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Knight SoIaire
Rent-A-Murder Taxi
1146
|
Posted - 2013.07.10 16:07:00 -
[61] - 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.
Shield HAVs are slower, and have a lower acceleration than Armour HAVs.
I think we all know who should really shutup. |
Xocoyol Zaraoul
Zumari Force Projection Caldari State
682
|
Posted - 2013.07.10 16:11:00 -
[62] - Quote
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. |
The Attorney General
ZionTCD
329
|
Posted - 2013.07.10 16:13:00 -
[63] - Quote
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. |
Alpha 443-6732
Not Guilty EoN.
13
|
Posted - 2013.07.10 16:14:00 -
[64] - Quote
Exmaple Core wrote: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
I thought gunnlogis had an extra 100 or so CPU. I guess they do need a buff to their PG and CPU before this change could be made.
|
gbh08
Seituoda Taskforce Command Caldari State
62
|
Posted - 2013.07.10 16:14:00 -
[65] - Quote
Exmaple Core wrote: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....
Yeah your prolly right on the speed, i only mentioned it as my last loose to maddy was on the 4 point skirm map with c & d under the hangers, and A & B at the top of map in the open, with the big straight road that goes straight down the middle of the map
i was at some serious distance from maddy and going in reverse on the main road while he just kept coming and tanking everything i chuucked at him but yeah, most maps are a bit fiddley to drive around anyhows, still would be nice to be able to escape if im not going to win by shooting at them
and yeah, about that enforcer, 34% movent penatly?! thats fecked up and i do regret speccing into that
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Spkr4theDead
Namtar Elite Gallente Federation
326
|
Posted - 2013.07.10 16:16:00 -
[66] - Quote
The Attorney General wrote:Beld Errmon wrote:Don't worry considering how terrible shield tanks have had it for such a long time, when they do a rebalance its going to swing in shields favor, and armor tankers like me who haven't spent diddly on shields are gunna be QQing. It has only been bad for them since uprising. In Chromosome a rail Gunloggi would eat a Madrugar for breakfast because of the broken stacking penalties and the damage mods. I don't doubt that anyone not in a gunloggi next build is going to suffer for it. That is why I am working on my shield skills instead of saving up for a pilot suit. If you wanted to be stupid, you could put 3 or 4 damage mods on a Madrugar/Surya, opposed to a maximum of 3 on the Sagaris, and only 2 on the Gunnlogi. |
Alpha 443-6732
Not Guilty EoN.
13
|
Posted - 2013.07.10 16:16:00 -
[67] - 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...
Its every three seconds, not 5... |
Exmaple Core
Hellstorm Inc League of Infamy
503
|
Posted - 2013.07.10 16:18:00 -
[68] - 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
|
Posted - 2013.07.10 16:20:00 -
[69] - 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
|
Posted - 2013.07.10 16:27:00 -
[70] - 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 |
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The Attorney General
ZionTCD
330
|
Posted - 2013.07.10 16:41:00 -
[71] - Quote
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.
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gbh08
Seituoda Taskforce Command Caldari State
62
|
Posted - 2013.07.10 16:48:00 -
[72] - Quote
heavy shield transporter 1
50 cpu 560 pg 342 hp\s
cooldown 15 s pulse int 15 s
Heavy converse ST
40 cpu 448 pg 325 hp\s
same cooldown and pulse as above
Heavy clarity ward ST lvl 3
48 cpu 532 pg 393 hp\s
and same cooldown etc as above
Light ST 1
38 cpu 70 pg 132 hp\s
Light converse
30 cpu 56pg 125 hp\s
Light Clarity lvl 3
36 cpu 67 pg 152 hp\s
All have the same 15 sec cooldown and pulse int |
Takahiro Kashuken
Red STar. EoN.
