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IamI3rian
OSG Planetary Operations Covert Intervention
112
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Posted - 2013.05.31 13:57:00 -
[1] - Quote
Knight SoIaire wrote:I'm asking for CCP to nerf Armour HAVs ...
You should edit that before any of them read it. They might take you literally. = )
You're right though, Caldari HAV's need a buff. Several in fact. Simply to be equal to their underpowered Gallente counterparts. |
IamI3rian
OSG Planetary Operations Covert Intervention
113
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Posted - 2013.05.31 14:14:00 -
[2] - Quote
Because everyone had armor HAV's last build and hated how stupidly slow they moved. Also, Shield tanks weren't THAT much worse since they simply ran away when in danger.
Now, they've been nerfed (in speed), and without being able to stack passive resistors/shield boosters/extenders (thanks to PG nerf) armor tanks are head and shoulders above the Caldari shield tanks.
HTFU is hard to do with shields, and it only lasts 10 seconds. = / |
IamI3rian
OSG Planetary Operations Covert Intervention
113
|
Posted - 2013.05.31 14:22:00 -
[3] - Quote
DigiOps wrote:Knight SoIaire wrote:I'm just asking they buff shield HAVs. Wut?
I'm not certain where the confusion comes from.
Knight SoIaire wrote:IamI3rian wrote:Knight SoIaire wrote:I'm asking for CCP to nerf Armour HAVs ... You should edit that before any of them read it. They might take you literally. = ) That could've ended badly.
Indeed. |
IamI3rian
OSG Planetary Operations Covert Intervention
113
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Posted - 2013.05.31 15:03:00 -
[4] - Quote
DigiOps wrote:Not trying to discredit any possible buffs to shield tanked HAVs. Obviously, I'm not a tank driver. I'm just confused about which areas they need the buff aside from the PG issue I keep hearing about.
Fair enough. Here goes...
Last build, there was more balance because shield tanks were faster than armor. If they got in trouble, they could high tail it out of there. Additionally, the built in resistance that shields have to explosive damage helps against AV weapons.
This build CCP Blam! (who still has a job) decided to reverse the speed deal, giving the Gallente made armor tanks a speed buff, while nerfing Caldari shield tanks.
Additionally, the passive regen of shield tanks (roughly 30/sec) is insignificant. Shield boosters restore far less HP than an armor repair unit does.
Hardeners are COMPLETELY broken... Armor hardeners last a full minute with 15 second cool down. I don't rightly recall the exact figure, but a shield hardener lasts 15 seconds (I beleive) with the same cool down. Might even be only ten seconds.
Which means that it's simple to stack two (or three) armor hardeners on an armor tank, giving it a constant effective resistance of (roughly) 60%. If you've got three of those active for any period of time... you're not gonna die for those 15 seconds if you're rotating them. The same 15 seconds shield tanks have ONE single resistor active (unless they only last ten... again I haven't used them in a while... passive resistance was/is much better).
Armor repair units repair SIGNIFICANTLY more health per pop.
Additionally, at least in the case of the HAV's available now... in order to effectively run a shield tank you need to fill your low slots with PG enhancers. Meaning... low slots are effectively removed from the equation. Even the Falchion (three low slots) has trouble making use of the additional low slot... assuming it's not being used for PG's to increase turret strength etc...
...and then there's the whole speed nerf thing. Turbines are low slots. = /
Also, the removal of chasis (an armor reducing low slot with 0/0 PG/CPU usage... which increases speed) didn't help the situation for shield tanks.
Hope that helps... if you managed to slog through all that. = D |
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