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Thread Statistics | Show CCP posts - 2 post(s) |
Arkena Wyrnspire
Turalyon Plus
878
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Posted - 2013.06.11 19:12:00 -
[1] - Quote
This is a pathetic attempt to fix the balance. |
Arkena Wyrnspire
Turalyon Plus
878
|
Posted - 2013.06.11 19:38:00 -
[2] - Quote
Bones McGavins wrote:Wait, what? What did you expect from these two new armors? 60 for complex is almost as much as a complex shield extender, did you honestly expect it to eb MORE than a shield extender? 45 + 2 regen is in between enhanced and complex shield regen AND gives you a small armor regen. Keep in mind, the difference between a small armor regen that can top you off after fights and no armor regen is huge.
These things seem INCREDIBLY balanced. What were you expecting? More health than shield but no penalties too? Maybe, just to placate some weird feelings, they shouldve made then equal to the shield extenders but meh, they are pretty damned close. There is very little chance another 6 health from a module will be the difference between a shot killing you or not.
Do you understand how armour works, or are you just blathering to make yourself look more stupid? |
Arkena Wyrnspire
Turalyon Plus
884
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Posted - 2013.06.11 20:58:00 -
[3] - Quote
Bones McGavins wrote:Kitten, pointing to a massive thread that nobody is going to read and then claiming it invalidated everyones point is dumb. If you yourself have the brain power and reasoning to know why we are wrong, you have the ability to sum it up. But so far you keep focusing just on the weaknesses of armor and not its strengths.
Plus why do you care if shield versus armor tanking is better? Why cant one be better than the other? Every player has option to do either or both. They are in different slots so they arent "competiting" with eachother. It would be like arguing that damage mods are better than kin cat mods. Who cares? They dont compete.
I will summarise. You will likely try to argue against this summary with an argument I have already countered in my thread, so it is still good reading material. I doubt you'll bother, though.
- Armour gets less HP than shields overall, unless they stack plates in which case they cannot rep and move at the speed of a heavy. - Armour gets much much slower regen than shields, the constant regeneration does not compensate for this sufficiently. - Having a logistics player use an armour rep prevents them from shooting their gun, which is significantly more useful. - Armour moves slower than shields, making it easier to hit a player using armour - A logistics repairer repairs at a similar rate to shield regen. Using the prototype focused rep in an example is extremely biased.
There are very few areas where armour beats shield. Can you give me an example of one?
At this point, you realise that your argument is weak/wrong, so you begin to say "who cares anyway?"
Believe it or not, I'd actually quite like to play a balanced game. |
Arkena Wyrnspire
Turalyon Plus
888
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Posted - 2013.06.11 21:42:00 -
[4] - Quote
Bones McGavins wrote:
Ok, the speed issue is legit, but that is removed from the equation with the new plates. Now you have shield and armor which are both very similar to eHP with no speed penalty.
So the only issue left is regen. I dont disagree with anything you said, but I think you are overstating the importance. The reason is because you are talking about regen during battle. (Logi not being able to shoot etc.)
First, shield regen does not start right away. 4 seconds. In that time, most fights are already decided. Either you are dead in 4 seconds, they are dead, or someone has retreated. Active regen of shield will almost never come into play. Even after the 4 second pass, you are looking at 2-3 more to survive a single shot based on your regen. That is not much help.
It is out of combat regen that actually matters. How quickly can you get back into the fight. Here, passively shield is better than armor. However, repair tools or nanohives can make armor superior. You arent "taking a gun out of the fight" with repair tools, because you are already out of the fight.
This isnt EVE or another RPG, you cant regen tank, kill times are too quick. If im armor tanking, im either a heavy with a logi, or I have a triage nanohive on me. This gets me back up to full health and back in the fight a lot quicker than shield regen. There are drawbacks sure, but it isnt as cut and dry as "the regen on shields is better" its just different, and lazier.
So speed, the new plates solve. Regen isnt better or worse on either one, its simply different. If you have some numbers that dispute the claim that regen taking is worthless and is viable, then you may have a point. But I dont think thats the case.
