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Exmaple Core
Hellstorm Inc League of Infamy
494
|
Posted - 2013.07.10 02:24:00 -
[1] - Quote
Shield tanks are disgustingly underpowered this build, the distance between these two tanks are too much to even consider going sheild tanks. for Exmaple, i have 15.5 million SP into sheild tanks and have literally everything maxed out that matters. With a scattered neutron blaster and 2 damage mods on my gunlogi i can not deal damage to a well fit madruger, between its resistance and armor rep they recover HP faster than i hurt them. For ppl who do not know what im packing, im doing the maximum possible damage on a gunlogi for Uprising. A madruger can rep through this.
Almost the same can be said for a Falshion with proto missles and HAV lv3 vs the same madruger fit. Dispite missles being the weapon that is meant to defeat armor tanks, the well fit madruger wins every single time, a standard tank. Tho they cannot rep through the damage they do not go past half armor.
Additonally, my falshion with a compressed partical cannon, 2 damage mods and an active heat sink can not win a rail shoot out with a standard madruger, they are more manuverable, resist more damage, and dish out more damage. There is litterally nothing i can do to armor tanks at all, and my tank is maxed out entirely.
So, as stated, the promblem is armor tanks are better than sheild tanks in every conceivable way that a tank needs to be. Has more HP, reps longer for more HP, resist more damage, does more damage, has a longer range and is more manuverable/faster. theres well, nothing left for sheild tanks. Their garbage.
We need to buff the shield tank in a way that will still leave both tanks their own unique vehicals and they need to be even.
We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
With the natural resistances of a shield tank, making their hardeners on par with armor tanks would be unfair, they should not have a 15 sec cool down and 60 sec duration like the armor tanks do. however they do need to be improved, right now they are garbage. Say lasts for 30 seconds and 30 second cooldown. Straight up half as effective.
however, passive resist is supposed to be most effective on shield tanks but again, armor tanks can do it just as well. So make the shield passive resist resist for 5% more or remove the stacking penaltys. Ethire works.
The reps are sooooooooo unfair! the best armor rep repairs about 7500 HP total over the course of 15 seconds while the shield anks reps about 2500 HP in 5 seconds. very significant difference, the armor tank is 3 times more effective. Can we make the shield tanks rep at least half as competent? Seriously, being half as effective would be nice, no troll.
Tottal HP seems fair were its at noww. Its reasonable considering one regens and the other doesent. However, shield tanks natural rep is alittle too slow. instead of 23/hps it should be like 35 to make it feel like there are times were you dont have to use your rep. Right now the natural rep just dosent help
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Exmaple Core
Hellstorm Inc League of Infamy
494
|
Posted - 2013.07.10 02:46:00 -
[2] - Quote
Vyzion Eyri wrote:Are all you tankers talking about tank vs. tank, in a 1v1 situation?
I'd like the point of view of tankers who have (semi-)dedicated tank crews who stick with the tank with repair tools and AV weapons to add their voices to this.
A shield tank's slightly higher speed could close gaps between armour tanks allowing for the crew to pop out, lob AV nades and fire swarms, then hop back in to use the small turrets, before a shield hardener even runs out.
I've also tried using my dropship to keep an armour tank's shields up with a transporter, and it nullifies quite a bit of swarm damage (until they decide to take me out instead of the tank).
I really disagree that tanks should be balanced in pilot v. pilot situations, with no other people around. It's a team game, no? Mercenaries or not, the blues are fighting for the same contract that you are.
-Perspective of a logibro and dropship pilot. I've got an alt that has 3 mill SP into tanking, that's as far as I've gone down that road.
Yes, one V one situations. tanks need to be balanced for 1v1 because that also effects times when ppl intervine. For Exmaple: What if the stronger tank recives help against the unbalanced, weaker tank? The stronger, OP tank wins. What happens when both tanks have help? the stronger, OP tank wins. What happens when the weaker, UP tank fights the stronger, OP tank? the OP tank still usally wins unless the UP tank gets a significant amount of help, wich will pull waaay too many ppl to deal with one tank. Kinda ruins everything. What happens when one tank is OP adn the other is UP? the OP tank wins 100% of the time and no one wants to play shield tanks. like what is happening now. |
Exmaple Core
Hellstorm Inc League of Infamy
494
|
Posted - 2013.07.10 02:47:00 -
[3] - Quote
Cosgar wrote:Passive shield tanking needs to become viable on vehicles.
I agree, and it should be done on shield tanks and not armor tanks. Vice versa for active tanking, like it is now |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 02:54:00 -
[4] - Quote
Dr Allopathy wrote:Tanks do not need to be balanced 1v1.
If everything was balanced 1v1 (shield vs armor, different weapons etc) then there would be no need for tactics ingame. Point and shoot like everyone else.
