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Eurydice Itzhak
Militaires Sans Jeux
69
 |
Posted - 2013.06.14 00:37:00 -
[1] - Quote
TheAmazing FlyingPig wrote:Shield tanks are fine. This is coming from a Gunnlogi pilot with 8m SP invested into them.
They work great when thrown in with infantry. The natural shield regen coupled with explosive resistance lets you stay with your infantry and soak up a bunch of damage for them. Shield tanks lose out to armor tanks 1v1 though, which, given the shields strengths, I think is a fair tradeoff. Armor doesn't last nearly as long when combined with infantry as shields do.
^ has never done PC before, point invalidated.
To anyone and everyone who think tanks in general are fine. Why are there next to NO tanks in PC? And to anyone who thinks shield tanks are fine, why are the 2 tanks in PC armor tanks?
Riddle me that. If you have an answer that isn't ******** you will shut up me and every other tanker in the world. |

Eurydice Itzhak
Militaires Sans Jeux
69
 |
Posted - 2013.06.14 00:43:00 -
[2] - Quote
Godin Thekiller wrote:People forget that Caldari is for ranged engagements and general support fire, basically the "snipers". Plus, you not natural repps.....
Why do armor tanks make better railtanks then?
People just STFU if you don't know what you're talking about. |

Eurydice Itzhak
Militaires Sans Jeux
69
 |
Posted - 2013.06.14 00:52:00 -
[3] - Quote
pegasis prime wrote:Eurydice Itzhak wrote:TheAmazing FlyingPig wrote:Shield tanks are fine. This is coming from a Gunnlogi pilot with 8m SP invested into them.
They work great when thrown in with infantry. The natural shield regen coupled with explosive resistance lets you stay with your infantry and soak up a bunch of damage for them. Shield tanks lose out to armor tanks 1v1 though, which, given the shields strengths, I think is a fair tradeoff. Armor doesn't last nearly as long when combined with infantry as shields do. ^ has never done PC before, point invalidated. To anyone and everyone who think tanks in general are fine. Why are there next to NO tanks in PC? And to anyone who thinks shield tanks are fine, why are the 2 tanks in PC armor tanks? Riddle me that. If you have an answer that isn't ******** you will shut up me and every other tanker in the world. As much as I agree with balancing tanks arround pc this is not the best answer as only about 5% of the dust population if that get to participate in pc so balancing on elietist gameplay will put the rest of the game into unbalance. Plain and simple.
So there should be SP traps where you can invest 15 million SP into a role and it be worthless in the endgame of Dust?
In MMOs its okay if a certain class/job/role doesn't excel in say, raiding if the do happen to excel in say, PvP.
In dust we only have one game type. All roles have to have a niche in there. |

Eurydice Itzhak
Militaires Sans Jeux
69
 |
Posted - 2013.06.14 01:00:00 -
[4] - Quote
pegasis prime wrote:Yes pc is the endgame and all classes should be viable in pc but I think we would find more balance if ccp would just give us reallproto havs . You wouldent dream of entering pc with just std suits and all we really have is std havs. I do think if and when proto havs are released we will have the balance we are all looking for.
Aye, I do agree on that front. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 03:57:00 -
[5] - Quote
Godin Thekiller wrote:Eurydice Itzhak wrote:Godin Thekiller wrote:People forget that Caldari is for ranged engagements and general support fire, basically the "snipers". Plus, you not natural repps..... Why do armor tanks make better railtanks then? People just STFU if you don't know what you're talking about. When did they? I always did better with a Caldari HAV Rail sniping. You must be doing it wrong, or go against terribad rail snipers. Peace, Godin 
What does a Caldari do better for rail sniping?
More EHP? Gallente. Better way to repair? Gallente. More damage? Same. More mobility? Gallente. Better resistences? Gallente.
EDIT:
Harpyja wrote:
Because railguns are more effective against shield than armor. You sir must be doing it wrong.
This along with my aforementioned issues. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 06:35:00 -
[6] - Quote
EXASTRA INVICTAS wrote: Incorrect. If the Gallente Rail sniper has more EHP than the Caldari tank, it does not have better mobility, and it does not do more damage. Shield tanks have better resistances for a shorter period of time, which makes sense when you should only be activating them to get your tank behind cover quickly, since you should be far and away from the combat.
The Madrugar can be equal to the Gunnlogi when fit with Railguns on some fronts, but it sacrifices on others. It is capable of higher damage at the cost of incredibly paper thin tank, it is capable of going faster at NIL tank, it is capable of higher EHP at the cost of all mobility..
