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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:48:00 -
[31] - Quote
Aero Yassavi wrote:What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 19:48:00 -
[32] - Quote
Kitten Empress wrote:ladwar wrote:I did the math a little while ago. and meh its balance. 5 complex reactive plates =225 HP 10hp per second with 10%(I didn't do the math but im guessing it lower with penalties for stacking) speed penalty. so two complex 115=230 hp with 2 complex repairers for 10hp you get more speed penalty. but with even a slight bonus to either hp or repair rates they are more powerful. I used 50 hp with 3hp repaired and you get 250hp with 15 hps with less speed penalty and more hp then a fit of 2 complex plates with 3 repairers. so just something different to think about for you armor guys. So armor getting less eHP and less recharge = balanced? Do you people even think? didn't even care to balance vs shields because that's a different issue with all the modules of one type vs another type and that's about weighing pros and cons. besides armor has the repair tools. shields have one LLAV that's difficult to use. IMO shields vs armor is balanced due to pros and cons and equipment to deal/help with them, its not the games fault that people don't use the right tactics and equipment to deal with different issues. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:49:00 -
[33] - Quote
The possibilites have been opened for dual tankers. Pure armor are still ****** over as usual. Anyone who disagrees probably doesn't understand armor at all. Or is terrible at balancing. Refer to this threadnaught. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
reydient
TYRANNY of EVIL MEN
1
|
Posted - 2013.06.11 19:49:00 -
[34] - Quote
Can somebody please tell me what skill level you need to have inorder to obtain use of these plates? |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:50:00 -
[35] - Quote
ladwar wrote:Kitten Empress wrote:ladwar wrote:I did the math a little while ago. and meh its balance. 5 complex reactive plates =225 HP 10hp per second with 10%(I didn't do the math but im guessing it lower with penalties for stacking) speed penalty. so two complex 115=230 hp with 2 complex repairers for 10hp you get more speed penalty. but with even a slight bonus to either hp or repair rates they are more powerful. I used 50 hp with 3hp repaired and you get 250hp with 15 hps with less speed penalty and more hp then a fit of 2 complex plates with 3 repairers. so just something different to think about for you armor guys. So armor getting less eHP and less recharge = balanced? Do you people even think? didn't even care to balance vs shields because that's a different issue with all the modules of one type vs another type and that's about weighing pros and cons. besides armor has the repair tools. shields have one LLAV that's difficult to use. IMO shields vs armor is balanced due to pros and cons and equipment to deal/help with them. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 19:50:00 -
[36] - Quote
The speed penalty means I'll never use them until they add stasis grenades or webs. I wonder if CCP intends to make armor tanking the high damage but low speed brawlers (like armor tanked blaster boats in EVE) while shield tankers are the faster, but lower damage suits. I also wonder if they intend to add a low power module that increases weapon optimal range the way TEs do in EVE. Caldari and Minmatar would basically play the same roll they do in EVE --Kitey, low damage faggotry with the ability to GTFO if they start to get overwhelmed.
On paper it looks good, but in practice, not so much. Honestly, I believe they need to rethink the whole concept. EVE mechanics don't translate well in an FPS environment. |
Nahaalek ClovenShield
TRUE TEA BAGGERS EoN.
3
|
Posted - 2013.06.11 19:50:00 -
[37] - Quote
Kitten Empress wrote:http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10
TERRIBLE. 100% PURE TERRIBLE.
Stats: Complex ferroscale plate: 60 HP
Complex reactive: 45 hp, 2hp/s, 4% movement penalty
Does CCP have monkeys on the balancing team?
I really enjoyed your post obviously a lot of thought went into it, i enjoyed the part where you complain and eloquently explain why by saying simply, terrible, magnificent! I also like the part where you explain what they can to to fix it in a helpful manner, really good stuff awesome read thanks. We need more people like you on these forum giving out thier insightful intellegent opinions. |
Draka Marintu
TeamPlayers EoN.
