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WR3CK HAVOC
SVER True Blood Public Disorder.
41
|
Posted - 2013.07.02 14:51:00 -
[1] - Quote
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. |
XeroTheBigBoss
TeamPlayers EoN.
622
|
Posted - 2013.07.02 14:53:00 -
[2] - 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.
+1 and AGREE with everything including the player put on blast! Lol! |
Cody Sietz
Tritan's Onslaught RISE of LEGION
287
|
Posted - 2013.07.02 14:55:00 -
[3] - Quote
Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. |
AfroSunshineY Consequence
Clan Choinnich
1
|
Posted - 2013.07.02 14:55:00 -
[4] - Quote
Yes because armor in this game is not the equivalent of tissue paper. Get out of here with that man. |
Azura Sakura
Militaires-Sans-Frontieres
167
|
Posted - 2013.07.02 14:56:00 -
[5] - 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. hi |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 14:57:00 -
[6] - Quote
Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy.
Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. |
Kador Ouryon
Dead Six Initiative Lokun Listamenn
1
|
Posted - 2013.07.02 14:58:00 -
[7] - 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. Can't switch no respec..... |
N1ck Comeau
Pro Hic Immortalis
560
|
Posted - 2013.07.02 14:58:00 -
[8] - Quote
I agree with the points you say. But when shield people can tank shield up to an including 500+ then have low slot mods help with shield as well. they can almost always have there shields up.
Armour is slow to regen. Unless you have like 4 reppers on. Or a Proto rep tool is repping you. |
Den-tredje Baron
ParagonX
139
|
Posted - 2013.07.02 14:59:00 -
[9] - 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 we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0.
Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers.
And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry.. |
XeroTheBigBoss
TeamPlayers EoN.
625
|
Posted - 2013.07.02 14:59:00 -
[10] - Quote
N1ck Comeau wrote:I agree with the points you say. But when shield people can tank shield up to an including 500+ then have low slot mods help with shield as well. they can almost always have there shields up.
Armour is slow to regen. Unless you have like 4 reppers on. Or a Proto rep tool is repping you.
You can't always have ya shields up. All that stuff eats PG and CPU like crazy. |
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XeroTheBigBoss
TeamPlayers EoN.
625
|
Posted - 2013.07.02 15:00:00 -
[11] - Quote
Den-tredje Baron 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. .......... No we don't we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0. Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers. And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry..
No benefits my foot. You still get shields. |
Arkena Wyrnspire
Turalyon Plus
1517
|
Posted - 2013.07.02 15:01:00 -
[12] - Quote
Perhaps you should read the debate before complaining that there is one? If you took the time to do that, you would understand that your points are misconceptions. Common misconceptions, but misconceptions nonetheless. |
Den-tredje Baron
ParagonX
139
|
Posted - 2013.07.02 15:05:00 -
[13] - Quote
XeroTheBigBoss wrote:Den-tredje Baron 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. .......... No we don't we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0. Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers. And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry.. No benefits my foot. You still get shields.
uuhhhh we got a badass over here. I'm fitting two enhanced shield extenders and i'm running with 140 something shield and a recharge rate worse than my armor repair rate. Yeap yeap great argument i can really see i've gone to far...... You know right one flaylock shoot and my shields are gone and what still more damage left from that one shot goes to my armor and gets buffed by 135% so what 174 armor gone from one shoot sooo next shoot i'm dead yaaaa... no wait.
**** no you guys get your main tank back very fast while we SHOULD have to take ages to get it back a lot back. Or well it takes ages it just isn't a lot !! |
MlDDLE MANGEMENT
lMPurity
26
|
Posted - 2013.07.02 15:07:00 -
[14] - Quote
Honestly armor reppers should go to high slots and and it would help change that dynamic a lot better but of course that would be too easy.
They also need to make armor related infatry stuff more PG heavy and less CPU heavy and in turn give gallente sutis more PG and less CPU to offset with exception to perhaps logis but then u give them less PG to work with to balance it out so they might have to resource to low slot utilizations of cpu and PG mods to really get stuff fitted.
Begining to wonder why CCP just didnt include mid slots, seems like it would make balancing this stuff a lot easier. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
291
|
Posted - 2013.07.02 15:07:00 -
[15] - Quote
Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. Ok, lower my complex reppers CPU/Pg usage(so I can fit more then 2 on a proto suit without sacrificing everything else) or give my Gallente assault a rep bonuses like logis do. |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 15:08:00 -
[16] - Quote
Den-tredje Baron wrote:.......... No we don't we DO NOT HAVE ANY BENEFITS!!!
None? Really?
So you can't even think of one benefit? |
Den-tredje Baron
ParagonX
141
|
Posted - 2013.07.02 15:08:00 -
[17] - Quote
Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. ..................... WROOOOOOOOONG Shield is about mediocre overall health but you get it back very fast. Armor tanking is about having a major armor EHP pool you can take and tank from but that pool then takes forever to get back at it's maximum aka get in shoot and tank **** and then lat low for the next minute.
WTF if armor is about high reps PLEASE give all the armor suits an inherent armor repair rate then... hmm or fix armor plates OMG logic aahh !!!! |
Callidus Vanus
Dead Six Initiative Lokun Listamenn
75
|
Posted - 2013.07.02 15:10:00 -
[18] - Quote
Armor tankers keep thinking this game is all about having a massive tank.
Its not
There is a thing in EVE called a gank tank if you can kill your enemy fast enough then you don't need to have a large buffer. Armor suits can stack damage mods in their high slots and still have a decent tank even with only one repper. I do it all the time. The ability to melt a heavy before he can figure out were I am is well worth moving a bit slower. |
Den-tredje Baron
ParagonX
141
|
Posted - 2013.07.02 15:14:00 -
[19] - Quote
Terra Thesis wrote:Den-tredje Baron wrote:.......... No we don't we DO NOT HAVE ANY BENEFITS!!! None? Really? So you can't even think of one benefit?
Nope none that doesn't get overdone by shield tanking. Able to fit damage mods in highs. you've seen fitting specs for those damm i'll rather train up specialization. you get more EHP out of you tanking modules. but hmm wel shield extenders does nothing to your speed sooo you'll be able to dodge 50% of my bullets while i'll soak all of them up. Waow sounds like armor tankers should be heavies and we know how well everybody thinks they are doing.
And of course i got a lot of space to fit CPU/PG upgrades without it hurting my tan..... never mind another thing shield tankers get as a nice thing.
So please state a really really good thing about armor tankers and i'll see if i can nail it to the ground with something shield tankers can do. |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 15:17:00 -
[20] - Quote
Cody Sietz wrote:Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm. Ok, lower my complex reppers CPU/Pg usage(so I can fit more then 2 on a proto suit without sacrificing everything else) or give my Gallente assault a rep bonuses like logis do.
