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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Harpyja
DUST University Ivy League
58
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Posted - 2013.05.30 12:34:00 -
[1] - Quote
Surge Shield Reinforcement has an active duration of 10s and cooldown of 30s. Carapace Armor Hardwner has an active duration of 60s and cooldown of 15s.
Shield gives 30% resist while armor gives 25%.
Analyzing the nature of these two modules suggests that shield should be capable of burst tanking (act of recovering massive amounts of HP quickly in a short time, but with pauses between cycles, or bursts), while armor suggests that it should be slower but steadier and more constant than shields.
In EVE, shields are extremely capable of burst tanking, which is one of its benefits for PvP. The recent addition of ancillary boosters only reinforces this ideology of burst tanking, while armor got a reactive armor hardener which changes resistances over time. Again, the ideology for armor of steady armor tanking is reinforced as well.
But DUST is the exact opposite. Shield boosters are weaker than armor reps (shield boosters in EVE provide more HP/s than armor reps, at the cost of more capacitor use) and it appears like they are slower, but can someone confirm or deny that for me?
I suggest to increase the amount of shield restored for boosters and/or reduce their pulse intervals. I know it says that they have 1s pulse intervals, but in reality it's three seconds. Instead, make shield boosters pulse every second for 5 seconds and increase the cooldown accordingly.
An increase to shield boost amount and making them pulse every second would definitely make shields capable of burst tanking and will bring more balance between armor and shield tanking.
Another suggestion I'd like to add is to double the repair amount on armor reps, but also double the amount if time between each rep, but also adjust cooldown accordingly. |
Harpyja
DUST University Ivy League
62
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Posted - 2013.05.31 14:31:00 -
[2] - Quote
I want to hear your thoughts. |
Harpyja
DUST University Ivy League
62
|
Posted - 2013.05.31 15:06:00 -
[3] - Quote
Cosgar's Alt wrote:In order for this to happen, shields need to have drawbacks. In EVE, shields increase your scan signature and make it easier for other ships to lock onto you faster. Translating this to Dust would probably mean the former while significantly increasing your hit box until your shields are depleted, in which case will revert back to your suit's respective frame size. Armor is at a severe disadvantage compared to shields also. Not only do they add a movement penalty, but they affect turn speed, jump height, and also rumored to affect fall damage. Buffing shields in your suggested format will only widen the gap between shield and armor to the point that armor tanking will be more of a novelty than it was in Chromosome.
There's nothing wrong with your suggestions, mind you, but some significant changes to shield tanking and armor tanking at their cores need to be addressed for such changes to take place. I don't think you noticed that I was talking about vehicles. Perhaps I should put a clear statement for folks like you |
Harpyja
DUST University Ivy League
62
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Posted - 2013.05.31 15:34:00 -
[4] - Quote
The way I see it for vehicles is that armor has the upper hand. I believe these few suggestions will bring shield to level ground with armor and now there will be a unique difference between the two, as opposed to simply knowing that armor has better reps and tank all around. |
Harpyja
DUST University Ivy League
63
|
Posted - 2013.05.31 17:24:00 -
[5] - Quote
Kharga Lum wrote:Passive shield regen is also a big thing for shield tanks which doesn't work effectively in Dust at the moment. HereThe increased sig radius of shield extenders is minimal and offset by the added mass from armor plates which reduces top speed and turning slightly. Armor IS more stable and in Eve a common Armor fit will have 1 rep running at all times with a second for "burst" repping if it's needed. Shield tanks only use 1 booster which reps more per cycle and much quicker. This is offset with the massive capacitor usage from shield boosters so it is not sustainable but very effective to deal with massive amounts of damage for a short time. Passive shield tanking has NO booster at all and relies on resistance with passive shield regen. The passive shield regen system in Dust is not the same as Eve. Details on this in the above link. The entire vehicle and AV system needs an overhaul. Getting flux'd in a gunnlogi then taken out by a group of TacAR's is a little weird. Yes I sat there and let it happen cause I wanted to see how effective their plan was. It was shockingly effective and went through 1250 armor HP in a matter of seconds...Neat. Yes, recharge rates need to be buffed by making shields recharge in a certain amount of time rather than at a certain rate. I fully support. |
Harpyja
DUST University Ivy League
75
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Posted - 2013.06.02 00:14:00 -
[6] - Quote
Bump |
Harpyja
DUST University Ivy League
76
|
Posted - 2013.06.02 13:15:00 -
[7] - Quote
Now that I know that armor reps provide three times as much hp as shield boosters do, and that they seem to pulse every second, I am appalled. The balance between shield and armor is even more broken than I thought.
CCP, just give vehicles capacitors already. It will fix so many issues between vehicle balancing. Make shield boosters rep more hp/s than armor but make them require more capacitor. There! Problem fixed!
Cooldowns simply break the balance. |
Harpyja
DUST University Ivy League
76
|
Posted - 2013.06.03 21:32:00 -
[8] - Quote
ladwar wrote:ok so just so its clear the amount restored listed is per second of the pulse and the interval listed is the length of the pulse. the time between pulse are as such 3second for shield and 1 second for armor. shields pulse last 1 second and then cycle off for 3 second before the next one second pulse while armor pulse is 3 seconds long with a 1 second cycle timer between pulses. so with this the light armor repairer restores a similar amount of HP as a heavy booster for the similar rate(less burst). I agree with this, but is extremely odd and imbalanced. Shield boosters in EVE pulse much faster than armor reps do, so I think it should be reversed. Make shields pulse for 3 seconds with a 1 second interval and make armor pulse for one second with a three second interval. See if that fixes the imbalance, and then tweak shield boosters more if need be. |
Harpyja
DUST University Ivy League
76
|
Posted - 2013.06.04 17:25:00 -
[9] - Quote
Bump. |
Harpyja
DUST University Ivy League
197
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Posted - 2013.07.06 07:16:00 -
[10] - Quote
Updated and trimmed the OP |
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Harpyja
DUST University Ivy League
198
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Posted - 2013.07.06 15:00:00 -
[11] - Quote
GET ATMESON wrote:Do you know shield tanks can take WAY harder hits from AV, Forge, and swarm?
-20% damage AV damage and Swarm just for being shields. (not sure on forge) +20% damage AV damage and Swarm for being armor. (not sure on forge)
Shields have less PG so no blaster. If they do have a ADV blaster they know how to tank proper.
I say shield tanks Hardeners do need to be longer by an extra 6-10 seconds and a cool down of 15 seconds total.
Forgot to say your Large Missile do a +20% to armor tanks. QQ to make shield tanks OP.
You forget that armor reps are three times as effective. While missiles are good against armor, blasters are good against shield and out-DPS missiles. Armor tank vs shield tank wins majority of the time. Also, railguns and blasters are better options than missiles for anything.
I'm not QQing to make shields OP. I'm arguing to make shield tanks balanced vs armor tanks as well as behaving like they should, which currently they don't.
I bet you didn't even read my post and my detailed explanation of how shields are UP. |
Harpyja
DUST University Ivy League
198
|
Posted - 2013.07.07 11:09:00 -
[12] - Quote
ladwar wrote:hm.. where oh where are the blue tags on this, it has been an issue for enough. Want blue tag! |
Harpyja
DUST University Ivy League
206
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Posted - 2013.07.08 12:54:00 -
[13] - Quote
Where's dat blue tag? |
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