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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Nevyn Auscent
Broke Sauce Brosefs.
122
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Posted - 2013.01.24 04:39:00 -
[721] - Quote
Perihelion Olenard wrote:No, it's not the best comparison. It's the worst. There are more lows to tank with than shields have mids after MWD and warp disruptor. There are more Mids than lows to tank with after three damage mods..... etc etc etc ad infinitum. |
Eternal Error
Immortalis Inc. Shadow Cartel
325
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Posted - 2013.01.24 04:39:00 -
[722] - Quote
Perihelion Olenard wrote: Do you even play Eve? Do you know what falloff means? What is this fit that allows your maelstrom to tank over 1.2k DPS using one ASB at a time? I also said I overloaded the ASB in my calculation of the tank, not just the armor tank. Using all weapons, tank, and EW modules for over five minutes on one cap booster on the hyperion isn't enough?
You're terrible, stop posting. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
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Posted - 2013.01.24 04:41:00 -
[723] - Quote
Nevyn Auscent wrote:Perihelion Olenard wrote:No, it's not the best comparison. It's the worst. There are more lows to tank with than shields have mids after MWD and warp disruptor. There are more Mids than lows to tank with after three damage mods..... etc etc etc ad infinitum. In general there's damage, tank, and tackle. You can't have it all with either shield or armor tankers. You people are trying to make armor overpowered so you can have all three.
Shields can give up tackle for tank and damage. If you want more tackle, you give up tank and still have damage.
Armor can give up damage for tank. If you want more damage you give up tank and still have tackle. I wear my sunglasses at night. |
Eternal Error
Immortalis Inc. Shadow Cartel
326
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Posted - 2013.01.24 04:52:00 -
[724] - Quote
Perihelion Olenard wrote:
After these armor changes armor will be in a much better place.
No one is disputing this. However, there are two problems:
1.) That better place will still be pretty bad 2.) The real (and, for the most part, incredibly simple) problems will not have been addressed. Instead, we'll have more new skillbooks and modules that were 100% unnecessary (and will completely overshadow the older modules) and that will likely make future balancing even more difficult.
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Vladimir Norkoff
Income Redistribution Service
82
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Posted - 2013.01.24 05:19:00 -
[725] - Quote
Sinzor Aumer wrote:CCP Fozzie wrote:We're switching the AAR to use nanite repair paste instead of cap boosters. What we're looking at now is for them to hold 8 reps worth of paste, with the smalls eating 1 per cycle, the mediums eating 5 and the larges eating 10. Alright, now at least it's not that awkward. So the next logical step would be: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it.
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Jessica Danikov
Ubuntu Inc. The Fourth District
62
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Posted - 2013.01.24 05:39:00 -
[726] - Quote
Bumpers will hate the new Armor Upgrades skill. Solution? A lowslot module made for bumping- increases mass + agility by a factor to cancel out the unwieldiness of the mass increase, perhaps? |
Zarnak Wulf
In Exile.
982
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Posted - 2013.01.24 05:55:00 -
[727] - Quote
1) If everyone thought it was great it would probably be overpowered. 2) MAR and LAR power reqs are on the table. 3) MAR and LAR reps/cycle are on the table. 4) If you are not mind-boggingly obsessed with 2-3 reppers on everything you can get a full rack of Neutrons and two MFS along with a 'good enough' tank on a Gallente boat. 5) Links and tracking enhancers are on the cutting board. The nerf of the latter will close the gap a bit between armor and shield. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
71
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Posted - 2013.01.24 06:17:00 -
[728] - Quote
Vladimir Norkoff wrote:Sinzor Aumer wrote: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.
What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it. Fozzie is married to burst-tanking which I consider wrong for armor. Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst. Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise. |
Sizeof Void
Center for Advanced Studies Gallente Federation
332
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Posted - 2013.01.24 06:24:00 -
[729] - Quote
CCP Fozzie wrote:Resist Bonus vs Rep Bonus Agree with direction. Also, please always keep in mind that we don't all fly around in fleets with logi support. Many of us still like to run solo or in small gangs w/o logis - in both PVP and PVE. It would also be nice to see more situations where using multiple active local reps has advantages over RR and/or resists.