Everyone has to sacrifice. It's why putting together a build is interesting. You can't just dump in everything you want and walk away.
Logis are supposed to be tougher to crack - they're about defense and Assaults are offense. I think Logis have too much offensive power, but that's an entirely different argument... |
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Arkena Wyrnspire
Turalyon Plus
1528
|
Posted - 2013.07.02 15:21:00 -
[21] - Quote
Terra Thesis wrote:Cody Sietz wrote:Ok, lower my complex reppers CPU/Pg usage(so I can fit more then 2 on a proto suit without sacrificing everything else) or give my Gallente assault a rep bonuses like logis do. Everyone has to sacrifice. It's why putting together a build is interesting. You can't just dump in everything you want and walk away. Logis are supposed to be tougher to crack - they're about defense and Assaults are offense. I think Logis have too much offensive power, but that's an entirely different argument...
What do shield tanks sacrifice? |
Cody Sietz
Tritan's Onslaught RISE of LEGION
298
|
Posted - 2013.07.02 15:23:00 -
[22] - Quote
Terra Thesis wrote:Cody Sietz wrote:Ok, lower my complex reppers CPU/Pg usage(so I can fit more then 2 on a proto suit without sacrificing everything else) or give my Gallente assault a rep bonuses like logis do. Everyone has to sacrifice. It's why putting together a build is interesting. You can't just dump in everything you want and walk away. Logis are supposed to be tougher to crack - they're about defense and Assaults are offense. I think Logis have too much offensive power, but that's an entirely different argument... Well, I'm just saying that I'm a assault so I should be able to assault.
Once you try to fit a complex plate, or even 2 enhanced armour plates you will know what I'm talking about.
We are slow, and we have low hp...Basically...weak heavys.
|
RoundEy3
Metal Mind Industries
149
|
Posted - 2013.07.02 15:25:00 -
[23] - 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. |
Oso Peresoso
RisingSuns
67
|
Posted - 2013.07.02 15:27:00 -
[24] - 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.
Except it was exactly the same in EVE for years and years and people made this same argument against any change. And then after years and years CCP said... hhmmm you guys are right, armor has issues in PVP and is outright inferior for PVE. And then they introduced a bunch of new armor modules, introduced a new skill to reduce armor plate speed penalties, and made additional reductions to armor plate speed penalties, and then added a new armor plate that had the original penalties but even more armor. And things were mostly better. |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 15:27:00 -
[25] - Quote
Den-tredje Baron wrote:..................... WROOOOOOOOONG Shield is about mediocre overall health but you get it back very fast. Armor tanking is about having a major armor EHP pool you can take and tank from but that pool then takes forever to get back at it's maximum aka get in shoot and tank **** and then lay low for the next minute. WTF if armor is about high reps PLEASE give all the armor suits an inherent armor repair rate then... hmm or fix armor plates OMG logic aahh !!!!
You're describing what you think it should be, and the reason you're upset is because CCP is continually "failing" to implement YOUR vision.
I'm describing the game that currently exists. |
Abron Garr
Amarr Templars Amarr Empire
549
|
Posted - 2013.07.02 15:28:00 -
[26] - Quote
Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm.
If you're talking about EVE, you have it backwards. Armor is the buffer paradigm even before you add slaves. You can overheat invulns to temporarily get a greater resistance boost, but if you add slaves that advantage disappears. If CCP wants to do the complete opposite in Dust, I'm fine with that, but I'm more willing to give credence to Dust being an unfinished product and CCP Shanghai's unfamiliarity with EVE mechanics rather than saying it's "working as intended".
|
Cat Merc
Oculus Felis
1490
|
Posted - 2013.07.02 15:29:00 -
[27] - Quote
You are saying it like armor has any worthy upside. It doesn't. Your argument would only be true if each had their own advantages and disadvantages, but shields have all the advantages and armor has all the disadvantages.
Get lost. |
Abron Garr
Amarr Templars Amarr Empire
549
|
Posted - 2013.07.02 15:32:00 -
[28] - Quote
Terra Thesis wrote:Den-tredje Baron wrote:..................... WROOOOOOOOONG Shield is about mediocre overall health but you get it back very fast. Armor tanking is about having a major armor EHP pool you can take and tank from but that pool then takes forever to get back at it's maximum aka get in shoot and tank **** and then lay low for the next minute. WTF if armor is about high reps PLEASE give all the armor suits an inherent armor repair rate then... hmm or fix armor plates OMG logic aahh !!!! You're describing what you think it should be, and the reason you're upset is because CCP is continually "failing" to implement YOUR vision. I'm describing the game that currently exists.
I'm sorry but this is so mindlessly stupid I have to comment. Yeah, our vision is something called "a good game". Do you honestly believe no one should complain or suggest changes because it's oversteps CCP's vision? |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
6
|
Posted - 2013.07.02 15:33:00 -
[29] - Quote
XeroTheBigBoss wrote:N1ck Comeau wrote:I agree with the points you say. But when shield people can tank shield up to an including 500+ then have low slot mods help with shield as well. they can almost always have there shields up.
Armour is slow to regen. Unless you have like 4 reppers on. Or a Proto rep tool is repping you. You can't always have ya shields up. All that stuff eats PG and CPU like crazy.
But you forgot to mention all cpu and of endanger are all dam low slots logic.
|
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
6
|
Posted - 2013.07.02 15:39:00 -
[30] - Quote
Know what I support a ******* nerf to dam shields around half the hp they have right now is fair enough for how crappy armor is. |
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Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 15:41:00 -
[31] - Quote
Cody Sietz wrote: Well, I'm just saying that I'm a assault so I should be able to assault.
Once you try to fit a complex plate, or even 2 enhanced armour plates you will know what I'm talking about.
We are slow, and we have low hp...Basically...weak heavys.
