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Zero Harpuia
WarRavens League of Infamy
513
|
Posted - 2013.06.12 17:36:00 -
[1] - Quote
In the everlasting forumwars of Armor Vs Shields, there can be no victor. I am not out to prove one side correct, nor superior, to the other. I am only out to bring a simple idea to the forefront of your minds.
In Dust514, at time of typing, we have four methods of tanking. Shield, where you sacrifice a decent amount of CPU for a decent amount of regenerating shield HP, Armor, where you sacrifice speed and a bit of CPU and PG for a large amount of non-regenerating armor HP, Speed, where you throw on Kinetic Catalyzers to try and move faster than your enemies can reliably aim, and Crate, because that good old crate has infinite HP and is kind enough to let you hide behind it. When we think about these methods of tank there is always a bit of whining, and not all of it is useless prattle. Shields, for example, have modules on both high and low slots, and Armor does give alot more permodule than shields, and yes, Speed tanking is sometimes as much about fooling the hit detection as it is about fooling your foe's gun hand. But that isn't what we're here for as there are millions of threads out there about these topics. We're here to discuss weapons vs HP tanking.
A quick run through all existing anti infantry weapons. Judging by appearance and inability to customize ammo, Projectile weapons seem to use Titanium Sabot or simple Lead.
Assault Rifle: Hybrid, equally good against shield and armor Scrambler Rifle: Laser, does most damage to shield, poor on armor Laser Rifle: Laser, does most damage to shield, poor on armor Sniper Rifle: Hybrid, equally good against shield and armor Shotgun: Hybrid, equally good against shield and armor Mass Driver: Rocket, does most damage to armor, poor on shields HMG: Projectile, decent against shields, mildly better on armor SMG: Projectile, decent against shields, mildly better on armor Scrambler Pistol: Laser, does most damage to shield, poor on armor Flaylock Pistol: Rocket, does most damage to armor, poor on shields Nova Knife: Wanna say Hybrid here, but not too sure. Locus grenade: Explosion Bomb, High damage to armor, low to shield. Flux Grenade: EM Bomb, High damage to shield, none to armor.
As for Vehicles
Railgun Turret: Hybrid, equally good against shield and armor Blaster Turret: Hybrid, equally good against shield and armor Missile Turret: Rocket, does most damage to armor, poor on shields Swarm Launcher: Missile, does most damage to armor, poor on shields Forge Gun: Hybrid, equally good against shield and armor Plasma Cannon: Hybrid, equally good against shield and armor AV Grenade: Explosion Bomb, High damage to armor, low to shield.
When looking at them like this, there seems to be a discrepancy that many overlook. It may not be that Shields are Overpowered, but that there are proportionately less shield-focused weapons. Not a single AV weapon is shield-hunting unless you use Flux Grenades, and all of the anti-shield Infantry guns are pinpoint weaponry, or the Flux Grenade, which is of limited supply and has a four second delay as opposed to the anti-armor weapons which can auto-seek their targets, have large AoE, and of course the infamous contact locus grenades.
I propose, brothers and sisters of New Eden, that we pressure CCP for one of three features to be added soon 1. Ammo Type choice. Imagine an HMG with EM rounds, a Mass Driver with Thor Missiles, or a Laser Rifle with mid-battle filter swaps. Either make them something you choose at the fitting screen when you attach your weapons, or make them highslot active modules you can swap midcombat. Why High? Because then you'd have to choose between a Damage Mod and Ammo Mod, and there are far more kinds of low modules than high modules. 2. More Amarr Weaponry. We need more Laser type weapons to take down shields, and Amarr are the most prolific laser users. We especially need the painfully absent Laser AV and Laser Turret, and a weak Prototype Contact Flux grenade would be a nice counterpart to the Contact Locus. 3. Public PvE. Fighting bots will distract us long enough for them to make one of the other two features :3
Please do not hesitate to comment, critique, and please, this is NOT ABOUT the CalLogi. |
Zero Harpuia
WarRavens League of Infamy
513
|
Posted - 2013.06.12 18:23:00 -
[2] - Quote
Forums doubled my thread, the other thread with this name is contentless, please ignore. |
reydient
TYRANNY of EVIL MEN
2
|
Posted - 2013.06.12 18:46:00 -
[3] - Quote
Zero Harpuia wrote:In the everlasting forumwars of Armor Vs Shields, there can be no victor. I am not out to prove one side correct, nor superior, to the other. I am only out to bring a simple idea to the forefront of your minds.
