|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gunner Nightingale
Internal Error. Negative-Feedback
215
 |
Posted - 2013.02.07 00:13:00 -
[1] - Quote
It's simple lets look at the difference between shield hardeners and armor hardeners.
Shield Hardener
Cooldown: 30s Pulse interval: 10s Damage reduction 25-30% depending on module variant
Armor Hardener
Cooldown: 15s Pulse interval: 60s Damage reduction 20-25% depending on module variant.
So really this must be a mistake because basically i could run 3 mods at 75% reductions(especially since stacking penalties are not working) for a full minute and then re-use them 15 seconds later.
If this is working as intended then CPU PG has to increase big time because there is no way this should be happening.
I posted this in feedback... https://forums.dust514.com/default.aspx?g=posts&m=530689#post530689
This seriously needs to be addressed because this is way too easy to exploit. |

Gunner Nightingale
Internal Error. Negative-Feedback
215
 |
Posted - 2013.02.07 00:35:00 -
[2] - Quote
slap26 wrote:I would like to see my shield hardeners last a little longer. maybe last for 30 seconds with a 20 sec cooldown, and leave armor where its at.
The way I view shield tanks vs armor tanks is that shield should be handling the AV roll, while armor should be handling the AI roll
Marauder skill should effect the railgun on the caldari tank not the missile, but that's just my opinion
Yea but the point im making is with the current anomaly in the armor hardeners and even if stacking penalties exists one can run 3 on a madruger and still have 2 low slots and 2 high slots leftover for other sutff and basically keep the tank at 75% damage reduction for an ENTIRE MINUTE after which you only need 15 SECONDS to do it all again.
Now combine this with a good armor rep, damage control unit and a few other things that reduce damage and heal what you lose and you have a near invulnerable tank, add to this a spider tank that remote repairs and you could in theory swap out the armor rep for a damage mod or other item in the low.
Regardless when you compare the diffrence in the module between armor and shield and just the general abundance of anti shield AV compared to anti armor AV is there really any doubt that armor is better than shield and with this module exceedingly so. |

Gunner Nightingale
Internal Error. Negative-Feedback
215
 |
Posted - 2013.02.07 01:11:00 -
[3] - Quote
I can personally say from experience that my soma can destroy gunlogi's at will but my sica will never be able to tank on an armor tank. It doesnt matter if i use blaster or rail sheild tanks lose to armor tanks nearly everytime.
Really shield tanks are just there for distraction and a well built shield tank is designed to move quickly and make rapid quick movements from a dead stop, something even with a kb armor tanks cant do.
but all in all ive played both shield and armor granted at the militia level but with adv blasters to have a good feel of the major differences.
Fact is my sica will die to most gunlogi's
My soma on the other hand can wipe virtually every gunlogi off the map and goes toe to toe with Zdawg's madruger quite well. If thats how well the difference between miltia shield and armor is, ill have to go and extrapolate that is carried through with std and adv tanks as well. |

Gunner Nightingale
Internal Error. Negative-Feedback
215
 |
Posted - 2013.02.07 01:24:00 -
[4] - Quote
Vermaak 'Fatal' Kuvakei wrote:I'll accept longer hardeners when passive regen is added for armor
yea cause the shield regen on shield tanks is so overwhelming that it is impossible to overcome. Too bad for passive shield regen to occur you need to stop taking damage for a small period of time and even then it cant recover shields in a manner that makes them nearly invincible.
But you miss the point of the OP. The way armor hardeners are set up one can run 3-4 hardeners running giving between 75-100% armor resistance, even with stacking penalties lets say it drops to like 40-60% which is unlikely that high a stacking penalty it still is active for a full 60s and then the cooldown is 15s which means there is only a 15 second window where that resistance isnt active, im sorry but if you can't keep your tank alive for 15s by just fleeing to safety than you just dont know how to run a tank.
keep in mind thats using only 3-4 low power slots which still leaves room 1 more low and 2-3 more high. Add to this that they only consume 25 cpu and 5 pg compared to 40 and 5 on shield they clearly arent taxing the tank to put on really high level turrets which would ordinarily be curbed by something like an armor extender which is basically unneeded since if you never take damage why would you want more armor?
|
|
|
|