Don't fit the old plates on your assault. Assaults should be fast and plates make you slow. It doesn't make sense to me to plate it up. Put on as many reps as you can fit. Assaults aren't about mega defense anyways. |
Arkena Wyrnspire
Turalyon Plus
1548
|
Posted - 2013.07.02 15:44:00 -
[32] - Quote
DRDEEZENUTSZ TWOpointo wrote:Know what I support a ******* nerf to dam shields around half the hp they have right now is fair enough for how crappy armor is. Nerfing shields is not a solution. |
Knightshade Belladonna
G.R.A.V.E
389
|
Posted - 2013.07.02 15:48:00 -
[33] - Quote
I have played Eve since 2006 , I am gallente at heart. I love my megathron , though you rarely see them fly these days in Eve.. wonder why.. * eyeballs ccp
Guess what I fly now, a kitey shield tanking gank baby makin hurricane * eyeballs ccp again
long story short : ccp favors shields, won't change |
Abron Garr
Amarr Templars Amarr Empire
551
|
Posted - 2013.07.02 15:50:00 -
[34] - Quote
Knightshade Belladonna wrote:I have played Eve since 2006 , I am gallente at heart. I love my megathron , though you rarely see them fly these days in Eve.. wonder why.. * eyeballs ccp
Guess what I fly now, a kitey shield tanking gank baby makin hurricane * eyeballs ccp again
long story short : ccp favors shields, won't change
Megafleet is back. It's a slightly higher damage, slighlty less range than the Rokh fleet concept. |
Rynoceros
Rise Of Old Dudes
179
|
Posted - 2013.07.02 15:50:00 -
[35] - Quote
IMHO, Armor rep tanking > Shield extender tanking Got 1200 HP in shields? I have a single MLT Flux grenade that'll wipe it out along with all of your homies within 3m. Armor tanking doesn't have to be plates and weight. Those are for heavies. I have >300 base armor HP (Assault G-1) just from skilling my cores. Add complex reps and a maybe a regulator and the fun won't stop (provided you know how to use walls to stop bullets instead of your visor) Oh, and lookie - I still have room to tank shields and/or DMG modules. Good thing I put those SP into Electronics and Circuitry, now they'll all fit! Did I forget the Gallente racial bonuses that add to my shields....yeah, that too.
Yin, meet my friend, Yang. You guys should squad up.
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Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 15:52:00 -
[36] - Quote
Abron Garr wrote:I'm sorry but this is so mindlessly stupid I have to comment. Yeah, our vision is something called "a good game". Do you honestly believe no one should complain or suggest changes because it's oversteps CCP's vision?
Of course you should be able to suggest improvements. But first you need to understand CCP's vision before you can suggest meaningful improvements. The current LOUD NOISES are about cut and pasting shield mechanics over to armor mechanics. "SHIELD HAS X EHP, I WANT THE SAME STATS!! GIVE PASSIVE REPAIR TO ARMOR!!" Yeah, that's balanced, but it's also stupid. Copypasta is not a foundation for good game design.
CCP isn't perfect, but they're way more competent than what an army of armchair game designers can stir up. |
Fox Gaden
DUST University Ivy League
568
|
Posted - 2013.07.02 15:52:00 -
[37] - 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. 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. |
Knightshade Belladonna
G.R.A.V.E
389
|
Posted - 2013.07.02 15:54:00 -
[38] - Quote
Abron Garr wrote:Knightshade Belladonna wrote:I have played Eve since 2006 , I am gallente at heart. I love my megathron , though you rarely see them fly these days in Eve.. wonder why.. * eyeballs ccp
Guess what I fly now, a kitey shield tanking gank baby makin hurricane * eyeballs ccp again
long story short : ccp favors shields, won't change Megafleet is back. It's a slightly higher damage, slighlty less range than the Rokh fleet concept.
OMG serriously??? did the summer ex[pansion bring them back??? I have not been on in 3 months :( |
Her Nibs
CLONE KILLERZ
2
|
Posted - 2013.07.02 15:58:00 -
[39] - Quote
Den-tredje Baron 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. .......... No we don't we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0. Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers. And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry.. Are we a bit testy today???? |
stlcarlos989
SVER True Blood Public Disorder.
215
|
Posted - 2013.07.02 15:59:00 -
[40] - Quote
Hey armor tankers how about you stop complaining about shields and start complaining about the weapons that are available that destroy armor that should be adjusted or out right removed.
Contact Grenades: completely removes importance of skillfully cooking grenades and need to be removed.
Flaylock pistol: Increase user splash damage so they aren't so Damn useful in CQC or make it a 1 shot clip (same as Plaza Cannon) it would still be a great sidearm for those who use their main to take out most of the enemy HP and a quick swap with 200+ splash will kill anybody, also CPU and PG is way too low.
Mass Driver: actually buff damage but greatly increase user splash damage so that it has to be a medium range weapon.
For those that want to say there are no weapons that hurt shields, Scramber pistol/rifle destroy shields, flux the ultimate counter to Shield stacked Cal-Logi, laser rifle but that one is kind of a joke right now. |
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Cody Sietz
Tritan's Onslaught RISE of LEGION
305
|
Posted - 2013.07.02 16:01:00 -
[41] - Quote
Terra Thesis wrote:Cody Sietz wrote: Well, I'm just saying that I'm a assault so I should be able to assault.
Once you try to fit a complex plate, or even 2 enhanced armour plates you will know what I'm talking about.
We are slow, and we have low hp...Basically...weak heavys.
Don't fit the old plates on your assault. Assaults should be fast and plates make you slow. It doesn't make sense to me to plate it up. Put on as many reps as you can fit. Assaults aren't about mega defense anyways. Were just going in circles now. If I can't equip a plate, I can't take a hit.
If I have a small buffer, and I heal 16.25 armour points per sec, how long can I survive? Whats the point?
We have to choose between dmg mods or extenders? Isn't that what caldari assaults are suppose to do? Pick having a high HP or high dmg output?
If we tank hp, we get slow, if we try to tank shields we lose dmg. |
Abron Garr
Amarr Templars Amarr Empire
551
|
Posted - 2013.07.02 16:02:00 -
[42] - Quote
Knightshade Belladonna wrote:Abron Garr wrote:Knightshade Belladonna wrote:I have played Eve since 2006 , I am gallente at heart. I love my megathron , though you rarely see them fly these days in Eve.. wonder why.. * eyeballs ccp
Guess what I fly now, a kitey shield tanking gank baby makin hurricane * eyeballs ccp again
long story short : ccp favors shields, won't change Megafleet is back. It's a slightly higher damage, slighlty less range than the Rokh fleet concept. OMG serriously??? did the summer ex[pansion bring them back??? I have not been on in 3 months :(
Yeah, the current coalition war in the southwest is experiencing a lot of old and new doctrines.
Terra Thesis wrote:Abron Garr wrote:I'm sorry but this is so mindlessly stupid I have to comment. Yeah, our vision is something called "a good game". Do you honestly believe no one should complain or suggest changes because it's oversteps CCP's vision? Of course you should be able to suggest improvements. But first you need to understand CCP's vision before you can suggest meaningful improvements. The current LOUD NOISES are about cut and pasting shield mechanics over to armor mechanics. "SHIELD HAS X EHP, I WANT THE SAME STATS!!" Yeah, that's balanced, but it's also stupid. Copypasta is not a foundation for good game design. CCP isn't perfect, but they're way more competent than what an army of armchair game designers can stir up.