CCP Fozzie wrote:Differences between Shield and Armor tanking as a whole Glad to hear that you recognize that midslot and lowslot modules affect balance - in particular, the TE and TC. TEs have been OP for a while now, esp. when matching up shield-tanked AC ships against armor-tanked blaster boats.
CCP Fozzie wrote:Addition of new skills and modules The AAR is interesting. So, +1 on that. It will probably require tweaking to keep it from being either OP or useless, so please plan to review and adjust it within a month or two, after it is released. The ASB's main problem was due to taking far too long to review and tweak the bloody thing. It was pretty clear during the AT that the ASB was OP, yet it was not fixed.
Don't agree with adding new skills, though. The argument that adding more skills increases the separation between new and old players is completely valid. This can be proven simply enough by rolling up a new toon, using EVEMon to spec out 1 and 3 months worth of skills, and see how well the 1 month old toon will fare against a 3 month old toon, and how well the 3 month toon will fare against a 2+ year old toon (which will typically have all level 4/5 base skills). The more base skills you add, the worse it gets.
The best way to close the gap is to remove skills, not add them. Providing an advantage to older players should take the form of adding more levels to the existing skills, with the corresponding increases in skill training time required to train up to level 6 or 10.
CCP Fozzie wrote:Powergrid usage penalty on active rigs Looking at the rig penatlies... the speed penalty vs. signature penalty is a no-brainer, but I don't agree that trading the speed penalty for a PG penalty is a good solution. A PG penalty is still much worse than a signature penalty, in most cases, so shield tanking still has the advantage here.
Perhaps, you should consider changing the shield rig penalty to a CPU penalty - or, if you really want to keep the signature and speed penalties, just reduce the speed penalty, making it much less than the signature penalty (or is there something in the code or database that requires all rig penalties have to have the same base percentage?).
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Boris Amarr
Viziam Amarr Empire
43
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Posted - 2013.01.24 06:32:00 -
[730] - Quote
What about adding Meta & T2 Reactive Armor Hardener? Meta will have lower cap usage and T2 will have basic resists 20/20/20/20. It will be good boost active armor tank. Because now if you get two damage types, now you have resists 30/30 with Reactive Armor Hardener after some time and 25/25/25/25 with Energized Adaptive Nano Membrane II but right now. So now Reactive Armor Hardener has low usability. |
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Sizeof Void
Center for Advanced Studies Gallente Federation
332
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Posted - 2013.01.24 06:41:00 -
[731] - Quote
I apologize in advance if this particular issue has already been asked, and answered:
T2 armor plates got a buff, which increased their use. Rolled Tungsten is still popular, due to less mass, easier fitting, cheaper cost. But, all other flavors of plates - Nanofiber, Titanium, Crystalline Carbonide, Faction, and T1 - don't have much of a place in the game, unless you just can't find T2 or RRT plates on market. And, since the NPC drop rate of RRT plates is high, market scarcity isn't currently a reason to use the other plates.
How about some flavor-specific stat tweaks, in order to give us a reason to use these less-popular plates? |
Apostrof Ahashion
Viziam Amarr Empire
70
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Posted - 2013.01.24 07:34:00 -
[732] - Quote
Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.
The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight.
And this is ignoring the fact that Ancillary Shield Boosters have absurdly low fitting requirements and that you can fit more than one, and that even makes them better in long missions than standard modules, and that standard Armor Repairers wont ever catch up to Ancillary Armor Repairer. They are not burst pvp tanking modules they are just plain better tanking modules.
