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Buster Friently
Rosen Association
800
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Posted - 2013.06.30 02:08:00 -
[1] - Quote
D3LTA Blitzkrieg II wrote:with uprising 1.2 and the introduction of the special armor plates wich dont slow u down whn equiped, i can see caldari logis stacking 5 complex shield extenders and bout 3 complex armor plates. y use the massive amount of cpu n pg fer equipment when now u can stack these modules n increase combat effectiveness
So, you're suggesting that new modules will make dropsuit designs more effective?
You don't say.
What's your point? |
Buster Friently
Rosen Association
801
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Posted - 2013.06.30 02:15:00 -
[2] - Quote
Kane Fyea wrote:Buster Friently wrote:D3LTA Blitzkrieg II wrote:with uprising 1.2 and the introduction of the special armor plates wich dont slow u down whn equiped, i can see caldari logis stacking 5 complex shield extenders and bout 3 complex armor plates. y use the massive amount of cpu n pg fer equipment when now u can stack these modules n increase combat effectiveness So, you're suggesting that new modules will make dropsuit designs more effective? You don't say. What's your point? It'll benefit shield tankers more then it would for armor tankers. (Armor < Shield)
You mean that new armor will be useful for mixed users? Ok. Seems about right. Really, you can't be exclusively a shield tanker when you're stacking armor right?
Also, these new armor modules will be extremely useful for smart armor tankers, but I'm not telling you how.
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Buster Friently
Rosen Association
801
|
Posted - 2013.06.30 02:28:00 -
[3] - Quote
Kane Fyea wrote:Buster Friently wrote:Kane Fyea wrote:Buster Friently wrote:D3LTA Blitzkrieg II wrote:with uprising 1.2 and the introduction of the special armor plates wich dont slow u down whn equiped, i can see caldari logis stacking 5 complex shield extenders and bout 3 complex armor plates. y use the massive amount of cpu n pg fer equipment when now u can stack these modules n increase combat effectiveness So, you're suggesting that new modules will make dropsuit designs more effective? You don't say. What's your point? It'll benefit shield tankers more then it would for armor tankers. (Armor < Shield) You mean that new armor will be useful for mixed users? Ok. Seems about right. Really, you can't be exclusively a shield tanker when you're stacking armor right? Also, these new armor modules will be extremely useful for smart armor tankers, but I'm not telling you how. If they have the same stats as the ones in the video they released then they will be useless for armor tankers.
Only most armor tankers. Smart armor tankers will make great use of them. The stats are fine. |
Buster Friently
Rosen Association
801
|
Posted - 2013.06.30 02:33:00 -
[4] - Quote
Kane Fyea wrote:Buster Friently wrote:Kane Fyea wrote:Buster Friently wrote:Kane Fyea wrote: It'll benefit shield tankers more then it would for armor tankers. (Armor < Shield)
You mean that new armor will be useful for mixed users? Ok. Seems about right. Really, you can't be exclusively a shield tanker when you're stacking armor right? Also, these new armor modules will be extremely useful for smart armor tankers, but I'm not telling you how. If they have the same stats as the ones in the video they released then they will be useless for armor tankers. Only most armor tankers. Smart armor tankers will make great use of them. The stats are fine. You didn't see that video did you because if you did you would see that they are only useful for shield tankers and scouts because of the VERY small amount of HP they give. The other one with repair built in is the only one that would be even remotely useful to armor tanked assaults and heavies.
Well, let me tell you that I will be using them. They have some very nice features. They will work excellently for those that pay attention and think, which won't be most players. What I'm talking about isn't obvious, and I'm being obtuse because I don't want you to know, but yes, they will be very useful indeed.\
Not that it matters, but for the record, don't the new non-slowing plates give the exact same amount of HP as shields? Yes , I watched the video. |
Buster Friently
Rosen Association
802
|
Posted - 2013.06.30 02:52:00 -
[5] - Quote
Kane Fyea wrote:Buster Friently wrote:Kane Fyea wrote:Buster Friently wrote:Kane Fyea wrote: If they have the same stats as the ones in the video they released then they will be useless for armor tankers.
Only most armor tankers. Smart armor tankers will make great use of them. The stats are fine. You didn't see that video did you because if you did you would see that they are only useful for shield tankers and scouts because of the VERY small amount of HP they give. The other one with repair built in is the only one that would be even remotely useful to armor tanked assaults and heavies. Well, let me tell you that I will be using them. They have some very nice features. They will work excellently for those that pay attention and think, which won't be most players. What I'm talking about isn't obvious, and I'm being obtuse because I don't want you to know, but yes, they will be very useful indeed. \ Not that it matters, but for the record, don't the new non-slowing plates give the exact same amount of HP as shields? Yes , I watched the video. In the video it says the ones with no movement penalty is 60 HP (CPU 39 PG 14) at the complex level while the ones with repair built in have 45 HP (CPU 36 PG 16 ) with 2hp/sec repair and a 4% movement penalty . BTW I'm not saying I won't try them out but it looks like they won't be useful for armor tankers.
Well the equivalent Complex Shield Extender is only 66 HP and it takes up a slot that could be used for a damage mods, and of course is subject to fluxes. Also, I think (could be wrong) that the shield mods take more cpu/pg. So (10% diff), this seems reasonably balanced to me. |
Buster Friently
Rosen Association
805
|
Posted - 2013.06.30 05:25:00 -
[6] - Quote
BL4CKST4R wrote:Buster Friently wrote:
Well the equivalent Complex Shield Extender is only 66 HP and it takes up a slot that could be used for a damage mods, and of course is subject to fluxes. Also, I think (could be wrong) that the shield mods take more cpu/pg. So (10% diff), this seems reasonably balanced to me.
Not as balanced as you think, as an armor tank we need the shield to survive certain damage types that would otherwise 1HKO-3HKO us, explosives; so no matter how "balanced" CCP makes it we will always need shields. On the other hand shield tanks don't need armor at all, unless personal preference demands it, as a shield tank you get the added benefit of extremely fast shield repair and even with a delay the enhancers can drop it to almost a second. So armor tanks actually now have less CPU/PG than shield tanks if we want to compete, while shield tanks do not even have to worry about it since they can choose to ignore armor, armor tanks cannot ignore shields.
Flux Grenades completely negate this argument. |
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