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Cat Merc
Oculus Felis
1741
|
Posted - 2013.07.05 05:44:00 -
[1] - 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 |
Cat Merc
Oculus Felis
1741
|
Posted - 2013.07.05 05:55:00 -
[2] - 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. |
Cat Merc
Oculus Felis
1743
|
Posted - 2013.07.05 06:34:00 -
[3] - 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 -
[4] - 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. |
Cat Merc
Oculus Felis
1743
|
Posted - 2013.07.05 06:44:00 -
[5] - 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? |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:51:00 -
[6] - 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. |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:54:00 -
[7] - 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. |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:56:00 -
[8] - 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. |
Cat Merc
Oculus Felis
1744
|
Posted - 2013.07.05 06:58:00 -
[9] - Quote
Marston VC wrote: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. 66 * 1.35 (25% from the racial bonus + 10% from the skill) = 89.1 89.1 * 5 = 445.5. 445.5 + 262 base shields (with skill) = 707.5 shields. 707.5 + 150 armor = 857.5 armor. |
Cat Merc
Oculus Felis
1746
|
Posted - 2013.07.05 06:59:00 -
[10] - Quote
Cruor Abominare wrote: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. When nanohives are infinite then I will take your words seriously. |
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Cat Merc
Oculus Felis
1746
|
Posted - 2013.07.05 07:03:00 -
[11] - Quote
Marston VC wrote:Cat Merc 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.
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.[/quote]
hmmmm hmmmm....... yup your right! lol, i never said this suit was better then a caldari suit, but I will say that i can compete with one (which before the recently handed out respecs i wasn't able to do). The true glory of this suit comes with the triage nanohive increasing my reps to 88 hp/s. I mean that increases my survivability by A TON, but its hard to grasp. just how much of an advantage it is unless you've actually done it. Like i said, this suit is very reliant on the use of my equipment, and can be hard countered by explosives. But if i go 25-2 every match with 25-0 every once in a while..... the suit cant be that bad right??? And its not even like im hogging kills or anything, In squad play im a huge force multiplier. I mean..... i use the nanohives instead of reppers because they do the work for me, allowing me to shoot the bad guys. and the needle is amazing (especially now that its usable). Idk..... its not everyones style of play (and its mad expensive) but that's what its like with any proto suit really.[/quote]
I never said armor tanking isn't viable. I'm saying Caldari suits and shield tanking do it better, always. Heck even the developers themselves addmited it on a stream, there is currently no upside to armor tanking.
If nanohives were unlimited but had a recharge time, then we would be talking. |
Cat Merc
Oculus Felis
1747
|
Posted - 2013.07.05 07:11:00 -
[12] - Quote
Marston VC wrote:Cat Merc wrote:Cruor Abominare wrote: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. When nanohives are infinite then I will take your words seriously. Its actually a tactic used in EVE online in almost every fight...... i view the wykromi triage nanohive as an active armor repper. With good awareness im able to set up scenarios were ill still have an advantage in a 3 v 1 fight. Granted..... 9 times out of 10 im not fighting very good players, but when im 1 v 1 ing people i can tell whos good and who isn't (and you know what? i win most of those too......). Your right when you say 20 hp/s doesn't mean much in combat, but ill be damned if you think 88 hp/s doesn't..... i mean what do you think im doing??? standing still? i strafe just as much as anyone else. If the enemy takes the time to focus on my nanohive then that's just time spent not damaging me. If the enemy ignores the nanohive and procedes to try and "out-strafe" me, i just beat him out using sheer survivability. I mean jeez..... its not like im bending over and taking it lying down when i 1 v 1 people..... The suit isn't 100% of the reason im doing well :/ Active armor repairers follow you around, are unlimited and can't be destroyed. Also, I don't have to focus on your nanohive, I can focus on both, with one locus grenade. Really, 450 armor is nothing for a locus grenade, I tested with my friend a core locus grenade and it just obliderated 735 armor + 150 shields. |
Cat Merc
Oculus Felis
1750
|
Posted - 2013.07.05 07:25:00 -
[13] - Quote
Marston VC wrote:Syther Shadows wrote:Cat Merc wrote: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. can i get a flux grenade ? ^lol Scrambler rifles eat through shields by the way guys..... Scrambler rifle does 120/80. (shields/armor percentage) All explosives, and I mean ALL, do 70/135.
Flux grenades aren't that great considering locus grenades instantly kill you, while flux just damage you. Which is fine for shield tankers since all they have to do is take cover and let their powerful regen kick in. |
Cat Merc
Oculus Felis
1751
|
Posted - 2013.07.05 07:29:00 -
[14] - Quote
Glori Jinn wrote:I'm quite new to this whole discussion so please excuse any ignorance, but my observation is that all of these points and stats point at 1 vs. 1, in which case I think it's pretty hard to argue that armour is on a level playing field as shields, but wouldn't you normally expect an armour tanker to have a logi buddy nearby most of the time, significantly boosting that repair rate and therefore survivablility?
Presumably balancing is based on this (in tehory at least), given that a shield tanker has only himslef to rely on but in at least some (and I'd expect most) cases an armour tanker should be getting some support from a logi?
I appreciate that a lot of logi's don;t play their role correctly so this might not be the case in reality, but as a dedicated support logi myslef I can appreciate the theory behoind it.
