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Fox Gaden
DUST University Ivy League
572
|
Posted - 2013.07.02 17:04:00 -
[61] - Quote
Terra Thesis wrote:Fox Gaden wrote:I am sure that there is a lot of variation in the amount of thought put into Armour QQ posts, and some Armour QQ posts may be completely ridiculous, but lets consider the post [Feedback] Shields > Armour GÇô A continued imbalance as the gold standard when considering the Armour vs Shield debate. As a shield tanker, with no direct ties to armour tanking, I read this post very carefully and found it to be very reasonable and balanced. They have a valid point. Currently the benefits of Shields are greater than the benefits of armour, and the penalties for Shields are less than the penalties for armour. They should not be made the same, but they do need to be balanced. The current scenario is unbalanced. Currently if you go with armour you give up more for less benefit. That is an excellent post in that it is thorough and politely written. That should be a baseline. But that doesn't guarantee its correctness. It starts with the declaration that Shields are for skirmishing and Armor is for brawling. Based off of that initial assumption, OP concludes that armor is not suited for its role. My assertion is that if you consider that Shields are for brawling and Armor is for skirmishing, the way everything is designed makes much more sense, especially in Uprising 1.2 with the new ferroscale plates. Shields are not setup for a brawling style of play, and armour most certainly does not work well for a skirmishing style of play. To make your assertion work they would have to fundamentally change the nature of Shields and Armour, and then they would not line up with EVE where armour is most definitely meant for bawling. |
RoundEy3
Metal Mind Industries
149
|
Posted - 2013.07.02 17:07:00 -
[62] - 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. |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:09:00 -
[63] - Quote
Fox Gaden wrote:...armour is most definitely meant for bawling. All I have to say is that typo made me giggle.
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Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:19:00 -
[64] - 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. |
Purona
Militaires Sans Jeux
13
|
Posted - 2013.07.02 17:28:00 -
[65] - Quote
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 cannot 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 |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
10
|
Posted - 2013.07.02 17:32:00 -
[66] - 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
Half of those don't make since.
And you also forgot the c p u and p g on on lows for con in for armor. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
316
|
Posted - 2013.07.02 17:34:00 -
[67] - Quote
You forgot shields repair themselves, and can be back to max hp in 5-8 secs(at 500 shields, that can be a major plus) |
Poplo Furuya
Crux Special Tasks Group Gallente Federation
166
|
Posted - 2013.07.02 17:42:00 -
[68] - 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. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
13
|
Posted - 2013.07.02 18:16:00 -
[69] - Quote
In order to help with balance shield extenders need 20% recharge delay so you have to fit regulators. |
Sgt Buttscratch
G I A N T EoN.
301
|
Posted - 2013.07.02 18:19:00 -
[70] - Quote
WR3CK HAVOC wrote:I am so tired of seeing armor tankers complain about shields. If you dont like armor then switch. They are not the same and will never be the same. What it seems to me is armor tankers want all the benefits of shields plus keep the benefits they have now like the ability to have others repair them, higher overall hp pools, and high slots free for damage mods. Now all of that is Overpowered. Quit complaining especially Cat merc.
no.
we don't want the same or better, we want to be competitive. Hard in a game that has all barrels pointed at armor, and free soda and candy for shield users |
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Terarrim
Valor Coalition RISE of LEGION
44
|
Posted - 2013.07.02 18:27:00 -
[71] - Quote
I would like to give feedback to the shield users regarding my experiances as a logi bro for heavys using a level 5 repper that I immediatly skilled into in order to give the heavies in my clan the chance to dominate in point defence.
As you would suspect @ 104 hps regen a heavy is a monster in point defence with me supporting and is difficult to take down to small arms fire.
However the level 5 repper is almost completly useless due to the fact that you have explosives that do 600 dmg a time and or flaylocks that hit so fast and hard that the repper is completly usless as well.
You don't need a team of guys to take out what should be very formidable set up defence. You need one fast guy with thuckers or core locus grens duval and flaylock combo and you will wipe out dps the heavy who hasnt got the speed to dodge or to react as fast as you with his grens and guns. And by the time the poor logi swaps form his uless repping tool to his gun hes going to be dead to.
