|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
165
|
Posted - 2013.07.02 17:02:00 -
[1] - Quote
RoundEy3 wrote:DRDEEZENUTSZ TWOpointo wrote:RoundEy3 wrote:So no talk of armor repair tools or armor repairing nanohives here? Shields don't have this kind of support from what I've seen. Did anyone ever think this is part of the whole concept of armor support and logistics. 1. It keeps a gun off the field 2. You are too reliant on the logi 3. You are forced into one spot cause triage nano haves don't move All of that is true, but an armor fit team can fit more damage mods, has a higher overall repair rate and effective HP pool, with the main downside being less mobility. Which frankly would be more appealing in a game mode where you're tasked with the defence or seizure of a single focused objective.
In Skirmish 2.0 it doesn't have as much of a place. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:09:00 -
[2] - Quote
Fox Gaden wrote:...armour is most definitely meant for bawling. All I have to say is that typo made me giggle.
|
Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:19:00 -
[3] - Quote
RoundEy3 wrote:Poplo Furuya wrote:RoundEy3 wrote:DRDEEZENUTSZ TWOpointo wrote:RoundEy3 wrote:So no talk of armor repair tools or armor repairing nanohives here? Shields don't have this kind of support from what I've seen. Did anyone ever think this is part of the whole concept of armor support and logistics. 1. It keeps a gun off the field 2. You are too reliant on the logi 3. You are forced into one spot cause triage nano haves don't move All of that is true, but an armor fit team can fit more damage mods, has a higher overall repair rate and effective HP pool, with the main downside being less mobility. Which frankly would be more appealing in a game mode where you're tasked with the defence or seizure of a single focused objective. In Skirmish 2.0 it doesn't have as much of a place. I was just trying to portray that armor is most effective when run as a group, where shields benefit most on the individual level. Which is why the outright comparrison of 2 modules doesn't add up because their restoration systems work differently. Armor is slower, more static, but in theory creates a strong defense. Shields promote solo movement, speed, and non reliance at the expense of group hardness and fire power. I'm not saying the numbers are perfect, but you can't compare an armor fit next to a shield fit without looking at other aspects. Problem is that in practice armour is more effective in a group... effective enough that it's on par or slightly below shields if you factor out the loss in mobility and the setup time. Hives telegraph their own location and are easily Fluxed.
Shields can run in groups that are about as durable, except they're more mobile, less tied down to hives and Logi repping, less vulnerable to explosive bombardment courtesy of both shield resistances and increased movement. There are Fluxs, yes, but that renders a shield tank critically vulnerable as opposed to a Core Locus leaving an armour tank critically dead.
80% revive needle on armour tankers is pretty damn nice in a pinch though. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:42:00 -
[4] - Quote
Purona wrote:damn its like you people cant think beyond point values heres the differences between shields and armor
Pros for shields doesn't get slowed by shield takes reduced damage from explosives can move faster with Cardiac Regulators and Kinetic Catalyzers without sacrificing shields can scan increase range without sacrificing shields can decrease scan profile without sacrificing shields can increase hacking speed without sacrificing shields
Cons against shields shields cant be repaired damage mods takes up slot for shields prototype nanite injector you will revive with at most 100 hp only buffer is shields flux grenades deplete all shields any amount of damage stops all recharge can not increase precision without sacrificing shields can not increase melee attack power without sacrifcing shields
Pros for armor armor can be repaired by allies with repair tool damage mods don't take up slot for armor proto nanite injectors brings you back with a lot of have a small shield buffer before hitting armor small shield buffer negates some damage from explosives constant repair at all times can increase precision without sacrificing armor
Cons against armor major armor mods slow down speed can not increase speed without sacrificing armor can not increase scan range without sacrificing armor can not decrease scan profile without sacrificing armor can not increase hacking speed without sacrificing armor can increase melee attack power without sacrificing armor You're missing the fact armour has to split lows between plates and reppers. This tends to result in lower EHP, lower speed and a repair rate that is usually outpaced by shields within 10 seconds. 15 on depleted. In practice with current CalLogi/CalAssault within 5 seconds, 8 for depleted. Worse buffer than shields, worse recovery, worse speed. Can completely forego recovery to go snailmode for superior buffer but as this affects turning speed your aiming is completely screwed by it.
Actually, for CalAssault, the outpacing likely occurs on the first tick somewhere between 2.8 to 3.5 seconds. The recharge timer is also bugged and not resetting right now.
Low slots are also where PG and CPU boosters reside, this is a big deal.
Shield Regulators also go in lows, think you missed that.
There are pros and cons to each. Do they balance out? Hell no, shields do most of what armour is supposed to do better. |
|
|
|