27
|
Posted - 2013.06.11 19:51:00 -
[38] - Quote
Kitten Empress wrote:http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10
TERRIBLE. 100% PURE TERRIBLE.
Stats: Complex ferroscale plate: 60 HP
Complex reactive: 45 hp, 2hp/s, 4% movement penalty
Does CCP have monkeys on the balancing team?
the complex ferroscale plates need to be around 80 hp at the same pg and cpu cost of the regular plates and the reactive should be bumped up to 70hp 3hps and 6% movment penalty with a bit of a higher pg and cpu cost I think that would balance things a bit better |
Bones McGavins
TacoCat Industries
298
|
Posted - 2013.06.11 19:52:00 -
[39] - Quote
Kitten Empress wrote:Bones McGavins wrote:Yes because you have the OPTION of going big on armor and getting a speed penalty, or you forsake that speed penalty and get about the same health. You have the option of getting regen with your armor as well, taking two slots instead of 1.
Shield regen is delayed, armor is instant. Shield regen doesnt have repair tools to help it, Armor does.
Honestly, you guys have no idea what you are talking about if you think these look UP. They seem absolutely amazing and open up a world of possibilities for my builds I never had before because I didnt want to sacrifice speed. Keep in mind they are also LOW slots, not high. What modules are competiting for your low slots? Shield extenders have to compete with damage mods.
Come on, use your heads here. If you could stack armor mods with no penalty over shield you would because then you could fit damage mods too. Armor regen is different, and perhaps a bit worse, but it does have some advantages over shield regen.
Any more loud, wrong opinions you guys want to yell at me?
Never. EVER. Post again when it comes to balancing. https://forums.dust514.com/default.aspx?g=posts&t=83983There, now I don't need to write a threadnaught myself. Sure, we can have damage mods, and you can have speed mods. Also, that delay means nothing. So I get a head start of a few cycles aaaaaand... in one cycle the shield user blew me away.
Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening. Armor gets to keep repping. Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking) Plus armor tankers can have a logi heal you for 100+hp/s. Plus, armor tankers can run to supply depots and swap up for full health.
Armor rep isnt nearly as bad as you say. Passively shield is a bit better, yes, but if you take an active role in healing your armor you can do so very well, even supperior to shield. Be better at the game before talking about balance. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:52:00 -
[40] - Quote
Nahaalek ClovenShield wrote:Kitten Empress wrote:http://www.youtube.com/watch?v=n_LlH2c5dyA 1:10
TERRIBLE. 100% PURE TERRIBLE.
Stats: Complex ferroscale plate: 60 HP
Complex reactive: 45 hp, 2hp/s, 4% movement penalty
Does CCP have monkeys on the balancing team? I really enjoyed your post obviously a lot of thought went into it, i enjoyed the part where you complain and eloquently explain why by saying simply, terrible, magnificent! I also like the part where you explain what they can to to fix it in a helpful manner, really good stuff awesome read thanks. We need more people like you on these forum giving out thier insightful intellegent opinions. https://forums.dust514.com/default.aspx?g=posts&t=83983 We have complained in a good manner. CCP ****** up yet again, even when we explained every problem in detail. We gave them answers on a silver platter. What did you expect? |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 19:53:00 -
[41] - Quote
Bones McGavins wrote:Yes because you have the OPTION of going big on armor and getting a speed penalty, or you forsake that speed penalty and get about the same health. You have the option of getting regen with your armor as well, taking 1 slot instead of 2.
Shield regen is delayed, armor is instant. Shield regen doesnt have repair tools to help it, Armor does.
Honestly, you guys have no idea what you are talking about if you think these look UP. They seem absolutely amazing and open up a world of possibilities for my builds I never had before because I didnt want to sacrifice speed. Keep in mind they are also LOW slots, not high. What modules are competiting for your low slots? Shield extenders have to compete with damage mods.
Come on, use your heads here. If you could stack armor mods with no penalty over shield you would because then you could fit damage mods too. Armor regen is different, and perhaps a bit worse, but it does have some advantages over shield regen.
