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Aramendel
Amarr
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Posted - 2006.08.02 01:33:00 -
[31]
Originally by: Eilie ...The reason it's balanced is because no one wants to PvP with a shield tank and lose EW, jammers, webs, sensor boosters, etc... That trade-off is what makes it balanced: If you want the stronger tank, you lose the fun toys!..
The problem here is that armor tankers usually do not have many med slots to begin with.
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Hamatitio
Caldari
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Posted - 2006.08.02 05:54:00 -
[32]
Yet they still have more left over after fitting a tankn than a shield tanker... ---
Originally by: Wrangler ...why do you people always have to verbally assault each other over things that doesn't matter anyway?
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Sorela
Gallente
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Posted - 2006.08.02 09:59:00 -
[33]
Why does this issue need to be adressed with skills? There is no reason why shield and armor tanking somehow need to have an equal amount of skills.
If we're going to introduce skills how about talking about something that makes armor tanking a bit more unique instead of just some boring skill just to equalize skill numbers. Shields are interesting in that they can do passive or active and have interesting mods like the booster amp. Deciding what to use can be interesting.
Armor tanking is pretty boring in compairison. You just slap on the reppers and fill your resist holes then get your cap up to snuff and that's pretty much every armor build in existance right there.
Some sort of new module and it's required skill would make things interesting again without messing up the balance perhaps (because you'd have to give up a slot for the new mod).
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Athanasios Anastasiou
Elite Storm Enterprises Storm Armada
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Posted - 2006.08.21 01:40:00 -
[34]
Personally, I like variety in eve. Why do two forms of tanking have to be similar?
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Sigos
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Posted - 2006.08.21 05:32:00 -
[35]
Edited by: Sigos on 21/08/2006 05:32:37 One major difference between shield and armor tanks is the fact that shield tanks /rely/ on oversized modules to create a strong tank. Of course, there are exceptions (Gistii A-Type anyone?), but this is generally true.
1. A passive shield tank frigate relies on medium shield extenders. 2. A passive shield tank cruiser/battlecruiser relies on large shield extenders. 3. An active shield tank battleship relies on extra large shield boosters (and generally boost amplifiers too).
In addition to point 3, let's consider the fact that a shield tanked battleship requires an XL booster and a shield boost amplifier in addition to this aforementioned booster. An armor tanked battleship can, most likely, use 2 slots to mount 2 large armor repairers (or a large and a medium, depending on your setup). While the XL booster may heal more than a large repairer, the fact that the boost amplifier adds only a fraction of this to the amount healed, a dual large repairer setup is very close in damage tanked. In addition to this, one large repairer can probably be run indefinitely, and, depending on the setup, it's possible to run a second repairer (medium for sure, most likely a large depending on skills and setup) without nos, and definitely with nos.
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Hoshi
Blackguard Brigade
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Posted - 2006.08.21 13:45:00 -
[36]
Originally by: Aramendel
Originally by: Eilie ...The reason it's balanced is because no one wants to PvP with a shield tank and lose EW, jammers, webs, sensor boosters, etc... That trade-off is what makes it balanced: If you want the stronger tank, you lose the fun toys!..
The problem here is that armor tankers usually do not have many med slots to begin with.
And nither do shield tankers, the avg shield tanking ship has less midslots than the avg armor tanking ship has low slots. --------------------------------------------------------------------------------
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