And just what exactly is CCP Shanghai's vision? Most people with an EVE background expected Dust to be similar to EVE mechanic-wise. Dust's tanking concept is the complete opposite of what EVE currently has. That isn't automatically a bad thing but it does leave some of us scratching our heads in confusion. |
Cat Merc
Oculus Felis
1506
|
Posted - 2013.07.02 16:07:00 -
[43] - Quote
Den-tredje Baron 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. .......... No we don't we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0. Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers. And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry.. I will gladly meow all day long on the forums until CCP fixes armor. |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 16:09:00 -
[44] - Quote
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.
|
Orion Vahid
DUST University Ivy League
41
|
Posted - 2013.07.02 16:12:00 -
[45] - Quote
If you guys want high Armor HP, be a Heavy You can't be an Assault and expect the HP of a Heavy. Just no. Some Armor tankers essentially want to be a Heavy without the downsides of one (turn speed, Stamina, running speed) |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
6
|
Posted - 2013.07.02 16:15:00 -
[46] - Quote
Orion Vahid wrote:If you guys want high Armor HP, be a Heavy You can't be an Assault and expect the HP of a Heavy. Just no. Some Armor tankers essentially want to be a Heavy without the downsides of one (turn speed, Stamina, running speed)
But then why oh why do shields have way more hp and faster regeneration and go faster and I'm going to get the stat for all gallente and caldari suits |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 16:24:00 -
[47] - Quote
Cody Sietz wrote:Were just going in circles now. If I can't equip a plate, I can't take a hit.
If I have a small buffer, and I heal 16.25 armour points per sec, how long can I survive? Whats the point?
We have to choose between dmg mods or extenders? Isn't that what caldari assaults are suppose to do? Pick having a high HP or high dmg output?
If we tank hp, we get slow, if we try to tank shields we lose dmg.
That's the thing, if you want to brawl, you want to eat bullets and spit them back, then you need EHP... and that's shield's niche.
I'm trying to suggest that armor tanking equals a skirmish playstyle, where mobility and cover and DPS are your tank, and reps are king. Don't focus on stacking EHP, use ferroscale if you really feel like you have to.
All I'm saying is, yeah, I agree, stacking complex plates on an assault sucks. Maybe it sucks because you weren't meant to use them that way. There are other better options. |
Abron Garr
Amarr Templars Amarr Empire
551
|
Posted - 2013.07.02 16:24:00 -
[48] - 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.
Amarr isn't a skirmishing race, but neither is Caldari for that matter. I think you're trying to assign to logic what was in reality a CCP screw up. It can be easily fixed, and the ferroscale plates are a major step in the right direction.
Like many things in Dust, the tanking paradigm wasn't given much thought, or CCP was overwhelmed with other matters and put it on the back burner for later, now they're coming back to it and feedback is important. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
6
|
Posted - 2013.07.02 16:25:00 -
[49] - Quote
Ok here is is if caldari stacks 4 extenders and have all shield core skills they get 552.9 Now if Gallente gets 3 enhanced plates and have all armor core skills up up they get 549.6 armor but let's not forget the armor guy is slower and he's has 6.25 repair a second |
Terra Thesis
HDYLTA Defiant Legacy
285
|
Posted - 2013.07.02 16:29:00 -
[50] - Quote
Abron Garr wrote:And just what exactly is CCP Shanghai's vision? Most people with an EVE background expected Dust to be similar to EVE mechanic-wise. Dust's tanking concept is the complete opposite of what EVE currently has. That isn't automatically a bad thing but it does leave some of us scratching our heads in confusion.
I agree it is confusing if it really is flipped from EVE to Dust. I would have rather they didn't do that. But I think that for better or worse, that's what happened.
EVE implants: slave = armor HP, crystal = shield boost Dust dropsuit bonuses: caldari = shield HP, amarr = armor rep
In both games there's plenty of counter examples to support multiple playstyles. Further confusion the issue is that the old plates had more HP than the extenders - but they were also the only modules that came with big drawbacks. I think in Dust, especially given the new modules that have been released (specifically ferroscale), the evidence is that the intention is opposite. |
|
Abron Garr
Amarr Templars Amarr Empire
551
|
Posted - 2013.07.02 16:36:00 -
[51] - Quote
Terra Thesis wrote:Abron Garr wrote:And just what exactly is CCP Shanghai's vision? Most people with an EVE background expected Dust to be similar to EVE mechanic-wise. Dust's tanking concept is the complete opposite of what EVE currently has. That isn't automatically a bad thing but it does leave some of us scratching our heads in confusion. I agree it is confusing if it really is flipped from EVE to Dust. I would have rather they didn't do that. But I think that for better or worse, that's what happened. EVE implants: slave = armor HP, crystal = shield boost Dust dropsuit bonuses: caldari = shield HP, amarr = armor rep In both games there's plenty of counter examples to support multiple playstyles. Further confusion the issue is that the old plates had more HP than the extenders - but they were also the only modules that came with big drawbacks. I think in Dust, especially given the new modules that have been released (specifically ferroscale), the evidence is that the intention is opposite.
If that is their intention then they need to save themselves a ton of headache in the future by reversing it now. Adding EVE's drawbacks is necessary IMO. Unfortunately, they would have to be tweaked to make sense in Dust. |
Arkena Wyrnspire
Turalyon Plus
1553
|
Posted - 2013.07.02 16:44:00 -
[52] - 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.
I'm afraid armour for skirmishing simply doesn't make sense. The movement speed penalty should make that immediately clear, among other things. |
RoundEy3
Metal Mind Industries
149
|
Posted - 2013.07.02 16:46:00 -
[53] - 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. |
Arkena Wyrnspire
Turalyon Plus
1558
|
Posted - 2013.07.02 16:49:00 -
[54] - Quote
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. That is indeed the case. The main issue that armour tankers have is that they're inferior in a great number of other ways. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
9
|
Posted - 2013.07.02 16:50:00 -
[55] - Quote
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 |
RoundEy3
Metal Mind Industries
149
|
Posted - 2013.07.02 16:53:00 -
[56] - 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. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
313
|
Posted - 2013.07.02 17:02:00 -
[57] - Quote
Terra Thesis wrote:Cody Sietz wrote:Were just going in circles now. If I can't equip a plate, I can't take a hit.
If I have a small buffer, and I heal 16.25 armour points per sec, how long can I survive? Whats the point?
We have to choose between dmg mods or extenders? Isn't that what caldari assaults are suppose to do? Pick having a high HP or high dmg output?
