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mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
|
Posted - 2013.04.06 01:49:00 -
[1] - Quote
One of the balancing problems in the game right now is that for infantry.... shields rule, armor is crap.
IMO, the way to fix this is to: 1. Make armor up to 20% more resistant to lasers than it is now. This would keep the lasers' heat-up damage super deadly to those with shields, but would give anyone armor-tanked an advantage. It balances lasers, and gives people more of a reason to use a type1 suit vs type2. Also give people reason to armor tank.
2. Recently, I've seen ppl complaining that flux nades are OP. The reason they "feel" OP, is because EVERYBODY goes around in a shield-tanked suit. So of course it crushes you...if you were in a suit with more armor, it wouldn't feel that OP.
Now someone might ask, "why don't people just armor tank more?" Because armor-tanking is stupid. It takes longer to regen HP, but you don't have to worry about flux right? True, but in order to REALLY add on some HP, you have to add a couple armor plates which SIGNIFICANTLY slows you down. The slow regen alone is enough for armor, the fact that it slows you down also, just kills it.
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
This would allow more people to try armor-tanking, which would: 1. Make flux nades a little less dominant 2. Slightly reduce the effectiveness of lasers (particularly if CCP adds more resistance to armor) 3. Add more variety to the game by giving us more viable combinations of suits. (right now, it's really just about using type2 variants and throwing on some shield extenders) |
mollerz
s1ck3r Corp
124
|
Posted - 2013.04.06 01:59:00 -
[2] - Quote
mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk.
I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper. |
2-Ton Twenty-One
Imperfects Negative-Feedback
450
|
Posted - 2013.04.06 02:49:00 -
[3] - Quote
mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper.
It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection. |
DeadlyAztec11
One-Armed Bandits Atrocitas
18
|
Posted - 2013.04.06 05:25:00 -
[4] - Quote
Flux are fine. The armor movement penalty is fair and shields are fine. I think this is a non-issue. |
Jathniel
G I A N T
132
|
Posted - 2013.04.06 06:04:00 -
[5] - Quote
Sorry OP, I agree but I disagree.
I WILL say that the armor plate penalties/bonuses should be REVIEWED. I would give armor plates about 40% more HP, given the severe movement penalties incurred at anything beyond Basic...
...if you want people in armor to move slow like Heavies, you better give them durability too.
Armor plates shine with defensive setups/fittings, like holding a point or an objective. Armor practically eliminates fear of flux nades, and if you run regular armor-repping nanohives, armor is second-to-none defensively. Nanites do not regenerate shields.
So no, armor plates are NOT useless. It depends on what circumstances you deploy them in. If you're dense enough to try defending a point with shields, and you get fluxed or lasered... that's your fault. |
Ulysses Knapse
Nuevo Atlas Corporation
184
|
Posted - 2013.04.06 09:06:00 -
[6] - Quote
I don't get the slow regen of armor and the WTFBBQ super fast regen of shield. In EVE, the two are much more balanced, and that worked out just fine. At the same time, there wasn't these crazy long wait times for shields to regenerate. What I would like to see is shields regenerating more slowly, but taking less time to begin regenerating, and armor repairers working faster. At least the lower level ones. You know, the ones that only regenerate 2 armor hit points a second? Yeah, those ones suck. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
|
Posted - 2013.04.06 10:43:00 -
[7] - Quote
2-Ton Twenty-One wrote:mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper. It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection.
Think of it this way. Right now, armor add very little to a heavy suit (relative to the high HP they already have) and thus also affects them less because their speed is already slow...so % penalty doesn't lower it that much.
