Pages: [1] 2 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Marston VC
SVER True Blood Public Disorder.
408
|
Posted - 2013.07.05 05:35:00 -
[1] - Quote
Ok so this is sort of a response to this thread here
The problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with.
As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space.
The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent.
In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now.
Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good.
But yeah..... that's armor tanking in a nutshell. |
AAA Hellcab
Theia Orpheum
5
|
Posted - 2013.07.05 05:43:00 -
[2] - Quote
U R poopoo head... I mean, well said. |
Cat Merc
Oculus Felis
1741
|
Posted - 2013.07.05 05:44:00 -
[3] - Quote
Marston VC wrote:Ok so this is sort of a response to this thread hereThe problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with. As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space. The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent. In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now. Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good. But yeah..... that's armor tanking in a nutshell. I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor?
Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed)
Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields.
You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders.
Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread |
Delta 749
Kestrel Reconnaissance
764
|
Posted - 2013.07.05 05:49:00 -
[4] - Quote
Nah man, hybrid tanking is where its at |
Tharak Meuridiar
The Empyrean Agency
109
|
Posted - 2013.07.05 05:54:00 -
[5] - Quote
What race/type of suit do you use? |
Cat Merc
Oculus Felis
1741
|
Posted - 2013.07.05 05:55:00 -
[6] - Quote
Delta 749 wrote:Nah man, hybrid tanking is where its at The strengths of both, the weaknesses of neit... Oh wait, shields have no weakness, nevermind. |
13th Clone
The Merc Net
5
|
Posted - 2013.07.05 05:59:00 -
[7] - Quote
Also not to sure if its just a glitch but putting a complex plate on then a ferro scale reduces the speed penalty try watching the base speed when you do and I'm gallente btw |
2100 Angels
The Southern Legion RISE of LEGION
151
|
Posted - 2013.07.05 06:04:00 -
[8] - Quote
Cat Merc wrote:I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor? Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed) Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields. You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders. Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread
Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
303
|
Posted - 2013.07.05 06:08:00 -
[9] - Quote
Cat Merc wrote:Marston VC wrote:Ok so this is sort of a response to this thread hereThe problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with. As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space. The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent. In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now. Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good. But yeah..... that's armor tanking in a nutshell. I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor? Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed) Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields. You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders. Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread
This I've been armour tanking since before Uprising and even with all of these goodies it makes jack all difference to how I armour tank.
Issue is that even if you do hit 450 EHP with 18.5 Armour Reps per sec then I can get 600+ EHP on the caldari equivalent with a base of 20+ Shield rep and that requires no mods what so ever, now tac on the fact I can no boost shield regen rate with energisers with no skill investment, then tac on the armour plates I can hit well over 680 EHP with better rep and regen than armour tankers.....
that means I have about 230 more EHP than you a faster regen rate, and I using the modules that make your tanking variant special to benefit the opposite type.
On this toon I can hit about 180 Shield and 391 Armour now and Im slowed to a crawl, essentially have no rep rate..... Im failing to see the balance at all. |
AAA Hellcab
Theia Orpheum
5
|
Posted - 2013.07.05 06:17:00 -
[10] - Quote
Um, I was kidding about that poopoo head line, I can't read. |
|
Marston VC
SVER True Blood Public Disorder.
409
|
Posted - 2013.07.05 06:20:00 -
[11] - Quote
Cat Merc wrote:Marston VC wrote:Ok so this is sort of a response to this thread hereThe problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with. As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space. The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent. In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now. Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good. But yeah..... that's armor tanking in a nutshell. I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor? Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed) Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields. You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders. Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread
I was vague simply because I didn't want to give you guys my fit....... lol, trust me the stats all check out. and walking speed doesn't mean anything with this suit simply because I rely on damage not speed. I made a whole differen't post about this fit anyway..... |
DUST Fiend
OSG Planetary Operations Covert Intervention
4417
|
Posted - 2013.07.05 06:21:00 -
[12] - Quote
I get both great amusement and sadness out of shield tanking this piece of crap Amarr heavy.....
