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ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:16:00 -
[1] - Quote
They are incredible.
my cal logi has 54hp/s recharge now with 3 extenders and 2 energizers. So glad they fixed the skill req cause now I have a 15% bonus to them
I think this is step 1 to making armor tanks viable again. With shields being about to recharge upwards of 60/s, they can now justify giving armor tankers ~20-30 per second through fittings.
I suspect we'll see armor reps and reactive plates get a boost as well as the introduction of a high slot module that will perform active repair. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:27:00 -
[2] - Quote
ladwar wrote:ZDub 303 wrote:They are incredible. my cal logi has 54hp/s recharge now with 3 extenders and 2 energizers. So glad they fixed the skill req cause now I have a 15% bonus to them I think this is step 1 to making armor tanks viable again. With shields being about to recharge upwards of 60/s, they can now justify giving armor tankers ~20-30 per second through fittings. I suspect we'll see armor reps and reactive plates get a boost as well as the introduction of a high slot module that will perform active repair. why? if it follows vehicles it go into the low slots.
who says we're gonna follow vehicles? aren't damage mods a low slot item for vehicles too?
thats most of what armor tanking is missing... some form of active self repair and something for them to put in high slots that affects armor.
also a change to the armor plate penalty but thats another topic. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:28:00 -
[3] - Quote
Daxxis KANNAH wrote:Yay - Cal Logi also doing shield recharge better than light frames
not really a fair comparison... a caldari scout with two energizers would probably blow my recharge rate away. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:35:00 -
[4] - Quote
Daxxis KANNAH wrote:ZDub 303 wrote:Daxxis KANNAH wrote:Yay - Cal Logi also doing shield recharge better than light frames not really a fair comparison... a caldari scout with two energizers would probably blow my recharge rate away. Well lets at least wait until we have one and see the slot config........ but remind me again how much shield HP you have?
In that layout, 3 extenders and 2 energizers, i have 471 shields on my proto build. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:36:00 -
[5] - Quote
Marston VC wrote:ZDub 303 wrote:They are incredible. my cal logi has 54hp/s recharge now with 3 extenders and 2 energizers. So glad they fixed the skill req cause now I have a 15% bonus to them I think this is step 1 to making armor tanks viable again. With shields being about to recharge upwards of 60/s, they can now justify giving armor tankers ~20-30 per second through fittings. I suspect we'll see armor reps and reactive plates get a boost as well as the introduction of a high slot module that will perform active repair. When have they ever been un-viable........
armor based dropsuits more competitive*? that sound better? |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 21:49:00 -
[6] - Quote
Daxxis KANNAH wrote:*paging Cosgar - That right there is a game design flaw.
It really isn't though... the TTK is not that high on a slow logi with 471 shields... shield tanking really isnt overpowered.
Armor tanking is just underpowered a lot. The numbers themselves are probably fairly close, but the speed penalty on armor plates is so bad.
If you gave extenders a penalty that increases profile (which will prob make more sense later once they have fixed EWAR).
You changed the armor plates to a flat... sta/sta recovery penalty (relatively minor... same with increased profile).
Then you have ferroscale plates a damage resistance component instead of being speed penalty-less...
tune the numbers slightly... and bam you've got two unique play styles and a fairly even playing field.
Add in an active armor rep high slot module and you're good to go. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 22:09:00 -
[7] - Quote
Daxxis KANNAH wrote:Zdub - I was looking at this from a scout point of view.
Could you tell me if you could also slap on 2-3 Kin cats and a cardiac reg if you can fit it what would your speed and stamina be?
I know your Armor is already above mine.
The fitting reqs on kin cats is really steep... i can toss it on just for kicks and let you know though... lets see..
3 comp extenders, 2 comp energizers, 3 comp kin cats, 1 comp cardiac reg, std locus nade, and 1 HK4M shotgun... no equipment
I could only fit this with electronics at 5 and engineering at 4. (currently at 4/4) fitting cost is 500 CPU and 95 PG.
471 shields / 94 armor move speed 4.7 sprint speed 9.18 248.74 sta and 25.96 recovery.
hope that helps.
swap a kin cat for a cpu upgrade and i can run proto nades, proto hives, and adv needle... with eng at 5. with 8.58 sprint speed. |
ZDub 303
TeamPlayers EoN.
578
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Posted - 2013.07.04 23:14:00 -
[8] - Quote
light and heavy suits both need more slots imo...
esp if hit detection gets fixed in the near future... scouts will be toast.
also... i dont think the shotgun logi fit will last forever.
They will eventually fix EWAR and probably add a profile penalty to shield extenders at which point shotgun scouts will be stealthy but lower hp and logi shotguns will be higher hp but not very stealthy. |
ZDub 303
TeamPlayers EoN.
580
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Posted - 2013.07.04 23:45:00 -
[9] - Quote
Cat Merc wrote:Really. Do you honestly think CCP will ever buff armor?
yes I do... as soon as they have the tech in place to fix racial bonuses I think they will rebalance armor against shields.
they just work sooooo sloooooow... |
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