A scout on the other hand, can add a considerable amount of HP (relative to their base stats) but also is drastically affected because their base speed is so high, that they see a larger speed drop. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
475
|
Posted - 2013.04.06 10:46:00 -
[8] - Quote
Jathniel wrote:Sorry OP, I agree but I disagree. I WILL say that the armor plate penalties/bonuses should be REVIEWED. I would give armor plates about 40% more HP, given the severe movement penalties incurred at anything beyond Basic... ...if you want people in armor to move slow like Heavies, you better give them durability too. Armor plates shine with defensive setups/fittings, like holding a point or an objective. Armor practically eliminates fear of flux nades, and if you run regular armor-repping nanohives, armor is second-to-none defensively. Nanites do not regenerate shields. So no, armor plates are NOT useless. It depends on what circumstances you deploy them in. If you're dense enough to try defending a point with shields, and you get fluxed or lasered... that's your fault.
I agree that armor protects you from flux, but there are too many penalties for using it. Slower speed and slower regen. Regarding you wanting to give the plates more HP vs me saying lessen the movement penalty..... six of one/half dozen of the other. Ultimately it accomplishes the same thing. |
RINON114
B.S.A.A.
85
|
Posted - 2013.04.06 11:14:00 -
[9] - Quote
You haven't mentioned that the basic shield extender gives 22hp whilst the basic armour plates give 65hp each. The problem with armour is that the higher you go, the lesser the benefits compared to shield. Complex armour plates give 115hp (I think), less than double the basic, while shield extenders give 66hp for complex, triple the hp of basic.
Now even though the shield extenders give less total HP, they come with many advantages AND no drawbacks. |
Cat Merc
OPERATIVES OF THE GOAT
413
|
Posted - 2013.04.06 14:59:00 -
[10] - Quote
mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper. There is a balance issue. Shields don't bog you down, recharge on their own (and waaaay faster), and don't take away slots which can be used for CPU and PG upgrades (which makes armor tanking very hard to fit.) and you don't have to choose between armor regen speed or armor HP. You have both. The only advantage armor has is that you can put damage modifiers without affecting your tanking... but oh wait, even with a proto suit since you can't use CPU and PG upgrades, you can't fit it all. So shields rule. If you can look at this list of advantages shield has vs armor and still say there is no imbalance, something is very wrong.
And its going to get worse when CCP puts in infantry shield transfers. |
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Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
1036
|
Posted - 2013.04.06 15:08:00 -
[11] - Quote
Not a bad idea...OP. I would support this +1 |
mollerz
s1ck3r Corp
125
|
Posted - 2013.04.06 17:48:00 -
[12] - Quote
Cat Merc wrote: There is a balance issue. Shields don't bog you down, recharge on their own (and waaaay faster), and don't take away slots which can be used for CPU and PG upgrades (which makes armor tanking very hard to fit.) and you don't have to choose between armor regen speed or armor HP. You have both. The only advantage armor has is that you can put damage modifiers without affecting your tanking... but oh wait, even with a proto suit since you can't use CPU and PG upgrades, you can't fit it all. So shields rule. If you can look at this list of advantages shield has vs armor and still say there is no imbalance, something is very wrong.
And its going to get worse when CCP puts in infantry shield transfers.
shields don't bog you down because they don't weigh anything. Armor weighs something. so there's no real point to arguing balance based on the plausibility factor of the future tech in the game. we all understand the concepts, and that's how we all accept it would be.
Other than that- I'm not necessarily disagreeing with you. I am just pointing that ^ out.
There's no armor flux made equivalent, and shield tankers tend to have very svelte armor, so once that shield layer is gone, it's toastie time. Armor has a lot more hardiness to it, as it should. a heavy proto with all of his armor skills pumped up is a terrible beast to deal with.
it's a decision to go one way or the other, but i don't think it's so imbalanced. you are just focusing on narrow parameters to make your case while ignoring other details in the overall balancing of the two. so maybe it might be worth tweaking a bit.. but by no means are shields so OP over armor is it cut and dry.
