Jastad wrote:Aeon Amadi wrote:Jastad wrote:and if we change what armor do and add drawback to Shield?
Example:
Adding armor a % of damage reduction and giving shield module gaining a (low) % of more damage
PROTO ARMOR PLATE 25% of damage red and 10% speed red
PROTO SHIELD EXT stat's the same but add a 5% of the damage taken.
If armor took away from stamina and shields increased profile, I'd say that's a fair trade.
Thats another good thing, from my point of view Scan profile is not a big cons, couse if you see him first but cant kill him due to his shield this dont solve anything
But here comes the main problem.
Armor need a module for regain what is lost in a gunfight. and thats is the biggest CONS because the rep Module go in the same slot as armor mod.And the Rep rate with TWO PROTO REP is worse than a BASE recharge Dropsuit
And simply add 3/4 shot of AR and gaining weakness that armor has simply is not worth
Essentially what it boils down to is that Shield recharge on a Logi is 20 HP/s so after the 6 second delay it starts recharging. Thereby, it will recharge 100 HP in ten seconds. For armor to compete, it has to be able to restore 10 HP/s. This balances them out at 10 seconds, but Shield still maintains superiority in time between gunfire.
Problem with that is that armor repairs even in battle, so if the person is a bad shot, all the shields in the world won't help.
So, we need to buffer armor out so that it's worth having the slow repair. I.e. more HP. If armor tankers are king at absorbing bullets, then the movement penalty is negligible. Unfortunately, most of the issue with shield vs armor tanking revolves around the suits themselves and certain races (Gallente) receive useless ads bonuses.
Bear in mind that certain suits have faster recharge times as well. A level 5 Caldari assault has 31.25 without modules attached.
Just as well another factor is that Shield regulators reduce the time delay, so it's plausible that a Caldari Assault can recharge (with a five second delay as its base) 215 shields in 10 seconds with a single complex regulator that does not take away from its tanking abilities.
Essentially it's not so farfetched as to allow armor tankers to have a -LOT- more HP and retain the movement speed penalty.