If we tank hp, we get slow, if we try to tank shields we lose dmg. That's the thing, if you want to brawl, you want to eat bullets and spit them back, then you need EHP... and that's shield's niche. I'm trying to suggest that armor tanking equals a skirmish playstyle, where mobility and cover and DPS are your tank, and reps are king. Don't focus on stacking EHP, use ferroscale if you really feel like you have to. All I'm saying is, yeah, I agree, stacking complex plates on an assault sucks. Maybe it sucks because you weren't meant to use them that way. There are other better options. stacking is not even the problem, its fitting one complex plate (even a enhanced can slow you down really badly)
If we aren't meant to even fit one plate, why make them available for anything other then heavys? Why have a more armour focused suit in the first place?
|
Poplo Furuya
Crux Special Tasks Group Gallente Federation
165
|
Posted - 2013.07.02 17:02:00 -
[58] - 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. |
Cat Merc
Oculus Felis
1520
|
Posted - 2013.07.02 17:03:00 -
[59] - 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. Yes, no, no, yes.
1.Yes, we can fit more damage mods, but what does it help if someone is strafing faster than we can turn? (Turning around is capped by your movement speed) Also, good luck fitting those, as armor is a low slot tank, and CPU/PG upgrades go to low slots.
2.We don't have more HP because we need to use half our slots to for armor repairers. And even if using 2x complex armor plates, 4x complex shield extenders beat it by a long shot, and having the benefit of not moving like a heavy.
3.At the prototype level, 2x complex armor reps give us 10hp/s. Or 12.5hp/s with the skill. Shield BASE regen speed is 25. One recharger or even worse an energizer bumps it to over 40+. And shield regulators go to low slots, so dealing with the delay isn't a big deal. Heck even without regulators 10 seconds aren't that big of a deal.
4.That's not the main downside, it is one of many. Having half the eHP of a heavy while moving at the same speed is a joke. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
10
|
Posted - 2013.07.02 17:03:00 -
[60] - 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.
Yes you are right and with the right team work that will be powerful but then again it's very situational and its only good in game modes like domination where you can have choke points.
|
|
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.
|
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.
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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? |
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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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Den-tredje Baron
ParagonX
150
|
Posted - 2013.07.02 21:07:00 -
[91] - Quote
Her Nibs wrote:Den-tredje Baron 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. .......... No we don't we DO NOT HAVE ANY BENEFITS!!! What get slow as **** and have a bit more EHP than a shield guy has ?? oohh yeah sounds great. **** man i don't want the high recharge rate which shield dudes have. I want a major EHP tank which no shield tanker could ever get and then i want to take ages to get up to 100% armor again and we got NOTHING LIKE THAT !!! Right now we're beeing turned into stationary guns if we go all out armor plates. Wtf dude ok imagine your shields won't come back unless you fitted a shield recharger, aka base shield recharge would be 0. Nooooow suddenly your tank gets a lot weaker right ??!! Now also imagine equipping a extender and your overall speed gets lower... MUCH LOWER and there you got armor tanking. You stack 5 shield extenders ... we stack 2 because after that ***** getting ridiculous. Ohh and of course we also gotta save some slots for armor reppers. And oohh hell no i'll put Cat Merc up on a ******* pedist..... Scractching board and have him miav all over the ******* forums until someone from CCP comes out and says **** we screwed up guys sorry.. Are we a bit testy today????
Just a bit tiny tiny bit............. Ok i'm quite pissed because explosion mechanics got fixed so now i can't jump over MD's and especially flaylocks anymore. I'm also sad that CCP stated that these were not the final stats for the armor plates and here we ar and these are the final stats. I am sad because a huge part of teh player base are putting out very good arguments supported by math, lore, logis and all with balance in mind. No one wants armor to become overpowered because everybody wants a fun game. Or ok most guys found a few minmatar and caldari scums in here who should obviously have their brain exchanged.
Ohh and i'm actually part of goons in eve so please i'm not a bit testy i'm a bit goony |
Johnny Guilt
Algintal Core Gallente Federation
126
|
Posted - 2013.07.02 21:15:00 -
[92] - Quote
CCP should have gave armor plates a inherited boosted to damage resistance in the update, |
Arkena Wyrnspire
Turalyon Plus
1580
|
Posted - 2013.07.02 21:21:00 -
[93] - Quote
Terra Thesis, on your assumption that armour is, in fact, for skirmishing:
A movement penalty clearly flies in the face of that idea. Biotic modules can't be fitted by armour tankers without compromising tank. Assuming skirmishing is more hit and run warfare, that goes much better with shield tankers, who have a delay on their regen - essentially, they do their hit, duck into cover and regen. One of armour's strong points is holding a position, as remote armour repair tools allow logistics to set up and help the others. This is much more difficult to move around - it's not feasible to 'skirmish' when carrying around a logibro. |
Den-tredje Baron
ParagonX
152
|
Posted - 2013.07.02 21:24:00 -
[94] - Quote
Terra Thesis wrote:Den-tredje Baron wrote:..................... WROOOOOOOOONG Shield is about mediocre overall health but you get it back very fast. Armor tanking is about having a major armor EHP pool you can take and tank from but that pool then takes forever to get back at it's maximum aka get in shoot and tank **** and then lay low for the next minute. WTF if armor is about high reps PLEASE give all the armor suits an inherent armor repair rate then... hmm or fix armor plates OMG logic aahh !!!! You're describing what you think it should be, and the reason you're upset is because CCP is continually "failing" to implement YOUR vision. I'm describing the game that currently exists.
Yes you are kind sir. And the game we have right now is imbalanced !! The game we have right now got dropships who someone can sneeze near and they'll drop out of sky. Right now big vehicles bolstered with several centimetres of armor or shields can be taken out by one guy using hand thrown grenades. But ok if the tank is good it'll survive and instead get killed by missiles that appear out of the blue.
This game got big heavy slow running slow turning guys running around with insanely big guns yet they are so fragile that even UPS would'nt want to take them around. This game got LAV's running around like nascars running over people with the same mass as themselves yet nothing happens. This game has a weapon that's firing mizzles of death that can pretty much kill anything except one suit with it's clip. This game makes people who put on a massive amount of move very slow to nittle gain. This game this game.......
I just love it
You know what i'm not trying to implement my version of this game. I'm just yet another mirror trying to reflect those good ideas out there until it hits the right receiver. I want something that's new i want a game that's BALANCED!! I want something where not one gun is better than all the others. I want a game where not just one playstyle can win everything. I want a game where not just one suit is a winning suit. I want a game where not just one form of tanking means winning.
I have a dream... naahh **** it just i want a balanced game, a fun game.
OK ?? |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 21:41:00 -
[95] - Quote
Promethius Franklin wrote: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.
Yes, you mitigate about 0.12 seconds of DPS over 1 second, assuming two people standing in front of each other with no cover unloading their weapons. If it was significantly higher than that, everyone would run out of ammo before anyone died. Your math assumes you're going to stand in the line of fire against an ck.0, holding down the trigger until someone drops. I'm not claiming reps will allow you to stand in front of a AR and just eat it.
Promethius Franklin wrote: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.