Any more loud, wrong opinions you guys want to yell at me? Shields don't have a drawback. Armor has 3: Penalty to movement, turn speed penalty, and jump height penalty. There could be a 4th related to fall damage, but I'm still testing that theory. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:54:00 -
[42] - Quote
Bones McGavins wrote:Kitten Empress wrote:Bones McGavins wrote:Yes because you have the OPTION of going big on armor and getting a speed penalty, or you forsake that speed penalty and get about the same health. You have the option of getting regen with your armor as well, taking two slots instead of 1.
Shield regen is delayed, armor is instant. Shield regen doesnt have repair tools to help it, Armor does.
Honestly, you guys have no idea what you are talking about if you think these look UP. They seem absolutely amazing and open up a world of possibilities for my builds I never had before because I didnt want to sacrifice speed. Keep in mind they are also LOW slots, not high. What modules are competiting for your low slots? Shield extenders have to compete with damage mods.
Come on, use your heads here. If you could stack armor mods with no penalty over shield you would because then you could fit damage mods too. Armor regen is different, and perhaps a bit worse, but it does have some advantages over shield regen.
Any more loud, wrong opinions you guys want to yell at me?
Never. EVER. Post again when it comes to balancing. https://forums.dust514.com/default.aspx?g=posts&t=83983There, now I don't need to write a threadnaught myself. Sure, we can have damage mods, and you can have speed mods. Also, that delay means nothing. So I get a head start of a few cycles aaaaaand... in one cycle the shield user blew me away. Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening. Armor gets to keep repping. Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking) Plus armor tankers can have a logi heal you for 100+hp/s. Plus, armor tankers can run to supply depots and swap up for full health. Armor rep isnt nearly as bad as you say. Passively shield is a bit better, yes, but if you take an active role in healing your armor you can do so very well, even supperior to shield. Be better at the game before talking about balance. "Except you're getting shot at, so your shield doesnt regen at all, and all it takes is me landing a small hit on you to keep that regen from ever happening." False, you may test that yourself.
" Plus armor tankers can carry nanos that can self heal. (if you dont, and you armror tank, you are bad at armor tanking)" Oh so I need to give up equipment to make armor half as viable as shields? When this stuff is portable and doesn't get used up tell me.
"Plus armor tankers can have a logi heal you for 100+hp/s." Great, get a gun off the field, that will work well.
It is bad, that's it. I'm done, read the threadnaught, it has all the proof you need. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
119
|
Posted - 2013.06.11 19:55:00 -
[43] - Quote
Kitten Empress wrote:Aero Yassavi wrote:What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s
2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement
With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 19:56:00 -
[44] - Quote
Kitten Empress wrote:ladwar wrote:Kitten Empress wrote:ladwar wrote:I did the math a little while ago. and meh its balance. 5 complex reactive plates =225 HP 10hp per second with 10%(I didn't do the math but im guessing it lower with penalties for stacking) speed penalty. so two complex 115=230 hp with 2 complex repairers for 10hp you get more speed penalty. but with even a slight bonus to either hp or repair rates they are more powerful. I used 50 hp with 3hp repaired and you get 250hp with 15 hps with less speed penalty and more hp then a fit of 2 complex plates with 3 repairers. so just something different to think about for you armor guys. So armor getting less eHP and less recharge = balanced? Do you people even think? didn't even care to balance vs shields because that's a different issue with all the modules of one type vs another type and that's about weighing pros and cons. besides armor has the repair tools. shields have one LLAV that's difficult to use. IMO shields vs armor is balanced due to pros and cons and equipment to deal/help with them. https://forums.dust514.com/default.aspx?g=posts&t=83983 as you can see I haven't made a post on there or even read a lick of it. I don't care that about the imbalance between shields and armor in infantry. the new modules are balanced within their type(armor infantry modules) and I dare you to prove me wrong and I won't even try to balance them out of their class because that makes no sense. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:56:00 -
[45] - Quote
Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote:What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1342
|
Posted - 2013.06.11 19:56:00 -
[46] - Quote
Can we just get built in resistances for armor/shields like in EVE already? |
McFurious
BetaMax. CRONOS.
