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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
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Posted - 2013.02.07 09:13:00 -
[1] - Quote
I remember a time when I was pretty jazzed to play this game because it looked like it was going to present an FPS with more choices for character customization than ever before.
Currently, that impression, and any hope of seeing something like that, is beyond dead.
Every single guy I know that can pub stomp/kill well all have two things in common. Natural Skill and shields to 11. The Skill part is just them.
The Shield part however, is all CCP. In this game, if you want to run assault, the hot trick it to actually choose the Arbiter as your starting fit, than choosing the Enforcer, which is the actual Assault starter fit, just to get the headstart on the shields. Everyone I know that goes for a "tanked" AR build goes straight for Complex Shield extenders and then drop suits to hold more complex shield extenders.
There are players that spec for glass cannon, ie damage mods, but against 2 tanked ARs or a Heavy, they usually end up on the losing side. However, one tanked AR vs two lesser tanked ARs or a Heavy can absolutely win.
The suit that all my guys are wearing right now is the Type II Assault suit....why? ...MOAR Shields. Right now, I'm using the Type II Heavy suit for the exact same reason...over the Type III....it's Type III, why is it not better than the type II, even running twin Tier III reppers?
And it makes sense. Shields regen naturally, armor doesn't. Additional Shields don't slow you down, armor does. You get more Hi slots than low as you progress through the suits. Speaking of which, several players have remarked that the Level 5 Logi suit may be the best in the game....why?.....four complex shield extenders or combo'd with shield regen mods.
Now, granted, it costs more SP to get to those shield extenders, but it's not unattainable by any means and you can get to enhanced extenders just by specing right at the outset of your build.
My biggest gripe here is that I thought Dust was supposed to be different than CoD and BF3 in it's "meta" game. But in reality, it's very much the same. You have to go for shields. Shields trump everything. Armor tanking isn't even an option for ground troops.
I thought that in EvE there were advantages/disadvantages for shield tanking vs armor tanking (I never got too into EvE past PVE missions and mining)....there appears to be ZERO incentive in this game to armor tank, which means that it's just a much more complex CoD/BF3, but at the end of the day, it's the same game in the aspect that there are few options for players to choose if they really want to compete. |
usrevenge2
Subdreddit Test Alliance Please Ignore
64
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Posted - 2013.02.07 09:16:00 -
[2] - Quote
maybe it's because to armor tank you have to be slower with plates, plus shields auto regen anyway. |
Irish Syn
Chernova Industries
123
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Posted - 2013.02.07 09:21:00 -
[3] - Quote
When you start working with a logi armor becomes very important. Shields have a delay before they start recharging, with a good logi your armor will constantly recover. Also there are modules that repair armor, and you can get up to starting at 2 per second and going to 5 per second. Stack two of those and it's 4-10 per second. Now do that with a logi who is healing around 25-44 per second. That results in a minimum of 29 HP recovered per second to a maximum of 55 per second. And actually there is a 3% increase with each level of armor repair and repair rate if they get to level 5, so that actually is a max of around 62 HP per second.
Shields are more of the lone wolf/sneaky HP type, armor is more of the group in your face frontline HP type. If you got a squad that maxed out on the armor repair they would be really tough to take down. |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
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Posted - 2013.02.07 09:29:00 -
[4] - Quote
I think it has more to do with most weapons currently being used are more effective against Armor then Shields, Also Logis are not needed for Shields so it makes "Lone Wolfing" easyer |
4447
ZionTCD Legacy Rising
649
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Posted - 2013.02.07 09:30:00 -
[5] - Quote
I use both but i think CCP have tweaked armour? |
ChromeBreaker
SVER True Blood Unclaimed.
197
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Posted - 2013.02.07 09:37:00 -
[6] - Quote
Thats one way of doing it... I counter by filling my highs with complex dmg mods... i hardly notice shields any more...
Also think of dust like a savanna. If there are more antelope, lions have trouble catching these bouncy prey, but cheetah suddenly become abundant. In dust if people start running shields, prepare to see laser rifles and flux grenades. Not to mention any new toys not out yet... |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
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Posted - 2013.02.07 09:39:00 -
[7] - Quote
Irish Syn wrote:When you start working with a logi armor becomes very important. Shields have a delay before they start recharging, with a good logi your armor will constantly recover. Also there are modules that repair armor, and you can get up to 5 per second. Stack two of those and it's 10 per second. Now do that with a logi who is heading around 32 per second.