The game already has perfect and simple mechanics for real burst tanking, overheating. Work on those rigs, maybe even increase the heat damage and amount repaired to make it a more important choice when to overheat repairers etc. Leave the whole adding new stuff that makes older stuff obsolete approach to World of Warcraft please. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
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Posted - 2013.01.24 07:51:00 -
[733] - Quote
You are talking a lot about AAR but you forget about topic name: Armor tanking 2.0 And if we agree that there are ships for solo pvp and fleet pvp so why gallent's ships for solo (well most of them)? 2 gallent's BC for solo (and only Talos, that pretty new in EvE sometimes use in fleet pvp. Why sometime? Naga lol!). Maybe its time to change brutix\myrm bonus (as well as gal. command)?
And also. Armor tank is still worse. Becuase shield tank ships faster, have more DPS, better distance control (tracking enh ftw) and realy good tank. And if we take shield logists its pretty better then armor setup in all ways.
What about that? How this change (aar+new-amazing-skill) will help us to chose armor tank ships more often? |
Sturmwolke
355
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Posted - 2013.01.24 08:05:00 -
[734] - Quote
Didn't read the whole thread except for the 1st post. Overall, it's a push to minimize the agility penalty for armor for better mobility with other minor bits and pieces. Fine for buffer tanks/active tanks, but it imo, armor RR needs some help to make it more competitive. Start by looking at the delayed rep (which is compounded by the response times), a major thorn.
10-5% PG increase for local armor rep penalty for the "active" armor rigs may kill certain beam configs for Amarr ships (sorry, I cba to check/confirm) and may also make dual-repping armor configs a difficult proposition. For L4 mission runners, mobility isn't such an issue with armor BS hulls and thus, this will be viewed generally as a nerf rather than a buff. It doesn't feel right, imo.
Try the resistance angle? e.g. 10-5% penalty to EM resistance (not all types).
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Takeshi Yamato
Ministry of War Amarr Empire
610
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Posted - 2013.01.24 08:29:00 -
[735] - Quote
Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:
Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.
L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.
These are both the cruiser-sized version. However cruisers can also fit the battleship version:
XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.
The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.
Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go. |
Fon Revedhort
Monks of War Out of Sight.
953
|
Posted - 2013.01.24 08:58:00 -
[736] - Quote
Apostrof Ahashion wrote:Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.
The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight. True. Given current EHP values (absurdly high at pretty much all ships) the opposing force needs that prolonged staying power to just chew through these endless lifebars. DPS is very limited in comparison to EHP these days, so burst or sustained, you still need to tank the other guy(s) for a very long period. 14 |
Zarnak Wulf
In Exile.
982
|
Posted - 2013.01.24 09:08:00 -
[737] - Quote
Takeshi Yamato wrote:Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:
Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.
L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.
These are both the cruiser-sized version. However cruisers can also fit the battleship version:
XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.
The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.
Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go.
Let's take a close look at that 4320 for the MAAR. We can increase that a bit. Assume two armor nano pumps. 4320 * 1.1 * 1.088 (2nd at small stacking penalty) ~ 5170. Is it on a Gallente ship? 5170 * 1.375 = 7109 or 80.6% of what a X-LASB can offer. As much per second? Of course not- but we are comparing a module that has a 150+ PG requirement to a module that has a 500 PG requirement.
You don't have to dedicate every low on the ship to tank anymore. You don't have to sigh and settle for electrons. You definitely don't have to crawl to the target at a snail's pace. |
KatanTharkay
Blue Republic RvB - BLUE Republic
7
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Posted - 2013.01.24 09:13:00 -
[738] - Quote
If you're at it, could you consider changing the penalty for some of the astronautic rigs please? I would like to be able to get close fast to the target in my Thorax or Brutix and still have enough buffer on my ship for my armor reppers to finish at least 1 cycle. Or for the sake of balance you don't want those brawler ships to be that fast? |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
493
|
Posted - 2013.01.24 09:49:00 -
[739] - Quote
Sinzor Aumer wrote:Vladimir Norkoff wrote:Sinzor Aumer wrote: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.
What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it. Fozzie is married to burst-tanking which I consider wrong for armor. Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst. Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise.
