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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
|
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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Yosef Autaal
SONS of LEGION RISE of LEGION
19
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Posted - 2013.02.07 12:47:00 -
[31] - Quote
I have mainly armour tanked since early beta on my assualt suits and only switch to shield tanks for specific situations. With armour tanking I find Im able to stay on field longer.
example while armour tanked I find myself outnumbered I try to escape, my shields acting as a buffer to warn me how much damage and what direction Im taking fire from (in case of ambush) When i escape if I was taken into armour I can sit back at range and repair my self slowly then once done go back into the fray and repeat.
While shield tanked I found i could run away more often but once out of danger I would be stuck with damaged armour and in most cases be unable to do nothing about it and when getting back into fray I find i become a prime target (I know if given two targets one with full shields and armour and one with damaged armour and full shields im going to shoot the damaged duster first)
The times i do switch to shield tanking are those times where I dont intend to survive the match and just survive long enough in a charge to get a few kills and push the reddots back a little or capture the location to stop there respawns this is when i find a bit of shield tanking useful.
This is what I have found from my experience and playstyle you might of had different experiences |
Takahiro Kashuken
Intara Direct Action Caldari State
102
|
Posted - 2013.02.07 12:52:00 -
[32] - Quote
So the point of this thread is to say shield is OP? |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2013.02.07 13:14:00 -
[33] - Quote
I believe all these shield514 thing is simply because shield tanking is better for sparse and light skirmish solo run. And pub match is just like that. It fit shield tanking role perfectly. That's why shield tanking is so popular.
Armor tanking is a more team oriented thing. It tuned for more pack and intense fight. Yes, you have to rely on logi to repair you but you can stack more total HP than shield tanker. Yes, shield does have natural regen that is way faster than armor repairer. But shield also has regen delay. It can't regen any single point during gunfight.
What will save your from immediate encounter is large HP pool not fast HP regen. That is for AFTER you survive that particular encounter. And shield tankers need a SOLID break between each encounter for their shield regen to kick in.
Armor repairer great advantage over shield regeneration is that it can repair you ALL THE TIME. it will repair you when you are under fire. It will help you during gunfight. It will never stop repairing you. Now, a single militia armor repairer 2 HP/S may seem insignificant. But if you run double complex armor repairer that repair 5 HP/S each. It's 10 HP per second. that is something. Survive for 17 seconds and they give you more benefit than two Complex armor plate will ever give you WITHOUT slowing you down or any need to stop fighting.
Now, if you stand there and take all the bullets come at you. Then you complain that 10HP/S repair rate won't save you from those 100+ dmg/s guns. You are doing it WRONG in the first place. No amount of shield, armor or logies will save your life. Keep moving, pop in and out, dance around covers. Run if all else fail. That is what will save your life.
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Cyn Bruin
Imperfects Negative-Feedback
653
|
Posted - 2013.02.07 14:15:00 -
[34] - Quote
Takahiro Kashuken wrote:So the point of this thread is to say shield is OP?
More like shields are generic and everyone uses the same type of fit.
I alter between DPS/Hybrid fit and tank fit.
The OP has a point tho...
Shield Extenders = Armor Plates Shield Rechargers = Armor Repairers Shield Regulators = ?
Both shields and armor have a passive regen ability, but armor doesnt have anything like a Shield Regulator I can think of. I'm possibly missing something but I can't think of a match for the above.
As Buzz stated so well, armor plates have a movement penalty which most of us want to avoid. Shields don't have any movement penalties involved. So either remove the movement penalty for armor or give shields some sort of encumberance. Like say... shields make stamina disappear quicker, idk but something one way or another to level the playing field. |
Fox Gaden
DUST University Ivy League
165
|
Posted - 2013.02.07 14:40:00 -
[35] - Quote
I would almost never armour tank a Caldari ship in EVE. Caldari tech is shield focussed. We donGÇÖt have Gellente or Amarr Assault suits yet, so I would really only expect to see armour tanking in the Amarr Heavy suits at this point. We have Gellente Scout suits, but scouts of any race will be speed tanked.