Shields are more of the lone wolf/sneaky HP type, armor is more of the group in your face frontline HP type. I guarantee you it doesn't matter how good you shields are, a squad of armor users will beat out a squad of shield users nearly every time.
Look, my main may be a heavy but my alt is a logi, I don't need a lecture on the advantages/disadvantages of the logi suit. Also, your math is wrong....
In order to get to the 4 HP/s reppers, you have to hit level 5 Armor Repair. Each level adds 3% to the amount of HP/s repped. (4*2) + (.03*5) = 8.15 HP/s. And according to one thread on here, the 3% increase may be broken right now.
Also, I reject your notion that armor tankers can take shield tankers. I reject it based on the fact that That I have yet to see it happen. In relation to heavies....
I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points.
However, I find I do WAY better with the fewer hp suit because of the extra shields over armor (and the shields). You can do more in extended fights and survive longer.
Again, shields uber alles. |
Icedslayer
SVER True Blood Unclaimed.
42
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Posted - 2013.02.07 09:57:00 -
[8] - Quote
just wait till armor hardeners come into the game for infantry |
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2013.02.07 10:01:00 -
[9] - Quote
shields are better, and always have been better.
i maintain that armor plates should not have movement penalties. it's the cherry on the "why bother armor tanking" sundae. they are the only module with their own built in NEGATIVE.
every module already has the downside of NOT being some other module. it ate up a slot and PG/CPU you could have spent somewhere else?
and don't anybody try to say "armor is heavy so you HAVE to move slower" we don't HAVE to do ****, this is a videogame. all CCP has to do is change the description to read "by swapping in improved materials, this module enhances dropsuit armor without increasing weight" or they use up powergrid and cpu right? how bout the module "adds an additional layer of armor while rerouting power to the suits joints, maintaining mobility"
if they didn't have mobility penalties, then you could make the "with support vs without support" argument, but even then it's a tough pill to swallow. i'd rather the logi guy just shoot the people shooting me since my shields can just take care of themselves. |
Irish Syn
Chernova Industries
123
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Posted - 2013.02.07 10:04:00 -
[10] - Quote
BattleCry1791 wrote:Irish Syn wrote:When you start working with a logi armor becomes very important. Shields have a delay before they start recharging, with a good logi your armor will constantly recover. Also there are modules that repair armor, and you can get up to 5 per second. Stack two of those and it's 10 per second. Now do that with a logi who is heading around 32 per second.
Shields are more of the lone wolf/sneaky HP type, armor is more of the group in your face frontline HP type. I guarantee you it doesn't matter how good you shields are, a squad of armor users will beat out a squad of shield users nearly every time. Look, my main may be a heavy but my alt is a logi, I don't need a lecture on the advantages/disadvantages of the logi suit. Also, your math is wrong.... In order to get to the 4 HP/s reppers, you have to hit level 5 Armor Repair. Each level adds 3% to the amount of HP/s repped. (4*2) + (.03*5) = 8.15 HP/s. And according to one thread on here, the 3% increase may be broken right now. Also, I reject your notion that armor tankers can take shield tankers. I reject it based on the fact that That I have yet to see it happen. In relation to heavies.... I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points. However, I find I do WAY better with the fewer hp suit because of the extra shields over armor (and the shields). You can do more in extended fights and survive longer. Again, shields uber alles. Only part of my math that my be off is that there is no .03 increase to repair tools, and I was calculating using the maximum potential. So that is using the highest repair module twice, 5*2*1.03^5 = 11.59 + 44 from the highest repair tool = 55.59 HP/sec.
My buddy goes armored heavy while I use an advanced repair tool and we rarely die, other heavies have stood no chance from all my experience although I have no clue what type of modules they are using.
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ChromeBreaker
SVER True Blood Unclaimed.
197
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Posted - 2013.02.07 10:17:00 -
[11] - Quote
Irish Syn wrote:BattleCry1791 wrote:Irish Syn wrote:When you start working with a logi armor becomes very important. Shields have a delay before they start recharging, with a good logi your armor will constantly recover. Also there are modules that repair armor, and you can get up to 5 per second. Stack two of those and it's 10 per second. Now do that with a logi who is heading around 32 per second.