Stop the QQ. You guys move way too fast anyway. It's only when you're not paying attention (which you shouldn't be doing) that you get blown up.
lol who are you? get out of here you dont know what your talking about. The core mechanics need to be balanced, right now its not balanced for tanks and armor tanks always win. In battles it will never, ever be balanced because ppl do not have the same amount of skill points. If both tanks are balanced than it will fall to who is the better tanker (who has the most SP, best tactica and fit) as opposed to what it is now. Now its i have a 10 mill SP armor tank vs your 15.5 mill SP sheild tank so i win. That, takes no tactica, just poor game mechanics and balancing. Stop being stupid and stfu, pay attention |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:03:00 -
[5] - Quote
Cosgar wrote:Exmaple Core wrote:Cosgar wrote:Passive shield tanking needs to become viable on vehicles. I agree, and it should be done on shield tanks and not armor tanks. Vice versa for active tanking, like it is now They could really take some stuff from infantry shield tanking and apply it to armor and it would be a major fix. Armor is in a good place, it's the shield tanks that need help. Un-nerfing vehicle PG and fixing the engineering skill bug would help with tank vs infantry as a whole.
this thread is about tanks vs tanks not tanks vs infaintry. PG bonuses would help both tanks and wouldent change anything. Would just make them better tanks overall, wich would be nice |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:04:00 -
[6] - Quote
Cody Sietz wrote:Another way to truly fix vehicles is to make mods that only fit to certain vehicles.
Tanks would get there own set of mods, so would dropships and lavs.
Why? So CCP can adjust mods and cpu/pg usage accordingly.
No more fixing a module and trying to balance for one vehicle, therefore breaking it for another.
This is about shield tanks vs armor tanks, were not worried about fixing vehicals as a whole. thanks |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:13:00 -
[7] - Quote
Exmaple Core wrote:Shield tanks are disgustingly underpowered this build, the distance between these two tanks are too much to even consider going sheild tanks. for Exmaple, i have 15.5 million SP into sheild tanks and have literally everything maxed out that matters. With a scattered neutron blaster and 2 damage mods on my gunlogi i can not deal damage to a well fit madruger, between its resistance and armor rep they recover HP faster than i hurt them. For ppl who do not know what im packing, im doing the maximum possible damage on a gunlogi for Uprising. A madruger can rep through this.
Almost the same can be said for a Falshion with proto missles and HAV lv3 vs the same madruger fit. Dispite missles being the weapon that is meant to defeat armor tanks, the well fit madruger wins every single time, a standard tank. Tho they cannot rep through the damage they do not go past half armor.
Additonally, my falshion with a compressed partical cannon, 2 damage mods and an active heat sink can not win a rail shoot out with a standard madruger, they are more manuverable, resist more damage, and dish out more damage. There is litterally nothing i can do to armor tanks at all, and my tank is maxed out entirely.
So, as stated, the promblem is armor tanks are better than sheild tanks in every conceivable way that a tank needs to be. Has more HP, reps longer for more HP, resist more damage, does more damage, has a longer range and is more manuverable/faster. theres well, nothing left for sheild tanks. Their garbage.
We need to buff the shield tank in a way that will still leave both tanks their own unique vehicals and they need to be even.
We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
With the natural resistances of a shield tank, making their hardeners on par with armor tanks would be unfair, they should not have a 15 sec cool down and 60 sec duration like the armor tanks do. however they do need to be improved, right now they are garbage. Say lasts for 30 seconds and 30 second cooldown. Straight up half as effective.
however, passive resist is supposed to be most effective on shield tanks but again, armor tanks can do it just as well. So make the shield passive resist resist for 5% more or remove the stacking penaltys. Ethire works.
The reps are sooooooooo unfair! the best armor rep repairs about 7500 HP total over the course of 15 seconds while the shield anks reps about 2500 HP in 5 seconds. very significant difference, the armor tank is 3 times more effective. Can we make the shield tanks rep at least half as competent? Seriously, being half as effective would be nice, no troll.
Tottal HP seems fair were its at noww. Its reasonable considering one regens and the other doesent. However, shield tanks natural rep is alittle too slow. instead of 23/hps it should be like 35 to make it feel like there are times were you dont have to use your rep. Right now the natural rep just dosent help
whatchya guys think? |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:34:00 -
[8] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: Yes, one V one situations. tanks need to be balanced for 1v1 because that also effects times when ppl intervine. For Exmaple: What if the stronger tank recives help against the unbalanced, weaker tank? The stronger, OP tank wins. What happens when both tanks have help? the stronger, OP tank wins. What happens when the weaker, UP tank fights the stronger, OP tank? the OP tank still usally wins unless the UP tank gets a significant amount of help, wich will pull waaay too many ppl to deal with one tank. Kinda ruins everything. What happens when one tank is OP adn the other is UP? the OP tank wins 100% of the time and no one wants to play shield tanks. like what is happening now.
If shield tanks were balanced against armour tanks, then how balanced would they be against infantry AV? Lets assume AV isn't taken into account. Oh wait, there aren't just tankers in every single bloody game, and yes, there will be AV present. I used to say the best tankers know the map, know the escape routes, know the flanking routes, and know how to get their tanks to those routes, and know their tank's limits. Well, lets expand on that. The best tankers know how to take advantage of the fact that THEY ARE NOT THE ONLY ONES ON THE BATTLEFIELD. Your team is there, and they want points too. A shield blaster tank with 1 extra gunner who has 3 AV grenades can deal more damage than an armour tank with the same blaster and no gunners. A shield blaster tank with 2 extra gunners with 6 AV grenades and 1 swarm launcher can deal MUCH more damage than an armour tank with the same blaster and 1 gunner with 3 AV nades. An armour blaster tank with 2 extra gunners and 6 AV grenades can stomp a shield tank, ONLY if the shield tank lets the armour tank get close enough. And if the shield tank has a gunner who is willing to hop out, throw AV grenades and generally distract the armour tank as the shield tank uses his superior mobility to make haste for the hills, then the shield tank survives.
