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BL4CKST4R
WarRavens League of Infamy
493
|
Posted - 2013.07.09 15:18:00 -
[481] - Quote
RINON114 wrote:If flux start doing damage to armour I will quit.
I wouldn't mind if they did as long as armor wasn't so crappy. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
202
|
Posted - 2013.07.09 18:10:00 -
[482] - Quote
BL4CKST4R wrote:Tallen Ellecon wrote:Functioning Proto nanite injectors, means a potential rep of over 400 armor HP in 3 seconds. At the cost of your death :P
If KD is your thing then yeah it's not ideal, but if your in it for the ISK and clonecount (things that matter) it works well.
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SponkSponkSponk
The Southern Legion RISE of LEGION
77
|
Posted - 2013.07.10 02:50:00 -
[483] - Quote
BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%.
Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'.
400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage.
This implies that armor takes 131% locus damage.
So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
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BL4CKST4R
WarRavens League of Infamy
684
|
Posted - 2013.07.10 02:58:00 -
[484] - Quote
SponkSponkSponk wrote:BL4CKST4R wrote:About to risk my 150K suit to test it for you :(
EDIT: 326 shields, took my HP down to 46. That is 280 Damage, 280/400 = 0.7, or 70% damage against shields.
46 shields 526 armor to 88 HP. If I sum that up, which equals 572, divide it by 400, I get 1.43, or 143% damage, but because the 46 HP is affected by a 70% penalty the 143% is slightly lower, but not low enough to be 120%, its not even low enough to be 130%. Alternatively, 46 shields @ 70% efficiency = 65.7 HP 'used'. 400-65.7 = 334 damage left, which dealt 526-88 = 438 armor damage. This implies that armor takes 131% locus damage. So, 70% shield efficiency, 130% armor efficiency. Seems reasonable.
Still not 120% like CCP says.
According to this explosives do 10% less damage to shields, and 10% more damage to armor according to the data shown by us, and the data that CCP claims. Although fixing the damage multipliers to 80/120 would do nothing for us since on a 200 damage flaylock shot it is only saving us 20 HP. I think the best course of action is to make explosives 90/110, or 100/100, hell even 110/90 to compensate for our higher susceptibility to explosive damage. |
TheGoebel
Kite Co. Couriers
81
|
Posted - 2013.07.10 04:02:00 -
[485] - Quote
SponkSponkSponk wrote: Seems reasonable. *snicker* |
SponkSponkSponk
The Southern Legion RISE of LEGION
77
|
Posted - 2013.07.10 05:59:00 -
[486] - Quote
Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. |
TheGoebel
Kite Co. Couriers
83
|
Posted - 2013.07.11 03:34:00 -
[487] - Quote
SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? |
BL4CKST4R
WarRavens League of Infamy
707
|
Posted - 2013.07.11 03:37:00 -
[488] - Quote
TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable?
It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them... |
TheGoebel
Kite Co. Couriers
83
|
Posted - 2013.07.11 03:50:00 -
[489] - Quote
BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. I can't imagine a world where armor is balanced to be a buffer but yeah then it wouldn't be so bad. note: at this point I can't imagine a world were they balance armor at all. |
RINON114
B.S.A.A. General Tso's Alliance
276
|
Posted - 2013.07.11 06:35:00 -
[490] - Quote
You may be interested in this.
I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post.
These modules would fit in the high slots. |
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D legendary hero
Strong-Arm
350
|
Posted - 2013.07.11 07:40:00 -
[491] - Quote
RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots.
great idea
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Imp Smash
Seraphim Auxiliaries CRONOS.
167
|
Posted - 2013.07.11 12:07:00 -
[492] - Quote
Seems to me the fact that extra ehp with armor has so many drawbacks (speed - no passive regen -etc) oupled with the fact that armor takes significantly extra damage from explosions is creating the imbalance.
So what if explosive damage did extra damage to shield and reduced to armor, and Projectiles did extra damage to armor and reduced to shields (stills the current +\- 10%)? Everything else remains unchanged. Maybe tighten the scrambler damage spread a bit so that like ARs it was only +10% shield -10% armor.
Then the drawbacks to armor would actually be worth it and the passive regen and speed of shields would be more counterable. |
TheGoebel
Kite Co. Couriers
85
|
Posted - 2013.07.11 13:08:00 -
[493] - Quote
RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage.
Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive.