Shields are more of the lone wolf/sneaky HP type, armor is more of the group in your face frontline HP type. I guarantee you it doesn't matter how good you shields are, a squad of armor users will beat out a squad of shield users nearly every time. Look, my main may be a heavy but my alt is a logi, I don't need a lecture on the advantages/disadvantages of the logi suit. Also, your math is wrong.... In order to get to the 4 HP/s reppers, you have to hit level 5 Armor Repair. Each level adds 3% to the amount of HP/s repped. (4*2) + (.03*5) = 8.15 HP/s. And according to one thread on here, the 3% increase may be broken right now. Also, I reject your notion that armor tankers can take shield tankers. I reject it based on the fact that That I have yet to see it happen. In relation to heavies.... I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points. However, I find I do WAY better with the fewer hp suit because of the extra shields over armor (and the shields). You can do more in extended fights and survive longer. Again, shields uber alles. Only part of my math that my be off is that there is no .03 increase to repair tools, and I was calculating using the maximum potential. So that is using the highest repair module twice, 5*2*1.03^5 = 11.59 + 44 from the highest repair tool = 55.59 HP/sec. My buddy goes armored heavy while I use an advanced repair tool and we rarely die, other heavies have stood no chance from all my experience although I have no clue what type of modules they are using.
You forgot the armor repping nano hives a bit situational but awesome for defense.
But its pretty simple 1v1 armor wins (theres more of it) but this becomes void in your next fight as it hasn't repaired. Add in the external repair and it come out on top again. The trick is you need that external repair.
With the right gear, and situation, armor reps can be higher than incoming dps its and at this point armor really shines |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2013.02.07 10:26:00 -
[12] - Quote
it's EVE, you should have expected shields. |
Rei Shepard
Spectre II
72
|
Posted - 2013.02.07 10:33:00 -
[13] - Quote
Quote:I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points.
However, I find I do WAY better with the fewer hp suit because of the extra shields over armor (and the shields). You can do more in extended fights and survive longer.
How is 512 armor less then 320 shields ? Also how do you fit an extra 412 armor on an assault suit with 2 low slots, sure you can get up to 412 total armor but not 512. (typo?) besides what use is an assault suit thats rigged for speed gonna do with -20 speed ?
And if eventually everyone runs a Logi with 4 plates, they are gonna be slower speed as a heavy, except easier to kill.
I run my assault II with top shield extenders because its a suit meant to be shield tanked and 120 armor or so, once someone gets trough those shields, you die really fast.
But in relation to EVE, Shield tanking trumps Armor tanking armor tanks are just better at being buffer tanks that are remote repped to take large amounts of punishments, same here actually. Also those big Armor plates on ships make them fat and slow, same here....so it makes sense.
Solo > Shield Tank Group > Armor Tank |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.07 10:42:00 -
[14] - Quote
ChromeBreaker wrote:With the right gear, and situation, armor reps can be higher than incoming dps its and at this point armor really shines
Wow, I so wish I lived in this perfect world you live in. Where grenades and mass drivers don't take out your logi support (because you always have logi support) and where the opposing team hasn't called out your location and the next thing you know you're swarmed by no less than 4 guys from two different directions and you get three of them near dead until they slink around a corner and the fourth guy kills you.
How in the WORLD does armor, which self repairs at less than 10HP a second, over come someone with damage mods and is dealing over 30 HP worth of damage per round?
nope, not buying it. Armor does not beat shields due to the speed and natural regen factor.
On one of my assault alts, I went from the Type III back to the Type II and was amazed at the difference in the results.
This game is about shields, period. |
ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.07 10:45:00 -
[15] - Quote
BattleCry1791 wrote:ChromeBreaker wrote:With the right gear, and situation, armor reps can be higher than incoming dps its and at this point armor really shines Wow, I so wish I lived in this perfect world you live in. Where grenades and mass drivers don't take out your logi support (because you always have logi support) and where the opposing team hasn't called out your location and the next thing you know you're swarmed by no less than 4 guys from two different directions and you get three of them near dead until they slink around a corner and the fourth guy kills you. How in the WORLD does armor, which self repairs at less than 10HP a second, over come someone with damage mods and is dealing over 30 HP worth of damage per round? nope, not buying it. Armor does not beat shields due to the speed and natural regen factor. On one of my assault alts, I went from the Type III back to the Type II and was amazed at the difference in the results. This game is about shields, period.
I said the right situation lol
yes yes natural regain, but thats what logi's are for... have you even read this thread? or are you just trying to troll whoever said something last?
edit:.... and yes, i almost always roll with logi support...