A logi / Heavy should be the hardest thing combo to take down on point defence. But you dont need a special stratergy you dont need to flank you just need to get in throw a couple of grens or fire your core flaylock and job done. And not only is this stratergy superb for CQC and attacking defences guess what its equally good defending areas to.
You can react quicker you dont have to worry about getting away from your 10 meter leash or exposing your partner to fire. And any slow moving heavy coming in you can laugh at throw your grens or blast him with your core flaylock wether he is being repped by a lot or not and expect to put him down in no seconds flat.
The heavy has no defence in cqc against weapons that can be used anywhere on the battelfield. And make repping or even high hit points a joke. AOE explosives are way to powerfull in this game for repping to work. And hence high hp's with realy high hit point regen are nullified absolutly with flaylock and grenades.
Shield tankers are good in every situation and due to manoverablity and the fact that you are the most resistant to explosvies best in open and in cqc. Due to your speed good planing and the ability to leap over ledges and fences mean that fluxes can be survived if you have good reflexes or planed an exit. Heavies cannot dodge they cannot jump to safty they can only absorbe punishment and they cannot abosrt the crazy amount of damage that grenades and core flaylocks can do.
And the best thing is that grenades and fore flaylock work best in confiend quaters. Guess where the heavy is supposidly the master of yeh closed quaters.
The reason shields are superior is that they work the best in virtually all situations. Amour is week in the open and due to weapons like the core flaylcok extreemly weak and vunrable in defence and close quaters to.
I have changed from a logi bro to a drop link re/ammo bro due to the fact that in PC where the elite play repping has a negilable impact I cant keep my guys alive so I have to make sure they have somewhere to come back to as quick as possible. The complete opposit of what I was doing in the chormozone build. |
Purona
Militaires Sans Jeux
13
|
Posted - 2013.07.02 18:36:00 -
[72] - Quote
Poplo Furuya wrote: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. thats a trade off
whats the point of having armor and shields if they could both attain the same amount of hp and repair armor would be outrageously OP at that point since armor would be able to get repaired while shields wont
maybe im just ahead of the curve on this subject
i see shields as a large hp speed scan solo player while i see armor as high damage medium hp team oriented defense type |
TheGoebel
Kite Co. Couriers
11
|
Posted - 2013.07.02 18:40:00 -
[73] - Quote
RoundEy3 wrote:
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.
Things should be better as a group, not only effective in a group. Coordination should enhance your abilities not be the only way a basic tactic can work.
Terarrim wrote:I would like to give feedback to the shield users regarding my experiances as a logi bro for heavys using a level 5 repper that I immediatly skilled into in order to give the heavies in my clan the chance to dominate in point defence.
As you would suspect @ 104 hps regen a heavy is a monster in point defence with me supporting and is difficult to take down to small arms fire.
However the level 5 repper is almost completly useless due to the fact that you have explosives that do 600 dmg a time and or flaylocks that hit so fast and hard that the repper is completly usless as well.
You don't need a team of guys to take out what should be very formidable set up defence. You need one fast guy with thuckers or core locus grens duval and flaylock combo and you will wipe out dps the heavy who hasnt got the speed to dodge or to react as fast as you with his grens and guns. And by the time the poor logi swaps form his uless repping tool to his gun hes going to be dead to.
A logi / Heavy should be the hardest thing combo to take down on point defence. But you dont need a special stratergy you dont need to flank you just need to get in throw a couple of grens or fire your core flaylock and job done. And not only is this stratergy superb for CQC and attacking defences guess what its equally good defending areas to.
You can react quicker you dont have to worry about getting away from your 10 meter leash or exposing your partner to fire. And any slow moving heavy coming in you can laugh at throw your grens or blast him with your core flaylock wether he is being repped by a lot or not and expect to put him down in no seconds flat.
