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Harpyja
DUST University Ivy League
75
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Posted - 2013.06.02 00:06:00 -
[1] - Quote
Back in Chromosome, once I literally lost 3/4 of my shields in less than a quarter of a minute driving in reverse over bumpy terrain.
For those that say that we get damage mods, you're just plain ignorant. In order for my Gunnlogi to have a heavy azeotropic shield extender, a heavy clarity shield booster, and advanced missiles, I need a local power diagnostic system and a local power grid expansion module in both my lows (that's +22%). I haven't even trained up turret upgrades now because I can't fit a god **** damage mod.
Plus, my Falchion requires two local powergrid expansion modules and a local power diagnostic system (+37%) to fit the same fit as my Gunnlogi but with proto missiles. Again, I have no room for a damage mod because I have something like 20 PG left.
Also, may I add that armor reps are much better than shield boosters. An armor tank can rep back full health with one activation, while if I run away with my shields nearly depleted, I need multiple activations of my booster. Also, you can increase the amount an armor reps heal with skills, but with the shield booster you can't; it only increases recharge rate. Yes, thank you CCP, my shields recharge at a rate of .6 hp/s faster.
Shield tanking needs to be like it is in EVE. I should be able to get from 0 to full shields in a matter of seconds, during which time I'll have fled or destroyed my threat and then I can wait before I can burst tank again. Armor needs to be the slow and steady one, not shields. |
Harpyja
DUST University Ivy League
75
|
Posted - 2013.06.02 00:30:00 -
[2] - Quote
@Eurydice
Shield boosters in EVE pulse roughly three times faster than armor reps. Though each pulse reps less than an armor rep pulse, shields/s is higher than armor/s.
The cost of being able to take more DPS than armor is higher capacitor usage for shield boosters. This means that shield boosters are better for 'burst' tanking, while armor reps can in many cases be turned on indefinitely.
There was a new module that was added recently: the ancillary shield booster. It draws no capacitor but requires capacitor charges (essentially ammo). It's in fact stronger than the normal booster, but the cost for that is a 60s reload time once the charges are used up.
At the same time armor got a Reactive Armor Hardener which shifts resistances over time. These two new modules support the ideas of burst tanking with shields and long sustained tanking with armor.
There are also modules that increase the effectiveness of shield boosters, some as high as 40%, if I recall correctly.
Another complete difference between shields in DUST and EVE is how recharge works. In EVE, shields recharge in a certain amount of time. This means that increasing your total amount of shields actually increases your recharge rate as well.
To sum it all up, shields in EVE can absorb more damage than armor can, as long as the boosters are active, and passive tanking is a lot stronger than it is in DUST.
Edit: shields cover the 'extremes' of tanking. High capacitor usage for burst tanking, or zero capacitor passive tanking. Though passive is weaker, it can be much better because if capacitor warfare comes into play, active tanks can easily die to passive tanks. |
Harpyja
DUST University Ivy League
75
|
Posted - 2013.06.02 01:14:00 -
[3] - Quote
Going a bit further in detail, the way shields recharge is actually different in EVE.
If you were to actually take your total shield and divide it by shield recharge time, you'll get a value that's actually less than what the fitting window tells you. Why? Because shields don't recharge at a uniform rate.
In fact, your highest recharge rate comes at roughly one third shields. You will have your highest recharge rate at that point. Shields recharge relatively slow at 0 shield, but you're either dead when you hit that point or you would've fled before you hit zero, so it doesn't really matter how fast your shields recharge under 20%.
So as you are near max shields, your shields might recharge as slow as 1hp/s, even though you might have a recharge rate of 180hp/s at one third shields. The benefit to this kind of recharge system is that you have to wait a smaller amount of time to get the majority of your shields back as opposed to a system where your recharge is uniform throughout. This means that you get to go back into battle quicker with a larger percentage of your shields back.
I'd actually prefer to have this variable recharge system in DUST as opposed to the current system. |
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