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Gunner Nightingale
Internal Error. Negative-Feedback
215
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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. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
|
Posted - 2013.02.07 00:26:00 -
[2] - Quote
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 |
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2013.02.07 00:30:00 -
[3] - Quote
How to be a good tanker... equip 3 active hardeners and one passive: go invincible for a 60 seconds...fight... run...and in 15 seconds repeat.
SKILLED |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.07 00:31:00 -
[4] - Quote
Stacking penalties work for vehicle mods. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.07 00:32:00 -
[5] - Quote
Damn. All I was doing was alternating between the armor hardener and a damage control unit. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.07 00:33:00 -
[6] - Quote
Don't forget that armor tanks are somehow faster than shield tanks with KBM. |
DJINN Marauder
Hellstorm Inc League of Infamy
254
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Posted - 2013.02.07 00:34:00 -
[7] - Quote
Armor tanks are pretty easy to kill though... AV NADES FTW! |
Gunner Nightingale
Internal Error. Negative-Feedback
215
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Posted - 2013.02.07 00:35:00 -
[8] - 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. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
|
Posted - 2013.02.07 00:51:00 -
[9] - Quote
Gunner Nightingale wrote: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.
I feel that Armor has really became the pubstomping anti-infantry tank, You can tank allot more damage from infantry and rep back up. Shield is what you use to tear up another tank, I personally cant wait till Corp Battles get big enough to start spider tanking. Its going to add another level of strat that no other game can compete with.
I think its going to be a very delicate balance between Armor tanking ability and Shield DPS. From my understanding in EVE Armor is a better tank and Shield is a better DPS machine.
AV in general is alittle to strong against either tank, and I fear what the plasma cannon is going to do to balance
Edit: I agree that shield hardeners need a buff |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
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Posted - 2013.02.07 01:10:00 -
[10] - Quote
I'll accept longer hardeners when passive regen is added for armor |
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Gunner Nightingale
Internal Error. Negative-Feedback
215
|
Posted - 2013.02.07 01:11:00 -
[11] - 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. |
BobThe843CakeMan
BurgezzE.T.F
132
|
Posted - 2013.02.07 01:11:00 -
[12] - Quote
i as an armor tanker think shield hardeners need a buff but an armor one should be better as an armor tank is meant to be able to take a beating before exploding. but maybe 30 % resist but a 20 - 30 second timer with a 30 second cool down. Because let's be honest if ur in a shield tank u are going to be sniping with a railgun which let's u have plenty of time to recharge that cool down. |
Tregar Kerrigan
Subdreddit Test Alliance Please Ignore
36
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Posted - 2013.02.07 01:19:00 -
[13] - Quote
Assuming DUST will follow the mould of EVE, armor tanks will be better at buffering, with more effective hit point increasing modules, while shields are better at active tanks, with shorter cycle times on the reppers. |
Gunner Nightingale
Internal Error. Negative-Feedback
215
|
Posted - 2013.02.07 01:24:00 -
[14] - 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?
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slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
|
Posted - 2013.02.07 01:32:00 -
[15] - Quote
Gunner Nightingale wrote: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.