Im going to go with just a troll, pink fluffy always bring a good fight lol, aim your urges at some blueberry |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.07 10:49:00 -
[16] - Quote
Rei Shepard wrote:Quote:I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points.
However, I find I do WAY better with the fewer hp suit because of the extra shields over armor (and the shields). You can do more in extended fights and survive longer. How is 512 armor less then 320 shields ? Also how do you fit an extra 412 armor on an assault suit with 2 low slots, sure you can get up to 412 total armor but not 512. (typo?) besides what use is an assault suit thats rigged for speed gonna do with -20 speed ? And if eventually everyone runs a Logi with 4 plates, they are gonna be slower speed as a heavy, except easier to kill. I run my assault II with top shield extenders because its a suit meant to be shield tanked and 120 armor or so, once someone gets trough those shields, you die really fast. But in relation to EVE, Shield tanking trumps Armor tanking armor tanks are just better at being buffer tanks that are remote repped to take large amounts of punishments, same here actually. Also those big Armor plates on ships make them fat and slow, same here....so it makes sense. Solo > Shield Tank Group > Armor Tank
Do you EvE mouse jockies EVER pay attention to the written word? This part here....
Quote:I armor tanked my heavy....run 812 HP in armor and 100 for shields. Totals 912 HP. My Type II suit runs 320 shields and 512 armor...832 total points. That's a Type II HEAVY suit. not assault. And what idiot would tun 4 plates on a Logi proto instead of running armor reppers, a shield mod, and then maybe a plate...and where did I intimate that I thought anyone would? Based on your lacklaster previous two points I can't take your eve .02 ISK into consideration.
Thanks for posting there, superchampion. |
lowratehitman
Subdreddit Test Alliance Please Ignore
284
|
Posted - 2013.02.07 10:50:00 -
[17] - Quote
Shield tanking is for the lonewolf rouge type player for survivability, and works wonders when you do not need a logi in your squad, when everyone is self sufficent in your squad and is able to click and work together, it is a beautiful thing, and you are able to spilt the logi duties amoungst eachother,(nanoinjector, hives....) |
Irish Syn
Chernova Industries
123
|
Posted - 2013.02.07 10:52:00 -
[18] - Quote
As I pointed out a couple posts up, you can get armor repairs going at 55.5 HP/s (with just one guy repairing) which is can definitely be more than incoming damage in a lot of situations. As for your notion that the attacks go for the logi first, of course they do. But logis can be pretty smart, usually find a nice piece of cover to hide behind while still in range of the friendly heavy. Still possible to take out the logi but it's not as easy as you make it sound.
Oh, and yes in the world I play in there is always logi support because I only play when grouped up. If you want to a lot of HP but don't have friends online with you then I'd definitely agree shields are better in every sense.
Also I'm not sure why we keep saying logi like they are the only players who can heal. Anyone other than the heavy can carry the repair tool, so it's not like you have to be restricted to the logi suits. |
Rei Shepard
Spectre II
72
|
Posted - 2013.02.07 10:57:00 -
[19] - Quote
Quote:That's a Type II HEAVY suit. not assault. And what idiot would tun 4 plates on a Logi proto instead of running armor reppers, a shield mod, and then maybe a plate...and where did I intimate that I thought anyone would? Based on your lacklaster previous two points I can't take your eve .02 ISK into consideration.
Thanks for posting there, superchampion.
I misread and your amounts just added up to the right numbers and i assumed, doesnt mean the above about shields & armor isn't valid. I guess you never misread something eh ? Next time say its the heavy suit because assault has a suit named just like it.
Unless you just want to troll and dismiss any data presented, in that case work well done.
Solo > Shield Tank Group > Armor Tank
Armor tanking solo will never be put on the same scale as shield tanking solo, just face that fact and move on, seeing you are a Heavy user you just want more power. Run assault if you wanna solo man. |
I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2013.02.07 10:58:00 -
[20] - Quote
The speed of running shields is why shields are so good. It's harder to hit a fast target than say a slower one with lots of health. I can pound round after round into an armor heavy because of how easy they are to shoot at, but shield heavies tend to be quicker and harder to hit.
Same thing with assaults.
Also, complex shield mods aren't really that great when you consider the bonus from shield control. Having an extra 10% is like having a free shield extender (assuming you have more than 200 shield in the first place).