When I say skirmish style combat, I mean that you're not staying in the line of fire. You take shots when you're on their flank and you cover or reposition when they're sending bullets your way. You recover faster between encounters, because you have shield regen as well as armor regen, whereas a shield user only has shield regen. A shield user can absorb more lead upfront, but over a sustained period of time, you can stay in the action more.
In my experience, gallente has plenty of mobility - all you need to do is to duck into cover before you die. Only minmatar goes faster. There aren't a lot of things that can one-shot even a base medium frame (mostly headshots and high level sniper rifles). |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 21:46:00 -
[96] - Quote
Arkena Wyrnspire wrote:Terra Thesis, on your assumption that armour is, in fact, for skirmishing:
A movement penalty clearly flies in the face of that idea. Biotic modules can't be fitted by armour tankers without compromising tank. Assuming skirmishing is more hit and run warfare, that goes much better with shield tankers, who have a delay on their regen - essentially, they do their hit, duck into cover and regen. One of armour's strong points is holding a position, as remote armour repair tools allow logistics to set up and help the others. This is much more difficult to move around - it's not feasible to 'skirmish' when carrying around a logibro.
I'm not sure who you're responding to. You put my name on there, but I'm not talking about wearing slow plates and getting a logi. But sure, I agree, if you stack plates and have a logi following you, it's doesn't make sense to skirmish. |
Arkena Wyrnspire
Turalyon Plus
1583
|
Posted - 2013.07.02 21:48:00 -
[97] - Quote
Terra Thesis wrote:Arkena Wyrnspire wrote:Terra Thesis, on your assumption that armour is, in fact, for skirmishing:
A movement penalty clearly flies in the face of that idea. Biotic modules can't be fitted by armour tankers without compromising tank. Assuming skirmishing is more hit and run warfare, that goes much better with shield tankers, who have a delay on their regen - essentially, they do their hit, duck into cover and regen. One of armour's strong points is holding a position, as remote armour repair tools allow logistics to set up and help the others. This is much more difficult to move around - it's not feasible to 'skirmish' when carrying around a logibro. I'm not sure who you're responding to. You put my name on there, but I'm not talking about wearing slow plates and getting a logi. But sure, I agree, if you stack plates and have a logi following you, it's doesn't make sense to skirmish.
I am responding to your posts in general, and perhaps particularly the earlier post. Remote armour repairers are one of the best things about armour - if actually attempting to increase your HP and/or using rep tools prevents you from skirmishing, why do you believe it's about skirmishing? |
zzZaXxx
The Exemplars Top Men.
35
|
Posted - 2013.07.02 21:49:00 -
[98] - Quote
Terra Thesis wrote:Cody Sietz wrote:Or you know...we wanna get above 500 hp too with out moving at the same speed as a heavy. Armor is about reps. You wanna wanna wanna all you want, but big buffer is the shield paradigm.
With proper teamwork armor can beat shields in CQC every time. A logi with a good tank using complex repper on damage and armor buffer fitted squadmates = meatgrinder. Of course that often doesn't help you when your playing IMs grinding SP. |
Jimbo1337
Next Level Inc
0
|
Posted - 2013.07.02 22:04:00 -
[99] - Quote
Can we please stop with the crying? I am an armor tanker and I have never ONCE thought that a single dropsuit had too much shield for me to handle. Slow movement speed...wah wah wah. Cry me a river. All I care about is being able to jump over one of those stupid yellow railings.
Oh no...he strafes faster than me. Sounds like an excuse that you can't aim...If your movement is slow, then call in a LAV for TRANSPORT instead of using it to run people over. There is a thought!
|
Promethius Franklin
DUST University Ivy League
26
|
Posted - 2013.07.02 22:07:00 -
[100] - Quote
Terra Thesis wrote:Yes, you mitigate about 0.12 seconds of DPS over 1 second, assuming two people standing in front of each other with no cover unloading their weapons. If it was significantly higher than that, everyone would run out of ammo before anyone died. Your math assumes you're going to stand in the line of fire against an ck.0, holding down the trigger until someone drops. I'm not claiming reps will allow you to stand in front of a AR and just eat it. No, this isn't just standing out in the open firing at each other. These are actual likely scenarios including low damage, high ROF weapons. It becones worse with explosives or higher damage weapons. You're literraly coming to the point of saying I should be expected as an armor tanker to always maintain a 10 to 1 ratio of regen time vs combat time without enhanced mobility. You are literally telling us to not take damage.
And funny thing is that you overlook the fact that shield tankers needn't have these same demands. Yet they can do the same things you say armor tanker should, only better due to enhancing mobility through modules, enhancing buffer to allow greater survival under fire, and faster regen and delay reduction to get back into the action and being a useable team asset faster.
Terra Thesis wrote:When I say skirmish style combat, I mean that you're not staying in the line of fire. You take shots when you're on their flank and you cover or reposition when they're sending bullets your way. You recover faster between encounters, because you have shield regen as well as armor regen, whereas a shield user only has shield regen. A shield user can absorb more lead upfront, but over a sustained period of time, you can stay in the action more. See above. Your conclusion still works better for shield since you can better buff the playstyle and furthermore if you are doing it well you aren't getting to the point of needing the armor regen as you've used positioning to kill the enemy without depleting your buffer enhanced shields.
Terra Thesis wrote:In my experience, gallente has plenty of mobility - all you need to do is to duck into cover before you die. Only minmatar goes faster. There aren't a lot of things that can one-shot even a base medium frame (mostly headshots and high level sniper rifles). They have the same speed as the Caldari and the Min are shield tankers. The Amarr are the only ones that the Gallente beat. As far as tactics the issue is that they are the same ones shield tankers can use and they can make superior use of them. Yes, your strategies make armor tanking potentially more workable, when you have a positional advantage, but they still work better with shields, which also can be fit to have an easier time getting that positional advantage.
You accused me at one point of ignoring factors, you seem determined to do the same here. |
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Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 22:09:00 -
[101] - Quote
Arkena Wyrnspire wrote:I am responding to your posts in general, and perhaps particularly the earlier post. Remote armour repairers are one of the best things about armour - if actually attempting to increase your HP and/or using rep tools prevents you from skirmishing, why do you believe it's about skirmishing?
Because local reps don't require multiple players to coordinate, and don't cause your team to lose a gun off the field, and in general is a lot easier to make work (in my opinion). |
Promethius Franklin
DUST University Ivy League
28
|
Posted - 2013.07.02 22:11:00 -
[102] - Quote
Jimbo1337 wrote:Can we please stop with the crying? I am an armor tanker and I have never ONCE thought that a single dropsuit had too much shield for me to handle. Slow movement speed...wah wah wah. Cry me a river. All I care about is being able to jump over one of those stupid yellow railings.