The only 100% correct point you have there is Armor repair modules are indeed "better" than shield regenerators. Probably has something to do with CCP factoring in natural shield regen rate.
Edit: Before being flamed for absolutely no reason and have people make entirely irate assumptions about me, my personal life, and how I play this game, yes. I armor tank. I am Gallente and only spec into Gallente Suits and vehicles (and for the most part weaponry). That said, I have used far more shield tanks than armor tanks, although I've used both. So trying to say I don't have any opinion here is wrong, leave it. I have done mostly okay in matches with my really poorly fit Sicas (I have little to no vehicle shield SP invested, only armor). That said, I can agree that shields on the vehicle level need A MODERATE amount of love. 90% of what people are calling for would just throw armor out of favor and shield into favor. Remember the flavor.
Just flat out lying. A single 180mm plate gets you higher HP than we can ever achieve. With no mods, you have better mobility (though you have acess to nitrous boosters while we do not).
Shield tanks have 5% better resistance for TEN seconds. No shield tank worth a **** uses surge modules. We are forced to use the 15% passive resistences. You get 25% hardeners.
I said they have the SAME damage. Learn to read.
It is not for no reason that you are flamed. It's because you come to a thread with no information and spout lies. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 07:55:00 -
[7] - Quote
Tankin Tarkus wrote:i was a armor tanker till the 2nd uprising respec and we are hurting pretty bad i never cared for rails much so i wont mention those but my blaster tanks couldnt fit a 180mm plate without giving up 2 slots to pg expansions i could fit a 120mm and a 60mm which saved something like 300-400 pg and had a worse penalty than a 180mm but id still be giving up on damage resistance(in my case i could only use passives due to issues with KB/M)
the only madrugar of mine that could fit a 180mm plate was a STD missile tank.....
while shield tanks couldnt slot nitros without giving up a slot atleast you guys dont have to give up your main slots for pg expansions....
buuut i also believe shield tanks need a buff in fact i wonder how much better the would do with a decent natural shield recharge...(both tanks as a whole need a buff or atleast give us ADV/PRO vehicles.....)
The uprising nerf to vehicles did indeed hit armor harder than shields. It's bullcrap and we need to get that reverted/mended. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 08:10:00 -
[8] - Quote
EXASTRA INVICTAS wrote: Yeah, with NO tank at all is the Madrugar faster than the Gunnlogi. Unless you have a fetish with "living on the edge" you're not going in without plates, and a single 60 plate is all it takes to go slower than the Gunnlogi, where most people will use 120s or 180s. To use 180s we have to further sacrifice low slots (read: our survivability) using PG modifier modules. By comparison, a single Complex plate on a dropsuit gives ridiculously higher armor levels than complex shield extenders (pretty much 2:1 ratio) but shields are arguably favored in the dropsuit department.
To claim that what I said is a lie, when none of it was, is funny. Also, am I allowed to complain that you get passive resists that are higher than our passive resists? Or are we just going to overlook that? And both tanks are hurting inexorably for powergrid, but at least you don't have to give up tank slots to use them. You do have to sacrifice the claim to damage mods which you should rightly have, however.
If an armor tank isn't ****fit then your shield tank is faster 100% of the time. But you guys ALWAYS ignore that simply because our base speed is higher. It's time to get over that fact and start dealing with the problems related to shield tanking that ACTUALLY matter. Like:
1) Powergrid problems (due to the powergrid skill change and this hurts all HAVs) 2) Active Hardeners should last ~15s as opposed to 10, while keeping the amount bonus 3) Shield tanks should be enticed into longer range, high powered railgun roles in a better manner (role definition) 4) Shield Active Reps need to be higher bursts than armor (armor should be slower but stay in the thick of the fight longer)
These aren't "big buffs" necessary to shield tanks. The shield modules need minor tweaks to be brought in line, not giant changes. Being so quick to "Waaaaaah" and "Waaah" loudly are what bring about free militia LAVs that take prototype level equipment to take out.
Edit: Please understand that despite being an armor tanker I am interested in balance and flavor, not in making armor "master race" or anything similar.
1. Armor and shield have the same passive resists. 15%. So you're lying again.
2. No, armor tanks are GENUINELY faster than shield tanks since uprising. Race a gunnlogi in a madrugar. See what happens. In chromosome shield was faster. This is no longer true.
