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Rynoceros
One-Armed Bandits Atrocitas
7
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Posted - 2013.04.15 17:29:00 -
[1] - Quote
Fishing for some logical explanations as to which is better to invest SP in. Lvl 1 Armor mods give 65HP w/ 3% speed loss. The speed loss seems easily negatable through other mods and SP allocation. Lvl 1 Shield Extenders give only 22HP and 3% faster regeneration. But, most of the talk I hear favors the Shields.
I primarily run Shotguns/Assault, but dabble in HMG, Forge/Heavies too - for what it's worth. |
Arkena Wyrnspire
Turalyon Plus
63
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Posted - 2013.04.15 17:33:00 -
[2] - Quote
Shields have regen, and the speed penalties for the plates get larger. A complex shield extender will add 66HP, without slowing you down. It also has regen to keep it topped up. On the other side of the spectrum, a complex armour plate adds 115HP but slows you down. In addition, it doesn't regenerate unless you supplement it with repairers, which are weaker than shield regen.
The other thing is that it is easier to spec into shields. For some unfathomable reason complex shield extenders only need shield enhancements to 4, but complex armour plates need armour upgrades at 5, which is double the SP investment into the single skill. In practice, shield gets similar, if not superior buffer to armour tanks, because armour tanks have to put on repair mods to come close to shield regen. Shield tanks also move faster and have their lowslots free, which is significant because the majority of non-tank modules bar damage mods use low slots. |
Knarf Black
Subdreddit Test Alliance Please Ignore
563
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Posted - 2013.04.15 17:37:00 -
[3] - Quote
Rynoceros wrote:Fishing for some logical explanations as to which is better to invest SP in. Lvl 1 Armor mods give 65HP w/ 3% speed loss. The speed loss seems easily negatable through other mods and SP allocation. Lvl 1 Shield Extenders give only 22HP and 3% faster regeneration. But, most of the talk I hear favors the Shields.
I primarily run Shotguns/Assault, but dabble in HMG, Forge/Heavies too - for what it's worth.
It's all up in the air after the 6th, but shields are currently favored because they don't require a module for regen and don't slow you down. (You can reduce the penalty to your sprint speed with mods, but currently cannot negate the general movement penalty.)
Not that shields are without their flaws: they are more SP intensive to skill up, they take up high slots that could be used for damage mods, they have a delay before recharging (I'll take that over requiring a module, though), and they can be wiped away in an instant with flux grenades. |
Sentient Archon
Red Star. EoN.
952
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Posted - 2013.04.15 17:38:00 -
[4] - Quote
A flux nade can easily take out shields but adding too much armor slows you down. I prefer speed any day. I can also stand in the middle of the battlefield and laser the **** outta red dots and nothing can touch me with my 900+ EHP. Depends on your gaming style.
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Cat Merc
BetaMax. CRONOS.
486
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Posted - 2013.04.15 17:48:00 -
[5] - Quote
Right now? SHIELDS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Uprising? When I get my magic 8 ball I will tell you. |
Arkena Wyrnspire
Turalyon Plus
66
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Posted - 2013.04.15 17:52:00 -
[6] - Quote
Knarf Black wrote: Not that shields are without their flaws: they are more SP intensive to skill up, they take up high slots that could be used for damage mods, they have a delay before recharging (I'll take that over requiring a module, though), and they can be wiped away in an instant with flux grenades.
Shields are less SP intensive - you only need skills to 4 as opposed to 5 for the armour skills. The shield control skill is an exception but to get a well-rounded tank you'll be picking up the prereqs anyway.
Shields do have their flaws, but they're not as significant as armour's. |
Rynoceros
One-Armed Bandits Atrocitas
7
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Posted - 2013.04.15 17:53:00 -
[7] - Quote
I flank hard and often find myself within spitting distance of 4-7 reds. If I could just withstand a few more AR rounds...
I just want to get all of my theoretical ducks in proper order before respec. I have about 2.5 million SP tied up in stuff I don't use and do not want to screw that pooch twice. They will know my name.
Thanks for the input.
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WyrmHero1945
IMPSwarm Negative-Feedback
111
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Posted - 2013.04.15 18:02:00 -
[8] - Quote
It depends on the playstyle. For CQC you'll want shields so that you can strafe and walk as fast as possible. I use an LR with shield tank assault and have been thinking about switching to armor because other LRs and high sharpshooter ARs easily eat my +400 shields. For long ranfe you don't need to move a lot so a armor tank heavy or assault is perfect. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
415
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Posted - 2013.04.15 18:14:00 -
[9] - Quote
Keep in mind that armor reppers have no delay on them. If you get two enhanced or complex reppers on a suit you're gaining 6 / 10 hp per tick* even while taking fire. If you pop back into cover for 10 seconds...bam, you've just gained 100 more armor and your shields are coming back as well. I bought one of the neo proto logi suits once just to try it out, and used one complex plate and two enhanced reppers (never did get around to unlocking complex). It took 3 entire matches for me to lose it. I'd get into a fight and get a shield dude into armor, then I'd back off. When he came back for round two I was at full health and he had no chance.
* by default a "tick" is 1 second. The wording of the repair skill makes it sound like it reduces this time, so you actually repair that much more per second. No telling if the skill actually works right now though. |
Bojo The Mighty
Bojo's School of the Trades
897
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Posted - 2013.04.15 18:47:00 -
[10] - Quote
Shields:
Natural Regeneration is a very good perk. However, shield modules are fairly CPU/PG intensive. They do not inhibit mobility but Shield skills are expensive skills. To unlock Shield control (+5% Shields) you must work your way through Shield boosts, and then start up Shield control which is a 3x skill, making it rather expensive.
Armor:
Armor requires armor repairers to regenerate armor, costing module space (but as someone pointed out there is no delay). Armor Plates add more HP for less CPU/PG than shield extenders, which make them useful on things like heavies. Armor Plates reduce your speed of movement however, but is a cheap skill. You can go directly into Field Mechanics, a 1x skill making it one of the cheapest, so you can maximize results of armor faster than you could with shields. Another good thing to point out about armor is that Armor skills allow armor repair, which make your whole suit regenerative, because nothing is required to recharge shields, so an Armor user may be the more enduring mercenary. |
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Sontie
VENGEANCE FOR HIRE
219
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Posted - 2013.04.15 21:25:00 -
[11] - Quote
Gamers learn to play solo, because that's how most games are played. Shields are inherently better for that style of play. For an armor tank to be truly effective, you have to have a strong logi in your squad, and if he goes down, you squad is in trouble.
Now imagine that the logi lav's dropsuit repair feature worked... Imagine a squad of 5 armor tanked, damage modded duvoles and Viziams supported by the logi lav. They would be a nearly unstoppable death squad. A opposing shield tank squad (which because of their disposition would be running around more solo style) wouldn't stand a chance. Unless one of them has proto AV and pops that LAV and cripples the armor squads long term survivability.
Shield tanking is not better than armor tanking, or vice versa. They are different tactics, with their own strengths and weaknesses. Everything in Dust has it's counter. On the strategic scale only though. |
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