Edit: If the Amarr Heavy suit is performing better when setup for shields than when amour tanked then it is likely CCP will make changes. Amarr are supposed to favour amour tanking over shields. Maybe when the Caldari Heavy suit is released, providing choice, then the Amarr one will be tweaked more toward armour. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.07 17:09:00 -
[36] - Quote
Aside from more flux nade users, i've always said CCP should allow us to self repair if we're carrying a rep kit AND make armor twice as resistant to lasers as it is now. This would offset the heat build up lasers have without having to nerf lasers. This would give an additional reason to armor tank. |
High Commander' Rhnz
Royal Uhlans Amarr Empire
21
|
Posted - 2013.02.07 17:27:00 -
[37] - Quote
OP makes some great points
However what I think your missing is Armour tanking also allows you to DPS at the same time
Something shield tanking cannot do. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2013.02.07 17:32:00 -
[38] - Quote
BattleCry1791 wrote: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.
You really wasted your time writing this. Just use flux grenades
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2-Ton Twenty-One
Imperfects Negative-Feedback
235
|
Posted - 2013.02.07 17:39:00 -
[39] - Quote
mikegunnz wrote:Aside from more flux nade users, i've always said CCP should allow us to self repair if we're carrying a rep kit AND make armor twice as resistant to lasers as it is now. This would offset the heat build up lasers have without having to nerf lasers. This would give an additional reason to armor tank.
love this idea, also I think they should make the armor have a slower turn rate but make it resistant to shotgun rounds. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.02.07 17:40:00 -
[40] - Quote
xprotoman23 wrote:BattleCry1791 wrote: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. You really wasted your time writing this. Just use flux grenades
and you wasted everyone's time by posting without reading.....
His issue isn't with shields being OP....he simply feels as if armor tanking isn't a valid option at present.
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Dagon Cthulhu Clone
Fraternity of St. Venefice Amarr Empire
4
|
Posted - 2013.02.07 18:14:00 -
[41] - Quote
*slips on flame proof undies*
Shields are for Pussys who will want to run away at some point haha |
GeneralButtNaked
Burnwall Industries
54
|
Posted - 2013.02.07 18:14:00 -
[42] - Quote
Jaiden Longshot wrote:
and you wasted everyone's time by posting without reading.....
His issue isn't with shields being OP....he simply feels as if armor tanking isn't a valid option at present.
What the other guy was saying is that all this fancy talk about shields goes out the window when the guy in my squad throws a flux grenade.
Then I have my 900 HP of armor, and a shield heavy has half that. Plus I am running damage mods, so it is a pretty easy win.
If you have to spend your whole match running in fear of the flux grenades, than you are not really operating as a heavy. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2013.02.07 18:20:00 -
[43] - Quote
Flux grenade > Shields Laser rifle > Shields |
Cyn Bruin
Imperfects Negative-Feedback
653
|
Posted - 2013.02.07 18:27:00 -
[44] - Quote
Maximus Stryker wrote:Flux grenade > Shields Laser rifle > Shields
Laser Rifle > Armor
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mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.02.07 23:31:00 -
[45] - Quote
Cyn Bruin wrote:Maximus Stryker wrote:Flux grenade > Shields Laser rifle > Shields Laser Rifle > Armor
EXACTLY. By the time the laser has chewed thru your shield, it's "built-up heat" damage, easily melts your armor too. As I posted earler, armor needs to be MUCH more resistant to laser than it is now. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2013.02.08 02:24:00 -
[46] - Quote
I feel the issue with armor tanking, especially with complex mods, is that the speed penalty is REALLY high. I mean 10% per complex plate? Even if that has stacking penalties (which I dont think it would) that's still a massive speed reduction. I think lowering the speed reduction penalty as well as the addition of infantry armor hardeners (Explosive Hardener ftw) would help to make armor tanking a little more viable in the long run.
All in all you should be able to have a significant HP advantage by armor tanking over shield tanking, that's the tradeoff for no passive recharge. I think the HP on modules is fine, but the variance between base shield and armor on some of the suits needs some work. |
Delanus Turgias
Subdreddit Test Alliance Please Ignore
59
|
Posted - 2013.02.08 02:43:00 -
[47] - Quote
holy **** none of you ******* can math right
Seriously, guys, ******* seriously. Do you kids not understand how percentages friggin' work? And what was that **** with .3^5? Seriously? That's not multiplication, kid.
Goddamn 12 year olds can't do friggin' math properly. And if you're older than 12, that's even more shameful. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
29
|
Posted - 2013.02.08 03:44:00 -
[48] - Quote
Laser RIfles and mass driver. Complex shields won't mean a damn thing to a weapon designed to cut through them. |
IRuby Heart
DIOS EX.
329
|
Posted - 2013.02.08 04:09:00 -
[49] - Quote
Buzzwords wrote: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.