Is there something I'm missing? |
BL4CKST4R
WarRavens League of Infamy
722
|
Posted - 2013.07.11 13:41:00 -
[494] - Quote
TheGoebel wrote:RINON114 wrote:You may be interested in this.I recently made an idea for nanofibre plates that would increase speed, lower armour and give hp regen. The idea fleshes out a little in the latest post. These modules would fit in the high slots. Who are these modules for? An armor tanker can't lose HP, we struggle as it is, and we need our mids to buffer against explosive damage. Shield tankers would love this. They lose a mid slot, which isn't nothing, and some armor to gain armor regen and speed. Matari suits would eat this up alive. Is there something I'm missing?
Yeah I don't like how it works at all, it is very punishing. And if it was on a low slot it would be even worse. |
TheGoebel
Kite Co. Couriers
85
|
Posted - 2013.07.11 18:08:00 -
[495] - Quote
So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
Well there's mine, do you guys have any? |
BL4CKST4R
WarRavens League of Infamy
722
|
Posted - 2013.07.11 18:18:00 -
[496] - Quote
TheGoebel wrote:So for fun I thought I'd write down some of the arguments I've heard over this campaign. Please join in if you have a good one.
1. Armor is for buffer. Shield is for fast regen. I like this because it uses fantasy as facts. An armor tanker who has buffered higher then shields will have a major speed penalty and is unlikely to survive repeated encounters. An armor tank that is balanced will have less HP then a shield tank as well as less regen.
2. Armor doesn't have to deal with flux grenades. While this is true it's not exactly the silver bullet to balancing. We have a grenade we have to deal with on our own and that is attached to every militia suit a clone starts with. On top of that, flux grenades can't kill they can only prevent you from wanting to enter combat for 10 seconds or so.
3. Not everything is released yet. When that's done then we can talk about balance. This is one of my favorites. Yes maybe down the pipe there is a weapon that'll do armor damage to every shield point a suit has or something else equally ludicrous. This game is considered released, balance issues should be dealt with as is not TBD. I think this game has great potential, I'm not going to wait ten years before I can recommend it to friends.
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
Well there's mine, do you guys have any?
4. Armor is fine because of rep guns and nanohives. While 3 is my favorite this one is my most infuriating. Look, it is a nice bonus to armor to have outside repair sources when shields don't but to there's a reason for this. Armor has no natural repair rate. Most shields are back up before a they could be substantially repaired, the exception being the new commando suit and its 10 hp a sec. My real reason this pisses me off is that it creates a barrier between solo play and group play. Shields are fine for both while armor would only be good for one. It's an insidious statement that allows for continued imbalance under the guise of unique game play. The reason why people make this statement is false attribution, people working together will be more effective, doesn't matter if you're a shield tanker or an armor tanker. So when people see or are more effective in a group of armor tankers they assume it's because of the armor but I would say it's for the team work. Team play is a force multiplier which is hard to account for when measure effectiveness.
This one is the dumbest one to me, because SOON Gäó there will be a tool to repair shields. Also CCP can easily release a proper repair tool and nanite injector that heals total HP not just armor, its kinda stupid have it like that because it drives a wedge between who I want to heal and revive. Also no matter what anybody says we definetely need a passive repair because without it we will not reach our true potential since even getting a miniscule repair comes at the cost of 67-115 HP. Also the fact that armor suits have a slower shield repair is even more reason for us to have a passive armor repair.
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Arkena Wyrnspire
Turalyon Plus
1903
|
Posted - 2013.07.13 12:13:00 -
[497] - Quote
I see quite a bit has happened in my absence. I'll set about updating later, after I sleep. |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.13 12:56:00 -
[498] - Quote
I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
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BL4CKST4R
WarRavens League of Infamy
745
|
Posted - 2013.07.13 13:05:00 -
[499] - Quote
reydient wrote:I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
Most of the low slot modules are pretty situational, or do not add to survivability like raw HP. Also since our main form of HP comes from armor by adding these modules we lose all form of surviability, since after 3 modules their effects become miniscule to negligible. On the case of the Assault GK.0 and the Logistics GK.0 we can stack 1 or 2 more of these modules at the expense of the majority of our HP. A Assault CK.0 and Logistics CK.0 they can stack low slot modules without sacrificing their main tank, thus they can actually get more out of low slot modules than we can, even if we have more slots.
The best usage for a Gallente suit is for sniping, stacking 3 complex damage mods, and a crap ton of armored plates with some triage nanohives it makes us near impossible to kill when redline sniping. But that completely defeats the purpose of being a front line medium suit. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:06:00 -
[500] - Quote
BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon.
