[19] - Quote
TiMeSpLiT--TeR wrote:Th3rdSun wrote:I've seen a buddy have over 300 hp on his shields(assault type-II) with regulators and extenders.One match he went 19-0,pretty good for him,and he said not once did anyone on the opposite team get to his armor.
All that said,I prefer armor tanking.Once your shields are gone and you don't have a lot of armor,you're toast. That's why I have a loadout setup for Flux Grenades. Most of my loadouts have flux grenades,I find that the grenade mechanics still need work though,but that's another issue. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
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Posted - 2012.11.04 15:22:00 -
[20] - Quote
Some people feel that your shields' hp depletes faster than your armor's hp. If this is true.....it is making me wonder if bullet damage is the same all over your body when your shields are still up (because it's a shield). But once your armor starts taking damage, then it bullet damage comes into play. So, a headshot or upper torso shot is worth more than shots to your legs or lower parts of your body.
I'm going to have to test it...because sometimes, it does seem when I am shooting someone, that their armor is harder to take down than their shields....even with relatively equal armor and shield hp. |
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