In Dust514, at time of typing, we have four methods of tanking. Shield, where you sacrifice a decent amount of CPU for a decent amount of regenerating shield HP, Armor, where you sacrifice speed and a bit of CPU and PG for a large amount of non-regenerating armor HP, Speed, where you throw on Kinetic Catalyzers to try and move faster than your enemies can reliably aim, and Crate, because that good old crate has infinite HP and is kind enough to let you hide behind it. When we think about these methods of tank there is always a bit of whining, and not all of it is useless prattle. Shields, for example, have modules on both high and low slots, and Armor does give alot more permodule than shields, and yes, Speed tanking is sometimes as much about fooling the hit detection as it is about fooling your foe's gun hand. But that isn't what we're here for as there are millions of threads out there about these topics. We're here to discuss weapons vs HP tanking.
A quick run through all existing anti infantry weapons. Judging by appearance and inability to customize ammo, Projectile weapons seem to use Titanium Sabot or simple Lead.
Assault Rifle: Hybrid, equally good against shield and armor Scrambler Rifle: Laser, does most damage to shield, poor on armor Laser Rifle: Laser, does most damage to shield, poor on armor Sniper Rifle: Hybrid, equally good against shield and armor Shotgun: Hybrid, equally good against shield and armor Mass Driver: Rocket, does most damage to armor, poor on shields HMG: Projectile, decent against shields, mildly better on armor SMG: Projectile, decent against shields, mildly better on armor Scrambler Pistol: Laser, does most damage to shield, poor on armor Flaylock Pistol: Rocket, does most damage to armor, poor on shields Nova Knife: Wanna say Hybrid here, but not too sure. Locus grenade: Explosion Bomb, High damage to armor, low to shield. Flux Grenade: EM Bomb, High damage to shield, none to armor.
As for Vehicles
Railgun Turret: Hybrid, equally good against shield and armor Blaster Turret: Hybrid, equally good against shield and armor Missile Turret: Rocket, does most damage to armor, poor on shields Swarm Launcher: Missile, does most damage to armor, poor on shields Forge Gun: Hybrid, equally good against shield and armor Plasma Cannon: Hybrid, equally good against shield and armor AV Grenade: Explosion Bomb, High damage to armor, low to shield.
When looking at them like this, there seems to be a discrepancy that many overlook. It may not be that Shields are Overpowered, but that there are proportionately less shield-focused weapons. Not a single AV weapon is shield-hunting unless you use Flux Grenades, and all of the anti-shield Infantry guns are pinpoint weaponry, or the Flux Grenade, which is of limited supply and has a four second delay as opposed to the anti-armor weapons which can auto-seek their targets, have large AoE, and of course the infamous contact locus grenades.
I propose, brothers and sisters of New Eden, that we pressure CCP for one of three features to be added soon 1. Ammo Type choice. Imagine an HMG with EM rounds, a Mass Driver with Mjolnir Rockets, or a Laser Rifle with mid-battle filter swaps. Either make them something you choose at the fitting screen when you attach your weapons, or make them highslot active modules you can swap midcombat. Why High? Because then you'd have to choose between a Damage Mod and Ammo Mod, and there are far more kinds of low modules than high modules. 2. More Amarr Weaponry. We need more Laser type weapons to take down shields, and Amarr are the most prolific laser users. We especially need the painfully absent Laser AV and Laser Turret, and a weak Prototype Contact Flux grenade would be a nice counterpart to the Contact Locus. 3. Public PvE. Fighting bots will distract us long enough for them to make one of the other two features :3
Please do not hesitate to comment, critique, and please, this is NOT ABOUT the CalLogi.
This is a great idea! I say different ammo types.
|
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
250
|
Posted - 2013.06.12 18:58:00 -
[4] - Quote
Ammo types I'm pretty sure are confirmed as Soon(TM) |
Jin Robot
Foxhound Corporation General Tso's Alliance
852
|
Posted - 2013.06.12 19:04:00 -
[5] - Quote
Yup, the dreaded soon. |
Zero Harpuia
WarRavens League of Infamy
514
|
Posted - 2013.06.12 21:13:00 -
[6] - Quote
Jin Robot wrote:Yup, the dreaded soon.