Getting to at least 15 or 20% increase in shield is necessary before you even consider putting skill points into shield enhancements. |
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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
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Posted - 2013.02.07 11:06:00 -
[21] - Quote
I-Shayz-I wrote:The speed of running shields is why shields are so good. It's harder to hit a fast target than say a slower one with lots of health. I can pound round after round into an armor heavy because of how easy they are to shoot at, but shield heavies tend to be quicker and harder to hit.
Same thing with assaults.
Also, complex shield mods aren't really that great when you consider the bonus from shield control. Having an extra 10% is like having a free shield extender (assuming you have more than 200 shield in the first place).
Getting to at least 15 or 20% increase in shield is necessary before you even consider putting skill points into shield enhancements.
And you raise a good point here...because it's not just the extenders, it's the 25% passive increase and the shield recharge passive increase that goes into it as well.
Meanwhile, for armor you'd got Field Engineering armor rep, and plates (which slow you down)....and all of the shield heavy suits somehow manage to move faster in the first place too.....so there are more factors to Shield 514 than just he extenders |
Rei Shepard
Spectre II
72
|
Posted - 2013.02.07 11:20:00 -
[22] - Quote
I am gonna say this once more
There are 4 types of tanks in EVE
1) Passive Shield Tank, has lots of shields, passively regenerates over time, great for mission running where you know the amount of damage incoming is consistent and predictable. 2) Active Shield Tank, uses shield boosters to recharge shields and can use charges to repair faster, great for solo pvp, dual ASB tanks ruled PVP till it got nerfed. 3) Armor Tank or Buffer Tank, completely depended on other people to keep it alive because Armor plates give more HP per unit over each shield extender, so you can buffer the incoming damage better and allows for remote reppers to lock on to you before you splode under massive damage. 4) Speed tank, flying under the tracking speed of ships turrets or missile blast radius, dies when caught in a web or a performs a manual flying error like lining up with a gun.
Its exactly the same in Dust, so unless they change it in EVE i don't see Shield 514 changing, besides it makes sense to think that Shields are the best overall defense against firepower because it just needs to power up the shield vs millions of nano-machines trying to fill up a huge hole in your chest before the next bullet hits.
Once they add in weapon customization and you get AMMO that deals EM damage (shields are weak against EM) and troops will have to use EM hardeners they playing field will level out since Armor has a better natural resistance against that damage type.
For now its Beta. |
KingBabar
Seraphim Initiative. CRONOS.
443
|
Posted - 2013.02.07 11:35:00 -
[23] - Quote
I don't see the point in "tanking" anything. I've found that having 478 total HP is "enough" on my type-ll, type-B or VK-1 suits.
This means that I run with all passive skills maxed:
Shields = 281 + 2 extender = 66 + Armor = 131
= Total HP 478.
Anything more is just redundant IMO. With two more shield extenders I'm up to 610 HP which really doesn't do me any good at all. I use the one shield extender to not get single shotted by snipers and having a little better odds when it comes to surviving nades, turrets and such. Having those extra 132 HP from extender nr 2 and 3 doesn't do me any good at all, yes I can take more bullets, about 3 of them from a decent setup, but so what? We fire most ARs at 12.5 bullet per second...
My experience from the previous build is simply that no matter how much HP I stack on my dude, he'll still go down if I make a bad decision, a shotty to the face, a well placed nade, a tank and so on. Having the 21% ekstra damage from two damage mods on the other hand helps me alot with general killing, and by extension my own survival. It also is nice to just take that guy down before he reaches the corner.... I limit myself to two damage mods since I reckon stacking penaltiies will come and then its not much of a point in having more than two that will yield about + 18%. A third +10% mod will give about 5.5% more damage. (So I've heard, I'm not 100% sure on these numbers.)
The advantages with armor is quite clear. Immune to flux nades, better vs lasers and they are possible to repair. I definately got punished by using a shield heavy suit vs Zion in our last corp battle, they kept spamming those flux nades. And I'm not 100% sure on this, but doesn't proto armor plates give you 115 points of armor vs the 66 points of shields you get from a proto shield extender? And doesn't it cost about the same amount of CPU/PG?
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Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2013.02.07 11:38:00 -
[24] - Quote
Irish Syn wrote:As I pointed out a couple posts up, you can get armor repairs going at 55.5 HP/s (with just one guy repairing) which is can definitely be more than incoming damage in a lot of situations..
what gun?
militia SMG, no skills: 21 dmg per shot * 1000 RPM = 21,000 DPM / 60 = 350 DPS.