Or you could go my route- complex KinCats and Complex damage modifiers all the way. F shields and armor
|
DoomLead
Dead Six Initiative Daringly Inserting Large Dangerous Objects
0
|
Posted - 2013.04.06 19:00:00 -
[13] - Quote
the only issue really is armor take a very long time to regenerate i run with lvl 5 armor plates and flux grenades personally it propably should be moved to 10 hp with the armor repairer also should give more hp shields with maybe starting with a 15% movement penalty and going down to 5% and i think the opposite i think lasers should have minimal affect against shields and affect armor exactly how it does now |
2-Ton Twenty-One
Imperfects Negative-Feedback
456
|
Posted - 2013.04.06 20:32:00 -
[14] - Quote
mikegunnz wrote:2-Ton Twenty-One wrote:mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper. It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection. Think of it this way. Right now, armor add very little to a heavy suit (relative to the high HP they already have) and thus also affects them less because their speed is already slow...so % penalty doesn't lower it that much. A scout on the other hand, can add a considerable amount of HP (relative to their base stats) but also is drastically affected because their base speed is so high, that they see a larger speed drop.
Put armor plates on a heavy and tell me the speed reduction is not massive.... The 10% penalty stack on each other and makes a huge difference. like your going to die difference. |
mikegunnz
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
479
|
Posted - 2013.04.06 21:03:00 -
[15] - Quote
2-Ton Twenty-One wrote:
Put armor plates on a heavy and tell me the speed reduction is not massive.... The 10% penalty stack on each other and makes a huge difference. like your going to die difference.
Fair enough. My thought was this: A heavy has a speed of 3.5ish (can't remember exactly what it is) If you give them a 20% speed reduction by stacking some plating, their speed goes down to 2.8. Very slow, and I agree with you... it'll get you killed that much faster.
But, a 20% reduction to a scout slows them down to around low-to-mid 4s for speed. That's logi speed, and with pretty low HP. I just felt that the scout gets hurt more by the speed reduction.
Perhaps you're right, but either way, both suits are hurt by the plating.
My point still stands. There is little reason to armor-tank in this game. |
Jathniel
G I A N T
140
|
Posted - 2013.04.06 21:21:00 -
[16] - Quote
Yeah, your point still stands.
When I said I agree but disagree, I pretty much meant, I agree that armor must be rebalanced, but disagreed with the view that it is useless. I've seen armor plates deployed in defensive roles against some of the best corps and come out on top.
Rebalancing needed? Yes. Useless? Not really. Depends on the role you try to put it in. |
2-Ton Twenty-One
Imperfects Negative-Feedback
457
|
Posted - 2013.04.06 21:23:00 -
[17] - Quote
mikegunnz wrote:2-Ton Twenty-One wrote:
Put armor plates on a heavy and tell me the speed reduction is not massive.... The 10% penalty stack on each other and makes a huge difference. like your going to die difference.
Fair enough. My thought was this: A heavy has a speed of 3.5ish (can't remember exactly what it is) If you give them a 20% speed reduction by stacking some plating, their speed goes down to 2.8. Very slow, and I agree with you... it'll get you killed that much faster. But, a 20% reduction to a scout slows them down to around low-to-mid 4s for speed. That's logi speed, and with pretty low HP. I just felt that the scout gets hurt more by the speed reduction. Perhaps you're right, but either way, both suits are hurt by the plating. My point still stands. There is little reason to armor-tank in this game.
yes I agree, armor needs a complete rework for infantry |
Talos Alomar
Subdreddit Test Alliance Please Ignore
576
|
Posted - 2013.04.06 21:46:00 -
[18] - Quote
Since I love terrible ideas so much, I decided to roll an armor tanking heavy this build. I've learned a couple things, and here they are in a badly formatted list with a terrible segue -
1. Armor plating is all but f'ing useless on a heavy. Just run the numbers. Regen is the way to go if you are armor tanking. a basic armor plate gives 65 static hp, you take one or two rounds and the advantage is gone leaving you with only the penalty of choosing a terrible mod. Enhanced lets you take 1/2 an extra round, and complex lets you survive a whopping 4 extra rounds from a gek at the cost of 10% movement penalty and 10k a pop. Not freaking worth it. you'll be better off with a basic rep mod than a complex plate.