The heavy has no defence in cqc against weapons that can be used anywhere on the battelfield. And make repping or even high hit points a joke. AOE explosives are way to powerfull in this game for repping to work. And hence high hp's with realy high hit point regen are nullified absolutly with flaylock and grenades.
Shield tankers are good in every situation and due to manoverablity and the fact that you are the most resistant to explosvies best in open and in cqc. Due to your speed good planing and the ability to leap over ledges and fences mean that fluxes can be survived if you have good reflexes or planed an exit. Heavies cannot dodge they cannot jump to safty they can only absorbe punishment and they cannot abosrt the crazy amount of damage that grenades and core flaylocks can do.
And the best thing is that grenades and fore flaylock work best in confiend quaters. Guess where the heavy is supposidly the master of yeh closed quaters.
The reason shields are superior is that they work the best in virtually all situations. Amour is week in the open and due to weapons like the core flaylcok extreemly weak and vunrable in defence and close quaters to.
I have changed from a logi bro to a drop link re/ammo bro due to the fact that in PC where the elite play repping has a negilable impact I cant keep my guys alive so I have to make sure they have somewhere to come back to as quick as possible. The complete opposit of what I was doing in the chormozone build. This, a thousand times this. 104 hp a sec is less then amount that a unbonused assault rifle. Even in a group armor tanking is difficult. |
Terarrim
Valor Coalition RISE of LEGION
46
|
Posted - 2013.07.02 18:43:00 -
[74] - Quote
Purona wrote:Poplo Furuya wrote: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. thats a trade off whats the point of having armor and shields if they could both attain the same amount of hp and repair armor would be outrageously OP at that point since armor would be able to get repaired while shields wont maybe im just ahead of the curve on this subject i see shields as a large hp speed scan solo player while i see armor as high damage medium hp team oriented defense type
But its not working like that fast shield tankers working as a team with aoe explosives > Amrour tankers working with a team with anything. Fast shield tankers will beat armour tankers in the open due to speed. Fast shield tankers will beat armour tankers in CQC in defence due to speed, ability to jump over objects and the fact that armour cannot dodge AOE explosives like shield tankers can and are more vunrable to said explosives in the first place.
Shield tankers are way to versitile and strong in all situations at the moment and thats where the imbalance lies. |
Terarrim
Valor Coalition RISE of LEGION
46
|
Posted - 2013.07.02 18:53:00 -
[75] - Quote
I think the way to balnce is it if armour tankers could use resistant plates. For example if you could equip armour with high resistance to explosives (that only apply to armour not shields) then while still vunbrale in the open in closed quaters the armour would have the advantage. It would mean that everyone would be forced to have a mixture of armour and shield guys for attack and defence as armour would be superior on defence as they should be and shileds would have the mobility advanatge and be better on offence.
Explosives are the CQC king take that power away (grens, flaylocks etc.) vs armour and you would have a roll for both.
I know you could say well how are shield users supposed ot weed out defences. Well thats my point you would have to bring in armour users via drop links to supplement your attack.
Or use guys with nova knives and sneeky tactics. Or use guys with shotguns etc.
|
Crash Monster
Snipers Anonymous
892
|
Posted - 2013.07.02 19:08:00 -
[76] - Quote
Shields and armor aren't the same... they never will be.
Basically, one is an EM field while the other is a physical substance. To completely ignore the simple and fundamental differences between them because you want what the other has is silly.
That being said... perhaps CCP will provide other armor types or modules to resist certain types of damage. Alternately, as long as it can't repair too fast to be taken down it might be possible to boost armor HP in various ways -- though I would not suggest boosting it for a later nerf when other changes come out. Too much crying in that scenario.
I'm curious to see if people start specing in other fits. This is also a good reason to revive the concept of allowing people to pay a price for it but respec a couple times a year -- we're always going to have balance shifts while there are major changes to the game happening.
I'd rather people just spec out of something that doesn't work for them than read all kinds of QQing about it. The numbers will tell the story more reliably than the QQing. |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 19:16:00 -
[77] - Quote
Fox Gaden wrote: Shields are not setup for a brawling style of play, and armour most certainly does not work well for a skirmishing style of play. To make your assertion work they would have to fundamentally change the nature of Shields and Armour, and then they would not line up with EVE where armour is most definitely meant for bawling.