CCP, please DO NOT release Gallente Heavies until you figure out what you want Armor to be.
|
Jason Punk
DUST University Ivy League
146
|
Posted - 2013.07.05 06:23:00 -
[13] - Quote
Great post
I still believe my Speed Tank is the stronger alternative though
If you can't handle that, there's always Honor Tanking of course. Different things work for different players and circumstances, ultimately. |
BuTtHuRtPEepZ
Raging Pack of Homos
39
|
Posted - 2013.07.05 06:30:00 -
[14] - Quote
I run amarr assault + scrambler and MAN, i am really REALLY scared of feroscale tanking gallentes |
Cat Merc
Oculus Felis
1743
|
Posted - 2013.07.05 06:34:00 -
[15] - Quote
Marston VC wrote:Cat Merc wrote:Marston VC wrote:Ok so this is sort of a response to this thread hereThe problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with. As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space. The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent. In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now. Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good. But yeah..... that's armor tanking in a nutshell. I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor? Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed) Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields. You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders. Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread I was vague simply because I didn't want to give you guys my fit....... lol, trust me the stats all check out. and walking speed doesn't mean anything with this suit simply because I rely on damage not speed. I made a whole differen't post about this fit anyway..... HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA Now seriously. Do you have any idea how fast people drop if you don't move/move slowly? Your 450 armor drop in less than a second assuming standard level AR and no skills or damage mods. If you have skills and damage mods, then good luck surviving being slow as ****.
Shield tankers do everything better, read the thread I linked. |
Cat Merc
Oculus Felis
1743
|
Posted - 2013.07.05 06:37:00 -
[16] - Quote
2100 Angels wrote:Cat Merc wrote:I call bullshit. Give me that fit, and your sprint/walk speed. Lets see, with 4 low slots, you use 3 complex armor repairers, that puts you at 18.75 armor rep speed if you have the skill at V. Then we add a complex plate, and including all the HP skills, that nets you 389 armor. How the hell are you getting 450 armor? Note that damage mods don't do jack **** if shield tankers strafe faster than we can turn. (Yes, plates reduce your turn speed) Also, all anti armor weaponry is more effective against armor than anti shield weaponry is against shields, so 450 armor < 450 shields. You should also note, shield tanks get an inherent 25hp/s regeneration. 25. And a SINGLE MODULE can bump it to the 40's. They also eventually get more than your 450 armor, simply because we need to use half our slots for armor repairers while they can just stack shield extenders. Further reading: https://forums.dust514.com/default.aspx?g=posts&t=87752&find=unread Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates Useless. 4 seconds is not that big of a deal. And they can reduce that further with shield regulators that go to LOW SLOTS. You should also keep in mind that the delay is bugged, it doesn't start from the last bullet that hits you, it starts from the first, so you can still regenerate under fire.
Note that getting 18hp/s of regeneration means you have almost no HP, I have no idea how he gets 450hp but even with a complex plate and max skills you get almost nothing. Usually armor tankers have around 10hp/s to 5hp/s, and shields have inherent 25hp/s. A single module can put that in the 40's. |
Marston VC
SVER True Blood Public Disorder.
409
|
Posted - 2013.07.05 06:42:00 -
[17] - Quote
Quote:This I've been armour tanking since before Uprising and even with all of these goodies it makes jack all difference to how I armour tank.
Issue is that even if you do hit 450 EHP with 18.5 Armour Reps per sec then I can get 600+ EHP on the caldari equivalent with a base of 20+ Shield rep and that requires no mods what so ever, now tac on the fact I can no boost shield regen rate with energisers with no skill investment, then tac on the armour plates I can hit well over 680 EHP with better rep and regen than armour tankers.....
that means I have about 230 more EHP than you a faster regen rate, and I using the modules that make your tanking variant special to benefit the opposite type.
