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RoundEy3
Metal Mind Industries
149
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Posted - 2013.07.02 15:25:00 -
[1] - Quote
Agreed, they are different. The fact that there are more anti-shield weapons, and that shield mods take high slots is a balancing factor as well. I see a bunch of number comparrisons but not utility considerations in the whole scheme of things. |
RoundEy3
Metal Mind Industries
149
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Posted - 2013.07.02 16:46:00 -
[2] - Quote
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. |
RoundEy3
Metal Mind Industries
149
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Posted - 2013.07.02 16:53:00 -
[3] - Quote
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. |
RoundEy3
Metal Mind Industries
149
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Posted - 2013.07.02 17:07:00 -
[4] - Quote
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. |
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