Yea, I meant pressuring them for a 'soon' as opposed to a 'Soon(tm)'. I'm sure all of thee features are Soon(tm), but focusing on one of them to speed it's release would do much to quell the discontent. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
326
|
Posted - 2013.06.12 21:26:00 -
[7] - Quote
As a tanker, some of the info is wrong. In theory the hybrids should do equal damage to shields and armor, but in reality the Blaster and Railgun do more damage against shields (109%) and less against armor (89%). This is tested and proven. |
Zero Harpuia
WarRavens League of Infamy
514
|
Posted - 2013.06.15 16:21:00 -
[8] - Quote
Xocoyol Zaraoul wrote:As a tanker, some of the info is wrong. In theory the hybrids should do equal damage to shields and armor, but in reality the Blaster and Railgun (those two specifically) do more damage against shields (109%) and less against armor (89%). This is tested and proven.
Just look at the efficiency numbers next time you are using one to shoot a turret installation.
This mainly is yet another reason why Armor tanked HAVs perform so well against shield tanked HAVs, even if they did have identical EHP and active and passive tanks, the armor HAV would win simply due to the Railguns/Blasters being in their favor.
That may be, but they are not shear 'shield killers,' they are just railguns with more thermal than kinetic. Probably CCP noticing that there was no Shield Killer tank weapon, so good show on their part. Also, you assume that all tanks use Hybrids, and every Hybrid is the same from every range. I know that 2/3 are Hybrid, but there are atill missile(ROCKET gawddammit) systems as well, and a Gunlogi with a blaster will crush a Muddy with a Railgun at point blank any day. |
Zero Harpuia
WarRavens League of Infamy
520
|
Posted - 2013.06.21 02:51:00 -
[9] - Quote
Edited OP, forgot Flaylock Pistols. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
132
|
Posted - 2013.06.21 02:54:00 -
[10] - Quote
Zero Harpuia wrote:In the everlasting forumwars of Armor Vs Shields, there can be no victor. I am not out to prove one side correct, nor superior, to the other. I am only out to bring a simple idea to the forefront of your minds.
In Dust514, at time of typing, we have four methods of tanking. Shield, where you sacrifice a decent amount of CPU for a decent amount of regenerating shield HP, Armor, where you sacrifice speed and a bit of CPU and PG for a large amount of non-regenerating armor HP, Speed, where you throw on Kinetic Catalyzers to try and move faster than your enemies can reliably aim, and Crate, because that good old crate has infinite HP and is kind enough to let you hide behind it. When we think about these methods of tank there is always a bit of whining, and not all of it is useless prattle. Shields, for example, have modules on both high and low slots, and Armor does give alot more permodule than shields, and yes, Speed tanking is sometimes as much about fooling the hit detection as it is about fooling your foe's gun hand. But that isn't what we're here for as there are millions of threads out there about these topics. We're here to discuss weapons vs HP tanking.
A quick run through all existing anti infantry weapons. Judging by appearance and inability to customize ammo, Projectile weapons seem to use Titanium Sabot or simple Lead.
Assault Rifle: Hybrid, equally good against shield and armor Scrambler Rifle: Laser, does most damage to shield, poor on armor Laser Rifle: Laser, does most damage to shield, poor on armor Sniper Rifle: Hybrid, equally good against shield and armor Shotgun: Hybrid, equally good against shield and armor Mass Driver: Rocket, does most damage to armor, poor on shields HMG: Projectile, decent against shields, mildly better on armor SMG: Projectile, decent against shields, mildly better on armor Scrambler Pistol: Laser, does most damage to shield, poor on armor Flaylock Pistol: Rocket, does most damage to armor, poor on shields Nova Knife: Wanna say Hybrid here, but not too sure. Locus grenade: Explosion Bomb, High damage to armor, low to shield. Flux Grenade: EM Bomb, High damage to shield, none to armor.
As for Vehicles
Railgun Turret: Hybrid, equally good against shield and armor Blaster Turret: Hybrid, equally good against shield and armor Missile Turret: Rocket, does most damage to armor, poor on shields Swarm Launcher: Missile, does most damage to armor, poor on shields Forge Gun: Hybrid, equally good against shield and armor Plasma Cannon: Hybrid, equally good against shield and armor AV Grenade: Explosion Bomb, High damage to armor, low to shield.