644
|
Posted - 2013.07.10 16:49:00 -
[73] - Quote
Exmaple Core wrote: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
Like i said
Its in ther somewhere |
The Attorney General
ZionTCD
331
|
Posted - 2013.07.10 17:14:00 -
[74] - Quote
[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. |
Spkr4theDead
Namtar Elite Gallente Federation
326
|
Posted - 2013.07.10 17:21:00 -
[75] - Quote
Knight SoIaire wrote: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. Shield HAVs are slower, and have a lower acceleration than Armour HAVs. I think we all know who should really shutup. Agreed - those that don't know what they're talking about. |
Spkr4theDead
Namtar Elite Gallente Federation
326
|
Posted - 2013.07.10 17:36:00 -
[76] - 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. This means that gallente simply have more powerful engines. Minmatar will be the speedy shield tanker I predict. Not all of us took physics in school. I don't remember the formula for it. Math makes my brain cry. |
Spkr4theDead
Namtar Elite Gallente Federation
327
|
Posted - 2013.07.10 17:44:00 -
[77] - Quote
Exmaple Core wrote: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 I need the beta powergrid expansion unit to run everything I have on my Madrugar. If you're not running one of those on an armor tank, you're severely limiting your fitting options. |
Spkr4theDead
Namtar Elite Gallente Federation
327
|
Posted - 2013.07.10 17:51:00 -
[78] - 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. People want to carry an AR, why worry about how hard they'll have it against vehicles? |
Xender17
Intrepidus XI EoN.
296
|
Posted - 2013.07.10 17:59:00 -
[79] - 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. The cycled missile is best for AV. missiles kill installation in two rounds. |
Jason Pearson
Seraphim Initiative. CRONOS.
1824
|
Posted - 2013.07.10 18:02:00 -
[80] - Quote
Spkr4theDead wrote:Exmaple Core wrote: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 I need the beta powergrid expansion unit to run everything I have on my Madrugar. If you're not running one of those on an armor tank, you're severely limiting your fitting options.
I run two Local Powergrid Expansion Units, that's the only way we can fit our stuff :(
|
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Xender17
Intrepidus XI EoN.
296
|
Posted - 2013.07.10 18:05:00 -
[81] - Quote
Spkr4theDead wrote:Exmaple Core wrote: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 I need the beta powergrid expansion unit to run everything I have on my Madrugar. If you're not running one of those on an armor tank, you're severely limiting your fitting options. A good gunnlogi blaster tank has to have 2 local powergrid upgrades. |
Harpyja
DUST University Ivy League
245
|
Posted - 2013.07.10 18:18:00 -
[82] - Quote
Xender17 wrote:A good gunnlogi blaster tank has to have 2 local powergrid upgrades. My good Gunnlogi missile fit needs a local power diagnostic system and a local powergrid expansion module to fit an advanced turret and the best heavy shield booster and extender. And that's using missiles, which use the least amount of PG.
My proto missile Falchion fit needs PG upgrade modules in all three of its low slots to have the same fit as my missile Gunnlogi fit (only difference being proto turret vs advanced turret).
Giving us our PG back is one of the many issues CCP needs to fix. |
Iron Wolf Saber
Den of Swords
5957
|
Posted - 2013.07.10 18:34:00 -
[83] - Quote
Guys I know you like talking about this subject but I please urge you to post in the most tracked thread here...
https://forums.dust514.com/default.aspx?g=posts&find=unread&t=87752 |
Harpyja
DUST University Ivy League
245
|
Posted - 2013.07.10 18:37:00 -
[84] - Quote
That is for DROPSUITS
GTFO IWS, you're drunk. |
Sgt Buttscratch
Algintal Core Gallente Federation
407
|
Posted - 2013.07.10 18:40:00 -
[85] - Quote
Tanker land here |
Jason Pearson
Seraphim Initiative. CRONOS.
1824
|
Posted - 2013.07.10 20:00:00 -
[86] - Quote
Iron Wolf.. Learn to read, that is a Dropsuit thread, my complaint is Vehicles, as usual. |
CharCharOdell
Shining Flame Amarr Empire
389
|
Posted - 2013.07.10 20:18:00 -
[87] - Quote
Complaining about tanks is like cigarettes and cheerios for me :) |
DeathwindRising
ROGUE SPADES EoN.
39
|
Posted - 2013.07.10 20:44:00 -
[88] - Quote
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 |
DeathwindRising
ROGUE SPADES EoN.
39
|
Posted - 2013.07.10 20:48:00 -
[89] - Quote
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 |
Exmaple Core
Hellstorm Inc League of Infamy
505
|
Posted - 2013.07.10 21:35:00 -
[90] - 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 |
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