Armor does have more hp, unless you bring in Cal Logi who are kind of screwy and deserve a different bonus. More hp per plate is deserved but let's not go crazy. Flux does not affect everyone equally, armor tankers must admit this. Plus these kill now (takes at least a 2nd grenade and the kill zone has a much smaller radius. )
I can agree with the number of explosive weapons and their huge dmg increase vs armor. Really should have been like 120% max. It's really only the MDs and Flaylocks that are the problem.
Plasma cannon greatly attacks shields, but it's a killer regardless. Forge gun I thought was a hybrid... doesn't matter though as it kills all in 1 hit. ScR and laser Rifles both do moderately better damage vs shields. |
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BL4CKST4R
WarRavens League of Infamy
745
|
Posted - 2013.07.13 13:13:00 -
[501] - Quote
Galvan Nized wrote:BL4CKST4R wrote:TheGoebel wrote:SponkSponkSponk wrote:Generally, the idea seems to be that weapons with -x% to shields to +x% to armor so in that context it does seem reasonable. 60% damage difference is reasonable? It would be reasonable if we had at least 40-50% more HP than a shield suit, but we have a less HP than them. With the current mechanics explosive damage is extremely unfair. Flux grenade affect everybody equally, but explosives only affect armor suits effectively. There is also no weapon that does high damage against shields, I thought the forge gun did but its actually another 70/130 weapon. Armor does have more hp, unless you bring in Cal Logi who are kind of screwy and deserve a different bonus. More hp per plate is deserved but let's not go crazy. Flux does not affect everyone equally, armor tankers must admit this. Plus these kill now (takes at least a 2nd grenade and the kill zone has a much smaller radius. ) I can agree with the number of explosive weapons and their huge dmg increase vs armor. Really should have been like 120% max. It's really only the MDs and Flaylocks that are the problem. Plasma cannon greatly attacks shields, but it's a killer regardless. Forge gun I thought was a hybrid... doesn't matter though as it kills all in 1 hit. ScR and laser Rifles both do moderately better damage vs shields.
Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repair, and lower speed than a shield suit. Flux do affect everyone equally because a fluxed then flaylocked shield suit will die just as fluxed then flaylocked armor suit. Although it hurts armor suits a lot more since we cannot recover from fluxes as fast.
Explosive damage should be 90/110, or 100/120.
Forge gun should be flipped to 1 shot shield suits and 2 shot armor suits, even out the playing field once the armor killers show up, 5/8 of the new weapons to be released are going to be armor killers, and the 3 shield killers only one will be a heavy shield killing weapon, and the only heavy shield killing weapon. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:16:00 -
[502] - Quote
reydient wrote:I have to say that all thought shields still seems superior to amor in most aspects- what Ive noticed is that CCP gave armor tankers more options- These options have allowed us to gain speed and regenerative properties- thus we have made that step towards balance because that what shield tankers ultimately have- lost of tank and very few penalties-
What i think now is that the amount of shields a person can stack without penalty is whats pressing- If i stack 600hp worth of armor - its all going to get taken away in a grenade blast but for shields 600 hp is a pretty substantial amount of chewing for most weapons to accomplish - but I have also notice that if armor tankers do not charge into battle and play their cards right they can excel further than most shield tankers
1- triage hives for all armor tankers
2- dropsuit kinetics
these are two important aspects of all shield tankers-
3- play the back field
I know I'm dbl posting but you make some good points. Shields MUST have a penalty, right now they run around unhampered.
Armor tanking is best done as a group, your power multiplies greatly if you have more than 1 person. .. shields have no such benefit. You do not bring up repair tools. Imagine getting over 625 raw hp plus base if you did not have to worry about repairing because your buddy always stays close. And throw in a triage hive stacked with other triage hives and you are amazingly powerful.
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Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 13:32:00 -
[503] - Quote
BL4CKST4R wrote:
Armor has more HP but that survivability from the HP is completely countered by speed decreases, and thus it devalues the HP. When we try to mitigate the speed penalty to reasonable levels we end up with lower HP, lower repair, and lower speed than a shield suit. Flux do affect everyone equally because a fluxed then flaylocked shield suit will die just as fluxed then flaylocked armor suit. Although it hurts armor suits a lot more since we cannot recover from fluxes as fast.
Explosive damage should be 90/110, or 100/120.
Forge gun should be flipped to 1 shot shield suits and 2 shot armor suits, even out the playing field once the armor killers show up, 5/8 of the new weapons to be released are going to be armor killers, and the 3 shield killers only one will be a heavy shield killing weapon, and the only heavy shield killing weapon.