When looking at them like this, there seems to be a discrepancy that many overlook. It may not be that Shields are Overpowered, but that there are proportionately less shield-focused weapons. Not a single AV weapon is shield-hunting unless you use Flux Grenades, and all of the anti-shield Infantry guns are pinpoint weaponry, or the Flux Grenade, which is of limited supply and has a four second delay as opposed to the anti-armor weapons which can auto-seek their targets, have large AoE, and of course the infamous contact locus grenades.
I propose, brothers and sisters of New Eden, that we pressure CCP for one of three features to be added soon 1. Ammo Type choice. Imagine an HMG with EM rounds, a Mass Driver with Mjolnir Rockets, or a Laser Rifle with mid-battle filter swaps. Either make them something you choose at the fitting screen when you attach your weapons, or make them highslot active modules you can swap midcombat. Why High? Because then you'd have to choose between a Damage Mod and Ammo Mod, and there are far more kinds of low modules than high modules. 2. More Amarr Weaponry. We need more Laser type weapons to take down shields, and Amarr are the most prolific laser users. We especially need the painfully absent Laser AV and Laser Turret, and a weak Prototype Contact Flux grenade would be a nice counterpart to the Contact Locus. 3. Public PvE. Fighting bots will distract us long enough for them to make one of the other two features :3
Please do not hesitate to comment, critique, and please, this is NOT ABOUT the CalLogi.
last time i knew it was shoot and kill now its O.O? |
|
Disturbingly Bored
The Strontium Asylum
294
|
Posted - 2013.06.21 03:24:00 -
[11] - Quote
Just for the sake of discussion, I'll leave these here (only weapons I've personally confirmed):
Weapon Shield Eff. Armor Eff. Assault Rifle110%90% Mass Driver70%130% Laser Rifle120%80% Sniper 100%100% Shotty 110%135% Forge Gun 150%100% Nova Knives100%100% HMG 95%110% SMG 94%109% Scramblers120%80%
Pretty safe assumption that Flaylock and Locus do the same to shield/armor as Mass Driver. |
Zero Harpuia
WarRavens League of Infamy
525
|
Posted - 2013.06.22 18:57:00 -
[12] - Quote
Disturbingly Bored wrote:Just for the sake of discussion, I'll leave these here (only weapons I've personally confirmed):
Weapon Shield Eff. Armor Eff. Assault Rifle110%90% Mass Driver70%130% Laser Rifle120%80% Sniper 100%100% Shotty 110%135% Forge Gun 150%100% Nova Knives100%100% HMG 95%110% SMG 94%109% Scramblers120%80%
Pretty safe assumption that Flaylock and Locus do the same to shield/armor as Mass Driver.
I'll add these to the OP, thank you for your contributions milord. |
Cody Sietz
Tritan's Onslaught
226
|
Posted - 2013.06.22 19:42:00 -
[13] - Quote
Hmmm, being able to use armour piercing rounds or EM rounds...
Sir, are you available for makeout sessions? |
Zero Harpuia
WarRavens League of Infamy
530
|
Posted - 2013.06.26 01:09:00 -
[14] - Quote
Added General Rule of Thumb. |
KOBLAKA1
Opus Arcana Orion Empire
83
|
Posted - 2013.06.26 01:12:00 -
[15] - Quote
lots of numbers and thought +1 |
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO
Storm Wind Strikeforce Caldari State
7
|
Posted - 2013.06.26 01:38:00 -
[16] - Quote
my thoughts are armor will prevail when logibros actually do what logi's are made for shield tanking is great for lonewolfing and great movement but lose that shield to flux or get revived with your little to less armor and a couple of shots put you back down put a logibro behind an armor tanker with a rep tool and its win win |
Lightning Bolt2
DUST University Ivy League
5
|
Posted - 2013.06.26 02:02:00 -
[17] - Quote
reydient wrote:Zero Harpuia wrote:In the everlasting forumwars of Armor Vs Shields, there can be no victor. I am not out to prove one side correct, nor superior, to the other. I am only out to bring a simple idea to the forefront of your minds.
In Dust514, at time of typing, we have four methods of tanking. Shield, where you sacrifice a decent amount of CPU for a decent amount of regenerating shield HP, Armor, where you sacrifice speed and a bit of CPU and PG for a large amount of non-regenerating armor HP, Speed, where you throw on Kinetic Catalyzers to try and move faster than your enemies can reliably aim, and Crate, because that good old crate has infinite HP and is kind enough to let you hide behind it. When we think about these methods of tank there is always a bit of whining, and not all of it is useless prattle. Shields, for example, have modules on both high and low slots, and Armor does give alot more permodule than shields, and yes, Speed tanking is sometimes as much about fooling the hit detection as it is about fooling your foe's gun hand. But that isn't what we're here for as there are millions of threads out there about these topics. We're here to discuss weapons vs HP tanking.