"I used to say the best tankers know the map, know the escape routes, know the flanking routes, and know how to get their tanks to those routes, and know their tank's limits." well,if this is true then a tanker can find a way to get the enemy tank on a 1v1, or 1v1 him by chance cuz they met on the roads or on a clearing in the infaintry war in witch they do not interfere (both of these happen quiet often) or are fighting each other across the map in a rail fight. it is very common for tanks to 1v1, just as common as other ppl intervine. I would know, i am a tanker. Also, tanks 1v1 veryy often in PC, not all the time but alot of the time in PC tanks single handly pull the AV for their team. If your tank can not do the AV because of the balancing issiues than your PC plans change.
And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:35:00 -
[9] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere.
So are you disagreeing and say it is better for the balance of the game that armor tanks remain faster than shield tanks? |
Exmaple Core
Hellstorm Inc League of Infamy
499
|
Posted - 2013.07.10 03:59:00 -
[10] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote:Alpha 443-6732 wrote:Exmaple Core wrote: We can all agree that heavy armor is well, heavy and should slow you down. Shields are weightless and should not weigh anything. shields need to be faster. In eve, gallenete are second fastest and caldari are the slowest.... in space. Were weight and gravity dont matter. Now were on a planet and these things do matter, this only makes sence and helps balance the tanks. So make armor tanks slow again and shield tanks significantly faster.
You forget that although weight is eliminated in space, mass is preserved, and inertia and acceleration are derived from mass. Remember the formula f=ma (net force= mass x acceleration, or acceleration = net force/mass)? That applies everywhere. So are you disagreeing and say it is better for the balance of the game that armor tanks remain faster than shield tanks? Sorry, just edited post. I think caldari needs to be buffed but not in the area of speed (passive regen and long range weaponry maybe). I think minmatar will fill that role instead. very fair point. Though it makes sence, were not getting long range weaponry or minmitar tanks for months, prolly even an entire year. going back to what the OP said, we shouldent have to wait another year for this to get fixed. needs to be fixed now |
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Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:51:00 -
[11] - Quote
Beld Errmon wrote:Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP. if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire.
pretty much |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:56:00 -
[12] - Quote
Xocoyol Zaraoul wrote:Beld Errmon wrote: if both tanks have proto AV crews both will die, 1 rail slug and 2 volleys of protoswarm = any tank dead... well maybe some will come out of that on fire. I will come out of that without a lick of flame. My shields EHP are about 9000, and your swarms are going to do -20% anyways to me due to being explosive.
Proto swarms to attack the armor tank and proto forge to attack the sheild tank. there, their both dead |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 06:59:00 -
[13] - Quote
Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP.
Okay give the shield tank 2 cycled missle launchers and give the armor tank 2 rails and its pretty even, if anything an advantage for the armor tank cuz shield tanks dont have the resist, EHP, or rep that armor tanks do |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 07:02:00 -
[14] - Quote
Xocoyol Zaraoul wrote:Exmaple Core wrote:Proto swarms to attack the armor tank and proto forge to attack the sheild tank. there, their both dead Now you're talking, though better yet a pair of forge-gunners since forge-guns do ridiculous damage at the higher tiers anyways, even with the -10% against shields a proto-forge will leave a whopping dent and they kill Madrugars just fine.
none of this matters.... were talking about 1v1 not squad v squad. the only hypotheticals we should be talking about are the pilot suits. the armor tanks could use ethire allente or mini suits cuz it will work for them but the shield tanks will only be useful using the mini suit, wich doesent help the caldari tank survive at all |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:23:00 -
[15] - Quote
Garrett Blacknova wrote:Vyzion Eyri wrote:Exmaple Core wrote: And okay? hypithetical situations? yes, it is obvious ppl get in the way of things, cool whatever i can make hypthical situations and have a debate too, ppl who gang up on each other win woooooo yeah doesent matter, balance the tanks out so everyone doesent run armor tanks exclusively (like they are now) and the armor tanks dont wreck face 100% the time when they verse the nerfed tank (like they do now) and give ppl reason to spec into a variety of vehicals (wich there is not any now). This thread is about balancing these 2 tanks, not about who gang bangs who the hardest
Yes but no tanker here has specifically spoken about their experiences with a tank crew. Which tank comes out victorious when the majority of AV deals more damage to armour, and both tanks have a 3-man crew? Have there been any tests into this? Here's another hypothetical situation. If we don't check out 3v3 shield vs. armour scenarios, and in actual fact shields survive for longer, and we balance shields and armour for 1v1, then suddenly shields are OP. Voice of someone who's had a fully-crewed shield tank vs. fully-crewed armour tank fight. To be more precise, all-Missile Gunnlogi (so perfect for anti-Armour) against a Blaster Madrugar with Small Missile Turrets (so not as perfectly anti-Shield), the Madrugar had taken some shield damage AND the Gunnlogi showed up behind the Madrugar after setting up an ambush. Once it started taking fire, the Madrugar stopped moving, turned around, and just sat there firing at the Gunnlogi. The Gunnlogi, on the other hand, kept moving, trying to reduce the damage it was taking. With a mobile target, there were occasional misses, or near-misses with splash damage from the Madrugar's Small Turrets, and even some of the Blaster fire was missing its mark. By contrast, the Gunnlogi landed almost every shot fired on the immobile Madrugar. By the end of the fight, in spite of all the advantages it had, the Gunnlogi was on fire. I'm sorry, but when you have a tank that's designed to be competent against any threat, and it goes up against a tank that's specifically designed for taking out that particular enemy, and the specialised tank has not only its preferred target but also an ambush going in its favour, AND a better driver, the fight should definitely NOT be close. NOTE: Other than a few hits to the Madrugar's shields prior to the tank vs. tank encounter (which ended with infantry being wiped out by the Madrugar), there was no direct involvement from AV infantry.