Shields have no penalty so it's hard to deny your argument about mitigating the armor penalty. Shields need one.
The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker, should not be so for Armor tankers unless they have too little hp. And the Flaylock has issues of its own and needs looked at separate from this debate. Change that to MD and it still 1 shots shield tankers without shields but is a 3 shot minimum to armor tankers.
Forge gun will always be a 1 shot kill, it's damage is just too high for either suit to compete. As it is meant for AV noone is running around using these in the middle of a firefight with infantry.
So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what? |
Arkena Wyrnspire
Turalyon Plus
1905
|
Posted - 2013.07.13 13:37:00 -
[504] - Quote
Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?!
Also,
Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
269
|
Posted - 2013.07.13 13:43:00 -
[505] - Quote
Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor....... |
BL4CKST4R
WarRavens League of Infamy
748
|
Posted - 2013.07.13 14:19:00 -
[506] - Quote
Godin Thekiller wrote:Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor.......
Idk why they hate armor so much, releasing armor killers with armor being so weak is like making a weapon that locks on and kills scouts in 1 shot. To balance armor our HP needs to fit that ratio without speed penalties. |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 14:23:00 -
[507] - Quote
Godin Thekiller wrote:Funny; if you take a look at this, You'll learn that more damage types types do more damage to armor (3:5), and there's 4 more weapons that do more damage to armor.......
Thank you for this, really fills in the gaps. Going by this there are/will be 13 handheld weapons that deal greater armor damage.
9 that are better against shields. 3 of these can be removed from armor as these 1 shot anything or are not infantry focused (REs, swarms, forge).
1 can be removed from shields as it is not infantry focused (plasma cannon), maybe 3 depending on those new heavy weapons.
Letd add in grenades, flux against shields and locusts against armor.
So in total it is 11v9 armor/shields. That's pretty close, sucks right now with disparity between armor and shields (shields really need a penalty. ) |
Galvan Nized
Deep Space Republic Top Men.
98
|
Posted - 2013.07.13 15:43:00 -
[508] - Quote
Arkena Wyrnspire wrote:Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?! Also, Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes.
You miss the point where Blackstar makes the point that shield/armor are equally affected by the flux. That was what I was basing the Flaylock on...shield vs armor against a Flaylock after a flux is thrown.
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Arkena Wyrnspire
Turalyon Plus
1910
|
Posted - 2013.07.13 16:31:00 -
[509] - Quote
Galvan Nized wrote:Arkena Wyrnspire wrote:Galvan Nized wrote: So none of the new weapons are hybrid? That is stupid on CCPs part. What weapons attack what?
By new weapons, do you mean the ones released on the 14th or the ones coming out soon(tm)? If it's the former, the plasma cannon is hybrid (though that lolsplodes everything anyway if you actually hit with it). If it's the latter, then the rail rifle is hybrid. The combat rifle is solid ammunition. EDIT: Wait wtf, the rail rifle does more damage to armour?! Also, Galvan Nized wrote: The flux argument is incorrect as 1 Flaylock shot will kill a shield tanker
This is not correct. 1 flaylock shot does not kill a shield tanker unless they're terribly fit/militia and it's a core flaylock. 1 flaylock shot generally doesn't kill a proto armour tanker, but it's capable of killing advanced suits in 1 shot sometimes. You miss the point where Blackstar makes the point that shield/armor are equally affected by the flux. That was what I was basing the Flaylock on...shield vs armor against a Flaylock after a flux is thrown. Ah, I see. I skimmed over it slightly, sorry. I'll look through in more detail soon(tm). |
reydient
ROGUE SPADES EoN.
46
|
Posted - 2013.07.13 22:15:00 -
[510] - Quote
Black Star - you have some really good points- I recently have been trying to assemble play style for the gallente logi and the gallente assault- I do not think that armor and shield are equal, but the benefit of armor is not as obvious and maybe me you and some other people can figure out how to exploit armor
The expert sniper seems to be where this guy will excel- Lets face it the best scout suit is gallente- so when you look at the stats for the other gallente suits they scream " sniper and long range" - you can high tank armor - throw down a little triage hive and snipe away your opponents- ( provided your in a secure location )
The gallente tank- speaks for himself
The gallente - dropship: the best for infantry killing because low slots that allow for turret modification-
I intend to write a better for formal post- currently I am in the middile of moving back home - ( San Juan ) but ill use the copious flight time to ponder the new armor changes |
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