Burst >>>>>>>>>>>>>>> sustained for pvp. |
Ilar Ran Dar
Flame.
19
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Posted - 2013.01.24 09:57:00 -
[740] - Quote
I was here. |
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Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
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Posted - 2013.01.24 10:18:00 -
[741] - Quote
Garviel Tarrant wrote: Burst >>>>>>>>>>>>>>> sustained for pvp.
Not realy
Burst>>>>sustained when you have <10-15 ppl at opposite fleet. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
494
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Posted - 2013.01.24 10:22:00 -
[742] - Quote
Captain Semper wrote:Garviel Tarrant wrote: Burst >>>>>>>>>>>>>>> sustained for pvp.
Not realy Burst>>>>sustained when you have <10-15 ppl at opposite fleet.
The only times sustained is better is when you get that ideal perfect "hero tank" situation.
Sadly that hardly ever happens.
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
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Posted - 2013.01.24 10:29:00 -
[743] - Quote
Garviel Tarrant wrote:Burst >>>>>>>>>>>>>>> sustained for pvp. Buffer >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Active You see, I also can put a lot of ">" and also without any explaination.
There is sustained tank. There is burst tank. Suddenly, there is yet another type of active tank, since recently. I'm talking about spooling-up tank, implemented in reactive hardner. That was something new indeed, my props to a person who invented it. By no means I can agree that it is inherently inferior to burst tanking. And I really think this type of active tanking suits to armor very well. |
Roime
Shiva Furnace
1816
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Posted - 2013.01.24 10:38:00 -
[744] - Quote
Rented wrote:Perihelion Olenard wrote:So what? That ASB becomes almost useless once it's out of charges. An armor tank will now easily outlast that and easily tank your 500 DPS BC. After these changes a myrmidon will be able to tank as well as a battleship used to. The hyperion will be able to deal and tank over 1.1k DPS, if you have good skills. Even better if you overload things, especially with that new rig.
Quit trying to make the ancillary armor repairer a godly module. CCP isn't stupid. Holy crap, the man can't read. No wonder everything appears meaningless to him. You appear to be under the impression that the AAR is better than an ASB in the long run. It isn't. If you could read and apply the slightest bit of math you would know this. You also appear to be under the impression that hitpoints of armor are more valuable than hitpoints of shield, in any meaningful way, they aren't. Indeed you appear to believe a cap-reliant AAR tank ship would have more lasting power than a cap-independant ASB ship, which is very amusing. I've got some bad news. The cap boosters you're running will empty your cargohold of charges just as fast and faster than an ASB will empty its cargohold of its charges. Not to mention an ASB ship inherently does more DPS by simple virtue of your 'so many more slots for armor tank' not having many, if any, space for damage modules. Obviously the AAR is better, but that doesn't exclude it from being terrible. - /facepalm
idk, to me it looks like even non-nanite-running LAAR+LAR II tank on a Hype is better than running a single XLASB on a Maelstrom. Sure, you can use both XLASB to get godmode tank, but if both your XLASBs are out of charges at the same time, it's game over.
And LAAR+LARII in heated godmode tanks more than 2*XLASB and Invuln overheated. And this is on RAH @ 15% resists.
-á- All I really wanted was to build a castle among the stars - |
Ribikoka
Royal Amarr Institute Amarr Empire
370
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Posted - 2013.01.24 10:50:00 -
[745] - Quote
CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill.
So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers. |
Apostrof Ahashion
Viziam Amarr Empire
75
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Posted - 2013.01.24 10:57:00 -
[746] - Quote
With 8 charges AMAR will repair 4275hp, with 8 uses MARII will repair 2560. And in one minute it takes AMAR to realod MARII will repair another 1600hp, or 4160 total, and this is assuming you have a ship with unlimited cap and run it constantly. So basically any time frame the so called burst module is plain better, even if you are completely ******** and start the repair cycle when its obvious that the fight will end soon and that you should just rep at 3/4.
