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Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.12.21 02:09:00 -
[1] - Quote
Right now there is a serious imbalance when it comes to shield and armor modules. That imbalance lies in the complete superiority of shields, due to lack of drawbacks, and base resistances compared to most commonly used weaponry, and the complete lack of any passive armor recharge on any suit/vehicle whatsoever. Because of this, there is nearly no variety for fitting available. There are a select few fitting methods that are generally accepted as 'worth it' and usually none of those fits involve armor tanking a dropsuit further than a repair unit.
Nearly every suit (Even suits like the heavy) benefits more from fitting shield modules than it does from fitting armor. The exception to this is the armor repair units. These are almost mandatory on any fit, unless you're in a squad where you know you'll have a dude following you in a repair tool. This effectively makes most suits lose a lowslot.
Shield modules have no drawbacks whatsoever aside from their fitting cost. (Some people are under the impression they make you easier to spot on scanners, but this is unclear and unconfirmed) Giving them a very good shield boost with nothing given up in return.
Yet armor modules impose a fairly hefty speed + mass penalty, lowering movement speed + jump height for dropsuits, and decreasing maneuverability with vehicles. This loss of mobility means more bullets invariably end up hitting them, and usually this difference is enough that you'd actually survive easier if you didn't put the plate on at all. The amount of hitpoints you gain in exchange is not worth it. In fact, the ONLY advantage armor really has over shields, is the fact that there is no delay when being shot, it always regenerates.
Much like shields everything should have a very minor (Talking something small like 1 hp/s) passive armor regen. Some suits (Like the Type-II scout or heavy suits) could have that passive regen be a bit higher, with their shield recharge speed being lower to compensate. This removes the absolute necessity of fitting an armor repairer on a shield fit (or relying on armor repairing nanohives), and gives a much needed buff to armor oriented suits without being too powerful, or diminishing the usefulness of armor repairers
Further, we should see some high-slot variants of armor modules, providing similar effects to the shield ones. Nanobot Accelerators to go in the high slot to improve armor regen speed at the cost of lowering shield recharge rate, stuff like that. Which brings me to my next point : I don't think anyone wants to see fits where everyone is dual tanked for both shield and armor (Since you can get close to 1000 HP in an assault suit like that). Fitting for one should diminish the usefulness of the other type somehow. Affecting recharge rates would be one of the better ways to do this. Possible room for small armor resistance bonuses being added to plates to help make up for the painful slowness they bring.
TL:DR
There needs to be drawbacks to shield tanking, and armor tanking needs to get some buffs to make it a viable fitting choice as a primary tank instead of as a backup to your shields. Game would be a whole lot more interesting if there was more variety in what fittings were actually effective! Tweaks need to be done carefully to avoid making 'dual tanking' viable. Effectiveness should favor one type of tank or another, so that specializing into shield or armor both are viable, but on specced on their own will out-class anyone trying to dualtank. |
WHz DS9899
Doomheim
136
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Posted - 2012.12.21 02:21:00 -
[2] - Quote
I really like this idea. At first, I was going to do armor HAV's because I was Gallente, but I found out armor tnaking everything sucked, so I went towards Caldari... |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
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Posted - 2012.12.21 02:31:00 -
[3] - Quote
I think you're right, both armour and shield tanking should be viable as options.
Something to consider, there are weapons out there, such as lasers, that make a mess of shields. I don't recall any weapons that are stated as being particularly effective against armour (I may be wrong) |
WHz DS9899
Doomheim
136
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Posted - 2012.12.21 02:35:00 -
[4] - Quote
Anything that's solid wrecks armor. |
kyan west
D3ath D3alers RISE of LEGION
8
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Posted - 2012.12.21 02:36:00 -
[5] - Quote
I figured this out too late.... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.21 02:40:00 -
[6] - Quote
+1 |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.21 03:01:00 -
[7] - Quote
Anyanka Shadowmane wrote:I don't recall any weapons that are stated as being particularly effective against armour (I may be wrong)
Mass drivers, swarm launchers and vehicle missiles. We also don't have a vehicle turret that is anti-shield yet. |
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