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RINON114
B.S.A.A. General Tso's Alliance
293
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Posted - 2013.07.19 02:43:00 -
[1] - Quote
Move armour repair modules on dropsuits to the high slots, as well as the new reactive plates. This will allow armour users to make up for the disparity between shield and armour without having to slill into level 5 shields themselves. It will also force shield users to think carefully about whether they stack extenders or have a repairer for battlefield longevity.
The reason I suggest this mainly comes from the fact that all of the modules that could alleviate the downsides to armour tanking (kinetic catalyzers and cardiac stimulators) fit in the same slot as our main tank, further increasing the disparity between shield and armour.
Another issue is with all the explosions. With armour's weakness to 99% of all battlefield technology, we need an edge. |
RINON114
B.S.A.A. General Tso's Alliance
294
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Posted - 2013.07.19 04:37:00 -
[2] - Quote
Come on, no takers? |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
21
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Posted - 2013.07.19 04:56:00 -
[3] - Quote
Ccp better do ******* some god dam **** with this assholish game. |
Cosgar
ParagonX
2841
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Posted - 2013.07.19 05:18:00 -
[4] - Quote
Making the plates high slots takes away a massive advantage armor tankers have over shield- damage mods. The biggest issue with armor vs shields is that shields benefit from plates more than armor tankers because it adds to their buffer. Armor tanking suits need armor specific bonuses to make armor personal to them just like how shield suits have shield related bonuses. |
Imp Smash
Seraphim Auxiliaries CRONOS.
181
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Posted - 2013.07.19 05:45:00 -
[5] - Quote
As an Amarr (dual tanker) this hurts me |
RINON114
B.S.A.A. General Tso's Alliance
295
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Posted - 2013.07.19 08:42:00 -
[6] - Quote
Imp Smash wrote:As an Amarr (dual tanker) this hurts me How? If anything you remain untouched. You drop a shield extender? Run some ferroscale in the low.
As for the damage mods argument, this doesn't really hold any validity as you can still use the same kit as before but with more diversity. Right now we just have damage mods or extenders. Shield tankers have extenders, then whatever else they want, armour plates (because basic takes level 1 skill and not many people go higher than basic) or cardiac stims, kincats or CPU/PG upgrades to fit whatever the hell they like. Currently, armour has a hard time doing this unless they use shields, which is not really the point.
What this boils down to is making armour less viable for shields. Putting the reactive plates and armour reppers in highs means we get a huge ehp buff - Imagine stacking 3 complex reps on your proto Gallente, along with 2 basic plates, a kinetic catalyzer and a cardiac stim? You're not moving anywhere fast but you can at least close the gap between shield's biggest strength: No sacrifice to mobility.
My personal fit would probably be two complex reactive plates (when they're fixed) and a complex repper, two enhanced plates and two cardiac stims so I can just putsprint my opponents. |
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