93
|
Posted - 2013.06.11 19:56:00 -
[47] - Quote
reydient wrote:Can somebody please tell me what skill level you need to have inorder to obtain use of these plates?
I assume the same level as the regular armor plates. We'll probably need both armor plates and armor replair skills for the self healing plates though. |
Kitten Empress
Ametat Security Amarr Empire
446
|
Posted - 2013.06.11 19:57:00 -
[48] - Quote
ladwar wrote:Kitten Empress wrote:ladwar wrote:Kitten Empress wrote:ladwar wrote:I did the math a little while ago. and meh its balance. 5 complex reactive plates =225 HP 10hp per second with 10%(I didn't do the math but im guessing it lower with penalties for stacking) speed penalty. so two complex 115=230 hp with 2 complex repairers for 10hp you get more speed penalty. but with even a slight bonus to either hp or repair rates they are more powerful. I used 50 hp with 3hp repaired and you get 250hp with 15 hps with less speed penalty and more hp then a fit of 2 complex plates with 3 repairers. so just something different to think about for you armor guys. So armor getting less eHP and less recharge = balanced? Do you people even think? didn't even care to balance vs shields because that's a different issue with all the modules of one type vs another type and that's about weighing pros and cons. besides armor has the repair tools. shields have one LLAV that's difficult to use. IMO shields vs armor is balanced due to pros and cons and equipment to deal/help with them. https://forums.dust514.com/default.aspx?g=posts&t=83983 as you can see I haven't made a post on there or even read a lick of it. I don't care that about the imbalance between shields and armor in infantry. the new modules are balanced within their type(armor infantry modules) and I dare you to prove me wrong and I won't even try to balance them out of their class because that makes no sense. Of course I mean armor vs shield balancing. Do I really need to spell it out? |
Bones McGavins
TacoCat Industries
298
|
Posted - 2013.06.11 19:58:00 -
[49] - Quote
Lol dude. Get a gun off the field? What are you talking about? Regen tanking isnt viable in DUST. ALL regen is too small to counter mroe than like 1 shot of damage with these kill times. The rep tools heals you AFTER the fight or AFTER you retreat, not during. My shield regen doesnt help when im getting shot at. It has a 4 second delay, 10 if it depletes, and the 20 or so a second doesnt negate the hundreds of damage per second coming my way.
I could see your problems if regen tanking was viable for shield but not for armor. Hell the only real regen tanking you can do is with the triage nanohives giving 70+ a second as you stand on it. Thats as close as we come in DUST to being able to do so. And geuss what, its with armor tankers, not shield. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
119
|
Posted - 2013.06.11 19:58:00 -
[50] - Quote
Kitten Empress wrote:Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote:What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad. |
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ZDub 303
TeamPlayers EoN.
304
|
Posted - 2013.06.11 19:58:00 -
[51] - Quote
With a 4s shield delay on caldari suits, you can't say that armor vs shields is at all balanced, even with these plates.
Ferroscale plates will be for caldari logis and for scouts, and thats it. Reactive plates for caldari assaults only.
By nature armor tanking should be high hp and slow reps, while shield tanking is low hp and high reps.
However you guys are arguing that armor tanking is fine being low hp low reps and shield tanking can be low hp high reps?
shield tanking will still reign supreme, even with ferroscale plates. I figured this would happen.