On this toon I can hit about 180 Shield and 391 Armour now and Im slowed to a crawl, essentially have no rep rate..... Im failing to see the balance at all. [/quote]
Nonono I have 450 armor, NOT EHP. I have about 550 EHP, but that's only the face value statistic. Sure your caldari logi suit might have 100+ HP on me, but you don't have a proto nanohive repping you at 70 HP per second....... 70 + 18 = 88 which is about 4.5 times more then your 20 shield regen per second, AND my reps happen regardless of wether or not im taking damage. That's what puts me on (almost) equal footing with that suit..... and obviously that suit can always hard counter me by chucking a nade into my hives. However I don't usually get into fights where I cant put the hive in a semi-safe spot anyway so it works out alright. |
Cat Merc
Oculus Felis
1743
|
Posted - 2013.07.05 06:44:00 -
[18] - Quote
Marston VC wrote:Quote:This I've been armour tanking since before Uprising and even with all of these goodies it makes jack all difference to how I armour tank.
Issue is that even if you do hit 450 EHP with 18.5 Armour Reps per sec then I can get 600+ EHP on the caldari equivalent with a base of 20+ Shield rep and that requires no mods what so ever, now tac on the fact I can no boost shield regen rate with energisers with no skill investment, then tac on the armour plates I can hit well over 680 EHP with better rep and regen than armour tankers.....
that means I have about 230 more EHP than you a faster regen rate, and I using the modules that make your tanking variant special to benefit the opposite type.
On this toon I can hit about 180 Shield and 391 Armour now and Im slowed to a crawl, essentially have no rep rate..... Im failing to see the balance at all.
Nonono I have 450 armor, NOT EHP. I have about 550 EHP, but that's only the face value statistic. Sure your caldari logi suit might have 100+ HP on me, but you don't have a proto nanohive repping you at 70 HP per second....... 70 + 18 = 88 which is about 4.5 times more then your 20 shield regen per second, AND my reps happen regardless of wether or not im taking damage. That's what puts me on (almost) equal footing with that suit..... and obviously that suit can always hard counter me by chucking a nade into my hives. However I don't usually get into fights where I cant put the hive in a semi-safe spot anyway so it works out alright.[/quote] Are you using a logi suit? |
Marston VC
SVER True Blood Public Disorder.
409
|
Posted - 2013.07.05 06:47:00 -
[19] - Quote
Quote: Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates
Useless. 4 seconds is not that big of a deal. And they can reduce that further with shield regulators that go to LOW SLOTS. You should also keep in mind that the delay is bugged, it doesn't start from the last bullet that hits you, it starts from the first, so you can still regenerate under fire.
Note that getting 18hp/s of regeneration means you have almost no HP, I have no idea how he gets 450hp but even with a complex plate and max skills you get almost nothing. Usually armor tankers have around 10hp/s to 5hp/s, and shields have inherent 25hp/s. A single module can put that in the 40's.[/quote][/quote]
Alright cat, ill throw you a bone since your so determined. I use the gallente logi suit as my main suit. 3 highs, 4 meds, 5 lows. I get a 25% reduction to CPU and PG usage on all equipment used. Now..... knowing that can you please re-evaluate the legitimacy of my claims??? Because im looking at my fitting screen now and what ive said (off memory) is pretty much accurate (give or take 10 Hp).
Furthermore, 18 hp is my default passive gain (17.5 hp exact). The 1 v 3 fights I spoke about are almost always with the assistance of my proto triage nanohive (+70 hp/s while in the bubble which is MASSIVE btw......). That adds up to 88 hp/s with zero delay (1 second technically). So yeah! I want to see if you can figure out my high and low slot configuration.
I use the carthum assault scrambler rifle as my main, and the allotech stable nanohive, proto nanite injector, proto gauged nanohive, and proto triage nanohive. |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
|
Posted - 2013.07.05 06:48:00 -
[20] - Quote
Marston VC wrote:Quote:This I've been armour tanking since before Uprising and even with all of these goodies it makes jack all difference to how I armour tank.
Issue is that even if you do hit 450 EHP with 18.5 Armour Reps per sec then I can get 600+ EHP on the caldari equivalent with a base of 20+ Shield rep and that requires no mods what so ever, now tac on the fact I can no boost shield regen rate with energisers with no skill investment, then tac on the armour plates I can hit well over 680 EHP with better rep and regen than armour tankers.....
that means I have about 230 more EHP than you a faster regen rate, and I using the modules that make your tanking variant special to benefit the opposite type.