2. Armor regen has potential, but needs work. Having constant regen even under fire is nice. It let's me keep up the pressure as shield tankers pull back to try to give their shields time to power up again. Unfortunately the passive skill is broken and provides no boost to regen rate. Once they fix that and add racial suit skills to boost that even more (gallente heavy? yes please.)
3. We need resistance mods. whats the point of having a large buffer if you arent able to use it to it's full potential? |
2-Ton Twenty-One
Imperfects Negative-Feedback
457
|
Posted - 2013.04.06 22:19:00 -
[19] - Quote
Talos Alomar wrote:Since I love terrible ideas so much, I decided to roll an armor tanking heavy this build. I've learned a couple things, and here they are in a badly formatted list with a terrible segue -
1. Armor plating is all but f'ing useless on a heavy. Just run the numbers. Regen is the way to go if you are armor tanking. a basic armor plate gives 65 static hp, you take one or two rounds and the advantage is gone leaving you with only the penalty of choosing a terrible mod. Enhanced lets you take 1/2 an extra round, and complex lets you survive a whopping 4 extra rounds from a gek at the cost of 10% movement penalty and 10k a pop. Not freaking worth it. you'll be better off with a basic rep mod than a complex plate.
2. Armor regen has potential, but needs work. Having constant regen even under fire is nice. It let's me keep up the pressure as shield tankers pull back to try to give their shields time to power up again. Unfortunately the passive skill is broken and provides no boost to regen rate. Once they fix that and add racial suit skills to boost that even more (gallente heavy? yes please.)
3. We need resistance mods. whats the point of having a large buffer if you arent able to use it to it's full potential?
Yes I specked into armor plates when i heard the respec was coming because I also love masochism and wanted to prove or disprove the whole logi armor heavy support build theory people kick around. and found it to be useless even with a proto level logi healer. it was way way to slow to be effective, and could be melted even with 2 complex plates with ease. it cant get away from grenades and if it was specked into a shield heavy those points would be easily 2x more useful. its a def handicap. I found I was better off without the plates. sad really. Its actually worse for lasers btw, because you so slow you cant get to cover in time even if your corner shooting haha, plus lasers are broken and can max dmg without having to hold the beam on target. its also bad against all other weapons because again it takes 20% (staking moment penalty btw so its actually more) time to move around that corner your shooting from when you take fire. so yeah as a heavy that is a top teir player who has tested it with top tier logi support i can tell you that it is a waste and your 2x more effective in a shield heavy under all circumstances.
Would not do it again under this build would spec into shield, way way way more effective. needs complete rebuild. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
577
|
Posted - 2013.04.06 23:09:00 -
[20] - Quote
Armor plating is even more depressing if you look at the numbers. If you stay alive a half minute after taking damage the reppers are much more effective, without a speed penalty. If you can't survive at least a minute as a heavy, you've got some issues.
numbers here - https://docs.google.com/spreadsheet/ccc?key=0Aq3-BwhW0fDudE9JSV8ydkpJS3VyeFdZQWdfckFwdkE&usp=sharing
But there is hope, check out the image dump of the stuff Absolute Idiom II found in Sisi - http://imgur.com/a/JfzwX#5
Armor plate skills are getting separated into infantry and vehicle, with infantry granting a passive bonus of 5% per level, and armor rep skills got boosted to 5% per level from 3% per level.
The amarr logi suit has a passive bonus of a further 5% armor regen boost, so there might actually be a viable armor tanking fit next build. |
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Bojo The Mighty
Bojo's School of the Trades
818
|
Posted - 2013.04.07 00:05:00 -
[21] - Quote
2-Ton Twenty-One wrote: It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection.
