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Gungankllr
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Posted - 2005.05.26 23:26:00 -
[211]
I just wish that the shield operation skill stayed the same and they had created a new skill to cover recharge.
I was all happy to have that better cap efficiency, now I have to train yet another skill to 5 
www.hadean.org
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Pottsey
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Posted - 2005.05.27 06:49:00 -
[212]
"just wish that the shield operation skill stayed the same and they had created a new skill to cover recharge." The skill, has stayed the same. A new skill has been made for the -2% capacitor.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Sobeseki Pawi
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Posted - 2005.05.27 07:07:00 -
[213]
With the skill not changing, what are the adjusted numbers to your tanks?
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Gungankllr
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Posted - 2005.05.27 10:31:00 -
[214]
Originally by: Pottsey "just wish that the shield operation skill stayed the same and they had created a new skill to cover recharge." The skill, has stayed the same. A new skill has been made for the -2% capacitor.
What I was saying is I wish they had kept the 2% boost reduction on the shield oeprations skill, and added a new skill that covered the recharge.
I'm just lazy and don't want to trian a new skill to level 5 
www.hadean.org
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Pottsey
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Posted - 2005.05.27 11:30:00 -
[215]
Edited by: Pottsey on 27/05/2005 11:31:54 ôWith the skill not changing, what are the adjusted numbers to your tanks?ö All 7 low slots and all 5 mid slots used up give me 20k ish shields and 154 hp/s no shield hardeners and my skills are at level 5 with shield implants. So I get more HP regen then an extra large shield booster T2 and I can run my setup for longer but with a far less flexible ship. Once you start adding in shield hardeners, afterburners e.c.t the HP regen drops a fair bit and I guess the active tank could fit a amp module to boost there HPÆs.
A realistic passive shield tank doesnÆt use up all their slots and tends to leave 3 mid slots for other things. When I get home I will post my regen with 3 empty mid slots.
ôWhat I was saying is I wish they had kept the 2% boost reduction on the shield oeprations skill,ö Sorry I misunderstood.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Shayla Sh'inlux
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Posted - 2005.05.29 15:20:00 -
[216]
Quote:
No. Armour tanking is already far more efficient then shield tanking.
Not true and even if it was true, then so what?
Do your math again with a t2 XL booster and an amp (heck, use a t2 amp, which will be out soonish). It's more cap efficient than large armor reppers II.
Medium and small SB's already outperform armor reppers when it comes to shield/sec vs armor/sec. A little extra cap/sec seems a fair tradeoff.
With a 10% reduction in cap for shield boosting, shield booster will be more efficient than armor tanking, while also leaving the lowslots free.
Armor tanking may be better for ratting, but that's it. For PvP, shield tanks are your friend. ------------------------------------------------------- "Do you really think that's air you're breathing?" |

Sobeseki Pawi
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Posted - 2005.05.29 18:08:00 -
[217]
Have to provide for resistances too, armor in general will take less damage than shields.
~Sobe
Captain Cutie, Razor's Kiss
What is your Radical Dream? |

Selim
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Posted - 2005.05.30 04:22:00 -
[218]
Originally by: Shayla Sh'inlux
Quote:
No. Armour tanking is already far more efficient then shield tanking.
Not true and even if it was true, then so what?
Do your math again with a t2 XL booster and an amp (heck, use a t2 amp, which will be out soonish). It's more cap efficient than large armor reppers II.
Medium and small SB's already outperform armor reppers when it comes to shield/sec vs armor/sec. A little extra cap/sec seems a fair tradeoff.
With a 10% reduction in cap for shield boosting, shield booster will be more efficient than armor tanking, while also leaving the lowslots free.
Armor tanking may be better for ratting, but that's it. For PvP, shield tanks are your friend.
You = retarded.
Small Shield Booster 1: 10 hp/s Small Armor Repairer 1: 10 hp/s Small Armor w/ repair skill 5: 13.3
33% more.
Small Shield w new skill: 9 cap per second Small armor rep w repair skill: 8.8 cap per second
Medium is the same.
So, you're wrong there.
Now for the absolutely laffo argument that an x-large with shield amp is better than 2 large... well, sure. But did you know that you can't fit that on anything except a raven or scorp? I bet you did, but you conveniently forgot because you're just a drone repeating the same nonsense. And even with the raven, you cant run it forever while you can run everything forever on a couple armor tank battleships.
Let me guess... you'll realize I just ruined your argument, so you'll bring up the high cycle time of armor repairers. So I'll counter that too. You can easily set up your repairers on just before the shields go away and then you repair just as the enemy hits the armor.
Might I also mention that an armor repairer can recharge his shields, but a shield tanker cannot repair his armor.
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Zyrla Bladestorm
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Posted - 2005.05.30 06:44:00 -
[219]
All listed by general difficulty of fitting within a class (Ie medium shield booster + amp might be tricker than medium armour repairer on a cruiser, but you can put the shield booster setup on a frigate, so it is earlier in the list). All stats assume repair 5, new shield skill 5.
< Frigate possible from here >
small armour rep II 17.77 repair/s 8.88 cap/s
small shield booster II 15 boost/s 9 cap/s
small shield booster II + amp I 19.5 boost/s 9 cap/s
2x small armour repairer II 35.55 repair/s 17.77 cap/s
Medium shield booster II 30 boost/s 18 cap/s
Medium shield booster II + amp I 39 boost/s 18 cap/s
< Cruiser+ only from here >
Medium armour repairer II 35.55 repair/s 17.77 cap/s
2x medium armour repairer II 71.1 repair/s 35.5 cap/s
Large shield booster II 60 boost/s 36 cap/s
Large shield booster II + amp I 78 boost/s 36 cap/s
< Battleship possible only from here >
Large armour repairer II 71.11 repair/s 35.55 cap/s
2x large armour repairer II 142.22 repair/s 71.11 cap/s
XL shield booster II 120 boost/s 72 cap/s
XL shield booster II + amp I 156 boost/s 72 cap/s
. ----- Apologys for any rambling that may have just occurred.
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Antic
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Posted - 2005.05.30 09:31:00 -
[220]
Edited by: Antic on 30/05/2005 09:34:37
most people seem to forget that shield boost amps isnt an alternative for most ships due to the sheer amount of nessesary modules that has to go into mid slots compared to low slots. Its a heck of a lot easier to fit an armor tank than a shield tank. Armor tank then you give up damage mods. Shield tank then you gotta give up MWD,ab,ew,painter,web,scrambler, etc. A couple of those modules will be totaly nessesary to have fitted with new missile system.
Also shield tanks dosnt have the same alternative for cap recharge items for low slots as armor tanks have for mid slots. The shield tanks equivalents of cap rechargers have a penality to shield boosting. SO whilst the armor tank have the option to make some sacrifices to fit cap rechargers in their mid slots shield tankers can only use diags in lows wich are very weak compared to cap rechargers. Then add armor tanks better resists modules. Also people looking at comparing modules forget that armor repairers gets a skill to increase their repair amount per second. Shield boosters dont.
Also dont forget that shields autorecharge, even on non shield tanked ships. But armor dosnt on shield tanked ships. This means an armortanked ship can even add a shield extender or two in midslots to increase time it takes for people to go through their shields. But if a shield tanker would put an armorplate in lowslot that would not have the same effect. With the new plates and extenders on sisi this is an interesting thought.
This adds to what makes armor tanking come on top in all situations and gives em the ability to go on forever.
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