350>55.5... by like a lot?
now lets assume the victim in question is sitting on an armor repping nano-hive, which is % based. we'll ballpark it at 5% (i dunno what the stats actually are, but 5% seems right. correct me if i'm wrong) if we give the victom 1000 max armor, which is impossible given the setup you've already put forth to get that 55.5 armor rep. low slots used for rep modules, but i'll ere on your side of the argument, we get another 50 armor per second for a total of 105.5.
350>105.5... by still a lot?
i acknowledge that the smg will rarely ever be dealing it's full DPS due to operator error, reload times, and damage lost to range; but when we START at such a huge deficit, i'm gonna be yelling at my logi-bro to just SHOOT the ******* guy and rep me after he's dead. not to mention that i started at the lower end of the DPS spectrum where you gave the higher end of the rep spectrum. it's only gonna get worse if you factor in stuff like weaponry skill or better guns. |
Gaechti
BetaMax.
71
|
Posted - 2013.02.07 11:50:00 -
[25] - Quote
"....the hot trick it to actually choose the Arbiter as your starting fit, than choosing the Enforcer, which is the actual Assault starter fit..."
Last time I checked, its the other way arround, if you dont have any militia BPO's you end up with a cheaper build with same modules / stats..
Complex Shield extenders are pretty CPU intense, thats why lots of ppl I know (including me) go for Complex DMG Modifier, then Enhanced Shield Regulator and after that for Enhanced Shield Extenders.
I do agree that shields are, for Infantry, currently the way to go.
I'm not sure how many ppl actually know, but armor plates also reduce your jumping height.. |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2013.02.07 11:50:00 -
[26] - Quote
I run with 2 complex damage and a armour plate on type-ii. Not much speed hit, 269 shield and 190 armour, for 459ehp and 132.1% bonus damage with skills and mods. I often kill target before shield drops, so more shield is not needed.
Many of EvE's armour mods are not in game yet, I think if they are added it would help armour vs shield balance.
Also, we only have caldari assault so far, caldari are the shield specialists. When we have an amarr assault it will probably armour tank well. |
Tolen Rosas
Kang Lo Directorate Gallente Federation
37
|
Posted - 2013.02.07 11:52:00 -
[27] - Quote
errr...i'm not a rocket scientist or anything, but wouldnt a good counter be flux nades ftw? |
Jack McReady
A.C.M.E Corp
71
|
Posted - 2013.02.07 11:54:00 -
[28] - Quote
shield tanks have obvious strengths, like no movement penalty from plates and it recovers by itself after some time even when fully depleted.
and then we have the type 2 assault suit, not only does it have more hp but big shields, it makes sense to shield tank it. I still dont get why the type 2 has more total health, it is supposed to be lighter and have more shield than armor but not to have more health. I dont think the other type 2 suits have more total health over the type I, why does the assault suit has this advantage? it makes the type I suit pretty obsolete and currently everyone runs with type 2 assault and a GEK from what I see ingame. |
Guinevere Bravo
SVER True Blood Unclaimed.
140
|
Posted - 2013.02.07 11:56:00 -
[29] - Quote
The problem arises when it doesn't become viable to soley armor tank until you are in Advanced Suits (Assault + Logi), either that or you must invest a boat load of SP into armor skills, either way it takes alot of SP/AUR.
With armor suits being weak against grenades its not a popular choice, on the other hand when the 'Rise of the laser rifle' happends again some people will be laughing.
The other suggestion is to "Dual Tank" which invovled a Shield extender and the remainder of lows armor tanked. It works for extra spongyness, it effects your DPS but only in the same way a shield tanker would be effected if not less so. What you are giving up is mobility and stealth for extra HP. Also invovles a HEAVY Sp investment for one module basically.
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Beren Hurin
OMNI Endeavors
183
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Posted - 2013.02.07 12:18:00 -
[30] - Quote
When proto-logis and logi-LAVs will be repping these armor tanks from>25m away, their standoff effects will push the balance toward armor tanking. I think in the late game armor tanking will be much more desireable.
As for 'armor suits being weak against grenades...' nearly all shield suits are garbage against the meta 1 flux grenade.
Just like anything else each type has its roles. Shields are the weapon of choice in extended battles over open ground or quick skirmishing attacks from cover. When you are running in larger groups, with logis, and they can restore 80% of your health instantly from an injection, armor will look sweeter. |
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