Soma is better then a Sica for the simple fact that you have more fitting slots on a Soma,
I have yet to run into an armor tank that I can't pop
OBs are OP tho |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.02.07 01:33:00 -
[16] - Quote
Gunner Nightingale wrote: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? I'd say this is mainly done because shield hardeners reduce more damage than armor hardeners. Therefore with the stacking penalty 3 shield hardeners is about the same as 4 armour hardeners but with another open slot. I agree that this needs to be changed but I think the cooldown time should be brought in line with the armor hardener. |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2013.02.07 01:37:00 -
[17] - Quote
lol 75% resistance yeah right buddy. You forgot 1 big thing: shield tanks with railguns can equip damage mods without problems. And my railgun does allready 3100HP damage and i use a active heat sink to kill the "survivors". I have a decent amount of shields and pretty good resistance together with a really high DPS. When a armor tank puts damage mods on they loose HP or resistance which can be fatal. Another thing is they are weak against swarms and Av grenades which do 30% extra damage against them. In order to be on the same lvl with shield tanks (without any resistance on) they have to run 1 active hardener all the time and still they take 5% extra damage. So that would be effective around 105% damage inflicted. With normal swarms that would be 1260HP instead of 1560HP. Now compared to shield tanks those swarms do 840HP damage (in my case they only do around 600~500HP damage). And i highly doubt that you can achieve 75% resistance with modules. If that would be the case then in the older builds where we had those 25% passive modules tank battles would had last over 1 minute. And im sure alot of people had 3 of those on their tanks and they still got blown up by 3-4 railgun hits (damage mods where not working back then). |
Y0UR NAME HERE
Imperfects Negative-Feedback
443
|
Posted - 2013.02.07 01:43:00 -
[18] - Quote
Gunner Nightingale wrote:It's simple lets look at the difference between shield hardeners and armor hardeners. Shield HardenerCooldown: 30s Pulse interval: 10s Damage reduction 25-30% depending on module variant Armor HardenerCooldown: 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#post530689This seriously needs to be addressed because this is way too easy to exploit.
Ya figured this out 5 minutes ago, Why i switched my alt from gunnlogi to madrugar.
plus you can triple rep the madrugar with a huge buffer, whats the point of the gunnlogi again? bout' 10 min ago I fought 2 madrugars at the same time, won, then fought a Large CA rail and madrugar, won.
then my demise, which I made a post on, was from an Advanced Dark-Side swarm launcher, 2 shots...... lulz. |
Mr Zitro
Imperfects Negative-Feedback
417
|
Posted - 2013.02.07 01:50:00 -
[19] - Quote
The dark cloud wrote:lol 75% resistance yeah right buddy. You forgot 1 big thing: shield tanks with railguns can equip damage mods without problems. And my railgun does allready 3100HP damage and i use a active heat sink to kill the "survivors". I have a decent amount of shields and pretty good resistance together with a really high DPS. When a armor tank puts damage mods on they loose HP or resistance which can be fatal. Another thing is they are weak against swarms and Av grenades which do 30% extra damage against them. In order to be on the same lvl with shield tanks (without any resistance on) they have to run 1 active hardener all the time and still they take 5% extra damage. So that would be effective around 105% damage inflicted. With normal swarms that would be 1260HP instead of 1560HP. Now compared to shield tanks those swarms do 840HP damage (in my case they only do around 600~500HP damage). And i highly doubt that you can achieve 75% resistance with modules. If that would be the case then in the older builds where we had those 25% passive modules tank battles would had last over 1 minute. And im sure alot of people had 3 of those on their tanks and they still got blown up by 3-4 railgun hits (damage mods where not working back then). Smart man! There is finally some armor love and now shield guys want some love? Not until the new anti- shield av weapon is in then we can talk about a shield buff. So where have you been darky I have missed you? |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2013.02.07 01:55:00 -
[20] - Quote
You like men. |
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Mr Zitro
Imperfects Negative-Feedback
417
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Posted - 2013.02.07 02:02:00 -
[21] - Quote
The dark cloud wrote:You like men. Yes!
WoMEN |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.02.07 02:03:00 -
[22] - Quote
The dark cloud wrote:You like men. Lol |
Vermaak 'Fatal' Kuvakei
Osmon Surveillance Caldari State
151
|
Posted - 2013.02.07 02:07:00 -
[23] - Quote
Mr Zitro wrote:The dark cloud wrote:You like men. Yes! WoMEN Well played *slow clap |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.07 02:58:00 -
[24] - Quote
Vermaak 'Fatal' Kuvakei wrote:I'll accept longer hardeners when passive regen is added for armor snicker |
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
217
|
Posted - 2013.02.07 06:38:00 -
[25] - Quote
Noc Tempre wrote:Don't forget that armor tanks are somehow faster than shield tanks with KBM.
I respectfully disagree, I've used both recently with KB/M and used the Madrugar after running with the Gunnlogi. And the Madrugar (albeit with an 180mm plate) is SOOOO SLOOOOW! |
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