A quick run through all existing anti infantry weapons. Judging by appearance and inability to customize ammo, Projectile weapons seem to use Titanium Sabot or simple Lead.
Assault Rifle: Hybrid, equally good against shield and armor Scrambler Rifle: Laser, does most damage to shield, poor on armor Laser Rifle: Laser, does most damage to shield, poor on armor Sniper Rifle: Hybrid, equally good against shield and armor Shotgun: Hybrid, equally good against shield and armor Mass Driver: Rocket, does most damage to armor, poor on shields HMG: Projectile, decent against shields, mildly better on armor SMG: Projectile, decent against shields, mildly better on armor Scrambler Pistol: Laser, does most damage to shield, poor on armor Flaylock Pistol: Rocket, does most damage to armor, poor on shields Nova Knife: Wanna say Hybrid here, but not too sure. Locus grenade: Explosion Bomb, High damage to armor, low to shield. Flux Grenade: EM Bomb, High damage to shield, none to armor.
As for Vehicles
Railgun Turret: Hybrid, equally good against shield and armor Blaster Turret: Hybrid, equally good against shield and armor Missile Turret: Rocket, does most damage to armor, poor on shields Swarm Launcher: Missile, does most damage to armor, poor on shields Forge Gun: Hybrid, equally good against shield and armor Plasma Cannon: Hybrid, equally good against shield and armor AV Grenade: Explosion Bomb, High damage to armor, low to shield.
When looking at them like this, there seems to be a discrepancy that many overlook. It may not be that Shields are Overpowered, but that there are proportionately less shield-focused weapons. Not a single AV weapon is shield-hunting unless you use Flux Grenades, and all of the anti-shield Infantry guns are pinpoint weaponry, or the Flux Grenade, which is of limited supply and has a four second delay as opposed to the anti-armor weapons which can auto-seek their targets, have large AoE, and of course the infamous contact locus grenades.
I propose, brothers and sisters of New Eden, that we pressure CCP for one of three features to be added soon 1. Ammo Type choice. Imagine an HMG with EM rounds, a Mass Driver with Mjolnir Rockets, or a Laser Rifle with mid-battle filter swaps. Either make them something you choose at the fitting screen when you attach your weapons, or make them highslot active modules you can swap midcombat. Why High? Because then you'd have to choose between a Damage Mod and Ammo Mod, and there are far more kinds of low modules than high modules. 2. More Amarr Weaponry. We need more Laser type weapons to take down shields, and Amarr are the most prolific laser users. We especially need the painfully absent Laser AV and Laser Turret, and a weak Prototype Contact Flux grenade would be a nice counterpart to the Contact Locus. 3. Public PvE. Fighting bots will distract us long enough for them to make one of the other two features :3
Please do not hesitate to comment, critique, and please, this is NOT ABOUT the CalLogi. This is a great idea! I say different ammo types.
+1 to both more laser weaponry AND ammo types there needs to be EMP rounds and armor piercing rounds and hybrid rounds. |
Zero Harpuia
WarRavens League of Infamy
531
|
Posted - 2013.06.26 04:21:00 -
[18] - Quote
XOXOXOXOXOXOXOXOXOXOXOXO XOXOXOXOXOXO wrote:my thoughts are armor will prevail when logibros actually do what logi's are made for shield tanking is great for lonewolfing and great movement but lose that shield to flux or get revived with your little to less armor and a couple of shots put you back down put a logibro behind an armor tanker with a rep tool and its win win That may be the current game, but there may always be a Infantry mounted shield repper in the future. Also, prototype Core Focused Repair Tool is the best thing I've ever had the honor to put my pixelated hands on. It won't work unless you're within spitting distance but the output is like TF2's QuickFix on Uber. |
Rogatien Merc
Ill Omens EoN.
130
|
Posted - 2013.06.26 04:34:00 -
[19] - Quote
Heavy Pulse Laser (er... laser 'hmg' as some like to call it) would/will be game changing. I'll be first...
Nerf heavies!!! |
VinceVon
Red and Silver Hand Amarr Empire
13
|
Posted - 2013.06.28 00:55:00 -
[20] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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