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Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
2899
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Posted - 2013.07.21 09:07:00 -
[1] - Quote
I don't know how CCP would manage to make it work, but Gallente should get drones like they do in EVE. |
Cosgar
ParagonX
2930
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Posted - 2013.07.22 06:20:00 -
[2] - Quote
DRDEEZE TWO POINTO wrote:MY hat is why gallente should be the inverse of mimmatar and armarr should take place of gallente I chose gallente cause I thought I could do hit and run and repair fast and be a god in cqc but I'm really an armarr in disguise. This is a big issue because while shields have access to passive, buffer, and regen tanking, armor only has access to buffer and regen. What makes matters worse is that some of the most commonly used weapons in the game are kinetic or explosion based so buffer tanking is almost a necessity since suits don't have a good enough initial buffer to have at least a fighting chance. If we want to close some of the gap between shields vs armor, armor needs more options like resistance modules for infantry so that you can get more tank through resistances while being able to have a high regen and no penalty to speed. |
Cosgar
ParagonX
2930
|
Posted - 2013.07.22 08:14:00 -
[3] - Quote
RINON114 wrote:Meeko Fent wrote:The Calamari get good shield.
The Gals get better armor.
Give shields a penalty.
Change the Armor penalty to a Stamina Usage penalty so they can strafe just as we'll as the shields, but when traversing the whole battlefield, they'll be a little slower, but they won't be totally slow and unsurvivable compared to shield. I literally could not agree more. This is perfect. I still have to advocate that this may still cause problems as most of the useful modules that make up in armour's lacking areas are in the same slot that armour occupies. I personally think that for this reason maybe reppers and the new plates should go in the high slots. That would take one of the few advantages armor has over shields- damage mods. |
Cosgar
ParagonX
2936
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Posted - 2013.07.22 09:16:00 -
[4] - Quote
RINON114 wrote:Cosgar wrote:RINON114 wrote:Meeko Fent wrote:The Calamari get good shield.
The Gals get better armor.
Give shields a penalty.
Change the Armor penalty to a Stamina Usage penalty so they can strafe just as we'll as the shields, but when traversing the whole battlefield, they'll be a little slower, but they won't be totally slow and unsurvivable compared to shield. I literally could not agree more. This is perfect. I still have to advocate that this may still cause problems as most of the useful modules that make up in armour's lacking areas are in the same slot that armour occupies. I personally think that for this reason maybe reppers and the new plates should go in the high slots. That would take one of the few advantages armor has over shields- damage mods. You mean the only advantage. True, it would take it away, but it would allow for the gap to be closed a little between one of armours weaknesses. What use is having higher damage if you can't stay alive long enough to use it? I've seen some people running Gallente Assaults with CDMs in their highs, and reppers/catalyzer in their lows do some decent work. When you have ~20HP/sec Armor regen and the ability to chop someone down in a fraction of a second with a GEK or Duvolle, why bother with trying to tank damage? |
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