/End thread
Finally someone who knows what their talking about.
Armor already has the negative edge that it cannot be repaired without modules or a Logi. Shields can be recharged but cost more CPU. Why the hell did they add another negative to armor that is reduced speed? I've refused to even upgrade my armor skill past the basic level because the reduction in speed is not worth it. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.02.08 04:57:00 -
[50] - Quote
I threw this idea out there a while back, and I think it would be key to making people play different fits in terms of shields vs armor.
The idea is the ability to change our bullet types. I realize the AR's shoot some kind of plasma bullet, but bear with me on the comparisons.
- Hollow point - These would be highly effective against shields, but less effective against armor (Type-II's arch enemy).
- Full metal jacket - These would be the balanced version, equally good against shields and armor.
- Solid steel - These would be highly effective against armor, but less effective against shields (Type-A's arch enemy).
And to balance this out, the solid steel bullets would have some ind of disadvantage of using them, because as the OP pointed out, running a armor fit is more inconvenient and not very practical ATM. So if the steel bullet type is more expensive, hard to spec into.. whatever, it would give incentive for players to use an armor fit because less people would be likely to have or use the solid steel bullet type.
And as a counter, the hollow point bullet type would be the easiest to spec into or cheapest to use, this way people may think twice about running a shield-heavy suit since it would be more likely players will have this bullet type.
Now obviously the bullet types wouldn't be by the current standards listed above, but some kind of futuristic equivalent. I think something like this would make the game significantly deeper, more versatile and unique in terms of what fits people use based on the situation.
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BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.08 05:53:00 -
[51] - Quote
Jaiden Longshot wrote:
and you wasted everyone's time by posting without reading.....
His issue isn't with shields being OP....he simply feels as if armor tanking isn't a valid option at present.
And that really was the point of the thread. That this game is rather generic, but complexly so. It's really not different from CoD or BF3 because everyone's running the same gear/spec/fit for the most part.
The only differences you may find are that some players are Shield Tanked and some are Armored Cannons (as opposed to Glass cannons).
But most are shield spec'd.
I know Babar offers a good argument about hitting people with Damage mods in supporting the case for Armor Cannoning, but it doesn't really apply to real life because of two things...hit detection and lag. Which will likely only get worse as this game progresses (It's happened in every other FPS game, and there's already evidence here to support my theory).
The true test of this theory would be to set up a low ISK corp battle with an agreement between both parties that one side would be Shield tanked and the other Armor Cannons. No Vehicles would be used and the match would be open to ARs, SMGs, pistols, and HMGs only, no mass drivers, lasers, etc.
I do not volunteer my clan for this as I am not in the leadership, I'm just saying, it should totally happen sometime soon to settle the debate.
Back to the point though...in a game with all these skills and specs and all this "meta' stuff....there really aren't that many options. It's just a very complex way of being another generic shooter. Don't believe me?
How many AR guys out there that have reached the Type A suit are using it over the Type II? Because that answer would be most telling. |
MrShooter01
Expert Intervention Caldari State
268
|
Posted - 2013.02.08 06:47:00 -
[52] - Quote
In EVE (oh boy here we go again) fitting shield extenders to your ship will increase the "signature radius" of the ship, basically making it easier for other ships to land a successful hit on it. It also makes the ship easier to detect with probes, and faster to lock onto.
Maybe shield extenders in Dust should increase your suit's signature profile so you appear on the map easily
and also inflate your hitboxes a little bit |
DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
|
Posted - 2013.02.08 06:50:00 -
[53] - Quote
MrShooter01 wrote:In EVE (oh boy here we go again) fitting shield extenders to your ship will increase the "signature radius" of the ship, basically making it easier for other ships to land a successful hit on it. It also makes it easier to target. Maybe shield extenders in Dust should increase your suit's signature profile so you appear on the map easily and also inflate your hitboxes a little bit
I like this idea, ALOT |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2013.02.08 06:51:00 -
[54] - Quote
BattleCry1791 wrote:
And that really was the point of the thread. That this game is rather generic, but complexly so. It's really not different from CoD or BF3 because everyone's running the same gear/spec/fit for the most part.
Ah I got your point now and it is a good one. I do admit now that there is currently not that many choice for us to spec into.
In defence of the game with same old excuse. Perhap it's because the game is still in beta ??
We haven't get all our toys yet. Frankly speaking, I would rather have CCP deal with all current issues at hand first. Before they open pandora box and mess with new stuffs.