Yeah i have had the same experiences but instead i used a Falshion with proto missles and enforcer 3. shield tanks are so bad! like you said, they can not win using a fit specifically set up to be anti armor tanks. cant even beat the standard madrugar. its pathetic how unbalanced it is, this is why ppl want respecs. so their not horrendously screwed over by balancing issues |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:29:00 -
[16] - Quote
Eurydice Itzhak wrote:The Attorney General wrote:Knight SoIaire wrote:Just make the Shield Modules (Boosters and Hardeners in particular) match Armour modules.
Nerfing Armour tanks will only make them worse Vs Armour Based AV, and they already are. That would make Armor tanks obsolete overnight. Why would I run a tank that is slightly faster without plates when I could run a tank that has better resistances to the two most popular forms of AV AND can run damage mods without completely sacrificing its tank? Not that I don't think shield tanks are UP right now, but I think we need to think about this about more thoroughly before we start throwing out possible solutions that the crackpots at CCP might take seriously. Just throwing it out there that all gunnlogis have 2 pg extenders in their lows. But i agree armor needs a small buff and shields need a huge buff. They should each fill a niche role and be able to compete.
we may be able to use PG extenders but we need that to set ourselfs on par with armor tanks. Armor tanks have a atupid amount of PG and CPU, the amount is baffling and totally dwarfs the fitting ability of the shield tanks. We need those extender and you armor tanks do not, wich is a shame becuase that frees up 2 high slots for armor tanks to throw in active mods of litterally whatever they want. mobile CRU, fuell injectors for an even higher speed advantage over the shiled tank, damage controle for even more resist advantage, active heat sink to kill us even harder than what they normally do, sheild mods to prove that armor tanks can shield just as well as caldari.... So you see, caldari tanks are pluaged by PG enhancers cuz wwe actually need them. armor does not |
Exmaple Core
Hellstorm Inc League of Infamy
502
|
Posted - 2013.07.10 15:35:00 -
[17] - Quote
Alpha 443-6732 wrote:Exmaple Core wrote: very fair point. Though it makes sence, were not getting long range weaponry or minmitar tanks for months, prolly even an entire year. going back to what the OP said, we shouldent have to wait another year for this to get fixed. needs to be fixed now
Possibly a significant increase in the CPU required and a significant decrease in the PG needed for railguns would discourage running a railgun on a madrugar, but not completely remove the possibility of it. Meaning it would be even more convenient to use railguns on a caldari tank than it would be for a gallente tank if they were to make this change, causing caldari to rule long range (it would be able to equip a good railgun turret and damage mods due to its large CPU pool, while retaining tankiness). Also I think these changes should be made at a factor of 1.25x or 1.5x.
nooo bad, bad idea. Madrugers have an insaine amount of CPU and PG while both the caldari tanks have a very limited amount, its honestly unfair. This would hurt the caldari tanks more ebcause we are already having promblems stacking our damage mods and heat sinks, wich all cost a crazy amount of CPU. Caldari tanks wont be doing damage at that point because lack of damage mods or heat sinks but the armor tanks will have enough fitting to do whatever they want and will be uneffected. Droping the PG would make both tanks harder to kill and we already cant kill an armor tank. So this change would destroy us even more |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 15:49:00 -
[18] - Quote
The Attorney General wrote:Exmaple Core wrote:
Yeah i have had the same experiences but instead i used a Falshion with proto missles and enforcer 3. shield tanks are so bad! like you said, they can not win using a fit specifically set up to be anti armor tanks. cant even beat the standard madrugar. its pathetic how unbalanced it is, this is why ppl want respecs. so their not horrendously screwed over by balancing issues
Honestly though, running damage mods on a 'Loggi or a Falchion is pretty much suicide if you don't have someone running shield transporters. I think the only other way you can run a damage mod tank is if you are the anchor and you have another tank operating as a sweeper. Even then if the other team can get a good fix on you, you will get dropped. A tank with damage mods is not surviving an OB, or a forge gunner prepared to die in the redline to take it out. I am not really sure how we can go about getting a sort of balance between the two, but I think the first step is to remove the movement penalty from the Falchion entirely. Having it be that slow makes it completely useless as an "enforcer". The Gunloggi needs a speed bump as well, and both could use a bump in shield regen. None of that is going to really help it in combat vs a Madrugar though, and that is where the problem lies. Just saying Shield tanks are for anti-infantry work and armor tanks are for AT doesn't seem like a good solution. It would be great if the vehicle devs were not so MIA so we could get a better understanding of what they intend the vehicles to be.