It makes plenty of sense! 3% of a Scout's speed is greater than 3% of a heavy's speed. Therefore, scouts lose more speed than heavies, but of the same proportion.
What is this bunk logic that says scout's can't tank (BTW I'm not directing this part at 2 ton)? I see people suggesting that everything be based on percent, so that a scout will get less shields/armor from extenders/plates for the same CPU/PG as everyone else. Why? So heavies can get even MORE HP? Yes they are UP but adding more HP is a buff in the wrong direction sometimes....
On Topic: I honestly think that what the OP says is very true. People find Flux nades OP because they shield tank. But one thing to consider from armor plates is the CPU/PG use versus the HP given. Basic plates give you 65 more armor, for 1 PG and 10 CPU. That's a fricken steal compared to extenders. |
mollerz
s1ck3r Corp
125
|
Posted - 2013.04.07 01:39:00 -
[22] - Quote
If Armor repping was increased.. say 3 basic, 6 enhanced, and 9 per second it might work? Do armor reppers currently suffer stacking penalties?
A super armored heavy might not be able to move fast, but if you can plant him with a logi lazer that is a battlefield marriage that devastates. especially if both are proto. As a solo it's hamstrung, but in a team mechanic it's nuts.
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RINON114
B.S.A.A.
86
|
Posted - 2013.04.07 01:46:00 -
[23] - Quote
Talos Alomar wrote:Armor plating is even more depressing if you look at the numbers. If you stay alive a half minute after taking damage the reppers are much more effective, without a speed penalty. If you can't survive at least a minute as a heavy, you've got some issues. numbers here - https://docs.google.com/spreadsheet/ccc?key=0Aq3-BwhW0fDudE9JSV8ydkpJS3VyeFdZQWdfckFwdkE&usp=sharingBut there is hope, check out the image dump of the stuff Absolute Idiom II found in Sisi - http://imgur.com/a/JfzwX#5Armor plate skills are getting separated into infantry and vehicle, with infantry granting a passive bonus of 5% per level, and armor rep skills got boosted to 5% per level from 3% per level. The amarr logi suit has a passive bonus of a further 5% armor regen boost, so there might actually be a viable armor tanking fit next build. Is this real!? |
2-Ton Twenty-One
Imperfects Negative-Feedback
469
|
Posted - 2013.04.08 12:49:00 -
[24] - Quote
Bojo The Mighty wrote:2-Ton Twenty-One wrote: It however makes no sense that a scout can add on the same amount of plates as a heavy. And that those plates are of equal amount of protection.
It makes plenty of sense! 3% of a Scout's speed is greater than 3% of a heavy's speed. Therefore, scouts lose more speed than heavies, but of the same proportion. What is this bunk logic that says scout's can't tank (BTW I'm not directing this part at 2 ton)? I see people suggesting that everything be based on percent, so that a scout will get less shields/armor from extenders/plates for the same CPU/PG as everyone else. Why? So heavies can get even MORE HP? Yes they are UP but adding more HP is a buff in the wrong direction sometimes.... On Topic: I honestly think that what the OP says is very true. People find Flux nades OP because they shield tank. But one thing to consider from armor plates is the CPU/PG use versus the HP given. Basic plates give you 65 more armor, for 1 PG and 10 CPU. That's a fricken steal compared to extenders.
I dont think anyone is saying that scouts should not be able to tank, but it all has to be relative to class so lumping them all with the same modules does not work. A tanking scout is very different from a tanking heavy yet they are fighting with the same plates? Its like the difference between a tanking LAV and a tanking HAV, they dont run the same plates on those so why are they pigeonholing dropsuits with the same modules and cpu pg tables? as for a steal compared to extenders yeah the requirements for them are low but the benefits are also extremely low. I would rather a higher PG cpu cost and for them to actually benefit me.