Caldari is suppose to be good at shield tanking, wait until we got Galentte assault or Amarr assault. There are still more weapon to come that should be effective against. Gun specialize. Ammo type. We only have played one (ok two) type pub match so far as well. Wait until we have PvE, faction warfare, full scale teritorial corp war.
PS. oh yea and shield extender really should extend signature radius. |
lowratehitman
Subdreddit Test Alliance Please Ignore
284
|
Posted - 2013.02.08 06:55:00 -
[55] - Quote
I will stick with my so called weak shield tanking. If i wanted to walk as slow as a member of the walking dead, i will slap some armor on. Everything i am hearing is 1 vs 1. why not talk about the benifits of running self sufficent shield tank squads that need no logi member. |
Kyy Seiska
Zumari Force Projection Caldari State
188
|
Posted - 2013.02.08 06:59:00 -
[56] - Quote
2 basic armor plates offer like 33% more hp for pretty meaningless decrease in speed. Not to mention the skill that can be accessed fairly early that provides nice boost to dropsuit armor as well further increasing survival.
Besides you can go the tank route and get both. |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.08 07:24:00 -
[57] - Quote
lowratehitman wrote:I will stick with my so called weak shield tanking. If i wanted to walk as slow as a member of the walking dead, i will slap some armor on. Everything i am hearing is 1 vs 1. why not talk about the benifits of running self sufficent shield tank squads that need no logi member.
I think the majority of the Heavies that have weighed in on this thread are just plain wrong in their assessment of armor/shields/logi, etc.
You are not one of them. I find myself running with the Type II Heavy suit over the Type III in all instances now. It's faster, the shields regen way faster than my armor reps on the Type III....and that's even when I'm running dual type III reppers.
The armor tanked heavy....all it really does is guarantee a win in a one on one vs another heavy (or anyone else). But for taking on multiple guys in a short span of time....the Type II is just better suited, and that's with no extenders or anything...I still run damage modifiers and an armor repper with some points in passive shield regen. |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
462
|
Posted - 2013.02.08 07:36:00 -
[58] - Quote
There is a reason why everyone and their mother runs a shield tank rather then an armor tank. Its because armor takes so long to regenerate, while my shields pop up right away. |
Bubba Brown
Militaires Sans Jeux
32
|
Posted - 2013.02.08 07:39:00 -
[59] - Quote
yeah, shield tanking is far superior to armor tanking at the moment we know expect changes soon |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
|
Posted - 2013.02.08 07:39:00 -
[60] - Quote
Lasers kill shields, explosives kill armor, hybrids, (like AR and Sniper), kill both, and Projectiles kill armor, as stated somewhere in game.
If you think about that, then consider that we are missing plenty of content like Projectile ARs and Sniper rifles, Laser ARs, etc.. and all of 12 Suit variations, then it might begin to make sense that the game seems a little limited in customization at the moment.
We're also missing plenty of modules I would think, with resistance modules being on the top of that list, but given the descriptions of the guns, we may not be getting them either.
4 Factions and 4 suits per faction, with another potential 8 to come if you count the Pilot and Command suits.
Weapon types per Faction:
Minmatar - Projectile Gallente and Caldari - Hybrid (Gallente - Drones Spec.; Caldari - Missiles Spec. in EVE, but Hybrids are common ground between both Factions) Amarr - Laser
I'm not sure what the Scrambler pistol is, but it is Amarr, so I assume it is intended to be some kind of laser based weapon. Forge Gun is a Hybrid; Heavy Machine gun a projectile weapon, as is the Mass Driver. ARs and Sniper Rifles are Gallente and Caldari Hybrids respectively.
Laser Rifle is quite obviously Amarr, and may be intended to be the Amarr variant of a Sniper Rifle. Shotgun is Gallente and one would assume some sort of Hybrid Blaster.
Maybe that's all we're getting; I don't even know anymore. Certainly, it is a fair assortment of weapons, but by no means representative of what you would find in a real situation involving Galactic Cluster spanning empires and thousands of worlds. |
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lowratehitman
Subdreddit Test Alliance Please Ignore
284
|
Posted - 2013.02.08 07:40:00 -
[61] - Quote
slap26 wrote:There is a reason why everyone and their mother runs a shield tank rather then an armor tank. Its because armor takes so long to regenerate, while my shields pop up right away.