I'll go ahead and repeat myself.
I'm not talking about changing one bit. I'm observing the game as it stands today and describing what I see.
The most important stat for brawling is EHP. Currently, the bonuses in the game encourage shield tankers to stack EHP up.
Yes, armor definitely works great for skirmishing. I am speaking from personal experience. The constant armor repair lets me soak up tons of damage. The only problem is that the old plates had a movement penalty, which is incovenient for skirmishing. I didn't use them except on certain niche fits. However, now that we have ferroscale, it seems pretty clear that the armor paradigm is skirmish.
People keep insisting that armor is supposed to be for brawling but then turning around and complaining and complaining that it doesn't work well that way. Well, what I'm trying to say is that from what I can see, looking at the bonuses in the game and the design of all the suits and modules, armor simply isn't designed to work that way.
It is strange that it's flipped from EVE, but matching up everything between the two games is probably the least of my concerns. |
Doyle Reese
OSG Planetary Operations Covert Intervention
216
|
Posted - 2013.07.02 19:20:00 -
[78] - Quote
Purona wrote:Poplo Furuya wrote: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. thats a trade off whats the point of having armor and shields if they could both attain the same amount of hp and repair armor would be outrageously OP at that point since armor would be able to get repaired while shields wont maybe im just ahead of the curve on this subject i myself prefer armor when paired with a logi it presents outstanding results being revived with 210 hp plus the combined repair rate of 56 hp per second makes me a force to be reckoned with
If you're staying in a firefight when your shields are depleted you deserve to die, Shields automatically recharge after an amount of time, Armor typically don't with the exception of Logibros (including Shield Logis for some reason) and the Minmitar Mediums without the use of a module.
Yes armor can be repair by Logibros, but you know what the Logibro isn't doing while he's repairing armor? Not shooting at you, shield Logis can shoot together with their team while Logibros with Armor guys have to fumble over switching between the Repair Tool and their Weapon, or drop an Armor Nanohive that says "Drop Grenade Here".
Yes, Flux Grenades kill your shields, but you don't die from them, just sit back while your shields automatically recharge without a module. Locus Grenades straight up kills Armor Tanks. Again, I'm not asking for any changes regarding the grenades (except Fused Locus Grenades, they can go to hell but not the time nor place), but it's VERY clear that Armor < Shields at the moment.
What's the point of having armor and shields if they could both attain the same amount of hp? The point if they can not be AT LEAST comparable, then Dust has made 2 of the 4 playable races useless. |
WhiskeyJack Otako
The Southern Legion RISE of LEGION
62
|
Posted - 2013.07.02 19:21:00 -
[79] - Quote
WR3CK HAVOC wrote:I am so tired of seeing armor tankers complain about shields. If you dont like armor then switch. They are not the same and will never be the same. What it seems to me is armor tankers want all the benefits of shields plus keep the benefits they have now like the ability to have others repair them, higher overall hp pools, and high slots free for damage mods. Now all of that is Overpowered. Quit complaining especially Cat merc.
Typical ignorance. |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 19:34:00 -
[80] - Quote
Doyle Reese wrote:What's the point of having armor and shields if they could both attain the same amount of hp? The point if they can not be AT LEAST comparable, then Dust has made 2 of the 4 playable races useless.
So if two different dropsuit has a different amount of HP, the lower one is useless? So, you are saying no other stat matters? |
|
Doyle Reese
OSG Planetary Operations Covert Intervention
217
|
Posted - 2013.07.02 19:44:00 -
[81] - Quote
Terra Thesis wrote:Doyle Reese wrote:What's the point of having armor and shields if they could both attain the same amount of hp? The point if they can not be AT LEAST comparable, then Dust has made 2 of the 4 playable races useless. So if two different dropsuit has a different amount of HP, the lower one is useless? So, you are saying no other stat matters?