Oh no...he strafes faster than me. Sounds like an excuse that you can't aim...If your movement is slow, then call in a LAV for TRANSPORT instead of using it to run people over. There is a thought! Congratulations? Not sure what to say other than pointing out the irony of whining about whining. |
Promethius Franklin
DUST University Ivy League
28
|
Posted - 2013.07.02 22:13:00 -
[103] - Quote
Terra Thesis wrote:Arkena Wyrnspire wrote:I am responding to your posts in general, and perhaps particularly the earlier post. Remote armour repairers are one of the best things about armour - if actually attempting to increase your HP and/or using rep tools prevents you from skirmishing, why do you believe it's about skirmishing? Because local reps don't require multiple players to coordinate, and don't cause your team to lose a gun off the field, and in general is a lot easier to make work (in my opinion). No you are right, they just require you do do a lot of things that you don't otherwise have to apparently while not giving you an advantage over those same individuals should they chose to adopt the same playstyle.
Edit: In addition to obsoleting the vast majority of armor mods. |
Kador Ouryon
Dead Six Initiative Lokun Listamenn
11
|
Posted - 2013.07.02 22:19:00 -
[104] - Quote
Terra Thesis wrote:Den-tredje Baron wrote:.......... No we don't we DO NOT HAVE ANY BENEFITS!!! None? Really? So you can't even think of one benefit?
There are very few to armour tanking |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
20
|
Posted - 2013.07.02 22:28:00 -
[105] - Quote
Kador Ouryon wrote:Terra Thesis wrote:Den-tredje Baron wrote:.......... No we don't we DO NOT HAVE ANY BENEFITS!!! None? Really? So you can't even think of one benefit? There are very few to armour tanking
The only benifits is I think we dual tank better but that includes shields. |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 22:34:00 -
[106] - Quote
Promethius Franklin wrote:You're literraly coming to the point of saying I should be expected as an armor tanker to always maintain a 10 to 1 ratio of regen time vs combat time without enhanced mobility. You are literally telling us to not take damage.
Yes, I'm saying reps work better in low DPS scenarios. The purpose of playing a skirmish style is to minimize incoming DPS by taking cover frequently and dragging out the combat window.
Promethius Franklin wrote:And funny thing is that you overlook the fact that shield tankers needn't have these same demands. Yet they can do the same things you say armor tanker should, only better due to enhancing mobility through modules, enhancing buffer to allow greater survival under fire, and faster regen and delay reduction to get back into the action and being a useable team asset faster.
The key here is that shield users DON'T have better regen. You're forgetting again that armor dropsuits have a significant shield system as a baseline. Shield suits have slightly better regen if you only look at the shield system, but looking at the overall dropsuit, armor suits configured for reps have better overall regen. This means a shield suit can try to play the skirmish style, but they will be outlasted. It's not a hard counter by any means, but the advantage is definitely on the side of the suit that can rep up twice as fast.
Promethius Franklin wrote:They have the same speed as the Caldari and the Min are shield tankers. The Amarr are the only ones that the Gallente beat. As far as tactics the issue is that they are the same ones shield tankers can use and they can make superior use of them. Yes, your strategies make armor tanking potentially more workable, when you have a positional advantage, but they still work better with shields, which also can be fit to have an easier time getting that positional advantage.
Minmatar assault are shields, but logi is armor. Amarr suits are pretty evenly balanced between both systems. Minmatar's speed works well as a shield skirmish, but they don't have the EHP of the Caldari that everyone is comparing against. That's why people choose Caldari over Minmatar for stand-up brawling. Minmatar has less base HP than a Gallente suit. In my opinion, Minmatar and Gallente work the same way, fast and
Promethius Franklin wrote:You accused me at one point of ignoring factors, you seem determined to do the same here.
You're absolutely right about mobility and the Cardiac Regulator (I hope you're not talking about the Kincat, I don't think that mod is useful for anyone except knifers). I am constantly running out of stam on my Gallente. Although, I think I should just train up for em and sacrifice that last repper - it's always a ***** to fit anyways. I think I still have a point, but it does put a dent in my numbers. |
Arkena Wyrnspire
Turalyon Plus
1586
|
Posted - 2013.07.02 22:36:00 -
[107] - Quote
Terra Thesis wrote:
The key here is that shield users DON'T have better regen. You're forgetting again that armor dropsuits have a significant shield system as a baseline. Shield suits have slightly better regen if you only look at the shield system, but looking at the overall dropsuit, armor suits configured for reps have better overall regen.
Again - So armour tankers have to shield tank to work? |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 22:40:00 -
[108] - Quote
Arkena Wyrnspire wrote:Again - So armour tankers have to shield tank to work?
All dropsuits, including those designed for armor, have a shield system built-in to them. You cannot remove it, nor can you shut it off. As a "dedicated" armor tanker, you might want to ignore any shields you have when you're crunching your numbers, but there it is anyways, giving you 120 EHP and 20 HP/S regen and there's nothing you can do about it. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
328
|
Posted - 2013.07.02 22:44:00 -
[109] - Quote
Arkena Wyrnspire wrote:Terra Thesis wrote:
The key here is that shield users DON'T have better regen. You're forgetting again that armor dropsuits have a significant shield system as a baseline. Shield suits have slightly better regen if you only look at the shield system, but looking at the overall dropsuit, armor suits configured for reps have better overall regen.
Again - So armour tankers have to shield tank to work?
25hp per second after ten seconds is 250, great(if you can actually fit that on a assault)
10 secs on a depleted caldari assault?(less if there is regulators) nearly all shields are almost instantly restored.
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Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 22:57:00 -
[110] - Quote
Cody Sietz wrote: 25hp per second after ten seconds is 250, great(if you can actually fit that on a assault)
10 secs on a depleted caldari assault?(less if there is regulators) nearly all shields are almost instantly restored.
Uh, no. The baseline Caldari Assault regens at 25 HP/s after 8s. |
|
Cody Sietz
Tritan's Onslaught RISE of LEGION
329
|
Posted - 2013.07.02 23:07:00 -
[111] - Quote
Yes, base line.
No mods, no cpu/pg usage.
I know all suits get natural shields built in, but its not nearly as good for a Gallente or anybody who uses armour.
You guys regain shields after 5 secs, 8 if they are depleted. We start to get shields back after 7 secs, 10 if they are depleted.
And thats fine, but we need to be able to be useful as well.
We don't want shields to be nerfed, we just wanna be able to compete.
No one used armour focused caldari assaults last build, it just didn't make sense, they were inferior.
Why should a race be that focuses on armour, be worst just because?