Plus the percentage of speed loss is really relative to player tracking so its a pretty complicated thing to figure out how it scales, Im sure if you doubled a scouts speed the affect on someones hit ratio would be way dif then if you doubled a heavys speed. How we would work out how to accurately present that sort of meta data is beyond my tired brain. IMHO if a heavy slows down by 25% compared to a scout by the same percentage and you compared shots on target that heavy would get drilled in the head easily and downed super fast, a scout might "might" fair better but we would have to test it with a pro sharpshooter to see whats harder to hit for the armor gained. And what the HP/Hitbox/speed/strafe equation is?
The dust 514 equation?
The anti-life equation? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
289
|
Posted - 2013.04.08 17:20:00 -
[25] - Quote
mollerz wrote:mikegunnz wrote:
Solution: Change the armor plates so that they keep their current HP buffs, but give them less of a movement penalty. Perhaps basic should be 2% speed penalty, enhanced 3%, and complex 4% penalty. This way, there still is a penalty, but your speed isn't completely crushed when you stack more than one armor plate.
I'm not sure there is a balance issue.. but regardless, it makes sense that adding thicker and thicker armor plating slows you down because you are adding a lot of junk with that protective trunk. I think, more towards your point, if there was a balance issue- it would make far more sense to just up the repair rate of the armor repper.
Even tho I like to have logical reason for everything, I gotta admit that: Gameplay > Realism
Armor tanking is so bad it's sad (hey that rhymes!=)
Trust me, I'm testing it currently.
About the 'increased plating must logically slow you down'-thing: Remember those plates cost both CPU AND Power Grid! So it could be argued that they incorporate their own servos/myomers/antigravthingies/whatever so even realism or background lore reasons wouldn't make it impossible to remove movement penalties.
TLDR; Remove movement penalty, realism is no issue
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The Robot Devil
BetaMax. CRONOS.
71
|
Posted - 2013.04.08 17:52:00 -
[26] - Quote
DeadlyAztec11 wrote:Flux are fine. The armor movement penalty is fair and shields are fine. I think this is a non-issue.
what he said
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Sloth9230
Reaper Galactic
783
|
Posted - 2013.04.08 17:53:00 -
[27] - Quote
The way I see it, more HP means nothing if it slows you down to the point where you can't move out of the way of incoming bullets. Shield Tanking FTW! |
Daedric Lothar
Onslaught Inc
135
|
Posted - 2013.04.08 17:56:00 -
[28] - Quote
I don't see what the problem is, Armor plates are low slot and damage boosters are high slot, you can fit an amazing tank onto a DPS monster, shield tanks can't do that. |
Sloth9230
Reaper Galactic
783
|
Posted - 2013.04.08 18:01:00 -
[29] - Quote
Daedric Lothar wrote:I don't see what the problem is, Armor plates are low slot and damage boosters are high slot, you can fit an amazing tank onto a DPS monster, shield tanks can't do that. Shield tanks can strafe better. Shield tanks don't get their turn speed lowered and therefore don't have to re-adjust their aim. Shield tanks can be out of a fight and comeback good as new in about 15 seconds.
There is a reason the Type-1 assault suits, or even A-series, are considered garbage. |
Daedric Lothar
Onslaught Inc
135
|
Posted - 2013.04.08 18:18:00 -
[30] - Quote
Sloth9230 wrote: Shield tanks can strafe better. Shield tanks don't get their turn speed lowered and therefore don't have to re-adjust their aim. Shield tanks can be out of a fight and comeback good as new in about 15 seconds.
There is a reason the Type-1 assault suits, or even A-series, are considered garbage.
Edit: not saying they don't have their uses, but shield tanks are more versatile.
There is ALOT of cover on most maps, you can just hide behind a box and poke out and mow people down, or steal a free LAV from some blueberry who summoned it to close to everyone else, and get a logibro to follow you around. No need to strafe if you have 4x damage boosters and can mow everyone you see down in .1 second. |
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