Yeah, they really dont work with us at all and we are suffering for it. i dont want to play tanks anymore because of how lopsided, predictable, and non profitable it has become in this build. Ive yet to see any tanker disagree, wed all rather go infaintry. But, i have a double damage mod gunlogi and i have had many victorys, works in PC as well and in pubs with crazy AV. mind you im very tactical with it,and i even used to be able to destroy most armo tanks because before the triple SP event most armor tanks were not resist madrugers and now they are so im pretty boned. Nothing works anymore, period.
Also, i wouldent say that shield tanks need a speed buff but armor tanks need to go back to chromosome speed, shield tanks are were they are in chromosome speeds. Ill also point out that active sheild mods are unusable and are complete garbage that should never, ever be considered, no matter what. Their that bad, were armor hardners are what wins them all these battles. 10 sec activation time with a 30 sec cool down for 30% resist VS 1 min activation time with 30 sec cool down for 25% resist. not very fair, perhaps we can buff that durration of the shild hardners effictive use from 10 sec to 30 sec, that would be worth having and still no were near as powerful as armor mods. It needs to be at least half as effective., because passive resist is not strong enough to make the differnece for caldari. so buff passive hardners for caldari mods? one or the other, we need something to stand up to you guuys |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 15:50:00 -
[19] - Quote
Takahiro Kashuken wrote:https://forums.dust514.com/default.aspx?g=posts&m=925183#post925183
Somewhere in ther were not talking about AV. this is hardly revelant, were discussing balance between armor and shield tanks |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 16:00:00 -
[20] - Quote
Can we get CCP Blam to give us some feedback? jus work with us here, let us know your listening or something, at least give us some hope |
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Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 16:05:00 -
[21] - Quote
gbh08 wrote:i love my gunlogi and tbh im glad i specced into it still but yeah, being against a madruger is pretty much game over for me, unless i pull back and try to snipe it with rail, but i prefer to run mssiles id be content if gunlogi went a little faster as i'll be popping missiles at maddy not missing yet he will tank that **** and drive straight up to me then blast me to bits or \ also , maybe the missile turrets could fire a little faster than the 2.5 delay they have
Speed will not help you in a tank battle. You cant run away and shoot the enemy tank chasing you at the same time, oul run into stuff and blow yourself. But yeah, buffing missles would do something, then we can win using our races preferred weapon. the same weapon that is supposed to beat armor tanks, and doesn't now.... |
Exmaple Core
Hellstorm Inc League of Infamy
503
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Posted - 2013.07.10 16:18:00 -
[22] - Quote
The Attorney General wrote:Exmaple Core wrote:
Yeah, they really dont work with us at all and we are suffering for it. i dont want to play tanks anymore because of how lopsided, predictable, and non profitable it has become in this build. Ive yet to see any tanker disagree, wed all rather go infaintry. But, i have a double damage mod gunlogi and i have had many victorys, works in PC as well and in pubs with crazy AV. mind you im very tactical with it,and i even used to be able to destroy most armo tanks because before the triple SP event most armor tanks were not resist madrugers and now they are so im pretty boned. Nothing works anymore, period.
Also, i wouldent say that shield tanks need a speed buff but armor tanks need to go back to chromosome speed, shield tanks are were they are in chromosome speeds. Ill also point out that active sheild mods are unusable and are complete garbage that should never, ever be considered, no matter what. Their that bad, were armor hardners are what wins them all these battles. 10 sec activation time with a 30 sec cool down for 30% resist VS 1 min activation time with 30 sec cool down for 25% resist. not very fair, perhaps we can buff that durration of the shild hardners effictive use from 10 sec to 30 sec, that would be worth having and still no were near as powerful as armor mods. It needs to be at least half as effective., because passive resist is not strong enough to make the differnece for caldari. so buff passive hardners for caldari mods? one or the other, we need something to stand up to you guuys
Actually, I very much enjoy tanking in this build. I enjoy the challenge of fighting off AV that I know can destroy me very quickly if I make a mistake. It can be very difficult, and there are times where everything goes wrong in a match, but generally I am having lots of fun tanking. I do agree that active resists on shield tanks are completely worthless. Before 1.2, any time I saw a shield tank activate hardeners, I knew they were dead. As for changes to hardeners, giving shield tankers a 30 active 30 cooldown doesn't seem out of balance to me, as it still allows armor tanks to have the staying power that we think the devs want them to have. However, does it really make a difference in a tank 1 v 1? Look at the match we had the other day. Would having better resists got you out of there? Sort of a split. The first Loggi you lost would have gotten away to cover if you had better resists, and the first Falchion might have made it back into the deployment. The second one would have been popped anyway, because I was able to close you down enough that you couldn't run away. The next Gunloggi would have gone down anyway because you got between two tanks, and the last gunloggi was going to die because I knew you were coming and had all my modules ready for you. So out of those 5 tanks, resists would have kept one alive, might have kept a second alive, and would have made that last fight closer. Now, I have to ask, were you running damage mods on those blaster gunnloggis at the end? If so, maybe running the PG extenders to get some more HP would be a better solution? That raises the different issue of why have damage mods if no one can run them without getting popped, but I am just trying to figure out if there is some area where there is a viability for shield tanking that we may have missed. Because as it stands, I am in agreement with you that shield tanks need love, but I don't know if just bumping the resists would be enough. I'm thinking crazy here, but how much more PG would a shield tank need from base to be be able to run an extender and a booster with one damage mod? That could open up a whole new can of worms, but I can't really think of a good way of levelling the field without doing some drastic stuff.