And honestly, it is just not on heavies, I enjoy the shield aspect of duck and cover, and relying on my shields to pop like a twerk marathon on my assault and scout. i admit sometimes I get myself in trouble at times by over staying the line of fire trying to get that last HP from the enemy at times, but for the most part...duck and cover. |
lowratehitman
Subdreddit Test Alliance Please Ignore
284
|
Posted - 2013.02.08 07:46:00 -
[62] - Quote
Speaking of a twerk marathon..lol..check out buffett jackson, very funny!
http://youtu.be/lVjSRjKPglA |
NightEagle11
Pink Fluffy Bounty Hunterz RISE of LEGION
17
|
Posted - 2013.02.08 07:48:00 -
[63] - Quote
Hi |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
|
Posted - 2013.02.08 07:55:00 -
[64] - Quote
IRuby Heart wrote:Buzzwords wrote: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. /End thread Finally someone who knows what their talking about. Armor already has the negative edge that it cannot be repaired without modules or a Logi. Shields can be recharged but cost more CPU. Why the hell did they add another negative to armor that is reduced speed? I've refused to even upgrade my armor skill past the basic level because the reduction in speed is not worth it.
Incorrect answer. Armor is heavy because it has mass; mass is a physical property of solid matter. EVE and Dust are intended to at least incorporate some semblance of realism. Most of us like it that way.
The correct answer, is that there should be added benefits to offset the mass penalty. Currently, it only adds structural HP to your armor and presumably helps you resist laser based attacks while making you more vulnerable to projectile based attacks, and doing nothing to serve you better than shields against hybrids which are nearly the most prevalent weapon in the game.
Hence your problem.
To offset the penalty of mass, one might consider added density, or properties such as lower scan profile, (in EVE, Shield Extenders add to your signature radius, and presumably they do in Dust as well). That may be a significant or insignificant advantage.
Even with some skill in the right electronics, I still don't detect a suit unless it is sitting right on top of me or I'm looking at it, and it doesn't really matter what it is.
Armor in EVE tends to offset some of this penalty with higher overall base resistances, though lower than shields with respect to Kinetic and Explosive damage generally. This changes based on Tech level and Faction of the ship.
I don't even know what my suit resistances are, and I'm not sure it will ever even be a relevant part of Dust. |
Gemini Cuspid
Amarr Templars Amarr Empire
3
|
Posted - 2013.02.08 07:55:00 -
[65] - Quote
I've noticed the shield issues a bit and switched off to flux grenades. I think the oddity of the game is pending on the skill path, there's a perfect counter for everything. Armor building via modules isn't fun as you take a hit on speed and loose a module on repairing it. Add on top of that the speed of the repair and it looks depressing at that stage
However, keep in mind you can pretty much one~shot kill shields where as you have to work on the armor stage. Even with weaponry skill and modules, it's still a pretty tough battle on a heavy one~on~one with a Duvolle with the survivor always walking away with a fraction of life.
I don't think shields are the "greatest way to go" imo but we're all frankly allowed to develop however we choose. Having said that, I think the biggest dropsuit that most AR users hate going up against is a logis which is more armor than shield. At least with a heavy you can runaway and a scout with a shotgun at least needs to be right there in your face otherwise you have nothing to fear with enough distance between the two of you although being lazy and getting ambushed because you dropped your guard is another issue. |
Wicked Glory
Internal Error. Negative-Feedback
98
|
Posted - 2013.02.08 08:28:00 -
[66] - Quote
All I hear is "waah my class is disadvantaged because of its design, so nerf the other points the classes have over me!"
I still love you though, Battle. |
BattleCry1791
Pink Fluffy Bounty Hunterz RISE of LEGION
116
|
Posted - 2013.02.08 08:30:00 -
[67] - Quote
lowratehitman wrote:slap26 wrote:There is a reason why everyone and their mother runs a shield tank rather then an armor tank. Its because armor takes so long to regenerate, while my shields pop up right away. And honestly, it is just not on heavies, I enjoy the shield aspect of duck and cover, and relying on my shields to pop like a twerk marathon on my assault and scout. i admit sometimes I get myself in trouble at times by over staying the line of fire trying to get that last HP from the enemy at times, but for the most part...duck and cover.
And that's the point, it's across the entire game, all roles |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.08 08:30:00 -
[68] - Quote
BattleCry1791 wrote:My biggest gripe here is that I thought Dust was supposed to be different than CoD and BF3 in it's "meta" game.
wat.
I like CoD. This game is fun.