Of course this is probably moot if the majority of logis out there don't even equip a repper but that would make me sad!
G Proto logi rep tool = 102hp/s. Standard assault rifle without any skills or damage mods = 430 DPS.
So a rookie assault > Proto Logi. >_> |
Cat Merc
Oculus Felis
1751
|
Posted - 2013.07.05 07:30:00 -
[15] - Quote
Killar-12 wrote:Marston VC wrote:Glori Jinn wrote:I'm quite new to this whole discussion so please excuse any ignorance, but my observation is that all of these points and stats point at 1 vs. 1, in which case I think it's pretty hard to argue that armour is on a level playing field as shields, but wouldn't you normally expect an armour tanker to have a logi buddy nearby most of the time, significantly boosting that repair rate and therefore survivablility?
Presumably balancing is based on this (in tehory at least), given that a shield tanker has only himslef to rely on but in at least some (and I'd expect most) cases an armour tanker should be getting some support from a logi?
I appreciate that a lot of logi's don;t play their role correctly so this might not be the case in reality, but as a dedicated support logi myslef I can appreciate the theory behoind it.
Of course this is probably moot if the majority of logis out there don't even equip a repper but that would make me sad!
G Please read the last three pages of thread and hopefully you'll understand why a logi is unnecessary in this case..... and also keep in mind that some people agree/disagree with my opinion of the suit so take that as you will. It's all a matter of combat doctrine regen vs pure HP tanking HP tanking in this game isn't viable. That is all. |
Cat Merc
Oculus Felis
1751
|
Posted - 2013.07.05 07:32:00 -
[16] - Quote
Marston VC wrote:Ok..... well i mean, in that argument the frag is guaranteed to kill instantly. But how does that work exactly?? Because ill let you know now that ill move away from a grenade if it wasn't cooked and just thrown at me. And if it is cooked that means the guy im fighting spent precious time cooking it and not shooting at me. Three seconds is more then enough time to drop somebody (or falling back out of his accurate throwing range). Sure its the same for fluxes too, but my suit specifically is based off "fast" regen. I mean, im repping passively as fast as the minmatar assault, only i don't have to wait.... period. Lol.... it took about three or four days of rage for me to learn but i like to think i have a 6th sense in regards to locus grenades now.... i mean i have too! considering the grenade indicator is still broken Yeah, I can by now predict when someone is going to throw a grenade lol |
Cat Merc
Oculus Felis
1751
|
Posted - 2013.07.05 07:34:00 -
[17] - Quote
Marston VC: Your fit is an example of playing to your strengths. But this is one strength, shields got a buttload more.
In the end all Caldari suits pretty much beat you in all situations. If both you and the Caldari have the same skill, Caldari wins.
Unless you sit on your destructible nanohive, in which case it depends on if the Caldari has a grenade ready. |
Cat Merc
Oculus Felis
1753
|
Posted - 2013.07.05 07:53:00 -
[18] - Quote
Marston VC wrote:Cat Merc wrote:Marston VC: Your fit is an example of playing to your strengths. But this is one strength, shields got a buttload more.
In the end all Caldari suits pretty much beat you in all situations. If both you and the Caldari have the same skill, Caldari wins.
Unless you sit on your destructible nanohive, in which case it depends on if the Caldari has a grenade ready. hmmmm i can agree with this! That is more then acceptable in my opinion. My best fight (and one of the few references i have in a 1v1 against a proto caldari was on day 1). I found him at a letter and he had the ishukone assault SMG. Crap you might say??? SMG = Armor tankings bane. We duked it out, i didn't have my hive, and he didn't have support so it was a 1 v 1. He beat me with 20 hp remaining, and i beat him later with slightly different circumstances giving me an edge. He was a very good player, as shown through the fight i had with him, and by the fact that he was at the top of his teams leaderboards at the end. That's one of like three 1 v 1 fights i can reference when fighting that suit specifically in a 1 v 1 and that's where i get a lot of my confidence from. Of course, its as you say, its much more difficult if he has a grenade ready to go, but that's why improvisation is a thing right? Still, this is a nice little debate we had huh? Did it make you sad when i admitted i was using a logi suit and not an assault suit? Not really. It's well known that logi suits are way better than assault suits, and there is not point to being an assault. Eventually CCP will fix logis being better assaults than assaults. Eventually. |
Cat Merc
Oculus Felis
1753
|
Posted - 2013.07.05 07:54:00 -
[19] - Quote
Marston VC wrote:Quote:Yup! That is true! unfortunately, the racial bonuses in eve make more sense then the racial bonuses in dust right now don't they?? True, very true... [/quote]
Yup Don't worry though, when they come out with a suit that's specifically meant for armor tanking ill take in with a warm embrace. For now.... the closest to a suit "meant" for armor tanking is the gallente logi. Its the only suit in the game with 5 low slots, and has a default armor regen of 5 hp/s. So in a way..... im still doing the very best i can do with armor tanking. I mean.... i don't think ive fought more then one person with a suit like mine, and when i saw that one person i was like "well sh*t this sucks to fight against" cuz we literally both threw nanohives down and just had an un-ending fight until my teammates arrived....[/quote] Actually, Gallente IS the suit that's speciffically meant for armor. CCP just suck at balancing :\ |
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