Yeah you wrecked me pretty hard that match, no wounder your enjoying tanking your armor yess i was running 2 damage mods on a scattered neutron blaster. i can only do this because i have a fully maxed out tank, and i ran the numbers to find this fit i have here does the most damage possible for a gunlogi in uprising because you simply can not fit anything better for damage. As far as my ability to tank i have a 33.5% passive resist and a heavy converse rep (2ed best) and 4623 shields. So if you spend 16 mill SP into your caldari tank like i have than you can run a workable damage mod tank but as youve seen its still trash. If i could have more resist i still would have lost i agree but buffing the shield resist would help out, at least would have got away lol. I agree, more work still needs to be done.
Maby increase the Reping ability to be more on par to your armor mods, ithe heavy clarity sheild rep is the best rep for us and it gives us 328 HP per second for 5 seconds. thats a total of 1640 HP. In that fit i was using the heavy converse, the step under that and it pulses 271 for a total of 1355. these reps basically dont make a difference, youl still pop me in a few seconds and a forge will shoot that all off in 2 seconds |
Exmaple Core
Hellstorm Inc League of Infamy
503
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Posted - 2013.07.10 16:20:00 -
[23] - Quote
Xocoyol Zaraoul wrote:Exmaple Core wrote:The reps are sooooooooo unfair! the best armor rep repairs about 7500 HP total over the course of 15 seconds while the shield anks reps about 2500 HP in 5 seconds. very significant difference, the armor tank is 3 times more effective. Can we make the shield tanks rep at least half as competent? Seriously, being half as effective would be nice, no troll. I just noticed this, you don't shield tank, do you? The best Shield Booster is the Heavy Clarity Shield Booster, which gives 314 every five seconds for five pulses, so that is 1570 shields total in a time span much longer then five seconds, even counting passives which is roughly an extra hundred shields every four seconds, it is no where near your figure.
my bad, got my facts mixed up, corpless thanks for the correction |
Exmaple Core
Hellstorm Inc League of Infamy
503
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Posted - 2013.07.10 16:27:00 -
[24] - Quote
The Attorney General wrote:Exmaple Core wrote:
Speed will not help you in a tank battle. You cant run away and shoot the enemy tank chasing you at the same time, oul run into stuff and blow yourself. But yeah, buffing missles would do something, then we can win using our races preferred weapon. the same weapon that is supposed to beat armor tanks, and doesn't now....
Buffing missiles makes sense, as having a turret that is there to counter the biggest threat to a shield tank makes sense. Having little experience with missiles, is there a specific turret that could be buffed to make it more lethal to tanks without making life to hard on the AR toting masses? Also, being able to drive without looking is a skill that most tank drivers should really work on. There are times and places on certain maps where being able to reliably fire while retreating is a proper tactic, and critical to your survival. Although I have lost more than a couple of tanks to using that tactic carelessly. That and the whole turning the barrel while going through a narrow gap causing your tank to have a seizure perpendicular to the ground.
Pretty much the only fair and reasonable turrent for the caldari to have the upper hand on would be the missles, sence it is the best weapons to defeat armor and caldari are the best at using missles. So it would be reasonable to conclude that caldari are the best at taking out armor right? its not so today, but it should be if they use missles. It deffenetly wouldent be fair to buff the caldari tanks to the point were they can beat gallente tanks in blaster tanks consistantly. But missles would be totally reasonable, expescially sence their not the weapon of choice vs infaintry |
Exmaple Core
Hellstorm Inc League of Infamy
505
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Posted - 2013.07.10 21:35:00 -
[25] - Quote
DeathwindRising wrote:Exmaple Core wrote:
With the natural resistances of a shield tank, making their hardeners on par with armor tanks would be unfair, they should not have a 15 sec cool down and 60 sec duration like the armor tanks do. however they do need to be improved, right now they are garbage. buff the shield hardners to be half as effective as armor's, lasting for 30 seconds and 30 second cooldown. Straight up half as effective, though would be worth using. We neeeed it! we really do!