I just wish they'd give us some CoD perks for variety =] |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.08 11:33:00 -
[69] - Quote
ChromeBreaker wrote: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... Aye now, pipe down there Let everybody believe shields are the way to go and the armour folks will be well happy to have a dance in the flux grenade light shows people will but on for them. They might even give back a light show of their own |
WASTED MERC
The Southern Legion
4
|
Posted - 2013.02.08 11:38:00 -
[70] - Quote
uhhh, go shields and armour, dik heads |
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Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.08 11:59:00 -
[71] - Quote
Dagon Cthulhu Clone wrote:*slips on flame proof undies*
Shields are for Pussys who will want to run away at some point haha
|
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2013.02.08 12:06:00 -
[72] - Quote
MrShooter01 wrote:In EVE (oh boy here we go again) fitting shield extenders to your ship will increase the "signature radius" of the ship, basically making it easier for other ships to land a successful hit on it. It also makes the ship easier to detect with probes, and faster to lock onto. Maybe shield extenders in Dust should increase your suit's signature profile so you appear on the map easily and also inflate your hitboxes a little bit This makes so much sense. Plus, once a shield has been dropped, the hit box should reduce and just be the size of the dropsuit. |
Serxis Maximus
Seituoda Taskforce Command Caldari State
3
|
Posted - 2013.02.08 12:48:00 -
[73] - Quote
Ten-Sidhe wrote: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.
Intresting gonna try this. How much SP needed to use complex damage mods though? |
Tyjus Vacca
Valor Coalition RISE of LEGION
8
|
Posted - 2013.02.08 13:18:00 -
[74] - Quote
like the idea where armor more resistant to lasers and energy weapons. |
Lasarte Ioni
Noob Gaming
72
|
Posted - 2013.02.08 13:41:00 -
[75] - Quote
ChromeBreaker wrote:That's 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...
Yep, wait till the scrambler rifle is out and then complain about armor being OP. Jk, but right now, following that paper-rock-scissors analogy so popular in the forums, it's like ppl complaining that paper is too strong just before scissors being introduced into the game. Anyway, if ppl start to stack complex shield extenders, it's a matter of time until flux nades become popular and then problem solved. |
James-5955
Pink Fluffy Bounty Hunterz RISE of LEGION
151
|
Posted - 2013.02.08 16:01:00 -
[76] - Quote
As an assault I've never found it worth while to focus on armor tanking & honestly the only people I expect to armor tank are heavies that have logi support.
I unlocked the A-series and hardly ever bothered to use it, whenever I did I came to the realization that my Type II suit was better. Sure if I tried to fully tank it I could get my EHP slightly above my Type II's, however the bulk of it is slow recovering armor and I'm slower.. So I stuck to my type II until I got B-series.
Sooner or later maybe people will start using flux grenades more often then I *might* consider going armor. As of now however why not stack shields? 445 HP that quickly automatically regens, awesome. |
James-5955
Pink Fluffy Bounty Hunterz RISE of LEGION
151
|
Posted - 2013.02.08 16:08:00 -
[77] - Quote
WASTED MERC wrote:uhhh, go shields and armour, dik heads
No ty, only 2 low slots on B-series assault anyway.
1 for armor repair for survivability and that'd only leave room for one armor plate, and if I'm shield tanking I probably won't have much CPU/PG so it'd end up being a lower tier plate.. which would also slow me down...
I'd rather go 1 armor repair & 1 CPU module so I can have a better shield related modules in my high slot or a better gun. |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
95
|
Posted - 2013.02.08 17:34:00 -
[78] - Quote
Flux Grenades, nuff said!
BTW throw a couple of Flux Grenades at a shield tank and then shoot it with your SMG and see how pissed the pilot gets when he sees he has just been pwned with an SMG.
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.08 17:52:00 -
[79] - 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 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.
A cheapish Assault type2 with 400HP shld with single good regulator gets it's full HP back in not much more than ten seconds, so 40HP per sec is realistic with basic skills. If the shields don't wholly deplete the time is halved.
Another weakness of armor, which is IMO one of the greatest, in order to have regen you'll have to fit a module and sacrifice HP buffer.
Shields' only great weakness is that damage modifiers go to same hi slots as extenders, preventing the shield HP+DamaMod juggernauts. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.08 17:54:00 -
[80] - Quote
BattleCry1791 wrote: . . op post . .
+1 A very good post, analyzing what's usable and also why.
I wish shields would have more weaknesses and armor made viable. Me and some others already suggested that shields should be extremely vulnerable to splash damage while armor to have good resist on that. |
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