On this toon I can hit about 180 Shield and 391 Armour now and Im slowed to a crawl, essentially have no rep rate..... Im failing to see the balance at all. Nonono I have 450 armor, NOT EHP. I have about 550 EHP, but that's only the face value statistic. Sure your caldari logi suit might have 100+ HP on me, but you don't have a proto nanohive repping you at 70 HP per second....... 70 + 18 = 88 which is about 4.5 times more then your 20 shield regen per second, AND my reps happen regardless of wether or not im taking damage. That's what puts me on (almost) equal footing with that suit..... and obviously that suit can always hard counter me by chucking a nade into my hives. However I don't usually get into fights where I cant put the hive in a semi-safe spot anyway so it works out alright. no a Cal Logi has 750 Shields and +100 armor so you are beat by 300 hp also armor is slower.
Here are ... Ideal Modes of Tanking
Armor Tanking = able to do good in one large engagement but suffers at multiple engagements, Brawler High HP, Low Regen, Slow
Shield Tanker = able to do well in small engagements and can recover quickly Low HP, High Regen, Easy to detect with Scanning
Speed Tanker = able to avoid engagements/bullets and takes little damage from engagements but can't be involved in large engagements best paired with shield/repper tanking Must be paired with another type of tanking preferably shield but if Ferro plates are fixed then Armor too lowers Health but lowers amounts of bullets that actuallty hit the target
Damage Mod Tanking = able to end engagements quicker but can't take as much damage Must be paired with another type of tanking preferably Armor but shields can be fitted easily.
Brick/Dual tanker = allows to stay in combat longer but takes longer to return to combat Sub-type of Armor/Shields more raw HP less Regen
Regen Tanker = allows quicker re-entry into combat but reduces time in combat Sub-type of Armor/Shields less raw HP more Regen
just increase armor plate HP by x2 and reduce the speed penalty on complex armor plates to 7% to have a consistant interval of speed reduction. |
|
Marston VC
SVER True Blood Public Disorder.
409
|
Posted - 2013.07.05 06:51:00 -
[21] - Quote
Quote:I was vague simply because I didn't want to give you guys my fit....... lol, trust me the stats all check out. and walking speed doesn't mean anything with this suit simply because I rely on damage not speed. I made a whole differen't post about this fit anyway..... HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA Now seriously. Do you have any idea how fast people drop if you don't move/move slowly? Your 450 armor drop in less than a second assuming standard level AR and no skills or damage mods. If you have skills and damage mods, then good luck surviving being slow as ****.
Shield tankers do everything better, read the thread I linked.[/quote][/quote]
I have a 9% speed reduction in total, part of which is countered by my biotics skill. As far as strafing goes..... I can ASSURE YOU that its more then sufficient in 95% of the 1 v 1 fights ive come into. Hell I got a message from a sniper today saying I was hard to hit..... honestly I think people get more messed up from the random movement then to how fast im moving back and forth, you just got to know how to do it right is all. |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:51:00 -
[22] - Quote
Marston VC wrote:Quote: Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates
Useless. 4 seconds is not that big of a deal. And they can reduce that further with shield regulators that go to LOW SLOTS. You should also keep in mind that the delay is bugged, it doesn't start from the last bullet that hits you, it starts from the first, so you can still regenerate under fire. Note that getting 18hp/s of regeneration means you have almost no HP, I have no idea how he gets 450hp but even with a complex plate and max skills you get almost nothing. Usually armor tankers have around 10hp/s to 5hp/s, and shields have inherent 25hp/s. A single module can put that in the 40's. [/quote]
Alright cat, ill throw you a bone since your so determined. I use the gallente logi suit as my main suit. 3 highs, 4 meds, 5 lows. I get a 25% reduction to CPU and PG usage on all equipment used. Now..... knowing that can you please re-evaluate the legitimacy of my claims??? Because im looking at my fitting screen now and what ive said (off memory) is pretty much accurate (give or take 10 Hp).