Since anyone will obviously use this module instead of one repairer no matter what they do or want to accomplish, and it definitely wont make ppl reduce the number of reps (if i think that armor repairer will serve me better than anything else in that slot you can be sure i will think the same after you buff it). Since it is just a plain boost amount buff you acknowledge that the buff to reps is needed, why not just boost reps? This makes no sense at all, and all that burst tanking talk is bs.
New skill that reduces plate mass will hit new players. And also getting such a small buff to speed in practice does not solve anything, and will just force us to train another mediocre skill just because speed is that important. If you think plates are too heavy just reduce their mass.
The only problem with tanking in general is the stupidly powerful ASB and the fact that the signature radius, the main advantage of armor tanks, is less significant because mwd will boost it so much for both armor and shield that the difference will be too small to make a difference. Tweak that, dont introduce new modules and skills. |
Mag's
the united Negative Ten.
13761
|
Posted - 2013.01.24 11:01:00 -
[747] - Quote
Apostrof Ahashion wrote:With 8 charges AMAR will repair 4275hp, with 8 uses MARII will repair 2560. And in one minute it takes AMAR to realod MARII will repair another 1600hp, or 4160 total, and this is assuming you have a ship with unlimited cap and run it constantly. So basically any time frame the so called burst module is plain better, even if you are completely ******** and start the repair cycle when its obvious that the fight will end soon and that you should just rep at 3/4.
Since anyone will obviously use this module instead of one repairer no matter what they do or want to accomplish, and it definitely wont make ppl reduce the number of reps (if i think that armor repairer will serve me better than anything else in that slot you can be sure i will think the same after you buff it). Since it is just a plain boost amount buff you acknowledge that the buff to reps is needed, why not just boost reps? This makes no sense at all, and all that burst tanking talk is bs.
New skill that reduces plate mass will hit new players. And also getting such a small buff to speed in practice does not solve anything, and will just force us to train another mediocre skill just because speed is that important. If you think plates are too heavy just reduce their mass.
The only problem with tanking in general is the stupidly powerful ASB and the fact that the signature radius, the main advantage of armor tanks, is less significant because mwd will boost it so much for both armor and shield that the difference will be too small to make a difference. Tweak that, dont introduce new modules and skills. This.
Did have a similar post, but the forum ate it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
493
|
Posted - 2013.01.24 11:29:00 -
[748] - Quote
Apostrof Ahashion wrote:... This makes no sense at all, and all that burst tanking talk is bs.... In straight up brawls where incoming dps is nice and even throughout .... perhaps.
But when I go up again high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright.
Vanilla reps, particularly MAR/LAR could use some love though. Lowered grid requirement and an inch off cycle times, they should be better at prolonged repping with the AAR dumping most of its reps in those first critical 30-60s. If those numbers tell me anything then it is that the modifier on AAR should be increased and reload cycle extended not that the idea should be discarded.
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
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Posted - 2013.01.24 11:43:00 -
[749] - Quote
Veshta Yoshida wrote:But when I go up against high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright. If you want burst tank - use shields. If you want armor - no burst then. Isnt it fair enough? Why you want everything homogenized?! |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
493
|
Posted - 2013.01.24 11:53:00 -
[750] - Quote
Sinzor Aumer wrote:Veshta Yoshida wrote:But when I go up against high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright. If you want burst tank - use shields. If you want armor - no burst then. Isnt it fair enough? Why you want everything homogenized?! Yes, let me stick an ASB onto my slicer, Coercer, Retribution, etc. and try to pew
If what you say was to be what CCP went for then armour ships would never fit active reps (dps/EHP ratio has been skewed over the years) and would only participate in blob-fests while solo/small-gang would be limited to a handful of ships at best with the rest of the shield ships being relegated to permanent mothballs/PvE .. talk about homogenization.
If you had ever tried pewing an ASB abusing ship using an armour boat as they currently stand you too would jump at the chance to get something that will at least make it an interesting fight. |
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