You say we are dmg and repper tankers? Fine give us a built in repper or dmg modifiers. Or how about less cpu/pg consumption for repair/dmg mods. |
Terra Thesis
HDYLTA Defiant Legacy
286
|
Posted - 2013.07.02 23:26:00 -
[112] - Quote
You know what? I'm not here to argue that Gallente is OP or UP compared to Caldari or anything else. I certainly have no problem if you buff the hell out of Gallente or armor. I only came here to say that I felt Gallente currently played much better if you treated it as a skirmishy armor rep rather than an slow as balls EHP mini tank, and I'd rather any balance to reflect this difference in playstyle. Anything else I've said, I apologize and please allow me to retract. |
DRDEEZENUTSZ TWOpointo
Zumari Force Projection Caldari State
21
|
Posted - 2013.07.02 23:32:00 -
[113] - Quote
Terra Thesis wrote:You know what? I'm not here to argue that Gallente is OP or UP compared to Caldari or anything else. I certainly have no problem if you buff the hell out of Gallente or armor. I only came here to say that I felt Gallente currently played much better if you treated it as a skirmishy armor rep rather than an slow as balls EHP mini tank, and I'd rather any balance to reflect this difference in playstyle. Anything else I've said, I apologize and please allow me to retract.
But that's what the Minmatar is suppose to do . |
Promethius Franklin
DUST University Ivy League
28
|
Posted - 2013.07.02 23:32:00 -
[114] - Quote
Terra Thesis wrote:Yes, I'm saying reps work better in low DPS scenarios. The purpose of playing a skirmish style is to minimize incoming DPS by taking cover frequently and dragging out the combat window. This is literally saying you must be the better player in order for this to work. At first that may sound reasonable, but not when looking at equal players.The armor player always has to maintain the positional advantage to be an asset in battle. The shield player running buffer on the other had can have a higher flexibility of engagement and still be effective if things don't go as intended. The shield player has an easier time of fitting for mobility allowing him to do what the armor player has to do faster and more reliably. I'm not saying it can't be made to work, I'm saying you're still getting the short end of the stick.
Terra Thesis wrote:The key here is that shield users DON'T have better regen. You're forgetting again that armor dropsuits have a significant shield system as a baseline. Shield suits have slightly better regen if you only look at the shield system, but looking at the overall dropsuit, armor suits configured for reps have better overall regen. This means a shield suit can try to play the skirmish style, but they will be outlasted. It's not a hard counter by any means, but the advantage is definitely on the side of the suit that can rep up twice as fast. That baseline shield system is irrelevant as in the line of fire; regen is too slow to beat buffer. The period afterward in the short term only creates a a small niche advantage which is easily negated by a shield user fitting for regen. It can be done, but it usually isn't because that extra HP could be the difference between life and death when someone gets the drop on you, and you still have a good base regen in your primary layer. This combined with the relative difficulty of always being the hunter and never the hunted makes the style rather niche and high skill. 2 things that define something that isn't ballanced.
Terra Thesis wrote:Minmatar assault are shields, but logi is armor. Amarr suits are pretty evenly balanced between both systems. Minmatar's speed works well as a shield skirmish, but they don't have the EHP of the Caldari that everyone is comparing against. That's why people choose Caldari over Minmatar for stand-up brawling. Minmatar has less base HP than a Gallente suit. In my opinion, Minmatar and Gallente work the same way, fast and The Minmatar assault has all the other advantages allotted by shield based fitting, and since the can fit buffer they can have HP as well over a Gallente assault in the configuration you suggest. But the Gallente are not as fast as the Minmatar, the min can get to where they need to be faster and out potentially out of harms way sooner. The Gallente, on the other hand, have the speed of the Caldari. This is what makes the Caldari a good comparison for a mobility based role.
Terra Thesis wrote:You're absolutely right about mobility and the Cardiac Regulator (I hope you're not talking about the Kincat, I don't think that mod is useful for anyone except knifers). I am constantly running out of stam on my Gallente. Although, I think I should just train up for em and sacrifice that last repper - it's always a ***** to fit anyways. I think I still have a point, but it does put a dent in my numbers. The point here is that saying a niche combat scenario can be used, one which doesn't convey combat advantages in that scenario, and that the majority of the associated mods should be ignored, is not a good justification for saying the 2 systems are balanced. In fact it's evidence of the contrary. |
Promethius Franklin
DUST University Ivy League
28
|
Posted - 2013.07.02 23:36:00 -
[115] - Quote
Terra Thesis wrote:You know what? I'm not here to argue that Gallente is OP or UP compared to Caldari or anything else. I certainly have no problem if you buff the hell out of Gallente or armor. I only came here to say that I felt Gallente currently played much better if you treated it as a skirmishy armor rep rather than an slow as balls EHP mini tank, and I'd rather any balance to reflect this difference in playstyle. Anything else I've said, I apologize and please allow me to retract. Skirmishy is the focus of the minmatar, with it's lack of emphasis on tank and more on mobility. The goal of this kind of play is to avoid damage, not repair it. On the other hand we still have a Gallente suit witch falls behind counterparts for any application when armor tanked that doesn't have a logi glued to you for want of a decent full set of armor mods. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
332
|
Posted - 2013.07.02 23:38:00 -
[116] - Quote
Terra Thesis wrote:You know what? I'm not here to argue that Gallente is OP or UP compared to Caldari or anything else. I certainly have no problem if you buff the hell out of Gallente or armor. I only came here to say that I felt Gallente currently played much better if you treated it as a skirmishy armor rep rather than an slow as balls EHP mini tank, and I'd rather any balance to reflect this difference in playstyle. Anything else I've said, I apologize and please allow me to retract. But thats what I'm telling you, I've try rep tanking, its not a viable strategy. |
Terra Thesis
HDYLTA Defiant Legacy
287
|
Posted - 2013.07.03 00:05:00 -
[117] - Quote
Cody Sietz wrote:But thats what I'm telling you, I've try rep tanking, its not a viable strategy.
Okay. Well, at least you tried it. I guess we'll just have to keep playing our own ways. |
Kador Ouryon
Dead Six Initiative Lokun Listamenn
13
|
Posted - 2013.07.03 02:59:00 -
[118] - Quote
Terra Thesis wrote:Cody Sietz wrote:But thats what I'm telling you, I've try rep tanking, its not a viable strategy. Okay. Well, at least you tried it. I guess we'll just have to keep playing our own ways.
What you don't don't realise is that these are all tankers who know both sides of the argument, I was a Shield Tanker, Now I'm Armour, and soon I will be back to shields.... infact this is a shield alt.... my KDR sits higher than it ever has, comparatively the mobility of shield suits is by in large the second greatest factor behind the recharge.
I can outrun heavies and other shield tankers easily, re group and get back into the fight with full EHP. I could never do that on my armour taker because Im far too slow. |
Terra Thesis
HDYLTA Defiant Legacy
292
|
Posted - 2013.07.03 23:30:00 -
[119] - Quote
Kador Ouryon wrote:What you don't don't realise is that these are all tankers who know both sides of the argument
As am I. |
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