Furthermore, 18 hp is my default passive gain (17.5 hp exact). The 1 v 3 fights I spoke about are almost always with the assistance of my proto triage nanohive (+70 hp/s while in the bubble which is MASSIVE btw......). That adds up to 88 hp/s with zero delay (1 second technically). So yeah! I want to see if you can figure out my high and low slot configuration.
I use the carthum assault scrambler rifle as my main, and the allotech stable nanohive, proto nanite injector, proto gauged nanohive, and proto triage nanohive.[/quote]
Sigh, and that's why your claims have no legitemacy until you share it. Now that I know it's a logi I can say this is legit. 2x Complex repairers probably and then 5hp/s from the logi suit itself. The armor HP comes from any number of combinations. I could probably track it down if I really wanted to, but I don't feel like doing it right now. However, your eHP would still be less than a caldari logi, and someone did the math a while ago, 1 extender > 1 damage mod. And don't forget that damage mods have stacking penalties. |
GET ATMESON
NEW AGE EMPIRE The Family Syndicate
7
|
Posted - 2013.07.05 06:52:00 -
[23] - Quote
Marston VC wrote:Ok so this is sort of a response to this thread hereThe problem here is that people look at armor tanking the wrong way..... and so im going to try and explain how this all works. To start.... will begin with the introduction of the new armor plates. People like me who do armor tank were looking forward to these new additions because of what they could potentially provide. However, to many peoples disappointment they weren't as "good" as was previously hoped. People were expecting these plates to make armor tanking "really good, and viable" but in truth... armor tanking was already viable to begin with. As for the new plates and their seemingly "gimped" stats. I look at them likes this...... The new armor plates are, in my opinion, plates that are geared to making shield tanking even stronger. The reactive plates are amazing for shield suits because you can fit one reactive plate on, get some bonus hp AND have armor regen. This would be especially useful for the minmatar assault because of its base 1 armor hp/s repair it has on default. Basically the reactive plates are like having Two semi-gimped modules that fit into 1 module slot, and when you consider that most shield tanking suits only have 2-3 low slots, these plates are actually pretty useful in conserving space. The ferroscale plates are sort of half and half in my eyes...... Its basically a slightly gimped version of the shield extenders. No movement penalties for the cost of reduced total hp overall. Which is fine in my opinion. If I wanted to I could peel off about 100 hp and run just about as fast as a caldari suit, but I simply wont because I like having more upfront HP. As for this plates role in shield tanking...... imagine what the caldari logi will be like now! Most of them already used a method called "brick tanking" (maximum shields and armor) but now that they can shed off the old plates with nice mobile ones there going to be, in my eyes, even more potent. In conclusion about the new plates..... I consider them supplementary sets for shield tanking (giving the shield tanker just a bit more hp) REAL armor tankers will most likely stick with the already established plates and ill get into that now. Armor tanking is totally viable in the current game build. My main battle suit nets 450 HP with 18 armor repair per second. In addition to this, I use damage mods, and triage nanohives. The damage mods give me an absurd advantage over any shield tanker, and my triage nanohive literally lets me win 3 v 1 fights. The only exception to these fights is if the other side is using either A.) grenade spam, or B.) flaylock spam. However im not complaining...... explosives are the hard counter to armor tanking after all. But yeah..... in summary I have a 450 armor suit that at max potential is repping almost 90 armor per second, doing far more damage then most other suits, and having about as much hp as any well tanked ADV suit (and most proto suits). The only suits I ever lose to these days are heavy suits, and proto caldari logi suits. I lose to heavies because I get cocky and try to take them on 1 v 1. Then they end up using a burst HMG, or a boundless HMG and I just lose cuz its too much DPS. The caldari logi is just...... its a beasty suit if its fitted properly. Very difficult to fight against if the player behind it is at-least semi-good. But yeah..... that's armor tanking in a nutshell.
Try reading this sir and find out https://forums.dust514.com/default.aspx?g=posts&find=unread&t=87752 |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:54:00 -
[24] - Quote
I'll say this: Armor tanking is VIABLE. But it's pointless because SHIELD TANKING DOES EVERYTHING BETTER.