half as effective? the top shield hardeners are 30% resists. the top shield resistance amplifier is 15%. whats the point of shield hardeners if you you make them half as effective lol? the amps will be better as the dont have cool down lmao
Im saying buffing the shield active hardners to be half as effective as armor hardners would make them useful and would be considered. right now shield active hardners are never even thought about. their trash |
Exmaple Core
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Posted - 2013.07.10 21:36:00 -
[26] - Quote
DeathwindRising wrote:Exmaple Core wrote:however, passive resist is supposed to be most effective on shield tanks but again, armor tanks can do it just as well. So make the shield passive resist resist for 5% more or remove the stacking penaltys. Ethire works. armor tanking is supposed to be more effective using passive resist mods. except ccp made them crap. they should be higher like in eve. shield tanking can be done either passive or actively. with shield hardeners being better than shield amps. again though, ccp doesnt follow its own **** lol
who cares if it breaks lore we want game balance! if we wanted lore wed go play eve, were here for the FPS and the mechanics have to work out |
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Posted - 2013.07.10 21:37:00 -
[27] - Quote
Jason Pearson wrote:Iron Wolf.. Learn to read, that is a Dropsuit thread, my complaint is Vehicles, as usual.
its cool small mistake, np ppl lol be nice |
Exmaple Core
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Posted - 2013.07.10 21:39:00 -
[28] - Quote
The Attorney General wrote:[quote=gbh08]
Heavy clarity ward ST lvl 3
48 cpu 532 pg 393 hp\s /quote]
Yeah, those are not good enough. If the shield transporter can't even keep up with a heavy efficient then spider tanking goes to the armor tankers as well.
That makes almost no sense.
This is where we really need Blam to come and tell us what the dev team was thinking when they made these setups.
Thanks for the info BTW, much appreciated.
yeah, even with a logi lav reping us its still not impressive compared to armor. really sucks how it works out, we literally have nothings other than explosive resist |
Exmaple Core
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Posted - 2013.07.10 21:50:00 -
[29] - Quote
The Attorney General wrote:Exmaple Core wrote:Yeah you wrecked me pretty hard that match, no wounder your enjoying tanking your armor yess i was running 2 damage mods on a scattered neutron blaster. i can only do this because i have a fully maxed out tank, and i ran the numbers to find this fit i have here does the most damage possible for a gunlogi in uprising because you simply can not fit anything better for damage. As far as my ability to tank i have a 33.5% passive resist and a heavy converse rep (2ed best) and 4623 shields. So if you spend 16 mill SP into your caldari tank like i have than you can run a workable damage mod tank but as youve seen its still trash. If i could have more resist i still would have lost i agree but buffing the shield resist would help out, at least would have got away lol. I agree, more work still needs to be done. Maby increase the Reping ability to be more on par to your armor mods, ithe heavy clarity sheild rep is the best rep for us and it gives us 328 HP per second for 5 seconds. thats a total of 1640 HP. In that fit i was using the heavy converse, the step under that and it pulses 271 for a total of 1355. these reps basically dont make a difference, youl still pop me in a few seconds and a forge will shoot that all off in 2 seconds I wouldn't say I wrecked you, I just knew that you would be running a shield tank, and brought out my rail. I assumed correctly that you would run a blaster out of the gate, and was able to close you down early enough. The Falchion is ridiculously UP right now, just slightly better than the vayu. So those were not your fault. That second Gunloggi almost had me, if not for my squad having an OB you would have got me I think, and the last one, as said before was just me having me all my modules ready and a good idea of how you were going to try and flank me. The other thing to consider is that although you have all your SP into shield tanks, I put all mine into armor tanks. When Uprising first dropped I had dabbled a bit in to some shield skills, but when I got my respec I went full armor, maxing all the skills. The difference in reps is staggering. I don't think they should be equal, but there is no reason why a shield booster can not even top you up half way while my efficient heavy rep can repair to full a 180 poly plate as long as I am not too deep into armor burn. So I think we as tankers can all agree the shield tanks need a buff to their hardeners to make active resists even an option for shield tankers. At the very lest they need to last half as long as the armor hardeners, with an equal cooldown. The next question is how much should the booster actual repair, because right now, the passive regen is not enough even with reps for a shield tank to even hope to survive from a madrugar with an active heat sink(which is every rail tank). Right now shield tanks have worse speed, worse reps, worse hardeners, lower eHP, and the only plus the have is the resistances to AV. So other than saying shield tanks should fight other tanks (which is stupid), what is the plan from CCP for shield tanks? Actually, how are the shield transporters? Is there some hidden gem in there that would make a pair or triumvirate of Gunloggis viable? haven't really looked at them and not near my PS3 right now so I can't look it up.