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Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 19:59:00 -
[52] - Quote
Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote:Kitten Empress wrote:Aero Yassavi wrote:What were people expecting? Ferroscale is pretty much inline with shield extenders and is repairable by tools and such which is nice. Reactive plates are two modules in one, it's pretty generous actually. Do the math. Its not generous, its the worst balancing attempt CCP tried when it comes to shield vs armor. Math Complex Reactive Plates: 45 armor, 2 hp/s, -4% movement Complex Armor Plate: 115 armor, -10% movement Complex Armor Repairer: 5 hp/s 2 Complex Reactive Plates: 90 armor, 4 hp/s, -8%movement 1 Complex armor plate and repairer: 115 armor, 5 hp/s, -10% movement With the reactive plates you are a little faster, have nearly the same repair rate, but sacrifice 25 armor. Maybe doesn't sound too great, but it would only require training one skill and would be more ideal if you only had 1 low slot remaining. Problem is, this gets NEAR current armor. Now, tell me boy, is current armor any good? No, no it isn't. Compare it to shields, it sucks balls, these are even worse. https://forums.dust514.com/default.aspx?g=posts&t=83983 Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad. READ THIS POST Every single thing you just said is invalid. |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
133
|
Posted - 2013.06.11 20:00:00 -
[53] - Quote
I just want to point out that you are the only one in here completely flipping **** because you feel it's unbalanced. That's your opinion and you have a right to have it but damn dude take a chill, and remember it's Also OK for anyone to disagree. |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 20:01:00 -
[54] - Quote
If the ferroscale plates have no speed penalty, I might actually use those - especially in a Gallente gk.0. Depending on how you can shoehorn a fit, you'd basically put all damage mods or 2 damage mods and a shield extender in the highs and plates in the lows. Still sucks to be Amarr though. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:01:00 -
[55] - Quote
Bones McGavins wrote:Lol dude. Get a gun off the field? What are you talking about? Regen tanking isnt viable in DUST. ALL regen is too small to counter mroe than like 1 shot of damage with these kill times. The rep tools heals you AFTER the fight or AFTER you retreat, not during. My shield regen doesnt help when im getting shot at. It has a 4 second delay, 10 if it depletes, and the 20 or so a second doesnt negate the hundreds of damage per second coming my way.
I could see your problems if regen tanking was viable for shield but not for armor. Hell the only real regen tanking you can do is with the triage nanohives giving 70+ a second as you stand on it. Thats as close as we come in DUST to being able to do so. And geuss what, its with armor tankers, not shield. What the hell are you talking about? Don't post again until you read this thread: https://forums.dust514.com/default.aspx?g=posts&t=83983 Everything is very clearly laid out. I will ignore the rest of your posts until I see that you actually read it. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:02:00 -
[56] - Quote
Another Heavy SOB wrote:I just want to point out that you are the only one in here completely flipping **** because you feel it's unbalanced. That's your opinion and you have a right to have it but damn dude take a chill, and remember it's Also OK for anyone to disagree. I'm not flipping out. I'm annoyed at ignorance. I give people a very clear laid out thread that explains exactly what's wrong, and they ignore it repeating the same stupidity that caused me to link it in the first place. https://forums.dust514.com/default.aspx?g=posts&t=83983 Its not opinion. Mathematical fact. |
Abron Garr
Amarr Templars Amarr Empire
426
|
Posted - 2013.06.11 20:04:00 -
[57] - Quote
Aero Yassavi wrote: Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad.
Speed is life. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:04:00 -
[58] - Quote
Abron Garr wrote:Aero Yassavi wrote: Current armor is fine. I know a ton of people who prefer armor tanking. Just because you can't handle a small movement decrease or have the will to stay with your team for armor repairing instead of running around solo doesn't mean it's bad.
Speed is life. Correct, however armor is worse in every way. HP, regen, speed, fitting. Before you try to debunk HP or fitting, read this: https://forums.dust514.com/default.aspx?g=posts&t=86548 |
ladwar
Dead Six Initiative Lokun Listamenn
607
|
Posted - 2013.06.11 20:06:00 -
[59] - Quote
btw was I the only one that seen the commando ak. 0 shields 392 and 312 armor(shields had a complex extender) 2 high slots and 1 low slot 1 equipment slot no grenades. |
Kitten Empress
Ametat Security Amarr Empire
447
|
Posted - 2013.06.11 20:08:00 -
[60] - Quote
http://www.youtube.com/watch?v=ygr5AHufBN4 Sniff, beautiful. Jimmies are unrustled. Expect a new threadnaught on thursday coming from a friend. |
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