So stop showing me your amazing fits, because I've seen it all already, nothing impressed me when comparing to shield suits. |
Killar-12
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
|
Posted - 2013.07.05 06:54:00 -
[25] - Quote
Marston VC wrote:Quote: Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates
Useless. 4 seconds is not that big of a deal. And they can reduce that further with shield regulators that go to LOW SLOTS. You should also keep in mind that the delay is bugged, it doesn't start from the last bullet that hits you, it starts from the first, so you can still regenerate under fire. Note that getting 18hp/s of regeneration means you have almost no HP, I have no idea how he gets 450hp but even with a complex plate and max skills you get almost nothing. Usually armor tankers have around 10hp/s to 5hp/s, and shields have inherent 25hp/s. A single module can put that in the 40's. [/quote]
Alright cat, ill throw you a bone since your so determined. I use the gallente logi suit as my main suit. 3 highs, 4 meds, 5 lows. I get a 25% reduction to CPU and PG usage on all equipment used. Now..... knowing that can you please re-evaluate the legitimacy of my claims??? Because im looking at my fitting screen now and what ive said (off memory) is pretty much accurate (give or take 10 Hp).
Furthermore, 18 hp is my default passive gain (17.5 hp exact). The 1 v 3 fights I spoke about are almost always with the assistance of my proto triage nanohive (+70 hp/s while in the bubble which is MASSIVE btw......). That adds up to 88 hp/s with zero delay (1 second technically). So yeah! I want to see if you can figure out my high and low slot configuration.
I use the carthum assault scrambler rifle as my main, and the allotech stable nanohive, proto nanite injector, proto gauged nanohive, and proto triage nanohive.[/quote] you know that a Flux Nade or MD can take out that nanohive easily. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
372
|
Posted - 2013.07.05 06:55:00 -
[26] - Quote
FS plates are not as bad as people make them out to be. They could use a bit of a cpu/pg adjustment or a slight hp increase (really slight)
Reactive plates seem a bit fudged, I dont know if its intentional that the repair stats doesn't effect reactive plates but its kind of sucky that it doesn't.
Overall, they give a nice small boost to my scout and are really not useful for my gallente assault since they use a bit too much cpu/pg.
But yeah, your right about them being a nice pad for non armour tankers. |
Marston VC
SVER True Blood Public Disorder.
409
|
Posted - 2013.07.05 06:56:00 -
[27] - Quote
Killar-12 wrote:Marston VC wrote:Quote:This I've been armour tanking since before Uprising and even with all of these goodies it makes jack all difference to how I armour tank.
Issue is that even if you do hit 450 EHP with 18.5 Armour Reps per sec then I can get 600+ EHP on the caldari equivalent with a base of 20+ Shield rep and that requires no mods what so ever, now tac on the fact I can no boost shield regen rate with energisers with no skill investment, then tac on the armour plates I can hit well over 680 EHP with better rep and regen than armour tankers.....
that means I have about 230 more EHP than you a faster regen rate, and I using the modules that make your tanking variant special to benefit the opposite type.
On this toon I can hit about 180 Shield and 391 Armour now and Im slowed to a crawl, essentially have no rep rate..... Im failing to see the balance at all. Nonono I have 450 armor, NOT EHP. I have about 550 EHP, but that's only the face value statistic. Sure your caldari logi suit might have 100+ HP on me, but you don't have a proto nanohive repping you at 70 HP per second....... 70 + 18 = 88 which is about 4.5 times more then your 20 shield regen per second, AND my reps happen regardless of wether or not im taking damage. That's what puts me on (almost) equal footing with that suit..... and obviously that suit can always hard counter me by chucking a nade into my hives. However I don't usually get into fights where I cant put the hive in a semi-safe spot anyway so it works out alright. no a Cal Logi has 750 Shields and +100 armor so you are beat by 300 hp also armor is slower. Here are ... Ideal Modes of Tanking Armor Tanking = able to do good in one large engagement but suffers at multiple engagements, Brawler High HP, Low Regen, Slow Shield Tanker = able to do well in small engagements and can recover quickly Low HP, High Regen, Easy to detect with Scanning Speed Tanker = able to avoid engagements/bullets and takes little damage from engagements but can't be involved in large engagements best paired with shield/repper tanking Must be paired with another type of tanking preferably shield but if Ferro plates are fixed then Armor too lowers Health but lowers amounts of bullets that actuallty hit the target Damage Mod Tanking = able to end engagements quicker but can't take as much damage Must be paired with another type of tanking preferably Armor but shields can be fitted easily. Brick/Dual tanker = allows to stay in combat longer but takes longer to return to combat Sub-type of Armor/Shields more raw HP less Regen Regen Tanker = allows quicker re-entry into combat but reduces time in combat Sub-type of Armor/Shields less raw HP more Regen just increase armor plate HP by x2 and reduce the speed penalty on complex armor plates to 7% to have a consistant interval of speed reduction.