I agree our reps shouldent be as effective because our shields are constantly reping. Unfortionetly, our natural rep litterally does nothing, it makes no difference when were up against AV or in battles against milita tanks. In fact, it regens so slowly we cant reliably sit and save our peice of poop rep before the next fight in 45 seconds, we have to use our active reps to repair pretty much all kinds of damage. So to compromise, our active reps dont have to be quiet as powerful if our natural rep can compensate. right now we have a megar 22/hps, if it was raised somewere between 35 and 50 per second we wouldent need such an absurd buff on active reps. I just checked the stats on the clarity ward rep and its 328 per pulse for 5 pulses. this gives us 1640 shield back, nothing to take seriously at all. if this amount is doubled than wed be at about half the amount that armor tanks rep for. wich sounds almost reasonable, double our rep power and it might be more fair. might need alittle more but im sticken to 3280 |
Exmaple Core
Hellstorm Inc League of Infamy
507
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Posted - 2013.07.10 22:03:00 -
[30] - Quote
Hunter Fencen wrote:Heyo whats this, not another bloody shield v. armour thread? jesus. Ok look, shields are slighty UP but not as badly as you all seem to think, hardeners are more effective (top gives 30% compared to armor 25%) you can stack damage mods, less AV is hurting to you and heres the kicker, theres passive regen, not something you find on armor. I have specced into both and honestly unless you attempt to use a shield tank as an armor tank, which will blow you the **** up, generally you're fine
LMFAO you need to spec more into shield tanks and get out of the instant battle academy bcuz your missing alot of details, armor tanks totally outclass caldari tanks in litterally all forms of being a tank, especially in hardners. Shield hardners last for 10 seconds for 30% resist while armor hardners last 1 minute for 25% resist. that means your dead, tank battles last longer than 10 seconds. this was stated all through out the post above, check it out, bro. Also, shield tanks for the most part can not stack damage mods because they do not have the avabialbe fitting for it, nearly all caldari tanks throw on PG extenders bcuz they absolutly need it to cope with how little pg/cpu is aviable to them. not the case for armor tanks, they can fit what they want cuz they have the fitting stats to do so. this was also said earlier, check that out too. Heres the real kicker, passive regen doesent matter bcuz it is too small to mean anything when getting hit by AV and certainly not in a tank fight. I actually just said that like a post ago, can you not read?
Btw, if you disagree stfu and present your numbers. show us math, cuz your 100% wrong |
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Exmaple Core
Hellstorm Inc League of Infamy
511
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Posted - 2013.07.10 22:11:00 -
[31] - Quote
Kharga Lum wrote:The best part is the reward from the Mordus event coming up. Complete ALL the challenges and win...100 SHIELD TANKS!
>_<
A prize no one could sell...if those features even existed yet.
right? i thought the same thing, all of 6 players in dust will be able to use the falshion cuz everyone moved to armor. cant blamem tho, look at this thread lmao. its like hey guys, heard you want some tank love. here if you do everything here you get New Edens finest, sh-itest tank! |
Exmaple Core
Hellstorm Inc League of Infamy
515
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Posted - 2013.07.10 23:13:00 -
[32] - Quote
CCP blaim! throw us a bone here D; |
Exmaple Core
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Posted - 2013.07.10 23:23:00 -
[33] - Quote
Mary Sedillo wrote:Jason Pearson wrote:I love my Shield Tank, I love fighting with it constantly and I love the tank fights I get, it was great when everyone else was using Shield Tanks, I felt I was needed in a Corp Battle to compete.
The last 10-15 corp battles, I've been decimated by Armor Tanks, and it's not because I need to "lern2tank" or anything idiotic, it's simply because Armor Tanking is a **** load better than Shield Tanking, it's not even funny anymore CCP, don't give me "Wait a year because we'll have features that make each one more viable in different situations", No. You released the game from BETA, you can't tell me that this half ass balance is because features aren't in, they need to be balanced.
It's disappointing being a tanker, being a corp battle as an Anti Tank vehicle, only to say "Sorry guys, it's an armor tank, I can't do anything" and then have to back off and bring out a Forge and chase it around the map. If the Armor Tanker matches me in Skill, he will win, if he's "decent" it'll be 50/50 and if he's ****, theres still a possibility he'll win.
CCP, you have all these teams, maybe you need to get MORE teams to balance stuff, or you know, the Vehicle team can actually tell us what they're planning on doing about the issues, CCP Blam! give us a response, seriously. "BALANCE" is FIELDING THE COUNTER of the Gallente Armor Tank!!!! EXPLOSIVES and SQUADMATES WITH EXPLOSIVES. If he is a GALLENTE BLASTER, Bring your Caldari with MISSILES and some RESISTANCE. At range v. Rail, take cover and bring out HUGE SHIELD tank and CALL in NEW one with fresh shields every time for constant health. CCP can't and SHOULDN'T patch it because people are lazy or don't understand ROCK-PAPER-SCISSORS.
hey dumbo, weve tried this and it simply doesent work, read the thread above missles should counter armor tanks but they dont. srly, read this thread before your post |
Exmaple Core
Hellstorm Inc League of Infamy
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Posted - 2013.07.10 23:24:00 -
[34] - Quote
Blam! were looking for you in this thread https://forums.dust514.com/default.aspx?g=posts&m=1042076#post1042076 |
Exmaple Core
Hellstorm Inc League of Infamy
518
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Posted - 2013.07.11 01:35:00 -
[35] - Quote
Mary Sedillo wrote:An ADV, or PRO Missile Turret WILL beat the **** out of an armor tanker at optimum range. THis is coming from an experienced Gallente Tank operator who knows how to build them well.
you are not running resistance fits! shield tankers will tell you proto missle tanks do not kill armor tanks |
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