Okay, lets go with the other stats, Armor tanking reduces your overall speed, making your strafe not as effective. Armor reduces your ability to increase your sprint speed as they both use the same slot. Shield tanks are sacrificing damage mods, but they can also be faster, run longer, walk stealthier and hack faster. Now tell me which is better |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1725
|
Posted - 2013.07.02 19:51:00 -
[82] - Quote
XeroTheBigBoss wrote:WR3CK HAVOC wrote:I am so tired of seeing armor tankers complain about shields. If you dont like armor then switch. They are not the same and will never be the same. What it seems to me is armor tankers want all the benefits of shields plus keep the benefits they have now like the ability to have others repair them, higher overall hp pools, and high slots free for damage mods. Now all of that is Overpowered. Quit complaining especially Cat merc. +1 and AGREE with everything including the player put on blast! Lol!
Xero did you get stupid afteryou left PFBHz? Youre obviously not seeing the obvious despite it being so obvious.
Lemme guess, you roll shields and are just downsizing armor to stay on top? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1725
|
Posted - 2013.07.02 19:52:00 -
[83] - Quote
Doyle Reese wrote:Terra Thesis wrote:Doyle Reese wrote:What's the point of having armor and shields if they could both attain the same amount of hp? The point if they can not be AT LEAST comparable, then Dust has made 2 of the 4 playable races useless. So if two different dropsuit has a different amount of HP, the lower one is useless? So, you are saying no other stat matters? Okay, lets go with the other stats, Armor tanking reduces your overall speed, making your strafe not as effective. Armor reduces your ability to increase your sprint speed as they both use the same slot. Shield tanks are sacrificing damage mods, but they can also be faster, run longer, walk stealthier and hack faster. Now tell me which is better
Dont forget there areno Assault suits designed for Armor, only shields. |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 19:54:00 -
[84] - Quote
Doyle Reese wrote:Okay, lets go with the other stats, Armor tanking reduces your overall speed, making your strafe not as effective. Armor reduces your ability to increase your sprint speed as they both use the same slot. Shield tanks are sacrificing damage mods, but they can also be faster, run longer, walk stealthier and hack faster. Now tell me which is better
That's because you're still trying to use armor plates to get max EHP. That's the shield niche. Use reps and then check the numbers again.
And correction - shield tanks sacrifice damage mods for speed OR endurance OR stealth (lol) OR hack speed (again, lol). In reality, they usually fit none of those. |
Promethius Franklin
DUST University Ivy League
23
|
Posted - 2013.07.02 20:06:00 -
[85] - Quote
Terra Thesis wrote:Doyle Reese wrote:Okay, lets go with the other stats, Armor tanking reduces your overall speed, making your strafe not as effective. Armor reduces your ability to increase your sprint speed as they both use the same slot. Shield tanks are sacrificing damage mods, but they can also be faster, run longer, walk stealthier and hack faster. Now tell me which is better That's because you're still trying to use armor plates to get max EHP. That's the shield niche. Use reps and then check the numbers again. And correction - shield tanks sacrifice damage mods for speed OR endurance OR stealth (lol) OR hack speed (again, lol). In reality, they usually fit none of those. Reps won't keep you alive through any actual fight. You won't regen HP fast enough to beat the increased buffer of a shield suit with extenders even with damage mods without a logi glued to you. So unless your suggestion is for it to take 2 players to make 1 capable armor character it doesn't work. Not to mention this makes it easier to be alpha'd by locus grenades and flaylocks making regen irrelevant. |
DeadlyAztec11
Max-Pain-inc
617
|
Posted - 2013.07.02 20:10:00 -
[86] - Quote
Hold the phone!
People actually use Armor plates!? Haha, that's a noob move-¬
~$1N-óGé¼rGé¼|-Ñ, t(GÇó_--Ñ) |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 20:13:00 -
[87] - Quote
Promethius Franklin wrote:Reps won't keep you alive through any actual fight. You won't regen HP fast enough to beat the increased buffer of a shield suit with extenders even with damage mods without a logi glued to you. So unless your suggestion is for it to take 2 players to make 1 capable armor character it doesn't work. Not to mention this makes it easier to be alpha'd by locus grenades and flaylocks making regen irrelevant.