3. Uprising stole all of everyones PG. It needs to be fixed (we agree).
4. Militia LAVs take nothing more than the free hacked EXO grenades everyone has thousands of. I don't know where this crying comes from. The forums seriously need to stop being ******** and carry packed AV nades.
5. As far as your list, 1. We agree. 2. is not NEARLY enough. It should stay at 10 maybe 13 seconds and be maybe 45% hardener it's efficacy should be equal to the armor hardeners. Armor hardeners get 25% for a minute(?), someone should figure out the exact ratio for it to be equal for shields on 10s. 3. With our current state of tanking, we would be fine if we were role specialized for railgun. I'm more for giving us more tank and leaving railguns up for grabs by both tanks though. 4. We agree.
All in all, just what you suggested would be HUGE buffs to Shield tanking. (Boosters being stronger than reppers but lasting a short time).
Please take your outdated chromosome info elsewhere. We are talking about Uprising. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 08:57:00 -
[9] - Quote
Tankin Tarkus wrote:what about changes to both armor and shield hardeners/passives as well as shield boosters and possibly armor reppers
limiting both sides to 1 of each item
shield hardeners +5 second duration same cooldown and a significant buff to the damage resistance to promote burst tanking shield passives light buff to make up for only having one(low end passive 15% and high end 25%?) to allow for some passive damage resistance while still focusing on burst tanking shield boosters shorter durration same cooldown large buff to shield recharged(up to the 4k to 5k hp range? im not sure on exact amount for it to be balanced) and raising shield tank's passive shield recharge rate
armor hardeners same durration +5 second cooldown and 15-20% damage resistance energized plates buff to 20-30% armor reppers not sure on these i think they are fine as is.... maybe a slight buff(probably to duration) if they are weak in terms of balance after any changes to damage resistance mods
and after all that removing damage resistance stacking penalties since only 1 of each will be fittable
just some ideas obviously values i suggested would most likely be changed for balance
Theres some good ideas and some not so good ideas in there. Why buff armor passive hardeners and nerf their actives?
Passive tanking and Burst tanking are what shields excel at in EvE.
Sustained tanking is supposed to be armor's thing. |

Eurydice Itzhak
Militaires Sans Jeux
71
 |
Posted - 2013.06.14 09:23:00 -
[10] - Quote
Mary Sedillo wrote:
Its because people want to play outside of their role and whine on the forums about it. It gets hard to read sometimes.
If shield and armor only worked like they do in EvE, all my dreams would have came true. |
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Eurydice Itzhak
Militaires Sans Jeux
72
 |
Posted - 2013.06.14 23:44:00 -
[11] - Quote
Harpyja wrote:Currently, I believe armor reps finish their cycles somewhere between 15-20s and boosters finish after 15 seconds. In order to make shield boosters favor burst tanking and make armor reps favor sustained tanking, I think shield boosters should not only have an increased hp/s, but also a smaller cycle time than 15s, and armor reps should provide less hp/s than the shield booster but are active for a longer period of time.
Like for example, let's use pegasis' proposal of repping 4500 hp in 10 seconds to equal 450 hp/s. The current best armor rep does 414hp/s. Shield boosters in EVE cycle significantly faster than armor reps do. So I suggest to make shield boosters pulse for 450 shield every second for 10 seconds, and make armor reps pulse once every 3 seconds for 45 seconds. The best armor rep will remain with 414 hp repaired per pulse.
Let's do the math. The best shield booster will rep a total of 4500 shield. The best armor rep will rep a total of 6210 armor (which is the current amount, except this will now be slower).
Now let's add cooldowns. The current cycle time for a shield booster is 45 seconds, and the current cycle time for armor reps is 45-50 seconds (can an armor tanker help me on this?). Shield boosters will have their cooldown increased to 35 seconds to accommodate a 5 second reduction to its active time, and armor reps will have their cooldown decreased to 5 seconds to accomodate the increase in duration of its active time.
Personally, I think shield boosters should do slightly more than 4500 hp, but that might just be from my own bias.
I think this is the ideal solution because now shield tanks can burst tank and armor tanks can only sustain a moderate tank without being able to burst tank. Also, the shield booster will now have an active duration equal to the shield hardener so the EHP repped during both active cycles will also be greater than it currently is.
Please, I want some feedback on this and also should I copy and pasta this into my own thread?
I'm not certain of your numbers but I like the general idea. I don't know that I like the CD being upped to 35s but it would probably be needed. |
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