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Cyybro Fennix
Expert Intervention Caldari State
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Posted - 2013.06.09 11:13:00 -
[1] - Quote
At the moment shield tanking is superior in DUST for several reasons. Shield tanking has no disadvantages, Shields repair themself etc.
So here are my suggestions:
Shield Tanking should get a downside. Some DEVs already mentioned that shield extenders would increase the dropsuits scan profile but where is it? If this will be added then profile dampeners should become high slot modules to make it harder to compensate the downside.
Extenders and Plates should have the same stats increase per level. At the moment it looks like this. Shield: Militia 22HP, Standard 22HP, Advanced 33HP, Proto 66HP Armor: M 22HP, S 65HP, A 87HP, P 115HP
It should be like this: Shield: 11-22-44-88 Armor: 22-44-88-176 or Shield: 11-22-44-66 Armor: 22-44-88-132
Passive Repairers should repair more. Increase the repair rate to 3-6-12-18 but give them a warm-up time. If under fire it should repair at the current rates but the repair rate should increase with time. 0-2 sec.: 1-2-4-6 2-5 sec.: 2-4-8-12 5+ sec.: 3-6-12-18
There should be a high-slot module to decrease the warm-up time too.
If all these changes are applied they should be quite balanced. |
Cyybro Fennix
Expert Intervention Caldari State
0
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Posted - 2013.06.09 11:48:00 -
[2] - Quote
IamI3rian wrote:Cyybro Fennix wrote:It should be like this: Shield: 11-22-44-88 Armor: 22-44-88-176 Yup. CalLogi's need more eHP. 88 x 1.1 (shield at 5) x 1.25 (cal logi bonus) = 121 per mod. x 5 = 605 shields from extenders. Seems legit. P.S. Math is correct right? Been up for hours workin on my respec (finally got around to it). I'm tired, and checked my (respec) numbers at least 15 times. Got THOSE right... which is what counts. = D
The stats are just an example for the schema. I personally also like the second more.
N.B.:The problem with caldari logi at the moment is not the shield extenders, it-¦s the slot layout and the boni of the logi. |
Cyybro Fennix
Expert Intervention Caldari State
0
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Posted - 2013.06.09 16:21:00 -
[3] - Quote
Callidus Vanus wrote:Ive tried both shield and armor tanking and this is just my view.
Pro's of shield tanking;
- decent ehp - suits are generally faster - dont require a mod to repair your primary tank
Con's of shield tanking
- low damage output unless you compromise your tank - can have low ehp if no armor mods are fit, even then its a slight increase and you lose your speed advantage - flux grenades remove your tank in one go, scram rifles effective against your tank. - depending on your suit it can take a while for your shields to recharge after being fully depleted
Pro's of armor tanking
- High damage output, mid slots can be staked with damage mods - decent ehp - no delay in the repair of your armor - option to stack mid slots with shield mods to further increase ehp
Cons of armor tanking
- Slow due to armor speed penalties (soon to be fixed with new plates if you don't mind slightly lower armor amount) - take more damage from explosives - in order to repair tank you need to fit at least one module
Both tanks have their pro's and con's and neither really need to be looked at, its mostly the problem with certain suits.
Let me correct you: -EHP has nothing to do here. Both have about the same EHP -Same for damage resistances -You forgot low repair rate and more
Summa summarum: Armor: +More HP through plates +Damage Mods
-Slows you down -Repairers are needed -Low repair rate -Cannot fit PG/CPU upgrades -Cannot fit Electronic modules -Cannot fit Biotic modules
Shield: +Recharge without modules +and this quite fast +Faster +Can fit PG/CPU upgrades +Can fit Electronic Modules +Can fit Biotic modules +Shield Regulators are Low slot items
-Less HP through Extenders -No damage Mods -Flux grenades
Thus Armor has 2 advantages and 6 disadvantages while Shields have 7 advantages and 3 disadvantages. |
Cyybro Fennix
Expert Intervention Caldari State
3
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Posted - 2013.06.09 19:25:00 -
[4] - Quote
Chunky Munkey wrote:There are currently no high powered modules that benefit armour. Meanwhile there are for shields. I'd like to see a passive armour hardener for high slots. A passive %age reduction to armour damage.
That would be nice to have too. Would you mind if I add it to the OP?
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