Your theory is true assuming two people meet up face to face and stand still, holding down their triggers until one person falls down. That's pretty much brawling and the type of combat Caldari shields are for. If you like that playstyle, you'll find Caldari better suited to it. That's okay, different races are suited to different things. If all the races were the same, it'd be pointless to have four different races. |
Promethius Franklin
DUST University Ivy League
23
|
Posted - 2013.07.02 20:16:00 -
[88] - Quote
Terra Thesis wrote:Promethius Franklin wrote:Reps won't keep you alive through any actual fight. You won't regen HP fast enough to beat the increased buffer of a shield suit with extenders even with damage mods without a logi glued to you. So unless your suggestion is for it to take 2 players to make 1 capable armor character it doesn't work. Not to mention this makes it easier to be alpha'd by locus grenades and flaylocks making regen irrelevant. Your theory is true assuming two people meet up face to face and stand still, holding down their triggers until one person falls down. That's pretty much brawling and the type of combat Caldari shields are for. If you like that playstyle, you'll find Caldari better suited to it. That's okay, different races are suited to different things. If all the races were the same, it'd be pointless to have four different races. Wait, so you are suggesting that the race with a tank that leaves more room for movement mods is meant to brawl while the race which can't fit them but can fit damage mods is meant to sneak around and flank? This makes sense to you? |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 20:38:00 -
[89] - Quote
Promethius Franklin wrote:Edit: Also, since this is the "regen" tanking style, why is my HP/s with 4 complex mods on an assault gk.0 the same as the base shield regen on a ck.0 without even going into the fact that the ck.0 can actually fit buffer as well or further enhance their regen?
Because like many people other people, for whatever reason, you disregard the fact that armor suits get almost the same base regen as a "shield" suit (0 during combat, 20-25 out of combat). My armor reps are on top of shield regen that all other suits have. Shield suits have little to no armor regen.
In combat - armor suits are continuously repping, shield suits aren't. Out of combat, shield suits are regenning your EHP, but armor suits are regenning AND repping, mitigating combat damage twice as fast. |
Promethius Franklin
DUST University Ivy League
24
|
Posted - 2013.07.02 21:04:00 -
[90] - Quote
Terra Thesis wrote:Promethius Franklin wrote:Edit: Also, since this is the "regen" tanking style, why is my HP/s with 4 complex mods on an assault gk.0 the same as the base shield regen on a ck.0 without even going into the fact that the ck.0 can actually fit buffer as well or further enhance their regen? Because like many people other people, for whatever reason, you disregard the fact that armor suits get almost the same base regen as a "shield" suit (0 during combat, 20-25 out of combat). My armor reps are on top of shield regen that all other suits have. Shield suits don't have little to no armor regen. In combat - armor suits are continuously repping, shield suits aren't. Out of combat, shield suits are regenning your EHP, but armor suits are regenning AND repping, mitigating combat damage twice as fast. I'm not ignoring anything, I'm counting my 150 shield HP as what it is. A miniscule buffer which will deplete in much less time than my primary tank and likely won't regen when it matters.
So during the 10s depleted delay, which I'm more likely to encounter as I have less shields, my regen is only 25hp/s. This is less than 1 round from any AR, less than 2 from SMG's or 3 from HMG's. My regen is cancelled out by any weapon in under 0.12 seconds and each has the DPS to kill a no buffer gk.0 in under ~1.1s. By the time you hit the 2s mark you are dead with 8s to go before your shield regen kicks in.
Damage projection is at a level where current amounts of regen are pointless without high mobility, which armor tanks still cannot invest in. Meanwhile shield tanks can invest in regen, buffer, and mobility at the same time to enhance the ability to skirmish, which is what you say armor is for.
This underscores the fact that regen isn't an encounter survivability tool, it a means to recover between encounters. Shield can do survivability better and recovery better while armor, as you say it should be used, doesn't last long enough for the regen to be an asset under fire. |
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