"Now you have shield and armour which are both very similar in EHP with no speed penalty." You are wrong. An armour tanker must fit repairers to their tank. This takes up slots. This means that the armour tanker cannot stack plates like a shield tanker can stack extenders. The armour tanker fits less plates. These plates give less HP than shield extenders. There are also less of them. Thus, you end up with a large difference in HP.
Combat regen. I partially agree. This is not a significant factor in fights - for either tank. The 4 second delay is long enough for armour to regenerate about 1 shot's worth of HP. That's assuming you actually live for 4 seconds. That effectively cuts combat regen out of the equation for both tank types - and active regen is meant to be a strength of armour.
Yes. Out of combat regen matters a lot more - and shields are superior here. A shield tanker can have 25-30 HP/s shield regeneration passively with no assistance. An armour tanker gets half that number, if even that. A pair of complex repairers repair at 12.5 HP/s. This is assuming the armour tanker gives up two slots, a chunk of SP, and a lot of fitting resources. A remote armour repairer, which requires another player and isn't nearly as reliable as shield regen, regens at a very similar rate. It also requires that a player give up an equipment slot and fitting resources.
On your final 'point' - "If you have some numbers that dispute the claim that regen tanking is worthless and is viable, then you may have a point." In what way does regen tanking being unviable negate my point that armour is worse than shield? I think you have misunderstood, as it does not. |
Arkena Wyrnspire
Turalyon Plus
888
|
Posted - 2013.06.11 21:45:00 -
[5] - Quote
McFurious wrote:Has anyone started a "shields are OP" thread yet? I bet it would end up being 20 pages.
Actually, I kind of have. It's also nearly 20 pages. |
Arkena Wyrnspire
Turalyon Plus
891
|
Posted - 2013.06.11 22:41:00 -
[6] - Quote
Bones McGavins wrote:
Yes, with speed penalties, armor was inferior. But the new mods seem to help fix that. Plus, now one of the advantages to armor tanking is versatility. You have choices now. eHP similar to shield but without rep, eHp less than shield but with minimal rep, eHP greater than shield but no rep and speed penalty. I can see each of those, or even combinations of those, being used for different playstyles.
Do you genuinely not see the problem here? |
Arkena Wyrnspire
Turalyon Plus
911
|
Posted - 2013.06.12 21:47:00 -
[7] - Quote
FatalFlaw V1 wrote:Shield tanking yields 0 repping when it actually counts (while being shot).
The recharge delay on assault and logi suits mean that for most engagements the amount of shield repped is almost always going to be less than armor tanks.
The fact is most suits in this game cannot tank for very long unless they are fitting tank in every slot. When you factor in an armor tank doing 19% more damage output, and repping during the fight vs a shield fit's larger buffer, no damage mods and no reps during the fight who comes out ahead?
The shield fit.
Shield regeneration can happen under fire - the shield delay starts from the first shot not the last shot. Armour regeneration during combat is worth practically nothing and doesn't even cover the HP buffer difference. Shield suits can use damage modifiers and still have more HP. Shields are not penalised at all.
Tell me where armour comes ahead. |
Arkena Wyrnspire
Turalyon Plus
916
|
Posted - 2013.06.12 21:50:00 -
[8] - Quote
FatalFlaw V1 wrote: If shield is that much better then why push so hard for a buff to armor beyond what they are already doing? I tend to think some people here are looking to have a heavy suit with a ridiculous buffer and constant armor regen on top of that.
You have literally posted "If it's so bad why buff it?"
This demonstrates a basic and complete lack of understanding of the concept of balance. Please stop posting. |
Arkena Wyrnspire
Turalyon Plus
916
|
Posted - 2013.06.12 22:04:00 -
[9] - Quote
Aeon Amadi wrote:Usinf damagemods as an excuse of armor being balanced is kinda jacked up. Anyone knows that damage mods are insanely resource intensive and are the ONLY option besides shield tank modules.
Its hard enough fitting basic/enhanced armor gear with a prototype weapon on a proto suit without EXTENSIVE skills into cpu/pg management. Tie in damage mods and that gets even worse. The gallente assault is spares this conundrum by having reduced resource need on hybrid weapons, but id imagine Amarr are getting their ass kicked.
The Amarr solve this problem by shield tanking. |
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