umm WRONG I just did the math after looking at all the relative stats. The absolute most shield HP a caldari logi can have is 670.5 NOT 750........ come on man that's like a reverse heavy, think about what your saying. so yeah...... EHP still = 100 more then me. Though it technically I could edge a little more on if I crammed complex plates on my suit with shield extenders..... but that's just dumb. |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:56:00 -
[28] - Quote
Killar-12 wrote:Marston VC wrote:Quote: Keep in mind that shield tankers have a base delay before they start their regen, while armour tanking regens constantly. I can definitely see how 18 hp/s regen even while getting fired at is beneficial. as to the 18 hp/s, if he's running a logi suit he gets an inbuilt 5 hp/s and 4 or 5 low slots, opening the possibility of 2 complex reps and 2 plates
Useless. 4 seconds is not that big of a deal. And they can reduce that further with shield regulators that go to LOW SLOTS. You should also keep in mind that the delay is bugged, it doesn't start from the last bullet that hits you, it starts from the first, so you can still regenerate under fire. Note that getting 18hp/s of regeneration means you have almost no HP, I have no idea how he gets 450hp but even with a complex plate and max skills you get almost nothing. Usually armor tankers have around 10hp/s to 5hp/s, and shields have inherent 25hp/s. A single module can put that in the 40's.
Alright cat, ill throw you a bone since your so determined. I use the gallente logi suit as my main suit. 3 highs, 4 meds, 5 lows. I get a 25% reduction to CPU and PG usage on all equipment used. Now..... knowing that can you please re-evaluate the legitimacy of my claims??? Because im looking at my fitting screen now and what ive said (off memory) is pretty much accurate (give or take 10 Hp).
Furthermore, 18 hp is my default passive gain (17.5 hp exact). The 1 v 3 fights I spoke about are almost always with the assistance of my proto triage nanohive (+70 hp/s while in the bubble which is MASSIVE btw......). That adds up to 88 hp/s with zero delay (1 second technically). So yeah! I want to see if you can figure out my high and low slot configuration.
I use the carthum assault scrambler rifle as my main, and the allotech stable nanohive, proto nanite injector, proto gauged nanohive, and proto triage nanohive.[/quote] you know that a Flux Nade or MD can take out that nanohive easily.[/quote] Yes, which is why I ignore it. There are too many downsides to that thing for it to really be worthwhile. In fact, whenever I see a nanohive and proto gallente over it, I assume that it's a triage nanohive and just throw a nade to destroy it. |
Cruor Abominare
Horizons' Edge Orion Empire
91
|
Posted - 2013.07.05 06:57:00 -
[29] - Quote
ITT: people argue over to best fail fit suits. In the grand scheme of things 20hps is moot whether it's armor or shields. Guns average over 500 dps in this game and medium suits tend to be sub 900 hp brick fit. Yours basically halving that trying to active armor tank. You want hp back in-between fights? then live long enough to pop a hive with reps, they'll dwarf **** reps anyways.
There's two ways to live under fire, kill the other sob before he kills you or avoid getting hit via mobility/cover. Everything else is a pipe dream. |
Imp Smash
Seraphim Auxiliaries CRONOS.
148
|
Posted - 2013.07.05 06:58:00 -
[30] - Quote
So the ops explanation how armor tanking is good is by saying how it makes for better shield tanking? Errrr..... |
|
|
|
|
Pages: [1] 2 3 4 :: one page |
First page | Previous page | Next page | Last page |